![]() |
|
04-22-2017
|
106 |
|
Verified ✔️
Join Date: Nov 2014
Location: M.I.A
Posts: 3,408
|
Dusty, no one gonna use the pressure plate. Everyone rushes to flag lol.
|
|
04-22-2017
|
107 |
|
Registered User
Join Date: Sep 2011
Location: Chicago, IL
Posts: 1,992
|
Updated to reflect people rushing flag:
|
|
04-22-2017
|
108 |
|
Registered Old Person
Join Date: Sep 2013
Location: Graal City Restaurant
Posts: 4,742
|
|
|
04-22-2017
|
109 |
|
Registered User
Join Date: Dec 2016
Location: Uk/london
Posts: 851
|
my Feedback is based on the fort when the prizes are released, and the professional players tower again. The layout looks much better than last time! More organized. Since you decreased the number of players from 4 to 3, I think the owners of flag will have hard time defending. The layout will make it pretty easy for the attackers to go to flag, and pretty hard hard to the defenders to go to flag. When good guilds actually tower(when prizes are out) the preasure plat will be used a lot. But, this will make it extremely hard to the defenders to hold thefkag. Therefore, I suggest you to add more advantages to the defenders. Firstly, As you can see in my first two images, I believe players shouldn't be pushed back after getting hit. It will by pretty useful to the owners of the flag if two defenders just spam their sword on those two paths because, it'll make it harder to the attackers to enter the flag room. This will also encourage attackers to stand on the preasure plat! However, Before a little while I noticed players pausing then standing on those two paths. This will unable both the attackers and defenders from entering the flag room. Therefore, I think you need to consider allowing people to hit paused players While standing on those two paths. Furthermore, I suggest you to shortern the paths in my last three images (where I was standing.) This obviously means the number of redboxes will be decreased in the third and fourth image. I would also suggest you to do the same thing for those three paths (players won't move back after getting hit, when standing on those paths. Those suggestions will probably give a big advantages to the defenders so, you might consider increasing the time of the delay when players get kicked off the pressure plate (The red/blue boxes won't go up/down straight after the attackers are kicked off the pressure plat). The increase of the delay will dependnt on how shorter you make the three paths. I noticed that it's not possible to move/blink through players anywhere in the tower, which is a good news to the defnders. However, we do get pushed back after getting hit. I hope this was useful! |
|
04-22-2017
|
110 |
|
Banned
Join Date: Dec 2016
Location: Puerto Rico
Posts: 203
|
|
|
04-22-2017
|
111 |
|
Should be fixed.
Join Date: Aug 2011
Posts: 6,359
|
Okay, there is currently another layout: ![]() Reasons and ideas behind this layout: Attackers will need to spend more time navigating to get to the flag room, and then needing to bypass an intended bottleneck if pressure plate isn't used. Once the plate is active nearly the entire floor is opened up, and the bottleneck is removed giving attackers a path straight to the flag. Separating the pressure plate away in its own "room" so once activated it provides a bottleneck from the flag, making it easier to defend by attackers once taken. Return path for defenders is lengthened if the plate is active, making it take longer for defenders to get back to the flag if they don't defend the plate. The goal is to hopefully make the plate a powerful tool worth taking. The issue is we really don't see any actual guilds attempting to coordinate an attack on the tower. I have seen fairly coordinated efforts to defend the tower, but none to take it. I only see random individuals trying to attack the tower so it's hard to actually get a good sense of how these layouts will function under real use. If players would still rather run a long winding path back to the flag rather than open the entire room and punish defenders at the same time I don't know what we can do after this. I don't want all of these mechanics to turn into just blocking the entire path to the flag. The layout posted earlier by Imprint will most likely be revisited tomorrow with more tweaks to more properly gauge interest. |
|
04-22-2017
|
112 |
|
Enguard & Alumni
Join Date: Sep 2011
Posts: 5,773
|
Alright well, if nothing else they got 15/3 on the plate:
|
|
04-22-2017
|
113 |
|
Banned
Join Date: Dec 2016
Location: Puerto Rico
Posts: 203
|
Just wait for the NGS lol. THALLEN will take it.
|
|
04-22-2017
|
114 |
|
Verified ✔️
Join Date: Nov 2014
Location: M.I.A
Posts: 3,408
|
|
|
04-22-2017
|
115 |
|
Banned
Join Date: Dec 2016
Location: Puerto Rico
Posts: 203
|
|
|
04-22-2017
|
116 |
|
michael
Join Date: May 2012
Location: Hyrule
Posts: 3,511
|
I agree, with the current block layout, the pressure plate is highly worth using. Spending time on both sides, 3-p seems to be a good number; a 2-p plate would give too much power to attackers. Would it be possible to expand the dungeon gates' hit boxes? Every time there's a mass warp, half the people in the dungeon stand and spam too far off to the side; and 2 people end up doing all the work and it takes longer. |
|
04-23-2017
|
117 |
|
Registered Bomber
Join Date: Dec 2013
Location: Clock Town
Posts: 401
|
The breaking down of the jail gates is good but certainly needs tweaking. I really do love the rush it builds and makes me really want to go for the flag. The floor switch doesnt do much for solo attackers. This is based of my own experience so far. If I'm by myself, I have to sort of invite or gain the attention of two other players to the platform, which doesnt usually get a quick response or none at all. The situation sort of ends up to be a bit odd because I then end up pking those same players soon after the switch has been set or vice versa. It's like, "thanks for your help, now prepare to be sword spammed to death!"
Last edited by Reemas; 04-23-2017 at 05:58 AM.
|
|
04-23-2017
|
118 |
|
Retired PK
Join Date: Sep 2013
Posts: 358
|
Honesty the Box Fort is becoming a Pk zone area than a guild tower (actually all towers are pk zones now...), because nobody seems interest on taking the fort so I mostly see is people pking each other while they ignore the new layouts alot If only some areas add pk zones again.... *cough* daycare/taylor shop area *cough* then pkers would leave towers and pk outside |
|
04-23-2017
|
119 |
|
Banned
Join Date: Jul 2015
Location: Denmark
Posts: 176
|
I dont like the fact that everybody can just effect the plate easily I suggest adding a door/gate to the plate so you can enter the plate only through that door and so that the plate can actually be blocked and manipulated This would allow more strategies and perhaps make the plate as important as the flag Edit: or change the plate to a flag |
|
04-23-2017
|
120 | |
|
Registered User
Join Date: Dec 2011
Location: Chicago
Posts: 833
|
|
|