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BatMUD Forums > Ideas-wanted > Re: forts

 
 
#1
28 Jan 2009 23:55
 
 
Now maybe I dont know all there is to know about regions and forts. I've been
warned off taking on the elite crew who own them all and share out the spoils,
(solo at least). So I dont really know how to get into it and expect I'll get
nuked if I try.

I have no idea how much money ownership of them brings in. This should be
published in news or something I think.

I think forts should have a level, a team size and maybe a rank. Then you can
in your team try and take ones for your level and current ranking.. So low
level and new people to regions can build up their power base without getting
nuked by the top crew.

Just my thoughts...

Flame/discuss/put me right where I dont have a clue..

 
Rating:
27
Votes:
35
 
 
Spid
2y, 320d, 9h, 33m, 26s old
Level:
100
 
 
#2
29 Jan 2009 08:25
 
 
Spid wrote:
Now maybe I dont know all there is to know about regions and forts. I've been
warned off taking on the elite crew who own them all and share out the spoils,
(solo at least). So I dont really know how to get into it and expect I'll get
nuked if I try.

I have no idea how much money ownership of them brings in. This should be
published in news or something I think.

I think forts should have a level, a team size and maybe a rank. Then you can
in your team try and take ones for your level and current ranking.. So low
level and new people to regions can build up their power base without getting
nuked by the top crew.
Well, there's no real danger in going for them, it's just that you probably
wont get to keep them unless you can play 24/7, and you can expect a couple
pkills while you're at it.

The forts generate 500gp/hour, with some diminishing returns if you own too
many, and deduct the cost of NPC-guards that are quite deadly aswell, but
that's only a very small portion of the 500gp.

As to the idea of levellimited forts, it's something to think about, but it
would be quite dull to lose the fort when you level up. And to discuss the
team is of no real help, since people can recruit outside help anyway, people
that would not be "in the team" as such.

 
Rating:
3
Votes:
3
 
 
Nerya
C o d e s l a v e
27y, 243d, 6h, 25m, 1s old
Level:
25 [Wizard]
 
 
#3
29 Jan 2009 12:41
 
 
Quote:
Well, there's no real danger in going for them, it's just that you
probably wont get to keep them unless you can play 24/7, and you
can expect a couple pkills while you're at it.
Quote:
The forts generate 500gp/hour, with some diminishing returns if
you own too many, and deduct the cost of NPC-guards that are quite
deadly aswell, but that's only a very small portion of the 500gp.
Quote:
As to the idea of levellimited forts, it's something to think about,
but it would be quite dull to lose the fort when you level up. And
to discuss the team is of no real help, since people can recruit
outside help anyway, people that would not be "in the team" as such.
I guess the wiz community think forts are a success and are working as
hoped?

I just wonder though how much PvP is actually happening because of them.

I've had quite a few tells on this matter, most negative about the
current situation, people saying the current situation has been like it
is for over a year and its just not working.

I think currently they are a complete failure. They do not promote any
PvP action, and a group of people are just ticking cash.

Gladiator games (arena) are a much much better system. Yes, yes its the
wow route.

If you want to keep the current system I think it needs to change, or
it will just stay the status quo with no PvP.

Having teams would work fine. Once one person of that team has started
the siege no member from another team can enter the fort except the
defending team. And someone not in the team attacking a player isnt
part of the game and it comes under "help player killing". Yada yada
adding someone to your team takes 1h real time etc.

Losing a fort from levelling I cant see being a problem, gives
opportunity to someone smaller to get it and gives your team incentive
to go for the next level fort.

I think there should be a fort reset every month or something as well.

People from the current army holding all the forts probably like the
status quo and are slightly bias towards the current system.

 
Rating:
18
Votes:
18
 
 
Spid
2y, 320d, 13h, 5m, 39s old
Level:
100
 
 
#4
29 Jan 2009 13:40
 
 
An idea for improvement:

The passive defence of forts in the form of a
hired garrison sucks. Either a) remove them and
have players really defend their forts in true
PvP or b) give attackers a chance to gather an
army of their own.

I think "A" is simple and would improve the
situation slightly, but I do like the
garrison system, hence suggestion "B".

The above is just one idea for slight improvement,
I think the previous posts had better ideas. :)

 
Rating:
11
Votes:
13
 
 
Nosunrise
1y, 134d, 5h, 58m, 10s old
Level:
100
 
 
#5
29 Jan 2009 14:04
 
 
I don't think anybody is of the impression that it is "working
as intended". But there has been very few implementable ways to
fix it either. The monthly "fort reset" could be an option, but
I wonder if the forts wouldnt just end up in the same hands
anyway.

The point behind the forts was to provide atleast some incentive
to do organised PvP. I don't think it matters if its forts or
arena battles - if there is any incentive to it, there will be
some who do well (and get the rewards) and there will be others
who don't, and who will complain of the system being somehow
unfair.

-- Gore

 
Rating:
1
Votes:
1
 
 
Gore
A r c h w i z a r d
10y, 180d, 13h, 1m, 4s old
Level:
600 [Wizard]
 
 
#6
29 Jan 2009 16:45
 
 
Gore wrote:
I don't think anybody is of the impression that it is "working
as intended". But there has been very few implementable ways to
fix it either. The monthly "fort reset" could be an option, but
I wonder if the forts wouldnt just end up in the same hands
anyway.

The point behind the forts was to provide atleast some incentive
to do organised PvP. I don't think it matters if its forts or
arena battles - if there is any incentive to it, there will be
some who do well (and get the rewards) and there will be others
who don't, and who will complain of the system being somehow
unfair.

-- Gore
I think the big problem with the regions is that there's no prize for second
place. I know everyone hates it when someone says "WoW does it this way", and
I certainly do not mean to imply WoW has a great or even good pvp system, but
a lot of people participate in it. The simple reason is that there are rewards
for pvp that don't require being the best, hell, there's rewards for pvp that
only require participation. Granted, these rewards are somewhat less than more
successful players might achieve, but it gives a reason to participate even if
you're not confident in being in the top 10% in an arena season.

I'm not sure regions gameplay really lends itself to this type of reward
system. Either you are in control of a fort, or you aren't. I'm not sure how
it could be changed, I think it might just be better to write it off as a
failed experiment (though don't get me wrong, I am not suggesting removing it
from the game.). What might work better is something vaguely resembling the
WoW arena system in some respects. Players fight other players, at the end
they get paid depending on the result, their current ranking, and their
opponent's ranking. If said arena could be hardcoded to disallow the use of
items and the like, then it would remove also part of the issue Blayke had
with pvp. That's just one possibility though. The main thing is that there
needs to be incentives to play beyond at the very top level, otherwise it only
becomes fun for the two people at the top duking it out, the rest lose
interest and leave them to it.

That's just my two cents though. It's almost 4am, so it's entirely likely this
is all just drivel and I'll regret having sent it when I wake up. But that's
what Ideas Wanted is for, right?

 
Rating:
-1
Votes:
5
 
 
Lavitz
2y, 20d, 20h, 5m, 34s old
Level:
77
 
 
#7
03 Apr 2009 15:45
 
 
So the problem is that many feel forts are out of tune cuz they give too much
cash to the hardcore players. AND forts were designed to encourage PVP. That
means right now we have people who don't necessarily care a lot about PVP
doing forts cuz they get lots of cash. So cut the cash down dramatically
then. Then if people want PVP they can do it for the fun of PVP, and they
aren't doin it for the cash so much? People talk about the arena as another
PVP aspect here. You don't get crap from fighting someon in the arena, but
people that wanna fight other players do it cuz it's fun. By putting up a big
reward for doing forts, you have made the focus the reward not the PVP.

 
Rating:
18
Votes:
22
 
 
Stalgrad
1y, 223d, 11h, 48m, 17s old
Level:
96
 
 
#8
04 Apr 2009 03:23
 
 
Stalgrad wrote:
So the problem is that many feel forts are out of tune cuz they give too much
cash to the hardcore players. AND forts were designed to encourage PVP. That
means right now we have people who don't necessarily care a lot about PVP
doing forts cuz they get lots of cash. So cut the cash down dramatically
then. Then if people want PVP they can do it for the fun of PVP, and they
aren't doin it for the cash so much? People talk about the arena as another
PVP aspect here. You don't get crap from fighting someon in the arena, but
people that wanna fight other players do it cuz it's fun. By putting up a big
reward for doing forts, you have made the focus the reward not the PVP.
Dude reward just got reduced by half recently! I have seen plenty of action
doing pvp on forts, attack some and see!

 
Rating:
-6
Votes:
10
 
 
Ottie
1y, 112d, 15h, 38m, 43s old
Level:
85
 
 
#9
29 Jan 2009 14:06
 
 
These are just my personal thoughts on the feature, but here goes:

When I was a mortal, I tested the regions play enough to know that it has a
few factors that are out of tune. The playerbase, not to mention the guilds
are far from being in tune, where other guilds have a much easier time killing
others.
On top of that, the defenders have the huge benefit of only having to come
there for a few minutes to fight, whereas the attacker has to spend 30 minutes
pushing the same button, over and over again. Though in most cases, the NPC:s
that come to the defense are more than capable of killing a solo attacker, or
even cause a serious hindrance to a larger, not so high-end group.

The usual "PVP-interaction" I saw, was a defender showing up, and me, running
for cover, there's just no use in fighting when you know the outcome when the
defender shows up.The defenders even have these extra options of firing arrows
and pouring oil on the attacker to make things easier, though those two would
not make anyone else but a mage turn and flee.

So no, not every wizard thinks it's a "huge success". I'm not even alone with
my opinions on that, but I am not the one responsible for them, the creator of
the feature is the one to decide if tunes are needed. At the moment it would
seem that they are quite rarely even attacked, but we never know how things
will end up.

On a sidenote, I have been pondering about some arena-feature for PVP, but
it's just an idea, don't know if it would even work. All I know is it would be
a huge project to take on, one that might not never finish.

 
Rating:
11
Votes:
11
 
 
Nerya
C o d e s l a v e
27y, 243d, 12h, 6m, 22s old
Level:
25 [Wizard]
 
 
#10
29 Jan 2009 14:35
 
 
Evil capitalists of batmud has alliance called NWO, against you noobs, these
overlord's that own your economy in mud, has no intrests in giving their forts
away for free, actually you have been already mentally suppressed to status
quo where resistance is only occasionally met and its futile in nature.
v

 
Rating:
5
Votes:
9
 
 
Xunisiih
2y, 164d, 11h, 5m, 9s old
Level:
96