05-18-2016
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Dr. Professor Moderator
Join Date: Jun 2015
Location: I’m always located somewhere
Posts: 1,205
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Towers need to be different. I disagree with you there Qes. I would hate for there to be 3-6 "MoDs" around the map. The new deadwood is great, not easy to defend, but the defenders still get a little boost by 20-ish less steps to the flag. Sardon is good, not hard to pk and again, only maybe an extra 5 seconds for attackers to reach the flag. Swamp isn't bad either, I kinda want the respawn to be inside and for the water spam to be fixed/adjusted. Destiny is bad. The Attackers have to travel through two extra rooms, and go through a fan, jump down a ledge, go up a spiral staircase(which is significantly slower than a normal door), and after all that meet a third room which can easily be walled off by three defenders. A tower meant for guilds to attack, which is alright, but it even isn't very good at that. Castle is the worst tower in my opinion. Explained why in an earlier post. Needs to be fixed or adjusted in some way. Besides castle and destiny, I love the state of towers. Trying to uniformize towers would make pking less enjoyable, because having varying terrain is part of what makes it fun. |
05-18-2016
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Enguard & Alumni
Join Date: Sep 2011
Posts: 5,773
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Castle and Sardon's weren't originally designed to be towers and you can tell that just based on the painful walk it is to get to the flag, they were carried over from the Classic and converted to towers because there was probably no other use for them |
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05-18-2016
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Registered User
Join Date: Jan 2012
Posts: 732
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In general the spawns should just be closer. If I PK for an hour straight, it should be 55 minutes of hitting people and 5 minutes of running, but in some forts its 40 minutes of pking and 20 minutes of running, so dumb. Also the forts are going to be different. I was saying they just need to have equal spawn distance, or atleast close spawn distance like DeadWood. The HP on flags should be lower aswell. Which would make the door idea more useful, like a 75/75 Door that blocks the 50/50 flag. Would require more strategy to hold/take. |
05-18-2016
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Dr. Professor Moderator
Join Date: Jun 2015
Location: I’m always located somewhere
Posts: 1,205
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Flag HP's is fine how they are. Believe me when I say this, even the best defenders cannot stop pkers from reaching the roof if the pker truly wants to get there. blink lasts far too long, and arrows are far too effective to stop them easily. They could be lowered to change how towers would/should be defended, but that would need to come along with other changes to said towers to make them easier to defend, which defeats the purpose. Spoiler
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05-18-2016
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Registered User
Join Date: Jan 2012
Posts: 732
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This is my 2nd account. my first account has 12k kills. I pk on other accounts too sometimes, I'm not complaining I'm suggesting ideas that are used on other servers that I think work quiet nicely. Running long distances to reach the flag room is not fun, the whole time your thinking "come on come on come on" until you finally get to where you want to go. I think rapid fire attacking and defending without giving anybody a second to breath is how towering should be, if you want a breather, you're guild will have to take a break from holding the fort. Unlike the towers we have now where you can get away with AFKing for 15 minutes if you have to because its a matter of quantity not quality |
05-18-2016
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Dr. Professor Moderator
Join Date: Jun 2015
Location: I’m always located somewhere
Posts: 1,205
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05-18-2016
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Dr. Professor Moderator
Join Date: Jun 2015
Location: I’m always located somewhere
Posts: 1,205
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Anyways, there isn't a simple solution. And at least you are willing to put ideas out there and defend them. |
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05-18-2016
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Registered User
Join Date: Jan 2012
Posts: 732
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I didn't look at it that way. That the number of towers correlates to the number of active towering guilds. I guess that makes sense, but the design of some towers should be changed when it comes to spawns. Also i still think having a door with HP blocking the flag room and lowering the flag health would be a cool idea. It would stress "defending the door" because once it breaks the guild holding it is kind of screwed. Also, I hate the idea of guilds holding a tower ALL day long. Maybe this is because the "Tower guilds" now are almost temporary, hit 1,000 and they stop. Maybe once the notorious "guild update" comes, and this whole "temporary 1,000 tower guild thing" is gone, towering will be better. Hopefully guilds become multipurpose. Would it be more fun to log onto 7-10 HUGE guilds that dominate in Towering/Sparring/baddies/pking/events that always have 15-30 people online (expecting the guild member limit to change) or is it more fun with small inactive guilds. In my opinion I would love there to be HUGE guilds with a 60-75 member limit. Long as there remains some competition, if all the best PKERs and Sparrers join the same guild, it would kind of suck. |