Fort of Fortune - PvE'ers take your chance

  • @weedstar-deluxe said in Fort of Fortune - PvE'ers take your chance:

    do rare realize its not fun when raids taking longer?

    Rare thinks that more health = difficulty, and longer = harder.

    Really, if you aren't in it for the PvP remember: Rare is designing it so that you are a pinata. They want you to take longer so you're still there when the people who want to hit the pinata arrive.

  • @cptphteven said in Fort of Fortune - PvE'ers take your chance:

    @xultanis-dragon said in Fort of Fortune - PvE'ers take your chance:

    @cptphteven

    Its not suppose to be about the PvE portion of the fort. Its suppose to be the PvP portion. Players coming in to attack it.

    So... they made a long, boring event to lure in PvPers to fight over...what? It's long and boring, players don't want to do the PvE portion. But, without the stupidly long and boring PvE portion there's no point in the people trying to steal it showing up.

    No they made it long to give players time to engage when they see the fort up. Whats the point if a ship can knock it out in 5mins??

    Its suppose to give players a sense of urgency and give other players on the server who see it a chance to engage if they want to.

    You just want everything for free don't you?? The FoF has made it to where players are having 3 to 4 way ship battles again. People actually want the loot in this fort. Thats how its suppose to be.

    A good crew can knock it out in 30 to 40mins. Which is still not as bad as it can be.

    Sad part is that its not as rare as I would have liked it, its really easy to find and we did like 2 or 3 other events and it pops. Could have been a little less frequent.

    Honestly, they needed it to be frequent. Without it literally the only feature the season would have is the merchant loop. This season is terrible for content.

    No they needed to make it less frequent. The whole point is to keep players wanting to do it and the harder it is to find the more often all types of players will go after it.

    If its all over the place players will do it and ignore it. Its the reason why no one does the current events.

    Its not about it being fun or not.

    The original Fort had players fighting over it for MONTHS. It was almost always contested and fought over. The events are suppose to mainly about the contested portion of the event not the PvE portion.

  • @xultanis-dragon
    The original fort had people fighting over it because the game had literally nothing else to do.

  • @xultanis-dragon said in Fort of Fortune - PvE'ers take your chance:

    Its not about it being fun or not.

    It. Is. A. Game. It being fun or not is literally the ONLY point. The mechanics of the fort are not fun, at least not any more fun than any other "hit skeletons until they explode" activity you can find anywhere. What makes the fort fun is the loot at the end.

    But, if the person who doesn't want to PvP can't get the loot at the end regardless of how good they do at...hitting yet more skeletons...the event is not fun for them.

    Long story short - this is going to be like every other event where completionists will fight over it up until they get their commendations, then 90%+ of the forts will sit idle until the next event pops to sit idle because the thieves don't want to do the grind part, and the grinders don't want to get stolen from.

    @xultanis-dragon said in Fort of Fortune - PvE'ers take your chance:

    The events are suppose to mainly about the contested portion of the event not the PvE portion.

    Then do the events and fight against the people who want to fight. Don't tell the PvE players to do them just so you can PvP against someone who doesn't want to PvP. There's room in the game for everyone without trying to make people play the parts they don't want to play.

  • @cptphteven said in Fort of Fortune - PvE'ers take your chance:

    @xultanis-dragon said in Fort of Fortune - PvE'ers take your chance:

    Its not about it being fun or not.

    Taking that out of context aren't we?? The PvE isn't fun because its suppose to be supplemented by the PvP.

    You want the PvE to be fun?? Then try to find a way to make it fun without screwing over the xbox one original crowd because the systems can't keep up with a lot of stuff. Not to mention the current strain on the servers.

    It. Is. A. Game. It being fun or not is literally the ONLY point. The mechanics of the fort are not fun, at least not any more fun than any other "hit skeletons until they explode" activity you can find anywhere. What makes the fort fun is the loot at the end.

    Yes it is a game. The fun part of the events is suppose to be the PVP. The events have always suppose to be the contested PvP event. The main focus of those events was suppose to be the fact that it is contested.

    But, if the person who doesn't want to PvP can't get the loot at the end regardless of how good they do at...hitting yet more skeletons...the event is not fun for them.

    Then they don't have to do it. If the person doesn't want to PvP then they don't have to. They can go do something else. Everyone will be fighting over the fort so they can finally do whatever quest they were holding off on doing and hopefully finish it fast enough.

    Long story short - this is going to be like every other event where completionists will fight over it up until they get their commendations, then 90%+ of the forts will sit idle until the next event pops to sit idle because the thieves don't want to do the grind part, and the grinders don't want to get stolen from.

    If they make it more rare it would be. Right now its popping up like crazy and its suppose to be a rare event. The only reason no one did the previous events after the commendation is because it was always present and the loot was subpar. There is a balance that needs to be present and they seem to be ignoring it to a degree.

    They really need to dial the spawn down by A LOT.

  • @xultanis-dragon said in Fort of Fortune - PvE'ers take your chance:

    If they make it more rare it would be. Right now its popping up like crazy and its suppose to be a rare event. The only reason no one did the previous events after the commendation is because it was always present and the loot was subpar. There is a balance that needs to be present and they seem to be ignoring it to a degree.

    They really need to dial the spawn down by A LOT.

    Even with the fort as common as it is they have gotten tons of complaints that Season 2 has nothing going for it. Without the fort literally the only thing Season 2 will have introduced is sailing in a circle around the map in a server alliance to farm gold.

    They have massively botched the seasons launch, and if they reduce the frequency of the only thing that makes season 2 "interesting" it will only get worse.

    As for the other events - Flameheart, Ashen Lords, and Skeleton fleet all have really good loot, and are probably the most efficient ways for a skilled crew to get loot [outside of PvP]. The loot at the end is not why the events sit idle. Edit: Except regular skelton forts. The fight is boring, and the loot is garbage on those.

    It really does come down to the majority of players who enjoy the PvE fight portion of the event don't enjoy the PvP fight afterward.

    I get that world events are designed to be PvP beacons, but Rare has a LONG way to go to make that work and just making bigger loot piles and longer grindy events (like this fort) is not going to do it.

    Imagine if the FoF started with the vault open but no loot - as you hit phases in the fight loot spawns in the vault allowing the player to make a choice do I risk it, do I load my ship while still fighting, or do I grab as much as I can and cut and run. That one little change dramatically changes the dimensions of the fight and would attract way more PvE grinders because, even if they don't finish they have a chance to get some reward.

    The thieves who come in to steal at the end still get what they want since the Athena isn't till the end and players at that level don't really care about getting a red gem.

  • @cptphteven said in Fort of Fortune - PvE'ers take your chance:

    @xultanis-dragon said in Fort of Fortune - PvE'ers take your chance:

    If they make it more rare it would be. Right now its popping up like crazy and its suppose to be a rare event. The only reason no one did the previous events after the commendation is because it was always present and the loot was subpar. There is a balance that needs to be present and they seem to be ignoring it to a degree.

    They really need to dial the spawn down by A LOT.

    Even with the fort as common as it is they have gotten tons of complaints that Season 2 has nothing going for it. Without the fort literally the only thing Season 2 will have introduced is sailing in a circle around the map in a server alliance to farm gold.

    This is true. Season 2 was lack luster. This was just a post about the FoF, not the season itself.

    I was under the impression that the Seasons were going to introduce NEW cosmetics that would later be introduced into the emporium at a later date for purchase. I was happy because it would introduce NEW cosmetics.

    The one thing I never liked about this game is that its suppose to be a cosmetic game but after 3 years there aren't that many cosmetics. Especially ship cosmetics.

    It took them what, a year to release the regular ship skin cannons, wheel, and capstan??

    Example the Royal Sovereign stuff. The skin was in the game already when they introduced cosmetics for the the ship stuff. We knew because the sovereign wheel was bugged. Put on the regular sovereign wheel and it pops with the royal sovereign version. Took them a YEAR to release it.

    As a cosmetic game, they have really fallen short by releasing cosmetics. They do it too slowly.

    I don't think I have ever changed my stance on cosmetics.

    If they want to release time limited stuff, sure why not. Just make sure to re-release it later. Like 3 or 6 months either behind a pay wall or behind some kind of commendation like sinking skelly ships or turning in chests. Something that isn't tied to a freaking quest completion.

    That way players who got it during whatever event got it for free. Other players would have to work harder or even have to pay for it.

    They have massively botched the seasons launch, and if they reduce the frequency of the only thing that makes season 2 "interesting" it will only get worse.

    No, if they decrease the FoF spawn rate then they increase the life span of it. If its spawn is super high then players will stop fighting over it. I've already heard players over comms saying stuff like that.

    "Eh, we'll just hop for another one, no need to waste time on this one" - This is the reason why forts and events stopped being popular. Its that phrase right there.

    As for the other events - Flameheart, Ashen Lords, and Skeleton fleet all have really good loot, and are probably the most efficient ways for a skilled crew to get loot [outside of PvP]. The loot at the end is not why the events sit idle. Edit: Except regular skelton forts. The fight is boring, and the loot is garbage on those.

    Look is lack luster for the possible amount of work. Yeah its a lot, but the events are suppose to be worth fighting over.

    Again the phrase "eh, lets just hop for another one" is what killed the events. You have to make it worth staying and fighting hours for.

    Its the reason why the original forts were so popular. The original forts weren't popular because there was nothing else to do, it was popular because it was the only place to get the amount of loot you got and because it was a rarity.

    "Oh snap, a fort is up, lets go lets go lets go" - PvE players hoping they can knock it out before other players come. PvP'ers hoping they can sink the whole server.

    Some PvE'ers even took their chance and took part of the fight because at that time you spawned an island away. They could keep coming back and try fighting.

    Not to mention ships lasted a lot longer back in those days. PvE'ers back in the day had more of a chance of surviving.

    I love and hate the way they changed naval. Its awesome because we can destroy a ship in SECONDS, but its just a chainshot battle now. Broadside or close to broadside, chain chain chain chain.

    Again, love and hate relationship. Feeling as if they should rebalance that a little.

    It really does come down to the majority of players who enjoy the PvE fight portion of the event don't enjoy the PvP fight afterward.

    Yes and no. You have to make it worth it for the PvE'ers to try. Right now with the way naval is PvE'ers stand no chance against a PvP naval ship. Absolutely none. They don't know enough. Its a high uphill battle. They have to be willing to learn and willing to lose.

    Most PvE'ers don't want to do that, especially when they get destroyed in like 2 seconds.

    Too many nose to my broadside approaches.

    I get that world events are designed to be PvP beacons, but Rare has a LONG way to go to make that work and just making bigger loot piles and longer grindy events (like this fort) is not going to do it.

    Agreed, lots of work needs to be done. This was a step in the right direction though. Its been about a month since release and players are still fighting over this?? Most events died within a week. However again, this might die too because its frequency is too high.

    Imagine if the FoF started with the vault open but no loot - as you hit phases in the fight loot spawns in the vault allowing the player to make a choice do I risk it, do I load my ship while still fighting, or do I grab as much as I can and cut and run. That one little change dramatically changes the dimensions of the fight and would attract way more PvE grinders because, even if they don't finish they have a chance to get some reward.

    Hmmm......maybe. I'll think over the idea and let you know what I think.

    The thieves who come in to steal at the end still get what they want since the Athena isn't till the end and players at that level don't really care about getting a red gem.

    I don't think its the Athena, I think its more about the king of the hill and the number of loot.

    If the person comes in at the END and everything is already gone except the Athena loot then that means if a person didn't find the fort when it spawned there would be no point in going if the ship there already has 95% of the loot.

    I'll think over your idea still and get back to you.

  • @xultanis-dragon said in Fort of Fortune - PvE'ers take your chance:

    If the person comes in at the END and everything is already gone except the Athena loot then that means if a person didn't find the fort when it spawned there would be no point in going if the ship there already has 95% of the loot.

    I'll think over your idea still and get back to you.

    You of all people I've interacted with should recognize that, just because it's on their ship doesn't mean it's their loot. Giving the PvE player the option to cut and run just gives them more of a chance at keeping some of the spoils - it doesn't garuntee it.

    Plus it adds the element of someone being able to sneak in, grab something valuable and run off meaning you also have to guard the treasure room during the fight.

    Sure, it's probably not the perfect implementation - but it's better than the key at the end implementation they have now, IMO.

  • @cptphteven said in Fort of Fortune - PvE'ers take your chance:

    @xultanis-dragon said in Fort of Fortune - PvE'ers take your chance:

    If the person comes in at the END and everything is already gone except the Athena loot then that means if a person didn't find the fort when it spawned there would be no point in going if the ship there already has 95% of the loot.

    I'll think over your idea still and get back to you.

    You of all people I've interacted with should recognize that, just because it's on their ship doesn't mean it's their loot. Giving the PvE player the option to cut and run just gives them more of a chance at keeping some of the spoils - it doesn't garuntee it.

    Agreed, I'm talking on the instances if players that are cutting and running are the majority of the players at the forts. They get all the loot, Athena spawns after the final boss, so they just kill everything BUT the last boss and leave, leaving the Athena behind. Maybe they don't need it and only want the money or whatever reason.

    Now the fort is stuck active until someone finishes it but no possibility no one wants to finish it just for the athena.

    Again, just looking at it from a contested point of view. Is it worth fighting for it after its gone?? Does this type of implementation just promote more tuck players since ships will just cut and run when PvP'er show up??

    One of the biggest reasons why I love this fort so much is that players hiding has been cut back significantly. FoTD is almost exclusive tuck plays. Its annoying because no one wants to be the one to complete it. Its easier to still it.

    However, with this fort is harder to do that since its easier to see and you can't really hide anywhere near the island without a skelly walking towards you at some point and just staring into the water :).

    Plus it adds the element of someone being able to sneak in, grab something valuable and run off meaning you also have to guard the treasure room during the fight.

    Sure, it's probably not the perfect implementation - but it's better than the key at the end implementation they have now, IMO.

    Possibly.

  • @xultanis-dragon said in Fort of Fortune - PvE'ers take your chance:

    One of the biggest reasons why I love this fort so much is that players hiding has been cut back significantly. FoTD is almost exclusive tuck plays. Its annoying because no one wants to be the one to complete it. Its easier to still it.

    Don't get me wrong, I would rather duke it out for the treasure than have to deal with / worry about tuckers 100% of the time. I hate tucking, and the gameplay around it.

    What do you think causes the difference here, as opposed to FotD? It seems like it would be just as easy to tuck for this as it would for FotD

  • @cptphteven said in Fort of Fortune - PvE'ers take your chance:

    @xultanis-dragon said in Fort of Fortune - PvE'ers take your chance:

    One of the biggest reasons why I love this fort so much is that players hiding has been cut back significantly. FoTD is almost exclusive tuck plays. Its annoying because no one wants to be the one to complete it. Its easier to still it.

    Don't get me wrong, I would rather duke it out for the treasure than have to deal with / worry about tuckers 100% of the time. I hate tucking, and the gameplay around it.

    What do you think causes the difference here, as opposed to FotD? It seems like it would be just as easy to tuck for this as it would for FotD

    FoTD is dark and visibility is low. You can rowboat behind the island, you can hide mermaids. The worst part is that the player is so far away from the actual ground of the island that the skelly's won't run towards the side of the island the player is on. The other factor is the fact that the key can not be hidden.

    On the forts right now for FoF and most forts really, if the player is hiding anywhere near the island, be it on the beach or in the water near the beach the skellys will walk towards the nearest player.

    You can usually tell someone is on island if you just see a skelly or a bunch of skellys on one side of the island. This doesn't happen on FoTD.

    Visibility makes it really easy for a steal and tuck play.

    The major factor is the key being visible on the map. The forts, originally, you REALLY wanted to be the one to kill that boss because heaven forbid someone else does before you and hides or takes the key. If there are multiple ships fighting, no one knows who has the key.

    They could leave it on the fort in a glitch spot or on an island as they pass by. It was almost impossible to find once it was hidden.

    With the key visible it doesn't matter who finishes it. So the people who complete the fort HAVE to open it or run with it. It promotes tuck plays more then completion.

  • @xultanis-dragon

    That makes a lot of sense, and I hadn't thought of it that way. The tuck play in general is the complete antithesis of how I want to play a multi-player game. Doing nothing for a half an hour and hoping I don't get randomly killed. Yay.

    lol.

  • Honestly haven’t touched these forts and I probably never will. I prefer the voyages and just searching for loot. The same killing waves of skeletons thing got old pretty quick.

    No amount of loot is worth the boredom.

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