DeletedUser15368
Idea title:
Once the IFBC has concluded, use the Event Server branch of the game to test Fort battle balancing measures, where an unbelievable number of fort fighters are already gathered due to the IFBC, and no revenue streams will be affected.
Details of idea:
Formula Ideas to be incrementally tested include:
-First and foremost, modernising the number of players who can attend battles to 50 vs 45/ 77 vs 70/ 100 vs 92, to test Diggo's years old idea on beta to a more professional degree. This alone could go a long way to making fights better, but there should be some flexibility in the numbers based on a specific world's needs.
- Damage formula nerfing, with diminishing returns on very high leadership values - Tested not Implemented
- Resistance formula buffs, with a greater base multiplier, or ((Hiding OR Setting Traps) x 1.25) - Tested not Implemented
- Removing the 33% damage limit per shot on low HP players, to counter the previous resistance buff effect on damagers (RIP new accounts though)
- Percentage based resistance, instead of the previous two ideas - Idea hard rejected
- Decreasing the base attack bonus to 20, while increasing the base defend value to 25
-Increasing Tower and wall bonuses for defenders by 10%, to counter attacker LoS advantage during the initial stages of the battle
- Nerfing Sector Damage in the damage formula to (Weapon Damage + Sector Damage + (Weapon Damage × Leadership ÷ MaxHP))
- Decreasing Sector Damage bonuses given by Union Officer set by 50%, or changing it to a personal damage bonus
- New Resistance sector bonus to counter Sector Damage Bonus (@Harsha.. )
Additional things Inno implemented
- Increased distance penalty to nerf sniping from towers
- Flag penalty for defenders
Class bonus ideas to be initially tested:
Soldiers - Increased leadership bonus to 30% and 60% to neighbouring players, New resistance bonus which is an additional 10% or 20% of your resistance value to encourage non-pure HP builds
Adventurers - Chance to ghost begins when 1k or 2k damage has been taken, replacing the 2 hits requirement from before. % chance to ghost is increased from 50% to 75%
Duellers - Nerf or REMOVE critical hits, replace with a 5% and 10% Weapon Damage bonus. Unsure about this one as crits may still be required to kill a nugget tank or low hp/high resistance build if other changes are made. A much more detailed (and frankly better) idea can be found [here], thanks to @P4F Mastermind
Workers - New bonus when a worker is on the Worker Tower, increasing their tower DEFENCE bonus by 5% or 10%
New bonuses could be RNG based, to bring them into line with the other two classes, or RNG could be removed from the equation entirely. Imo PvP should be based on player skill, and not luck.
Rewards and Other ideas to be initially tested:
- Bring back random drops in fort battles, create a new reward pool that's good enough to encourage attendance
- 1 additional bond for adventurers every time they "ghost" a shot
- 0.1/0.2 additional bonds for every 1k of health points lost during the battle
- Harambe is still lost but never forgotten.
- New daily Fort Quests, with different objectives and rewards good enough to increase attendance (@Harsha.. )
- Custom Avatars for Fort Battle Leaders (@Harsha.. )
- Fort shop that we were promised like 11 years ago as a reason to own forts, with a pool of random fort buffs and maybe new single use weapons (@Nisa )
- Additional daily reward for all players that are members of town in a fort, took part in fort battles or completed daily quests: A new special fort currency similar to VP from adventures. Could spend these points in the Fort shop.
Future tombola and nugget sale requirements:
- Sets must have a hard cap on the number of attribute and skill points they can give (In Progress, Inno have stated this is their intention, we shall see)
- If a Damager set is released, a Tank set must also accompany it to keep the balance, and vice versa
- Keep a regular yearly schedule for releasing new fort sets, once per year on a specific tombola, not DotD though. (@Harsha.. )
- New sets must be given to all players on Beta, or the Event test world, to fully test them before release. Feedback must not be ignored as is the current precedent
- Ensure that Fort Fighting sets have all skills and bonus relevant to Fort Fighting.... This one annoys me the most
The ultimate aim is to enable attackers and defenders the chance of winning around half of all battles each on a lively and balanced world. Obviously these ideas will have to be tested and tower bonuses balanced for small, medium and large forts individually. In addition to my other idea about world merges, we could have full onliner large battles again on .net and beyond. I know how much work this seems to be, but this is simply trying to fix the consequences of years of mismanagement, and a shrunken player-base, bringing the game back to being a game again, where people have fun playing it. You could even brand it as "The West 3.0" when the developer is satisfied, to draw back some old players who left due to broken fort battles. Our developer is one of those players fwiw.
Reasons for submitting: Fort battles are broken in this game currently. We need to try new things to Make The West Great Again, and we happen to have a world full of around 1.6k people who love Fort Fighting, who will soon have to go back to Tombola simulator, or leave the game. Please show us that you even want to fix fort fighting and we'll be patient. Here's my suggestions for a starting point, I've tried to make it as much about simply tweaking numbers as I can, since dev time is limited. I am also not expecting everything to be done at once, or at all really. Some of these ideas may also be OP, need testing.
One last hurrah, as they say. I'm extremely open to discussion, and really hope people have comments or thoughts or ideas to add, and if one of my ideas is terrible, please tell me.
Once the IFBC has concluded, use the Event Server branch of the game to test Fort battle balancing measures, where an unbelievable number of fort fighters are already gathered due to the IFBC, and no revenue streams will be affected.
Details of idea:
Formula Ideas to be incrementally tested include:
-
- Damage formula nerfing, with diminishing returns on very high leadership values - Tested not Implemented
- Resistance formula buffs, with a greater base multiplier, or ((Hiding OR Setting Traps) x 1.25) - Tested not Implemented
- Removing the 33% damage limit per shot on low HP players, to counter the previous resistance buff effect on damagers (RIP new accounts though)
- Percentage based resistance, instead of the previous two ideas - Idea hard rejected
- Decreasing the base attack bonus to 20, while increasing the base defend value to 25
-
- Nerfing Sector Damage in the damage formula to (Weapon Damage + Sector Damage + (Weapon Damage × Leadership ÷ MaxHP))
- Decreasing Sector Damage bonuses given by Union Officer set by 50%, or changing it to a personal damage bonus
- New Resistance sector bonus to counter Sector Damage Bonus (@Harsha.. )
Additional things Inno implemented
- Increased distance penalty to nerf sniping from towers
- Flag penalty for defenders
Class bonus ideas to be initially tested:
Soldiers - Increased leadership bonus to 30% and 60% to neighbouring players, New resistance bonus which is an additional 10% or 20% of your resistance value to encourage non-pure HP builds
Adventurers - Chance to ghost begins when 1k or 2k damage has been taken, replacing the 2 hits requirement from before. % chance to ghost is increased from 50% to 75%
Duellers - Nerf or REMOVE critical hits, replace with a 5% and 10% Weapon Damage bonus. Unsure about this one as crits may still be required to kill a nugget tank or low hp/high resistance build if other changes are made. A much more detailed (and frankly better) idea can be found [here], thanks to @P4F Mastermind
Workers - New bonus when a worker is on the Worker Tower, increasing their tower DEFENCE bonus by 5% or 10%
New bonuses could be RNG based, to bring them into line with the other two classes, or RNG could be removed from the equation entirely. Imo PvP should be based on player skill, and not luck.
Rewards and Other ideas to be initially tested:
- Bring back random drops in fort battles, create a new reward pool that's good enough to encourage attendance
- 1 additional bond for adventurers every time they "ghost" a shot
- 0.1/0.2 additional bonds for every 1k of health points lost during the battle
- Harambe is still lost but never forgotten.
- New daily Fort Quests, with different objectives and rewards good enough to increase attendance (@Harsha.. )
- Custom Avatars for Fort Battle Leaders (@Harsha.. )
- Fort shop that we were promised like 11 years ago as a reason to own forts, with a pool of random fort buffs and maybe new single use weapons (@Nisa )
- Additional daily reward for all players that are members of town in a fort, took part in fort battles or completed daily quests: A new special fort currency similar to VP from adventures. Could spend these points in the Fort shop.
Future tombola and nugget sale requirements:
- Sets must have a hard cap on the number of attribute and skill points they can give (In Progress, Inno have stated this is their intention, we shall see)
- If a Damager set is released, a Tank set must also accompany it to keep the balance, and vice versa
- Keep a regular yearly schedule for releasing new fort sets, once per year on a specific tombola, not DotD though. (@Harsha.. )
- New sets must be given to all players on Beta, or the Event test world, to fully test them before release. Feedback must not be ignored as is the current precedent
- Ensure that Fort Fighting sets have all skills and bonus relevant to Fort Fighting.... This one annoys me the most
The ultimate aim is to enable attackers and defenders the chance of winning around half of all battles each on a lively and balanced world. Obviously these ideas will have to be tested and tower bonuses balanced for small, medium and large forts individually. In addition to my other idea about world merges, we could have full onliner large battles again on .net and beyond. I know how much work this seems to be, but this is simply trying to fix the consequences of years of mismanagement, and a shrunken player-base, bringing the game back to being a game again, where people have fun playing it. You could even brand it as "The West 3.0" when the developer is satisfied, to draw back some old players who left due to broken fort battles. Our developer is one of those players fwiw.
Reasons for submitting: Fort battles are broken in this game currently. We need to try new things to Make The West Great Again, and we happen to have a world full of around 1.6k people who love Fort Fighting, who will soon have to go back to Tombola simulator, or leave the game. Please show us that you even want to fix fort fighting and we'll be patient. Here's my suggestions for a starting point, I've tried to make it as much about simply tweaking numbers as I can, since dev time is limited. I am also not expecting everything to be done at once, or at all really. Some of these ideas may also be OP, need testing.
One last hurrah, as they say. I'm extremely open to discussion, and really hope people have comments or thoughts or ideas to add, and if one of my ideas is terrible, please tell me.
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