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Myst Takashi 05-06-2017 02:17 AM

What is the Island called tho is it called box Island or something we need a name for this tower

Bryan* 05-06-2017 02:22 AM

Quote:

Posted by Myst Takashi (Post 780714)
What is the Island called tho is it called box Island or something we need a name for this tower

Delta Island. Box Fort. Pretty simple.

Yonce 05-06-2017 02:25 AM

Quote:

Posted by Bryan* (Post 780717)
Delta Island. Box Fort. Pretty simple.

Box Fort™

Basil 05-06-2017 09:19 AM

the spikes/fire shouldn't kill people at 0.5.. & the defending guild's spawn is kinda unfair since it's too close to flag and it takes them 5 seconds or less to get to flag..

also.. i don't understand the water chain thing.. does it help the the attacking guild or flushes them away?

Paddie 05-06-2017 01:35 PM

It definitely helps the attacking guild but anyways the tower s deserted.

Saeed 05-06-2017 02:08 PM

Quote:

Posted by Dusty (Post 780647)
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

After attacking the tower for an hour then holding it for two hours, this is what i think:
It seems that all what the attackers has to do is hit whoever tries to pull the chain, and defend the flag room. The rest of the job will be completed by the: spikes, fire-spinner, distance between the defenders/attackers spawn and the flag room. Therefore, it's extremely hard to take over the tower.
The fire spinner looks fine to me, maybe the speed of the spikes are too much on the attackers but, if they if they take the fire spinner's way; it shouldn't be a problem to them. In general The first room is perfect, I don't think it needs to be Edited if you make few edits on the first room.
Because the defensive mechanics are doing almost everything, I think we should make them less useful to force the owners of the flag to defend the first room. The spikes in the second room made it harder to enter the flag room to both attackers and defenders; they should be removed. The attackers get knocked off the chain after getting hit once only. I believe to stop the attacker from pulling the chain, they should be killed completely. Since there will be no spikes in the second room, the defenders will confidently defend the second room. This might give an advantage to the defenders but, it's still better than having the defenders in the flag room only.
I'm going to talk about the chains in details.
  • The chain should be longer
  • You must kill the puller to stop him from pulling the chain.
  • Another player is capable to continue pulling the chain while it's going back to it's original position (after the first puller dies)
  • After the water flashes out, attackers are still capable of keeping the water, by not allowing any of the chains to go back to their original position (by pulling them). I think this suggestion is useless because it's already implied, i'm not sure.
.
Basically to make the tower less powerful, increase the power of the chains.

twilit 05-06-2017 04:13 PM

Took awhile to realize that the water is on a timer and drains automatically... which is even less fair for attackers. Defenders should have to do the work themselves to drain the water. There could be a second set of chains for defenders to pull at the bottom of the trap/water room (make two ledges to stand on out of the water)

Saeed 05-06-2017 04:44 PM

Quote:

Posted by twilit (Post 780781)
Took awhile to realize that the water is on a timer and drains automatically... which is even less fair for attackers. Defenders should have to do the work themselves to drain the water. There could be a second set of chains for defenders to pull at the bottom of the trap/water room (make two ledges to stand on out of the water)

Not really, I realized the attackers are capable of keeping the water as long as the chains are pulled. The defenders can stop the water by hitting/killing the pullers or, by letting the timer drain the water automatically. The defenders will do the work themselves once the attackers realize that they have to keep the chains pulled so the water won't drain.

Dusty 05-06-2017 05:29 PM

Some changes have been made:
  • Fixed bug that was causing the fort to not be cleared out when ownership changes.
  • Defenders now spawn on a loop around the room and must make their way all the way around to get back into the action.
  • There is now a barrier in the middle to stop one person from being able to defend both switches with arrows.
  • The room is now slightly more compact.
  • The timer for the flooding has been increased.
  • You can now pull the chains without having to wait for them to reset.
  • Flag health has been lowered to 100.

Saeed 05-07-2017 11:54 AM

Quote:

Posted by Dusty (Post 780789)
Some changes have been made:
  • Fixed bug that was causing the fort to not be cleared out when ownership changes.
  • Defenders now spawn on a loop around the room and must make their way all the way around to get back into the action.
  • There is now a barrier in the middle to stop one person from being able to defend both switches with arrows.
  • The room is now slightly more compact.
  • The timer for the flooding has been increased.
  • You can now pull the chains without having to wait for them to reset.
  • Flag health has been lowered to 100.

With 13 members (not awesome members)defending the tower, it took my guild less than five minutes to take over the tower with 7 members (experienced members) the tower seems pretty weak now. I suggest you to undo one of the updates (for an example: replace the defenders spawn to it's original position)
I'm also curious about something, when the the 1k hats used to exist we used to have tower rankings. Destiny used to be the most powerful tower for obvious reasons, the new sardon comes second etc... From what I saw so far in the box fort, you're planning to have all towers in the same power level? It would be cool to have one powerful tower (not hilariously powerful) and one weak tower (not hilariously weak..) The reason why I suggested this because, in the olden times guilds used to have "A home tower" For an example: A guild homes destiny, this tower must be held by them at all times if possible. After they held this tower, they can double/triple if possible. Basically, their home tower is their priority. Usually, the strongest guild homes the tower destiny because it's easy to defend. The home tower, always depends on how strong/weak the guild is. If the guild leader has a lot of experienced members, he will home a strong tower (the opposite is true)

MESSAGE: I just want to say something to the players who are waiting for the New guild system/new towering system. The players who said "Fp4 we're always here for you" "Fp4 take my energy" Dusty is assisting Fp4 with the new towering system,
and he asked for assistance from the community. Giving Feedback to the developers will make their life much easier so, rather than complaining about them in-game, provide them useful/valuable feedback.

Areo 05-07-2017 05:17 PM

Quote:

Posted by twilit (Post 780688)
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.

This is my biggest annoyance with this layout. It is pretty brutal, and it usually will mean getting hit multiple times, because you'll be going straight up the middle through the fire spinner. I also dislike how this level isn't more similar to Sardon's first level; You should be able to walk through people, because taking 1-2 more hits because people are super slow at walking through is really lame.
You should also be able to walk through the fire spinner, which has been mentioned here before.

The second level is good, but part of my issue with the water system is that it's too easy to stop the chain pullers. If you're accurate you can snipe them with an arrow on your way to the flag room and stop their progress. It doesn't take much to stop them, and defending two chair pullers would be much more difficult than defending something like a crystal.

The push-away from the flag room door is a nice feature. I like the two vertical spikes on either side of the flag room door, too.

HamStarr 05-07-2017 08:20 PM

I would love to check this area out, but I don't want to waste my gralats on creating a guild nor do I want to join one.

McCullough 05-07-2017 09:46 PM

My feedback on the most recent layout:

I really like it. It gives me and other players an incentive to stop the traps. It's exactly the kind of incentive I was looking for. Going through those traps can sometimes be a real pain in the a**, and I've always seen people, even two rival guilds, assist each other with the chain mechanism. It's important for defenders to have to keep an eye out for players going for the chains, otherwise it'll be substantially more difficult to stop the horde of 3.0HP people coming through.

The spinning fire is really really annoying. It goes very slow, and you can't run through it while blinking. This is a tower players should have to pay attention in, and I get the impression it's based around patience. It's going to take a player a lot of time to get through the fire, and some pr**k will hit you into the fire anyway.

The spikes on the sides might be a tad too fast, but I digress. It's possible to get to the flag room unscathed, but you really need to pay attention and get passed the spikes at the right time to avoid getting hit. If you charge through mindlessly, you could get hit two, three, maybe even four times. I haven't seen any defenders in the trap room, I guess they get hurt by the traps too? Even so, it could be difficult to get to the flag room if the defenders are careful, which isn't necessarily a bad thing.

I suggest speeding up the spinning fire slightly. Fast enough for players to have a chance of getting in quicker without having to go through the sides.

Or, instead of fire, it would be interesting to simply add a few rows of pop-up spikes, so players can time their way through.

Something like this to replace spinning fire in the middle:

Flag Room Entry

Row 2 of Pop-Up Spikes

Row 1 of Pop-Up Spikes
Side Spikes
Side Spikes

The side spikes will still be on the sides as an alternative route, and the other spikes passed the middle will still be there. This idea just replaces the spinning fire. As Row 1 is down, Row 2 will be up, vise versa. Just an idea.

I like the fire idea, but just speed it up so it isn't a pain in the a**

4-Lom 05-08-2017 05:11 AM

I feel like the fire should be animated. And faster.

Also, the top of the tower feels pretty crowded. Might just be under intense assault, but this seems to play into the hands of the defenders.

The central fire feature in the tower is extraneous. After four or five runs through the chamber, the outer left and right path (past the fast moving spike block) is far easier (and faster) to navigate. The water feature feels really well thought out, though it feels less than intuitive at the moment. Having the water triggered by co-op chain pulling is nice, but it might be cool to not have the 'timer' that causes the flood to end on it's own, forcing defenders to interact with the chains to set up the traps in the main room again.

If this is the way towering is going, I'm excited to see what comes.

Dusty 05-08-2017 04:45 PM

Quote:

Posted by twilit (Post 780781)
Took awhile to realize that the water is on a timer and drains automatically... which is even less fair for attackers. Defenders should have to do the work themselves to drain the water. There could be a second set of chains for defenders to pull at the bottom of the trap/water room (make two ledges to stand on out of the water)

Quote:

Posted by 4-Lom (Post 781011)
The water feature feels really well thought out, though it feels less than intuitive at the moment. Having the water triggered by co-op chain pulling is nice, but it might be cool to not have the 'timer' that causes the flood to end on it's own, forcing defenders to interact with the chains to set up the traps in the main room again.

If this is the way towering is going, I'm excited to see what comes.

This is an interesting idea, but I've yet to come up with a way for defenders to reset it without it getting too confusing. I suppose one idea is to have it flooded until ownership changes and make flooding slightly harder to achieve. That way if defenders don't want to cripple themselves for the rest of the time they need to really make sure no one uses the chains.

Quote:

Posted by Saeed (Post 780866)
With 13 members (not awesome members)defending the tower, it took my guild less than five minutes to take over the tower with 7 members (experienced members) the tower seems pretty weak now. I suggest you to undo one of the updates (for an example: replace the defenders spawn to it's original position)
I'm also curious about something, when the the 1k hats used to exist we used to have tower rankings. Destiny used to be the most powerful tower for obvious reasons, the new sardon comes second etc... From what I saw so far in the box fort, you're planning to have all towers in the same power level? It would be cool to have one powerful tower (not hilariously powerful) and one weak tower (not hilariously weak..) The reason why I suggested this because, in the olden times guilds used to have "A home tower" For an example: A guild homes destiny, this tower must be held by them at all times if possible. After they held this tower, they can double/triple if possible. Basically, their home tower is their priority. Usually, the strongest guild homes the tower destiny because it's easy to defend. The home tower, always depends on how strong/weak the guild is. If the guild leader has a lot of experienced members, he will home a strong tower (the opposite is true)

The issue right now is are you really experiencing true competition? It may have been easy to take but in my opinion from watching over it since it's been released is that not many competitive guilds are actually bothering. It's hard to balance the difficulty of a tower when no one is trying to participate.

Quote:

Posted by Areo (Post 780891)
This is my biggest annoyance with this layout. It is pretty brutal, and it usually will mean getting hit multiple times, because you'll be going straight up the middle through the fire spinner. I also dislike how this level isn't more similar to Sardon's first level; You should be able to walk through people, because taking 1-2 more hits because people are super slow at walking through is really lame.
You should also be able to walk through the fire spinner, which has been mentioned here before.

The first room is supposed to be brutal. What we've learned from the pressure plate design is that players don't care how long it takes to get to the flag as long as they can rush to it. The idea here is a guild can just rush the flag, but their health will be punished unless they navigate the traps carefully. Being able to walk through the fire at the expense of only .5 health would completely defeat its purpose.

Quote:

Posted by Areo (Post 780891)
The second level is good, but part of my issue with the water system is that it's too easy to stop the chain pullers. If you're accurate you can snipe them with an arrow on your way to the flag room and stop their progress. It doesn't take much to stop them, and defending two chair pullers would be much more difficult than defending something like a crystal.

The issue is that pretty much most of the default movement and systems(health, knockback and such) isn't something we scripters can modify. I've sped up the chain pulling and lowered the distance needed, but other than that there's nothing I can really do. I can't make it so getting hurt doesn't stop your actions.


I have sped up the fireballs in the center of the first floor. You can now also walk through players in the bottleneck trap areas.

Areo 05-08-2017 05:17 PM

1 Attachment(s)
Quote:

Posted by Dusty (Post 781048)
The first room is supposed to be brutal. What we've learned from the pressure plate design is that players don't care how long it takes to get to the flag as long as they can rush to it. The idea here is a guild can just rush the flag, but their health will be punished unless they navigate the traps carefully. Being able to walk through the fire at the expense of only .5 health would completely defeat its purpose.

I wasn't complaining about the difficulty of the first floor, when I said it was brutal I was referring to the transition, not the level itself.


This also is really annoying.
1. Goes through level while full of water.
2. Dies, comes back into level.
3. Looks like level still has water for a 1-2 seconds, but in reality it doesn't.
4. Tries to go straight up the middle, not realizing the water is not there (going up the middle is fastest)
5. Slams into fire spinner right as level changes to reflect it not having water.

Is it possible to somehow mitigate this? I understand that you didn't intend for this, that it is a part of the system itself, but if you could possibly add something to help players in this regard it would be appreciated.


Quote:

Posted by Dusty (Post 781048)
The issue is that pretty much most of the default movement and systems(health, knockback and such) isn't something we scripters can modify. I've sped up the chain pulling and lowered the distance needed, but other than that there's nothing I can really do. I can't make it so getting hurt doesn't stop your actions.

What about changing the level and adding walls right here?Attachment 24206
If you place the walls there it would make defenders have to go out of their way to stop chain pullers, or perhaps make them defend the chains. There could be some drawbacks I don't see, but it could be something worth trying.

I can say that the chains have been more used than the pressure plate, though.

Saeed 05-08-2017 07:33 PM

This tower came to a level that is unabling me from judging it's mechanics, based on the prediction "the NGS is realeased, two experienced guilds are fighting over this tower"
Therefore, I would like to ask if any guild would like to show a sense of competition by: fighting me with experienced players over this tower at a specific time that both guilds agrees to? I know it seems silly but, I can't think of any other way. In this way, Dusty himself can see how the defenders will make an advantage of those new mechanics and how the attackers will react to this. Then, we won't have to make any other false/true assumptions. I'm down to whatever time/date you guys want, if not, I will try to recruit members into two guilds. But, Everyone would really appreciate it if we present a competitive battle and I don't think it will be as competitive if I had to recruit members for both guilds.

For now, I don't think there is anything overpowered. We don't want to leave the defenders with no advantages. Again, this is just a prediction.

Paddie 05-08-2017 07:42 PM

Please keep the tower as is! What's the f problem?! It is perfect guys! Good job, Dusty :)

HamStarr 05-08-2017 08:15 PM

Quote:

Posted by Paddie (Post 781061)
Please keep the tower as is! What's the f problem?! It is perfect guys! Good job, Dusty :)

I feel that you're missing the point of this tower a little bit.

Box Fort™ is meant to be a test ground to try out different mechanics. It's the player's job to test these areas out and to give their insight on not what could benefit everyone in the long run.

Paddie 05-09-2017 12:56 AM

Quote:

Posted by HamStarr (Post 781064)
I feel that you're missing the point of this tower a little bit.

Box Fort™ is meant to be a test ground to try out different mechanics. It's the player's job to test these areas out and to give their insight on not what could benefit everyone in the long run.

I think that the point of this tower is clear. Just watch the tower and you are going to understand it. Quit looking for defects. They do whatever they want and dusty is the expert here XD.

Brick 05-09-2017 01:22 AM

Quote:

Posted by Paddie (Post 781093)
I think that the point of this tower is clear. Just watch the tower and you are going to understand it. Quit looking for defects. They do whatever they want and dusty is the expert here XD.

Quote:

Posted by Dusty (Post 777886)
Most importantly, we want feedback! We can only make so many assumptions about how our ideas will work out, but players are the ones who will truly know. If you have input we would like to hear it.

On topic, what if instead of attackers disabling the tower's defenses you have defenders activating them? Like pull the chains to drain the water instead, or other, similar mechanics.

Paddie 05-09-2017 02:27 AM

Quote:

Posted by Brick (Post 781097)
On topic, what if instead of attackers disabling the tower's defenses you have defenders activating them? Like pull the chains to drain the water instead, or other, similar mechanics.

None of the defenders want to active it, guy. -.-

Saeed 05-09-2017 07:00 PM

On Thursday at 7pm, two random tags will be used to show a competitive battle to the developer/s. Feel free to pm me in-game for any more details. I will update this post if the timing or date has to be changed. Just to clarify we're only using two tags, we also don't the tower to be packef for obvious reasons. The whole point is to show a similar guild war pretending the New towering system is released. The battle will take place in the box fort.

4-Lom 05-09-2017 08:33 PM

Quote:

Posted by Saeed (Post 781172)
On Thursday at 7pm, two random tags will be used to show a competitive battle to the developer/s. Feel free to pm me in-game for any more details. I will update this post if the timing or date has to be changed. Just to clarify we're only using two tags, we also don't the tower to be packef for obvious reasons. The whole point is to show a similar guild war pretending the New towering system is released. The battle will take place in the box fort.

1.) Advertising it here may cause it to be crowded.

2.) Include a time zone in your notice of 7 PM (For example EST) in order to co ordinate people better.

3.) Cheers.

Saeed 05-09-2017 09:40 PM

Quote:

Posted by 4-Lom (Post 781183)
1.) Advertising it here may cause it to be crowded.

2.) Include a time zone in your notice of 7 PM (For example EST) in order to co ordinate people better.

3.) Cheers.

7pm GMT (greenwich timezone). We already have two guilds prepared, we just need few more additional members. So I asked here, i'm sure the tower won't be crowded. Well, hopefully not.

Saeed 05-11-2017 09:17 PM

It was an interesting fight that I personally enjoyed! However we did have some issues at the start because one of the two guild leaders didn't come online. So, I had to create another tag and recruit for both guilds.
Since most of the guild members don't have a forums account, I will be sharing their feedback for them in this post!
'The spikes are hard to dodge, they second room should be easier to pass for the attackers. I don't like the fire spinner, I think it should be removed.'-Rexx
'Water effect good. Fire bad, should least hi you but not push'-Moi19' I think he meant to say we should be able to blink through the fire spinner.
'Was good because it was similar to a riot, people were capable of getting kills quickly' I don't think this feedback very useful because, half of the times we wasn't capable of getting kills because an admin disabled this feature when the tower gets packed. Or, it automatically get's disabled when players reach a specific number inside the room/tower?
'I hate the whole fire thing'-VB
'the tower is good and enjoyable'- Alqubaisi
'Nothing was bad everything was super good and exciting'
'everything was good but the flag room sucks, it has to be bigger' REYBOLT
'Needs more leverage- there was only one entry point, and too many obstacles' -Damian
'The layout was cool. But the spikes gotta chill' - Lili M
'It was too ez to take tbh just a simple regroup and that's it'

The people who has forums account, might post shortly.

I personally think the tower was enjoyable and fun! I have noticed two things:
The tower is extremely hard to take over without pulling both chains.
It takes time and effort to push both of the chains yet, some players needs to distract the other team in the flag room or even take over the flag while the defenders are busy with defending the chains.
After both of the chains are pulled, you're most likely going to lose the tower.
I personally found the spikes easy to dodge which made it easy for me to rush towards the flag room but, for the players who can't dodge, they should go through the fire spinner.
After the water is activated, defenders are not capable of defending the tower except by defending the flag room. I believe the spikes in the second room should be removed too after the chains are pulled, so the defenders can walk confidently in the second room which will allow them to decrease the health of the attackers before they enter the flag room (when the water is activated).
if you have more than 15 defenders, it's pretty easy to keep the chains safe and almost impossible for the attackers to be capable of pulling it. You should either re-consider the positioning of the: flag room entrance, 2nd room exit (where the attackers come from) and the chains positions. Or, add a way to make the attackers capable of defending the chain puller from getting hit from the tower defenders/any other player.

Ence 05-12-2017 11:10 AM

Quote:

Posted by Saeed (Post 781348)
The people who has forums account, might post shortly.

(I have one)

'I think the towering "session" (or whatever you call it) was cool, because it revived "regrouping" for me, I haven't heard that word for a while tbh, people these days get towers easily without regrouping. Its also nice, when I saw only a few were afk. I think this somehow restored(or affect) my interest and perspective of towering' - Ence

(rip my english)

Bryan* 05-12-2017 01:40 PM

I don't see why people complain about the spikes, I get to the flagroom with health at 3. Takes patience and coordination. The only thing that bothers me is the 2nd floor where it's far too easy for defenders to reach the flag room and unless those spikes shoot fireballs, it has no purpose.

The chains to flood the 2nd floor are hardly used since it takes a while and leaves you defenseless. Prefer switches (if 2 is too little, do 4 in each corner of the room).

Dusty 05-12-2017 02:07 PM

Quote:

Posted by Saeed (Post 781348)
It was an interesting fight that I personally enjoyed! However we did have some issues at the start because one of the two guild leaders didn't come online. So, I had to create another tag and recruit for both guilds.
Since most of the guild members don't have a forums account, I will be sharing their feedback for them in this post!

First I'd like to give a huge thanks for all the effort you have put into assisting. It's hard to test new features when no one is motivated enough to try them out so to get guilds actually organized enough to fully test them as intended is a huge boon.

Quote:

Posted by Saeed (Post 781348)
'The spikes are hard to dodge, they second room should be easier to pass for the attackers. I don't like the fire spinner, I think it should be removed.'-Rexx

Spikes are actually there for the attackers. Defenders found it easy to sit on the edge of the doors and just spam their sword an easily defend from players getting in. Spikes stopped that.

Quote:

Posted by Saeed (Post 781348)
'Water effect good. Fire bad, should least hi you but not push'-Moi19' I think he meant to say we should be able to blink through the fire spinner.

If the fire didn't push you players would just walk through it, defeating the purpose.

Quote:

Posted by Saeed (Post 781348)
'everything was good but the flag room sucks, it has to be bigger' REYBOLT
'Needs more leverage- there was only one entry point, and too many obstacles' -Damian

Luckily the flag room isn't really representation of what it will be like when actual towers are released. Delta is kind of small so the tower could only be so big, and it's graphics so not very easy to make larger. Right now the focus is on the inside of the tower, not the flag room.

Quote:

Posted by Saeed (Post 781348)
'It was too ez to take tbh just a simple regroup and that's it'

What does that mean? Easy for attackers to regroup and rush? What difference is there from this tower to any other tower in terms of regrouping? What about this tower makes it easier?

Quote:

Posted by Saeed (Post 781348)
The tower is extremely hard to take over without pulling both chains.
It takes time and effort to push both of the chains yet, some players needs to distract the other team in the flag room or even take over the flag while the defenders are busy with defending the chains.
After both of the chains are pulled, you're most likely going to lose the tower.

In my opinion, this sounds good. I don't know if that's how to feel but we really want to put emphasis on the mechanics of the tower and prevent people from just rushing and ignoring them. I'd say losing the tower if you don't defend the chains is punishing but also emphasizes just how important those chains are instead of only focusing on the flag.

Quote:

Posted by Saeed (Post 781348)
After the water is activated, defenders are not capable of defending the tower except by defending the flag room. I believe the spikes in the second room should be removed too after the chains are pulled, so the defenders can walk confidently in the second room which will allow them to decrease the health of the attackers before they enter the flag room (when the water is activated).

Again I feel the same way as I did above. If the water gives the attackers too much strength perhaps focus more on the chains? You said it was very hard to get both chains pulled as attackers so I feel if that happened then maybe defense lacked on that part and thus "punishment" was deserved? I may consider making changes to the second room after water has flooded though, but right now I'm on the fence about that.

Quote:

Posted by Saeed (Post 781348)
if you have more than 15 defenders, it's pretty easy to keep the chains safe and almost impossible for the attackers to be capable of pulling it. You should either re-consider the positioning of the: flag room entrance, 2nd room exit (where the attackers come from) and the chains positions. Or, add a way to make the attackers capable of defending the chain puller from getting hit from the tower defenders/any other player.

But wouldn't you say having more than 15 defenders makes it pretty much impossible to take any tower if they are equally skilled?

Overall I'm really impressed with the quality of effort that went into this entire "inspection" and I'm really happy that you were able to do it. It did give me a lot of insight and overall I'm happy with how the tower functioned. It seems to have stopped rushing and made defenders focus more on the mechanisms of the tower or else be devastated and most likely lose the tower if not properly defended. If there were any changes I would be considering it would be having the flood mechanism permanent until ownership changes and making the second room a little bit more dynamic with the flooding as well(though nothing like the first room. Minor changes to maybe layout and traps).

aldrin 05-12-2017 03:38 PM

I actually was leading one of the group with Rexxx and I can say that this tower is too easy to take, as you only need to regroup for a min, once you make the water fall it is almost impossible to defend it. Most of the time, our team could just regroup and go directly to the flag room and eventually pull the chains. I think that it is just too simple on how to take this tower.

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.

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


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