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05-05-2016
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Banned
Join Date: May 2013
Posts: 1,555
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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?
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05-05-2016
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Banned
Join Date: Dec 2015
Location: California, U.S.
Posts: 540
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That'd be k00l
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05-05-2016
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Banned
Join Date: Apr 2014
Location: Looking for clues!
Posts: 961
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Doo et
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05-05-2016
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Registered User
Join Date: Mar 2012
Posts: 2,912
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wait about a month and try again
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05-05-2016
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Registered User
Join Date: Jan 2012
Posts: 732
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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.
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05-05-2016
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Banned
Join Date: Sep 2015
Location: I live in a place on a place
Posts: 1,464
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Qes your ideas are good but how abou 5 towers
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05-05-2016
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all for victory
Join Date: Sep 2013
Location: Townsville
Posts: 4,222
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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.
Last edited by Livid; 05-05-2016 at 05:07 PM.
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05-05-2016
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Registered User
Join Date: Jan 2012
Posts: 732
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05-05-2016
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Registered User
Join Date: Jan 2012
Posts: 732
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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
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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05-05-2016
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Banned
Join Date: May 2013
Posts: 1,555
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sorry will read when I get home xd
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05-05-2016
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Dr. Professor Moderator
Join Date: Jun 2015
Location: I’m always located somewhere
Posts: 1,205
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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) |
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05-05-2016
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Registered User
Join Date: Jan 2012
Posts: 732
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(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. |
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05-07-2016
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Registered User
Join Date: Jul 2014
Posts: 783
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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. |
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05-07-2016
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Registered User
Join Date: Mar 2016
Location: In a Mountain
Posts: 50
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Can't wait for the New Guild System
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05-07-2016
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Registered User
Join Date: Jan 2012
Posts: 732
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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 |