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-   -   Lag blocking entrances (https://www.graalians.com/forums/showthread.php?t=40792)

4-Lom 08-21-2018 07:33 PM

Yeah if they don't like it there's always other towers. Or that daycare center...

Saeed 08-21-2018 08:27 PM

Quote:

Posted by GOAT (Post 817094)
BTW Things MoD PKrs have cried about:
1. horses
2. arrow spam
3. chat blockers
4. lag blockers
what else am i missing?

weak

You can’t wear horses in mod. You can’t arrow spam. There is no chat blockers. Lag blockers exist in every tower that has a narrow flag room entrance or an entrance with narrowed stairs. I’m not a mod pk’er but the reason why mod gets the most complains is because of it’s poor design.

@Michael me personally don’t really care if you can’t enter a tower guildless but I understand that pk’ers wouldn’t really like that. However, since you couldn’t enter box fort without having tag on and the purpose of box fort is to test mechanics and new features. It’s safe to assume the developers original plan is to disable guildless players from entering towers. It will probably happen.
By the way I forgot what was Fp4 thread about something you’re not capable of doing if you’re not identified? Was it not being able to join guilds or not being able to enter towers?

GOAT 08-21-2018 10:04 PM

Quote:

Posted by 4-Lom (Post 817115)
Yeah if they don't like it there's always other towers. Or that daycare center...

The battle arena?



Quote:

Posted by Saeed (Post 817117)
You can’t wear horses in mod. You can’t arrow spam. There is no chat blockers.
Because? MoD PKrs cried about all those things?

I’m not a mod pk’er but the reason why mod gets the most complains is because of it’s poor design.
The reason it gets the most complains is because MoD PKrs just want to get up to the flag room and get their ez kills. Same thing as mob pkng.

As far as the design issue, being that is the only tower that was never owned by any 1k hat chasing guild I think it has a good design

@Michael me personally don’t really care if you can’t enter a tower guildless but I understand that pk’ers wouldn’t really like that. However, since you couldn’t enter box fort without having tag on and the purpose of box fort is to test mechanics and new features. It’s safe to assume the developers original plan is to disable guildless players from entering towers. It will probably happen.
By the way I forgot what was Fp4 thread about something you’re not capable of doing if you’re not identified? Was it not being able to join guilds or not being able to enter towers?

You can’t join guilds without being identified. You can still enter towers without being identified





@jarace
That was like the 4th time a certain fan tried to bait me into giving him my attention. I think my video of Mariah Carey’s “obsessed” was appropriate. He needs to understand that without his moderator title he goes back to being insignificant to me.

Thx
:blush:

Colin 08-21-2018 10:51 PM

Quote:

Posted by GOAT (Post 817119)
@jarace
That was like the 4th time a certain fan tried to bait me into giving him my attention.

All I did was point out that it’s completely logical for people to complain when someone is cheating to gain an unfair advantage, you have a delusional sense of importance if you think that’s me trying to bait for your attention.

My comment wasn’t directed to only you, you, 4-Lom & anyone else who shares your viewpoint.

Quote:

Posted by GOAT (Post 817119)
He needs to understand that without his moderator title he goes back to being insignificant to me.

Pretty much just calling yourself out for riding bandwagons because you care about how you’re perceived on these forums too much, we’re having a discussion about people abusing mechanics to gain an unfair advanatage, nothing about this is about you. Not everything is a you vs everyone else, not responding to you anymore unless it’s related to the topic.

Quote:

Posted by 4-Lom (Post 817115)
Yeah if they don't like it there's always other towers. Or that daycare center...

What happens when it’s at every tower? You can’t just ignore a problem and avoid it and pretend that’s a solution. What happens when NGS is fully released and guilds abuse this with alts? Should other competitive guilds just let them have the tower uncontested and let them gain free points because even though they’re cheating there’s “other towers”?? Ridiculous mindset.

Jimbo 08-22-2018 08:59 AM

Colin stop trying to get other people´s attention dude

4-Lom 08-22-2018 10:19 AM

Quote:

Posted by Colin (Post 817122)
What happens when it’s at every tower? You can’t just ignore a problem and avoid it and pretend that’s a solution. What happens when NGS is fully released and guilds abuse this with alts? Should other competitive guilds just let them have the tower uncontested and let them gain free points because even though they’re cheating there’s “other towers”?? Ridiculous mindset.

My point was it's not every tower, they just haven't gotten around to 'fixing' MoD.
PKers want to hit MoD up rather than these other areas simply because the space is cramped and small, leading to a higher target density. You won't get the same results without the potential to block entrances.

Sard's got an overhaul, now it's reasonable.

Snowtown got removed, for whatever reason.

York Fort (the best one around imho) was also removed.

Destiny, again, has no door issue. Three spaces wide.

Castle got removed, but it had no door issue.

Swamp could use a bigger door at the top, but there's ample room on the approach.

Box Fort... was... mechanically interesting, but not super competitive. Except that last 'ice skating' iteration which, again, had no door issue. Three wide.

Saeed 08-22-2018 10:35 AM

Quote:

Posted by 4-Lom (Post 817147)
My point was it's not every tower, they just haven't gotten around to 'fixing' MoD.
PKers want to hit MoD up rather than these other areas simply because the space is cramped and small, leading to a higher target density. You won't get the same results without the potential to block entrances.

Sard's got an overhaul, now it's reasonable.

Snowtown got removed, for whatever reason.

York Fort (the best one around imho) was also removed.

Destiny, again, has no door issue. Three spaces wide.

Castle got removed, but it had no door issue.

Swamp could use a bigger door at the top, but there's ample room on the approach.

Box Fort... was... mechanically interesting, but not super competitive. Except that last 'ice skating' iteration which, again, had no door issue. Three wide.

swamp tower suffers the same result as mod tower not sure how you don’t see that but I don’t really blame you since you never pk’ed or tower. The old deadwood tower used to have the exact same problem till they updated it. Yet, it’s not perfect in-terms of its design. So 4-lom and Goat logic is to leave mod tower and let those players lag block. Also, I don’t see how mod tower has a good design because no guild managed to complete a 1k hours there? This shows how poor the design is not how good it is .

Mashboyellis 08-22-2018 12:01 PM

Quote:

Posted by Saeed (Post 817149)
Also, I don’t see how mod tower has a good design because no guild managed to complete a 1k hours there? This shows how poor the design is not how good it is .

Not necessarily true, I led Savas and for the most part we homed MoD quite successfully to reach 1k. Hero's guilds (Hero, Rest in Peace and Villain) also homed MoD very well. Pretty sure others have done it as well. It is very possible, just requires a continuously active guild.
I think the design is fine, or would be with a few tweaks. We do not want all towers to be dead like Snow town used to be by changing their design to be anti-pk. MoD is meant to be busy, just how other towers are meant to be well protected. This is why the flag HP is different.

I don't think we can blame the design for the lag blocking either. I have seen this account in particular create multiple accounts in a line to block wider entrances and pathways. In my opinion, the best way to go is to re-introduce needing a guild tag to enter towers, but only for players with less than a certain number of kills, let's say 300 for instance.

4-Lom 08-22-2018 01:31 PM

Quote:

Posted by Saeed (Post 817149)
swamp tower suffers the same result as mod tower not sure how you don’t see that but I don’t really blame you since you never pk’ed or tower. The old deadwood tower used to have the exact same problem till they updated it. Yet, it’s not perfect in-terms of its design. So 4-lom and Goat logic is to leave mod tower and let those players lag block. Also, I don’t see how mod tower has a good design because no guild managed to complete a 1k hours there? This shows how poor the design is not how good it is .



I swear some people just don't read or comprehend what others write.

Read it again, see if there's something I said you don't understand, ask questions if you need to, and DON'T TRY TO PUT YOUR WORDS IN MY MOUTH! :D Easy, right?

Saeed 08-22-2018 02:35 PM

Quote:

Posted by Mashboyellis (Post 817150)
Not necessarily true, I led Savas and for the most part we homed MoD quite successfully to reach 1k. Hero's guilds (Hero, Rest in Peace and Villain) also homed MoD very well. Pretty sure others have done it as well. It is very possible, just requires a continuously active guild.
I think the design is fine, or would be with a few tweaks. We do not want all towers to be dead like Snow town used to be by changing their design to be anti-pk. MoD is meant to be busy, just how other towers are meant to be well protected. This is why the flag HP is different.

It’s interesting how those two guilds prefered to home mod, it was probably fun tho and allowed you guys to get a lot of pk’s while gaining fort hours too. However, would you not agree that homing another tower is wiser? I imagine it being harder to double than usual since mod is pretty busy. It’s not just the players who block entrances that makes that suggest mod design isn’t great. It’s also the area next to the flag room entrance that turns into a riot sometimes. In addition to the tower entrance where you can just spam your sword landing multiple hits. I don’t mind the tower being busy but as you said there should be some tweaks to improve it.
Quote:

Posted by Mashboyellis (Post 817150)
I don't think we can blame the design for the lag blocking either. I have seen this account in particular create multiple accounts in a line to block wider entrances and pathways. In my opinion, the best way to go is to re-introduce needing a guild tag to enter towers, but only for players with less than a certain number of kills, let's say 300 for instance.

To be honest not sure why some players disagree with the idea of not being able to enter the towers guildless, I rarely see guildless players inside the towers. You can just set a random tag and pk, it’s not really a problem. However, I don’t think kills should be used as a requirement to be able enter towers. It will be very hard for new players to get the minimum kills required to enter a tower. I suggest to only enable players with +100h to enter towers just like how you need 100 hours to spar in the battle arena. In addition to require the players to set tag before entering towers.

Zetectic 08-22-2018 02:47 PM

i only read the title, so sry if you wrote this-v
what about a server sided time ticker that when you don't move or swing sword for 20 seconds, you get auto warped out of tower? (my logic: at least on the server side, the lagger will be gone = to all of our screen the person wouldn't be there)

Mashboyellis 08-22-2018 03:40 PM

Quote:

Posted by Saeed (Post 817154)
However, would you not agree that homing another tower is wiser? I imagine it being harder to double than usual since mod is pretty busy.

Is this really a bad thing? MoD Isn't meant to be a solid tower that you can take and hold for hours on end easily. It has always been difficult to defend, hence why lots of guilds who home other towers tend to try and double there. There needs to be a smaller, less defensive tower that smaller guilds have the opportunity to take, which is the role MoD plays here. For now, it seems useless, but when towering gets competitive again, MoD might be the only way smaller guilds can get hours/points through towering, because it's likely that all other towers will be taken.

Quote:

Posted by Saeed (Post 817154)
It’s also the area next to the flag room entrance that turns into a riot sometimes.

Again, I don't personally consider this a flaw in its design, I think it's intentional, to make it difficult to get into the flag room for both sides. But yes, I do agree making this area slightly bigger might stop some congestion/blocking that can cause lag and riots, but I'm sure this could easily be addressed without an overhaul of the whole tower.

Quote:

Posted by Saeed (Post 817154)
To be honest not sure why some players disagree with the idea of not being able to enter the towers guildless, I rarely see guildless players inside the towers. You can just set a random tag and pk, it’s not really a problem. However, I don’t think kills should be used as a requirement to be able enter towers. It will be very hard for new players to get the minimum kills required to enter a tower. I suggest to only enable players with +100h to enter towers just like how you need 100 hours to spar in the battle arena. In addition to require the players to set tag before entering towers.

I think people dislike it because some lone wolves don't like to be attached to a guild.
In my opinion some sort of kills limit would work better than hours, it's much harder to get 100 hours than it is to get 200/300 kills. Players with lower kills could still enter through a guild tag though. They could just create a guild as well if worse comes to worst.

Thallen 08-22-2018 04:46 PM

I thought we already handled this… so why was it reverted? I complained about this years ago and Dusty or someone else made it so that it warps you to the tower's spawn if you're lag blocking after like 30 seconds or so, it quit working a long time ago and not sure why.

Crono 08-22-2018 05:52 PM

noob accounts without guild tags have no business in towers to begin with imo

Saeed 08-22-2018 06:04 PM

Quote:

Posted by Mashboyellis (Post 817157)
.
In my opinion some sort of kills limit would work better than hours, it's much harder to get 100 hours than it is to get 200/300 kills. Players with lower kills could still enter through a guild tag though. They could just create a guild as well if worse comes to worst.

My bad, I missed understood what you said, I thought you was saying a certain amount of kills should be a requirement in addition to having a guild tag on at the same time in-order to enter towers. In that case there shouldn’t be a problem if a certain amount of kills is required if a player doesn’t have a guild tag on. Maybe more than 300 kills. Then, those pk’ers who don’t like entering towers with a guild tag ok, they can take it off and still enter if they have the required amount of kills.
Even if the issue that is allowing players to lag block is fixed, that suggestion should still be implemented to unable hackers from entering towers too.


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