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04-18-2017
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61 |
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Verified ✔️
Join Date: Nov 2014
Location: M.I.A
Posts: 3,408
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Why isn't there indicators in the flag room?
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04-18-2017
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62 |
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Should be fixed.
Join Date: Aug 2011
Posts: 6,359
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You'll now find indicators for the switches if they are out of sight: ![]() Defender indicators(above defenders heads) have been added for the fort. |
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04-18-2017
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63 |
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Earning Unix dem stacks
Join Date: Apr 2013
Location: In a fox hole somewhere
Posts: 7,391
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I'm really excited to see the feedback for this!
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04-18-2017
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64 |
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Enguard & Alumni
Join Date: Sep 2011
Posts: 5,773
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PC players seem to not see the HP gate after the tower is taken by a new guild, I see myself and others just walking right through as everyone else spams at it
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04-18-2017
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65 |
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Registered User
Join Date: Dec 2015
Location: Paris
Posts: 442
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04-18-2017
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66 |
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michael
Join Date: May 2012
Location: Hyrule
Posts: 3,511
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Loving the new indicators. Can the warper for the door move forward a little, similar to Destiny's doors, so it is impossible to block the door?
Last edited by twilit; 04-18-2017 at 11:19 PM.
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04-18-2017
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67 |
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SIGNATURES > NEW SITE
Join Date: Nov 2016
Location: behind the wall
Posts: 1,154
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Last edited by RyanB; 05-07-2017 at 11:48 PM.
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04-19-2017
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Úsáideoir Cláraithe
Join Date: Jul 2015
Location: Michigan
Posts: 527
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04-19-2017
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69 |
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🌟Inomi🌟
Join Date: Oct 2012
Posts: 2,496
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it looks really cramped and tight
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04-19-2017
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70 |
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Dr. Professor Moderator
Join Date: Jun 2015
Location: I’m always located somewhere
Posts: 1,205
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The jail bar mechanic needs to be adjusted... It should have health that changes depending on how many people are in the cell? It seems like it is taking a long time when there aren't many in the cell.
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04-20-2017
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71 |
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Should be fixed.
Join Date: Aug 2011
Posts: 6,359
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The interior has been changed to introduce a new mechanic: ![]() Please remember! Layouts are not final. Mechanics are not final. We're just testing a bunch of ideas to see which ones work and which don't. If you have recommendations, we want to hear them! If you have ideas for layouts, we also want to hear them. It doesn't matter if it's just a crappy mspaint edit, anything helps. |
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04-20-2017
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Verified ✔️
Join Date: Nov 2014
Location: M.I.A
Posts: 3,408
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04-20-2017
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73 |
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Enguard & Alumni
Join Date: Sep 2011
Posts: 5,773
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Cell doors still crazy glitchy, sometimes you don't even see them after a guild takes it and sometimes it just gets stuck at a certain HP
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04-20-2017
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74 |
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Dr. Professor Moderator
Join Date: Jun 2015
Location: I’m always located somewhere
Posts: 1,205
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New mechanic is interesting, but it feels a little... Lackluster? It doesn't really provide too much of an advantage seemingly. At least, not yet. When guilds actually choose to use it how I think it should be used(Defenders abusing the hard corners that exist when the blocks are up) then it will make for an interesting mechanic. I think something that could help would be to have a few blocks on the sides of the middle, too. |
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04-20-2017
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75 |
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(D19) & (Rek em)
Join Date: May 2015
Location: Germany
Posts: 945
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Since the "GEM TOWER" was kinda easy to defend I wish that this idea would make it easier for guilds to take, example 4people need to stay on the plate like it is rn to block the defenders spawn for a few seconds. I had this idea for a while now, what if you implent traps, such as spikes appear on the ground when you're on the plate or what if the jump thingys pop up and let the attackers fall back to their spawn. Some weird idea that I had too is if you'd be actually able to kick players off the flag room/off the tower, you hit the enemy to the wall and once he's at the wall he's able to fall down if he gets hit again, obviously the flag room needs to be big enough and on some parts there should still be still a broken wall as example. |