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| Poll Results: Should there be new guild fort mechanics? | |||
| 4.88% |
I'm fine with the current system
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| 51.22% |
It needs major changes
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| 24.39% |
Small changes would be cool
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| 19.51% |
I dont tower so this doesn't effect me
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| Voters: 41. You may not vote on this poll | |||
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Topic Tools |
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01-17-2016
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1 |
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Registered Mummy
Join Date: Apr 2015
Location: Arian Desert
Posts: 147
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Guild Fort Mechanics
Recently I had "towered" with some random guild and noticed that the procedure was pretty much the same at it had been since I started back in late 2010. 1. Recruit randos while standing in Graal City advertising it. 2. Tell all guild mates to head near the fort and wait to attack. 3. Once attacking the fort spam the flag. 4. One the flag is down yell at the guild mates to either not afk, flag, down, and no spam, or kick. Rinse and repeat. TLDR If you could add some new mechanic to guild forts what would it be and why? Or are you just ok with the current mechanics and why. |
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01-17-2016
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2 |
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Graal Classic
Join Date: Jan 2014
Location: Battle Arena
Posts: 855
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01-17-2016
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3 |
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Memer
Join Date: Jan 2016
Posts: 40
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- Import the shop profits that Era guild forts enjoy. - Perhaps take a page from other tower defense games and add NPC enemy/turrets that can be paid for cheap (perhaps using gralats, or a guild points currency?) |
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01-17-2016
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4 | |
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Registered User
Join Date: Jan 2016
Location: Neverland
Posts: 497
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Penalties for holding a single tower for long periods of time. Example: (Guild) holds Deadwood for 1 hour. They gain an hours worth of "points" or "tower hours." (Guild) holds Deadwood for another hour and never loses the tower. But instead of getting an hours worth of points they get 45 minutes worth of "points."
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01-17-2016
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5 |
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Registered Mummy
Join Date: Apr 2015
Location: Arian Desert
Posts: 147
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01-17-2016
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6 |
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Graal Classic
Join Date: Jan 2014
Location: Battle Arena
Posts: 855
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01-17-2016
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7 |
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Registered User
Join Date: Jan 2016
Location: Neverland
Posts: 497
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01-17-2016
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8 |
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Enguard & Alumni
Join Date: Sep 2011
Posts: 5,773
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>trying to fix something that isn't broken when the actual problem is the guild system itself
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01-17-2016
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9 |
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✧★✧★✧★✵★✧★✧★✧
Join Date: Oct 2014
Posts: 1,065
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unrelated but: There should be a system where for certain number of people you kill at each tower opens up a hat you can purchase. There would be a store with a hat/item for each of the towers, and people can try to collect each one. back on topic uhh maybe make a system where there is a cooldown for kicking players? like you can only kick them after X amount of hours so you actually have to find members that are active and good |
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01-17-2016
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10 | |
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Registered Mummy
Join Date: Apr 2015
Location: Arian Desert
Posts: 147
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01-17-2016
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11 | |
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Registered User
Join Date: May 2013
Posts: 3,027
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In order for that to be fixed. It would have to be something like this. 1. Total guild hours reflect on amount of hours that members have towered for. So Steve has 30, Megan has 20, Robert has 340 = 390 total guild hours. 2. If you kick a member, then their guild hours are removed from the total. 3. You can't join another guild for 1 day, after leaving, unless the leader kicks you. (No guild hopping) 4. If you want to ally a guild, that guild would need to have 100 hours during the season. (This way people won't just ally their guild with 1k hours based on the restriction, so it has to be during the season) 5. You can't be in more than 1 guild at the same time. (Guilds would be focused on only Spar, only tower, or guilds can be focused on both. That's if your members are active enough.) I am not entirely sure how this would work out. Restriciting all the nubs that helped you gain hours, hours disappear if members leave. I guess there would be no more "1k" guilds. Guild members would actually go for the highest amount of hours. If guilds were rewarded with a hat after every 1,000 hours, except for every 5,000, then that would solve that problem. Plus people would have passed CoM, VG, and CJ by now. 1k hat 2k hat 3k hat 4k hat 5k item? gif hat? 6k hat 7 you get it. Guild members would settle in for the long haul, "guilds are for life, not just..." |
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01-17-2016
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12 |
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[roo-bees]
Join Date: Jan 2016
Location: swamp tower probably
Posts: 332
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On a Somewhat Unrelated Note: I think there should be a system where you can choose if it is a towering guild, or a social guild. There could be different ways of recruiting players. |
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01-17-2016
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13 | |
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Registered User
Join Date: May 2013
Posts: 3,027
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Search Guild Database; Filter; o Recruiting, o Spar; Searching... A-Z guilds that have had at least 5-10 members active during x amount of days. Even other filters like, o amount of tower hours [xxx], o year when guild was created [xxxx], etc. The letter o is the circle for the filters btw... |
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01-17-2016
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14 |
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Banned
Join Date: May 2015
Posts: 934
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-King of the hill tower system for the castle -New guild system that promotes and rewards loyalty to one guild & no spam recruiting |
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01-17-2016
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15 |
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Registered Mummy
Join Date: Apr 2015
Location: Arian Desert
Posts: 147
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What I have seen from anime that deal with mmo/rpgs is a bulletin board type of thing were you can announce recruitment/ jobs... etc. However, I feel this type of thing would be better suited for Deltaria than classic.
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