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

Zetectic 04-18-2017 02:14 PM

is this a fort that we have to build ourselves?

Rokar* 04-18-2017 02:58 PM

Good to get some new stuff in Graal I guess, I'm just thinking whats the point without NGS?

Agonee 04-18-2017 03:03 PM

Quote:

Posted by twilit (Post 777997)
Can you make the two switch crystals match colors?

You mean that if you hit 1Gem both gems wi be activated? If so I think it'd be smarter to display the colors somewhere where it can be seen everywhere to just symbolise what Gem is red or blue at the moment.

twilit 04-18-2017 03:07 PM

Quote:

Posted by Agonee (Post 778002)
You mean that if you hit 1Gem both gems wi be activated? If so I think it'd be smarter to display the colors somewhere where it can be seen everywhere to just symbolise what Gem is red or blue at the moment.

yeah,
Quote:

Posted by twilit (Post 777997)
both crystals are red when the blocks are up; both crystals are blue when the blocks are down.


Agonee 04-18-2017 03:38 PM

Don't think it'd be a good idea, the defenders only would need to defend 1 Gem instead of both.

Agonee 04-18-2017 03:56 PM

Both Gems have to be red to Block the entrance, you either block all Gems or none.

I think bombs and arrows should be able to hit the Gems, so you can hit the gem, place a bomb run up to flag and the defend blocks pop up after thr bomb exploded.

Weeno 04-18-2017 04:09 PM

i want to smack all those tryhard sparrers that tower

twilit 04-18-2017 04:35 PM

Quote:

Posted by Agonee (Post 778013)
Both Gems have to be red to Block the entrance, you either block all Gems or none.

oooooohhhhhkay, I didnt realize this. Then nevermind about my previous suggestion.

Pokki 04-18-2017 05:43 PM

Quote:

Posted by Weeno (Post 778016)
i want to smack all those tryhard sparrers that tower

mood

Dusty 04-18-2017 05:55 PM

Entrance to the flag has been widened and the barrier layout has been made more forgiving for attackers so it's not all being bottlenecked into a corner.

All paths have been widened in the tower.

Exits from respawns are now one-way paths instead of jumps.

Horses have been disabled on the tower top and outside the entrance.

Bryan* 04-18-2017 06:45 PM

Why isn't there indicators in the flag room?

Dusty 04-18-2017 07:04 PM

You'll now find indicators for the switches if they are out of sight:
https://i.imgur.com/XIlSU7J.png

Defender indicators(above defenders heads) have been added for the fort.

Ivy 04-18-2017 08:02 PM

I'm really excited to see the feedback for this!

Thallen 04-18-2017 09:41 PM

PC players seem to not see the HP gate after the tower is taken by a new guild, I see myself and others just walking right through as everyone else spams at it

http://puu.sh/voAwW/746b25cbab.png

Strum 04-18-2017 10:00 PM

Quote:

Posted by Thallen (Post 778047)
PC players seem to not see the HP gate after the tower is taken by a new guild, I see myself and others just walking right through as everyone else spams at it

http://puu.sh/voAwW/746b25cbab.png

Also happens for idev, i have to relog to pass.

twilit 04-18-2017 10:19 PM

Loving the new indicators.


Can the warper for the door move forward a little, similar to Destiny's doors, so it is impossible to block the door?

RyanB 04-18-2017 10:48 PM

Attachment 24016 Put the 2nd gem stone where im standin, so its more useful...

McCullough 04-19-2017 12:18 AM

Quote:

Posted by RyanB (Post 778058)
Attachment 24016 Put the 2nd gem stone where im standin, so its more useful...

I think that would be too easy. With the now widened hallways, it's not such a pain to hit one or both gems. I'd rather have the defender's side have easier access to the gems, whilst still being a challenge to defend.

Asaiki 04-19-2017 12:55 AM

it looks really cramped and tight

Areo 04-19-2017 03:17 AM

The jail bar mechanic needs to be adjusted... It should have health that changes depending on how many people are in the cell? It seems like it is taking a long time when there aren't many in the cell.

Dusty 04-20-2017 03:59 PM

The interior has been changed to introduce a new mechanic:

https://i.imgur.com/4sPSHM3.png

Please remember! Layouts are not final. Mechanics are not final. We're just testing a bunch of ideas to see which ones work and which don't. If you have recommendations, we want to hear them! If you have ideas for layouts, we also want to hear them. It doesn't matter if it's just a crappy mspaint edit, anything helps.

Bryan* 04-20-2017 04:05 PM

Quote:

Posted by Dusty (Post 778393)
The interior has been changed to introduce a new mechanic:

https://i.imgur.com/4sPSHM3.png

Please remember! Layouts are not final. Mechanics are not final. We're just testing a bunch of ideas to see which ones work and which don't. If you have recommendations, we want to hear them! If you have ideas for layouts, we also want to hear them. It doesn't matter if it's just a crappy mspaint edit, anything helps.

Players are blocking the entryway to flag room, you cannot walk through. It becomes a huge riot there

Thallen 04-20-2017 04:36 PM

Cell doors still crazy glitchy, sometimes you don't even see them after a guild takes it and sometimes it just gets stuck at a certain HP

Areo 04-20-2017 04:39 PM

New mechanic is interesting, but it feels a little... Lackluster? It doesn't really provide too much of an advantage seemingly. At least, not yet. When guilds actually choose to use it how I think it should be used(Defenders abusing the hard corners that exist when the blocks are up) then it will make for an interesting mechanic.

I think something that could help would be to have a few blocks on the sides of the middle, too.

Agonee 04-20-2017 04:49 PM

Since the "GEM TOWER" was kinda easy to defend I wish that this idea would make it easier for guilds to take, example 4people need to stay on the plate like it is rn to block the defenders spawn for a few seconds.

I had this idea for a while now, what if you implent traps, such as spikes appear on the ground when you're on the plate or what if the jump thingys pop up and let the attackers fall back to their spawn.

Some weird idea that I had too is if you'd be actually able to kick players off the flag room/off the tower, you hit the enemy to the wall and once he's at the wall he's able to fall down if he gets hit again, obviously the flag room needs to be big enough and on some parts there should still be still a broken wall as example.

Dusty 04-20-2017 04:49 PM

Quote:

Posted by Thallen (Post 778395)
Cell doors still crazy glitchy, sometimes you don't even see them after a guild takes it and sometimes it just gets stuck at a certain HP

Has this been fixed?

Saeed 04-20-2017 05:27 PM

The tower is temporary anyways. The whole purpose of building it is to test out new mechanics; if they were successful, they will consider adding them to the permanent towers.
I will give out the Feedback later!

KristenGW 04-20-2017 05:42 PM

New tower
 
Idk if anyone's said this before, but it gets rlly annoying when you want to leave but as soon as you die and are in the dungeons the cell doors reset; maybe there could be a way to leave the tower directly from the dungeon?

Dusty 04-20-2017 06:00 PM

We have made a few changes:
https://i.imgur.com/746rw5F.png

The pressure plate and barriers are now color-coded. While pressed, the blue barriers lower, while not pressed they go up. Red barriers operate the same, but inverted.

We've increased the pathways holding the plate opens up. We've also changed defender spawns and introduced red barriers. Holding the plate will force defenders to jump into the fighting area earlier.

Pressure plate is now changed to needing 3 attackers to toggle. The system also allows for that number to be changed out easily when tweaking needs to be made. We realize sacrificing 4 attackers could be too much.

A change I'm considering: Barrier colors swap between red and blue, depending on whether you are an attacker or defender. If you are an attacker that means holding the plate will open up the entire tower, while being a defender means many paths would close up.

Elk 04-20-2017 06:02 PM

pretty cool :)

make traps too

or a button that changes the tiles below an area to water and there will be sharks/crocodiles to avoid or kill and swim through it ehehe (crocodile pool for destiny maybe, has something oriental to it...mmmm motivating me to make something egyptian/sumerian again)

Sky VS 04-20-2017 06:42 PM

Quote:

Posted by Elk (Post 778405)
pretty cool :)

make traps too

or a button that changes the tiles below an area to water and there will be sharks/crocodiles to avoid or kill and swim through it ehehe (crocodile pool for destiny maybe, has something oriental to it...mmmm motivating me to make something egyptian/sumerian again)

I like that crocodile idea ! But the stairs relied to the dungeon are invisible...

Adrian 04-20-2017 07:01 PM

Quote:

Posted by Elk (Post 778405)
pretty cool :)

make traps too

or a button that changes the tiles below an area to water and there will be sharks/crocodiles to avoid or kill and swim through it ehehe (crocodile pool for destiny maybe, has something oriental to it...mmmm motivating me to make something egyptian/sumerian again)

Yes and some dancing snakes!

Paddie 04-20-2017 07:10 PM

Quote:

Posted by Dusty (Post 778404)
We have made a few changes:
https://i.imgur.com/746rw5F.png

The pressure plate and barriers are now color-coded. While pressed, the blue barriers lower, while not pressed they go up. Red barriers operate the same, but inverted.

We've increased the pathways holding the plate opens up. We've also changed defender spawns and introduced red barriers. Holding the plate will force defenders to jump into the fighting area earlier.

Pressure plate is now changed to needing 3 attackers to toggle. The system also allows for that number to be changed out easily when tweaking needs to be made. We realize sacrificing 4 attackers could be too much.

A change I'm considering: Barrier colors swap between red and blue, depending on whether you are an attacker or defender. If you are an attacker that means holding the plate will open up the entire tower, while being a defender means many paths would close up.

Cristals have been removed. It was essential to block the way lol. Its supposed to be a tower hard to take.

Dusty 04-20-2017 07:39 PM

Quote:

Posted by Paddie (Post 778413)
Cristals have been removed. It was essential to block the way lol. Its supposed to be a tower hard to take.

No, this towers purpose is to explore many different concepts. Not just one. The switch was just one idea of many to come. Do not get attached to this tower or its ideas.

Paddie 04-20-2017 07:42 PM

They should close the route and place the crystals at the ends of the route.

Light* 04-20-2017 07:47 PM

Box Fort Review
 
Box Fort
Review:
First of all I'd like to congratulate my guild (Ohana) on holding the fort longer than any other guild has in aims to assist me with understanding the gimmicks behind it.
I think its fair enough to say that from a defenders point of view my opinion should be prioritized over any other (Given the above statement).

The fact that this fort is "New", and "unique" invited loads of guests causing it to become congested. This resulted in the players opinions on the fort to be more about how much the fort was packed with people rather than the idea behind the fort itself and its mechanics.
In all honesty, it was frustrating at first having to open/close the switch constantly after being used current state of towering for so long, but after some time i got the hang of it, Having the switches on/off has a huge impact on the possible outcome and brings in an even better feel for towering.
As it is not just a matter of looking after the flag, but also being aware of everything else. Hoping that more mechanics will be added to towering as i do believe that there is room for improvement, but not as much as i believe
that towering at this specific fort felt more like "Towering" than ever before because of the mechanics Implementations.


Top Section/Flag Room
-I feel that the flag room is a bit too small (Gets crowded pretty fast) and needs to be slightly enlarged. Not too much though.

First Version: 2xGem Switch
The first version in my opinion was really well done (after it has been altered). However the entrance to the flag room can be blocked off by one single person lag blocking (as what happens frequently in mod).

Second Version: Center Switch
-This one really blew my mind as soon as it was released, it completely resolved the "swamp tower problem" where people believe that its easier to block off incoming attackers due to the lack of space for them to pass by.. here by standing on the center switch opens up more gaps and nullifies that particular problem.

-The spawn(defenders) should allow people who die in the flag room to spawn on the higher end and those that die in the entrance room to spawn on the lower end.

-The spawn(attackers) still has a problem where some players can literally just walk through the gate as if it doesn't even exist, and for others they have to re-log before they can even pass the gates

-I also believe that there should be "timed spikes(as in sards)" in the space above the center switch to prevent both attackers and defenders from rushing there and causing congestion within that area.

Other Ideas:
-I would like to see the implementation of rotating conveyor belts which rotate with the same idea as the "center switch" causing defenders and attackers to move slower or faster depending on the switches state.
(e.g The belt faces one way allowing attackers to move faster, when defenders "defend over the switch" the belt is turned the other way causing them to move slower)

#FirstTimePoster #Ohana

Join our discord - https://discord.gg/nC4rNCH

twilit 04-20-2017 11:08 PM

Pressure Plate mechanic: not a huge fan of it. As an attacker, I prefer to just rush the flag; for me, it doesnt seem to be worth it to use 3 manpower to stand around on a plate.

Block placement: having the blue blocks up or down doesn't matter a whole lot for attackers; either way there's not much of a difference in the running distance. However, having the red blocks up is indeed a major setback for defenders; and is the only reason attackers should bother using the pressure plate.

Saeed 04-20-2017 11:28 PM

Well this new mechanic don't look very bad. But, if I was towering right now and attacking this tower, then i'll tell my members just to "rush flag". For the people who are in a towering guild, you'll hear this "rush flag" a lot in the guild chat while attacking a tower. It means ignore all the defenders outside the flag room including any mechanics/strategies they're using. I believe sacrificing three attackers is too much unless if it's not a war guild between +18 members in each guild. It also wouldn't be wise to decrease the number from 3 to 2. To be honest, I wouldn't even bother standing there, I would just head straight to the flag room with my members ( If I was still towering)
It's not a bad idea to Have players standing in a certain position to activate something. However, I don't think it's a good idea to have players standing on something to shortern the way to flag room to their guild members, it's just not worth it.
Therefore, i'll list some suggestions that could help:
1-having at least six attackers standing in this position to create the HP cell in the defenders spawn. Then, you won't have to take the entire tower's space to fill it with boxes like the current one. Which will obviously give you the chance to fill the tower with other attacking/defending mechanics/strategies.
2- After certain defenders stand in this position, it'll activate something like fire fences that won't allow the attackers to reach the flag room because everytime they'll attempt to pass through the fire, they'll obviously get hit. Basically, it's similar to the switches and blocks but, harder to activate; killable.
3- After certain players stands in that position, lizzardons will be summoned into the flag room!!

I can't think of any other suggestions right now, i'll edit the post later to add other suggestions.

I was only joking about the third idea.

McCullough 04-21-2017 12:14 AM

So, version two, here are my thoughts:

It's much easier to get to the flag room, I barely see anyone utilizing the pressure plate. They're getting to the flag quickly and ignoring the plate. Pretty useless mechanic to me. Sure, it's cool to get there a little quicker with the help of 3 people willing to stand on the plate, but barely anyone bothers.

Since it's easy to get to the flag room with this mechanic, the flag room must be larger. It gets crammed up there really quick with everyone rushing the flag and ignoring the plate.

I like the mechanic, but there needs to be more of an incentive to go to the plate. Players get up to the flag room quickly without the assistance of the plate.

I have an idea. Add blocks and traps to make it challenging for attackers to get through. The plate (with 3 members on top of it) would completely stop the traps and allow players to reach the flag safer. Since attackers will continually die and get knocked off the plate by defenders, how about we keep the plate active for a few seconds after, and then have the traps pop up again until there are 3 players on the plate again? Maybe that would be too much, but it's something.

Pokki 04-21-2017 02:57 AM

Quote:

Posted by Light* (Post 778419)
Box Fort
Review:
First of all I'd like to congratulate my guild (Ohana) on holding the fort longer than any other guild has in aims to assist me with understanding the gimmicks behind it.
I think its fair enough to say that from a defenders point of view my opinion should be prioritized over any other (Given the above statement).

The fact that this fort is "New", and "unique" invited loads of guests causing it to become congested. This resulted in the players opinions on the fort to be more about how much the fort was packed with people rather than the idea behind the fort itself and its mechanics.
In all honesty, it was frustrating at first having to open/close the switch constantly after being used current state of towering for so long, but after some time i got the hang of it, Having the switches on/off has a huge impact on the possible outcome and brings in an even better feel for towering.
As it is not just a matter of looking after the flag, but also being aware of everything else. Hoping that more mechanics will be added to towering as i do believe that there is room for improvement, but not as much as i believe
that towering at this specific fort felt more like "Towering" than ever before because of the mechanics Implementations.


Top Section/Flag Room
-I feel that the flag room is a bit too small (Gets crowded pretty fast) and needs to be slightly enlarged. Not too much though.

First Version: 2xGem Switch
The first version in my opinion was really well done (after it has been altered). However the entrance to the flag room can be blocked off by one single person lag blocking (as what happens frequently in mod).

Second Version: Center Switch
-This one really blew my mind as soon as it was released, it completely resolved the "swamp tower problem" where people believe that its easier to block off incoming attackers due to the lack of space for them to pass by.. here by standing on the center switch opens up more gaps and nullifies that particular problem.

-The spawn(defenders) should allow people who die in the flag room to spawn on the higher end and those that die in the entrance room to spawn on the lower end.

-The spawn(attackers) still has a problem where some players can literally just walk through the gate as if it doesn't even exist, and for others they have to re-log before they can even pass the gates

-I also believe that there should be "timed spikes(as in sards)" in the space above the center switch to prevent both attackers and defenders from rushing there and causing congestion within that area.

Other Ideas:
-I would like to see the implementation of rotating conveyor belts which rotate with the same idea as the "center switch" causing defenders and attackers to move slower or faster depending on the switches state.
(e.g The belt faces one way allowing attackers to move faster, when defenders "defend over the switch" the belt is turned the other way causing them to move slower)

#FirstTimePoster #Ohana

Join our discord - https://discord.gg/nC4rNCH

#20kPlayerKillsIn4DaysBecauseOfLameRiots

Bryan* 04-21-2017 03:14 AM

1 Attachment(s)
The next layout should be like this (With the use of the jump pads/conveyor belts):

http://www.graalians.com/forums/atta...1&d=1492740826

I was thinking there can be a switch that can reverse the directions of these conveyor belts as well to make it tricker.

Macbeth 04-21-2017 03:39 AM

Quote:

Posted by Bryan* (Post 778477)
The next layout should be like this (With the use of the jump pads/conveyor belts):

http://www.graalians.com/forums/atta...1&d=1492740826

I was thinking there can be a switch that can reverse the directions of these conveyor belts as well to make it tricker.

Dude. That gym in Pokémon emerald was evil.

Seńor Albonio 04-21-2017 10:12 AM

Quote:

Posted by Bryan* (Post 778477)
The next layout should be like this (With the use of the jump pads/conveyor belts):

http://www.graalians.com/forums/atta...1&d=1492740826

I was thinking there can be a switch that can reverse the directions of these conveyor belts as well to make it tricker.

I loved this gym so much

WreX 04-21-2017 11:35 AM

the outside looking realy good

Rokar* 04-21-2017 01:58 PM

XD ikr

RyanB 04-21-2017 03:45 PM

Quote:

Posted by Bryan* (Post 778477)
The next layout should be like this (With the use of the jump pads/conveyor belts):

http://www.graalians.com/forums/atta...1&d=1492740826

I was thinking there can be a switch that can reverse the directions of these conveyor belts as well to make it tricker.

plz no. make it like the ice gym, where you have to hit/step on all of the tiles to advance n if u dont, it makes you restart :shy:

ShivGraal 04-21-2017 07:14 PM

Quote:

Posted by Light* (Post 778419)
Box Fort
Review:
First of all I'd like to congratulate my guild (Ohana) on holding the fort longer than any other guild has in aims to assist me with understanding the gimmicks behind it.
I think its fair enough to say that from a defenders point of view my opinion should be prioritized over any other (Given the above statement).

"my opinion should be prioritized over any other"

HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA

4-Lom 04-21-2017 07:25 PM

Pressure plate is far superior to those weird abnormal switches requiring multiple switch hits to alter the barrier state. Also, nice job on using two barrier colors. What if we had a timer for the switches to automatically change colors? (This would be awesome to see at house, too).

Brick 04-21-2017 08:56 PM

What if there were multiple pressure plates, but they only require one person on each?

twilit 04-21-2017 10:18 PM

Just an FYI: Paused players can hold down the pressure plate :)


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