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05-29-2013
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🍇🍏🍋🍊🍒
Join Date: Mar 2013
Posts: 4,330
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Towering Issues
I've recently been towering, and with my little time towering I've noticed many issues that go along with it. First off, lets start with AP shall we? Alignment Points AP and towering clearly don't go together like peanut butter and bacon, but it could simply be resolved with a few additional add-ons. When a player with 100 AP enters the tower, they usually just sit there, sometimes mocking the guild whom owns the tower, and do absolutely nothing of any sort. I'm not saying that this is an issue, more like a frustrating occurrence. You can add a block that doesn't let players with 100 AP enter the Tower (sorta like the no-tag no enter thing or no-tag can't hit flag). Because, in all honesty, player with 100 AP have no reason to enter a tower anyways. Potted Life Now, lets touch on the potted life. The pots that contain health, located in swamp tower are of no use to towering players. Why you ask? Because players whom tower usually have very low AP, so, the pots sitting there can't be used for healing. I suggest you remake the AP code, where the negative health affect for low AP doesn't occur inside a tower, thus, players may use pots to heal, or meditate to gain health. Warps Lastly, I'd like to finish off with tower warps. This topic is commonly talked about within the towering community, and has been for awhile. Clearly, Sardon's and Snowtown's warps are highly unfair to attacking guilds (Snow: You warp inside the flag room, whereas the other guilds warp outside)(Sards: You warp in the flag room, whereas the other guilds warp in the room before entering the hall)(DW: You warp in the room before flag room, whereas the other guilds warp outside)(Swamp: You warp in the water near flag, whereas other guilds warp outside). Most warps are unfair, and make towering more difficult for opposing guilds to take over, result of guilds overcrowding and holding towers longer than normal. All in all, Towering is fun, and something to do since there usually isn't much to do. But, with these few fixes, towering would be improved, and more enjoyable for everyone. |
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05-29-2013
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Registered User
Join Date: Apr 2013
Posts: 1,682
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I think we all agree AP needs to go. As for Warps I completely agree there needs to be new re-spawn points for those towers. I have seen a guild have only 3-4 members in those towers defending and manage to fight off almost twice as many attackers and hold the tower when they should have been easily over whelmed. maybe in sardz they could switch the hallway (currently the room right after the attacking guild re-spawn point) with the room that has the sliding spikes that hurt you and have the defending guild re-spawn in the hallway. Then both guilds would have to run through the sliding spike room to the flag room. If this gives the defending guild to much of a disadvantage then they could raise the points on the flag at sardz to help give the defending guild some extra time to get to the flag. Or they need to add another room off the east side of the sliding spike room and re-spawn there. As for snow I all ready complained about it in a thread i started my self before. I think it would be easiest to move the re-spawn point for attackers inside the tower. other wise move the flag up a room and take out the big block in the center of the room and put the flag there instead and let the defenders re-spawn in the most northern room shrink it down to half its current size and throw a arrow/bomb vender in there like york with a bed or two and chairs. Either way both towers are really bad which is why i don't really like taking either. snow is hella boring as it doesnt get attacked much at all, you cant farm grass and there is nobody to pk but your own guild mates. Sardz is waaay to dificult to take with the defending guilds respawn point, having to fight through a hallway full of defenders/pkers, then navigate through the sliding spikes then half the time the guild is packed in around the door to the flag. 99% of the time you get through with 1 full life point left or less. to quote a famous person "ain't nobody got time for that" |
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05-29-2013
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New Age Legacy
Join Date: Jul 2012
Location: Graal
Posts: 1,633
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Agree with first and second one. Honestly, i think the respawn points in towers are fine. They were like that for years until they changed them around last summer. Nobody ever complained about them until larger guilds came with better strategies, and ended up holding towers for longer periods of time. Keep the respawns in towers how they are. Theyre fine, and they should stay that way.
Last edited by Craftz; 05-30-2013 at 12:14 AM.
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05-29-2013
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Registered rufp4
Join Date: Jan 2011
Posts: 3,378
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05-30-2013
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.
Join Date: May 2012
Location: United Kingdom
Posts: 1,071
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I wish swamp forts inside layout was changed it's full of blockers and sword spammers, I just want to reach the top
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05-30-2013
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michael
Join Date: May 2012
Location: Hyrule
Posts: 3,511
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100AP - yes, ive seen some annoying saints... What if all Saints were blocked from forts EXCEPT Firefighter Jeffery? Pots - Um no. There are actually plenty of people who can keep their AP above 40 that could use the pots. More importantly, theyre very useful weapons.. Respawns- um no. please stop trying to change forts more. theyre already too easy to take. Sardon Snow and York have close defenders warps because the flag HP is so low. |
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06-02-2013
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Registered User
Join Date: Apr 2013
Posts: 1,682
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why would saints need to be blocked from towers? the only problem i can see is that they can be a distraction from defending the tower. you couldn't be more wrong IMO Sardz would be sooo much better with a different respawn point just raise the flag hp to 150. why don't they make it so you can just walk through ppl like when they are a saint or they are paused? Maybe they could make it so when you enter towers till you enter the flag room your basically a saint and cant block or be hurt by swords? If you took away the ability to block there would be a lot less problems/ppl getting reported and half as many threads. |
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06-02-2013
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The Unwanted Critic
Join Date: Sep 2011
Posts: 3,639
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Saints are a huge problem with forts, for example the other day my guild lost a fort because a group of 8+ saints grouped up top being unattackable, then suddenly all got on the same guild tag and rushed the flag taking it from us before we could react. Going afk overnight to get saint isn't very difficult. I also hate the changes that made tower hp extremely low, now you have to be attentive to the flag at all times or you lose it within 5 seconds. You can't even talk in guild chat anymore or relax when the tower is calm because of how fast it changes. IMO respawn points should just be more difficult and the hp should be raised. "Choke points" need to be removed from towers as well, people should not be able to block stairs or doorways because it takes no skill and is not fun at all, theoretically a tower could be untakable if 3 people manage to time their respawns so that the stairs are never unblocked. Guild Wars 2, attacking a keep or fort filled with siege is extremely difficult due to the height advantage that players get by building trebuchets on high points or arrow cart spam. given equal sized armies, the defenders should win. However, the main strategy used in gw2 is just zerging random towers and forts rather than defending what you have. If attacking was easier than defending, then people would not be able to defend and would just keep capturing, an example was deadwood fort prior to the fix a week after, it kept changing every minute or two, no one could hold it. |
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06-06-2013
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Registered User
Join Date: Apr 2013
Posts: 1,682
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I didn't think you could attack the flag if you where a saint? I don't think that you should be able to relax much when towering. That's one of the biggest causes for losing a tower when it calms down and your not under constant attack 90% of your guild mates get bored sitting around. Then go afk and start doing other stuff irl and don't pay attention then 2-3 ppl are left defending and your guild loses the tower. Or just go offline leaving 2 active players to defend while 3 others are afk. would you rather see more towers like sardz that are easier to defend and require large groups of ppl to take the tower? or easier to take towers like york that require large active groups to defend? Do you prefer higher hp flags or or lower? I think some towers flag hp are good where they are at while others could be adjusted. I would lower castle to 150, raise york to 75, lower sardz and snow to 50. Sardz is easy to defend and you re-spawn by flag so it should be lowered,snow sees lower traffic than the other forts and you re-spawn by the flag so it should be lowered. castle is dominated by son and could be a little easier to take. york is to easy to take and could use a little hp boost. |
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06-10-2013
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Registered User
Join Date: Feb 2013
Posts: 574
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No No No No! WHY TF WOULD YOU WANT TO CHANGE SARDON SPAWN?! R U DUMB?! IM PRETTY SURE YOU ARE BECAUSE SARDS SPAWN HAS ALWAYS BEEN LIKE THAT AND NOW BECAUSE YOUR GUILDCANT TAKE SARDON TOWER DOESNT MEAN ITS HARD FOR EVERYONE ELSE JUST BECAUSE YOUR GUILDS FAILS SO HARD YOU CANT TAKE AND KEEP SARDON DOESNT MEAN SPAWN SHOULD BE CHANGED! ok done raging Oh and just becos son dominates castle doesnt mean anything. Arcanum can take from them easily with 10-15 people. |
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06-10-2013
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🍇🍏🍋🍊🍒
Join Date: Mar 2013
Posts: 4,330
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;-;
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06-10-2013
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Amateur Programmer
Join Date: Jan 2013
Location: Illinois
Posts: 683
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i only agree with 3
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06-10-2013
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Call Me Zig
Join Date: Jun 2013
Location: Planet Earth
Posts: 283
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Sards isn't "legendarily hard" to take anymore, admins lowered flag from 250/250 to 75/75 which helps alot, they also removed that wall to the flag room so guilds can't block up the door with 10 members, its so much easier to take sards than it was before
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06-11-2013
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🍇🍏🍋🍊🍒
Join Date: Mar 2013
Posts: 4,330
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06-13-2013
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Registered User
Join Date: Apr 2013
Posts: 1,682
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what if they took out the hallway then? what if you went from the re-spawn point to the room with the sliding spikes? Would you say Sards is to easy then? just by taking that out and giving the defenders 1 less room to clog up and pk in it would make it much more even. And the next time arcanium takes castle from son with 10 ppl and 90% of son isn't afk tell them to pm me so i can be there to see that. Cause I have seen guilds attack with more and not get it. then if they get close SON just recruits 5 more noobs and then you no longer have enough to take it. or if they do get it SON grabs 5 more noobs and retakes the castle fairly quickly. I was actually starting to gain an ounce of respect for SON again then i seen there NOOB recruiting tactics and I remembered why they suck so bad and everybody hates them. |