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-   -   New tower (https://www.graalians.com/forums/showthread.php?t=38821)

Agonee 05-12-2017 03:58 PM

Like Dusty said make defenders focus on more than just "ALL FLAG" and the tower will be harder to take.

What kinda annoys me is that the attackers only have to push one direction.
I feel like multiple ways to the flag room could be something cool, so you're able to rush more than just one way and defenders don't have it too easy. Maybe even add a gem again(really like the first few gem Layouts) that you've to hit (120times /which would hold 1 min) which opens new ways that leads to the flag or a 2nd floor sounds cool.
As prolly everyone in here I want towers to be really hard to take and to stay quality over quanity.

Reemas 05-12-2017 07:10 PM

Quote:

Posted by Agonee (Post 781411)
Like Dusty said make defenders focus on more than just "ALL FLAG" and the tower will be harder to take.

I feel like multiple ways to the flag room could be something cool, so you're able to rush more than just one way and defenders don't have it too easy.

^^^That's what I used to like about the York Town tower.^^^

Saeed 05-12-2017 07:42 PM

Just lik Scooby, I've also noticed that the tower's weakness appears when the attackers re-group in their spawn. Reasons:
  1. You can't spam your sword to hit the attackers after they come out from their spawn. In the other towers you're guaranteed a hit on the attackers if you spam your sword ok specific positions. Like in Destiny, you can send them to the holes straight after they re spawn or, you can just land a hit on them. Sardon is another example, you can block the attackers in the halls using bombs then you land hits on them spamming your sword. Similar things in Swamp and Mode (you land hits on them after they re spawn) However, Deadwood is similar to the Box fort. I think that's a good thing otherwise, there is no skills needed to defeat your opponent by spamming your sword.
  2. Also, the fact that you can't defend in the first room; makes it easy for the attackers to rush to flag after a re-group. But, at the end of yestrday's fight I noticed 2/3 players effectively defending the first room! So after players get more experience in this tower, they will be capable of defending the first room.
  3. The fact that the spikes unable the defenders from defending the second room comfortably. It's good to have spikes in the second room so the defenders won't spam their sword expecting to land hits but, it's giving attackers a huge advantage when they re-group/activate the flood. Not saying that's a bad thing but, defenders should be able to land at least two hits on the attackers before they enter the flag room.(if flood was activated)
  4. In other towers, you're capable of spamming entrances and paths which don't make re-groups very effective. For example: in Destiny you're capable of spamming the entrances in the second room from the inside which will lead attackers to lose a lot of hp. In the box fort, there is no paths and you can't spam the entrances. Again, not saying that's a bad thing.
Overall, the tower looks good and fun! Just minor changes in the second room will make re groups less powerful. The first room is amazing and don't require any edits. For the first time, no one said in the guild chat "RUSH FLAG!!"

Dusty 05-12-2017 08:06 PM

https://i.imgur.com/4npxlRz.png

A new fort mechanic has been released!

http://i0.kym-cdn.com/entries/icons/.../magnets_c.jpg

G Fatal 05-12-2017 08:11 PM

Make A PK -oldmod tower if you want guilds taking over majority of the time. you guys killed that tower with the arrow stamina-walls also stopping arrows, the spawns, no blocking, moved fort etc -Ok they might sound good updates to the fort but it killed it. Sometimes you have to have flaws for it to be good.

Saeed 05-12-2017 08:55 PM

1 Attachment(s)
Quote:

Posted by Dusty (Post 781418)

  • Requires one person to push the small ball magnets
  • Requires Two people to push the big ball magnets. You have to push the same ball tho (either two pushes the blue one or two pushes the brown one)
  • You cant push anything if you get hit, similar to the chains.
  • You can use them to block the attackers as shown in the picture
  • All the shapes are re-placed to their original position once the defenders lose the flag.

Bryan* 05-12-2017 08:58 PM

The worst layout I have ever seen.

• Way too easy to get to the flag room (Defender's perspective)
• Takes too long to move ball magnets as an attacker

G Fatal 05-12-2017 11:34 PM

Idk why they trying to complicate newly made designs, I get it's to switch stuff about and try something new but by making things more tactical it will NEVER bring competition. Forts should be simple for anyONE to take not just groups.

Personally always think it should be easier on the attacking aspect as since forts started there was abit of competition then it later died down after about 15-20guilds hit the 1k mark then it was more peace and 1khunt fest... Want it to be fun, make it hard for defenders so they can't AFK and chill or block that will invite PKers to the fort and overall make more fun, forts shouldn't be easy to hold should be earned by having to continuously pk attackers -Also helps defenders with pk ldrbds etc.

Thallen 05-12-2017 11:53 PM

Quote:

Posted by G Fatal (Post 781436)
Idk why they trying to complicate newly made designs, I get it's to switch stuff about and try something new but by making things more tactical it will NEVER bring competition. Forts should be simple for anyONE to take not just groups.

Personally always think it should be easier on the attacking aspect as since forts started there was abit of competition then it later died down after about 15-20guilds hit the 1k mark then it was more peace and 1khunt fest... Want it to be fun, make it hard for defenders so they can't AFK and chill or block that will invite PKers to the fort and overall make more fun, forts shouldn't be easy to hold should be earned by having to continuously pk attackers -Also helps defenders with pk ldrbds etc.

You don't play iClassic. You haven't for years. You have no intention to. You post on this forum to shill for another game. Stop posting "feedback" on things you haven't even experienced. I'm amazed they haven't banned you yet.

super kurosaki 05-12-2017 11:57 PM

new layout is way too easy to defend

G Fatal 05-13-2017 12:26 AM

Quote:

Posted by Thallen (Post 781440)
You don't play iClassic. You haven't for years. You have no intention to. You post on this forum to shill for another game. Stop posting "feedback" on things you haven't even experienced. I'm amazed they haven't banned you yet.

Except I do play(less admittedly) just not on my old accounts. but hey do you know the lotto numbers next week? You seem to know everything.Lol and to shill for another game? I've been staff on different servers graal and outside of graal(I'm not staff anywhere atm haven't been for awhile-and every position i've held I've left on my on account) So obviously feeding on stuff others may say.hi colin.I couldn't give a flying fk who earns more or not..
Funny the two others that commented on the new layout also said about ez to defend..yet you haven't said word about it yet..

RyanB 05-13-2017 01:36 AM

^hah rekt

Areo 05-13-2017 03:14 AM

Main thing I like; the magnets create a lot of interesting and cool paths and challenges.
Other things I like:
-Small magnets allow for single players to impact the area. I think being able to impact the environment is fun as a single pker.
-Multple exits from the magnet area. This is appreciated, because it gives me a chance to avoid the congestion.
-the path can be very quick for the attackers, but it can also be very long, it's fun and I think more layouts should allow for this in the future.

Main thing I dislike; the defenders seemingly don't care about trying to defend or use said magnets.
Other things I dislike:
-defender's walk to the flag is very short. It basically makes rushing to the flag the most viable strategy at the moment.
-I would really like for a way for attackers to "attack" the defenders in ways similar to the pressure plate. When you activated those the defenders suffered for their lack of strategy/diligence. This layout doesn't have anything like that. Which, again, just makes it a race to the flag.

Reemas 05-13-2017 05:29 AM

Quote:

Posted by Areo (Post 781450)
Main thing I like; the magnets create a lot of interesting and cool paths and challenges.

Well put and I totally agree. Sorry, cut everything short but I agree with most everything he has said.

Saeed 05-13-2017 01:56 PM

Quote:

Posted by Areo (Post 781450)
Main thing I dislike; the defenders seemingly don't care about trying to defend or use said magnets.
Other things I dislike:
-defender's walk to the flag is very short. It basically makes rushing to the flag the most viable strategy at the moment.
-I would really like for a way for attackers to "attack" the defenders in ways similar to the pressure plate. When you activated those the defenders suffered for their lack of strategy/diligence. This layout doesn't have anything like that. Which, again, just makes it a race to the flag.

Again, there is no threat on the tower, that's why the current guilds just rush flag. We can't really judge the tower'a mechanics bases on how the current guilds defend/attack. The best thing to do is to create predictions and assumptions on how the strong guilds will use those mechanics. To make it easier to test out those mechanics, I will organize another towering fight. It will probably be on the Sunday at 8pm GMT/3pm EST. All the important details will be in my game status, feel free to pm me for more details. In each guild we will have between 10 and 15, not more! So it can be a realistic fight, to demonstrate how skilled players will use the new mechanics. Last time I had to recruit for two guilds, I don't mind doing so again. But, if you would like to volunteer and create a guild roster that is made of professional players who has towering experience, please private message me in-game.


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