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View Full Version : New forts and gameplay


Zas_
11-10-2011, 06:49 PM
This is some time now that new forts and castles went in production.

After numerous battles, in various conditions, around and inside forts, i find they didn't improve the war experience:


archers and mages (ranged) have hard time to use their skills from and to the fort
battles after the door went down are over very fast, mainly because door is down when defender's warriors are all dead, and attacking warriors simply rule in the fort, they rush on walls, in tower, and kill easily anyone still alive
fall damages now forbid to jump from walls if you don't have full health, and walls are narrow, so a mage or archer can only go in one direction to escape rushing warriors
walls are continuous around the central place, so attackers can arrive from both sides
castles are far too big, it is far too easy to hide, and boring to search for enemies in, people are using mounts in castles...
long bows are almost mandatory to fire from walls (short bows users cannot do much)
healing from walls is almost impossible
time to climb to walls over the door is far too long


BUT yes, they are beautiful.

Seher
11-10-2011, 07:39 PM
Yeah NGD needs to think more about combat theory. It's not just the forts, it's balance, too, and it can just work when both are developed with the other in mind. I mainly mean more heals, less doors/door spam, less door fighting in general (focusing the whole battle in one point is pointless) and the role of ranged classes. Maybe I'll write another TL;DR post about this, if I find the time that is...

time-to-die
11-10-2011, 07:41 PM
I agree with you Anna.

Carn
11-10-2011, 07:43 PM
battles after the door went down are over very fast, mainly because door is down when defender's warriors are all dead, and attacking warriors simply rule in the fort, they rush on walls, in tower, and kill easily anyone still alive


I wouldn't blame the fort for that, I blame the warmaster beacons. They ruin wars. No point in going out that door to do deafening roar, howl, typhoon, rage of the earth ... etc. It all gets resisted anyway

I liked the old door fights a lot more. When inside, as a warrior, you had a big advantage.
We used to be able to keep a fort with a low amount of people against a high amount of people.


Now, you can go out , spam some stuff (it will most likely get resisted) hit some people, and head back inside.
Unless you have a high amount of warriors. Which makes it unchallenging.

castles are far too big, it is far too easy to hide, and boring to search for enemies in, people are using mounts in castles...


+1

healing from walls is almost impossible

I don't think there is any need for that. As a conjurer I focus on the wounded warriors that came from outside and on the archers on the walls.
And when there is a need for a conj outside, then i go outside.

Psynocide
11-11-2011, 01:34 AM
battles after the door went down are over very fast, mainly because door is down when defender's warriors are all dead, and attacking warriors simply rule in the fort, they rush on walls, in tower, and kill easily anyone still alive.


Nothing's changed.


..and walls are narrow, so a mage or archer can only go in one direction to escape rushing warriors.


Nothing's changed.


walls are continuous around the central place, so attackers can arrive from both sides.


Nothing's changed.


castles are far too big, it is far too easy to hide, and boring to search for enemies in, people are using mounts in castles...

Agreed but I can't see how best to combat this.


long bows are almost mandatory to fire from walls (short bows users cannot do much)
.

And Heaven forbid a mage actually attempt to use the walls, ludicrous thought.


time to climb to walls over the door is far too long.

Agreed.


BUT yes, they are beautiful.

Like a prostitute with chlamydia.

VeterKh
11-11-2011, 10:36 AM
castles are far too big, it is far too easy to hide, and boring to search for enemies in, people are using mounts in castles...




no... it's very interesting thing xD

Zas_
11-11-2011, 01:04 PM
no... it's very interesting thing xD

I think it would be much better if there were doors between main rooms in castles.

Those doors should work like main gate, subdividing the castle in 3-4 sections. They can be broken and reappear on captures.

AMPZORD
11-11-2011, 05:50 PM
I think it would be much better if there were doors between main rooms in castles.

Those doors should work like main gate, subdividing the castle in 3-4 sections. They can be broken and reappear on captures.

Yes! I was thinking about this too. I think it would improve castle battles.

The_Krome_Dragon
11-12-2011, 05:00 AM
I think it would be much better if there were doors between main rooms in castles.

Those doors should work like main gate, subdividing the castle in 3-4 sections. They can be broken and reappear on captures.

I rly like this idea as well( tho mabey just one extra door) but the main prob i see with this is when an enemy rlm is invading. Think of having 1-2 extra doors to break while desperately trying to get ur castle back b4 the timer ends. This could force the defending rlm to go only for the minor forts but if something is done to combat this i think its an awesome idea:D

Zas_
11-12-2011, 10:04 AM
I rly like this idea as well( tho mabey just one extra door) but the main prob i see with this is when an enemy rlm is invading. Think of having 1-2 extra doors to break while desperately trying to get ur castle back b4 the timer ends. This could force the defending rlm to go only for the minor forts but if something is done to combat this i think its an awesome idea:D

I don't think it will be an issue, re-capture secondary forts, then go to castle, we may have epic fights there, attacker and defender will be regrouped, castle is huge, and each door will be another fight.

The sole potential issue i see is that castle's defender renforcements will have hard time to go in (even harder that at main fort doors), still it is worth a try.
If NGD could place doors in Amun's castles so we could evaluate...