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Battle system tweaks
I think the staff here on iClassic have neglected this topic for to long as I've seen little to no improvements on flawed systems like Castle Wars, spar arena and pointless systems like "War Room". I'm someone who enjoys the fighting aspect of this game and its potential and my ideas may go unnoticed but maybe there's a staff member out there that might see this and get inspired.
Sparring: I read an article Thallen wrote about the sparring leaderboards and I have to agree with him that by not losing points after a loss makes sense as it will stop people from being cowards about losing points/position on leader boards. That only by sparring consistently will you remain ahead of the pack, obviously beating better players will give you more EXP and vice-versa. I also like the idea of giving an incentive to spar, something we're working towards. (monthly spar statue) Pking: kill death ratio rank. Medals earned through accomplishing certain achievements and rank nicknames 1000 kills= Killer 2000= assassin 5k= pk bot 20k= Death squad (These are not well thought out nicknames but examples) Castling: WHAT A TERRIBLE, TERRIBLE Pking event as is right now. It's not based on skill at all but on having large numbers of blockers and kids to slash your flag back to health. Whoever designed this game had good intentions but executed it very very poorly. It should be kill based and by 'Kill based' I mean this.. If you're the controlling guild a kill will add hp to your flag were a death of a guild member or ally will take away. There will be a kill counter for each guild where 1,2,3 will be shown on your screen. The guild with the most kills when the controlling guilds hp gets to 0 will take over. If you do not down the controlling guild within 10 mins. Kills will be reset and the controlling guilds flag will return to max HP giving them time, HP, and kill experience which they can use to gain guild house items or guild hat. War room (There couldn't be anything more pointless): In war there should be a way to "win", "lose", or if by some craziness that I've never seen "tie". Here's the idea..have your team and the opposing team say 'start' which will warp you into the arena. Each team will start at 0 and the first to reach 500 kills wins the war. A war must be 5+ people. The winning guild gets guild exp to spend on guild house updates or something.. Guild spar: Only complaint is that there should be practice ones or an add-on option to your guild house. |
PKing: yes, Ive always wanted at least some kind of K-D ratio stat. Maybe not total ratio (when you have a lot of kills and deaths, one kill or death isnt going to affect your ratio at all), but maybe a "current ratio" that gives your ratio over the last several days.
"Castling" (Towering): This wasnt necessarily meant to be a PK-based activity. However, your idea is very interesting. It would require much more skill from tower guild members. The problem (aside from the complexity itself) would be arbitrating what the new HPs should be. Youre saying the attackers must kill the defenders "x" times more than the defenders kill the attackers in a 10min timeframe. The difficulty here would vary greatly depending on different towers and the number of members online in each guild. By War Room, do you mean the big empty place in the spar arena with the secret farm? That place has never had a purpose... Guild Spar: yes, and yes. (the practice guild spar could be McCormicks basement. no one uses that arena...) |
Well guilds are kinda about large numbers...
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Bruh towering is about hats now.
No one cares about fun now. |
I like most of your idea. The Towering part sounds really interesting and could be a cool kind of dinamic. I would like to see it added maybe as a few trial test periods at first to see how it works and how it goes over with the towering community. The one thing I worry about with it is the innevitable fact of Afkers and how they would play into it. For example: Would it count against the defending guild's flag hp if say someone from an attacking guild just sat at the respawn point inside MOD tower and continually pkd an Afk defender?
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KD ratio would be stupid because people would avoid other activites where you could die to keep their KD up
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Yes, the defending guild would in most cases have to have more kills than the attacking guilds. Unless the attacking guilds are just killing each other is the only way I'd see it not working like that. |
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Towering system as of now is actually pretty unique from other games. I really think the only thing that should be fixed about towering is just the bugs, occasional hacker, glitches there in themselves, and they have fixed many over the years.
The idea of having a lot of members in a guild is what makes a guild a group. It allows new players to make an entrance to the game (Sparring and small group stuff is usually not easy for them to get into). Towering is based on: 1: Numbers 2: Skill 3: Organization 4: Execution. Sure, there are popularity factors like having an admin or being close to 1k and having hat chasers, but i'm not going to get into it. Towering shouldn't ever just an equal opportunity for everyone to form small groups and fight each other. It's more about who can rise from the bottom and succeed, and the reliance on numbers makes it guilds are actually recognizable and distinguishable. We all know the hot tower taking guilds, but what about all the sparring guilds? Usually one could only name like two or three. |
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I agree with number 1. Usually numbers are what get you to take a tower but that can also not always be acurate. I have seen like 36 ppl try and take Sardz from a defending guild of like 7 and fail massively because of cheap and or illegal blocking techniques. The other issue is Afkers you could have 23 defenders but if only 3 are defending odds are not in your favor to keep the tower. I have seen that happen more than once. Don't get me wrong the more ppl you have the better. The other big problem with numbers is keeping them. How many times have you recruited ppl then they go off line 2 minutes later? I would say other than MOD or Castle (which seems to have an endless supply of noobs for SON to recruit) its very hard or impossible to keep your numbers up when defending. This is one of many things I see most if not all guilds do wrong. I have seen a few guild leads be smart enough to run out and start recruiting when numbers start to drop a bit,but not very often. Usually ppl just afk and let the numbers dwindle till there is next to know defenders then some other guild easily runs in and takes over the tower. 2.I don't really see skill as something that is needed for towering. I'm not saying it doesn't help,but any noob can sword spam at a flag. So IMO it only helps if your defending and low on members. 3.what Organization? You know how many times I have seen guilds fail because ppl don't listen? Even my UFO has failed time and time again because people want to do their own thing. Let me know if you can ever find a single guild that can actually keep players out of the Flag room and defending to keep attackers from getting to the flag. Yes it does happen but never for long. Sooner or later ever one ends up in the flag room or AFK. If you go and look at every single tower you can see that in one way or another they are set up so you can have ppl posted in certain spots to defend and keep ppl out of the flag room. Which is how it should be but that almost never happens. I have seen some guilds more effectively defend certain towers than others like Swamp for example by putting and keeping blockers by the stairs coming up from the water. However, I still don't get why ppl aren't smart enough to post defenders by the entrance to the respawn room to at least make it harder for ppl to even get into the re-spawn room with the 2 pools. Would it not make sense to put things in the way to slow down or keep ppl from attacking your tower instead of just 10 ppl basically having a circle jerk around the flag spamming until they get attacked? The same strategy could be used at any tower. Putting defenders as far out as possible to block and fend off attackers but again that never happens. 4.I think this one goes with organization. I have seen time and time again guilds fail because ppl take for ever to show up when "regrouping" to take a tower and usaully by the time everybody does show up 2-4 ppl have gone afk,and the defending guild has gotten more members. So instead of scouting the other towers you end up wasting time attacking over and over as more and more of your guilds members start afking or going off line. In short towering is very disorganized,nearly impossible to get a good number of ppl,keep them on,active,and inside your tower. Then getting them all to listen to your commands,to stay in their spots and defend from attackers coming in,or just to get them all to show up in a timely fashion and attack all at once and continually until you are successful in taking over a tower. So basically towering is a big pain in the ass |
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such unique and brilliant ideas that have never been considered or suggested before
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Was waiting for Thallens piece of ****, worthless comment. Maybe the more people post about it the better the chance they'll do something. You send me the link to all the ideas I named
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Sure it makes me mad when a lagger blocks somewhere and can't die, or back then when someone could chat block for like a whole 30 seconds before dying, but that was then and now it is fine. If you ARE skilled, like me, you know exactly how to get pass blockers or to use it to your advantage when attacking. Quote:
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Skill also plays a huge role. Say my guild Voyage is defending york, and we do have a good amount of noobs as well as experienced players. The noobs will surround flag, most ready to spam sword if we get attacked. However, the experienced players will move forward to set up an advanced defense that will deteriorate the enemies large attack, almost preventing them from getting a lot to the flag. Or, you could say we are attacking castle, experienced members can pk enemy defenders while avoiding getting hit in the flag room. They will keep enemies dying, instead of just running in and quickly getting taken out like noobs do. I could go on forever with everything I have learned over the years. Towering is multi-dimensional, there are SEVERAL factors to both attacking and defending. |
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I'm not here to start a mother humpin flame war, but don't be hypocritical. I've been a guild leader for a long, long, long, time (very few probably beat me on the length, even if you count my off and on time [which is 13+ years now and counting], and other games). No need to go around saying that to try and throw your opinion to matter. State your opinion and let it be, if it's good then it will show and it won't matter how long you have lead a guild. He's just expressing what he'd like to see. If there are ways to make it better in people's opinions, they should say so. Not everyone is going to agree. I agree with Dem that the blocking is kinda lame. Yes, you can get around it you're not the only one that knows that. Point is, in any other REAL RPG, blocking is cool, but there are other ways to approach it in a general term of PvP. In Graal, there's very, very few, and it gets old, and it's not unique whatsoever. Plus I just wanted to add, Thallen is my valentine today. I bought flowers so the girls in the office would get excited and be jealous of much of a great guy I am. |
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If anything I don't see why staff don't create little forts that guilds can take over and implement some of these ideas for more fighting skilled guilds while the door blockers and slashers keep castles. I'd be ok with having both. |
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I have expereince behind my words, you are a random noob coming onto graalians telling everyone what combat is "supposed" to be like.
I am not saying the combat system is supposed to be one way or the other, I am saying 2 things towering was designed with more than just skill involved towering relies on more than just numbers. |
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Now you're sounding ridiculous either way. Teach us more with your grand experience master. Lmao. I'd love to know your earliest guild you lead and a few of it's members, I was in Royals and Underworld before servers were ever even out in 1999, Lead TWM shortly after that, lead SDE for quite some time, lead SLK, been in IXI as one of the leaders, been in SeeD for fun, and lead SLX for a number of years as well. Not to mention other guilds like King and such that I was apart of. Again, GL with that statement. Your cockiness just got you lookin dumb. |
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You should try yoga or join a club or something |
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No i mean like a gym. You got lots of pent up energy and it seems to get you worked up
Btw not seeing how yoga is gay besides just an American stereotype haha |
Dem is a friend of mine, you came on here all flaming dude not me. I knew you haven't been playing Graal as long as either of us, so I figured it was time to put you in your place for running your mouth. But again, you were the one on here flaming and running your mouth on assumptions. Trying to play that whole "cool, level headed" junk after looking stupid and crap doesn't work bro.
So yeah, I'm good. How's your day going? |
I still know more about iClassic then you :D:D
idgaf about these old servers they aint iClassic |
That's true, although iClassic is extraordinarily close to the regular, classic server that started Graal. Anywho, this thread has probably been derailed enough lol. :)
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Towers have been on more than just iclassic. N-Pulse and a few other servers many years ago. They were better too.
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Nope, coolness and swag
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Lol, yeah because there are towers iClassic IS NO WHERE NEAR what the old classic was. xD
Almost everything is exactly the same. ANYWAYS... This at the least: Quote:
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2 adults ganging up on a minor 0o
wait till he comes back from parris island |
Was just thinking that for pking that after 2000 kills your kill death ratio should give you your rank name so if your 2000kills/1000 deaths and your ratio is 2:1 your rank is "swordsman"..10000kills/1000deaths or 10:1 would be "demigod". If you're not so good at and your ratio is 1:2 pk rank name would be "sheep" etc
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We have discussed Towering tweaks in other threads before,and their has been some good suggestions thrown out there to change or maybe even improve towering. So here are a few ideas I wanted to throw out for you guys to consider.
1.Limiting allied or "sub" guilds. IMO 5 sub guilds are way to many. That is basically giving guilds 125 roster spots. There should be only 1 "sub" guild. They could possibly raise the amount of roster spots in a guild as compensation for losing "sub" guilds. Say go up from 25 to 30 spots. 2.Changing it so there are separate Sub and Ally guilds and how they are aquired A.Sub guilds would only be available to guild leads to buy like they can now but there would only be one Sub guild spot. It would still function like normal Ally guilds do now. B.Allied guilds would only be available after a guild gets a certain set amount of tower hours,and you would only be able to set other guilds that have reached the same milestone as an ally. Allied guilds would still function like they do now. The set amount of time would have to be set at least semi highish to try,and prevent ppl from gaining the hours needed to ally there own guilds from sub accounts or other members guilds like they do now. 3.Towering rewards system This goes along with the last idea. It could be changed so its more of a RPG style leveling system,but for guilds. Where gaining hours would be like gaining exp. Just like an RPG leveling system guilds would get rewards frequently when starting out then it would slow down,and take longer and longer to unlock better rewards. There would have to be new rewards added,and removal of some things guilds all ready get,and made so you have to get a certain amount of hours to unlock those things. This would help to expand the reward system which IMO is something that should be done anyways. Here are a few ideas they could use for it:
I know there will be the question of "what about guilds that all ready have hours?" Just leave them as is,and if they meet the required guide lines then they would receive the rewards they would have gotten if they haven't gotten them yet at their current total tower hours. Those guidelines would be for the guild to be considered active. For a guild to be considered active there would have to be members on tag,and tower hours gained within the last month prior to the date of the reward leveling systems release. This would help to limit people from getting more rewards than they deserve,and keep them from jumping on old tags they never use anymore of dead,or retired guilds. I would think after a week or so the system would be all sorted out,and everyone would have gotten all the rewards they should have. I think these kind of things could help encourage more competition in towering,and for ppl to stay in the same guilds rather than just recycling every 1k hours. |
Back to Castling, I think that Kills and deaths should count as something.. if you want to implement it with the system in place it should be that a kill for your guild puts HP back onto your flag like an guild member hitting it, and dying takes HP away from your flag like an enemy hitting it.
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As long as Stefan gets money, and Xor gets hats, Classic will never change.
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UFO . As much as I see where your going with that, theres no way in a begazillion years any of that would ever happen. And honestly, im glad.
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IMO the GST is stale. I have said it before,and I know ppl who are pro sparrers like Thallen disagree. I think its stupid to have the same format tournament over and over again every 4 months with the same qualification requirements. Meaning only the same teams are able to meet those requirements so you will only get the same teams in the GST. I understand that somebody who is on one of those teams who wins time after time why they say they like it as it is so they get to go against the best competition out there.
I just don't see why we have to have the same kind of tournament every single time with the same set up,and the same rules. Why does it always have to be "guild sparring?" Couldn't they at least experiment with other formats like a singles spar tourny? God forbid we change anything just for the sake of trying something different. |
How about a bug catching tourney! Something graceful!
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A killing tournament like era would be nice.(swords,bombs,arrows, bushes and other objects 0.0) Quote:
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Server lag is gonna be great with the GST! 3500+ people on...
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