Fort wont lock anymore?

In the latest PTR patch notes:

War

Faction Control Points no longer lock prior to a War or Invasion.
Fixed an issue where other players were seen freezing or teleporting during War.

Does this mean forts don’t lock anymore? I hope not, because this is what caused the major open world PvP especially First Light.

Care to share more?

When forts are locked, that content is out of the game for me and my crew. Lots of times my entire server is under war so literally every fort is locked… Which Sucks

That is what that means and I believe they want the major open world pvp.

They would need to dial down timers on control points with a max group still.

People go to the fort 30m before locking and a huge open world pvp happens, with over 50 people from each faction (due to the fort cap limiting to 50 people per fac) on those forts. When it’s unlocked you barely see anyone actually fighting there.

By removing the lock, they will get rid of this huge open world pvp since the fort can be permanently be contested, there’s no point in spending resources to keep it for your faction. People will get bored of holding it for 24/7. First light for example, in order to actually use it, you have to go to a city and refine stuff, you can’t stay in the fort so what’s the point?

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Imo, there should be a rotating Fort Lock Hot Spot that keeps people porting around to cap the different forts. I am hoping they add this in the near future, as yes it indeed does become absurd if they can get flipped willy nilly, that I agree on.

Bare minimum fort lock should be an hour or two (so that you can do the activity you received the buff for), BUT they need to drastically increase the stakes. We can see from the bullets below that Brightwood and Restless Shore are by far the worst of the eleven and both should be reworked into something actually worthwhile. As for the other nine, they have a pretty decent bonus and make a decent impact on a macro scale, but on the micro they provide negligible benefit.

They should get buffed across the board with Cutlass Keys gathering luck being 50%, First Light’s refining yields to 30%, and Mourningdale perhaps guarantee 600 - 600 GS crafts when you have the trophies, clothing, food and such. The name of the game is PvP, and if AGS is going to sell it, well you got to make it damn near irresistible. They overlooked this in May when they were adding the Arena which is understandable, but with the good work they put into July to revitalize some of the Open World PvE Aspects, they need to feed off this change so that Open World PvP has weight again.

  • Brightwood: Camping no longer costs resources.
  • Cutlass Keys: Increases global gathering luck by 10%.
  • Ebonscale Reach: Decreases the cost of items in the faction store by 5%.
  • Everfall: Increases the amount of Azoth Salt gained by 10%.
  • First Light: Increases global refining yield by 10%.
  • Monarch Bluffs: Increases all experience gains by 5%.
  • Mourningdale: Increase the gearscore ceiling of crafting by 5. The maximum gearscore you can roll is still 600.
  • Reekwater: Increases the amount of PvP Experience gained by 5%.
  • Restless Shores: All fast travel is now free.
  • Weaver’s Fen: Decreases global tax values by 10%.
  • Windsward: Increases the chance that a consumable isn’t consumed on use by 10%.

Yes and yes. It’s dumb now cause every fort is locked at any time i play the game. But opening all forts will leave many forts empty all the time I guess.

1 Like

Great news ! more openworld pvp.

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