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Took awhile to realize that the water is on a timer and drains automatically... which is even less fair for attackers. Defenders should have to do the work themselves to drain the water. There could be a second set of chains for defenders to pull at the bottom of the trap/water room (make two ledges to stand on out of the water)
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The water feature feels really well thought out, though it feels less than intuitive at the moment. Having the water triggered by co-op chain pulling is nice, but it might be cool to not have the 'timer' that causes the flood to end on it's own, forcing defenders to interact with the chains to set up the traps in the main room again.
If this is the way towering is going, I'm excited to see what comes.
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This is an interesting idea, but I've yet to come up with a way for defenders to reset it without it getting too confusing. I suppose one idea is to have it flooded until ownership changes and make flooding slightly harder to achieve. That way if defenders don't want to cripple themselves for the rest of the time they need to really make sure no one uses the chains.
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With 13 members (not awesome members)defending the tower, it took my guild less than five minutes to take over the tower with 7 members (experienced members) the tower seems pretty weak now. I suggest you to undo one of the updates (for an example: replace the defenders spawn to it's original position)
I'm also curious about something, when the the 1k hats used to exist we used to have tower rankings. Destiny used to be the most powerful tower for obvious reasons, the new sardon comes second etc... From what I saw so far in the box fort, you're planning to have all towers in the same power level? It would be cool to have one powerful tower (not hilariously powerful) and one weak tower (not hilariously weak..) The reason why I suggested this because, in the olden times guilds used to have "A home tower" For an example: A guild homes destiny, this tower must be held by them at all times if possible. After they held this tower, they can double/triple if possible. Basically, their home tower is their priority. Usually, the strongest guild homes the tower destiny because it's easy to defend. The home tower, always depends on how strong/weak the guild is. If the guild leader has a lot of experienced members, he will home a strong tower (the opposite is true)
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The issue right now is are you really experiencing true competition? It may have been easy to take but in my opinion from watching over it since it's been released is that not many competitive guilds are actually bothering. It's hard to balance the difficulty of a tower when no one is trying to participate.
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This is my biggest annoyance with this layout. It is pretty brutal, and it usually will mean getting hit multiple times, because you'll be going straight up the middle through the fire spinner. I also dislike how this level isn't more similar to Sardon's first level; You should be able to walk through people, because taking 1-2 more hits because people are super slow at walking through is really lame.
You should also be able to walk through the fire spinner, which has been mentioned here before.
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The first room is
supposed to be brutal. What we've learned from the pressure plate design is that players don't care how long it takes to get to the flag as long as they can rush to it. The idea here is a guild can just rush the flag, but their health will be punished unless they navigate the traps carefully. Being able to walk through the fire at the expense of only .5 health would completely defeat its purpose.
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The second level is good, but part of my issue with the water system is that it's too easy to stop the chain pullers. If you're accurate you can snipe them with an arrow on your way to the flag room and stop their progress. It doesn't take much to stop them, and defending two chair pullers would be much more difficult than defending something like a crystal.
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The issue is that pretty much most of the default movement and systems(health, knockback and such) isn't something we scripters can modify. I've sped up the chain pulling and lowered the distance needed, but other than that there's nothing I can really do. I can't make it so getting hurt doesn't stop your actions.
I have sped up the fireballs in the center of the first floor. You can now also walk through players in the bottleneck trap areas.