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§hadow Wulfe 04-04-2013 11:36 PM

GraalOnline Classic Towers
 
I was tolerant when castle was changed. I gritted my teeth when Swamptown, Snowtown, and Deadwood were changed. Not just the towers, but their HP and spawn points too. I think that changing Sardon a few days ago was just taking the entire situation too far. Now no one can hold a decent fort like we used to back then. The only tower that hasn't really changed at all is MoD. I'm sure most of you agree with me. So, do you like this new arrangement, or would you rather have the old towers back?

Mejico Josh 04-04-2013 11:42 PM

At first i was pissed hell eveyone was but on reflection it makes towers harder too defend and sards was too easy too defend so i can understand why they changed it

Meteor 04-04-2013 11:52 PM

I don't really like the low hp for towers. I wish they all had 250 again.

Breezy 04-05-2013 12:09 AM

No lets make towering impossible again so certain guilds that shall not be named be allowed to hold the tower forever

MrSimons 04-05-2013 12:10 AM

I like how towers are set up now.

Ph8 04-05-2013 12:13 AM

what changed?

§hadow Wulfe 04-05-2013 12:14 AM

Quote:

Posted by Breezy (Post 324744)
No lets make towering impossible again so certain guilds that shall not be named be allowed to hold the tower forever

It's not impossible, it's based on skill. The change in Sardon was just pathetic. Now you can't hold a tower at Sards without getting killed every few seconds.

that1guy666 04-05-2013 12:14 AM

Quote:

Posted by §hadow Wulfe (Post 324719)
The only tower that hasn't really changed at all is MoD. I'm sure most of you agree with me. So, do you like this new arrangement, or would you rather have the old towers back?

MoD tower has changed. It used to be way easier to defend when you spawned by the flag. Moreover, Sardons was also too easy to defend.

§hadow Wulfe 04-05-2013 12:17 AM

Quote:

Posted by Ph8 (Post 324748)
what changed?

The towers in GraalOnline Classic.

Quote:

Posted by that1guy666 (Post 324753)
MoD tower has changed. It used to be way easier to defend when you spawned by the flag. Moreover, Sardons was also too easy to defend.

MoD at least has decent tower HP, at 250. And like I said to that other guy, Sardon is more based on strategy and skill. Plus, check out Sards yourself. The spike goes all the way across the door that you defend so you get killed if you guard the door.

Ph8 04-05-2013 12:20 AM

Quote:

Posted by §hadow Wulfe (Post 324754)
The towers in GraalOnline Classic.

Yeah... I know... what specifically changed though?

Cause if it stops people from blocking the door, it was an awesome change.

that1guy666 04-05-2013 12:26 AM

Quote:

Posted by §hadow Wulfe (Post 324754)
The towers in GraalOnline Classic.
MoD at least has decent tower HP, at 250. And like I said to that other guy, Sardon is more based on strategy and skill. Plus, check out Sards yourself. The spike goes all the way across the door that you defend so you get killed if you guard the door.

Quote:

Posted by that1guy666 (Post 324753)
MoD tower has changed. It used to be way easier to defend when you spawned by the flag. Moreover, Sardons was also too easy to defend.

Yeah, it used to be to easy to defend. Now there is an actual challenge. Furthermore, since it requires skill and strategy, then it shouldn't be a problem in coming up with new strategies.

§hadow Wulfe 04-05-2013 12:29 AM

Quote:

Posted by Ph8 (Post 324761)
Yeah... I know... what specifically changed though?

Cause if it stops people from blocking the door, it was an awesome change.

I'm guessing you are a bit new. The towers used to have different spawn points and 250 HP.

Ph8 04-05-2013 12:33 AM

Quote:

Posted by §hadow Wulfe (Post 324770)
I'm guessing you are a bit new. The towers used to have different spawn points and 250 HP.

Okay, that's not really relevant though. You said Sardons was changed "a few days ago." I played it roughly a week ago and it was unbelievably dumb because people just endlessly blocked the door leading to the flag room. So my question is, how did it change a few days ago? Is that now being prevented somehow? If so I might give it another try.

Imprint 04-05-2013 12:34 AM

The towers are so much better now. They used to be boring as hell because barely anyone had a chance to take them. Now you can't AFK and keep a tower.

§hadow Wulfe 04-05-2013 12:41 AM

Quote:

Posted by Ph8 (Post 324773)
Okay, that's not really relevant though. You said Sardons was changed "a few days ago." I played it roughly a week ago and it was unbelievably dumb because people just endlessly blocked the door leading to the flag room. So my question is, how did it change a few days ago? Is that now being prevented somehow? If so I might give it another try.

Go check Sards out, it's hilarious.

Rufus 04-05-2013 12:51 AM

Lmao I was waiting for this thread.

Meteor 04-05-2013 12:53 AM

Im fine with the block right next to the sards flagroom-door being removed. That being said I think they should also remove the spike that goes through the door because that just ruins a massive defending strategy. I'm happy that it's a bit harder to defend with the block gone but it shouldnt be TOO hard.

Ph8 04-05-2013 01:26 AM

Ok just went on and checked it out briefly, seems like a huge improvement.

HON3Y BADG3R 04-05-2013 01:41 AM

Bad?? Only for you and your noob recruiting, chat blocking guild.

Ryan 04-05-2013 03:22 AM

Its become harder?!

I think its become too easy

twilit 04-05-2013 04:42 AM

Quote:

Posted by Imprint (Post 324776)
The towers are so much better now. They used to be boring as hell because barely anyone had a chance to take them. Now you can't AFK and keep a tower.

Thank you for saving me from extra typing.

Swamptown & Deadwood towers: not half bad, you just have to check flag frequently and defend strategically
New Sardons: boohoo, you cant shove 5 laggers in the doorway and then complain when attackers block your side of the door anymore. Halls is still effective defense.
MoD: nothings wrong, still 250, just stay active to keep up with constant pkers
Castle: still 250 too, easy hold if you can get SoN to leave
Snow&York forts: ya, they were meant to be easy to take/lose. but hey NAL just celebrated 10k at snowtown...

oops i typed a lot anyway.

@OP: isnt it annoying to have to type the § every time you log in?...

§hadow Wulfe 04-05-2013 10:38 AM

For all of you who think Sards is a big improvement, should try to hold it for even 5 minutes. At least in the other towers you can block the door. In Sards, you get hit every few seconds by a spike when you block the door.

G Fatal 04-05-2013 12:01 PM

Quote:

Posted by §hadow Wulfe (Post 325089)
For all of you who think Sards is a big improvement, should try to hold it for even 5 minutes. At least in the other towers you can block the door. In Sards, you get hit every few seconds by a spike when you block the door.

That's the point blocking doors at towers shouldn't happen anyway, It's just one major flaw of towers - how they was designed in the first place, it was asking for it to be abused with these laggers/lag blocking or blocking access in general that isn't allow.

Ash Ketchum 04-05-2013 12:17 PM

Quote:

Posted by §hadow Wulfe (Post 325089)
For all of you who think Sards is a big improvement, should try to hold it for even 5 minutes. At least in the other towers you can block the door. In Sards, you get hit every few seconds by a spike when you block the door.

Hey, maybe defend hallway?

that1guy666 04-05-2013 03:15 PM

Quote:

Posted by §hadow Wulfe (Post 325089)
For all of you who think Sards is a big improvement, should try to hold it for even 5 minutes. At least in the other towers you can block the door. In Sards, you get hit every few seconds by a spike when you block the door.

This is exactly why it is an improvement, the success to fail ratio is more equal now. If you are active it shouldn't be a problem anyway. If you wanted to afk and hold, well it didn't seem like you really cared then.

Vladdy 04-05-2013 03:51 PM

You suck at towering anyways, stop creating pointless treads because you can't handle the changes in towers. Don't call yourself a tower taker if all you like doing is afk'ing on the door. Nuffsaid.

Van Canavi 04-05-2013 03:52 PM

In the words of every guild I've been in
DOWN AND DEFEND

GotenGraal 04-05-2013 06:54 PM

Quote:

Posted by that1guy666 (Post 324765)
Yeah, it used to be to easy to defend. Now there is an actual challenge. Furthermore, since it requires skill and strategy, then it shouldn't be a problem in coming up with new strategies.

The challenge before was actually taking the tower. You try to take Sardon with flag at 250 and no trap room modifications. I liked trying to come up with strategies for attacks for example, have 1 player pk while a group of members is at your guild house ready to come out the second the pker says it's takable. There's no point of this since all towers are extremely easy to take now. They kind of just switched the attack from being challenging to the defense being challenging. I can see why though, but I still don't like it at all.

§hadow Wulfe 04-05-2013 08:33 PM

Quote:

Posted by Vladdy (Post 325174)
You suck at towering anyways, stop creating pointless treads because you can't handle the changes in towers. Don't call yourself a tower taker if all you like doing is afk'ing on the door. Nuffsaid.

Stop drinking the Hatorade. I'm just sharing my thoughts and opinions.

Meteor 04-05-2013 08:48 PM

I like a challenge while attacking. I don't like that any noob guild with a bunch of members can take a tower with no strategy.
One of the most fun aspects of towers is when you have to constantly attack a tower for ages and it turns into an epic battle. This doesn't happen anymore because all of the good towers have been nerfed.

Blueh 04-05-2013 09:03 PM

I've always wanted it so that towers would be built with multiple smaller flags along with the main flag. The smaller flags would be spread out through the rooms of the towers and would serve as spawn points for the guild owning them. The spawn points would have lower health than Normal flags around 50-100. An attacking guild can capture a spawn point and instead of spawning outside and having to regroup they spawn at the flag they captured. If a guild does not have any spawn points, including the guild that owns the fort, they will spawn outside. Spawn points adds more strategy to tower taking because you have multiple areas to defend but you won't own the fort unless you take the main flag which resets all spawns and kicks everyone else out. These'll add new strategy to fort taking where you can break it up into a step-by-step process where you slowly work your way into the fort and up into the tower and even if you have allied guilds you can divide the spawns between them so its easier for them to defend as well.

Maxy 04-05-2013 09:10 PM

Quote:

Posted by Blueh (Post 325285)
I've always wanted it so that towers would be built with multiple smaller flags along with the main flag. The smaller flags would be spread out through the rooms of the towers and would serve as spawn points for the guild owning them. The spawn points would have lower health than Normal flags around 50-100. An attacking guild can capture a spawn point and instead of spawning outside and having to regroup they spawn at the flag they captured. If a guild does not have any spawn points, including the guild that owns the fort, they will spawn outside. Spawn points adds more strategy to tower taking because you have multiple areas to defend but you won't own the fort unless you take the main flag which resets all spawns and kicks everyone else out. These'll add new strategy to fort taking where you can break it up into a step-by-step process where you slowly work your way into the fort and up into the tower and even if you have allied guilds you can divide the spawns between them so its easier for them to defend as well.

dood u dont even towa

Blueh 04-05-2013 09:12 PM

Quote:

Posted by Maxy (Post 325287)
dood u dont even towa

I sit in the flag room and pole dance on the flag. Does that count?

Vladdy 04-05-2013 09:57 PM

Quote:

Posted by §hadow Wulfe (Post 325275)
Stop drinking the Hatorade. I'm just sharing my thoughts and opinions.

Just as I am expressing my opinions. Easily.

iHot 04-05-2013 11:34 PM

Oh no! God forbid towers actually be a challenge! Oh heavens no!

MattKan 04-05-2013 11:41 PM

It was nearly impossible to take over and now it's not. Perhaps people will actually have to work to keep a tower now instead of simply AFK'ing and checking in every 10-15 minutes.

Meteor 04-06-2013 12:09 AM

You can't just afk, you will lose tower even if it has 250 HP.

Thallen 04-06-2013 03:59 AM

What everyone needs to consider about towers is that, if you've played them for a long time, you probably developed a "standard" at which you expect from towers. By that, I mean of level of difficulty when attacking and taking a tower or defending it.

For me, it's sort of tough to say "towers are way too easy" or "towers are too hard," because what does that entail? If a tower is too easy to attack and take, it's too difficult to defend. If a tower is too difficult to attack and take, it is too easy to defend.

Personally, I don't care too much about the HP each flag has. I think it's cool that towers have different variables that at least make them unique. The change to Sardon's was a change in the right direction. I knew on my very first day of towering that it was way, way, way too easy to defend that tower.

You guys should embrace that some towers are "easy" and some towers are "hard," as it sort of adds a dynamic to towering as a whole.

twilit 04-07-2013 04:42 AM

Thats the point of having several different forts with different designs: some are easy to take but hard to hold, some are hard to take but easy to hold. Yes, in the past Sardons was a little TOO ridiculously unbalanced towards the defending side, but nerfing the flag to 75hp made a fair balance. Sardons was still hard-take/easy-keep, but guilds cant hold for a full month straight. But whether the new change to sardons makes it too easy to take than it should be, I have yet to fully witness and decide...

Mr.Cannabis 04-07-2013 10:42 AM

Old towers better to me. This new way gives upcoming guilds a better chance at getting towers too though so I see why they changed it. Although i rather have old classic tower system.

Meteor 04-08-2013 12:05 AM

Quote:

Posted by Blueh (Post 325285)
I've always wanted it so that towers would be built with multiple smaller flags along with the main flag. The smaller flags would be spread out through the rooms of the towers and would serve as spawn points for the guild owning them. The spawn points would have lower health than Normal flags around 50-100. An attacking guild can capture a spawn point and instead of spawning outside and having to regroup they spawn at the flag they captured. If a guild does not have any spawn points, including the guild that owns the fort, they will spawn outside. Spawn points adds more strategy to tower taking because you have multiple areas to defend but you won't own the fort unless you take the main flag which resets all spawns and kicks everyone else out. These'll add new strategy to fort taking where you can break it up into a step-by-step process where you slowly work your way into the fort and up into the tower and even if you have allied guilds you can divide the spawns between them so its easier for them to defend as well.

This is a pretty cool idea but I wouldn't want it added to all towers. This would be awesome if they made a new tower somewhere and implemented this.


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