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What is the Island called tho is it called box Island or something we need a name for this tower
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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? |
It definitely helps the attacking guild but anyways the tower s deserted.
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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.
Basically to make the tower less powerful, increase the power of the chains. |
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)
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Some changes have been made:
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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. |
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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. |
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.
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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** |
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. |
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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. |
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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:
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. |
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. |
Please keep the tower as is! What's the f problem?! It is perfect guys! Good job, Dusty :)
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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. |
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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.
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2.) Include a time zone in your notice of 7 PM (For example EST) in order to co ordinate people better. 3.) Cheers. |
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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. |
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'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) |
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). |
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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). |
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.
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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. |
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Just lik Scooby, I've also noticed that the tower's weakness appears when the attackers re-group in their spawn. Reasons:
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https://i.imgur.com/4npxlRz.png
A new fort mechanic has been released! http://i0.kym-cdn.com/entries/icons/.../magnets_c.jpg |
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.
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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 |
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. |
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new layout is way too easy to defend
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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.. |
^hah rekt
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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. |
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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.
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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. |
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! |
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. |
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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