04-25-2017
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139 |
Registered User
Join Date: Dec 2016
Location: Uk/london
Posts: 851
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As you can see in my first image, people cant blink/walk through you when you're spamming your sword in the hall but, you will be pushed back after getting hit. Once the NGS is out, this defensive style will give the defenders a big advantage to defend the way to the plate. Also, as you can see in my second image, the defenders finally used this technique to defend the flag room by: spamming your sword in those two paths. I don't think those paths should be widened infact, they should be left as they are. While standing in those two paths, people cant walk/blink through you they also cant push you back while hitting you from the bottom but, you'll be moved/pushed from tha path if you get hit from the top. I'm pretty sure those two defensive techniques will be used once the new towering is out. The plate idea isn't a bad one, the problem isn't scarifying a number of attackers to activate thw plate. The actual issue is: people don't want to scarify attackers on this plate when you only get a short time till the boxes go back to their original state after the attackers get kicked off the plate. Since the tower will be having more defenders+attackers when new tower system is out, I suggest to increase the number of attackers on the plate from 3 to 4 again as well as increasing the time of the "...." on the plate after attackers die/move away from the plate. This will give them a better advantage because, they'll be able to activate the plate then get into the flag room without having to stay on the plate at all times. There is a lot of defensive techniques defenders use in the flag room by making advantages of it's volume and number of angles, you'll understand what I mean if you check out the other flag room's towers. But, from what I understood from the previous posts, you want to focus on developing/creating techniques outside the flag room. |
04-26-2017
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140 |
michael
Join Date: May 2012
Location: Hyrule
Posts: 3,511
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Small picky thing, but can we remove these little T-shapes? (red circles) When we're talking about a space that is only 2-tiles wide, it's really annoying to not be able to use diagonals to get through. [ignore the blue; i was going to make another comment but changed my mind] Out of all the layout we've seen so far, my favorite was the previous one [in post 111] however, between the crystals and the pressure plate, I prefer the crystals. With the crystals, you can choose to activate it and continue to the flag or stay and defend the crystal. But with the pressure plate, the only option is to just stand there and wait for 2 more people to cooperate and be sitting ducks; so often it gets ignored. Suggestions if crystals are going to have further testing: -The 2 crystals could be placed in an alcove on the top wall in the left and right corners; -So far, the only layout we've seen with the crystals was with only one color of blocks completely blocking the door. I would like to see the crystals used in a layout similar to the last 3: 2 colors of blocks that create different paths. -If both crystals are blue, blue blocks are up, which benefit defenders; If both crystals are red, red blocks are up, which benefit attackers; If the crystals are different colors, either all blocks up or all blocks down; (So far with the layouts, the crystal layout only benefited defenders, and the pressure plate has only benefited attackers. If there's going to be a new mechanic in a tower, I think it should have benefits and setbacks for both sides.) -Would be possible to have 4 colors of blocks? 1 blue/red crystal and 1 yellow/green crystal. I think it would be interesting to have several different possible layouts that constantly change. |
05-05-2017
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144 |
(D19) & (Rek em)
Join Date: May 2015
Location: Germany
Posts: 945
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It looks very cool and I really like the idea and all that, but I highly dislike this tower, I feel like it's just way too big + You can't really attack with a guild there, there's just to less space to rush, unless a guild would regroup infront of the spikes/flames everytime they die (what obv wont work) I really miss towers like old sards, you barely got thru with a lot HP (like in this tower) but you were able to always rush(might speed up the flames so you can run with them in normal speed) + smaller the 2nd room by a bit it's just way too huge.
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05-05-2017
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148 |
Banned
Join Date: Dec 2016
Location: Puerto Rico
Posts: 203
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Defenders have a lot of advantages, they have easy access to the flag room. It is really hard for the attackers to get through the flag room The tower is deserted, we need more attackers. Dusty, defenders are laughing at us! Send them to Jupiter, please.
Last edited by Paddie; 05-06-2017 at 12:53 AM.
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05-05-2017
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150 |
michael
Join Date: May 2012
Location: Hyrule
Posts: 3,511
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Chains-- Having to hold the chain for however long leaves you completely defenseless, and one hit makes you drops the chain; and the defender respawn is so close to the chains that attackers have zero power over it. The transition between the water level and trap level is rather sudden... it would be nice to have a 2-3 sec. warning while the water is draining to find a safe spot. Fireball Spinner-- It takes an annoying long time to get past it, so a few ideas: (a) 3 arms instead of 4; or (b) allow people to walk through the fire after being hurt; personally I wouldnt mind taking one hit if it meant getting through faster. (c) [wouldnt work for current layout, but possible future idea] give it a larger radius and speed it up. Spikes-- I do like having the alternative route along the sides as long as youre fast enough. But the two spikes at the bottom are kinda unfair; theyre on a short track and its right in front of the respawn door. Defender Respawn-- the largest imbalance here is how close the defenders' respawn is to the flagroom, with zero setbacks. ps- there no mass warp after the flag changes hands. intentional or glitch? |