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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)
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