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 Post subject: cSRO Fortress War modification ( lack of balance in war)
PostPosted: Fri Jan 18, 2008 1:37 pm 
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城战规则修改的意见调查


经过两次城战的观察,由于韩方开发上缺乏平衡性,导致现在的要塞易守难攻,使得多数服务器发生了无法攻下要塞的现象,一定程度上影响了攻城方玩家的热情。我们已经将情况反映给韩方,要求开发商迅速进行平衡性修改,但是鉴于平衡性修改是重大改动,因此需要一定的时间。

  在此之前,为了暂时平衡攻守,使城战不失去意义,我们准备对城战规则进行修改如下:

* 每次城战开始前,清空要塞的所有者情况,使要塞变成空城,所有战盟均成为攻城方
* 城战开始后,所有战盟在公平的情况下攻打空城--长安要塞
* 城战结束后,获胜方可占有长安要塞直至下一次城战开始
* 每次城战前,上一次获胜方两周内的税收不受影响,但城内建设会恢复城最初状态
  
  这些修改仅为临时策略,正式的城战平衡性修改还要等待韩方的策略。就此征求广大参与城战的玩家的意见,请进行投票。


as u all know cSRO fortress war release almost same time as iSRO wif exact same content

So far there are only 2 wars held in cSRO, and loads of cSRO players already complaining that attacking the fortress is way too difficult compared to defending it. (all fortress on all servers are being defended successfully, which is same in iSRO)
So the GM there + CIMO (the company that buys sro from joymax and distributes it in China) requested joymax to fix this lack of balance in FW soon and in the meantime, they hv modified the FW in the following way:
- the wining guild of each FW still gets to keep the 2 weeks tax, but there will be NO defending guilds in any subsequent FW, which means every FW will be as if it is the very first FW since the FW update, no def guild, who does most dmg to heart wins

thats only a temporary modification fr cSRO until joymax fix it, taiwans sro has a similar problem i heard

wonder if joymax will do that to iSRO too? but i'm sure they will heed those requests and maybe add more advantage to the attacking sides to balance it out a lil more :roll:

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 Post subject: Re: cSRO Fortress War modification ( lack of balance in war)
PostPosted: Fri Jan 18, 2008 1:46 pm 
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some guilds defending their fortress lost it on iSRO.

we should wait more to see if its balanced or not, we dont even know all the stuffs we're able to do in/with fortress

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 Post subject: Re: cSRO Fortress War modification ( lack of balance in war)
PostPosted: Fri Jan 18, 2008 1:47 pm 
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as a suggestion (just to talk here)
all attacking guilds should not be considered as enemies untill heart is reached
8)

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 Post subject: Re: cSRO Fortress War modification ( lack of balance in war)
PostPosted: Fri Jan 18, 2008 3:27 pm 
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MissLe2 wrote:
as a suggestion (just to talk here)
all attacking guilds should not be considered as enemies untill heart is reached
8)


I think that's more something for the attacking guilds to remember. You don't HAVE to attack each other until AFTER you breach the fortress. Another thing they should remember is to put 4 (sub) clerics into each wall/portal breaching group, so they won't get killed as soon as they get near something hammerable. You can take quite a bit of punishment as a Chinese character (or warrior for that matter) with continual bless and division recovery.

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 Post subject: Re: cSRO Fortress War modification ( lack of balance in war)
PostPosted: Fri Jan 18, 2008 3:38 pm 
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My union attacked and succeeded to win the fortress from SlayerS.

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 Post subject: Re: cSRO Fortress War modification ( lack of balance in war)
PostPosted: Fri Jan 18, 2008 4:25 pm 
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I wished they add killer monkeys they you can use...hehe they'd shimmy up the fortress and wreak harvoc on everybody.

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 Post subject: Re: cSRO Fortress War modification ( lack of balance in war)
PostPosted: Fri Jan 18, 2008 4:26 pm 
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 Post subject: Re: cSRO Fortress War modification ( lack of balance in war)
PostPosted: Fri Jan 18, 2008 4:28 pm 
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BakaFish wrote:
My union attacked and succeeded to win the fortress from SlayerS.

+1 its not impossible i'd say it can be easy when theres enuf guilds vs fortress keepers.


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 Post subject: Re: cSRO Fortress War modification ( lack of balance in war)
PostPosted: Fri Jan 18, 2008 7:14 pm 
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joymax to isro players: your not azn im not fixing it

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 Post subject: Re: cSRO Fortress War modification ( lack of balance in war)
PostPosted: Fri Jan 18, 2008 7:52 pm 
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I think it would be awesome for this to happen to isro.. defending is WAY too easy... attacking was more fun..

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 Post subject: Re: cSRO Fortress War modification ( lack of balance in war)
PostPosted: Fri Jan 18, 2008 7:54 pm 
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Attacking guilds should be able to use catapults to destroy them obstacles. :D


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 Post subject: Re: cSRO Fortress War modification ( lack of balance in war)
PostPosted: Fri Jan 18, 2008 8:01 pm 
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Well, I mean, last time I checked, fortresses weren't supposed to be easy to get into...

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 Post subject: Re: cSRO Fortress War modification ( lack of balance in war)
PostPosted: Fri Jan 18, 2008 8:02 pm 
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Well...there is a bug which makes taking a fortress from defending union almost impossible. Anyone noticed that on many servers the entrance gate was not broken? Some guys said that in babel the whole server attacked 1 gate simultaneously and it took them 1 hour to get it down.

The bug is, that the attacking people cannot hit the defenders above the gate. The only area someone can attack is when a char is positioned right above the gate. BUT defenders can attack the people smashing the gate even from corners, while the offenders cant touch them. Imagine 4 wizards over there with aoe skills :twisted: Even if they were full sun +15, wouldn't last for more than 10 sec. People can res you, but how long would it take to take down the gate? Now, to get it a bit more real, there weren't only 4 wizards but even nukers and bowers, and not to mention that defenders can repair the gate.

Well...if you ever participated in a fortress war then you know what h'm talking about...Its not that defenders have it easy, its just that attacking is ridiculously hard

PS: I've seen even bladers attack from above, maybe a glitch. Can anyone confirm?

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 Post subject: Re: cSRO Fortress War modification ( lack of balance in war)
PostPosted: Fri Jan 18, 2008 9:57 pm 
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FW is pretty new, even for the Korean servers. So I am sure many adjustments will come in the future. But yes right now, it is very unfair for the siegers.

One thing that make FW very easy for the defenders is that, they can shoot and nuke even if they are behind the wall. For example, character A is a defending nuker on the top, and character B is an attacking nuker below.

|A --- C|B
|A --- C|B
|A --- C|B
|A --- C|B
|A --- C|B

The FW is designed so that, A can nuke B though the wall, while B cannot nuke A back. B can only nuke A if A stands at position C. But why would A stand at position C when he can nuke B just fine at position A? This is not only unfair, it is unrealistic. In real life, A does need to stand at C to hit B. I would much rather if players on the top of the wall gets a free 20% damage taken reduction, than they having the ability to shoot siegers below with no worries.

And I really do not like the idea of door repairing. How exactly do you repair the door in the middle of a siege? I mean, the damage to the door is done on the other side, so how can you repair it? It would make sense if the fortress controlling guild can pay money to upgrade their doors, so it have more hp initially. But once the siege starts, the door cannot be repaired at all.

And I also do not like how the fences are working now. Right now, one can build a fence that goes from wall to wall. So basically, you can block off half of the court yard by yourself and one fence. They need some kind of limited width on these fences.

And about catapults, I think it will come with the SRO:Middle East update.

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 Post subject: Re: cSRO Fortress War modification ( lack of balance in war)
PostPosted: Fri Jan 18, 2008 10:18 pm 
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CHIPS wrote:
FW is pretty new, even for the Korean servers. So I am sure many adjustments will come in the future. But yes right now, it is very unfair for the siegers.

One thing that make FW very easy for the defenders is that, they can shoot and nuke even if they are behind the wall. For example, character A is a defending nuker on the top, and character B is an attacking nuker below.

|A --- C|B
|A --- C|B
|A --- C|B
|A --- C|B
|A --- C|B

The FW is designed so that, A can nuke B though the wall, while B cannot nuke A back. B can only nuke A if A stands at position C. But why would A stand at position C when he can nuke B just fine at position A? This is not only unfair, it is unrealistic. In real life, A does need to stand at C to hit B. I would much rather if players on the top of the wall gets a free 20% damage taken reduction, than they having the ability to shoot siegers below with no worries.

And I really do not like the idea of door repairing. How exactly do you repair the door in the middle of a siege? I mean, the damage to the door is done on the other side, so how can you repair it? It would make sense if the fortress controlling guild can pay money to upgrade their doors, so it have more hp initially. But once the siege starts, the door cannot be repaired at all.

And I also do not like how the fences are working now. Right now, one can build a fence that goes from wall to wall. So basically, you can block off half of the court yard by yourself and one fence. They need some kind of limited width on these fences.

And about catapults, I think it will come with the SRO:Middle East update.


as if nukes weren't unrealistic enough already? :shock:

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 Post subject: Re: cSRO Fortress War modification ( lack of balance in war)
PostPosted: Fri Jan 18, 2008 10:28 pm 
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Nenhunter wrote:
as if nukes weren't unrealistic enough already? :shock:


Do not underestimate the power of the Force young Skywalker!
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 Post subject: Re: cSRO Fortress War modification ( lack of balance in war)
PostPosted: Fri Jan 18, 2008 11:33 pm 
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phulshof wrote:
Nenhunter wrote:
as if nukes weren't unrealistic enough already? :shock:


Do not underestimate the power of the Force young Skywalker!
8)


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 Post subject: Re: cSRO Fortress War modification ( lack of balance in war)
PostPosted: Fri Jan 18, 2008 11:39 pm 
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exactly whitefolk already figure out how to take over most of the world, I sure they can figure out how to do it in some videogame!

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 Post subject: Re: cSRO Fortress War modification ( lack of balance in war)
PostPosted: Sat Jan 19, 2008 12:04 am 
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Don't forget, it's a union vs the server. Defense of the fortress have to be tad bit high.

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 Post subject: Re: cSRO Fortress War modification ( lack of balance in war)
PostPosted: Sat Jan 19, 2008 2:30 am 
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CHIPS wrote:
FW is pretty new, even for the Korean servers. So I am sure many adjustments will come in the future. But yes right now, it is very unfair for the siegers.

One thing that make FW very easy for the defenders is that, they can shoot and nuke even if they are behind the wall. For example, character A is a defending nuker on the top, and character B is an attacking nuker below.

|A --- C|B
|A --- C|B
|A --- C|B
|A --- C|B
|A --- C|B

The FW is designed so that, A can nuke B though the wall, while B cannot nuke A back. B can only nuke A if A stands at position C. But why would A stand at position C when he can nuke B just fine at position A? This is not only unfair, it is unrealistic. In real life, A does need to stand at C to hit B. I would much rather if players on the top of the wall gets a free 20% damage taken reduction, than they having the ability to shoot siegers below with no worries.

And I really do not like the idea of door repairing. How exactly do you repair the door in the middle of a siege? I mean, the damage to the door is done on the other side, so how can you repair it? It would make sense if the fortress controlling guild can pay money to upgrade their doors, so it have more hp initially. But once the siege starts, the door cannot be repaired at all.

And I also do not like how the fences are working now. Right now, one can build a fence that goes from wall to wall. So basically, you can block off half of the court yard by yourself and one fence. They need some kind of limited width on these fences.

And about catapults, I think it will come with the SRO:Middle East update.


hmm...only commander/deputy can repair which is only ard 4-5 persons i think
and yes about the fences, that issue has been raised in other sro too about too many fences blocking off everywhere

some tips i have seen includes non-hammer/non-cleric guys standing side by side with the engineer to share the damage taken so engineers wund die so easily, instead of standing at the back to watch the battle. (eg. wiz earth nuke max hits 5 person, so if u were to be 1 to get hit, 1 less engineer will get hit and he can help damage the gate )

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 Post subject: Re: cSRO Fortress War modification ( lack of balance in war)
PostPosted: Sat Jan 19, 2008 3:50 am 
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i don`t think its the system that fails but the community.
you supposed to attack as a server against the castle siege defenders and decide the real battle at the heart but try to explain that to the silkroad community.

but in csro i can imagine that strongest player are in the same guilds, isro is too big to actually have 1 single strong guild anyone that likes to have fun can switch guilds just to even up the fun


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 Post subject: Re: cSRO Fortress War modification ( lack of balance in war)
PostPosted: Sat Jan 19, 2008 4:07 am 
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BakaFish wrote:
My union attacked and succeeded to win the fortress from SlayerS.


omg that was your union xD gratz swift :)).

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 Post subject: Re: cSRO Fortress War modification ( lack of balance in war)
PostPosted: Sat Jan 19, 2008 5:51 am 
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the only way I see in modification is either reduce the # of defending players by certain amount compare to the atk players. Or by reduce the gatewalls/heart hp.

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 Post subject: Re: cSRO Fortress War modification ( lack of balance in war)
PostPosted: Sat Jan 19, 2008 5:53 am 
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they should just make it so the attacking unions cant hit eachother til they reach the heart lol.

its stupid when they do.

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 Post subject: Re: cSRO Fortress War modification ( lack of balance in war)
PostPosted: Sat Jan 19, 2008 6:47 am 
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On iSRO the reason attacking guilds rarely win is cuz they dunno how to organize :P

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 Post subject: Re: cSRO Fortress War modification ( lack of balance in war)
PostPosted: Sat Jan 19, 2008 7:17 am 
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MrFudge wrote:
they should just make it so the attacking unions cant hit eachother til they reach the heart lol.

its stupid when they do.


But that would take the fun out of keeping the opposing guilds out of the fortress. And that gives them a way way better increase in winning the war if they are sent to the heart. So then after your guild lost the fortress because you let them go straight to the heart, it wouldn't be a happy day for the GM lol.

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 Post subject: Re: cSRO Fortress War modification ( lack of balance in war)
PostPosted: Sat Jan 19, 2008 8:27 am 
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darkmaster21 wrote:
MrFudge wrote:
they should just make it so the attacking unions cant hit eachother til they reach the heart lol.

its stupid when they do.


But that would take the fun out of keeping the opposing guilds out of the fortress. And that gives them a way way better increase in winning the war if they are sent to the heart. So then after your guild lost the fortress because you let them go straight to the heart, it wouldn't be a happy day for the GM lol.



no i mean like.

if the defending union is 'silkroad' union.

and the attacking ones are 'online' 'forums' and ' mrfudge0wns'
then i mean online, forums, and mrfudge0wns shouldn't be able to kill eachother til they reach the heart.

cuz ive been hearing that those 3 own eachother and it makes it really easy for 'silkroad' to maintain fortress owners.

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 Post subject: Re: cSRO Fortress War modification ( lack of balance in war)
PostPosted: Sat Jan 19, 2008 9:23 am 
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DotCom wrote:
Well...there is a bug which makes taking a fortress from defending union almost impossible. Anyone noticed that on many servers the entrance gate was not broken? Some guys said that in babel the whole server attacked 1 gate simultaneously and it took them 1 hour to get it down.

The bug is, that the attacking people cannot hit the defenders above the gate. The only area someone can attack is when a char is positioned right above the gate. BUT defenders can attack the people smashing the gate even from corners, while the offenders cant touch them. Imagine 4 wizards over there with aoe skills :twisted: Even if they were full sun +15, wouldn't last for more than 10 sec. People can res you, but how long would it take to take down the gate? Now, to get it a bit more real, there weren't only 4 wizards but even nukers and bowers, and not to mention that defenders can repair the gate.

Well...if you ever participated in a fortress war then you know what h'm talking about...Its not that defenders have it easy, its just that attacking is ridiculously hard

PS: I've seen even bladers attack from above, maybe a glitch. Can anyone confirm?


Yah I agree, they need to fix that. Also yes we did get the entire server attacking one gate and it did take about an hour to get it down. Thos repair hammers are insane I believe it does like 10% repair and there is also a 15% repair everyone certain amount of time.

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 Post subject: Re: cSRO Fortress War modification ( lack of balance in war)
PostPosted: Sat Jan 19, 2008 9:30 am 
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MrFudge wrote:
darkmaster21 wrote:
MrFudge wrote:
they should just make it so the attacking unions cant hit eachother til they reach the heart lol.

its stupid when they do.


But that would take the fun out of keeping the opposing guilds out of the fortress. And that gives them a way way better increase in winning the war if they are sent to the heart. So then after your guild lost the fortress because you let them go straight to the heart, it wouldn't be a happy day for the GM lol.



no i mean like.

if the defending union is 'silkroad' union.

and the attacking ones are 'online' 'forums' and ' mrfudge0wns'
then i mean online, forums, and mrfudge0wns shouldn't be able to kill eachother til they reach the heart.

cuz ive been hearing that those 3 own eachother and it makes it really easy for 'silkroad' to maintain fortress owners.

Thats the interesting bit about the siege war. Guilds/unions can talk to one another before the next siege, and come to some form of diplomatic arrangement (ie we work together until we reach the heart).

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 Post subject: Re: cSRO Fortress War modification ( lack of balance in war)
PostPosted: Mon Jan 21, 2008 11:41 pm 
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There is no bug and the game is pretty well balanced. The fact is this: The union that works best togeather will win. We had our gate broken last week but the fact is none of the guilds worked togeather while all 8 guilds in my union did. Dont blame the game cause guilds are too arrogant or full of hate to work togeather. Yes the defending castle has an advantage but they have major disadvantage also. We have 8 guilds defending and so far 13 attacking. We will be outnumbered. If they dont know how to win fort or cant work togeather then too dam bad.

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