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-   -   Guild Spar/Tower/System Suggestion Thread (https://www.graalians.com/forums/showthread.php?t=29838)

Chun 07-16-2015 04:57 PM

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.

twilit 07-16-2015 10:38 PM

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.

Comyt 07-17-2015 06:12 PM

Quote:

Posted by twilit (Post 593045)
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.

yes then top clan mafaso can recruit less noobs to sit at a tower all day with nobody attacking

Craftz 07-17-2015 06:28 PM

Quote:

Posted by twilit (Post 593045)
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.

If you look at the map at any given time only one guild with over 1,000 hours is towering.

Bryan* 07-17-2015 08:52 PM

Quote:

Posted by Craftz (Post 593387)
If you look at the map at any given time only one guild with over 1,000 hours is towering.


Two*

Craftz 07-17-2015 09:46 PM

Quote:

Posted by Bryan* (Post 593457)
Two*

SoN barely towers anymore, it's pretty much just Maphasy who is almost done too.

twilit 07-18-2015 01:08 AM

Quote:

Posted by Comyt (Post 593381)
yes then top clan mafaso can recruit less noobs to sit at a tower all day with nobody attacking

Quote:

Posted by Craftz (Post 593387)
If you look at the map at any given time only one guild with over 1,000 hours is towering.

The reasoning behind that idea was to encourage more guilds to go beyond 1,000hrs instead of cycling through 1k guilds.

CM 07-18-2015 01:32 AM

Looks like Rufus is (possibly) sticking to his word, it appears that York is gone.

Comyt 07-19-2015 04:06 AM

sardons is doing great right now idk why everyone was so butthurt

Marouke 07-20-2015 07:01 PM

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.

Buffalo 07-20-2015 07:09 PM

Quote:

Posted by Comyt (Post 589515)
move the snowtown defender respawn point. 15 active players would never lose that fort. all you have to do is walk downwards 3 steps and the flag is right there.

fix players being able to boost kills off of players who die and warp, these are not legitimate kills and slow down the defending process in towers such as snowtown (where the spawn should be moved anyways though).

move the castle attacker respawn point to just ahead of the guards, it takes way too long to get back to the castle's flag room after you die.

fix players losing their invincibility once they enter water. players defending swamptown can repeatedly hit you into the water and people who don't understand that you can hug the wall to avoid this can go from 3.0 to death.

bring back ctf in some way.

that's all i got for now.

they should do that. Since they fixed sardons

Basi 08-02-2015 03:42 PM

encourage the use of ranks

MIWolverine 08-02-2015 03:44 PM

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!

G Fatal 08-02-2015 04:49 PM

Quote:

Posted by Rufus (Post 589796)
I'll be honest, I want to see Castle, Deadwood, Swamp Town, Yorktown and Snow Town forts removed:
  • The castle would be turned into a (mini townesque) continuous quest area; a real central castle hub of content instead of its current single purpose.
  • Swamp fort would be put back into its original town of Babord when that is released.
  • Snow Town fort would be remade from scratch into a better structured more-like-the-others tower.
  • Deadwood and Yorktown wouldn't return.
This would mean that we have 5 towers instead of 8 and that's what I personally want to see. That's not to say it'll happen though.

Like this idea, especially castle quest hub[sounds interesting] ..
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.

Craftz 08-02-2015 05:16 PM

Quote:

Posted by Basi (Post 599715)
encourage the use of ranks

This is something I've been wanting for a long time. Guild leaders could create ranks that automatically give players certain set powers as soon as the rank is assigned.

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.

Dad 08-02-2015 08:10 PM

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.

Neil 08-02-2015 08:23 PM

Rufus, your idea would change the server wayyyy too much for me. :(

Red 08-03-2015 12:06 AM

Quote:

Posted by Dad (Post 599805)
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.

I like this idea!

super kurosaki 08-03-2015 05:36 AM

Quote:

Posted by Dad (Post 599805)
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.

Some people like to 2vs to practice.

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.

Dad 08-03-2015 06:31 AM

Quote:

Posted by super kurosaki (Post 599992)
Some people like to 2vs to practice.

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.

That's the only issue I have with the suggestion. At the very least, uneven matchups should have no bearing on the guild's score.

Darkk 08-08-2015 05:40 AM

-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.

CrimeWatcher 08-08-2015 07:48 AM

I still would like red indicators over enemies in Guild Spar! :-)

Craftz 08-08-2015 03:33 PM

Quote:

Posted by Darkk (Post 602228)
-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.

Please no KotH, it was removed for a good reason.

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.

Chun 08-08-2015 03:55 PM

Quote:

Posted by CrimeWatcher (Post 602257)
I still would like red indicators over enemies in Guild Spar! :-)

also need to fix the indicators sometimes disappear after gs

MIWolverine 08-08-2015 04:03 PM

Quote:

Posted by Craftz (Post 602335)
Please no KotH, it was removed for a good reason.

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.

Penalties more in the sense that if you're booted you can't be re-added for 10 days or something like that.

Craftz 08-08-2015 04:41 PM

Quote:

Posted by MIWolverine (Post 602344)
Penalties more in the sense that if you're booted you can't be re-added for 10 days or something like that.

This is dumb for tower guilds, seeing as most players will get kicked when they go offline and recruited again when they're back on.

Comyt 08-08-2015 04:41 PM

force queue in guildspar after every match so guilds can't boost their points by avoiding matches against good guilds.

Chun 08-08-2015 05:57 PM

Quote:

Posted by Comyt (Post 602355)
force queue in guildspar after every match so guilds can't boost their points by avoiding matches against good guilds.

they can still re-enter the gs room to avoid it

Comyt 08-08-2015 07:00 PM

lmao "everyone leave the room and reenter so we can vs death gods xx" that'd be funny to witness

David 08-08-2015 07:14 PM

Quote:

Posted by Craftz (Post 602354)
This is dumb for tower guilds, seeing as most players will get kicked when they go offline and recruited again when they're back on.

god forbid something was actually challenging

Thallen 08-08-2015 11:33 PM

Guild Spar/Tower/System Suggestion Thread
 
Quote:

Posted by MIWolverine (Post 602344)
Penalties more in the sense that if you're booted you can't be re-added for 10 days or something like that.

Yeah, guilds in general need to be penalized for kicking members or recruiting players who insta-leave

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

Liam Kelly 08-09-2015 12:15 AM

Quote:

Posted by Thallen (Post 602475)
Yeah, guilds in general need to be penalized for kicking members

This would change the tower game entirely.

Areo 08-09-2015 12:18 AM

Quote:

Posted by Thallen (Post 602475)
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)

The only thing is, what cool stuff could you really offer?
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

Thallen 08-09-2015 01:23 AM

Quote:

Posted by Liam Kelly (Post 602477)
This would change the tower game entirely.

Ya, that's good. People behave as if change is bad for some reason, like:
Quote:

Posted by Craftz (Post 602354)
This is dumb for tower guilds, seeing as most players will get kicked when they go offline and recruited again when they're back on.

It's dumb because they're changing something in a way that will make guilds function more naturally like a guild? I don't understand that mindset, but I do know that when people say things like that it probably makes it a lot more difficult for staff to make important changes.



Quote:

Posted by Areo (Post 602478)
The only thing is, what cool stuff could you really offer?
At least to me hats won't cut it. Maybe something entirely new?

I can't answer that for you because I'm not staff and not allowed to/shouldn't, but people will tell you that Rufus has mentioned it in game. I've talked to him about it a lot, maybe he has spoken to other people who regularly lead guilds.
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:

Posted by Areo (Post 602478)
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?

It's only logical that would also happen, yes. Again, can't say much of how that will be done.

Quote:

Posted by Areo (Post 602478)
I honestly feel fixing the tower system would be easier

I don't really see what's left to fix specifically at towers. Recent changes:
  • Tag flicks down during activity, giving flag defenders more of a purpose
  • Sardon's was nerfed
  • Snowtown was nerfed
  • York was deleted (less towers, more competitive towers)
  • MoD was changed so that it offers a spawn-point benefit to defenders, making it more defendable of a tower

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:
  • Create guild
  • Recruit anyone and everyone
  • Get 1000 hours
  • Start over

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.

twilit 08-09-2015 01:35 AM

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:
  • Guild Owner -- (one person) has same ability as current guild owners
  • Leaders -- limited to ~5-10 people. These are basically your ranked members that probably have powers. However, leaders cannot kick other leaders; only the Owner can kick leaders.
  • Members -- normal guild members.
  • Recruits -- newly recruited people are placed in this group. This group is limited to ~2-3 people at a time. Recruits are restricted from certain guild activities (by staff's discretion). For Recruits to become Members, they must prove their loyalty by being active on guild tag for a certain amount of time. Recruits will then automatically be moved into the main Member tier. If your Recruits arent loyal, then you can kick them to free up recruiting space.
When the guild is first created, the first 'x' number of members do not have to go through the "Recruit filter." When anyone is kicked, they must go through the recruit filter again. This way, guilds arent able to turnover their whole roster every time a noob or subguild member asks for a tag.

Imprint 08-09-2015 01:43 AM

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.

Thallen 08-09-2015 01:44 AM

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

Craftz 08-09-2015 02:01 AM

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:)

SouthernZombie* 08-09-2015 02:14 AM

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!

Thallen 08-09-2015 02:21 AM

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)

Xilent 08-09-2015 02:27 AM

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.

MIWolverine 08-09-2015 02:57 AM

Quote:

Posted by Thallen (Post 602475)

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

I've been waiting for real guilds to return. I really hope they make that happen.

Quote:

Posted by Craftz (Post 602354)
This is dumb for tower guilds, seeing as most players will get kicked when they go offline and recruited again when they're back on.

You don't think it's dumb that guilds can mass recruit random members and then boot them as they please and just cycle through this over and over again? look up what a guild is, what a team is, what a clan is because tower 'guilds' are none of the above.

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

Craftz 08-09-2015 03:20 AM

Still makes me laugh that you assume your suggestions will improve the game or are actually good enough to be implemented.

Fulgore 08-09-2015 03:23 AM

Quote:

Posted by Craftz (Post 602516)
Still makes me laugh that you assume your suggestions will improve the game or are actually good enough to be implemented.

It's funny because they are for the most part.

Craftz 08-09-2015 03:30 AM

Quote:

Posted by Fulgore (Post 602518)
It's funny because they are for the most part.

Ok, let me know when you see this idea of penalizing guilds for kicking people gets implemented. I'll be waiting :)

Fulgore 08-09-2015 04:06 AM

Quote:

Posted by Craftz (Post 602520)
Ok, let me know when you see this idea of penalizing people for kicking gets implemented. I'll be waiting :)

Are you willing to place money on this?

contego 08-09-2015 04:12 AM

Quote:

Posted by Chun (Post 589392)
make the enemies have a red indicator during guild spar.

Agreed.

Liam Kelly 08-09-2015 04:15 AM

Quote:

Posted by Xilent (Post 602506)
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.

It would be really cool if we could get that system from era where you get money rewards for holding certain bases. (if thats even in the game still i haven't played it for ages.)

contego 08-09-2015 04:16 AM

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

Areo 08-09-2015 04:16 AM

Quote:

Posted by Imprint (Post 602491)
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.

I like this.

@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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