02-13-2014
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Guest
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Battle system tweaks
I think the staff here on iClassic have neglected this topic for to long as I've seen little to no improvements on flawed systems like Castle Wars, spar arena and pointless systems like "War Room". I'm someone who enjoys the fighting aspect of this game and its potential and my ideas may go unnoticed but maybe there's a staff member out there that might see this and get inspired. Sparring: I read an article Thallen wrote about the sparring leaderboards and I have to agree with him that by not losing points after a loss makes sense as it will stop people from being cowards about losing points/position on leader boards. That only by sparring consistently will you remain ahead of the pack, obviously beating better players will give you more EXP and vice-versa. I also like the idea of giving an incentive to spar, something we're working towards. (monthly spar statue) Pking: kill death ratio rank. Medals earned through accomplishing certain achievements and rank nicknames 1000 kills= Killer 2000= assassin 5k= pk bot 20k= Death squad (These are not well thought out nicknames but examples) Castling: WHAT A TERRIBLE, TERRIBLE Pking event as is right now. It's not based on skill at all but on having large numbers of blockers and kids to slash your flag back to health. Whoever designed this game had good intentions but executed it very very poorly. It should be kill based and by 'Kill based' I mean this.. If you're the controlling guild a kill will add hp to your flag were a death of a guild member or ally will take away. There will be a kill counter for each guild where 1,2,3 will be shown on your screen. The guild with the most kills when the controlling guilds hp gets to 0 will take over. If you do not down the controlling guild within 10 mins. Kills will be reset and the controlling guilds flag will return to max HP giving them time, HP, and kill experience which they can use to gain guild house items or guild hat. War room (There couldn't be anything more pointless): In war there should be a way to "win", "lose", or if by some craziness that I've never seen "tie". Here's the idea..have your team and the opposing team say 'start' which will warp you into the arena. Each team will start at 0 and the first to reach 500 kills wins the war. A war must be 5+ people. The winning guild gets guild exp to spend on guild house updates or something.. Guild spar: Only complaint is that there should be practice ones or an add-on option to your guild house. |
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02-14-2014
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Yes, the defending guild would in most cases have to have more kills than the attacking guilds. Unless the attacking guilds are just killing each other is the only way I'd see it not working like that.
Last edited by Demrow; 02-14-2014 at 01:53 PM.
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02-14-2014
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michael
Join Date: May 2012
Location: Hyrule
Posts: 3,511
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02-14-2014
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Hyrule Knights
Join Date: Sep 2012
Location: In your head 24/7
Posts: 6,348
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02-14-2014
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Delteria Manager
Join Date: Feb 2012
Location: USA
Posts: 2,474
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Towering system as of now is actually pretty unique from other games. I really think the only thing that should be fixed about towering is just the bugs, occasional hacker, glitches there in themselves, and they have fixed many over the years. The idea of having a lot of members in a guild is what makes a guild a group. It allows new players to make an entrance to the game (Sparring and small group stuff is usually not easy for them to get into). Towering is based on: 1: Numbers 2: Skill 3: Organization 4: Execution. Sure, there are popularity factors like having an admin or being close to 1k and having hat chasers, but i'm not going to get into it. Towering shouldn't ever just an equal opportunity for everyone to form small groups and fight each other. It's more about who can rise from the bottom and succeed, and the reliance on numbers makes it guilds are actually recognizable and distinguishable. We all know the hot tower taking guilds, but what about all the sparring guilds? Usually one could only name like two or three. |
02-14-2014
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Registered User
Join Date: Apr 2013
Posts: 1,682
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I agree with number 1. Usually numbers are what get you to take a tower but that can also not always be acurate. I have seen like 36 ppl try and take Sardz from a defending guild of like 7 and fail massively because of cheap and or illegal blocking techniques. The other issue is Afkers you could have 23 defenders but if only 3 are defending odds are not in your favor to keep the tower. I have seen that happen more than once. Don't get me wrong the more ppl you have the better. The other big problem with numbers is keeping them. How many times have you recruited ppl then they go off line 2 minutes later? I would say other than MOD or Castle (which seems to have an endless supply of noobs for SON to recruit) its very hard or impossible to keep your numbers up when defending. This is one of many things I see most if not all guilds do wrong. I have seen a few guild leads be smart enough to run out and start recruiting when numbers start to drop a bit,but not very often. Usually ppl just afk and let the numbers dwindle till there is next to know defenders then some other guild easily runs in and takes over the tower. 2.I don't really see skill as something that is needed for towering. I'm not saying it doesn't help,but any noob can sword spam at a flag. So IMO it only helps if your defending and low on members. 3.what Organization? You know how many times I have seen guilds fail because ppl don't listen? Even my UFO has failed time and time again because people want to do their own thing. Let me know if you can ever find a single guild that can actually keep players out of the Flag room and defending to keep attackers from getting to the flag. Yes it does happen but never for long. Sooner or later ever one ends up in the flag room or AFK. If you go and look at every single tower you can see that in one way or another they are set up so you can have ppl posted in certain spots to defend and keep ppl out of the flag room. Which is how it should be but that almost never happens. I have seen some guilds more effectively defend certain towers than others like Swamp for example by putting and keeping blockers by the stairs coming up from the water. However, I still don't get why ppl aren't smart enough to post defenders by the entrance to the respawn room to at least make it harder for ppl to even get into the re-spawn room with the 2 pools. Would it not make sense to put things in the way to slow down or keep ppl from attacking your tower instead of just 10 ppl basically having a circle jerk around the flag spamming until they get attacked? The same strategy could be used at any tower. Putting defenders as far out as possible to block and fend off attackers but again that never happens. 4.I think this one goes with organization. I have seen time and time again guilds fail because ppl take for ever to show up when "regrouping" to take a tower and usaully by the time everybody does show up 2-4 ppl have gone afk,and the defending guild has gotten more members. So instead of scouting the other towers you end up wasting time attacking over and over as more and more of your guilds members start afking or going off line. In short towering is very disorganized,nearly impossible to get a good number of ppl,keep them on,active,and inside your tower. Then getting them all to listen to your commands,to stay in their spots and defend from attackers coming in,or just to get them all to show up in a timely fashion and attack all at once and continually until you are successful in taking over a tower. So basically towering is a big pain in the ass
Last edited by ufoburan; 02-14-2014 at 11:33 AM.
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02-14-2014
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