Graalians

Graalians (https://www.graalians.com/forums/index.php)
-   GraalOnline Classic (https://www.graalians.com/forums/forumdisplay.php?f=12)
-   -   Possible Fix For Sardons (https://www.graalians.com/forums/showthread.php?t=9273)

Toopid 08-08-2012 04:19 PM

Possible Fix For Sardons
 
Note: THIS IS NOT A PLATFORM FOR YOU TO ARGUE OVER WHICH GUILD IS BETTER OR ANYTHING OF THE SORT

Please be mature, this is just to help other guilds and graalians.

Recently it has come to my attention that even with changes to Tower HP and other things Sardons is still near impossible to take without resorting to hacking or glitching. The main entrance to the flagroom is constantly blocked as is the entrance to the trap room. Guild members use Horses and guild chat as a means to lag/block the entrance.

Even a full guild attacking cannot maintain a successful flag attack as the spawns are right next to the flagroom exit, meaning they will just run straight out and block again.

The traps are another issue as they lower your health so much that by the time you get through them and the defenders to flag you have at least 1 or 0.5 left. Not a good health to take a flag.

Here is my suggested fix, this probably wont happen but I felt like I needed to share as many are frustrated at its difficulty:

http://i50.tinypic.com/1zzpcaf.png

Thanks for looking.

Psycher! 08-08-2012 04:32 PM

Your idea is interesting. I do agree that the area indicated by green should be removed and that the walls could be rearranged to make it less awkward, but I think the spike should stay. Rearranged and slowed down a bit to make them easier to avoid, but still there, as they make Sardon's more unique and it adds sort of a gimmick. The door's position is up to how the room is redesigned, so that would be a variable thing.

DRAN 08-08-2012 04:39 PM

You have to keep the spikes. They make sardons special. Maybe slow them down a bit. I do agree that the door should be moved though.

spades of feare 08-09-2012 02:10 AM

Just fix it to where spikes dont lag through the walls half the time. Sards is perfectly fine otherwise

Ash Ketchum 08-09-2012 12:01 PM

RUFUS LOOK AT THIS ****!

Toopid 08-09-2012 12:13 PM

Quote:

Posted by Ash Ketchum (Post 176998)
RUFUS LOOK AT THIS ****!

What?

Quote:

Posted by spades of feare (Post 176823)
Just fix it to where spikes dont lag through the walls half the time. Sards is perfectly fine otherwise

No, why do you think Aimee and other guilds are able to hold it so long?

Ash Ketchum 08-09-2012 12:15 PM

Quote:

Posted by Toopid (Post 177002)
What?


I mean this isn't ****. This is a good idea i like it

Pazx 08-09-2012 12:44 PM

I'm happy with Sardon's the way it is now, including the HP nerf. If you can't take it, try harder, and if you still can't take it, there are 6 other incredibly balanced and easy to attack forts. With the way all the forts are now, I'm hoping we see the bigger guilds such as CJ, CoM, NAL, Aimee, fighting for Sardon's which could be seen as the main prize, and the other forts being less important as they're easy to take and easy to lose. Risk/reward.

Anyway, props to you for the effort you put into your concept, but I don't think it's necessary.

GotenGraal 08-09-2012 07:44 PM

Sardon didn't need any changing anyway it just takes long attacks to get it. Taken it so many times alls you need to do is attack non stop for a while or take it at night. It's not as hard as people say people just aren't trying hard enough.


All times are GMT. The time now is 12:17 PM.

Powered by vBulletin/Copyright ©2000 - 2026, vBulletin Solutions Inc.