05-15-2016
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michael
Join Date: May 2012
Location: Hyrule
Posts: 3,511
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I think Dusty said somewhere he fixed this (?)
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05-16-2016
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Banned
Join Date: Aug 2015
Location: San Francisco, California
Posts: 430
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05-16-2016
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Player 1
Join Date: Oct 2014
Location: Hoenn
Posts: 322
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05-17-2016
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all for victory
Join Date: Sep 2013
Location: Townsville
Posts: 4,222
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I think for swamp, not only does the water spam need to stop but It'd be pretty cool to add a feature where parts of the tower actually slowed you down, just a thought. As for deadwood I love the improvement in space, no more slim halls making it easy to defend and easy for team memebrs to block your path. |
05-17-2016
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Registered User
Join Date: Jan 2012
Posts: 732
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Okay so, lets look at an example of a good tower. MoD, The spawns are set up so that both the defenders and the attackers have almost an equal distance to the "middle" they meet in the middle at the starecase that takes them to the flag room. ^^^this formula should be used in every fort. It is the perfect way to make a clash between defenders and attackers. The "middle ground" where the attackers and defenders meet in MoD, should be a little wider in some areas to allow people to have space to move around while killing each other. Not necessary, but a GOOD idea that Era does, is having health on doors. I think there should only be ONE door though. It should block the one entrance into the flag room, so defenders can hold off the attackers at the middle ground and defend the door, once the door is destroyed, the attackers burst into the flag room and hit the 50/50 HP flag giving the defenders one final chance to keep it, but it would be very difficult to keep after the door is broken. Also, I wouldn't mind if they delete a few towers and make there be only be 2/3/4 towers, just to increase the population of guilds trying to attacking making it switch ownership often constantly changing who is defending. Guilds shouldn't be holding towers for HOURS straight, thats boring. A
It would never be boring if the towers create an even spawn distance so that both the Attackers and the defenders have to run an equal distance. It would never be boring if the design included a final "door" before the flag room, that has HP, like era (except only one door) to create a defending/attacking strategy other than "get 15 people and hit flag" It would never be boring if there was a good run distance to the "middle ground" (As seen in MoD). Not too long of a run, not too far of a run. (MoD has a great run distance tbh) |
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05-18-2016
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Úsáideoir Cláraithe
Join Date: Jul 2015
Location: Michigan
Posts: 527
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