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Areo 05-08-2017 05:17 PM

1 Attachment(s)
Quote:

Posted by Dusty (Post 781048)
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.

I wasn't complaining about the difficulty of the first floor, when I said it was brutal I was referring to the transition, not the level itself.


This also is really annoying.
1. Goes through level while full of water.
2. Dies, comes back into level.
3. Looks like level still has water for a 1-2 seconds, but in reality it doesn't.
4. Tries to go straight up the middle, not realizing the water is not there (going up the middle is fastest)
5. Slams into fire spinner right as level changes to reflect it not having water.

Is it possible to somehow mitigate this? I understand that you didn't intend for this, that it is a part of the system itself, but if you could possibly add something to help players in this regard it would be appreciated.


Quote:

Posted by Dusty (Post 781048)
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.

What about changing the level and adding walls right here?Attachment 24206
If you place the walls there it would make defenders have to go out of their way to stop chain pullers, or perhaps make them defend the chains. There could be some drawbacks I don't see, but it could be something worth trying.

I can say that the chains have been more used than the pressure plate, though.

Saeed 05-08-2017 07:33 PM

This tower came to a level that is unabling me from judging it's mechanics, based on the prediction "the NGS is realeased, two experienced guilds are fighting over this tower"
Therefore, I would like to ask if any guild would like to show a sense of competition by: fighting me with experienced players over this tower at a specific time that both guilds agrees to? I know it seems silly but, I can't think of any other way. In this way, Dusty himself can see how the defenders will make an advantage of those new mechanics and how the attackers will react to this. Then, we won't have to make any other false/true assumptions. I'm down to whatever time/date you guys want, if not, I will try to recruit members into two guilds. But, Everyone would really appreciate it if we present a competitive battle and I don't think it will be as competitive if I had to recruit members for both guilds.

For now, I don't think there is anything overpowered. We don't want to leave the defenders with no advantages. Again, this is just a prediction.

Paddie 05-08-2017 07:42 PM

Please keep the tower as is! What's the f problem?! It is perfect guys! Good job, Dusty :)

HamStarr 05-08-2017 08:15 PM

Quote:

Posted by Paddie (Post 781061)
Please keep the tower as is! What's the f problem?! It is perfect guys! Good job, Dusty :)

I feel that you're missing the point of this tower a little bit.

Box Fort™ is meant to be a test ground to try out different mechanics. It's the player's job to test these areas out and to give their insight on not what could benefit everyone in the long run.

Paddie 05-09-2017 12:56 AM

Quote:

Posted by HamStarr (Post 781064)
I feel that you're missing the point of this tower a little bit.

Box Fort™ is meant to be a test ground to try out different mechanics. It's the player's job to test these areas out and to give their insight on not what could benefit everyone in the long run.

I think that the point of this tower is clear. Just watch the tower and you are going to understand it. Quit looking for defects. They do whatever they want and dusty is the expert here XD.

Brick 05-09-2017 01:22 AM

Quote:

Posted by Paddie (Post 781093)
I think that the point of this tower is clear. Just watch the tower and you are going to understand it. Quit looking for defects. They do whatever they want and dusty is the expert here XD.

Quote:

Posted by Dusty (Post 777886)
Most importantly, we want feedback! We can only make so many assumptions about how our ideas will work out, but players are the ones who will truly know. If you have input we would like to hear it.

On topic, what if instead of attackers disabling the tower's defenses you have defenders activating them? Like pull the chains to drain the water instead, or other, similar mechanics.

Paddie 05-09-2017 02:27 AM

Quote:

Posted by Brick (Post 781097)
On topic, what if instead of attackers disabling the tower's defenses you have defenders activating them? Like pull the chains to drain the water instead, or other, similar mechanics.

None of the defenders want to active it, guy. -.-

Saeed 05-09-2017 07:00 PM

On Thursday at 7pm, two random tags will be used to show a competitive battle to the developer/s. Feel free to pm me in-game for any more details. I will update this post if the timing or date has to be changed. Just to clarify we're only using two tags, we also don't the tower to be packef for obvious reasons. The whole point is to show a similar guild war pretending the New towering system is released. The battle will take place in the box fort.

4-Lom 05-09-2017 08:33 PM

Quote:

Posted by Saeed (Post 781172)
On Thursday at 7pm, two random tags will be used to show a competitive battle to the developer/s. Feel free to pm me in-game for any more details. I will update this post if the timing or date has to be changed. Just to clarify we're only using two tags, we also don't the tower to be packef for obvious reasons. The whole point is to show a similar guild war pretending the New towering system is released. The battle will take place in the box fort.

1.) Advertising it here may cause it to be crowded.

2.) Include a time zone in your notice of 7 PM (For example EST) in order to co ordinate people better.

3.) Cheers.

Saeed 05-09-2017 09:40 PM

Quote:

Posted by 4-Lom (Post 781183)
1.) Advertising it here may cause it to be crowded.

2.) Include a time zone in your notice of 7 PM (For example EST) in order to co ordinate people better.

3.) Cheers.

7pm GMT (greenwich timezone). We already have two guilds prepared, we just need few more additional members. So I asked here, i'm sure the tower won't be crowded. Well, hopefully not.

Saeed 05-11-2017 09:17 PM

It was an interesting fight that I personally enjoyed! However we did have some issues at the start because one of the two guild leaders didn't come online. So, I had to create another tag and recruit for both guilds.
Since most of the guild members don't have a forums account, I will be sharing their feedback for them in this post!
'The spikes are hard to dodge, they second room should be easier to pass for the attackers. I don't like the fire spinner, I think it should be removed.'-Rexx
'Water effect good. Fire bad, should least hi you but not push'-Moi19' I think he meant to say we should be able to blink through the fire spinner.
'Was good because it was similar to a riot, people were capable of getting kills quickly' I don't think this feedback very useful because, half of the times we wasn't capable of getting kills because an admin disabled this feature when the tower gets packed. Or, it automatically get's disabled when players reach a specific number inside the room/tower?
'I hate the whole fire thing'-VB
'the tower is good and enjoyable'- Alqubaisi
'Nothing was bad everything was super good and exciting'
'everything was good but the flag room sucks, it has to be bigger' REYBOLT
'Needs more leverage- there was only one entry point, and too many obstacles' -Damian
'The layout was cool. But the spikes gotta chill' - Lili M
'It was too ez to take tbh just a simple regroup and that's it'

The people who has forums account, might post shortly.

I personally think the tower was enjoyable and fun! I have noticed two things:
The tower is extremely hard to take over without pulling both chains.
It takes time and effort to push both of the chains yet, some players needs to distract the other team in the flag room or even take over the flag while the defenders are busy with defending the chains.
After both of the chains are pulled, you're most likely going to lose the tower.
I personally found the spikes easy to dodge which made it easy for me to rush towards the flag room but, for the players who can't dodge, they should go through the fire spinner.
After the water is activated, defenders are not capable of defending the tower except by defending the flag room. I believe the spikes in the second room should be removed too after the chains are pulled, so the defenders can walk confidently in the second room which will allow them to decrease the health of the attackers before they enter the flag room (when the water is activated).
if you have more than 15 defenders, it's pretty easy to keep the chains safe and almost impossible for the attackers to be capable of pulling it. You should either re-consider the positioning of the: flag room entrance, 2nd room exit (where the attackers come from) and the chains positions. Or, add a way to make the attackers capable of defending the chain puller from getting hit from the tower defenders/any other player.

Ence 05-12-2017 11:10 AM

Quote:

Posted by Saeed (Post 781348)
The people who has forums account, might post shortly.

(I have one)

'I think the towering "session" (or whatever you call it) was cool, because it revived "regrouping" for me, I haven't heard that word for a while tbh, people these days get towers easily without regrouping. Its also nice, when I saw only a few were afk. I think this somehow restored(or affect) my interest and perspective of towering' - Ence

(rip my english)

Bryan* 05-12-2017 01:40 PM

I don't see why people complain about the spikes, I get to the flagroom with health at 3. Takes patience and coordination. The only thing that bothers me is the 2nd floor where it's far too easy for defenders to reach the flag room and unless those spikes shoot fireballs, it has no purpose.

The chains to flood the 2nd floor are hardly used since it takes a while and leaves you defenseless. Prefer switches (if 2 is too little, do 4 in each corner of the room).

Dusty 05-12-2017 02:07 PM

Quote:

Posted by Saeed (Post 781348)
It was an interesting fight that I personally enjoyed! However we did have some issues at the start because one of the two guild leaders didn't come online. So, I had to create another tag and recruit for both guilds.
Since most of the guild members don't have a forums account, I will be sharing their feedback for them in this post!

First I'd like to give a huge thanks for all the effort you have put into assisting. It's hard to test new features when no one is motivated enough to try them out so to get guilds actually organized enough to fully test them as intended is a huge boon.

Quote:

Posted by Saeed (Post 781348)
'The spikes are hard to dodge, they second room should be easier to pass for the attackers. I don't like the fire spinner, I think it should be removed.'-Rexx

Spikes are actually there for the attackers. Defenders found it easy to sit on the edge of the doors and just spam their sword an easily defend from players getting in. Spikes stopped that.

Quote:

Posted by Saeed (Post 781348)
'Water effect good. Fire bad, should least hi you but not push'-Moi19' I think he meant to say we should be able to blink through the fire spinner.

If the fire didn't push you players would just walk through it, defeating the purpose.

Quote:

Posted by Saeed (Post 781348)
'everything was good but the flag room sucks, it has to be bigger' REYBOLT
'Needs more leverage- there was only one entry point, and too many obstacles' -Damian

Luckily the flag room isn't really representation of what it will be like when actual towers are released. Delta is kind of small so the tower could only be so big, and it's graphics so not very easy to make larger. Right now the focus is on the inside of the tower, not the flag room.

Quote:

Posted by Saeed (Post 781348)
'It was too ez to take tbh just a simple regroup and that's it'

What does that mean? Easy for attackers to regroup and rush? What difference is there from this tower to any other tower in terms of regrouping? What about this tower makes it easier?

Quote:

Posted by Saeed (Post 781348)
The tower is extremely hard to take over without pulling both chains.
It takes time and effort to push both of the chains yet, some players needs to distract the other team in the flag room or even take over the flag while the defenders are busy with defending the chains.
After both of the chains are pulled, you're most likely going to lose the tower.

In my opinion, this sounds good. I don't know if that's how to feel but we really want to put emphasis on the mechanics of the tower and prevent people from just rushing and ignoring them. I'd say losing the tower if you don't defend the chains is punishing but also emphasizes just how important those chains are instead of only focusing on the flag.

Quote:

Posted by Saeed (Post 781348)
After the water is activated, defenders are not capable of defending the tower except by defending the flag room. I believe the spikes in the second room should be removed too after the chains are pulled, so the defenders can walk confidently in the second room which will allow them to decrease the health of the attackers before they enter the flag room (when the water is activated).

Again I feel the same way as I did above. If the water gives the attackers too much strength perhaps focus more on the chains? You said it was very hard to get both chains pulled as attackers so I feel if that happened then maybe defense lacked on that part and thus "punishment" was deserved? I may consider making changes to the second room after water has flooded though, but right now I'm on the fence about that.

Quote:

Posted by Saeed (Post 781348)
if you have more than 15 defenders, it's pretty easy to keep the chains safe and almost impossible for the attackers to be capable of pulling it. You should either re-consider the positioning of the: flag room entrance, 2nd room exit (where the attackers come from) and the chains positions. Or, add a way to make the attackers capable of defending the chain puller from getting hit from the tower defenders/any other player.

But wouldn't you say having more than 15 defenders makes it pretty much impossible to take any tower if they are equally skilled?

Overall I'm really impressed with the quality of effort that went into this entire "inspection" and I'm really happy that you were able to do it. It did give me a lot of insight and overall I'm happy with how the tower functioned. It seems to have stopped rushing and made defenders focus more on the mechanisms of the tower or else be devastated and most likely lose the tower if not properly defended. If there were any changes I would be considering it would be having the flood mechanism permanent until ownership changes and making the second room a little bit more dynamic with the flooding as well(though nothing like the first room. Minor changes to maybe layout and traps).

aldrin 05-12-2017 03:38 PM

I actually was leading one of the group with Rexxx and I can say that this tower is too easy to take, as you only need to regroup for a min, once you make the water fall it is almost impossible to defend it. Most of the time, our team could just regroup and go directly to the flag room and eventually pull the chains. I think that it is just too simple on how to take this tower.


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