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Make all chats disappear when you are sparring in the ring would be great, or at least friends & guild members only. Sometimes it is kinda annoying when other people's chats blocking the spar and hard to spar. Going to options and turn chats off every time you spar is too much work.
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I still like the idea of having a tower that only guilds with over 1,000 hours are allowed to attack and hold. Someone suggested last time we had a similar thread.
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Two* |
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Looks like Rufus is (possibly) sticking to his word, it appears that York is gone.
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sardons is doing great right now idk why everyone was so butthurt
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Okay this is what I think should happen in terms of sparring!
Have a tier system with prizes at the end of every month or season for each division so it makes for people to want to spar more. But there would be like an arena(S) where spars count and a practice arena where you don't lose points and stuff! So this is what I think should happen so that people spar people their skill level is for the arenas that count there is an arena for every division like this you're sparring your skill level and in your arena there is like 3 stadiums representing subdivision in there so that you need to climb in your division to reach another division! then to progress from a division you get a permit of test which lets you go in the next arena and you spar people in there and it's like if you win 6 out of 10 matches you get promoted! Idk that's an idea. |
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encourage the use of ranks
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I'd like an enemy option and have an special indicator showing them on the map
I'd like the number of guilds you're able to join reduced to 2-3 I'd like if they made it so you needed to be on a guild roster for a certain amount of time before you were able to guild spar with them. I'd like some sort of war system I'd like guild houses to be more involved and upgradeable and attackable/defendable. If you are at war with another guild they're able to attack your guild house much like castle. If you're at war there is a 1000 points lets say and a kill on an enemy member reduces their points. Guild houses have multiple weak points and you can literally bring down an enemy guild house and every time you do it reduces that guilds points by 100. Guild houses respawn back after 30 mins. Bringing down the enemy guilds points to 0 ends the war and your guild becomes victorious. Add your ideas! |
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also think the flag hp should go back to original state, As with the playercount really high it would more suit the higher hp (I found most fun in attacking forts when it was high hp rather than easier taking) The idea of guild tasks also would be good like for co-op thing where two-four players have to take out swarm of (xcharacters)[like that guy blocking area near spar bit] and different stuff like that and having to go on bit of an adventure through out the map. Maybe also a full revamp have set time of wipe displayed then(taking down all ldrbd times and positions-have place on map to show the ldrbd+ldrs etc maybe) Then have a point system(was eventually gnna happen i heard) but this could rely on guild activity(on that tag) so forts(get point through minutes) guild spar get more points if streak certain amount of wins etcetc could be expanded alot, just a brief. |
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Also a few new powers could be added such as the immunity to being kicked except by the leader, or the ability to assign powers to other players. |
Some possible minor improvements:
When allies of the tower-holding guild attack the flag, there should be no change. If there are two guilds in a guild spar, one with two members and one with five members, only two members of the five-man guild should be randomly chosen to spar. There is no purpose in having unequal teams facing off. However, in a GST setting, if you don't have five people, you should have to spar at a deficit. |
Rufus, your idea would change the server wayyyy too much for me. :(
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But I see where you're coming from though. Sometimes it's annoying to guild spar with a team of 5 and having to face 2 new players that don't know what they're doing. |
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-Guild house guild sparring
-Guild spar streak room -Spar lag cap room -King of the hill towering at snow and castle -Capture the flag -Consequences for leaving a guild and for kicking someone. -Only being able to be in 10 guilds (The last two would increase competition and loyalty within the sparring and tower communities. |
I still would like red indicators over enemies in Guild Spar! :-)
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What kind of consequences are you talking about for kicking people/leaving? If you don't like a guild you shouldn't be penalized for leaving it. It's also ****ty to penalize people for kicking, you need to get rid of the undesireable people in your guild. |
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force queue in guildspar after every match so guilds can't boost their points by avoiding matches against good guilds.
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lmao "everyone leave the room and reenter so we can vs death gods xx" that'd be funny to witness
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Guild Spar/Tower/System Suggestion Thread
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I don't think it needs to be that harsh, because I'd still like for for-fun guilds and practice spar guilds and trolly PK guilds to exist, but there needs to be a way to incentivize people not to do it if they want cool stuff (which will happen) Then people will actually have to GS for points with their true guild roster and actually tower with a core group IT'S ALMOST AS IF THEY'D BE LIKE REAL GUILDS INSTEAD OF DISPOSABLE TAGS? It'd also enable GS guilds to tower and tower guilds to GS, generally would force guilds to be of a higher quality or die out |
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At least to me hats won't cut it. Maybe something entirely new? I would honestly feel like a limited number of guild tags would be a decent idea. Problem with implementing that is some people have 100+, and how could you lower their guild tag numbers without the complaints? Even so, chances are the incentives would have to be pretty large, or the penalty be pretty harsh for people to not tag switch. I honestly feel fixing the tower system would be easier |
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If they intend to change the system in a way to reward people, I'm sure the rewards are going to be worth playing for. I mean, right now towering is active and all you get are hats. There will be more. Quote:
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So, I think all of the necessary changes left that will actually make towering more enjoyable revolve around changing how guilds themselves work, not towers. Towering should be competition between guilds to see which guild is the strongest at strategizing and attacking/defending a fort. Right now, the strategy seems to be this:
So based on that, the definition of a "guild" at towers is a disposable tag that anyone and everyone has access to because the main purpose is to use it as some sort of vessel to reach a reward. The system allows you to recruit and kick 25 people without any penalization, so everyone does it because it's efficient. What a guild actually is, IMO, is a group of loyal players who come together to achieve something. So, to me, limiting access to how players freely join and leave guilds is a necessary step in fixing the problem. That's just my opinion though. |
Im assuming these "penalties for leaving/kicking from guild" are a way to prevent guilds from mass noob recruiting. But I dont think a penalty for the player that was kicked is an appropriate solution.
The idea I came up with involves different tiers of members:
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Requiring new recruits to wait 24h is a simple way to almost completely eliminate recruiting and kicking. It's long enough that you can't recruit large numbers of members for specific timezones. But it's not too long so that loyal guild members are kept from enjoying taking towers with their friends.
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I don't think the player should be penalized at all because the player is punished by proxy just through guilds not wanting to recruit them and risk penalization
I think the guild itself should be penalized, falling in line with the points system that was discussed in another thread Players should be freely allowed to join any guild, but guild leaders should be considerate of who they are recruiting and that in itself should eliminate the "noob recruiting" strategy (which is anti-competitive, boring, non-interactive, just stupid altogether) And I know everyone's concern is then, "OMG, BUT HOW DO WE HOLD TOWER WITHOUT NOOB RECRUIT?" Consider the fact that every guild will be held to the same standard, it applies equally across every guild |
I find it interesting that Thallen creates so many hat guilds without saying a thing, then when he is done towering he wants to ruin it for everyone else and change the system:)
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Everytime you mention Thallens name I get excited, it's kinda like when one of my favorite shows comes on but a tiny bit better! Keep at it pls!
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Be grateful that this forum has people who come and suggest things to help improve the game while you're contributing zero other than low-IQ monkey posts and delicious tears
I'll be one of the first guild leaders to participate when new changes happen and you'll be stuck here on the forums flaming and trying to get attention from men (weird) |
I reckon just wipe every tower but 1-2, change the maximum guild members allowed in a guild at any one time to 50, and change the fort hours to a sort of points system. Points would be awarded for holding a tower, the more people you are holding a tower with the less points you would get, but the less amount of people you are trying to hold a tower with, the less amount of points you would gain.
So if you take the tower for 1 minute with a guild full of 25 members, you would gain 1 point, but if you hold the tower with 1 person for 1 minute you would gain 25 points, and after every 10 minutes the points you gain could be doubled. You could make a landmark for 10000 points or so. Which could be awarded with something other than a hat, we have enough of those already. Something like a mount, a morph, furniture items, or just normal gralats. This is my opinion / feedback, if you don't like it thats your problem, I'm just saying my idea of what I think would improve it. |
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How about castle seasons. You can join a castle guild at anytime during the season but you will be at a disadvantage the longer you wait. Your Teams are submitted much like teams during GST where a confirmation is sent to your character and you either accept the invitation or decline it. Once a team is submitted, that is the team you're stuck with until the season ends. Guild with the most hours after the season ends wins |
Still makes me laugh that you assume your suggestions will improve the game or are actually good enough to be implemented.
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Aguzo I like your suggestions on the guilds specifically being in 1 and increasing it to 50 however having said that, what about families? =o
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@Thallen Yeah, the only real solution i Could find would be bumping up the time needed for the reward. But overall making towering more about the group is a better idea. It would benefit graal as a whole, once people got used to it. |
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