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

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.


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