It was an interesting fight that I personally enjoyed! However we did have some issues at the start because one of the two guild leaders didn't come online. So, I had to create another tag and recruit for both guilds.
Since most of the guild members don't have a forums account, I will be sharing their feedback for them in this post!
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First I'd like to give a huge thanks for all the effort you have put into assisting. It's hard to test new features when no one is motivated enough to try them out so to get guilds actually organized enough to fully test them as intended is a huge boon.
'The spikes are hard to dodge, they second room should be easier to pass for the attackers. I don't like the fire spinner, I think it should be removed.'-Rexx
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Spikes are actually there for the attackers. Defenders found it easy to sit on the edge of the doors and just spam their sword an easily defend from players getting in. Spikes stopped that.
'Water effect good. Fire bad, should least hi you but not push'-Moi19' I think he meant to say we should be able to blink through the fire spinner.
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If the fire didn't push you players would just walk through it, defeating the purpose.
'everything was good but the flag room sucks, it has to be bigger' REYBOLT
'Needs more leverage- there was only one entry point, and too many obstacles' -Damian
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Luckily the flag room isn't really representation of what it will be like when actual towers are released. Delta is kind of small so the tower could only be so big, and it's graphics so not very easy to make larger. Right now the focus is on the inside of the tower, not the flag room.
'It was too ez to take tbh just a simple regroup and that's it'
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What does that mean? Easy for attackers to regroup and rush? What difference is there from this tower to any other tower in terms of regrouping? What about this tower makes it easier?
The tower is extremely hard to take over without pulling both chains.
It takes time and effort to push both of the chains yet, some players needs to distract the other team in the flag room or even take over the flag while the defenders are busy with defending the chains.
After both of the chains are pulled, you're most likely going to lose the tower.
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In my opinion, this sounds good. I don't know if that's how to feel but we really want to put emphasis on the mechanics of the tower and prevent people from just rushing and ignoring them. I'd say losing the tower if you don't defend the chains is punishing but also emphasizes just how important those chains are instead of only focusing on the flag.
After the water is activated, defenders are not capable of defending the tower except by defending the flag room. I believe the spikes in the second room should be removed too after the chains are pulled, so the defenders can walk confidently in the second room which will allow them to decrease the health of the attackers before they enter the flag room (when the water is activated).
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Again I feel the same way as I did above. If the water gives the attackers too much strength perhaps focus more on the chains? You said it was very hard to get both chains pulled as attackers so I feel if that happened then maybe defense lacked on that part and thus "punishment" was deserved? I may consider making changes to the second room after water has flooded though, but right now I'm on the fence about that.
if you have more than 15 defenders, it's pretty easy to keep the chains safe and almost impossible for the attackers to be capable of pulling it. You should either re-consider the positioning of the: flag room entrance, 2nd room exit (where the attackers come from) and the chains positions. Or, add a way to make the attackers capable of defending the chain puller from getting hit from the tower defenders/any other player.
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But wouldn't you say having more than 15 defenders makes it pretty much impossible to take any tower if they are equally skilled?
Overall I'm really impressed with the quality of effort that went into this entire "inspection" and I'm really happy that you were able to do it. It did give me a lot of insight and overall I'm happy with how the tower functioned. It seems to have stopped rushing and made defenders focus more on the mechanisms of the tower or else be devastated and most likely lose the tower if not properly defended. If there were any changes I would be considering it would be having the flood mechanism permanent until ownership changes and making the second room a little bit more dynamic with the flooding as well(though nothing like the first room. Minor changes to maybe layout and traps).