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| Poll Results: should flag hp's be changed? | |||
| 50.00% |
yes lower them
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| 12.50% |
yes raise them
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| 12.50% |
no leave them alone
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| 25.00% |
I don't really care
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| Voters: 8. You may not vote on this poll | |||
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Topic Tools |
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08-28-2013
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1 |
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Registered User
Join Date: Apr 2013
Posts: 1,682
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flag hp's
Had an interesting debate pop up amid towering the other day thought I would throw it down her for you guys to join in as I like to get a wider scope of opinions. The question came up complaining about SON/castle. surprise surprise. The question is this: Should the admins change the flag hp's again? Should they be raised back up So towers are harder to take and easier to defend or should some of them be lowered so they are easier to take? personally I think castles hp should be dropped to 75-100 I think most would agree 250 is to high a hp for castle, and Sardon's should be dropped to 50 since they defend guild respawns right there,and its usually fairly hard to take as it is. MOD is okay at 250 but maybe would be better at 200. I think they should be placed lower to encourage more defending and actual blocking. Idk if its just UFO but everybody seems to fight to guard the flag instead of blocking the way to the flag room and defending. Just seems impossible to keep noobs out of the flag room. |
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08-28-2013
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2 |
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Registered User
Join Date: Mar 2012
Posts: 118
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Castle should be changed in my opinion to 100/150 to give it fair balance amongst the other forts.
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08-29-2013
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3 |
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RiCE KiNGS
Join Date: Dec 2011
Location: Earth
Posts: 385
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I agree. Nerf Sardon's and Castle a bit. Maybe buff York as well? |
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08-29-2013
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4 |
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The Unwanted Critic
Join Date: Sep 2011
Posts: 3,639
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Towers need a complete revamp in general. They lowered hp because they were too hard to capture, but now they're pretty broken as is. As they stand now they're absolutely impossible to take(without cheating/lag abuse) if the enemy defends them perfectly. if the enemy has as little as 4 people, and they perfectly manage their timings of death and walking to block it so that they are permanently blocking the stairs, the enemy will never reach it in the first place. The current system punishes people for slacking for even a second. With towers as low as 50 hp, they can get nuked down faster than you can type "help". The towers are uncapturable for a while as long as the enemy properly times and maintains defense. However, the one moment someone messes up or a door is left unguarded, people come flooding in and the tower snowballs out of control and is lost. I miss when you could actually have conversations in guild chat when things were slow at towers, now you need to stay fully alert the whole time because if a guild attacks in the middle of a few people typing, you probably lost it. It's not about which guild has the best pkers or the most people playing, it's about who can simply keep a door blocked for hours on end. Fights need to be more drawn out and exciting. This has been recommended for years, but it's never followed through on; the actual physical design of the towers need to be revamped so that mindless blocking isn't the dominant strategy, and that defenders don't have such a steep advantage. So basically, here's my idea in list form: 1. Remove all choke points by fixing level design in tower areas. getting up the stairs shouldn't be prevented by like 1 or 2 guys blocking. It's ok to add loose choke points so that people have a reason to guard lower levels(ie 4 bushes wide, giving the player oppurtunities to juke the enemy and dodge them or fight). Don't just make them giant rooms, there needs to be a reason to defend them. Basically, you need large doors, medium sized hallways, and no major choke points. 2. Fix Respawn Locations Some towers already do this, but all of them should work this way. Defenders should spawn a fair distance away so that they don't have the immediate advantage, but still closer than attackers. They need to have a decent advantage so that towers aren't constantly flipping, but they shouldn't be so strong that they're too hard to take. 3. Buff tower hp, but with scaling With the removal of choke points, defending towers will be harder. To compensate, raise their hp. Have them start with 200 or so like old times, but have them scale over the first 15 minutes. This is so that one random guy taking a tower doesn't hold it for too long before a major guild gets it. For example: You cap tower, it has 200 max hp. It gains 10 max hp per minute until a hard cap of 350. |
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08-29-2013
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5 |
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michael
Join Date: May 2012
Location: Hyrule
Posts: 3,511
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NO. STOP. CHANGING. TOWERS. Towers already favor quantity way over quality. Castle- there is nothing wrong as it is now; all that changed from past was warp, which was the only thing necessary. Sardons- there is nothing wrong as it is now; the 75hp nerf was necessary. -other than that, all other towers have changed for the worse- MoD- original MoD was best back when it was possible to keep with 2 people with quality. Deadwood and Snow flag nerfs were not necessary. Swamp- 100hp and downstairs warp is a double nerf. In original Swamp, 5 quality Mau5trap members could take and hold all night from 20 VenusGospel. Taking towers isnt hard. Its the easiest activity in graal. And its easier now than ever. What, 75-80 guilds have 1k hats now? So, Spoiler
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08-29-2013
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6 | |
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Registered User
Join Date: Apr 2013
Posts: 1,682
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I agree with all of your points. It is ruff when everything is calm and then the next thing you know you drop from 12 ppl to 8 and 3 of them are afk and there is moderate to heavy spamming going on and a wave of attackers comes in and before you can even type in flag you have lost your tower. 1.I think the major choke points are the stairs at Mod that get clogged up and blocked on a regular basis. I like to shoot away would be blockers with arrows but after the update Its hard to keep arrows,and they are not always effective against hackers,laggers,and chat blockers. The only other choke point I have issue with is the hallway at Sardz where you can defend the tower with 4 alert defenders and the help of a pker or 2. I will argue it till I'm blue in the face that its to difficult to take with out an over whelming number of attackers or cheap lagging. It surprises me that it changes hands as much as it does. I don't see how a guild can lose Sardon's with how easy it is to defend. 2.I don't like castles attackers re-spawn where you have to re-start from the bridge outside the castle. I don't really like the defender re-spawn points at Sardon's and Snow. Mod,Swamp,and York re-spawns are ok. 3.This idea intrigues me,but I would like to see it in action to see how well it would work,and if their would be problems. |
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08-29-2013
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7 |
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Registered User
Join Date: Feb 2013
Location: Battle Arena Bench
Posts: 277
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I agree^ People try to take the fun out of things because they b*tch, moan and then quit. Try having a challenge and have fun. IMO, all the changes were unnecessary. Mod should still have healing orb that people fight over, as if it is their own little flag. It was fun. Sardons should still be unbelievably hard, because when you DID take it, you got a feeling of accomplishment. Castle really didnt change, so it shouldn't. |