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New tower
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Check out the new tower in Delta!!
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#CenterTheFlag
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uhm
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is it a temp tower or just box themed??
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Super weird spot to place it, I can kill people standing on the outer walls. It uses the new castle furniture mechanics (kind of) but with all that lag and spam the switch got buggy. It's called "BOX FORT™"
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That's a pretty cool theme but I was expecting the side to be cardboard as well
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disappointed...
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They'll be doing more edits on it in the future. But I like the crystals&blocks idea, it made the tower look pretty unique .
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MFW New Tower but no NGS
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You guys have to widen the hallways and stairs lol. It looks extremely easy for the defending guild to keep the tower if they have a lot of people.
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This tower is going to serve as a test grounds for a lot of different new ideas for towering. Over the next weeks or even longer we'll be testing a lot of new mechanics like the switches to hopefully make towering more engaging and entertaining. As new things are introduced expect a lot of changes and tweaking.
Most importantly, we want feedback! We can only make so many assumptions about how our ideas will work out, but players are the ones who will truly know. If you have input we would like to hear it. But keep in mind initial hype skews everything a bit. It's best to wait for the interest to die off as impressions may only be from the sheer amount of activity crowding the rooms. |
Widen the stairs imo. Kinda has the same problem that old DW did where you can't circle the attacker because you can only attack them from one tile, which makes it easier for them to defend.
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P.S. If the players' ideas become too much as per: 'Let's get rid of all Brazillians' (not bad idea btw) But yeah, I make no sense. |
It needs more cardboard. @Dusty
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The trigger mechanic is cool, but a trigger needs to be near the door to the flag room. It is pretty wonky to have an attacking guild be entirely blocked out at the flag room without a close option to flip the switch.
Narrow halled towers are always something I'm against, at least when they have so many 90° corners. |
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If anything, I hope observing this will give developers confirmation that the recruit-anyone-anytime-with-no-penalty style of towering was just a recruiting/rostering contest
I'd have liked to see temporary tag NPCs, like what we have at the GS arena, so that new players can get in on the fun and feel included in a guild… Might inspire them to be a little more interested in guilds and learn their way around before the NGS |
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Is your only concern the speed of getting back into the fray? It was designed specifically to get attackers back into towering as quick as possible, contrasting to the pretty poor design of Destiny's respawn mechanics. I can't imagine it being much faster if you were spawning outside of the tower and being bottlenecked through a single small entrance. Aside from towering it helps keep the random no-pk areas on the overworld limited. |
I still strongly dislike having to jump down from walls after respawning (people just sword spam at the bottom; on top of eating 2seconds), so why not one-way stairs like MoD and DW? This is the one thing I don't like about Destiny. However, I do like the way Destiny's doors work- easy to enter from any angle and can't be lag blocked. Because this fort has a mechanic whose purpose is to block the door, the door should be easy to get into when it's unblocked.
Having to sword spam down the jail cell door after a mass respawn when the flag is taken is an interesting little tidbit. I like the use of the switch blocks. And I think the placement of the switches will be a pretty important factor. I think it would also be interesting if some of the inner walls in the middle (brown walls and the bush) were replaced with red/blue blocks. Or have two doors leading to the flag room on opposite ends: one is surrounded by red blocks, one surrounded by blue blocks. The major issue with the interior design is the sheer number of bottlenecks that can be blocked by one person. There's not even enough room to knock people backwards out of the way. Suggestion for testing: Spoiler
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Really like it a lot so far, only feedback I've so far is to disable Saints to hit the Gems, may aswell add an attack block at the gems so it'll be a bit harder to defend?
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On our way to NGS
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Saints hitting gems has been disabled. I've also considered maybe them losing their AP instead of disabling it but not sure which is the better alternative.
Stairs were also(obviously) widened. Various tweaks made to the layout. May be reverted, may not. Tomorrow I'll be exploring some ideas posted here, some of my own. Hopefully by then things will have calmed down and everything will become more natural feeling. Maybe I'll get to see a very coordinated offense trying to take on a very coordinated defense. |
this was not something i expected to happen during easter doosty
i love it |
k doostrz you wana kno what you should have done? make the tower a homeless shelter for the graalians who didnt get gralats when the season ended. (credits to force for the idea)
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Here's my idea, make a tower in volcano at Big City Island, that way people will surely go there more and get like going there just for quests (bear and daily) and shops
So it would be cool if they add a timing that the lava rises and you have to stand on stepping stones (make it limited ) to stay alive and wait until it goes down, while people will burn themselves and dies alot lool And/Or make a Lava room with a narrow hallway, then make a effect that theres fireball popping out in the lava (just like every rpg games like mario) that people have to hurry to get to other side before the fireball shoots them and burns people Also make the flagroom inside the room not on top like every other towers (MoD, DW, etc) The reason Big City should add a tower so that the area will become active and populated and people will know the area exists so it wont become deserted |
You can use mounts. You can also door block the flag room door (something you can't do at other towers). I think there are still a few too many narrow paths where 1 player can block an incoming 5, which IMO is what makes towers like Swamp so anti-fun. Other than that, it's hard to judge due to the unnaturally large number of players in there right now. I don't think the Switch is a bad idea so far, at least for one tower.
Also, about areas where you don't gain kills, you do gain deaths. |
Things to change that I've seen:
1. The hallways need widened. The first floor can get very congested. If there's only one way of getting through a certain passageway(straight, without being able to circle around), the defenders can easily sit and block the passageways, waiting out the blink until zero, before being replaced by another defender, and so on so forth. This is how Sardon Tower was, before the hallways were widened. There shouldn't be any space where you can't move to the side, because defenders will just post sword spammers to those passages. (Some of it has been fixed since writing this) Also, a person can stand in the door to the flagroom and block it off until they die, which could be long with blink, and someone else from the flagroom can immediately replace them. 2. Right side. The right entryway of the 1st floor has both a smaller doorway, and thinner passageway, making going to the left much more preferable. There was a crystal there, but now that there isn't, the left side isn't as balanced. I'd say widen the first doorway at least. 3. The jump off from the prison room. Having to jump off isn't good for attackers, because it leaves them vulnerable where they're landing, and it takes a second to make the jump itself, so you can't really dodge anything when making a jump. Turning the cliffs into one way stairs like in MoD Tower would provide the needed movement for dodging the defenders. Those are the initial thoughts anyway. (Things have been changed as I wrote this, and I've went back and changed things on here too) It's just a temporary tower, so layout isn't all that important, but it's good to know for future use. I don't have much of an opinion on the crystal usage yet, but it seems like a cool idea. |
they should of added a QR Code that would send us to their facebook page or something else maybe even a easter egg...
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• The attackers jumping down method needs to be replaced with stairs since majority can't even walk through to flag room without being hit numerous times.
• I was thinking that the level can be redone towards like the dungeon in Link to the Past with the red/blue switches. Have the defenders be surrounded by blue blocks and the flag room remains with the red blocks. • The path needs to be widened and the area surrounding the switches needs to be widen as well. The health bar on the cell doors is pretty dope though. |
I think this system is awesome! Also, would be amazing to see any or all the mechanics like the switch, and jail doors added to all the other towers and not just one tower. The jumping off the spawn spot does need to be adjusted though.
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The horses and door blocking is because all the extra code from other towers hasn't been added yet. I would also like to see the same code from other towers that allows you to walk through laggers added here. The issue with kills not adding at certain times is because the large number of people triggered this mechanic. One more thing- due to the fort's placement, people are able to bomb from outside the flagroom. |
Been at this new tower for an hour. Right off the bat, not liking it at all. I hate towers that feel like Sardons, because defending is way too easy. The switch feature is a nice touch, it gives this tower something unique. Here are the things I don't like:
• Jumping down into a pool of spammers is stupid annoying. There's nothing I hate more than having to push my way through a small, congested corridor. Not to mention the defenders being able to stick themselves in the little entry ways to spam and block attackers. "Just use bombs and arrows to kill the spammers!" Sure, might work once or twice and on and off, but once you're down there, you're gonna die quickly, and once you do you lose your arrows and bombs. Defenders are always replacing other defenders, too. • The little corridors above the main one where we see the switch and entry way to the flag room is too small and congested. There is so much of a build-up of people that it's nearly impossible to reach the flag room with more than 1.5HP. The switches are so annoying to get to that attackers and defenders do not always utilize it. Once the flag room is blocked off, no one bothers to double back, and a whole s*** storm of spam results of it until some brave soul decides to go for the switches. It's a huge pain in the a** for both attackers and defenders. With so many people coming in at once, the defenders simply cannot keep a structure of "This many in flag room and this many down below" because attackers are flooding in like crazy. If some defenders are stuck in the flag room by themselves, and are outnumbered, things could go bad. Other defenders cannot get back up. Granted, the blocks are only up for maybe 6-12 seconds at max, but that's a lot of time. • There is very little space to fight at the flag room, and it's even possible to completely block and trap attackers once they enter the room. Defenders block the bottom, left and right sides of the entrance and are able to defend through spam for quite a while. It's very easy for defenders to hunk themselves up there, and it's very difficult for a group of attackers to be able to get the flag since all of them could be getting hit by just one defender. With a lot of defenders up there, it can get even harder. • The tower is too small in general. 25 people is a lot to defend this tower, and with the super congested corridors, this feels like Sardon. Sardon is by far one of the worst towers to me, and I want a tower like this to differ from Sardon. You could make the same argument suggesting MoD and Deadwood are similar to this, and they are. The difference here is MoD has a wide flag room for attackers to move around. I believe getting through MoD's corridors is definitely not as difficult as getting through the BoxFort™ corridors. Besides, MoD is much bigger. Deadwood has a long way leading up to the flag room. In numbers, it's easy to get through the people blocking the entry ways. The hallways can still be small, but since there are floors to this tower guilds can afford to have people in different areas. It's still a big tower. The flag room is tiny, which is annoying, but it's still definitely possible to get the flag. Defenders will eventually die in the flag room, as most attackers get there in numbers. Overall, I hate small towers. They are super boring and are very easy to defend. BoxFort™ is not designed for large floods of people like York, MoD, and Castle are/were, and I would prefer every tower be able to withstand the same capacity. This type of tower is Sardons and Destiny's child, given the congested corridors/spam and switch. I could be wrong, because Dusty stated something along the lines of implementing his own ideas "once things settle down", which I can only assume means "when the number of people entering the tower lessens" but my argument about how every tower should have equal capacity would come in to contradict. This tower relies on less people to battle for the tower. When we have a huge influx of people in the corridors, it's just really hectic and boring. Those are my thoughts on this type of tower. |
would be cool to see conveyor belts implemented somehow
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revamp the bar & restaurant next to it and put my npc in it drinking cucumberjuice, thank you
of course this is just for the tired children that want to take a break from murdering other children |
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It really doesn't fit the area at all.
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hmmm
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make a canon controled by the player lol
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New tower
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How is the point that it doesn't fit the area??? The point of the tower is to test new features. |
Dejavu thought this already happened like a long time ago.
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The inside of the fort is congested (even if it wasn't crowded). The switch should force players to hit it at least twice to progress through the fort... so include some blue barriers (maybe on lower side) with an accessible switch. |
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Feedback:
You guys are probably worried about the owners of the flag but, the attackers number will be way less than now so I'm pretty sure it will be easy to defend this tower. As you can see in my two images (I'm the player with the black anbu mask) The two places i'm standing in are giving the owners of the flag a big advantage. Therefore, I think those two places needs to be widder. I have also noticed, when you get hit from any direction while standing in those two positions, you don't move from your place. This will make those two positions a big advantage to the defenders. So, maybe rather than widing those two positions, you could just allow the attackers to be capable of moving back the defender by hitting him/her from the bottom. Furthermore, I think you need to reconsider the positions of the two crystals because, in the future you'll most likely see the attackers will be ONLY focusing on the first crystal (the one near the attackers spawn). This will make the second crystal (the one near the defenders spawn) pretty useless. However, if the defenders focused a lot on the first crystal, this Might allow the attackers to make an advantage of the second crystal. In addition, I have noticed the defenders spamming their sword next to the flag room entrance which made it almost impossible to enter the flag room, especially when those blocks exist. I suggest you to make the flag room door a bit wider, this obviously mean the blocks number will be increased. In this post I've only pointed out the over powered defensive techniques. Because the defenders spawn is close to the flag room, this made the tower one of the strongest just like the destiny tower. It was an amazing update! but unfortunately this won't make towering "more entertaining" because there is no "prizes" yet |
Don't see why everyone is comparing it to sardon, seeing as u can run through people at sardon now. I like being able to defend areas without people running through me , however this is not the tower for that.
Paths are too narrow, the jumping down thing is just annoying , having that at destiny is more than enough. It's not incredibly easy to defend , it's just most people don't make it to the flagroom with more than 1.5 health , from what I've seen it's mostly pkers and attackers blocking each other off and taking each other's health that is the problem Let it stay like this for 24h then change the halls so that players can walk through each other but still be hit (like sards now) and see if that makes it less annoying for the majority of people. However when considering new ideas , I'd really like to see a tower like old sards, maybe with switches involved , but a tower that has slightly wider halls but still allows the defender to stand in the way without blocking the entire path. |
Add a spring board on the wall that boost attackers in a random limited area, to not put them all together in the same spot .
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pls dont touch McCormacks Pub
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i really like this tower, its fun! if your a cheap guild and cant afford to buy a fancy shiny new tower, just make your own out of boxes!!
also i do have one complaint... all flag rooms in every tower now are the same, its boring x-x |
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