Fort of the Damned and server hoppers

  • @xultanis-dragon said in Fort of the Damned and server hoppers:

    @chonky-lemon

    FoTD can take anywhere between 30mins to an hour to start. Old forts took anywhere between 3 to 4 hours to spawn.

    FoTD has 50k in loot? Regular forts only had 10 to 15k in loot.

    FoTD also has an Athena.

    The hour preperation is there to offset the amount of loot it already has. I understand the hatred of players server hopping continuously for it, but you fail to understand that its the only real way to get PvP in the game at the moment.

    There are NO OTHER contested events in the game. The game has focused SO heavily on PvE events and Alliances and what not that there is nothing to contest.

    You might run into a player that is doing a Tall Tale or something but thats not really the same context.

    Regular forts used to spawn and people would see the skull and already know there might be ships there or there were going to be ships there. PvE and PvP players would try to fight tooth and nail for loot that really wasn't all that much after 3 to 6 hours of fighting.

    I don't think players realize how long its been since Forts died in this game.

    Cursed Crew events is when Forts died. That was back in August of 2018. Raids didn't despawn and skelly ship raids were pointless in doing since you need so many resources just to get maybe 8k worth loot. So months after months after months, the game had no PvP outlet for the commuity.

    It took a FULL YEAR after cursed crews for the PvP community to get ONE thing.

    No Arena doesn't count because Arena is the worst mode created. I would go into it but its horrible imbalanced and just completely a horrible mode. Out of maybe 3 or 4 people Ive seen say they like doing the Arena on the forums I have yet to run into anyone who actually LIKES doing Arena.

    Back to forts though. A full year for us to get a contested event. An event where the whole server will roll to and fight for the samething.

    Yes one crew HAD to start it which sucks for the crew when the server rolls in, but I've started FoTD's before and just sat and waited for players to show up and just sink them. lol. I didn't even do the fort. I just sat and waited for players to come to me while I sank them.

    Sorry broski. Until SoT provides other events like the FoTD that acts like a hot spot for PvP, I wouldn't agree to changing server hopping for adventure.

    30 to a 1 hour to start. lol is this a joke?

  • @chonky-lemon

    I don't think I ever said that I server hop to PvP........

    @Demon9017

    Yeah I think the fastest I started a Fort was 30mins actually. Spawned at Ancient Spire, got close to a devils roar island, shot someone off to collect the red flame, Storm was on the way back, and got the Pink flame from a random sloop that I think was doing a Tall Tale?

    Generally though takes about an hour at most. The hard one is really the PvP light.

    Scratch that, fastest was 15mins. This was pure luck and I can't use as an actual instance, but stopped by fort just for shenanigans and someone had left some of the lights already activated. All that was need was blue and purple. But again that was pure luck

  • @xultanis-dragon

    I don't think I ever said that I server hop to PvP........

    You heavly implied it by saying that PvP is dead besides server jumping.

  • @chonky-lemon

    Nope. I don't think I implied anything. Hmmmm.....I like how you tell other people to "not to make assumptions" yet here you are doing the exact thing.

    Read over what I wrote. I defend other players use of server hopping and I've explained how I use server hoppers for PvP. Never said nor implied that I server hop.

    SIDE NOTE Just because I defend server hopping doesn't mean I server hop. If there are server hoppers then why would I need to server hop myself? They'll just come to me :). Also there are a lot of things in this game that I'll defend even though I myself don't use it. Just has to make sense to the betterment of the game, and yes currently server hopping has done a lot for the game at the moment. PvP'ers are actually PvPing and again, there are ship battles again.

  • @chonky-lemon

    I wanted to say goodbye... I found your letter, ho-ho-ho.

    First - your sentence beginning with "If you really say that..." ends in things I didn't say. To accuse me from this as derivation of obvious abuse is inappropriate and unreasonable, my sweat honey dove.

    Second - Because you enjoy the game much more than the short and fast, but still dull success? I can't argue about your motivation, mine is mine, and I like and love the preparations I need to start into the fort. Does this prevent me from engaging into the FOtD if another player starts it? Not at all.

    Third - Criticism and feedback is appropriate. The choice of words, the wording express anger, you know that.

    You accuse other players of dishonest motivation and claim things you don't know about, construct something you call bad game design and demand remedy.

    Bad game design ... seriously, it's an online game and this means: Everyone enters each server at a time when existing players are experiencing an individual game state. Surprise, surprise. Maybe, a galleon filled to the brim with treasures without resources will cross your path exactly this moment. Or a fort is active. That's how it is with multiplayer online games. Bad game design... not at all. This assertion is not reasonable.
    A bad game design, on the other hand, would be if the game states of individual players were to block server access. Why should this be the case? Only to prevent selected game states from being disturbed by the presence of other players. That would be bad game design.

    You'll have to endure meeting other players. Where they come from, why they join in, that is completely irrelevant. It doesn't matter, it doesn't change where you meet them, nor the way they behave.

  • I don't see why you all can't use the server hoppers to your own end.

    1. Start the fort
    2. Tuck to hide
    3. Wait for the inevitable server hoppers to come a hopping (since they come everytime it is started, you shouldn't have long to wait)
    4. Wait for them to complete the fort (depending on their skill, this one might take longer than waiting for them to arrive)
    5. This next part works differently if they are in an alliance (if so you can get away with pretending to be in said alliance) - (if not, got loud and go hard, bomb the boat and kill them as they come back to repair, kill all after boat goes down)

    Now everything is yours, feel free to vary as the situation requires. I'll be waiting at Galleons Grave for my 10%

  • @chonky-lemon said in Fort of the Damned and server hoppers:

    Server jumpers are straight up ruining the FotD.

    Every single time I start the FotD I encounter a brig or gally filled with server hoppers who werent in the server before I started the event.

    Why should I waste my time collecting all flames and a ritual skull to activate the fort when people can just server jump to find a server where its active and steal the fort with a larger crew and less time?

    Honestly I dont know how Rare didnt realize that would happen. Theres no benefits on starting the fort at all. You will probably save more time by just server jumping than activating the fort in a legit way.

    My suggestions are:

    • Give a cooldown timer when you join and leave a server. Lets say when you join a server a timer of 15minutes starts. When you leave the server within 15mins you will get a cooldown of the remaining time from the 15mins. This would hopefully also kill all the PvE server fleets.
    • Lock the server once the FotD is active. Nobody can join. Everybody on the server can still attack the fort but nobody will be able to join until the fort is finished.
    • Change the commendation for "Clear the fort 50 times of all enemies" to "Start or clear the fort 50 times of all enemies". That way people would have an incentive to actually start the fort rather than just server jump.

    Right now the FotD is a mess. Theres no real point in activating it if youre not in a PvE server or on a galleon. If youre playing alone (not in an alliance) it would be easier/best to just server jump until you find an active one.

    Thats bad game design.

    I think you have a fair point.

    The effort/time it takes to start FoTD isn't worth it unless you're in an alliance because with server hopping crews you will be attacked. These are facts.

    It's fun for a PvP crew, who only starts the event because they want to fight, not so much fun for the crew that actually wants to get the event done withoit fighting other players for 3+ hours.

    Some of the lights will become easier to get, which might make it less of a hassle to start, but not by enough to off-set how easy it is to just server hop.

    I think a 15 minute cool down to server hopping is a good idea and worth exploring. I don't think locking people out of joining a server with an active fort would work, I think people would abuse that to get uncontested forts. Maybe if the cool down didn't work that could be explored though.

    I'd investigate the cool down first, then go from there.

    Lowering the commendation might not be necessary, if the other solutions worked, but should be considered if those solutions turn out to not be viable.

  • @boxcar-squidy sagte in Fort of the Damned and server hoppers:

    The effort/time it takes to start FoTD isn't worth it unless you're in an alliance because with server hopping crews you will be attacked. These are facts.

    No, it isn't a fact. You will be attacked anyway, because this red glowing skull can't be overseen. Every ship on the map with a crew in the mood of pvp will set sails. You can't proove server hopping is bothering you. Furthermore, what kind of worth is mentioned here. Just skulls, money, jewellery? Don't you call fun, tension, thrill? This event is a funny mess and worth each minute, afaik. This is no fact in the sense ... of facts. 😉

    It's fun for a PvP crew, who only starts the event because they want to fight, not so much fun for the crew that actually wants to get the event done withoit fighting other players for 3+ hours.

    I think this is not an event for a crew that don't wants to fight for 3+ hours - or less. As you explained, the event is hardly worth the money. But it is worth the time if you want to do PVP ... or steal athenas.

    Some of the lights will become easier to get, which might make it less of a hassle to start, but not by enough to off-set how easy it is to just server hop.

    I think a 15 minute cool down to server hopping is a good idea and worth exploring. I don't think locking people out of joining a server with an active fort would work, I think people would abuse that to get uncontested forts.

    Of course they would. Activate the fort and wait until everybody else is gone.

    Maybe if the cool down didn't work that could be explored though.

    I'd investigate the cool down first, then go from there.

    Lowering the commendation might not be necessary, if the other solutions worked, but should be considered if those solutions turn out to not be viable.

    I think you are wrong by understanding this event as something you can do without heavy fighting off. It is meant to be hardly solvable alone or with a small crew. That's why many ships arrive there. So this is a hot spot of interaction, either in alliances or fraud, defensive battles or conquests.
    The event will achieve exactly what it was meant to achieve. It reaches the desired goal.

    In my understanding, you are talking about a not existing problem.

  • @goedecke-michel no I love a good fight and I've been enjoying the FoTD.

    You said it yourself though: "this is an event only for crews that want to fight for 3+ hours"

    How many crews is that? What percentage of the player base? If I had to guess it's less than 5% who run in crews like that.

    Therefore, the rest of people either don't do the event or only do it in an alliance.

    A 15 minute cool down won't prevent people coming to fight you. It just gives you enough time between waves of server hoppers to either sell or restock your ship so that you can fight them off. As it stands the ship at the fort always loses eventually because between respawns and new hoppers there's no let up and you run out of resources to fight back with.

    This event should be tuned so that it is possible for everyone, but still worth fighting over. Currently it needs a few tweaks. It's worth fighting over, but it's practically impossible for anyone except for a full Galleon to get through the event and actually get away with the loot if they face any serious opposition, which they will, because of the loot and the giant cloud which gives you away.

    I've definitely stolen more forts than I've started. I'd wager the same is true of most experienced players. Talk to a less experienced player and it's the other way around, they start lots of forts but never get to finish them.

    There needs to be a balance. Less experienced people shouldn't feel so demoralised by their experiences at FoTD that they never bother starting the event in the first place.

    The fact that you're saying "this event is only for the 5% of players with a well-oiled Galleon crew who are willing to PvP non-stop for 3+ hours" kind of highlights exactly the issue the OP is raising here.

  • I don't see this as a problem that needs to be fixed. This game tends to have a trend of difficulty and reward, the more difficult the task is, the higher the reward. The only way to elevate that difficulty in a game with mediocre AI is to throw in PvP. When it comes down to it, attacking already active forts is just smart playing. This is no different than many other games with open sandbox elements. One could hypothetically ambush a Rust crew at their own base after they completed a monument. I could also attack a person just completing an Athena Voyage and rob them of everything. That is perfectly acceptable and no different here. A suggestion like this just comes off as entitlement, the attitude that since I started it, I deserve it. That isn't how this game works

    The minute you remove the PvP element from this task, is the minute the loot becomes over inflated. The task certainly doesn't fit the reward. I get it, people don't like the fact that people can just swoop in and reap rewards with less effort, but that isn't a problem that needs to be fixed in this game. That is the nature of this game, if you want the loot you need to fight for it.

    At the end of the day, the FOTD isn't a PvE event. Their needs to be no boundaries or securities to ensure someone's own personal success. Thieving is in the nature of this title, you are trying to fix what isn't broken.

  • @badassfro

    "Tucking" isnt fun. I play videogames because of fun, sleep emoting for hours for loot isnt fun.

  • @chonky-lemon There are a whole load of players who would disagree with you. You might not find it fun but plenty who play SoT do. Including myself. I don't do it all the time but I do indulge in it, and a lot of the time it pays off.

  • @bigtorvol

    Good on them. I also know people who watch streamers tuck for 2h. Peak fun moment.

  • @nabberwar

    Ok. Cool. This thread isnt about PvP. Did you try reading?

  • @xultanis-dragon said in Fort of the Damned and server hoppers:

    @chonky-lemon

    It took a FULL YEAR after cursed crews for the PvP community to get ONE thing.

    Back to forts though. A full year for us to get a contested event. An event where the whole server will roll to and fight for the samething.

    I will say, for server hopping, I am not a fan of it, but I understand it. And you are completely right comparing original forts to FotD. However, I disagree with the statement that Rare has not done much to encourage PvP. Almost every event that has come out has in some form or another encouraged PvP. Look at the reaper chest itself. While it died out rather quickly after it first appeared on the seen, it was clearly meant as an attempt by Rare to encourage PvP, and boy did it ever. Some of the best ship to ship combat I have ever had was during that event.

    There has not been a single event I can think of since before the anniversary update that was done to encourage cooperation between crews.

    Even the "PvE" Events like bone dust or relics... in a way encouraged PvP because everyone knew where you needed to go to start the voyages. Heck, even the Christmas gilded voyages encouraged PvP and campers. So to say this is the first even for PvP is not accurate. Though I will agree, it is the first one that seems to have a single focal point that will stay with the game for the foreseeable future. And it is very reminiscent of the original forts.

  • @chonky-lemon

    @nabberwar

    Ok. Cool. This thread isnt about PvP. Did you try reading?

    Server hopping is directly linked to PvP, its the original PvP tool for this game. Have you tried not getting salty after your loot was taken from you? Just a game mate, time to relax, live and let live.

    Their is no problem that needs fixing here. Stealing is in the nature of the game, can't fault people trying to become really efficent at it.

  • @chonky-lemon It depends, the thrill of outwitting an enemy to walk away with all their loot, or even to just pretend to be part of the alliance, so that everything you sell goes to you, but no one notices.

    Whats not to love?

  • @goedecke-michel

    my sweat honey dove.

    Woah hold on.

    The choice of words, the wording express anger, you know that.

    Lol.


    Because you enjoy the game much more than the short and fast, but still dull success?

    I would be dumb to not abuse server hopping for my advantage.

    Bad game design

    You keep coming back to this point, did I hurt your feelings with calling it out? If I can bypass minimum of an hour by just server hopping instead of doing it legitimately, its called bad game design. Your whole paragraph doesnt even make sense, sugar.

    Where they come from, why they join in, that is completely irrelevant.

    It isnt.


    Btw cute how you "left" the thread just to return only for me! kisses

  • @chonky-lemon said in Fort of the Damned and server hoppers:

    @badassfro

    "Tucking" isnt fun. I play videogames because of fun, sleep emoting for hours for loot isnt fun.

    Also from what your saying, what ever you have been doing up till now hasn't been fun for you either.

  • @nabberwar

    Their is no problem that needs fixing here. Stealing is in the nature of the game, can't fault people trying to become really efficent at it.

    Nobody is faulting people for it.

    Also fyi:

    This thread is about how to battle server hoppers who basically bypass the amount of time you need to put into starting the FotD by switching servers until they find one which is active.

    Its about what can be done to incentivise the start of the fort.

    Right now theres no point in starting the fort if youre not in an alliance or on a galleon which is bad game design. Only a fool would start the FotD instead of server jumping.

    @BadassFro

    Also from what your saying, what ever you have been doing up till now hasn't been fun for you either.

    You mean arguing with folks who dont how to read or understand basic game design? True.

  • @chonky-lemon sagte in Fort of the Damned and server hoppers:

    @goedecke-michel

    my sweat honey dove.

    Woah hold on.

    Well, maybe a little bit exaggerated, I admit ... 😁


    Btw cute how you "left" the thread just to return only for me! kisses

    Isn't it?

    Back to Bad Game Design. No, it doesn't hurt my feelings, but isn't it the essence of your demand? Am I wrong? It's in the nature of multiplayer games that the new player earns the fruit former players have sown - unless it's a turn-based game like World Of Tanks. My objection doesn't make sense, you say? The latest joined player bypasses every efford which has been made, so far. Allways. This is the nature of multiplayer online games. This also applies to FOtD, 2.

  • @chonky-lemon It's funny you saying it's "bad game design" when to be honest you have no idea whether it's working as intended.

    None of us do, only Rare. So it might seem like "bad game design" to you, but it maybe just as designed and intended.

  • @badassfro said in Fort of the Damned and server hoppers:

    @chonky-lemon It depends, the thrill of outwitting an enemy to walk away with all their loot, or even to just pretend to be part of the alliance, so that everything you sell goes to you, but no one notices.

    Whats not to love?

    If anything designed to reduce (reduce, not eliminate, that's important here) server hopping were to result in there being no PvP at the fort then I would be against it.

    As I see it @chonky-Lemon suggestion for a 15 min cool down is balanced. Anyone on the server can still attack you. Anyone who joins the server can still attack you.

    The only thing is, the number of people joining your server looking for forts will be reduced, because they're stuck on each server they join for 15 minutes. If they get lucky and join your active FoTD server, you're still a target. It doesn't stop hopping, just slows them down.

    Plus it gives people reasons to start the fort up themselves. Hop three times and still no FoTD - that's 45 minutes, how many lights would you have gathered in that time?

    I think it's worth exploring. Server hopping has been implicated in causing more problems than just FoTD salt.

  • @boxcar-squidy I agree when put across in such a clear and concise way how can you not agree.

    To be honest I'm with you that 15mins would be quite balanced, and I would like to say that I haven't ever server hopped, for the old or the new forts.

    I think half the issue here is if you argue against the OP you are instantly a Server Hopper, and are met with such vitriol it makes it hard to even listen to his good points

  • I think the best way to accomplish this is with a time delay on joining a new server before you can see reapers chests and any sky signals. I would only make reapers flags so they do not show on the map during that 15 minute cool down timer. But if a reaper ship comes into site, you should still be able to see the glow of their flag so you know they are hostile.

    I would rather see something like this implemented than I would a freeze at current server as OP suggested. The only thing I worry about is, with the skelly fleets now able to appear almost anywhere on the map, this could end up causing issues if you are trying to avoid them.

  • @nofears-fun

    I would rather see something like this implemented than I would a freeze at current server as OP suggested.

    I made several suggestions. This thread was to discuss these suggestions not to enforce them without thinking it trough.

    I also said:

    Xultanis: So I start start the FoTD, then just sink everyone over and over and over till they leave the server and now the server is all mine? I can farm whatever I want, do whatever I want. If I cycle with my friends we never have to leave the server.

    Me: Good point, didnt think about that.

  • @chonky-lemon As you were making suggestions, so was I mate. I wasn't trying to attack you. Was simply stating something that I believe is a solid suggestion to combat server hopping. Nothing more, nothing less.

  • @nofears-fun

    than I would a freeze at current server as OP suggested.

    No, I was agreeing with your point.

  • @nofears-fun I also believe that having a delay on clouds and marks upon entering a server could help.

    Would it 100% prevent it? Probably not, since people could start heading to the fort either way in case it is active, but it still would be a gamble and a waste of time for the hoppers if there is nobody doing it.

    Is it possible to change which crew can see what? That's another question though, since the clouds are basically entities that are either there or not and by default visible to everyone.

  • @bloodybil I agree that it might not prevent it completely, but it sure would curtail it a ton. I have been sailing solo for quite some time now, and probably log into the game at least once a day for the most part. And only once in the past 3 weeks have I logged into a server to see a red eyed black skull cloud in the sky. In fact, I have only seen 3 or maybe four times when the cloud appeared during my entire playing session. I think many are turned off by the length of time it takes to set one up, and then end up in never ending battles while trying to complete it.

  • @nofears-fun said in Fort of the Damned and server hoppers:

    @bloodybil I agree that it might not prevent it completely, but it sure would curtail it a ton. I have been sailing solo for quite some time now, and probably log into the game at least once a day for the most part. And only once in the past 3 weeks have I logged into a server to see a red eyed black skull cloud in the sky. In fact, I have only seen 3 or maybe four times when the cloud appeared during my entire playing session. I think many are turned off by the length of time it takes to set one up, and then end up in never ending battles while trying to complete it.

    Absolutely, if it helps to curtail it a bit I don't see why not add this measure. It would encourage people to stick around their servers, and would put less strain on the matchmaking process because of people constantly leaving and joining.

    As a non-hopper myself, I can't say I have seen the red cloud often either while logging or even during sessions, but my first reasoning when wanting to do the fort will always be that if the forts needs activating, you are never better served than by yourself.

    I don't mind getting the flames, and especially with more crewmates you can be efficient enough to have one row to the Roar, others chasing storms or players for the trickier flames. With fire bombs incoming, visits to the roar will probably not be needed anymore, only white and pink flames being longer to get (or not depending on your luck).

  • @k1lroyw4sh3r3 said in Fort of the Damned and server hoppers:

    Here’s a quick idea to try to combat people server hopping into the FotD. The fog that surrounds the island is mysterious and cursed. Only those in a crew from a ship which has all the flames of fate burning in their lanterns may enter the fog. If a ship enters without all the flames of fate it takes damage like entering the shroud. Any pirate from a crew of a ship that does not have flames of fate begins to choke and get dizzy(drunk effect) and slowly loses health while in the fog.

    So a server hopper has to spend the time to collect the flames to try and attack the fort and players present. Or they can wait outside for the ship that attempts to flee. Which those inside the fog should send a scout of before disembarking.

    This, all of it yes. I'm fine with PvP but for the love of Davy Jones make the PvE/environment much more unforgiving please

  • @boxcar-squidy That's the exact reason why I will never, ever go to the FotD ever again. Not even to steal it from other players, it really is a Fort of the Damned in a different way. No thanks. If I wanted PvP all day, I'll go to arena thank you very much

  • @davidhawk1 said in Fort of the Damned and server hoppers:

    @boxcar-squidy That's the exact reason why I will never, ever go to the FotD ever again. Not even to steal it from other players, it really is a Fort of the Damned in a different way. No thanks. If I wanted PvP all day, I'll go to arena thank you very much

    And that's fine too, not every event is for everybody. This is a PVP heavy encounter for people that are looking for intensive brawl.

    When it comes to "end game" it seems like this is usually the course of events:

    • Casual players want stuff to be nerfed.
    • Stuff gets nerfed for them.
    • More hardcore players ask for more challenging "end game" events for them.
    • They finally get it.
    • Casuals wants in, but find it too hard, ask for nerfs.
    • Rinse and repeat.

    Not every single activity in this game will please everybody. Take some and leave some. Can we keep the challenging nature of this event for once? Regular forts are still there for people who don't want intensive PVP or a long preparation time for starting such event.

    This is the Devils Roar all over again. Was meant to be an optional zone that you could visit, with higher risk and higher rewards. Now it's been nerfed so much it's the devil's whimper. The day a new new difficult zone makes it in the game, will it suffer the same fate?

    Challenging events should remain challenging, and the entry bar shouldn't be lowered, it's people who should adapt to reach it when they are ready.

  • @bloodybil said in Fort of the Damned and server hoppers:

    @davidhawk1 said in Fort of the Damned and server hoppers:

    @boxcar-squidy That's the exact reason why I will never, ever go to the FotD ever again. Not even to steal it from other players, it really is a Fort of the Damned in a different way. No thanks. If I wanted PvP all day, I'll go to arena thank you very much

    And that's fine too, not every event is for everybody. This is a PVP heavy encounter for people that are looking for intensive brawl.

    When it comes to "end game" it seems like this is usually the course of events:

    • Casual players want stuff to be nerfed.
    • Stuff gets nerfed for them.
    • More hardcore players ask for more challenging "end game" events for them.
    • They finally get it.
    • Casuals wants in, but find it too hard, ask for nerfs.
    • Rinse and repeat.

    Not every single activity in this game will please everybody. Take some and leave some. Can we keep the challenging nature of this event for once? Regular forts are still there for people who don't want intensive PVP or a long preparation time for starting such event.

    This is the Devils Roar all over again. Was meant to be an optional zone that you could visit, with higher risk and higher rewards. Now it's been nerfed so much it's the devil's whimper. The day a new new difficult zone makes it in the game, will it suffer the same fate?

    Challenging events should remain challenging, and the entry bar shouldn't be lowered, it's people who should adapt to reach it when they are ready.

    This X 1,000

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