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04-18-2017
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Dr. Professor Moderator
Join Date: Jun 2015
Location: I’m always located somewhere
Posts: 1,205
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The trigger mechanic is cool, but a trigger needs to be near the door to the flag room. It is pretty wonky to have an attacking guild be entirely blocked out at the flag room without a close option to flip the switch. Narrow halled towers are always something I'm against, at least when they have so many 90° corners. |
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04-18-2017
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Registered User
Join Date: Dec 2011
Location: Chicago
Posts: 833
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04-18-2017
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Enguard & Alumni
Join Date: Sep 2011
Posts: 5,773
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If anything, I hope observing this will give developers confirmation that the recruit-anyone-anytime-with-no-penalty style of towering was just a recruiting/rostering contest I'd have liked to see temporary tag NPCs, like what we have at the GS arena, so that new players can get in on the fun and feel included in a guild… Might inspire them to be a little more interested in guilds and learn their way around before the NGS |
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04-18-2017
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Should be fixed.
Join Date: Aug 2011
Posts: 6,359
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Jail cells are serving multiple purposes. For one, it provides you with alternative routes instead of funneling all players into one entryway. This benefits the attackers, don't you think? Second, when tower ownership is changed the gates respawn and provide defenders with a buffer of time to organize themselves while the gates need to be destroyed. Is your only concern the speed of getting back into the fray? It was designed specifically to get attackers back into towering as quick as possible, contrasting to the pretty poor design of Destiny's respawn mechanics. I can't imagine it being much faster if you were spawning outside of the tower and being bottlenecked through a single small entrance. Aside from towering it helps keep the random no-pk areas on the overworld limited. |
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04-18-2017
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michael
Join Date: May 2012
Location: Hyrule
Posts: 3,511
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I still strongly dislike having to jump down from walls after respawning (people just sword spam at the bottom; on top of eating 2seconds), so why not one-way stairs like MoD and DW? This is the one thing I don't like about Destiny. However, I do like the way Destiny's doors work- easy to enter from any angle and can't be lag blocked. Because this fort has a mechanic whose purpose is to block the door, the door should be easy to get into when it's unblocked. Having to sword spam down the jail cell door after a mass respawn when the flag is taken is an interesting little tidbit. I like the use of the switch blocks. And I think the placement of the switches will be a pretty important factor. I think it would also be interesting if some of the inner walls in the middle (brown walls and the bush) were replaced with red/blue blocks. Or have two doors leading to the flag room on opposite ends: one is surrounded by red blocks, one surrounded by blue blocks. The major issue with the interior design is the sheer number of bottlenecks that can be blocked by one person. There's not even enough room to knock people backwards out of the way. Suggestion for testing: Spoiler
Last edited by twilit; 04-18-2017 at 02:57 AM.
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04-18-2017
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(D19) & (Rek em)
Join Date: May 2015
Location: Germany
Posts: 945
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Really like it a lot so far, only feedback I've so far is to disable Saints to hit the Gems, may aswell add an attack block at the gems so it'll be a bit harder to defend?
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04-18-2017
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michael
Join Date: May 2012
Location: Hyrule
Posts: 3,511
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04-18-2017
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Registered weirdo
Join Date: Jul 2015
Location: Offline
Posts: 171
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On our way to NGS
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04-18-2017
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Should be fixed.
Join Date: Aug 2011
Posts: 6,359
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Saints hitting gems has been disabled. I've also considered maybe them losing their AP instead of disabling it but not sure which is the better alternative. Stairs were also(obviously) widened. Various tweaks made to the layout. May be reverted, may not. Tomorrow I'll be exploring some ideas posted here, some of my own. Hopefully by then things will have calmed down and everything will become more natural feeling. Maybe I'll get to see a very coordinated offense trying to take on a very coordinated defense. |
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04-18-2017
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how did i get 4 rep bars
Join Date: Oct 2015
Location: a
Posts: 736
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this was not something i expected to happen during easter doosty i love it |
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04-18-2017
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SIGNATURES > NEW SITE
Join Date: Nov 2016
Location: behind the wall
Posts: 1,154
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k doostrz you wana kno what you should have done? make the tower a homeless shelter for the graalians who didnt get gralats when the season ended. (credits to force for the idea)
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04-18-2017
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*******
Join Date: Nov 2016
Posts: 264
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04-18-2017
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Retired PK
Join Date: Sep 2013
Posts: 358
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Here's my idea, make a tower in volcano at Big City Island, that way people will surely go there more and get like going there just for quests (bear and daily) and shops So it would be cool if they add a timing that the lava rises and you have to stand on stepping stones (make it limited ) to stay alive and wait until it goes down, while people will burn themselves and dies alot lool And/Or make a Lava room with a narrow hallway, then make a effect that theres fireball popping out in the lava (just like every rpg games like mario) that people have to hurry to get to other side before the fireball shoots them and burns people Also make the flagroom inside the room not on top like every other towers (MoD, DW, etc) The reason Big City should add a tower so that the area will become active and populated and people will know the area exists so it wont become deserted |
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04-18-2017
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Enguard & Alumni
Join Date: Sep 2011
Posts: 5,773
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You can use mounts. You can also door block the flag room door (something you can't do at other towers). I think there are still a few too many narrow paths where 1 player can block an incoming 5, which IMO is what makes towers like Swamp so anti-fun. Other than that, it's hard to judge due to the unnaturally large number of players in there right now. I don't think the Switch is a bad idea so far, at least for one tower. Also, about areas where you don't gain kills, you do gain deaths. |
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04-18-2017
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*******
Join Date: Nov 2016
Posts: 264
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Things to change that I've seen: 1. The hallways need widened. The first floor can get very congested. If there's only one way of getting through a certain passageway(straight, without being able to circle around), the defenders can easily sit and block the passageways, waiting out the blink until zero, before being replaced by another defender, and so on so forth. This is how Sardon Tower was, before the hallways were widened. There shouldn't be any space where you can't move to the side, because defenders will just post sword spammers to those passages. (Some of it has been fixed since writing this) Also, a person can stand in the door to the flagroom and block it off until they die, which could be long with blink, and someone else from the flagroom can immediately replace them. 2. Right side. The right entryway of the 1st floor has both a smaller doorway, and thinner passageway, making going to the left much more preferable. There was a crystal there, but now that there isn't, the left side isn't as balanced. I'd say widen the first doorway at least. 3. The jump off from the prison room. Having to jump off isn't good for attackers, because it leaves them vulnerable where they're landing, and it takes a second to make the jump itself, so you can't really dodge anything when making a jump. Turning the cliffs into one way stairs like in MoD Tower would provide the needed movement for dodging the defenders. Those are the initial thoughts anyway. (Things have been changed as I wrote this, and I've went back and changed things on here too) It's just a temporary tower, so layout isn't all that important, but it's good to know for future use. I don't have much of an opinion on the crystal usage yet, but it seems like a cool idea.
Last edited by Force; 04-18-2017 at 04:29 AM.
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