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

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.


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