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

TeK 05-23-2017 11:37 PM

Quote:

Posted by Saeed (Post 783019)
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

Can probably show up this time if I'm not busy and don't forget, this design sounds really fun.

Agonee 05-23-2017 11:43 PM

Love the design the most, gives a really nice feeling, IMO it would be cool to test out a bigger flag with way more HP like 400 since the cart takes 200HP off

RyanB 05-23-2017 11:46 PM

bring back mounts on towers

Pokki 05-23-2017 11:50 PM

Quote:

Posted by Agonee (Post 783031)
Love the design the most, gives a really nice feeling, IMO it would be cool to test out a bigger flag with way more HP like 400 since the cart takes 200HP off

the cart took 70 off for me

Bryan* 05-24-2017 01:29 AM

@Dusty, there's an issue with going down the stairs after spawn (attackers). It doesn't let me walk down, keeps going in an endless loop

Paddie 05-24-2017 02:43 AM

I don't like this new layout at all, Dus! I'm sorry! I can't understand it and I don't want to neither. Is it a pk zone?

Agonee 05-24-2017 03:09 AM

Each bomb placed in the cart gives another 100HP damage

DanteGraal 05-24-2017 06:32 AM

I'm enjoying this one. Keep it.

4-Lom 05-24-2017 06:59 AM

It's an interesting concept. The track seems to be very long, which takes the focus off of the cart, but also creates a situation where the cart is integral in knocking the flag down. If the timing is poor, it's another 5-10 minutes of pushing the cart along to get another chance. When it comes to the movement of the cart, the lag is extremely frustrating. Additionally, it's not super clear to me why hitting the cart 'back' down the track has so much more of an effect than hitting it forward.

Flag health is ok, but I feel like there should be incentive to hit the cart into the flag one time, then have some attackers after the flag and have a second hit with the cart to take out the flag. With the current length of the track, this becomes impossible.

Also, needs indicators over the heads of the defenders.

Seems unbalanced overall. Easy for defenders. Maybe in future iterations there could be a shorter track and less open space.

Saeed 05-24-2017 07:26 AM

Quote:

Posted by Saeed (Post 783019)
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

It's going to be on Saturday because, unfortunately Dusty won't be available on Sunday. I know GST is on the Saturday too so, it will start at 12:45pm EST and finishes at 2. If the time is changed, I will write the new one in-game status before Saturday.
Note: The last two fights I created were fun yet, this one will be the most enjoyable! So, don't tell me you will be busy with gst, it will finish an hour before gst start.

Paddie 05-24-2017 07:30 AM

It's not an interesting concept at all, it's just a good place to pk. Lol I can't imagine myself pushing a cart for 10 minutes. From what I've seen, that cart is extremely slow lol. Given that I can't spar cause the server is too laggy and then those nubs thinks they pro when they aren't, I'm gonna pk soon! I think server should be fixed, dus!

ZedFox 05-24-2017 07:30 AM

New one reminds me of the Team Fortress 2 Payload gamemode. http://i.imgur.com/uo8TyXd.png

Areo 05-24-2017 05:27 PM

1 Attachment(s)
Quote:

Posted by Bryan* (Post 783059)
@Dusty, there's an issue with going down the stairs after spawn (attackers). It doesn't let me walk down, keeps going in an endless loop

If this happens to you attempt to go down slower, that's solved the issue for me. You'll get thrown back once, but then should be able to sprint through the second time if you're quick.



Quote:

Posted by 4-Lom (Post 783096)
It's an interesting concept. The track seems to be very long, which takes the focus off of the cart, but also creates a situation where the cart is integral in knocking the flag down. If the timing is poor, it's another 5-10 minutes of pushing the cart along to get another chance. When it comes to the movement of the cart, the lag is extremely frustrating. Additionally, it's not super clear to me why hitting the cart 'back' down the track has so much more of an effect than hitting it forward.

Flag health is ok, but I feel like there should be incentive to hit the cart into the flag one time, then have some attackers after the flag and have a second hit with the cart to take out the flag. With the current length of the track, this becomes impossible.

Also, needs indicators over the heads of the defenders.

Seems unbalanced overall. Easy for defenders. Maybe in future iterations there could be a shorter track and less open space.

Agree with most of this, especially with the track being too long. However, I think there is a way to preserve the track at it's current length; you could add little switch, which when activated cuts the track length down. Maybe something like here: Attachment 24256

If you then had a switch that could set the cart on that path instead, it would shorten the field and make the defenders make another choice; namely, should they defend the cart or defend the switch?

but that's just an idea. You could also increase the cart speed for a simpler solution. Because at the moment the cart hasn't been defended that much as isn't providing the attackers with much of a boost over "Sprint at the flag!".

Dusty 05-24-2017 06:19 PM

There were actually switches already designed, scripted and implemented. There was even an alternative fort layout utilizing them.
http://i.imgur.com/5G5Ec3o.gif
However, there was an issue in that the minecart travels in directions: forwards and backwards. When you introduce different paths that means when the minecart backtracks over a junction that has since changed, then goes past it again after it has changed AGAIN it introduces a situation where suddenly the minecart will be going backwards instead of forwards. See this example:
https://i.imgur.com/vdzPgob.png
So attackers trying to get the cart to go towards the flag will actually cause it to go back to the start. There are fixes, but it involves pathfinding and that's just not something I can implement in such limited time.

In other news:
  • Fixed issue with the cart sometimes not blowing up at the flag and changing orientation(attacking it caused it to go back to the start instead of towards the flag).
  • Defender indicators should now display, and be more accurate overall.
  • Tweaked damage output when the cart reaches the flag. It will not outright destroy the flag at full capacity.

DannyLovesGraal 05-24-2017 10:37 PM

New tower is great, but to me the rail seems a bit long


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