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-   -   Guild Forts - Too many or Not enough? (https://www.graalians.com/forums/showthread.php?t=28105)

Zetectic 04-13-2015 03:56 AM

You know what? Forgt what i wrote earlier. I'll leave it up to towerers.

Colin 04-13-2015 03:58 AM

Guess I'm the only one who thinks they should reduce it to be really low, then again that might be a bit hard considering most players in the tower community are noob and the ones who aren't rely on noob recruiting.

Sardon 04-13-2015 05:01 AM

Quote:

Posted by Colin (Post 553684)
Guess I'm the only one who thinks they should reduce it to be really low, then again that might be a bit hard considering most players in the tower community are noob and the ones who aren't rely on noob recruiting.

all of graal would fight in one area and the lag will break the server

Odin 04-13-2015 08:24 AM

Quote:

Posted by Rufus (Post 552945)
Just a simple question; I'm curious as to whether you believe there are too many guild forts right now, or if there is not enough. I guess we can throw in a 'just right' in there too for middle ground. This thread is not really reflective of any kind of staff opinion or hinted direction.

Please explain the reasons for your opinion.

There's not much fort in Graal.

The number of forts we have can not accommodate the number of guilds we have now.
Suggestion: Add 1 more fort and I guess thats enough.

Craftz 04-13-2015 12:47 PM

Quote:

Posted by Cecily (Post 553275)
I feel that guild fort's flags have way too much health

and it also doesn't help that it's boring going to the top every time just to take a flag down to 0, there needs to be various ways to capture the fort such as taking down the gates then circling the forts to take the defense down and gather up in the last room to own the fort.

there could also be levers, switches, some cube pushing puzzles and many more ways to capture the fort.. there could have been so many unique ways to capture each fort instead of making it a boring flag kill fest.

#BringBackKotH2015

Aguzo 04-13-2015 09:11 PM

The tower system needs to be redone. I think I might have a solution that would make everything more challenging, so that guilds will stop holding hands. I would love to see some actual guild wars.

First off, towers need to be restricted after your guild has a certain number of hours.

I made this:

Tower name/# of guild's total tower hours allowed until restriction/Reason

Sardon's Tower/0-5 hours/Super easy to defend, lots of blocking, spawn is at flag.

Deadwood Tower/0-25 hours/Easy to defend, hp is pretty low, a lot of levels, somewhat amount of blocking, spawn 1 level below flag.

Snow Tower/0-50 hours/Somewhat easy to defend, big open spaces to get to flag, spawn is at flag, lantern or draisine needed for access to snowtown.

York Tower/0-100 hours/Somewhat easy to defend, flag hp is pretty low, somewhat amount of blocking, spawn is next to flag.

MoD Tower/0-250 hours/Somewhat hard to defend, only 2 levels, somewhat amount of blocking, flag room is somewhat big, spawn is 1 level below flag.

Swamp Tower/0-500 hours/Somewhat hard to defend, somewhat amount of blocking, flag room is big, spawn is 1 level below flag somewhat far.

Castle/0-1000+/Lots of open space for guild wars, almost no blocking(if stairs were fixed then no blocking), spawn is 1 level below flag room somewhat far, right next to Graal City.

This system would help new guilds gain hours fast early by only giving them the access to towers that are easy to defend, but then difficulty would begin to rise as you gain more hours. Castle would pretty much become the sweet spot for Towering, since any guild would be allowed to take it, and there is a lot of space for guilds(that want to just ally each other) to fight each other in there. Imagine at least 5 huge guilds(with each having ally guilds making 200+ people) attacking the same tower at once, due to the fact that it's the only tower the guilds are allowed to take. Would be some crazy stuff, and 1k would take a lot of effort and not just afking.

Hugop 04-13-2015 10:14 PM

I used to take towers solo. Now I only see players blocking the way and giving us no chance.
I chose more towers!

Kendama 04-14-2015 01:58 AM

Quote:

Posted by Hikaru (Post 553865)
The tower system needs to be redone. I think I might have a solution that would make everything more challenging, so that guilds will stop holding hands. I would love to see some actual guild wars.

First off, towers need to be restricted after your guild has a certain number of hours.

I made this:

Tower name/# of guild's total tower hours allowed until restriction/Reason

Sardon's Tower/0-5 hours/Super easy to defend, lots of blocking, spawn is at flag.

Deadwood Tower/0-25 hours/Easy to defend, hp is pretty low, a lot of levels, somewhat amount of blocking, spawn 1 level below flag.

Snow Tower/0-50 hours/Somewhat easy to defend, big open spaces to get to flag, spawn is at flag, lantern or draisine needed for access to snowtown.

York Tower/0-100 hours/Somewhat easy to defend, flag hp is pretty low, somewhat amount of blocking, spawn is next to flag.

MoD Tower/0-250 hours/Somewhat hard to defend, only 2 levels, somewhat amount of blocking, flag room is somewhat big, spawn is 1 level below flag.

Swamp Tower/0-500 hours/Somewhat hard to defend, somewhat amount of blocking, flag room is big, spawn is 1 level below flag somewhat far.

Castle/0-1000+/Lots of open space for guild wars, almost no blocking(if stairs were fixed then no blocking), spawn is 1 level below flag room somewhat far, right next to Graal City.

This system would help new guilds gain hours fast early by only giving them the access to towers that are easy to defend, but then difficulty would begin to rise as you gain more hours. Castle would pretty much become the sweet spot for Towering, since any guild would be allowed to take it, and there is a lot of space for guilds(that want to just ally each other) to fight each other in there. Imagine at least 5 huge guilds(with each having ally guilds making 200+ people) attacking the same tower at once, due to the fact that it's the only tower the guilds are allowed to take. Would be some crazy stuff, and 1k would take a lot of effort and not just afking.


MoD is easier to take than castle.

Also, limiting the hours a guild can hold just leads to more pointless manipulation of the guild system. Don't you think we already have enough of that in Graal?

Aguzo 04-14-2015 04:50 AM

Quote:

Posted by Kendama (Post 553904)
MoD is easier to take than castle.

Also, limiting the hours a guild can hold just leads to more pointless manipulation of the guild system. Don't you think we already have enough of that in Graal?

MoD is not big enough for a ton of guilds to be in. Did you bother to read? Limiting the hours a guild has to be able to hold that certain fort is what the hours are for. They are a restriction so that guilds above the certain amount of hours are not allowed to take that tower.

Based on this system, if I started a new guild I could take any tower, but once my guild reaches 5 hours we wouldn't be allowed to take sards, 25 = no more deadwood, etc. It wouldn't matter where I tower I could start off in castle if I wanted to, once a guild has a certain amount of hours they can't take certain towers.

This system makes it so that new players who have absolutely no experience towering can make guilds with their friends, and start towering together, since tough guilds won't get in their way from the start. Later on though when guilds start progressing and gaining more hours then the competition becomes tougher. This would make the guilds who hold truces so they can easily get a 1k hat, have to go all out in Castle.

I felt like I needed to explain what I previously wrote more thoroughly, but I figured people were going to understand what I posted, guess not. I hope this clears some of it up.

Shurikan 04-14-2015 05:03 AM

Quote:

Posted by Hikaru (Post 553935)
This system makes it so that new players who have absolutely no experience towering can make guilds with their friends, and start towering together, since tough guilds won't get in their way from the start. Later on though when guilds start progressing and gaining more hours then the competition becomes tougher. This would make the guilds who hold truces so they can easily get a 1k hat, have to go all out in Castle.

I think that would make sense. It prevents 'monopoly' guilds from taking everything. With this system younger guilds would be able to develop without being crushed right away, and the more powerful guilds would still have the ability to take more powerful towers and receive the competition from rivaling guilds.

Aguzo 04-14-2015 05:16 AM

Quote:

Posted by Shurikangraal (Post 553938)
I think that would make sense. It prevents 'monopoly' guilds from taking everything. With this system younger guilds would be able to develop without being crushed right away, and the more powerful guilds would still have the ability to take more powerful towers and receive the competition from rivaling guilds.

There ya' go. Just logged in to for a few new references.

Guilds like BFM... what are they on their 3rd? Geez...
Guilds like bfm, deceive, elysium, maphasy, epidemic, and 1789 would all have to fight in Castle if they want to gain hours.
Guilds like agoy, nbk, addicted, and towers inc would have to fight in Swamp or Castle.

deadowl 04-14-2015 05:19 AM

Quote:

Posted by Kendama (Post 553904)
Also, limiting the hours a guild can hold just leads to more pointless manipulation of the guild system. Don't you think we already have enough of that in Graal?

The best alternative I had ever come up with was to have discrete games where a flag is held for a specified period of time by a specific guild before that guild gets a win and a new round starts. I may have implemented this at one point, but the server didn't really have the population to sustain guild towers as active points of interest.

Essentially you would need to find someway to support variable-schedule reinforcement for towering guilds, which is pretty much the video game psychology equivalent of crack so long as there's maintained interest in towering (shouldn't really be a problem these days). Winning a round provides a schedule of reinforcement. Killing another player, being avenged, etc. also adds to the schedule of reinforcement. Dominating the same tower (or being dominated by someone else at the same tower) for a gazillion hours, on the other hand, doesn't really provide the same kind of gaming high, and will result in burnouts.

Aguzo 04-14-2015 05:24 AM

Quote:

Posted by deadowl (Post 553946)
Dominating the same tower (or being dominated by someone else at the same tower) for a gazillion hours, on the other hand, doesn't really provide the same kind of gaming high, and will result in burnouts.

Get on graal, tap/click on your map. You will see the same guilds holding the same towers, so your 'burnout' theory might not check out.

I don't know about you, but I used to lead a very small guild and we would take Castle from SoN a lot throughout the day and force them to nub recruit, and their sub leads would get scolded by the leader. We would only take castle, since we wanted to fight that guild.

deadowl 04-14-2015 05:48 AM

Quote:

Posted by Hikaru (Post 553947)
Get on graal, tap/click on your map. You will see the same guilds holding the same towers, so your 'burnout' theory might not check out.

I don't know about you, but I used to lead a very small guild and we would take Castle from SoN a lot throughout the day and force them to nub recruit, and their sub leads would get scolded by the leader. We would only take castle, since we wanted to fight that guild.

If the same guilds are holding all the forts then there's probably a burn out of people trying to take the forts from them.

See: No "kingmaker effect"

GOAT 04-14-2015 05:55 AM

Quote:

Posted by Hikaru (Post 553935)
MoD is not big enough for a ton of guilds to be in. Did you bother to read? Limiting the hours a guild has to be able to hold that certain fort is what the hours are for. They are a restriction so that guilds above the certain amount of hours are not allowed to take that tower.

Based on this system, if I started a new guild I could take any tower, but once my guild reaches 5 hours we wouldn't be allowed to take sards, 25 = no more deadwood, etc. It wouldn't matter where I tower I could start off in castle if I wanted to, once a guild has a certain amount of hours they can't take certain towers.

This system makes it so that new players who have absolutely no experience towering can make guilds with their friends, and start towering together, since tough guilds won't get in their way from the start. Later on though when guilds start progressing and gaining more hours then the competition becomes tougher. This would make the guilds who hold truces so they can easily get a 1k hat, have to go all out in Castle.

I felt like I needed to explain what I previously wrote more thoroughly, but I figured people were going to understand what I posted, guess not. I hope this clears some of it up.

This is by far the dumbest idea I have ever heard. 0/10






Disclaimer: Joking I actually think this is a great idea. I really felt that the only way the towering system would be improved would be by re-doing the guild system like the dust man said, but this might actually work. Gives noob guilds a chance(well a realistic chance) to get into the towering business and it forces all those adult filled guilds to actually compete for towers. The only thing I would say is to add another tower for the 1k plus guilds.


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