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Distorted_P2P 05-05-2016 04:54 AM

Forts and Castles Revamp
 
I recently decided to go towering for old times sake, and within minutes realized how bad it was and just quit. It's not so much the towering concept or any of the functions of it, it's just the insanely large amounts of players. It really affects the gameplay negatively, considering it's just huge clusters of players swinging swords randomly, where's the skill?

Could there possibly be a remaking of the levels to go with the new Guild system? :love:

Ark 05-05-2016 06:33 AM

That'd be k00l

Perseus 05-05-2016 06:48 AM

Doo et

Admiral 05-05-2016 08:28 AM

wait about a month and try again

qes 05-05-2016 08:29 AM

Honestly I hope they make it quicker to run into combat when you die, like MoD, not like sardons, castle, swamp. I also hope they actually change towering completely to make it more action packed, and make it hard so that guilds are all fighting to get 3-4 hours a day, rather then having guilds hold a tower 20-24+ hours a day. Hope they CHANGE "allies" so that allies still hit each other, but can talk in chat/not talk in chat (leaders option). Also I hope there are penalties to kicking members, to stop the kicking and recruiting issue. With that, they can raise the guild member limit to like 50 or 75. Then going back to the new towering idea, maybe they can make it so that there is a door like in era, with 50 health, except there is only 1-3 doors per tower, and guilds can use that to stop people from coming in pking them by the door, but once the doors are broken the flag only has 10-30 health, so that towers need to be actively watched. on top of that i think there should only be 2-3 towers.

Alexmo 05-05-2016 11:30 AM

Qes your ideas are good but how abou 5 towers

Livid 05-05-2016 01:59 PM

To be honest @ qes, the spawn for castle could just be moved in a closer room rather than outside on a damn bridge. I like swamps time it takes to get back to the flag but itd be cool to implement a swampy biome related floor that slows down players that walk on it. As for DeadWoods tower, the travelling is a bit too much but what really bothers me is the thin stairs we have to take, those need tp be widened so many players can go in at once.

Id keep these towers and introduce a new tower where three entrances or two would be available so the guild would have to defend in a more strategic way.

qes 05-05-2016 03:10 PM

Quote:

Posted by Alexmo (Post 702234)
Qes your ideas are good but how abou 5 towers

wait editing

qes 05-05-2016 04:33 PM

Quote:

Posted by Alexmo (Post 702234)
Qes your ideas are good but how abou 5 towers

Okay so honest to god i think this system would make PK very exciting and competitive. Assuming allies will be removed or changed and guild capacity will become larger....
The Graal PK Population usually allows for there to be 5-7 BIG Active PK guilds at one time. With this said, There are 5 towers running at once.
These big 5 tower guilds have an easy time holding the 5 TOWERS for 12-24 hours STRAIGHT which means theres a problem, logging on to recruit people to afk at a fort, is sad and not a skill.
This issue is because of the tower system which is composed of, tower lay out, and tower amount
Lets look at all of the CURRENT towers layout, we notice that castle and swamp and sardons has a HUGE run to the flag room, boring.
Mod, Has a short run to the flag room, has opposing teams swamp points meeting in the middle, the only critique I have about Mod, is that I think when they meet in the middle, there should be a bigger middle. Then the enterance to the flag room should have a 50/50 door that the people can defend. Then once that is broken, it should take 10 seconds to come back. After that, the Flag room should be about the same size (because the middle room would be the main PK area UNTIL the door is broken) then there would be a 20/20 flag because once that door is broken, it should be game over with little chance of holding it. (which is why that middle area would be such a hectic PK area)

Now this formula can obviously be slightly changed, but the point is
- a QUICK 3 second run for BOTH the holders AND the attackers to meet in the MIDDLE. This creates a great PK area.
- doors that give tower holders a chance to hold people back, but lower health doors so that they have to be constantly PKing
- lower flag health because doors obviously have some effect.

Now lets look at the tower amount:
As i said earlier, 5 towers is too much. it allows there to be a huge spread of where players are PKing, to the point that there are only 20-50 players per tower. and 10-30 of them are the ones holding the fort. BORING.

They should turn existing towers that CANNOT/SHOULD NOT be fixed- Mainly just Castle and Sardons because those are land marks, into a "sight to see", make it look abandoned and run down, still PK-able but.. no flag/fort anymore.
As for the other current towers, they should be tweaked to the new layout to make it a 3 second run from spawn to the "big/medium sized middle meeting ground", given a door to stop them from reaching flag, and a low health flag with a medium sized flag room.

Anyways continuing my tower amount
LANDMARK TOWERS- Sardons, no function to my new "tower system." WHY- because sardons involve too much running and less PKing, but they are amazing parts of graals history and to be honest should not be deleted or changed for the sake of having them on the map for some purpose.
Completely deleted towers- Deadwood, its just an awful tower to be honest. Not good for PK. Put something else cool there lmfao.
Edited towers-
Mod- bigger middle meeting ground, 20/20 door.
Swamp- delete whole entire first level when you enter the building, including the pot room, and the grassy straight aways, REPLACE that with a quick 3 second run FOR the attackers AND the defenders, to some type of middle ground area with a 50/50 door leading to a 20/20 flag.
Destiny-- make it a quicker run, and add a 50/50 door. The Sardons/destiny traps are a little much and aren’t really necessary tbh, even though they are cool, I would rather them add these type of things to hard quests that we need to dodge to get past, not add it to a PK thing. IF people disagree, fine keep them, but the run should be shorter and should lead to a medium sized PK room with one entrance/50/50 door.
Castle Castle is such a classic place. but to be honest the only thing I would change, is adding a door, making the hallways wider but LESS long. (basically shifting the whole level to make it shorter but wider) and making the attackers spawn near the “PK/Spar/BK” statues. Along with the wider hallway that leaves more room for PK, I would add a door 50/50 and make the flag 20/20.

Now with this update, there are 4 towers. At one time there are usually 5-7 HUGE active tower guilds. But with that said, they are active throughout different times during the day. Assuming the new leaderboard/rewards system involves hours, it should be HARDER for guilds to hold forts for a LONG time.
These 4 towers should run on a SCHEDULE. When clicking the menu there should be a “Fort” button that shows you the TIMER for EACH fort.
“Forts:”
Castle: Active for the next 00:59 minutes
Destiny: Active for the next 00:59 minutes
Mod: Starts 00:59 minutes
Swamp: Starts 00:59 minutes
With this System, there are 2 towers running, while the other two can NOT be “held” or “taken” until the timer changes. then the forts switch. This would change every hour. What this would do is, make it impossible to hold a fort for OVER an hour straight. You would have to run to the next fort to take it. This would make PKing more active as forts switched and more concentration so many guilds are attacking on the same two forts at once.

Dis agree? Okay maybe you disagree but this system would totally make PKing more intense and active.
Also, If you want to keep sardons/deadwood then make the RUN shorter and add a Middle ground PK area before the Flag room.and then my Fort Schedule can be tweaked to look like this
Castle: Active for the next 00:59 minutes
Destiny: Active for the next 00:59 minutes
Mod: Starts 00:59 minutes
Swamp: Starts 00:59 minutes
Sardons: Starts 01:59 h:m's
DeadWood Starts 01:59h:m's

Quote:

Posted by Livid (Post 702251)
To be honest @ qes, the spawn for castle could just be moved in a closer room rather than outside on a damn bridge. I like swamps time it takes to get back to the flag but itd be cool to implement a swampy biome related floor that slows down players that walk on it. As for DeadWoods tower, the travelling is a bit too much but what really bothers me is the thin stairs we have to take, those need tp be widened so many players can go in at once.

Id keep these towers and ontroduce a new tower where three entrances or two would be available so the guild would have to defend in a more strategic way.

The issue with towering is based on there being too many forts, there aren't enough people to keep all of these forts active at once. The other issue with forts is their level layout/distance to the "meeting point" (area where the defenders and attackers first meet)
MoD probably has the best layout for PKing. Issue is, the "middle meeting area in Mod" is a small narrow straight square with a stare case in the middle. Every tower should have a good placed middle point, like MoD except it should be slightly larger to give room for PK. Then a 50/50 door to create something specific to defend. Then the flag should be 20/20 because once that door is broken, guilds can rush in to take it quickly.
Adding multiple entrances is fine, as long as they all lead to the same point and all have the same short distance to that middle meeting ground for PK. (before the flag room)

Distorted_P2P 05-05-2016 04:47 PM

sorry will read when I get home xd

Areo 05-05-2016 08:01 PM

Quote:

Posted by qes (Post 702275)
Okay so honest to god i think this system would make PK very exciting and competitive. Assuming allies will be removed or changed and guild capacity will become larger....
The Graal PK Population usually allows for there to be 5-7 BIG Active PK guilds at one time. With this said, There are 5 towers running at once.
These big 5 tower guilds have an easy time holding the 5 TOWERS for 12-24 hours STRAIGHT which means theres a problem, logging on to recruit people to afk at a fort, is sad and not a skill.
This issue is because of the tower system which is composed of, tower lay out, and tower amount
Lets look at all of the CURRENT towers layout, we notice that castle and swamp and sardons has a HUGE run to the flag room, boring.
Mod, Has a short run to the flag room, has opposing teams swamp points meeting in the middle, the only critique I have about Mod, is that I think when they meet in the middle, there should be a bigger middle. Then the enterance to the flag room should have a 50/50 door that the people can defend. Then once that is broken, it should take 10 seconds to come back. After that, the Flag room should be about the same size (because the middle room would be the main PK area UNTIL the door is broken) then there would be a 20/20 flag because once that door is broken, it should be game over with little chance of holding it. (which is why that middle area would be such a hectic PK area)

Now this formula can obviously be slightly changed, but the point is
- a QUICK 3 second run for BOTH the holders AND the attackers to meet in the MIDDLE. This creates a great PK area.
- doors that give tower holders a chance to hold people back, but lower health doors so that they have to be constantly PKing
- lower flag health because doors obviously have some effect.

Now lets look at the tower amount:
As i said earlier, 5 towers is too much. it allows there to be a huge spread of where players are PKing, to the point that there are only 20-50 players per tower. and 10-30 of them are the ones holding the fort. BORING.

They should turn existing towers that CANNOT/SHOULD NOT be fixed- Mainly just Castle and Sardons because those are land marks, into a "sight to see", make it look abandoned and run down, still PK-able but.. no flag/fort anymore.
As for the other current towers, they should be tweaked to the new layout to make it a 3 second run from spawn to the "big/medium sized middle meeting ground", given a door to stop them from reaching flag, and a low health flag with a medium sized flag room.

Anyways continuing my tower amount
LANDMARK TOWERS- Sardons, no function to my new "tower system." WHY- because sardons involve too much running and less PKing, but they are amazing parts of graals history and to be honest should not be deleted or changed for the sake of having them on the map for some purpose.
Completely deleted towers- Deadwood, its just an awful tower to be honest. Not good for PK. Put something else cool there lmfao.
Edited towers-
Mod- bigger middle meeting ground, 20/20 door.
Swamp- delete whole entire first level when you enter the building, including the pot room, and the grassy straight aways, REPLACE that with a quick 3 second run FOR the attackers AND the defenders, to some type of middle ground area with a 50/50 door leading to a 20/20 flag.
Destiny-- make it a quicker run, and add a 50/50 door. The Sardons/destiny traps are a little much and aren’t really necessary tbh, even though they are cool, I would rather them add these type of things to hard quests that we need to dodge to get past, not add it to a PK thing. IF people disagree, fine keep them, but the run should be shorter and should lead to a medium sized PK room with one entrance/50/50 door.
Castle Castle is such a classic place. but to be honest the only thing I would change, is adding a door, making the hallways wider but LESS long. (basically shifting the whole level to make it shorter but wider) and making the attackers spawn near the “PK/Spar/BK” statues. Along with the wider hallway that leaves more room for PK, I would add a door 50/50 and make the flag 20/20.

Now with this update, there are 4 towers. At one time there are usually 5-7 HUGE active tower guilds. But with that said, they are active throughout different times during the day. Assuming the new leaderboard/rewards system involves hours, it should be HARDER for guilds to hold forts for a LONG time.
These 4 towers should run on a SCHEDULE. When clicking the menu there should be a “Fort” button that shows you the TIMER for EACH fort.
“Forts:”
Castle: Active for the next 00:59 minutes
Destiny: Active for the next 00:59 minutes
Mod: Starts 00:59 minutes
Swamp: Starts 00:59 minutes
With this System, there are 2 towers running, while the other two can NOT be “held” or “taken” until the timer changes. then the forts switch. This would change every hour. What this would do is, make it impossible to hold a fort for OVER an hour straight. You would have to run to the next fort to take it. This would make PKing more active as forts switched and more concentration so many guilds are attacking on the same two forts at once.

Dis agree? Okay maybe you disagree but this system would totally make PKing more intense and active.
Also, If you want to keep sardons/deadwood then make the RUN shorter and add a Middle ground PK area before the Flag room.and then my Fort Schedule can be tweaked to look like this
Castle: Active for the next 00:59 minutes
Destiny: Active for the next 00:59 minutes
Mod: Starts 00:59 minutes
Swamp: Starts 00:59 minutes
Sardons: Starts 01:59 h:m's
DeadWood Starts 01:59h:m's



The issue with towering is based on there being too many forts, there aren't enough people to keep all of these forts active at once. The other issue with forts is their level layout/distance to the "meeting point" (area where the defenders and attackers first meet)
MoD probably has the best layout for PKing. Issue is, the "middle meeting area in Mod" is a small narrow straight square with a stare case in the middle. Every tower should have a good placed middle point, like MoD except it should be slightly larger to give room for PK. Then a 50/50 door to create something specific to defend. Then the flag should be 20/20 because once that door is broken, guilds can rush in to take it quickly.
Adding multiple entrances is fine, as long as they all lead to the same point and all have the same short distance to that middle meeting ground for PK. (before the flag room)

Tbh, I didn't read all of what you said, because I don't have the time to right now. But i towering should be for towering guilds, imo changes shouldnt be made for pkers. Besides, I think you're looking for far too uniform of towers. I love the diversity right now, it makes for a different Pking experience at each place.

no tower timers please, that system is wonky and is just going to make a massive mob in whichever towers are available.

Other then that, I would appreciate if you did a TL;DR, because a lot of what you said is confusing(at least for me)

qes 05-05-2016 08:17 PM

Quote:

Posted by Areo (Post 702304)
Tbh, I didn't read all of what you said, because I don't have the time to right now. But i towering should be for towering guilds, imo changes shouldnt be made for pkers. Besides, I think you're looking for far too uniform of towers. I love the diversity right now, it makes for a different Pking experience at each place.

no tower timers please, that system is wonky and is just going to make a massive mob in whichever towers are available.

Other then that, I would appreciate if you did a TL;DR, because a lot of what you said is confusing(at least for me)

wait what? Read what I wrote please lol. I didn't say anything about making this about PKers and NOT towerers. Its just NOW you can go into any tower, besides maybe MoD, and it would be DEAD, only 10-15 afkish people holding the fort.
(towers is PK while holding a fort,when i say PKers i meant attackers/defenders killing each other
The system I made was the make the towers more crowded/Make the rooms BEFORE the flag room bigger, with a 50HP door to stop people from coming in.
If you read what I wrote I explained how I want the levels of each tower to change, and how i want to decrease the amount of towers to 2 at one time.
The system of 2 hours at one time is great, means more people attacking, making it harder to hold. Also, once the hour is over, the tower would kick everyone out and they would all have to run to the next 2 towers that are open. 24 activity, never a dull moment
anyways don't read this, just read what i wrote before more carefully.

deadowl 05-07-2016 02:09 AM

Quote:

Posted by qes (Post 702275)
The issue with towering is based on there being too many forts, there aren't enough people to keep all of these forts active at once. The other issue with forts is their level layout/distance to the "meeting point" (area where the defenders and attackers first meet)
MoD probably has the best layout for PKing. Issue is, the "middle meeting area in Mod" is a small narrow straight square with a stare case in the middle. Every tower should have a good placed middle point, like MoD except it should be slightly larger to give room for PK. Then a 50/50 door to create something specific to defend. Then the flag should be 20/20 because once that door is broken, guilds can rush in to take it quickly.
Adding multiple entrances is fine, as long as they all lead to the same point and all have the same short distance to that middle meeting ground for PK. (before the flag room)

I designed the MoD downstairs that was the original version as far as iClassic goes. It used to have a narrow staircase until someone made a gripe about it. That narrow staircase was extremely intentional when I made that level. I imagine other towers have similar designs because they just wanted to create a minor variation of MoD.

The narrow staircase was intended to serve as a bottleneck. The reason for that was because it would give an advantage to the defending guild. However, it was also intended for all hell to break loose if any attacker broke that bottleneck.

The maximum flag health was intended to be much lower. The reason for this was so the defending guild would have to quickly address a breach in that bottleneck.

The respawn points were intended to make it easier to shift the balance once the flag had changed ownership. That would enable the new defenders to get to the bottleneck point more quickly than the previous defenders. It certainly was not intended to make it easier to defend the bottleneck, which is how I think most people would interpret it without background knowledge into the design history.

It was also intended that the towers would require the defending guild to hold the flag for a specific amount of time tow win (and be awarded a tower victory). I think it was two minutes. And then it would take actually take about 20 minutes for any guild to win because once you broke the bottleneck, taking the flag wasn't particularly difficult. Under the current conditions, it could take a lot longer than that.

Unfortunately, after my hand in that, and before iClassic was born, someone decided to revert back to the hold-forever version of towering that goes on today. It was likely reverted because the system I designed wasn't like the previous towering system, and some people had opinions that Classic towering should be exactly like it was 2000. I doubt anyone put gameplay aspects above nostalgia in that decision. They took out the victory timer, upped the flag health, made the flag defenders persistent (no victories, just ownership) in order to make it consistent with how towering had previously operated. They kept the bottleneck and the respawn points, which wasn't consistent with how towering had previously operated. Now you've got artifacts of both systems that don't particularly work well together.

ShadowGWS 05-07-2016 04:22 AM

Can't wait for the New Guild System

qes 05-07-2016 05:37 AM

Yea, whatever system is added, it needs to make it really hard for guilds to hold towers, you need to be actively awake the whole time.
Guild forts should be switching between guilds every 15 minutes to be honest

G Fatal 05-07-2016 11:33 AM

This aint sparring grounds.

deadowl 05-07-2016 06:40 PM

6 Attachment(s)
Original MoD Fort

Attachment 21600
  • A battlefield rather than a tower
  • Many baddies, and two baddy-spawners act as a bottleneck to entry
  • Healing area with narrow entry
  • Small indoor room
  • No flag
  • No special respawn points

MoD Fort from when I started playing until the first server wipe

Attachment 21601
Attachment 21602
  • Same outside tower as today
  • A gate in front that has 10HP, and you can only do damage with a guild tag
  • A long fence after the gate forces players to take a long route to get to the fort entrance
  • Door into tower has 10HP, and you can only do damage with a guild tag
  • Two narrow bottlenecks in the downstairs room
  • Balls (what those mountain spiders shoot) get shot at you if you're not the defending guild
  • Flag has 20HP
  • Only enemies can hit the flag
  • The first person with a guild tag to touch the flag once it reaches zero HP takes the flag
  • No special respawn points

2006 MoD Fort (my design)

Attachment 21604
Attachment 21603
Attachment 21605
  • Direct to entrance (much like today)
  • Entry requires guild tag
  • Slightly reduced bottlenecks
  • Wall holes for archery defense
  • Healer exclusive to defending guild in the back of the inside room (later replaced with preferred respawn)
  • Non-exclusive respawn point in front of tower (no preferred respawn in 2006, attribution error on my part)
  • Holding flag for two minutes results in victory
  • Fifteen second delay between matches
  • One-hit HP flag

What I want to see:
  • A flag with lower HP
  • Discrete victories for holding the flag for a defined period of time
  • An average time for a victory to be obtained as 15 minutes
  • Sustained flag switching an average 3.5 times (i.e. taking the flag and maintaining it, as opposed to a short-lived ambush)

Distorted_P2P 05-07-2016 06:50 PM

Quote:

Posted by deadowl (Post 702937)
Original MoD Fort

Attachment 21600
  • A battlefield rather than a tower
  • Many baddies, and two baddy-spawners act as a bottleneck to entry
  • Healing area with narrow entry
  • Small indoor room
  • No flag
  • No special respawn points

MoD Fort from when I started playing until the first server wipe

Attachment 21601
Attachment 21602
  • Same outside tower as today
  • A gate in front that has 10HP, and you can only do damage with a guild tag
  • A long fence after the gate forces players to take a long route to get to the fort entrance
  • Door into tower has 10HP, and you can only do damage with a guild tag
  • Two narrow bottlenecks in the downstairs room
  • Balls (what those mountain spiders shoot) get shot at you if you're not the defending guild
  • Flag has 20HP
  • Only enemies can hit the flag
  • The first person with a guild tag to touch the flag once it reaches zero HP takes the flag
  • No special respawn points

2006 MoD Fort (my design)

Attachment 21604
Attachment 21603
Attachment 21605
  • Direct to entrance (much like today)
  • Entry requires guild tag
  • Slightly reduced bottlenecks
  • Wall holes for archery defense
  • Healer exclusive to defending guild in the back of the inside room (later replaced with preferred respawn)
  • Non-exclusive respawn point in front of tower (no preferred respawn in 2006, attribution error on my part)
  • Holding flag for two minutes results in victory
  • Fifteen second delay between matches
  • One-hit HP flag

This is exactly what Forts should be like.

G Fatal 05-08-2016 12:03 AM

Quit with this: Doorhealth/low hp/2min event crap fun was back when it was highhp/old spawns/having to continuously pk for the fort not hit it like 20time and have already everything now was just set up for a sparrer small(spar area)flag rooms/low hp/no heal pots/spawns set for defensive stance/stamina on weapons like wtf..When noone of old towerers ever asked for this, only started to change once sparrers got bored with sparring and there was not much being done to improve it at the time.

qes 05-08-2016 12:50 AM

Quote:

Posted by G Fatal (Post 702960)
Quit with this: Doorhealth/low hp/2min event crap fun was back when it was highhp/old spawns/having to continuously pk for the fort not hit it like 20time and have already everything now was just set up for a sparrer small(spar area)flag rooms/low hp/no heal pots/spawns set for defensive stance/stamina on weapons like wtf..When noone of old towerers ever asked for this, only started to change once sparrers got bored with sparring and there was not much being done to improve it at the time.

bro towers at classic always sucked. its a little more fun when theres competition but tbh its dead 90% of the time

G Fatal 05-08-2016 01:05 AM

I went on recently and since all them changes have happened it seems alot more dead now then it was back then, I do agree another design/how to get tower etc should possibly be done to spice things up but not really a fan of bashing through doors that have hp just to get to flag(especially if they can heal/I think that's more the problem everythings more set out on defending now while attacking was the fun part)

qes 05-08-2016 01:18 AM

huh? not following you. We just want towering to have more competition. Holding a fort for an hour to 24 hours straight, isn't competition. its boring. Towers should be hard to hold, should take 15 active people who are nonstop playing and FIGHTING to keep it, at all times. You go to towers now, its all relaxed, not much struggle.

Thallen 05-08-2016 01:26 AM

In no way should towers be easier to defend or harder to attack... They're only fun when they're active, and they're only active when there's an expectation of them changing hands.

Suggesting that towers were better many years ago does not compute to me... Sardon's is pretty difficult to lose right now. Reflect for a second and remember that at one point:
  • The flag had 200 HP
  • You could block the flag door
  • There was a wall bordering the flag door
  • You could block the hall door
  • The halls were narrower making and completely impassable
  • You literally spawned an inch from the flag
How could any competent guild lose that tower, and why would any competent guild waste time attacking it? I don't see how that can be encouraging, fun, competitive, or anything other than easier for the guild that has the most players online at 4 AM EST and manages to snag it. I don't think players mind towers being harder as long as they are more fun and rewarding.

In terms of design, I think all of them are fine right now except Swamp and DW. The long, narrow pathways and stairs make it impossible to outplay anyone and make it too easy for a single smart player to block the path of 5+ attackers. DW was at least improved with the spawn point being moved back.

deadowl 05-08-2016 01:40 AM

Quote:

Posted by G Fatal (Post 702985)
I went on recently and since all them changes have happened it seems alot more dead now then it was back then, I do agree another design/how to get tower etc should possibly be done to spice things up but not really a fan of bashing through doors that have hp just to get to flag(especially if they can heal/I think that's more the problem everythings more set out on defending now while attacking was the fun part)

Okay, so when your talking about doors with HP, I wasn't proposing anything, I was describing guild forts from 1998 to 2006. In 2006, I removed doors with HP in guild forts. It has remained that way since.

What I said regarding what I want to see with the current guild forts:
  • A flag with lower HP
  • Discrete victories for holding the flag for a defined period of time
  • An average time for a victory to be obtained as 15 minutes
  • Sustained flag switching an average 3.5 times (i.e. taking the flag and maintaining it, as opposed to a short-lived ambush)

I'm not confident the late 2006 system would hold up to the current server population with a 1-hit flag. That's why I'm using relatives in what I'd like to see (hold flag for fixed amount of time like 2min for victory with an average time to victory of 15min and the expected number of sustained flagholder changes being 3 or 4 times per 15 minutes. I mention lower flag HP because I doubt it's possible without lowering flag HP.

G Fatal 05-08-2016 02:02 AM

Stuff like the blocking entrance etc made more pkers in one spot things like healing pots etc was actually a good thing for both, but cutting out the stamina on combat weapons(said it before THIS AINT SPARRING GROUNDS) loses the spark of fun when you slow the combat down, even stuff like mod outside being none pk kills the vibe like okay it's annoying having pk mobs there but it makes more entertaining seeing them get pk's and also makes the tower more complicated for the defenders as the pkers would join in on guilds attacks..Oh also horses in towers was actually fun, guys take away all fun attack stuff.


Now its just like oh well 1k hours sucks now(part from last few with gd chance of hat) and why the hell would we go for lots of hours for some gralats and a little plack that we can only buy on stuff tim who bought some gralats can buy also, woo we get vip and another candle hat! just what firemansam woulld have wanted.. they can't even go for being high on ldrbds now(Not to mention that there is no history still of how the full ldrbd ended when it went to seasonal-why the hell anyone want to get time if they are brushed aside now) its all this seasonal stuff that works well for pk/spar etc but guild wise I think it's pretty poor anyone with right mind would just keep joining the ones high up on it to take reward

qes 05-08-2016 10:52 PM

wtf is this guy yelling "this isn't sparring grounds" lmfao. As if my opinions don't matter because I spar? I also used to tower, and when i go tower now I see nothing changed.

briefly, the issue with towers is how easy it is to hold them for HOURS. like illusive, had 14days of tower time in a week. Really? Like the system shouldn't be the way it is.

We need to get rid of the whole thing that PROHIBITS you from hitting your allies. And make the guild Capacity limit to 50-100. Then we need to make there be a penalty (subtracting score) for kicking members, so kicking and recruiting stops. (honestly get rid of allies)
Then we need the structure/Flag health to make it so that towers "switch hands" all the time, and keeping a tower for more than an 15 minutes straight should be REALLY hard to do. Should take constant concentration, no sitting around and AFKing and AFK blocking doors. Lmfao

Quote:

Posted by G Fatal (Post 702960)
Quit with this: Doorhealth/low hp/2min event crap fun was back when it was highhp/old spawns/having to continuously pk for the fort not hit it like 20time and have already everything now was just set up for a sparrer small(spar area)flag rooms/low hp/no heal pots/spawns set for defensive stance/stamina on weapons like wtf..When noone of old towerers ever asked for this, only started to change once sparrers got bored with sparring and there was not much being done to improve it at the time.

wtf are you saying LMFAO. Bro you realize towering on classic now works like this, Guild leaders recruit 10 people who aren't busy IRL, so that they can be "perms" those ten active RECRUITERS sit there and recruit their friends to the sub guilds, eventually sub guilds get filled up, meaning theres always a decent amount of people online, that decent amount of people sit there staring at a flag with TWO HUNDRED HP? wtf. Easy to hold, no fun.
We aren't asking for "an event". We are asking to fix the broken towering system by making it more competitive and harder to hold. If you think kicking and recruiting is a competitive thing, your off your rocker.

Red 05-08-2016 11:35 PM

Only broken thing is the guild system, Qes and G-fatal are arguing over things that'll never be tweaked. Take away the allies feature and add in 50-65 guild slots (100 is a bit extreme) refund any guild owner xAmount of gralats for the ally feature they payed for then change the leadership and co leadership system so it actually works like a guild.

Hopefully the new guild system that is currently being worked on abolishes the current meta of spam recruiting new players and ordering them to sit at a flag or be kicked.

G Fatal 05-08-2016 11:41 PM

If you want to make it harder why the hell are players accepting stuff like no horses in forts stamina knock on combat weapons no pk outside mod accepting change of spawns(done ages ago) If you guys really wanted it to be hard you'd have all this back but even then you'd be bored as noone gives a **** bwt a seasonal guild ldrbd for a plack and money prize..so until they change that and also remember the past ldrbd nothing will change in competitiveness even if the forts had 20hp as whats point of working for your guild to not be remembered and to get a prize that can only buy stuff any other player can already buy ongame.

qes 05-08-2016 11:45 PM

wtf is this kid saying lol.

G Fatal 05-08-2016 11:59 PM

for 1 i'm not a 'kid'anyways Like you say you want forts hard yet you also want:-no horses
-no pk just outside fort(mod) so no pkmobs that bring fight also to fort
-no spam of bombs and arrows(simply because it apparently evens gameplay out-forts arnt meant to be even(like telling isis to fight with missiles to even it out)
tell me how this stuff makes not harder for defence?



Personally I've always wanted a graal server to make it so there is no allies and guilds can only have 10players in would make it harder to noob recruit as majority would want to be perm, this would create more guilds around, also decreasing the towers again to like 3 maybe would result in bit more activity(like castle/sardons/swamp or something)

Thallen 05-09-2016 12:40 AM

Quote:

Posted by ReD s. (Post 703255)
Only broken thing is the guild system

Agreed, all suggestions for guilds should kind of be held off until we see what happens next month (or whenever). For all we know, every problem being proposed right now could already be fixed.

Red 05-09-2016 12:42 AM

Quote:

Posted by Thallen (Post 703274)
Agreed, all suggestions for guilds should kind of be held off until we see what happens next month (or whenever). For all we know, every problem being proposed right now could already be fixed.

Only thing I pray for is that allies are taken away and the roster is extended to 50+

Macbeth 05-09-2016 08:46 PM

Quote:

Posted by ReD s. (Post 703255)
Only broken thing is the guild system, Qes and G-fatal are arguing over things that'll never be tweaked. Take away the allies feature and add in 50-65 guild slots (100 is a bit extreme) refund any guild owner xAmount of gralats for the ally feature they payed for then change the leadership and co leadership system so it actually works like a guild.

Could be cool to have a system like that of Graal the Adventure. You can only have one tag for a competitive guild and 2-3 (don't remember the exact number) family tags. Family tags would not be able to enter towers or join guild spar, but could be used for social reasons, which would keep most people happy.
Family guilds could have a lower amount of members, like 15-20 or so, while competitive guilds could 50-65 like you said.


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