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| Poll Results: Guild Forts - Too many or Not enough? | |||
| 18.63% |
I believe that there are too many guild forts
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| 24.51% |
I believe that the amount of guild forts is just right
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| 56.86% |
I believe that there are not enough guild forts
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| Voters: 102. You may not vote on this poll | |||
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Topic Tools |
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04-13-2015
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76 |
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Bloodvayne
Join Date: Nov 2012
Posts: 4,087
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You know what? Forgt what i wrote earlier. I'll leave it up to towerers.
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04-13-2015
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77 |
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Registered User
Join Date: Aug 2013
Posts: 3,204
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Guess I'm the only one who thinks they should reduce it to be really low, then again that might be a bit hard considering most players in the tower community are noob and the ones who aren't rely on noob recruiting.
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04-13-2015
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78 | |
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Deus Vult
Join Date: Oct 2014
Location: Le Canada
Posts: 3,811
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04-13-2015
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79 | |
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User Registered
Join Date: Sep 2013
Posts: 161
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The number of forts we have can not accommodate the number of guilds we have now. Suggestion: Add 1 more fort and I guess thats enough. |
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04-13-2015
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80 | |
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New Age Legacy
Join Date: Jul 2012
Location: Graal
Posts: 1,633
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04-13-2015
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81 |
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Registered User
Join Date: May 2013
Posts: 3,027
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The tower system needs to be redone. I think I might have a solution that would make everything more challenging, so that guilds will stop holding hands. I would love to see some actual guild wars. First off, towers need to be restricted after your guild has a certain number of hours. I made this: Tower name/# of guild's total tower hours allowed until restriction/Reason Sardon's Tower/0-5 hours/Super easy to defend, lots of blocking, spawn is at flag. Deadwood Tower/0-25 hours/Easy to defend, hp is pretty low, a lot of levels, somewhat amount of blocking, spawn 1 level below flag. Snow Tower/0-50 hours/Somewhat easy to defend, big open spaces to get to flag, spawn is at flag, lantern or draisine needed for access to snowtown. York Tower/0-100 hours/Somewhat easy to defend, flag hp is pretty low, somewhat amount of blocking, spawn is next to flag. MoD Tower/0-250 hours/Somewhat hard to defend, only 2 levels, somewhat amount of blocking, flag room is somewhat big, spawn is 1 level below flag. Swamp Tower/0-500 hours/Somewhat hard to defend, somewhat amount of blocking, flag room is big, spawn is 1 level below flag somewhat far. Castle/0-1000+/Lots of open space for guild wars, almost no blocking(if stairs were fixed then no blocking), spawn is 1 level below flag room somewhat far, right next to Graal City. This system would help new guilds gain hours fast early by only giving them the access to towers that are easy to defend, but then difficulty would begin to rise as you gain more hours. Castle would pretty much become the sweet spot for Towering, since any guild would be allowed to take it, and there is a lot of space for guilds(that want to just ally each other) to fight each other in there. Imagine at least 5 huge guilds(with each having ally guilds making 200+ people) attacking the same tower at once, due to the fact that it's the only tower the guilds are allowed to take. Would be some crazy stuff, and 1k would take a lot of effort and not just afking. |
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04-13-2015
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82 |
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Banned
Join Date: Aug 2013
Posts: 804
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I used to take towers solo. Now I only see players blocking the way and giving us no chance. I chose more towers! |
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04-14-2015
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83 | |
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Delteria Manager
Join Date: Feb 2012
Location: USA
Posts: 2,474
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MoD is easier to take than castle. Also, limiting the hours a guild can hold just leads to more pointless manipulation of the guild system. Don't you think we already have enough of that in Graal? |
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04-14-2015
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84 | |
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Registered User
Join Date: May 2013
Posts: 3,027
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Based on this system, if I started a new guild I could take any tower, but once my guild reaches 5 hours we wouldn't be allowed to take sards, 25 = no more deadwood, etc. It wouldn't matter where I tower I could start off in castle if I wanted to, once a guild has a certain amount of hours they can't take certain towers. This system makes it so that new players who have absolutely no experience towering can make guilds with their friends, and start towering together, since tough guilds won't get in their way from the start. Later on though when guilds start progressing and gaining more hours then the competition becomes tougher. This would make the guilds who hold truces so they can easily get a 1k hat, have to go all out in Castle. I felt like I needed to explain what I previously wrote more thoroughly, but I figured people were going to understand what I posted, guess not. I hope this clears some of it up. |
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04-14-2015
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85 | |
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Shurikan
Join Date: Sep 2011
Posts: 1,245
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04-14-2015
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86 | |
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Registered User
Join Date: May 2013
Posts: 3,027
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Guilds like BFM... what are they on their 3rd? Geez... Guilds like bfm, deceive, elysium, maphasy, epidemic, and 1789 would all have to fight in Castle if they want to gain hours. Guilds like agoy, nbk, addicted, and towers inc would have to fight in Swamp or Castle. |
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04-14-2015
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87 | |
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Registered User
Join Date: Jul 2014
Posts: 783
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Essentially you would need to find someway to support variable-schedule reinforcement for towering guilds, which is pretty much the video game psychology equivalent of crack so long as there's maintained interest in towering (shouldn't really be a problem these days). Winning a round provides a schedule of reinforcement. Killing another player, being avenged, etc. also adds to the schedule of reinforcement. Dominating the same tower (or being dominated by someone else at the same tower) for a gazillion hours, on the other hand, doesn't really provide the same kind of gaming high, and will result in burnouts. |
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04-14-2015
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88 | |
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Registered User
Join Date: May 2013
Posts: 3,027
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I don't know about you, but I used to lead a very small guild and we would take Castle from SoN a lot throughout the day and force them to nub recruit, and their sub leads would get scolded by the leader. We would only take castle, since we wanted to fight that guild. |
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04-14-2015
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89 | |
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Registered User
Join Date: Jul 2014
Posts: 783
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See: No "kingmaker effect"
Last edited by deadowl; 04-14-2015 at 05:53 AM.
Reason: Added reference to The Games Journal
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04-14-2015
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90 | |
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Hyrule Knights
Join Date: Sep 2012
Location: In your head 24/7
Posts: 6,348
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Disclaimer: Joking I actually think this is a great idea. I really felt that the only way the towering system would be improved would be by re-doing the guild system like the dust man said, but this might actually work. Gives noob guilds a chance(well a realistic chance) to get into the towering business and it forces all those adult filled guilds to actually compete for towers. The only thing I would say is to add another tower for the 1k plus guilds. |
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