This would change the tower game entirely.
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Ya, that's good. People behave as if change is bad for some reason, like:
This is dumb for tower guilds, seeing as most players will get kicked when they go offline and recruited again when they're back on.
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It's dumb because they're changing something in a way that will make guilds function more naturally
like a guild? I don't understand that mindset, but I do know that when people say things like that it probably makes it a lot more difficult for staff to make important changes.
The only thing is, what cool stuff could you really offer?
At least to me hats won't cut it. Maybe something entirely new?
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I can't answer that for you because I'm not staff and not allowed to/shouldn't, but people will tell you that Rufus has mentioned it in game. I've talked to him about it a lot, maybe he has spoken to other people who regularly lead guilds.
If they intend to change the system in a way to reward people, I'm sure the rewards are going to be worth playing for. I mean, right now towering is active and all you get are hats. There will be more.
I would honestly feel like a limited number of guild tags would be a decent idea. Problem with implementing that is some people have 100+, and how could you lower their guild tag numbers without the complaints?
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It's only logical that would also happen, yes. Again, can't say much of how that will be done.
I honestly feel fixing the tower system would be easier
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I don't really see what's left to fix specifically at towers. Recent changes:
- Tag flicks down during activity, giving flag defenders more of a purpose
- Sardon's was nerfed
- Snowtown was nerfed
- York was deleted (less towers, more competitive towers)
- MoD was changed so that it offers a spawn-point benefit to defenders, making it more defendable of a tower
So, I think all of the necessary changes left that will actually make towering more enjoyable revolve around changing how guilds themselves work, not towers.
Towering should be competition between guilds to see which guild is the strongest at strategizing and attacking/defending a fort.
Right now, the strategy seems to be this:
- Create guild
- Recruit anyone and everyone
- Get 1000 hours
- Start over
So based on that, the definition of a "guild" at towers is a disposable tag that anyone and everyone has access to because the main purpose is to use it as some sort of vessel to reach a reward. The system allows you to recruit and kick 25 people without any penalization, so everyone does it because it's efficient.
What a guild actually is, IMO, is a group of loyal players who come together to achieve something. So, to me, limiting access to how players freely join and leave guilds is a necessary step in fixing the problem. That's just my opinion though.