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Dusty, no one gonna use the pressure plate. Everyone rushes to flag lol.
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Updated to reflect people rushing flag:
http://i.imgur.com/K1tnhBD.png?1 |
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The layout looks much better than last time! More organized. Since you decreased the number of players from 4 to 3, I think the owners of flag will have hard time defending. The layout will make it pretty easy for the attackers to go to flag, and pretty hard hard to the defenders to go to flag. When good guilds actually tower(when prizes are out) the preasure plat will be used a lot. But, this will make it extremely hard to the defenders to hold thefkag. Therefore, I suggest you to add more advantages to the defenders. Firstly, As you can see in my first two images, I believe players shouldn't be pushed back after getting hit. It will by pretty useful to the owners of the flag if two defenders just spam their sword on those two paths because, it'll make it harder to the attackers to enter the flag room. This will also encourage attackers to stand on the preasure plat! However, Before a little while I noticed players pausing then standing on those two paths. This will unable both the attackers and defenders from entering the flag room. Therefore, I think you need to consider allowing people to hit paused players While standing on those two paths. Furthermore, I suggest you to shortern the paths in my last three images (where I was standing.) This obviously means the number of redboxes will be decreased in the third and fourth image. I would also suggest you to do the same thing for those three paths (players won't move back after getting hit, when standing on those paths. Those suggestions will probably give a big advantages to the defenders so, you might consider increasing the time of the delay when players get kicked off the pressure plate (The red/blue boxes won't go up/down straight after the attackers are kicked off the pressure plat). The increase of the delay will dependnt on how shorter you make the three paths. I noticed that it's not possible to move/blink through players anywhere in the tower, which is a good news to the defnders. However, we do get pushed back after getting hit. I hope this was useful! |
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Okay, there is currently another layout:
http://i.imgur.com/lwtMD8o.png Reasons and ideas behind this layout: Attackers will need to spend more time navigating to get to the flag room, and then needing to bypass an intended bottleneck if pressure plate isn't used. Once the plate is active nearly the entire floor is opened up, and the bottleneck is removed giving attackers a path straight to the flag. Separating the pressure plate away in its own "room" so once activated it provides a bottleneck from the flag, making it easier to defend by attackers once taken. Return path for defenders is lengthened if the plate is active, making it take longer for defenders to get back to the flag if they don't defend the plate. The goal is to hopefully make the plate a powerful tool worth taking. The issue is we really don't see any actual guilds attempting to coordinate an attack on the tower. I have seen fairly coordinated efforts to defend the tower, but none to take it. I only see random individuals trying to attack the tower so it's hard to actually get a good sense of how these layouts will function under real use. If players would still rather run a long winding path back to the flag rather than open the entire room and punish defenders at the same time I don't know what we can do after this. I don't want all of these mechanics to turn into just blocking the entire path to the flag. The layout posted earlier by Imprint will most likely be revisited tomorrow with more tweaks to more properly gauge interest. |
Alright well, if nothing else they got 15/3 on the plate:
http://puu.sh/vsSOY/2855d91511.jpg |
Just wait for the NGS lol. THALLEN will take it.
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I agree, with the current block layout, the pressure plate is highly worth using. Spending time on both sides, 3-p seems to be a good number; a 2-p plate would give too much power to attackers.
Would it be possible to expand the dungeon gates' hit boxes? Every time there's a mass warp, half the people in the dungeon stand and spam too far off to the side; and 2 people end up doing all the work and it takes longer. |
The breaking down of the jail gates is good but certainly needs tweaking. I really do love the rush it builds and makes me really want to go for the flag.
The floor switch doesnt do much for solo attackers. This is based of my own experience so far. If I'm by myself, I have to sort of invite or gain the attention of two other players to the platform, which doesnt usually get a quick response or none at all. The situation sort of ends up to be a bit odd because I then end up pking those same players soon after the switch has been set or vice versa. It's like, "thanks for your help, now prepare to be sword spammed to death!" |
Honesty the Box Fort is becoming a Pk zone area than a guild tower (actually all towers are pk zones now...), because nobody seems interest on taking the fort so I mostly see is people pking each other while they ignore the new layouts alot
If only some areas add pk zones again.... *cough* daycare/taylor shop area *cough* then pkers would leave towers and pk outside |
I dont like the fact that everybody can just effect the plate easily
I suggest adding a door/gate to the plate so you can enter the plate only through that door and so that the plate can actually be blocked and manipulated This would allow more strategies and perhaps make the plate as important as the flag Edit: or change the plate to a flag |
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Btw, I added to my last post, if anyone wants to see. |
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A flag that changes colors performing a variety of functions. It can block the path/flag and manipulate the main flag's points.
What about it, dusty? We r just helping you lol. |
I like the cell doors that have health when the tower changes ownership. What if those were put in other parts of the tower too? You could knock down a wall by hitting it with your sword to provide a quicker path to the flag, and maybe the defenders could raise the health of the wall by hitting it.
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Edit: Flag room is still quite too small. Widening it. |
The outside sides of the tower where the front watchtowers are of the box fort along the side if you run along it your device starts to lag up.
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Outside of the tower is graphics so can not be changed easily. But that's not the focus point of the tower, what needs input is the interior.
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The pressure plate is not a bad idea. The problem is that they doesn't care about it. Dusty force them to use it .
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I like this inside layout better. It forces attackers to use the plate or try and pass through a massive bottleneck. however, I dislike that the plate resets on its own. In my opinion it creates more reason for the attacks to use it if it permanently switches it until they switch it back. You created the great bottleneck to give more reason to use it, but then somewhat undercut that reason when you put the time limit... I would like to see it without the time limit
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I like the idea of having mechanics but my mind is so set on rushing to the flag that i'm hardly interested in stepping and waiting on a switch. In all the excitement, I'm not gonna be slowing myself down. We need a switch that will be fast and easy.
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As you can see in my first image, people cant blink/walk through you when you're spamming your sword in the hall but, you will be pushed back after getting hit. Once the NGS is out, this defensive style will give the defenders a big advantage to defend the way to the plate. Also, as you can see in my second image, the defenders finally used this technique to defend the flag room by: spamming your sword in those two paths. I don't think those paths should be widened infact, they should be left as they are. While standing in those two paths, people cant walk/blink through you they also cant push you back while hitting you from the bottom but, you'll be moved/pushed from tha path if you get hit from the top. I'm pretty sure those two defensive techniques will be used once the new towering is out.
The plate idea isn't a bad one, the problem isn't scarifying a number of attackers to activate thw plate. The actual issue is: people don't want to scarify attackers on this plate when you only get a short time till the boxes go back to their original state after the attackers get kicked off the plate. Since the tower will be having more defenders+attackers when new tower system is out, I suggest to increase the number of attackers on the plate from 3 to 4 again as well as increasing the time of the "...." on the plate after attackers die/move away from the plate. This will give them a better advantage because, they'll be able to activate the plate then get into the flag room without having to stay on the plate at all times. There is a lot of defensive techniques defenders use in the flag room by making advantages of it's volume and number of angles, you'll understand what I mean if you check out the other flag room's towers. But, from what I understood from the previous posts, you want to focus on developing/creating techniques outside the flag room. |
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Small picky thing, but can we remove these little T-shapes? (red circles) When we're talking about a space that is only 2-tiles wide, it's really annoying to not be able to use diagonals to get through. [ignore the blue; i was going to make another comment but changed my mind] Out of all the layout we've seen so far, my favorite was the previous one [in post 111] however, between the crystals and the pressure plate, I prefer the crystals. With the crystals, you can choose to activate it and continue to the flag or stay and defend the crystal. But with the pressure plate, the only option is to just stand there and wait for 2 more people to cooperate and be sitting ducks; so often it gets ignored. Suggestions if crystals are going to have further testing: -The 2 crystals could be placed in an alcove on the top wall in the left and right corners; -So far, the only layout we've seen with the crystals was with only one color of blocks completely blocking the door. I would like to see the crystals used in a layout similar to the last 3: 2 colors of blocks that create different paths. -If both crystals are blue, blue blocks are up, which benefit defenders; If both crystals are red, red blocks are up, which benefit attackers; If the crystals are different colors, either all blocks up or all blocks down; (So far with the layouts, the crystal layout only benefited defenders, and the pressure plate has only benefited attackers. If there's going to be a new mechanic in a tower, I think it should have benefits and setbacks for both sides.) -Would be possible to have 4 colors of blocks? 1 blue/red crystal and 1 yellow/green crystal. I think it would be interesting to have several different possible layouts that constantly change. |
Really like the attacker/defender gem idea but I think 4 colors would be too much for simple towerers.
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Okay guys! Sorry for the pretty long delay.
Box Fort™ has another new layout that needs to be tested. The bottom floor is treacherous for attackers... however, it can be bypassed with cooperation! https://i.imgur.com/QJLOClT.png |
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but hardcore |
It looks very cool and I really like the idea and all that, but I highly dislike this tower, I feel like it's just way too big + You can't really attack with a guild there, there's just to less space to rush, unless a guild would regroup infront of the spikes/flames everytime they die (what obv wont work) I really miss towers like old sards, you barely got thru with a lot HP (like in this tower) but you were able to always rush(might speed up the flames so you can run with them in normal speed) + smaller the 2nd room by a bit it's just way too huge.
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HOLY ****, THE SPINNING FIRE THINGS FROM ALTTP IS FINALLY HERE
ASDFKGKSJNHWJFJKWKDJKELKDKD |
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Defenders have a lot of advantages, they have easy access to the flag room. It is really hard for the attackers to get through the flag room The tower is deserted, we need more attackers. Dusty, defenders are laughing at us! Send them to Jupiter, please.
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im filing a report to nintendo right now!1!1! |
Chains-- Having to hold the chain for however long leaves you completely defenseless, and one hit makes you drops the chain; and the defender respawn is so close to the chains that attackers have zero power over it. The transition between the water level and trap level is rather sudden... it would be nice to have a 2-3 sec. warning while the water is draining to find a safe spot.
Fireball Spinner-- It takes an annoying long time to get past it, so a few ideas: (a) 3 arms instead of 4; or (b) allow people to walk through the fire after being hurt; personally I wouldnt mind taking one hit if it meant getting through faster. (c) [wouldnt work for current layout, but possible future idea] give it a larger radius and speed it up. Spikes-- I do like having the alternative route along the sides as long as youre fast enough. But the two spikes at the bottom are kinda unfair; theyre on a short track and its right in front of the respawn door. Defender Respawn-- the largest imbalance here is how close the defenders' respawn is to the flagroom, with zero setbacks. ps- there no mass warp after the flag changes hands. intentional or glitch? |
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