Fort Problems/Recommendations

DeletedUser

I read on the Beta forum (pretty sure it was Beta forum) they will have fort battle replays.
 

DeletedUser

I would like to see a fort forum so builders from different towns can coordinate since build points dont rollover and defender can coordinate defense strategy , a means to transfer funds from the town treasury to the fort treasury, a means to tally resource donations by town.
 

DeletedUser

I would like to see a fort forum so builders from different towns can coordinate since build points dont rollover and defender can coordinate defense strategy .

Guess there will eventually be a forum there as the headquarters does flash up
"Important decisions about the fort are made and discussed here"

Shame most forts will be built before this comes into play though
 

DeletedUser

A few changes I'd like to see:
(not sure if there listed in here, but only had enough time to read page 1 on this topic)

Chat Window - located at the bottom of the fort screen, this would help defenders
be able postion themselves for the battle.

Kick Defenders - Seems to be a favorite tactic to use spies to find the best
spot to attack from... being able to kick defenders would give one way to prevent this.
Maybe have it as a founder option or concoucil [s/p].
 

DeletedUser

attacking town and founding defending town leaders should have the ability to kick certain people who join the battle, no doubt. Lost a fort war because a mass of plants from the opposing side joined in defense of the fort, without weapons, then ran into a corner to avoid participating in the battle. Most noticeable was the attackers not even bothering to chase them down.

In fact, there's some other bugs running in this fort scene. We allegedly had a full 128, but when it came down to it, we ended up with less than a hundred and many that joined, who were sitting at the fort prior to the start of the battle, were somehow not included in the battle and received messages stating the fort was full (which doesn't make sense, considering they had already joined and were already visible on the map before the battle started).

Fort has far too many flaws at the moment, in my opinion, and I just can't see what will make it something worthwhile. At present, it is worth nothing.
 

Diggo11

Well-Known Member
attacking town and founding defending town leaders should have the ability to kick certain people who join the battle, no doubt. Lost a fort war because a mass of plants from the opposing side joined in defense of the fort, without weapons, then ran into a corner to avoid participating in the battle. Most noticeable was the attackers not even bothering to chase them down.

Fort has far too many flaws at the moment, in my opinion, and I just can't see what will make it something worthwhile. At present, it is worth nothing.
How did you manage that? As stated previously members of the Fort have priority over outsiders, so if you were able to muster up 128 of your own people then they would have all been booted to make way for your people.

Also 1.21 is coming soon, see the details in the dev blog or beta forums.
 

DeletedUser

128 of "your own people" doesn't necessarily mean people in the fort. Out of fort alliances play a huge part in battles.
 

DeletedUser

Fort weapons, being so specialised and expensive should have some skill bonus (as should transportation animals, I've mentioned this before so wont go over old ground).

Makes the game more diverse

Thats my only gripe! Even if it is +5 stamina or leaderhsip or hiding or aim or dodge. Obviously Leadership/Aim/Dodge would help for general game play and all Fort battles. Aim/Dodge would also help with regular dueling. But a player may choose to have a specialist attack weapon, a specialist defence weapon and another weapon for regular game play.

Lets face it by level 60 everyone not on a skills re-spec is rich. This is another opportunity to make players poor (and benefit the evils of innogames 'High Income' bonus).
 

Diggo11

Well-Known Member
128 of "your own people" doesn't necessarily mean people in the fort. Out of fort alliances play a huge part in battles.
A full small fort holds 100 people and a medium fort holds 150 people. It's not as if your being majorly disadvantaged, although still pretty _ all the same. Also you can always do the same back.
 

DeletedUser

A new exploit has been found on World 9:

Two towns in the same alliance can repeatedly attack the same fort that they own so that no "outside alliance" town can try and claim it. They've spent 70,000 gold on attacking forts already, so it seems that they have enough players to get at least 10,000 gold every day to keep the cycle going.

I can't think of a suggestion to solve the problem. Thoughts?

EDIT:

Before anyone suggests it, the reason I didn't report this in-game is because it is not technically a bug nor is it a breach of rules. It's technically allowed.
 
Last edited by a moderator:

DeletedUser

Well, most of them have been banned for various things anyway =) And your talking about EK Citys. Actually some people could get an advantage out of attacking, yet they do it so often they dont realize, and you walk and take the fort...

Anyway, that does need to be fixed
 

Diggo11

Well-Known Member
A new exploit has been found on World 9:

Two towns in the same alliance can repeatedly attack the same fort that they own so that no "outside alliance" town can try and claim it. They've spent 70,000 gold on attacking forts already, so it seems that they have enough players to get at least 10,000 gold every day to keep the cycle going.

I can't think of a suggestion to solve the problem. Thoughts?

EDIT:

Before anyone suggests it, the reason I didn't report this in-game is because it is not technically a bug nor is it a breach of rules. It's technically allowed.
If I understand you correctly all you must do is wait until they run out of money. Sooner or later one town will fail to muster $10,000 for a large fort in 48 hours. You could also try to KO their adventurers to send them broke.
 

DeletedUser

keep the founders KO'ed...

only he can challenge to a fort fight
 

Diggo11

Well-Known Member
You can still participate in a Fort Battle if you've been KOed, so you should also be able to start one.
 

DeletedUser12008

A new exploit has been found on World 9:

Two towns in the same alliance can repeatedly attack the same fort that they own so that no "outside alliance" town can try and claim it.

How long one can avoid attacks by attacking their own fort. I don't think they are doing it to avoid "outside attack". IMO they might have money to spent and they are doing it to practice fort battles. Anyway after a town is fully upgraded all the money in treasury is of no use other than to use on fort attacks.

There should be some other reason than to "avoid attacks for 48 hrs", otherwise a determined person can actually intiate attacks the moment they finish one battle.
 

DeletedUser

Nobody from their towns showed up at both fort battles.

Anyway, the idea of attacking yourself to avoid outside attacks is an entirely feasible one. Implementing a solution to do this would be much appreciated.
 

DeletedUser15057

It was indicated that XPs are not far away from being included in the Fort Battles.

Is there any indication as to how they will take effect?? and whether there are likely to be other bonuses included as well eg performance bonus/XP for KOing an opponent??

In terms of getting numbers to the dance, the common gripe I hear is that there is no reward for being involved in these battles other than bragging rights.

When/if bonus and XPs come on offer I think it will be a case of turning them away at the door.
 

DeletedUser

Ahem, xeaglex, digg, others, this is not the thread to debate tactics. Please take your discussion elsewhere and allow this thread to return to it's original intent.
 

DeletedUser

The solutions I'm referring to, and the reason it is posted in this forum section, are solutions we can present to the developers, not player actions to counteract a gaming tactic.

So, the concern you are discussing is that a group of towns can take turns attacking their own fort (by quitting the fort, or whatever manner), thus preventing anyone from ever attacking it. The problem here is that it costs $10,000 to continuously attack their fort, which means their towns lose $10,000 every two days, or $150,000 a month.

This is not much of an exploit. It's very costly and someone can still slip in with a fort attack soon as a fort battle ends. I don't see anywhere in this that requires developer intervention.
 
Top