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05-08-2017
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167 |
Registered User
Join Date: Dec 2016
Location: Uk/london
Posts: 851
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This tower came to a level that is unabling me from judging it's mechanics, based on the prediction "the NGS is realeased, two experienced guilds are fighting over this tower" Therefore, I would like to ask if any guild would like to show a sense of competition by: fighting me with experienced players over this tower at a specific time that both guilds agrees to? I know it seems silly but, I can't think of any other way. In this way, Dusty himself can see how the defenders will make an advantage of those new mechanics and how the attackers will react to this. Then, we won't have to make any other false/true assumptions. I'm down to whatever time/date you guys want, if not, I will try to recruit members into two guilds. But, Everyone would really appreciate it if we present a competitive battle and I don't think it will be as competitive if I had to recruit members for both guilds. For now, I don't think there is anything overpowered. We don't want to leave the defenders with no advantages. Again, this is just a prediction. |
05-08-2017
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169 | |
(it's actually wopoalpa)
Join Date: Dec 2016
Location: nowhere interesting
Posts: 1,221
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Box Fort™ is meant to be a test ground to try out different mechanics. It's the player's job to test these areas out and to give their insight on not what could benefit everyone in the long run. |
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05-08-2017
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170 | |
Banned
Join Date: Dec 2016
Location: Puerto Rico
Posts: 203
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05-09-2017
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171 | ||
Strange
Join Date: Nov 2011
Location: Washington
Posts: 559
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05-09-2017
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173 |
Registered User
Join Date: Dec 2016
Location: Uk/london
Posts: 851
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On Thursday at 7pm, two random tags will be used to show a competitive battle to the developer/s. Feel free to pm me in-game for any more details. I will update this post if the timing or date has to be changed. Just to clarify we're only using two tags, we also don't the tower to be packef for obvious reasons. The whole point is to show a similar guild war pretending the New towering system is released. The battle will take place in the box fort.
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05-09-2017
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174 | |
Registered Old Person
Join Date: Sep 2013
Location: Graal City Restaurant
Posts: 4,742
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2.) Include a time zone in your notice of 7 PM (For example EST) in order to co ordinate people better. 3.) Cheers. |
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05-09-2017
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175 | |
Registered User
Join Date: Dec 2016
Location: Uk/london
Posts: 851
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05-11-2017
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176 |
Registered User
Join Date: Dec 2016
Location: Uk/london
Posts: 851
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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! '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 '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. 'Was good because it was similar to a riot, people were capable of getting kills quickly' I don't think this feedback very useful because, half of the times we wasn't capable of getting kills because an admin disabled this feature when the tower gets packed. Or, it automatically get's disabled when players reach a specific number inside the room/tower? 'I hate the whole fire thing'-VB 'the tower is good and enjoyable'- Alqubaisi 'Nothing was bad everything was super good and exciting' '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 'The layout was cool. But the spikes gotta chill' - Lili M 'It was too ez to take tbh just a simple regroup and that's it' The people who has forums account, might post shortly. I personally think the tower was enjoyable and fun! I have noticed two things: 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. I personally found the spikes easy to dodge which made it easy for me to rush towards the flag room but, for the players who can't dodge, they should go through the fire spinner. 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). 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. |
05-12-2017
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177 |
Registered User
Join Date: Apr 2017
Location: Land, Earth
Posts: 2
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(I have one) 'I think the towering "session" (or whatever you call it) was cool, because it revived "regrouping" for me, I haven't heard that word for a while tbh, people these days get towers easily without regrouping. Its also nice, when I saw only a few were afk. I think this somehow restored(or affect) my interest and perspective of towering' - Ence (rip my english) |
05-12-2017
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178 |
Verified ✔️
Join Date: Nov 2014
Location: M.I.A
Posts: 3,408
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I don't see why people complain about the spikes, I get to the flagroom with health at 3. Takes patience and coordination. The only thing that bothers me is the 2nd floor where it's far too easy for defenders to reach the flag room and unless those spikes shoot fireballs, it has no purpose. The chains to flood the 2nd floor are hardly used since it takes a while and leaves you defenseless. Prefer switches (if 2 is too little, do 4 in each corner of the room). |
05-12-2017
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Should be fixed.
Join Date: Aug 2011
Posts: 6,359
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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?
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). |
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05-12-2017
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180 |
Banned
Join Date: Oct 2013
Location: New York
Posts: 23
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I actually was leading one of the group with Rexxx and I can say that this tower is too easy to take, as you only need to regroup for a min, once you make the water fall it is almost impossible to defend it. Most of the time, our team could just regroup and go directly to the flag room and eventually pull the chains. I think that it is just too simple on how to take this tower.
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