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-   -   Tower Improvements (https://www.graalians.com/forums/showthread.php?t=99)

PrayDoh 09-01-2011 10:01 PM

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

  • Spawn areas for controlling guild - Having the controlling guild die where they spawn, or even worse, right next to the flag, makes it too hard for guilds to take over the tower. With the amount of people on iPhone, I can understand the reasoning behind giving the controlling guild an advantage, but this advantage is far too great. The spawn area for the controlling guild needs to be moved further from the flag.

  • "Bottlenecking" in paths leading to flag room - Bottlenecking refers to poor level design which forces people trying to take over the tower to funnel in through a space that ONE player from the controlling guild can easily stand at and slash constantly to effectively block multiple people. Examples include the stairs going to the Deadwood Tower flag room, and the stairs leading up to the MoD flag area. Couple this flaw with the fact that after the STAIRBLOCKER dies, he respawns right next to the flag, and this is pretty gamebreaking. There is really no reason for a guild NOT to use this tactic as it is so powerful.

  • REALLY long walks back to the flag room after dying - I can't really see a reason that the levels leading up to the flag areas need to be so huge, and in a lot of cases, difficult to navigate. (sup deadwood?)


Papyrus 09-01-2011 10:06 PM

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.
;)

PrayDoh 09-01-2011 10:09 PM

Quote:

Posted by Papyrus (Post 834)
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 that if you kill them they will respawn back at the bridge, due to the people who act like p**sies.
;)

The traffic problem in MoD relates to the bottlenecking issue, it's just more noticeable there because MoD is pretty central and gets a lot of players.

Rasp 09-01-2011 10:09 PM

Quote:

Posted by MR MAGNETIC (Post 823)
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

  • Spawn areas for controlling guild - Having the controlling guild die where they spawn, or even worse, right next to the flag, makes it too hard for guilds to take over the tower. With the amount of people on iPhone, I can understand the reasoning behind giving the controlling guild an advantage, but this advantage is far too great. The spawn area for the controlling guild needs to be moved further from the flag.

  • "Bottlenecking" in paths leading to flag room - Bottlenecking refers to poor level design which forces people trying to take over the tower to funnel in through a space that ONE player from the controlling guild can easily stand at and slash constantly to effectively block multiple people. Examples include the stairs going to the Deadwood Tower flag room, and the stairs leading up to the MoD flag area. Couple this flaw with the fact that after the STAIRBLOCKER dies, he respawns right next to the flag, and this is pretty gamebreaking. There is really no reason for a guild NOT to use this tactic as it is so powerful.

  • REALLY long walks back to the flag room after dying - I can't really see a reason that the levels leading up to the flag areas need to be so huge, and in a lot of cases, difficult to navigate. (sup deadwood?)


Agreed, Castle is probally the one that needs the most improvement, it takes forever to get back to the flag when you die and have to run through the place, also the guild who has the flag respawns where they were standing.

Papyrus 09-01-2011 10:10 PM

I see, then I second your statement.

Diz 09-01-2011 10:11 PM

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.

PrayDoh 09-01-2011 10:18 PM

Quote:

Posted by Diz (Post 846)
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.

I don't want taking a tower to be easy. I want defending a tower to not be so brainless, and I want attacking a tower to be more fun.

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.

Winter 09-01-2011 10:31 PM

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.

Y 09-01-2011 10:36 PM

I was thinking about something similiar like this too.

Rezon 09-01-2011 10:37 PM

Quote:

Posted by Shannon (Post 917)
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.

Agreed. At deadwood, you can simply have one person killing and 5 members dancing on the ledge. I mean, really?

Imprint 09-01-2011 11:08 PM

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.

Rufus 09-01-2011 11:15 PM

Quote:

Posted by DrDoctor (Post 1008)
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.

When I tried King of the Hill on Facebook it seemed worse to me. Like the current Classic towers, the guild with the most players are the ones who are going to keep the towers. It has nothing to do with skill, even less so than the iPhone towers.

Swift 09-03-2011 07:40 PM

Quote:

Posted by Rufus (Post 1020)
When I tried King of the Hill on Facebook it seemed worse to me. Like the current Classic towers, the guild with the most players are the ones who are going to keep the towers. It has nothing to do with skill, even less so than the iPhone towers.

Well, I wouldn't say that. I've taken KOTH's with less people. It's just a factor of who can PK better. If you can take down 4 before you die, and you got 3 guys backing you up vs. 5, it's honestly not that hard. This is from a DW experience, I haven't tried Snow yet.

Imprint 09-03-2011 08:55 PM

Quote:

Posted by Rufus (Post 1020)
When I tried King of the Hill on Facebook it seemed worse to me. Like the current Classic towers, the guild with the most players are the ones who are going to keep the towers. It has nothing to do with skill, even less so than the iPhone towers.

I didn't say they were perfect but guilds do have to be active and pay attention. A lot of this is because of the respawn point being farther away but people have taken the tower with two people even when the guild has five or so.

spades of feare 09-05-2011 12:29 AM

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

Eon Serellius 09-11-2011 11:50 AM

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.

Imprint 10-18-2011 02:45 AM

This needs to be taken into consideration.

reyalS 10-18-2011 03:28 AM

Some players wouldn't embrace the change...
"OMG ADMINZ SUK, NOW NOOBZ CAN TAKYE MY TOWER!!" etc...

Talon 10-18-2011 10:55 PM

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.

Quote:

Posted by Diz (Post 846)
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.

This.

Rexx 10-18-2011 10:58 PM

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

Talon 10-18-2011 11:02 PM

Quote:

Posted by Rexx (Post 23980)
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

Untrue.

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?

Shaun 10-18-2011 11:03 PM

Thank God you brought this up. +rep

spades of feare 10-22-2011 05:46 PM

Quote:

Posted by reyalS
Some players wouldn't embrace the change...
"OMG ADMINZ SUK, NOW NOOBZ CAN TAKYE MY TOWER!!" etc...

Yeah because normally when noobs gett tower they chatblock it so tey hold it

Pazx 10-23-2011 12:06 PM

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:

Posted by Papyrus (Post 834)
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.
;)

I'm not sure about the castle one but MoD could be nice :o

mr froggy 10-23-2011 12:12 PM

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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