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-   -   Towers Changing (https://www.graalians.com/forums/showthread.php?t=35646)

Weeno 05-18-2016 01:39 AM

I think castle is meant for homing if you know what I mean. While mod is like the kind of tower that is always active

qes 05-18-2016 03:02 AM

Quote:

Posted by Weeno (Post 705637)
I think castle is meant for homing if you know what I mean. While mod is like the kind of tower that is always active

Ya but... read what I said..
"Homing" is dumb asf. The concept of a "Tower Guild" Means getting 60-70 active people into sub guilds, recruiting them to main tag, "Homing" 24/7, and kicking and recruiting.
MEANINGLESS and SKILLLESS
once the new guild update comes, I'm hoping it will make guilds more permanent and have less to do with kicking and recruiting. At which time, I hope they slowly fix towers to stop this "homin" NONSENSE, and change it to an ACTIVE thing where people need to PAY ATTENTION and DEFEND the WHOLE time, or they will instantly lose it the second they go AFK, unlike the bull**** towers we have now. And what I wrote before, is a great way to FIX the towers we have now (because they all suck in strategical design when it comes to spawns except MoD)

Areo 05-18-2016 03:36 AM

Towers need to be different. I disagree with you there Qes. I would hate for there to be 3-6 "MoDs" around the map.

The new deadwood is great, not easy to defend, but the defenders still get a little boost by 20-ish less steps to the flag.

Sardon is good, not hard to pk and again, only maybe an extra 5 seconds for attackers to reach the flag.

Swamp isn't bad either, I kinda want the respawn to be inside and for the water spam to be fixed/adjusted.

Destiny is bad. The Attackers have to travel through two extra rooms, and go through a fan, jump down a ledge, go up a spiral staircase(which is significantly slower than a normal door), and after all that meet a third room which can easily be walled off by three defenders. A tower meant for guilds to attack, which is alright, but it even isn't very good at that.

Castle is the worst tower in my opinion. Explained why in an earlier post. Needs to be fixed or adjusted in some way.

Besides castle and destiny, I love the state of towers. Trying to uniformize towers would make pking less enjoyable, because having varying terrain is part of what makes it fun.

Thallen 05-18-2016 04:06 AM

Quote:

Posted by Areo (Post 705686)
Towers need to be different. I disagree with you there Qes. I would hate for there to be 3-6 "MoDs" around the map.

Agreed

Castle and Sardon's weren't originally designed to be towers and you can tell that just based on the painful walk it is to get to the flag, they were carried over from the Classic and converted to towers because there was probably no other use for them

qes 05-18-2016 04:57 PM

In general the spawns should just be closer. If I PK for an hour straight, it should be 55 minutes of hitting people and 5 minutes of running, but in some forts its 40 minutes of pking and 20 minutes of running, so dumb.
Also the forts are going to be different. I was saying they just need to have equal spawn distance, or atleast close spawn distance like DeadWood. The HP on flags should be lower aswell. Which would make the door idea more useful, like a 75/75 Door that blocks the 50/50 flag. Would require more strategy to hold/take.

Areo 05-18-2016 06:17 PM

Quote:

Posted by qes (Post 705792)
In general the spawns should just be closer. If I PK for an hour straight, it should be 55 minutes of hitting people and 5 minutes of running, but in some forts its 40 minutes of pking and 20 minutes of running, so dumb.
Also the forts are going to be different. I was saying they just need to have equal spawn distance, or atleast close spawn distance like DeadWood. The HP on flags should be lower aswell. Which would make the door idea more useful, like a 75/75 Door that blocks the 50/50 flag. Would require more strategy to hold/take.

Keep in mind that Pking is not the mainstay of towers, and should not be the main factor on how towers are designed. Towers with longer spawn distances can add more skill to attacking them, as it keeps defenders and attackers who have died from intervening quickly. I like having a varied distance. As long as they aren't a half mile long or require going through dozens of doors.

Flag HP's is fine how they are. Believe me when I say this, even the best defenders cannot stop pkers from reaching the roof if the pker truly wants to get there. blink lasts far too long, and arrows are far too effective to stop them easily. They could be lowered to change how towers would/should be defended, but that would need to come along with other changes to said towers to make them easier to defend, which defeats the purpose.

Spoiler
this not meant to sound arrogant, but maybe you should try Pking towers more before making statements like "Pking should be (#) of minutes fighting and (#) of minutes running". I just don't think that you can come to appreciate how towers are now without Pking them more, you only have 8k kills. Not that I don't respect your opinion, but I think it's hard to judge an activity and say how you can improve it without actually be an active member of that community. It's like me saying how to improve spar. Can I say my opinion? Of course. But should it carry a lot of weight? Probably not.

qes 05-18-2016 06:34 PM

This is my 2nd account. my first account has 12k kills. I pk on other accounts too sometimes, I'm not complaining I'm suggesting ideas that are used on other servers that I think work quiet nicely.
Running long distances to reach the flag room is not fun, the whole time your thinking "come on come on come on" until you finally get to where you want to go. I think rapid fire attacking and defending without giving anybody a second to breath is how towering should be, if you want a breather, you're guild will have to take a break from holding the fort. Unlike the towers we have now where you can get away with AFKing for 15 minutes if you have to because its a matter of quantity not quality

Areo 05-18-2016 07:02 PM

Quote:

Posted by qes (Post 705817)
This is my 2nd account. my first account has 12k kills. I pk on other accounts too sometimes, I'm not complaining I'm suggesting ideas that are used on other servers that I think work quiet nicely.
Running long distances to reach the flag room is not fun, the whole time your thinking "come on come on come on" until you finally get to where you want to go. I think rapid fire attacking and defending without giving anybody a second to breath is how towering should be, if you want a breather, you're guild will have to take a break from holding the fort. Unlike the towers we have now where you can get away with AFKing for 15 minutes if you have to because its a matter of quantity not quality

But towers won't be that way, no matter what you do. What you're asking for is a more active tower and pk community, and that cannot be adjusted By changing flag distances and Flag HP. It could help, but ultimately people get bored of it, and you'll end up with the same inactive towers again. People usually flock to one tower, which is why mod is always the prime example of the "perfect" tower, it is almost always active and teeming with life(not always of course, certain guilds could lock it down well). Other towers simply cannot attain that level of activity. The issue isn't the towers, it's that we don't have enough players to have towers be the way you feel they should be.

qes 05-18-2016 07:12 PM

Maybe, I suggested less towers so that the populations of guilds are forced to attack the same 2-3 towers making it a lot harder.

Areo 05-18-2016 07:21 PM

Quote:

Posted by qes (Post 705826)
Maybe, I suggested less towers so that the populations of guilds are forced to attack the same 2-3 towers making it a lot harder.

Since we are spinning our wheels(again), I'll leave it at this. The community would not take such a change lightly, and that still would probably leave towers inactive. People will move on to other activities. When there are more towers, more guilds will appear, when there are less towers, less guilds will tower. The amount of guilds towering is directly related to the amount of towers there are. It isn't a static thing. What that would do is raise the barrier-to-entry, so to speak. If there are more towers, more people will tower because towering is easier and you don't need 50 people to hold one. If towers are difficult, less people will tower because only the guilds with 50 will have a chance to hold one for a long period of time.

Anyways, there isn't a simple solution. And at least you are willing to put ideas out there and defend them.

qes 05-18-2016 08:12 PM

I didn't look at it that way. That the number of towers correlates to the number of active towering guilds. I guess that makes sense, but the design of some towers should be changed when it comes to spawns.
Also i still think having a door with HP blocking the flag room and lowering the flag health would be a cool idea. It would stress "defending the door" because once it breaks the guild holding it is kind of screwed.
Also, I hate the idea of guilds holding a tower ALL day long. Maybe this is because the "Tower guilds" now are almost temporary, hit 1,000 and they stop. Maybe once the notorious "guild update" comes, and this whole "temporary 1,000 tower guild thing" is gone, towering will be better. Hopefully guilds become multipurpose. Would it be more fun to log onto 7-10 HUGE guilds that dominate in Towering/Sparring/baddies/pking/events that always have 15-30 people online (expecting the guild member limit to change) or is it more fun with small inactive guilds. In my opinion I would love there to be HUGE guilds with a 60-75 member limit. Long as there remains some competition, if all the best PKERs and Sparrers join the same guild, it would kind of suck.


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