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Tower Improvements
In my opinion, the tower system is pretty flawed. It's far too easy for any controlling guild with 4+ members to stay in control of a tower once they've taken it. It's way too hard to take over a tower. Here are a few things I would like to see changed -- post your opinions, or add on to the list
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In MoD, I'd like to see maybe a back entrance so that the traffic into it won't be such a hassle. Also, a room before castle flag room that if you kill them they will respawn back at the bridge, due to the people who act like p**sies.
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I see, then I second your statement.
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Well Magnetic, despite the fact that towers are difficult to obtain, people still get them...I think it'd be too annoying constantly worrying about your tower being taken because it'd be so easy to take. If you get through all the hardships of taking a tower, you're generously rewarded with a simple-to-defend tower.
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As it stands now, if I were to try and take MoD, I would be spamming my sword until the player blocking the stairs dies (which I don't find fun), and would probably be below 1 hp by the time he dies and I'm able to go up the stairs into a more open area where I can actually move around and PK. |
This thread is exactly what I always thought, but I couldn't have said it better myself. Also, I am not fond of the king of the hill towers on the FaceBook server. Too many advantages.
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I was thinking about something similiar like this too.
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The King of the Hill Towers may have their faults but the also force the guild to stay alert and move around. The current tower system on Classic iPhone allows half a guild to idle and yet the tower is still easy to defend.
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As a member of nal we agree to all of those isssues to the poibt of banning us going to mod because of the pk issues and. Ppl shooting arrows ... Dw is amazingly outstandingly annoying to attack... Sards is second hardest followef by castle
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Personally I want towers to have more of a challenge or be more interesting/strategic. Plus on FB server at KoTH at snowtown people were blocking you getting into the tower and the warp that slides you away from the door wasn't working, making it impossible to defend.
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This needs to be taken into consideration.
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Some players wouldn't embrace the change...
"OMG ADMINZ SUK, NOW NOOBZ CAN TAKYE MY TOWER!!" etc... |
Towers are fine. They've been working the way they have and major guilds like CoM or Cruxis already have strats for castle runs. Even us at Advent do. No reason to change why they work.
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Strategy?
There is hardly any strategy involved. Attacking: Go in as a group, noob lagger blocks door/staircase letting their team up to the flag room Defending: afk on door/staircase obviously subjective to the fort but that is the general idea |
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What if you run and have 3 people pking others while all the others attack? Arrows? Blocking from the inside as you stated? Regroups? One person blocking at a time, another comes to reinforce once they hit .5, rinse and repeat? |
Thank God you brought this up. +rep
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lol no. so basically you want every fort to be a big open area the defenders respawn away from the flag the attackers spawn next to them and there are absolutely no places to defend, its just one chaotic mess at the flag?
sounds fun, -rep Quote:
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i wanna see the whole of deadwood tower change i hate it (including 40 pk room theres like 2 things being sold there)
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