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Old 10-19-2008, 02:10 PM   #31
Angelwinged_Devil
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ok last night I think I made up my mind about the new fort doors

they suck, it's too easy to defend a fort as someone said, it should be more dangerous when you're inside an enemys part of the realm in the wz.

The door is a nasty piece to get down
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Old 10-19-2008, 02:28 PM   #32
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Quote:
Originally Posted by Angelwinged_Devil
they suck, it's too easy to defend a fort as someone said,
Fort should be hard to attack. That is why it is a fort :P
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Old 10-20-2008, 01:42 AM   #33
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fort doors suck and guards suck too currently (today a fort guard hit me for over 600, lol.) Every single fortfight ends up in a gay wall fight due to the current change, forts are easier to defend and not being able to capture a fort with a small party means that small parties are forced to hunt even if there is nothing to hunt at that moment or even if it is the same ppl they are killing over and over again close to some save.
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Old 10-20-2008, 08:58 AM   #34
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look at the dificulty of forts in another way...

once invasion is here do you really want the enemy to be able to split up into teams of 2 and take each fort in under a minute, then bum rush your realm door.

because before they implemented the new fort strength i could easily take forts alone...

and the main problem with guards maybe isnt their damage but the fact that critical hit almost constantly

all these issues aside, the invasion implementation so far in my eyes is a failure... so many reports of bugs on a massive scale for every realm after such slight changes is really quite detering, honestly how do you expect us to be encouraging or excited about new content when every time you add something a NPC disappears or a monster spawn breaks to the point of making certain quests impossible


as i have said before and apparently must say again, before changing your game would please fix the problems it has first, this would do a number of things.

it would make the game more enjoyable over all for every since the frustration of flawed code would be no more.

it would make it easier to alter the game in the future

AND it would encourage more people to pay for ximerin since the quality of the game and the experience while playing it would be better
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Old 10-20-2008, 03:21 PM   #35
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I dont have a problem with fort structure that promotes increased warzone play and pointing to the future updates that allow invasions possible it would make sense. Where it does not make sense is that it currently discourages Fort Capture due to the difficulty and the amount of players needed to capture one currently on Horus and the amount of available people we actually have online at one time.

It would have been better to update the forts and implement the invasion system at the same time.

Recently I have seen we have been able to have fun with the forts, but only when our parties reach 10 or more, basically weekends. So for Horus thats what we could call a zerg, even if its not the same amount of players as on Ra. Weekdays mainly suck.

I agree with Smurv on fixing the little things that count prior to implementing long term updates. We still have a lot of quests on the Alsius side where u get the [err_parser_item_###] during a quest briefing so u are like wtf is that supposed to mean. Without the online guides available and friendly players some noobs would be stuck. Also some translation or reconfiguration issues from mirroring Ra (ie. Our beginning Elections Campaigns in Gokstad tell us to go find a girl, when its a Guy - if they keep it the same at least dye his armor pink so he stands out.)

I like the fact that RO posts long term plans, but they need to build better short term bridges and fix their collision detection and known issues prior to patching the servers for their long term goals.
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Old 10-20-2008, 07:14 PM   #36
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Fort doors and guards were too easy, I applaud NGD for this update. If 5-6 hi-lvl people can't take a fort, then you don't have enough to take that fort.
Forts are forts for that reason. Fortress .... a safe-haven, as it should be. The guards were too easy to kill before, and the doors were way too easy. Now, when we get the warning that a fort is under attack, we have time to respond and act to stop the capture, before we lose a fort. Good call NGD.
I'm behind this all the way. As a mid 40 lvl barb, I have been able to capture forts alone with not much effort involved, no longer .... so IMHO ........ this was a good thing, and a long time coming.
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Old 10-20-2008, 07:53 PM   #37
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Quote:
Originally Posted by Jedi-x
Now, when we get the warning that a fort is under attack, we have time to respond and act to stop the capture, before we lose a fort.
Sadly, not, because this message is not shown before the capture is started.
Imo it should be displayed when the gate gets attacked.
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Old 10-20-2008, 07:53 PM   #38
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Quote:
Originally Posted by Jedi-x
Fort doors and guards were too easy, I applaud NGD for this update. If 5-6 hi-lvl people can't take a fort, then you don't have enough to take that fort.
Quite strange coming from an Alsius player. But then, i don't want to hear ANY complaint if Ignis/Syrtis zerg you at your forts, holding them for hours and hours - when it occurs, it's 3+am in Florida so you're probably not aware of it

Because basically the problem is not taking a fort, but taking it back. This morning at 10am GMT+1, 5 lvl 40+ (2 barbs 50, 1 knight 50, a lock and a conj - note how balanced is the crew, and it's a lot at this hour) took 25 minutes to break the door of Menirah, with nobody but one *harmless* marks inside the fort doing nothing.

The problem is that you see it with hunter' (like any other non-teamplay class) eyes.

Hunting is fascinating for a full support conj, as everybody know indeed, especially when it comes to the confuse counter. Same goes for the knights who can be pissed by a 30-ish hunter, ruining the hunt and finally the knight just log off - and won't help for the few fort wars because logging in for 10 minutes is quite boring.

I'm not complaining about those fact, it's normal about balance point of view, but some useful classes are left in the side of the road with that change, and being yet another useless archer is not what i'm dreaming about (just get mad about to do 2k XP so...)

The emphasis isn't innocent
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Old 10-20-2008, 07:59 PM   #39
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Quote:
Originally Posted by sathilda
Quite strange coming from an Alsius player. But then, i don't want to hear ANY complaint if Ignis/Syrtis zerg you at your forts, holding them for hours and hours
It has nothing to do with realm balance. This is a seperate issue.

I think the forts are better now they are harder to capture.

Yes, this is probably hardest on Alsius, but this is not a reason not to have tougher forts.

To make things better for Alsius, there needs to be an ongoing effort by NGD to balance the realms.
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Old 10-20-2008, 08:07 PM   #40
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Quote:
Originally Posted by makarios68
To make things better for Alsius, there needs to be an ongoing effort by NGD to balance the realms.
The problem is the same for the 3 realms, and is not related to population of the realms themselves, but timezones of players. Here, at night Alsius outnumber us, then at about 7am Ignis zergs Syrtis without any problem, after 10am it's time for Ignis to be the victims like this morning

So when a realm is under populated (i don't speak about being outnumbered here), there can be 1 or 100 opponents in the fort, there won't be enough people to break the door for the defending (those who take the fort back) realm anyway, here is the real problem. This morning attempt to free Menirah was particulary pathetic
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