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-   -   Another Tower? (https://www.graalians.com/forums/showthread.php?t=28572)

Bryan* 05-11-2015 09:25 PM

An underground fort would be an ideal thing to do. One suggestion is using the Condemned building at Onnet Town as the underground fort and there will be many levels under it. Spawn will be the area that you enter in the condemned building and so forth. Just an idea, could be implemented. Thoughts?

Multipas* 05-12-2015 12:18 AM

Lelelelele lelelelele burger refuge cooperation expands building a tower somewhere on map HAHAHAH so good.

Another tower would be pretty fun, though most everytime I look at map, one guild has two towers.......so I think another tower would end up getting treated like an extra type thing. With all The math involved in video games there is a perfect ratio of towers and towering players. What is it?

I do want another tower though. I think Colin suggested a tower that is just one really long hall. That sounds fun to me.

If. New tower gets implemented I think it should

Not have skinny halls that are easily player blocked
Have a lot of the color purple
Have statues that players could claim for fun like in people houses.
Be On A part of the map not far away like York
but not close like mod,castle, and swamp


Also I like your idea bryan*

Thallen 05-12-2015 01:12 AM

Of course people will support this, because the general concern of the towering community is not what the quality of towering is like or how competitive it is, but how fast they can achieve 1000 hours

G Fatal 05-12-2015 09:16 AM

Quote:

Posted by Dusty (Post 564058)
Not to mention the fact the biggest issue is that players don't want fun when it comes to competitive stuff like towering, that asks you to invest hundreds of hours--they want quick and easy.

:rolleyes: lol really. maybe you should ask the players not the ones who sit at start afk all day or in spar. competitive better than having each guild like 'yeah we get 1k then you get 1k then jim over there can have 1k too amd if we really nice sally can aswell.' they might want easy..but games arn't meant to be easy.

I think personally if theres 100guilds with 1k+ now(idk cause not checked -but probz) anyway scrap that ldrbd write down all the list (position/time and name)-then have A guild hall of all the squads and there hats with the position they come in at the end of scrapping the ldbd. then while doing that others create different forts etc and new ldrbds (guild kills[guild earns +1 on ldrbd when kill on that tag] then have another ldrbd that is like the old one[except with points-thats meant to be planned?] then every say 100k kills on tag=lil prize and old fort systems(time -points =prize at certain amount of time or squad shop)

Thallen 05-12-2015 12:18 PM

Oh, just noticed Dusty said exactly what I said...
I think another factor in the support of this is that iClassic is updated slowly so people will generally support anything that's new

4-Lom 05-13-2015 04:23 AM

Quote:

Posted by Colin (Post 563999)
I think if a new tower is implemented it should have different mechanics than the others, possibly a different method to take it/defend it so players can enjoy something new instead of experiencing the same old towering that's been here for years.

http://www.zeldadungeon.net/Zelda03/...ugh/12/054.png

Agonee 05-14-2015 02:51 PM

Yeah something like that would be cool af.

deadowl 05-14-2015 03:47 PM

Quote:

Posted by Dusty (Post 564058)
It wouldn't make sense to implement a tower system specifically for one tower. Not to mention the fact the biggest issue is that players don't want fun when it comes to competitive stuff like towering, that asks you to invest hundreds of hours--they want quick and easy.

It would make sense to trial alternate systems and look at actual feedback.

Dusty 05-14-2015 05:22 PM

Quote:

Posted by deadowl (Post 565733)
It would make sense to trial alternate systems and look at actual feedback.

You make assumptions that we don't.

twilit 05-14-2015 07:22 PM

Quote:

Posted by deadowl (Post 565733)
It would make sense to trial alternate systems and look at actual feedback.

That happened once.
Spoiler
KOTH
Everyone raged,
It was removed.

deadowl 05-14-2015 11:23 PM

Quote:

Posted by Dusty (Post 565841)
You make assumptions that we don't.

Let me know when that happens!

Dusty 05-14-2015 11:32 PM

Quote:

Posted by deadowl (Post 566043)
Let me know when that happens!

I think I might have misread your post. Anyways this kind of thing(where we "test run" things like this) are always something we want to do, but not entirely sure how to go about it. We do look at feedback for nearly everything we release, and retroactively change things if we can. However we don't really have any systems in place for "beta testing" something like a new tower.

deadowl 05-14-2015 11:41 PM

Quote:

Posted by twilit (Post 565918)
That happened once.
Spoiler
KOTH
Everyone raged,
It was removed.

Uhhh... Guild forts are KOTH. Mind to mention more specifics?

twilit 05-15-2015 12:45 AM

Quote:

Posted by deadowl (Post 566053)
Uhhh... Guild forts are KOTH. Mind to mention more specifics?

OH sorry, didnt know you didnt know this. Back in 2012, 2 or 3 towers (Deadwood, maybe Snowtown, maybe Castle, i forget which) were switched to "king of the hill" rules. Instead of hitting the flag, your guild had to have more members near the flag. If an attacking guild had more members near the flag, the flag drops in increments of 5. When the defending guild has more people near the flag, the flag also raises back up in increments of 5. Of course, the point is to kill people to turn that balance.

People hated it. It was incredibly easy to take those towers because it was entirely pointless for defending guilds to actually defend downstairs. Everyone just huddles around the flag and tries not to die, so you only needed a large guild.

Those towers were changed back to normal "flag HP" rules after the "Facebook" "Server" was deleted.

deadowl 05-15-2015 01:24 AM

Quote:

Posted by twilit (Post 566097)
OH sorry, didnt know you didnt know this. Back in 2012, 2 or 3 towers (Deadwood, maybe Snowtown, maybe Castle, i forget which) were switched to "king of the hill" rules. Instead of hitting the flag, your guild had to have more members near the flag. If an attacking guild had more members near the flag, the flag drops in increments of 5. When the defending guild has more people near the flag, the flag also raises back up in increments of 5. Of course, the point is to kill people to turn that balance.

People hated it. It was incredibly easy to take those towers because it was entirely pointless for defending guilds to actually defend downstairs. Everyone just huddles around the flag and tries not to die, so you only needed a large guild.

Those towers were changed back to normal "flag HP" rules after the "Facebook" "Server" was deleted.

Yea, the version I want to see trialed is any variation of what I implemented back in 2k6 on PC Classic, but there weren't very many players to try it. One-hit flag ownership, hold for 120 seconds to win a round. The 120 seconds can be raised if incumbent guilds are overly-dominating, and lowered if nobody stands a chance at ever winning (was probably more of an issue). I would hope for 15-20 minutes per round on average. If it's trialed, I would like to participate. It's extremely easy to implement, but would substitute the hours system with a wins system.

Flag HP rules predated this model and the player count regularly peaked at 200-300 when I first started playing in 2k2 (probably was higher before P2P). There were no prizes, only honor. Only occasionally would guilds be fighting, but usually a passing player from a guild would just go up the tower when it was empty to have their guild's name on the flag (staff would do this with staff guilds too).

When I implemented it, it was generally less than 50 players online at a time. At least around the release time was extremely fun for me. Ended up being only played occasionally as well. No reward, but wins were logged. There generally weren't enough players online of any two guilds at once to play it except for the occasional US/Ventrue battle.


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