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Ideal Guild towers discussion
Wasn't sure if I should put this in future improvements or not because it is a discussion about towers and it isn't a finished idea yet.
This thread is for discussing guild towers and how they can be made the most fair and exciting. Under the original system, players slash a flag to lower the health, and the owners slash to heal it. The owners respawn at the top near the flag, and the attackers respawn outside. As a result of this, the defenders often block the way up, resulting in the offensive guilds' inability to reach the flag. All it requires is for at least 2 people to block constantly with good timing. This encourages many players to exploit errors in the games' tiles or bugs. It's completely a mess. Another issue is players on older devices that encounter low frame rates cant slash the flag very fast. A few months ago, shortly after the release of Graal on Facebook, I sent a suggestion to Stefan on how to fix these issues. This was the King of the Hill system. It seemed great, however after the creation and implementation of it, everyone soon realized a new issue. Players could run around the area to avoid being hit. This caused many players to dislike the system and protest enough for it to be removed on iPhone. Post your ideas on how the perfect tower system would be or how to fix the current issues. Here's some of my ideas: ----simple fixes------- always make defenders spawn outside or somewhere else far away like the new mod on iPhone does. in KOTH, make it so if a player is lagging they don't damage the flag or heal it. in KOTH, make the area that you damage the flag smaller make doors and stairs wider in forts and towers ------------more complicated stuff------------- make more towers on the iPhone server to encourage new guilds make towers of different levels: 1, 2 and 3. Convert the guild time to points, and maybe allow for guild upgrade with these points as well as a permanent score for rankings. higher level forts give more points. New guilds would go for level 1 forts that ideally would only have 3-5 people defending at most(basically what fb has) Big guilds like CoM would go for level 3 forts that are packed(large scale attacks of course and larger flags) any thoughts? |
No offense, and I have nothing against this particular thread but,
Why does everyone want to change towers and tower guilds? The formula for towers has been working perfectly fine for two years, and nothing has to change. The only thing that SHOULD change is strategies (temps, sub guilds, etc.) and they do. Towers are fine, it isn't like towers are imbalanced to the point where a tower can be held by a 1:3 defender:attacker ratio. What should change is burgers - some people with thousands and thousands of Gralats and a tower to defend resort to burgers. They can be endless, and people can sit at the bottleneck entrance, eating burgers. |
Make it so the guild that owns the tower loses the ability to 'Recruit'
This would get rid of temps, noob recruiting, and sub guilds It would encourage more planning, preparation, and strategy This is ideal and would never happen unfortunately.. |
I could see that.
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Also this would greatly decrease the amount of new tower guilds |
Who cares towers are decent the way they are i would only do Rexx's idea.
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Towers are fine as is, when used without lag/glitches/modding/hacking... Etc. they are perfectly advantage. Of course the advantage is supposed to be the guy in giant 3 story fortress, its just logical.
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towers are impossible to take without glitching when there are 4 people constantly block the stairs preventing you from getting up.
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Agony you are a god damn massive hypocrite.
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nah nah nah nahhh....WHY NOT JUST TURN MOD BACK AS IT WAS BEFORE BUT WITH ARROW PROOF WALLS?
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reset...tower...times
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There are way too many threads about this
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