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

Rufus 04-09-2015 02:22 PM

Guild Forts - Too many or Not enough?
 
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.

4-Lom 04-09-2015 02:40 PM

Hey chief. I feel that there could be benefit from more territory to explore. If that entails another fort, then good. If introducing another fort hinders production of, say, a town or new wilderness, then it's not needed.

For the sake of healthy expansion, I voted more are needed!

Vic 04-09-2015 02:49 PM

Quote:

Posted by 4-Lom (Post 552950)
Hey chief. I feel that there could be benefit from more territory to explore. If that entails another fort, then good. If introducing another fort hinders production of, say, a town or new wilderness, then it's not needed.

For the sake of healthy expansion, I voted more are needed!

On the other side of the argument, towering is already not as competitive as it used to be with everyone trucing everyone, and more towers would only make it even less competitive. More territory is great and a tower would definitely keep players coming, but there are other options.

I voted that the amount of towers is fine as is.

Common Sense 04-09-2015 02:53 PM

I don't think one more would hurt, but where would it go? Big City? Balamb? Maybe you could make some kind of "tutorial" tower for new players in Balamb. You could also expand on the map...

Seņor Albonio 04-09-2015 03:25 PM

Just right.
If we had more there would be no competition and if we had less it would be impossible to hold.

Natso 04-09-2015 05:12 PM

The problem with this pole is that in pretty sure a lot of people who don't even tower are going to vote , however I think that there should be at least one more fort as the player count is increasing towers get laggier with 3 guilds trying to attack at the same time , also experienced towerers in any type of guilds are probably bored of having the same tower and would probably like something new to keep it interesting , personally I quit tower now because it's too repetitive and becomes booring over a year /2 year time period . Sorry for the layout of this writing on an iPhone

Quote:

Posted by Seņor Albonio (Post 552960)
Just right.
If we had more there would be no competition and if we had less it would be impossible to hold.

Sorry for disagreeing with you here however I think that having more / a new tower will actually bring more competition as all of the old experienced towerers that have stopped towering due to boredom and repetition would try take it , as its something new to achieve in the tower community

Sardon 04-09-2015 05:52 PM

their should be a big city tower being inside the volcano
so big city is visited more than once by people
also their are big skilled guilds that take like 2 towers at the same time
and guilds that are on 24/7 and wont budge from their fort
another tower means a new opertunity for guilds to take it

more towers shall be my vote

it should be special like sardons tower
not just a room its got traps and hallways

Vic 04-09-2015 06:06 PM

Quote:

Posted by Natso (Post 552977)
3 guilds trying to attack at the same time

This rarely happens anywhere besides MoD.


Quote:

Posted by Natso (Post 552977)
all of the old experienced towerers

Like who?

eevee2 04-09-2015 06:11 PM

Quote:

Posted by Vic (Post 552987)
This rarely happens anywhere besides MoD.




Like who?

How about a volcano tower on big city island?
It'd have traps like sardon, but the traps would be some kind of arrow traps or lava.
And I'd definetly go get that new tower.
Also if you can't think of any old towerers... Then you must play 1 minute per month.

Natso 04-09-2015 06:22 PM

Quote:

Posted by Vic (Post 552987)
This rarely happens anywhere besides MoD.




Like who?

Happens a lot of time in sards , in Mod and sometimes in deadwood.


Who , there are a lot of people that tower because it's too repetitive now , I have 7 guild hats now and I hate towering because it's the same thing over and over again

Fanta 04-09-2015 06:32 PM

I believe that the amount of forts is right but its actually really gay tbh. There are just guilds with OP Players therefore it's boring. Snow Fort is always boring.all others aswell except sardons. Sardons is the party highlight of all towers. York maybe is nice aswell but since mod town got a new design mod tower is **** aswell. Well its a b4stardization of mod town... Graal was so nice , now its boring AF

G Fatal 04-09-2015 07:46 PM

*votes not enough so you might make another*ah graalproduction.

Vic 04-09-2015 08:11 PM

Anybody want to explain why they voted too many?

Colin 04-09-2015 08:35 PM

There was too many when they added the fourth, three or less should be it.

Adding a 'new' tower isn't going to boost competition it's going to make it easier for multiple guilds to divide the space and peacefully AFK each at a different fort to hit 1,000 hours. Half the guilds with towers now are allied with each other. The less towers there is, the more competition there will be since guilds will have no choice but to actively attack/defend.

Fulgore 04-09-2015 08:45 PM

I voted the "Just Right" option.

My reasoning behind this is that the number of forts have never been the problem (I'm assuming everyone is willing to admit there are problems with the fort system) of towers. The addition of the one at York Town did not change a whole lot in the grand scheme of things. Not saying it should be taken away, but no work needs to be done as far as the number of towers is concerned. The issue lies elsewhere, in the "meta" so to speak of the towering game. Currently it's a rotation of guilds who are buddies just cycling to 1k hours through Sardon's, while all of the other guilds on the map just recruit those passing by to help them hold vs pkers. The way recruiting to tower for a guild works takes priority over the number of towers, as I think any issues that are present in the system aren't caused by the towers themselves, but the guild system.

Sardon 04-09-2015 08:46 PM

Quote:

Posted by Fanta (Post 552991)
I believe that the amount of forts is right but its actually really gay tbh. There are just guilds with OP Players therefore it's boring. Snow Fort is always boring.all others aswell except sardons. Sardons is the party highlight of all towers. York maybe is nice aswell but since mod town got a new design mod tower is **** aswell. Well its a b4stardization of mod town... Graal was so nice , now its boring AF

sardons is the only tower that does it well
I like swamp alot though its fun and deadwood aswell but Having traps or baddies would be cool
maybe add a cave tower were their are bandits roaming who shoot you with Darts
if you. kill one they Serve you but by taking a tower they automatically serve the owner of the tower

We need more
why would you want the number to stay the same we want more towers for more opertunities for a larger playercount, more ideas and more variety
I dont want to tower snow for 1000 hours if i wanted to go to 1k i would take different ones so i dont get bored of deffending a tower
and a lava tower would be awsome

maybe a lava city in the volcano with a lava tower qith the city caled molten city
with Fire Golems walk (they are nice though)
and fire demons live there and try killing you

Kendama 04-09-2015 09:08 PM

I think a good idea for an tower layout would be one large hall maybe with maybe a 4-5 player width and extreemly long, having to actually scroll up the level to keep to the end. It would be fun to see the defending guild and attacking guild clash in a format like this

anyways, the only tower for ACTUAL NEW GUILDS (not recreations) is MoD. And MoD just sucks so much. back in the old day it used to be possible to take castle with just 7 or 8 players online and hold it. It would be nice to see that again

Bryan* 04-09-2015 09:21 PM

If there's too many then that means more competition. Just wish guilds didn't truce so much. How can you develop dominance if you practically aren't being attacked due to having an alliance with 6/7 of the forts. I'm currently in my 5th towering guild and I will say it is the most time consuming thing you can do in Graal. But other than that, it's still a great way to develop skills that you can apply in real life (Leadership, Team Building, Responsibility, Organization, etc.)


Regards to the # of forts, 7 is fine. It's not too much nor not too less.

Vic 04-09-2015 09:30 PM

Quote:

Posted by Bryan* (Post 553032)
If there's too many then that means more competition. Just wish guilds didn't truce so much. How can you develop dominance if you practically aren't being attacked due to having an alliance with 6/7 of the forts. I'm currently in my 5th towering guild and I will say it is the most time consuming thing you can do in Graal. But other than that, it's still a great way to develop skills that you can apply in real life (Leadership, Team Building, Responsibility, Organization, etc.)


Regards to the # of forts, 7 is fine. It's not too much nor not too less.

Retweet

Red 04-09-2015 10:49 PM

I believe that if we added 1 more no one would feel a need to complain, why not put 1 in onnet forest or onnet town ?

or burger refuge but thats just me:love:

deadowl 04-09-2015 11:13 PM

Quote:

Posted by Common Sense (Post 552953)
I don't think one more would hurt, but where would it go? Big City? Balamb? Maybe you could make some kind of "tutorial" tower for new players in Balamb. You could also expand on the map...

Babord and Destiny were already designed to host towers.

Kosiris 04-09-2015 11:17 PM

I think having another tower that makes use of bombs and arrows would be cool. Also, it could have a battlefield similar to York's but a bit bigger with places to shoot arrows and sling bombs. Another reason for a new tower is that doubling or attempting to take a tower during weekends and vacations is near impossible with the average of 11 players defending each tower.

deadowl 04-09-2015 11:20 PM

Quote:

Posted by OG (Post 553044)
I believe that if we added 1 more no one would feel a need to complain, why not put 1 in onnet forest or onnet town ?

or burger refuge but thats just me:love:

I had this dream the other day that Burger Refuge kept intermittentally catching fire and that Graalians had to form a Fire Department to put out the fires.

Bryan* 04-09-2015 11:33 PM

Hmm a tower where the waterfall is? Guarded by the zorbis

twilit 04-10-2015 12:01 AM

"Just Right"

Several years ago, I would have said "not enough." Back when all towers had 250hp, and were easy enough to defend for a strong guild keep for a month without losing.

Towers were changed a few times to make them a lot easier to take. And now the guild system has been abused by recycling the same group of members into new 1k guilds / guilds make truces with every guild they have a friend in.

Theres still a couple towers that are easy to hold, and a few towers that are easy to take. What we have is a good balance. If they added 1 tower for a round number of 8, i wouldnt ever want more than that..

MattKan 04-10-2015 12:05 AM

With the playercount increasing so rapidly, I think it is important for the number of towers to increase as well. More playercount = more players in towers, which means only stronger guilds will be able to hold them. This destroys the ability of someone who is new or newer to the game that isn't part of a well-established guild to take and control the tower for any significant length of time. Only the guilds that are extremely managed and significant in the community are able to hold towers at this point, and I think with these guilds comes a certain degree of exclusivity that is unfavorable toward newer players. More towers could be added to alleviate this issue by spreading people out.

Of course, you don't want the map to get too crowded. But I am always a proponent of expanding the map, as long as it is done in quality, because I think a larger world becomes more immersing and the most fun I've ever had on Classic was exploring around the map.

Natso 04-10-2015 12:13 AM

If everyone just crimes into the same towers as player count increases the lag will
Be even worse than it is now , nobody wants this as it makes the game less enjoyable over all , even for the people who don't tower.
However this is my last post in this thread as I've realised a lot of the people discussing this

1 Tower a really small amount / don't even tower at all , therefore they can't comprehend how towering is at now .
2 A lot of the people discussing this , I've spotted to be some people who just AFK in graal City or inside the main arena room , I don't know how these people can give a valid opinion on towering systems if they barely do it them selves

Livid 04-10-2015 12:19 AM

The player base is rising, it only seems natural to use some space on the map for a new tower or two to make room. This is also my own opinion but, the old towers are getting a bit old so ofcourse I'd love to try some new ones maybe out in the ocean or on clouds or underground who knows.

Ash Ketchum 04-10-2015 12:19 AM

my reasoning for 'not enough guild forts'

-Player count increasing
-A better chance for new guilds to bloom up

Ryan 04-10-2015 01:12 AM

Removing one would be good, adding more competition

Imprint 04-10-2015 02:19 AM

Quote:

Posted by MattKan (Post 553065)
Of course, you don't want the map to get too crowded. But I am always a proponent of expanding the map, as long as it is done in quality, because I think a larger world becomes more immersing and the most fun I've ever had on Classic was exploring around the map.

Towers should never be used for exploring. Five minutes of checking out something cool doesn't justify diluting the already watered down difficulty.

MattKan 04-10-2015 02:32 AM

I'm not saying towers should be used for exploration, I'm saying that new towns should always be a consideration and towers could be a component of these towns.

Imprint 04-10-2015 03:11 AM

Quote:

Posted by MattKan (Post 553095)
I'm not saying towers should be used for exploration, I'm saying that new towns should always be a consideration and towers could be a component of these towns.

Nah. If you tie towers to new towns then you have to tie releases to the player count unless you want to kill competition.

Ph8 04-10-2015 05:17 AM

Quote:

Posted by Vic (Post 553004)
Anybody want to explain why they voted too many?

I voted too many because deadwood and sardons are terrible and should be removed for that reason. I think the overall number of towers probably doesn't really matter all that much though, in terms of making forts more/less competitive/entertaining. My reasoning... that I've put in a spoiler cause it got a little long winded and a bit off topic...

Spoiler
Note: I'm not on iClassic playing forts all the time (or at all.... in like a year), so what I'm about to say could be 100% nonsense.

There is a group of people (probably the majority) who are playing forts regularly not to have fun, but because they want the reward (HATZ, and I guess prestige?). For them. forts are just a means to an end.

When holding a fort, they would rather it not be under attack, so they can idle/chat, than for it to be under attack. This is understandable, as holding a fort that is under attack from a real threat for 1000 hours would be both difficult but mind numbing, even with most of the forts giving the defenders a massive advantage. Thus the pool of players interested solely in the fort rewards have mostly allied together so there are rarely any major conflicts over control of forts.

If one or two forts were added, this group of people would simply spread out and create more guilds and use the method of constantly recruiting and dropping people to control the new forts as well. If one or two forts were removed, they'd merge and there would be fewer guilds controlling the forts, and the core groups of members of towering guilds would just get larger.

The best thing that could be done to improve forts IMO is to remove the hat reward. I'd much rather be towering with a bunch of people who are doing it because they like it, rather than who are doing it as a sort of job, even if that means there are far fewer people involved. Hat rewards are more effective IMO for things like sparring, where people can't just idle their way into them.

4-Lom 04-10-2015 05:38 AM

Quote:

Posted by Ph8 (Post 553127)

The best thing that could be done to improve forts IMO is to remove the hat reward. I'd much rather be towering with a bunch of people who are doing it because they like it, rather than who are doing it as a sort of job, even if that means there are far fewer people involved. Hat rewards are more effective IMO for things like sparring, where people can't just idle their way into them.

Got a point, here (Bold added). The issue with towers is that the same guilds always control them, and they typically just reform their guild and start again when they hit their hat goal, breaking the backs of noobs along the way.

How about balancing the system in place somehow, not necessarily removing the hats, but making it more fair/accessible to all players and not just the 16-hour-a-day hat fiends?

twilit 04-10-2015 06:05 AM

Quote:

Posted by MattKan (Post 553065)
With the playercount increasing so rapidly, I think it is important for the number of towers to increase as well. More playercount = more players in towers, which means only stronger guilds will be able to hold them.

Guilds are still limited to 25 players. so it doesnt affect how easy/hard it is to hold/take towers. It just increases competition (which I think is a good thing) because there are people attacking more frequently.

However, you are correct that noob guilds have little chance of holding towers for a long time (but then again, that has always been this way). It does seem like there are fewer noob tower guilds that dont have at least 1-3 experienced towerers.

MrSimons 04-10-2015 06:50 AM

I think the number of towers is just right, maybe if one was in Belle (or whatever it was renamed to), that would be a good addition-- and could be used very well seeing as how isolated Belle is, making it a good place to defend, although it is a little too close to the castle.

Personally though if more towers were added I'd like to see the themes and play style have a little more variation, maybe and underwater tower where your movement is slowed because you are swimming, maybe you can only stay in the tower so long before you are warped out so that you don't drown, that could make defense a lot more interesting.

Or maybe towers where the objective isn't just to hit a single flag, but to have multiple flags, throughout the tower that must be claimed, that way you have to plan your attacks/defenses better rather just rushing a flag.


TL;DR I don't think that more towers should be added for the time being unless they actually contribute something new to PvP.

Multipas* 04-10-2015 08:17 AM

Quote:

Posted by Kendama (Post 553030)
I think a good idea for an tower layout would be one large hall maybe with maybe a 4-5 player width and extreemly long, having to actually scroll up the level to keep to the end. It would be fun to see the defending guild and attacking guild clash in a format like this

I want this combined with sardons lava level idea. People would need strategy for sure to hold. Plus lava gfx, hell yeah.there could be safe space plat forms and the lava could catch you on fire that, could spread to other players. Hahahaha

Quote:

Posted by MrSimons (Post 553142)
.

Or maybe towers where the objective isn't just to hit a single flag, but to have multiple flags, throughout the tower that must be claimed, that way you have to plan your attacks/defenses better rather just rushing a flag.


.

yesyeysyes

Ash Ketchum 04-10-2015 08:31 AM

I think there should be more towers, even though some are inactive (like deadwood). I suggest an easier way to transport to forts.

Town teleportation anyone? It will make it easier for guilds to meet up and make a plan!

Vladamir Blackthorne 04-10-2015 09:45 AM

I think the question you should be asking is "How can we make guild forts less boring and pointless?"

I mean, guild forts, hours, controlling a piece of the map... it means nothing

Hadzz 04-10-2015 11:31 AM

Just throwing out an idea here but I was always fond on the idea of having multiple flags for one tower. For example if you had a large amount of guild members at the tower you would have two flags however if you had a reasonably small amount of guild members you could be put in the single flag zone. The benefits of this would be a lot more smaller guilds could take towers a lot easier which would also encourage skill (well as much skill as you can get on this game:P). The defenders would have to think a lot more logicaly and also would face them with the decision of using a small guild or a larger one. I can think of a lot more but i don't want to overcomplicate things.

Livid 04-10-2015 12:50 PM

Quote:

Posted by Hadzz (Post 553168)
Just throwing out an idea here but I was always fond on the idea of having multiple flags for one tower. For example if you had a large amount of guild members at the tower you would have two flags however if you had a reasonably small amount of guild members you could be put in the single flag zone. The benefits of this would be a lot more smaller guilds could take towers a lot easier which would also encourage skill (well as much skill as you can get on this game:P). The defenders would have to think a lot more logicaly and also would face them with the decision of using a small guild or a larger one. I can think of a lot more but i don't want to overcomplicate things.

I actually like this idea, more than one flag makes more of a challenge so instead of worrying of just one where everyone can crowd it, players can attack other flags that are part of that said tower to take parts of it. Something like a checkpoint for attackers to advance.

Smitty 04-10-2015 10:07 PM

Less guild forts=More guilds attacking a single fort at a time.

Zetectic 04-10-2015 10:27 PM

If we remove the hat, it will make uncompetitive, if we leave it like this, more corruption will occur to almost every guild.
do not add/remove towers. just add a new reward system.

Sardon 04-10-2015 10:50 PM

Quote:

Posted by Ash Ketchum (Post 553153)
I think there should be more towers, even though some are inactive (like deadwood). I suggest an easier way to transport to forts.

Town teleportation anyone? It will make it easier for guilds to meet up and make a plan!

#i want my warp rings and my boots

Quote:

Posted by Zetectic (Post 553270)
If we remove the hat, it will make uncompetitive, if we leave it like this, more corruption will occur to almost every guild.
do not add/remove towers. just add a new reward system.

keep the hat maybe reward players more
honestly towering is fun but in the end people do things for rewards

Quote:

Posted by Lazerlatte (Post 553154)
I think the question you should be asking is "How can we make guild forts less boring and pointless?"

I mean, guild forts, hours, controlling a piece of the map... it means nothing

profit from shop purchases
example: Ur guild just took over Mod Tower u control mod
Meanwhile i ride on my black donkey to mod handle furniture and buy a Light orb
I pay the price, every member of the guild that owns mod gets 5% of my purchase

Cecily 04-10-2015 10:51 PM

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.

Smitty 04-10-2015 11:06 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.

Its sounds interesting, it would make defending the less active towers such a snow more challenging and chaotic. I wouldn't implement this for mod though.

twilit 04-10-2015 11:36 PM

Quote:

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

Tower HPs have already been significantly lowered twice in the past...

Kendama 04-11-2015 02:50 AM

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.

Yeah that requires development which Classic is suprisingly struggling with.

Asaiki 04-11-2015 05:35 AM

lolz, not enough guild towers? why need more? so we can just have a peaceful towers? isn't guild towers supposed to be challenging? not relaxing?


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