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Myst Takashi 05-06-2017 02:17 AM

What is the Island called tho is it called box Island or something we need a name for this tower

Bryan* 05-06-2017 02:22 AM

Quote:

Posted by Myst Takashi (Post 780714)
What is the Island called tho is it called box Island or something we need a name for this tower

Delta Island. Box Fort. Pretty simple.

Yonce 05-06-2017 02:25 AM

Quote:

Posted by Bryan* (Post 780717)
Delta Island. Box Fort. Pretty simple.

Box Fort™

Basil 05-06-2017 09:19 AM

the spikes/fire shouldn't kill people at 0.5.. & the defending guild's spawn is kinda unfair since it's too close to flag and it takes them 5 seconds or less to get to flag..

also.. i don't understand the water chain thing.. does it help the the attacking guild or flushes them away?

Paddie 05-06-2017 01:35 PM

It definitely helps the attacking guild but anyways the tower s deserted.

Saeed 05-06-2017 02:08 PM

Quote:

Posted by Dusty (Post 780647)
Okay guys! Sorry for the pretty long delay.

Box Fort™ has another new layout that needs to be tested. The bottom floor is treacherous for attackers... however, it can be bypassed with cooperation!
https://i.imgur.com/QJLOClT.png

After attacking the tower for an hour then holding it for two hours, this is what i think:
It seems that all what the attackers has to do is hit whoever tries to pull the chain, and defend the flag room. The rest of the job will be completed by the: spikes, fire-spinner, distance between the defenders/attackers spawn and the flag room. Therefore, it's extremely hard to take over the tower.
The fire spinner looks fine to me, maybe the speed of the spikes are too much on the attackers but, if they if they take the fire spinner's way; it shouldn't be a problem to them. In general The first room is perfect, I don't think it needs to be Edited if you make few edits on the first room.
Because the defensive mechanics are doing almost everything, I think we should make them less useful to force the owners of the flag to defend the first room. The spikes in the second room made it harder to enter the flag room to both attackers and defenders; they should be removed. The attackers get knocked off the chain after getting hit once only. I believe to stop the attacker from pulling the chain, they should be killed completely. Since there will be no spikes in the second room, the defenders will confidently defend the second room. This might give an advantage to the defenders but, it's still better than having the defenders in the flag room only.
I'm going to talk about the chains in details.
  • The chain should be longer
  • You must kill the puller to stop him from pulling the chain.
  • Another player is capable to continue pulling the chain while it's going back to it's original position (after the first puller dies)
  • After the water flashes out, attackers are still capable of keeping the water, by not allowing any of the chains to go back to their original position (by pulling them). I think this suggestion is useless because it's already implied, i'm not sure.
.
Basically to make the tower less powerful, increase the power of the chains.

twilit 05-06-2017 04:13 PM

Took awhile to realize that the water is on a timer and drains automatically... which is even less fair for attackers. Defenders should have to do the work themselves to drain the water. There could be a second set of chains for defenders to pull at the bottom of the trap/water room (make two ledges to stand on out of the water)

Saeed 05-06-2017 04:44 PM

Quote:

Posted by twilit (Post 780781)
Took awhile to realize that the water is on a timer and drains automatically... which is even less fair for attackers. Defenders should have to do the work themselves to drain the water. There could be a second set of chains for defenders to pull at the bottom of the trap/water room (make two ledges to stand on out of the water)

Not really, I realized the attackers are capable of keeping the water as long as the chains are pulled. The defenders can stop the water by hitting/killing the pullers or, by letting the timer drain the water automatically. The defenders will do the work themselves once the attackers realize that they have to keep the chains pulled so the water won't drain.

Dusty 05-06-2017 05:29 PM

Some changes have been made:
  • Fixed bug that was causing the fort to not be cleared out when ownership changes.
  • Defenders now spawn on a loop around the room and must make their way all the way around to get back into the action.
  • There is now a barrier in the middle to stop one person from being able to defend both switches with arrows.
  • The room is now slightly more compact.
  • The timer for the flooding has been increased.
  • You can now pull the chains without having to wait for them to reset.
  • Flag health has been lowered to 100.

Saeed 05-07-2017 11:54 AM

Quote:

Posted by Dusty (Post 780789)
Some changes have been made:
  • Fixed bug that was causing the fort to not be cleared out when ownership changes.
  • Defenders now spawn on a loop around the room and must make their way all the way around to get back into the action.
  • There is now a barrier in the middle to stop one person from being able to defend both switches with arrows.
  • The room is now slightly more compact.
  • The timer for the flooding has been increased.
  • You can now pull the chains without having to wait for them to reset.
  • Flag health has been lowered to 100.

With 13 members (not awesome members)defending the tower, it took my guild less than five minutes to take over the tower with 7 members (experienced members) the tower seems pretty weak now. I suggest you to undo one of the updates (for an example: replace the defenders spawn to it's original position)
I'm also curious about something, when the the 1k hats used to exist we used to have tower rankings. Destiny used to be the most powerful tower for obvious reasons, the new sardon comes second etc... From what I saw so far in the box fort, you're planning to have all towers in the same power level? It would be cool to have one powerful tower (not hilariously powerful) and one weak tower (not hilariously weak..) The reason why I suggested this because, in the olden times guilds used to have "A home tower" For an example: A guild homes destiny, this tower must be held by them at all times if possible. After they held this tower, they can double/triple if possible. Basically, their home tower is their priority. Usually, the strongest guild homes the tower destiny because it's easy to defend. The home tower, always depends on how strong/weak the guild is. If the guild leader has a lot of experienced members, he will home a strong tower (the opposite is true)

MESSAGE: I just want to say something to the players who are waiting for the New guild system/new towering system. The players who said "Fp4 we're always here for you" "Fp4 take my energy" Dusty is assisting Fp4 with the new towering system,
and he asked for assistance from the community. Giving Feedback to the developers will make their life much easier so, rather than complaining about them in-game, provide them useful/valuable feedback.

Areo 05-07-2017 05:17 PM

Quote:

Posted by twilit (Post 780688)
the transition between the water level and trap level is rather sudden... it would be nice to have a 2-3 sec. warning while the water is draining to find a safe spot.

This is my biggest annoyance with this layout. It is pretty brutal, and it usually will mean getting hit multiple times, because you'll be going straight up the middle through the fire spinner. I also dislike how this level isn't more similar to Sardon's first level; You should be able to walk through people, because taking 1-2 more hits because people are super slow at walking through is really lame.
You should also be able to walk through the fire spinner, which has been mentioned here before.

The second level is good, but part of my issue with the water system is that it's too easy to stop the chain pullers. If you're accurate you can snipe them with an arrow on your way to the flag room and stop their progress. It doesn't take much to stop them, and defending two chair pullers would be much more difficult than defending something like a crystal.

The push-away from the flag room door is a nice feature. I like the two vertical spikes on either side of the flag room door, too.

HamStarr 05-07-2017 08:20 PM

I would love to check this area out, but I don't want to waste my gralats on creating a guild nor do I want to join one.

McCullough 05-07-2017 09:46 PM

My feedback on the most recent layout:

I really like it. It gives me and other players an incentive to stop the traps. It's exactly the kind of incentive I was looking for. Going through those traps can sometimes be a real pain in the a**, and I've always seen people, even two rival guilds, assist each other with the chain mechanism. It's important for defenders to have to keep an eye out for players going for the chains, otherwise it'll be substantially more difficult to stop the horde of 3.0HP people coming through.

The spinning fire is really really annoying. It goes very slow, and you can't run through it while blinking. This is a tower players should have to pay attention in, and I get the impression it's based around patience. It's going to take a player a lot of time to get through the fire, and some pr**k will hit you into the fire anyway.

The spikes on the sides might be a tad too fast, but I digress. It's possible to get to the flag room unscathed, but you really need to pay attention and get passed the spikes at the right time to avoid getting hit. If you charge through mindlessly, you could get hit two, three, maybe even four times. I haven't seen any defenders in the trap room, I guess they get hurt by the traps too? Even so, it could be difficult to get to the flag room if the defenders are careful, which isn't necessarily a bad thing.

I suggest speeding up the spinning fire slightly. Fast enough for players to have a chance of getting in quicker without having to go through the sides.

Or, instead of fire, it would be interesting to simply add a few rows of pop-up spikes, so players can time their way through.

Something like this to replace spinning fire in the middle:

Flag Room Entry

Row 2 of Pop-Up Spikes

Row 1 of Pop-Up Spikes
Side Spikes
Side Spikes

The side spikes will still be on the sides as an alternative route, and the other spikes passed the middle will still be there. This idea just replaces the spinning fire. As Row 1 is down, Row 2 will be up, vise versa. Just an idea.

I like the fire idea, but just speed it up so it isn't a pain in the a**

4-Lom 05-08-2017 05:11 AM

I feel like the fire should be animated. And faster.

Also, the top of the tower feels pretty crowded. Might just be under intense assault, but this seems to play into the hands of the defenders.

The central fire feature in the tower is extraneous. After four or five runs through the chamber, the outer left and right path (past the fast moving spike block) is far easier (and faster) to navigate. The water feature feels really well thought out, though it feels less than intuitive at the moment. Having the water triggered by co-op chain pulling is nice, but it might be cool to not have the 'timer' that causes the flood to end on it's own, forcing defenders to interact with the chains to set up the traps in the main room again.

If this is the way towering is going, I'm excited to see what comes.

Dusty 05-08-2017 04:45 PM

Quote:

Posted by twilit (Post 780781)
Took awhile to realize that the water is on a timer and drains automatically... which is even less fair for attackers. Defenders should have to do the work themselves to drain the water. There could be a second set of chains for defenders to pull at the bottom of the trap/water room (make two ledges to stand on out of the water)

Quote:

Posted by 4-Lom (Post 781011)
The water feature feels really well thought out, though it feels less than intuitive at the moment. Having the water triggered by co-op chain pulling is nice, but it might be cool to not have the 'timer' that causes the flood to end on it's own, forcing defenders to interact with the chains to set up the traps in the main room again.

If this is the way towering is going, I'm excited to see what comes.

This is an interesting idea, but I've yet to come up with a way for defenders to reset it without it getting too confusing. I suppose one idea is to have it flooded until ownership changes and make flooding slightly harder to achieve. That way if defenders don't want to cripple themselves for the rest of the time they need to really make sure no one uses the chains.

Quote:

Posted by Saeed (Post 780866)
With 13 members (not awesome members)defending the tower, it took my guild less than five minutes to take over the tower with 7 members (experienced members) the tower seems pretty weak now. I suggest you to undo one of the updates (for an example: replace the defenders spawn to it's original position)
I'm also curious about something, when the the 1k hats used to exist we used to have tower rankings. Destiny used to be the most powerful tower for obvious reasons, the new sardon comes second etc... From what I saw so far in the box fort, you're planning to have all towers in the same power level? It would be cool to have one powerful tower (not hilariously powerful) and one weak tower (not hilariously weak..) The reason why I suggested this because, in the olden times guilds used to have "A home tower" For an example: A guild homes destiny, this tower must be held by them at all times if possible. After they held this tower, they can double/triple if possible. Basically, their home tower is their priority. Usually, the strongest guild homes the tower destiny because it's easy to defend. The home tower, always depends on how strong/weak the guild is. If the guild leader has a lot of experienced members, he will home a strong tower (the opposite is true)

The issue right now is are you really experiencing true competition? It may have been easy to take but in my opinion from watching over it since it's been released is that not many competitive guilds are actually bothering. It's hard to balance the difficulty of a tower when no one is trying to participate.

Quote:

Posted by Areo (Post 780891)
This is my biggest annoyance with this layout. It is pretty brutal, and it usually will mean getting hit multiple times, because you'll be going straight up the middle through the fire spinner. I also dislike how this level isn't more similar to Sardon's first level; You should be able to walk through people, because taking 1-2 more hits because people are super slow at walking through is really lame.
You should also be able to walk through the fire spinner, which has been mentioned here before.

The first room is supposed to be brutal. What we've learned from the pressure plate design is that players don't care how long it takes to get to the flag as long as they can rush to it. The idea here is a guild can just rush the flag, but their health will be punished unless they navigate the traps carefully. Being able to walk through the fire at the expense of only .5 health would completely defeat its purpose.

Quote:

Posted by Areo (Post 780891)
The second level is good, but part of my issue with the water system is that it's too easy to stop the chain pullers. If you're accurate you can snipe them with an arrow on your way to the flag room and stop their progress. It doesn't take much to stop them, and defending two chair pullers would be much more difficult than defending something like a crystal.

The issue is that pretty much most of the default movement and systems(health, knockback and such) isn't something we scripters can modify. I've sped up the chain pulling and lowered the distance needed, but other than that there's nothing I can really do. I can't make it so getting hurt doesn't stop your actions.


I have sped up the fireballs in the center of the first floor. You can now also walk through players in the bottleneck trap areas.


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