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

4-Lom 05-13-2017 02:38 PM

I like the magnet devices. the fact that there's SO MANY of them in one area is a bit weird, though. Like... you could force their use a lot easier, and I feel like their effectiveness and use would be highlighted in smaller numbers.

twilit 05-14-2017 08:55 PM

The magnets are definitely better than the chains.

But as for the layout, once again the defender respawn is wayyy too close to the flag and defenders have no setbacks.

Saeed 05-14-2017 09:15 PM

Thank you for everyone who participated!! Feedback will be posted shortly!
Thnx to Agonee for recording the fight and helping me to organize one of the guilds.He will post the video soon :)
Again, I had a lot of fun :D it was enjoyable!

Agonee 05-14-2017 09:33 PM

Updates I'd like to see so far: (will upload a little video about it in the next few days)
-First I'd really like to be able to still push the magnets even tho I'm getting hit.
-Left Spawn didn't work, no one spawned on the left side, IMO the best is if a player keeps getting the same spawn side so we actually could defend our spots on the magnets easier.
-The big Magnet in the middle top is kinda weird to switch since it's possible to hit the pushers from the top(make the top above the middle magnet bigger)
-Remove some magnets and use actual one way only paths.
-Make the top part like the first layout with some small paths and the bottom with magnets.
-Put the defenders spawn in the middle so the defenders actually have to rush thru the little paths too.

Overall I really like this layout lowkey gives me the old Sards feeling back with it's small paths, really hard to take over, pretty easy to defend but yet it was easier to defend non Magnet paths like around Flag stairs/sides than staying in the middle of the magnets etc.

Jimbo 05-14-2017 09:56 PM

For what I observed along with Saeed,
the tower had many different mechanisms you could take advantage of, there was a lot of ways you could attack and defend the tower and it only seems fitting for a roster with 40-50 members

twilit 05-14-2017 11:58 PM

Quote:

Posted by Agonee (Post 781586)
-First I'd really like to be able to still push the magnets even tho I'm getting hit.

But that's the whole point. You hit people to prevent them from moving the big magnets. The small ones, you can sword spam 4-5 times instead of pushing.

I agree, the defenders should not be scot-free from having to deal with the tower mechanics. However, there is a dilemma when attackers and defenders are using the same paths: blocking the center/most-direct path not only inhibits attackers, but also inhibits defenders from getting to the flag; therefore, neither will want to use mechanics to block off paths (this is the fatal flaw the first "crystal" layout had, because blocks completely surrounded the door).

So the key is to design a layout where both attackers and defenders have an invested interest in using the mechanic because: (a) if the switch is 'on' attackers will have a slight advantage and defenders will have a slight disadvantage, and (b) if the switch is 'off' attackers have a slight disadvantage and defenders have a slight advantage.

When you have two guild of equal numbers, ultimately the primary factor of towering is the disparity in respawn distances between attackers and defenders. Basically what these new mechanics are doing is making these respawn distances a little bit dynamic.

Attacker/defender respawn distance to both the flagroom door and the switch mechanic are important to balance. If there is a large difference in respawn distance to the flag, defenders will easily keep the fort. Likewise, if the switch mechanic is very close to the defender respawn, then defenders will have a strong control over the switch. If the switch mechanic is very close the the attacker respawn, then attackers will have a strong control over the switch.


-----


Now speaking in a larger context as far as NGS™ is concerned, and a little speculation about how the stuff tested in BoxFort™ might be used;
Spoiler
We confirmation that the New Guild System will allow for larger member rosters than the current 25 (no confirmation on a definite number, but '50' is a popular number thrown around). However, Classic's current towers do not have the capacity to hold multiple 50-player guilds without just turning into a cramped lag-fest sword spam extravaganza.

We also know one of the main goals of BoxFort is to design mechanics that are operated downstairs, to prevent defenders from using a "flag only" defense strategy, and encourage downstairs defense.

[speculation] To prevent the problem of having 100+ people crowded in one room, there could be a tower with numerous floors, and each floor has a different mechanic. This is one thing that may happen.

However, no one ever said we were getting a new tower. In fact, in the last two years, we have seen a trend of towers being deleted. So I doubt there would be a new tower until the word "guild competition" is revived from extinction. [speculation] Therefore, I would not be surprised if this BoxFort stuff is actually all about completely redesigning the current towers, and not adding new ones.

[idea] Another way to prevent tower overcrowding, which I would prefer: limit the number of members of a single guild who are allowed to enter a certain tower at the same time.

damn sorry for the essay

Pokki 05-15-2017 12:51 AM

what if the ngs releases on the same day the old system was abolished? (aka my birthday may 31st yesSSS)

HamStarr 05-15-2017 01:45 AM

Quote:

Posted by Pokki (Post 781639)
what if the ngs releases on the same day the old system was abolished? (aka my birthday may 31st yesSSS)

well, happy early AF birthday then

Saeed 05-15-2017 07:33 AM

1 Attachment(s)
Feedback:

"I think the obstacles were a good way to set up the fort tbh" Rina
"I actually love it, something new pretty breath is taking" -Lilith
"It is the worst tower out of every design, it needs every improvement, it is not a bad idea but things like where the defending spawn is-really making it easy to defend the fort"- Scooby
"I like it! dislike how close spawn is for defenders though" - AlexJenova
"I thought it was boring and constantly having to run into the magnet was annoying more than a fun time. If you have a lot of members, it's easy to defend. If not, it's very easy to take"-Sun
"Spawn should be more lower so the defenders have to pass part of the obstacles like sardons, but stick to the box theme not into balls" -Moi19'
"It's too hard to take the tower when you have just few and it's very easy to hold with many people like they should add some balls to the spawn like in sards." Devo19'

I personally thought that this tower isn't bad, if you're a defender, you'll definitely have fun :D if not, you won't have as much fun. I like the fact that you're also capable of moving the obstacles by swinging at them, not just pushing them. This will prevent the defenders from spamming their sword.
What I've noticed:
  • The left spawn isn't working.
  • The defenders are not using the obstacles in the bottom part of the fort. (Where the big two obstacles are)
  • As shown in the picture, this obstacle was the most well positioned one. If it's in this direction like shown in the picture, you're going to lose the tower unless if you managed to push it quickly with another player. Although defenders are capable of hitting the attackers from the top, attackers are still capable of pushing this big obstacle by pushing the bottom balls.
  • Players dont get send back to their spawn (cells) after they lose the tower
Since the defenders/attackers are not using the obstacles in the bottom of the tower, you might need to re-consider changing the obstacles positions (the ones in the bottom of the fort)
I would also say you need to re-consider the defenders spawn because, in my opinion it's very close to the flag room.

Again, thnx to everyone who participated in the fight!

Dusty 05-23-2017 10:30 PM

I regret announcing this on the server, now way too many players are occupying the tower right now. If you're serious about towering and testing out the tower, I highly suggest waiting for the mass of players to leave.

However, Box Fort™ has undergone another swap! Don't quite enjoy the simplicity of taking a flag? Maybe try an alternative method!
http://i.imgur.com/ST6D19s.png

Bryan* 05-23-2017 10:37 PM

So does the cart of rubies heal or damage the flag by a large amount?

Colin 05-23-2017 10:38 PM

Huge fan of Shilvershards Mine battleground on WoW which is somewhat similar tactics from what I can see, two teams fight for control of mine carts and when it reaches the end whatever team has it gets points.

From what I can see, I think if the cart hits the flag they lose HP and if the defenders hit the cart it moves back more? Hard to tell because it's very crowded.

Would love doing it with two teams when it isn't overly crowded.

Dusty 05-23-2017 10:44 PM

Quote:

Posted by Bryan* (Post 783008)
So does the cart of rubies heal or damage the flag by a large amount?

It's a cart of TNT.

Saeed 05-23-2017 11:13 PM

To be honest, I couldn't figure out how the mechanics work because of the crowndess.
Anyways, On Sunday at 3pm EST, I will be hosting a third towering fight. However, the date/time might change if Dusty isn't capable of attending. I will be recruiting for two teams, 10-15 members. Pretty much the same as last times, feel free to pm me in-game for more details or for a request to join. Unfortunately, I had to reject some players from giving them a tag in the last towering fights. I'm not trying to be rude but, the whole point of me creating those towering fights so, us as players will be capable of giving useful feedback and so Dusty can see how skilled players use the new mechanics. I apologize in advance if I don't recruit you. I'm not going to do any recruitments, as long as you have experience in towering which can be proven by the amount of your player kills or, the 1k towering hats then you're good to join.
An example of a player that I may accept: someone with 40k players kills and one 1k hat.
The date/time will be found in my status once Dusty gives us the green light :D

Bryan* 05-23-2017 11:30 PM

I think 300HP is way too much for the flag. I believe 200 should be realistic.


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