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05-06-2017
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151 |
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Registered User
Join Date: Apr 2017
Location: Graal City
Posts: 4
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What is the Island called tho is it called box Island or something we need a name for this tower
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05-06-2017
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152 |
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Verified ✔️
Join Date: Nov 2014
Location: M.I.A
Posts: 3,408
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05-06-2017
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153 |
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Registered User
Join Date: Jun 2015
Posts: 461
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05-06-2017
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154 |
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cool boy
Join Date: Nov 2016
Posts: 509
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the spikes/fire shouldn't kill people at 0.5.. & the defending guild's spawn is kinda unfair since it's too close to flag and it takes them 5 seconds or less to get to flag.. also.. i don't understand the water chain thing.. does it help the the attacking guild or flushes them away? |
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05-06-2017
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155 |
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Banned
Join Date: Dec 2016
Location: Puerto Rico
Posts: 203
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It definitely helps the attacking guild but anyways the tower s deserted.
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05-06-2017
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156 | |
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Registered User
Join Date: Dec 2016
Location: Uk/london
Posts: 851
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It seems that all what the attackers has to do is hit whoever tries to pull the chain, and defend the flag room. The rest of the job will be completed by the: spikes, fire-spinner, distance between the defenders/attackers spawn and the flag room. Therefore, it's extremely hard to take over the tower. The fire spinner looks fine to me, maybe the speed of the spikes are too much on the attackers but, if they if they take the fire spinner's way; it shouldn't be a problem to them. In general The first room is perfect, I don't think it needs to be Edited if you make few edits on the first room. Because the defensive mechanics are doing almost everything, I think we should make them less useful to force the owners of the flag to defend the first room. The spikes in the second room made it harder to enter the flag room to both attackers and defenders; they should be removed. The attackers get knocked off the chain after getting hit once only. I believe to stop the attacker from pulling the chain, they should be killed completely. Since there will be no spikes in the second room, the defenders will confidently defend the second room. This might give an advantage to the defenders but, it's still better than having the defenders in the flag room only. I'm going to talk about the chains in details.
Basically to make the tower less powerful, increase the power of the chains.
Last edited by Saeed; 05-06-2017 at 03:45 PM.
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05-06-2017
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157 |
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michael
Join Date: May 2012
Location: Hyrule
Posts: 3,511
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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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05-06-2017
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158 | |
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Registered User
Join Date: Dec 2016
Location: Uk/london
Posts: 851
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05-06-2017
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159 |
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Should be fixed.
Join Date: Aug 2011
Posts: 6,359
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Some changes have been made:
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05-07-2017
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160 | |
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Registered User
Join Date: Dec 2016
Location: Uk/london
Posts: 851
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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) MESSAGE: I just want to say something to the players who are waiting for the New guild system/new towering system. The players who said "Fp4 we're always here for you" "Fp4 take my energy" Dusty is assisting Fp4 with the new towering system, and he asked for assistance from the community. Giving Feedback to the developers will make their life much easier so, rather than complaining about them in-game, provide them useful/valuable feedback. |
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05-07-2017
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161 | |
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Dr. Professor Moderator
Join Date: Jun 2015
Location: I’m always located somewhere
Posts: 1,205
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You should also be able to walk through the fire spinner, which has been mentioned here before. 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. The push-away from the flag room door is a nice feature. I like the two vertical spikes on either side of the flag room door, too. |
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05-07-2017
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162 |
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(it's actually wopoalpa)
Join Date: Dec 2016
Location: nowhere interesting
Posts: 1,221
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I would love to check this area out, but I don't want to waste my gralats on creating a guild nor do I want to join one.
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05-07-2017
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163 |
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Úsáideoir Cláraithe
Join Date: Jul 2015
Location: Michigan
Posts: 527
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My feedback on the most recent layout: I really like it. It gives me and other players an incentive to stop the traps. It's exactly the kind of incentive I was looking for. Going through those traps can sometimes be a real pain in the a**, and I've always seen people, even two rival guilds, assist each other with the chain mechanism. It's important for defenders to have to keep an eye out for players going for the chains, otherwise it'll be substantially more difficult to stop the horde of 3.0HP people coming through. The spinning fire is really really annoying. It goes very slow, and you can't run through it while blinking. This is a tower players should have to pay attention in, and I get the impression it's based around patience. It's going to take a player a lot of time to get through the fire, and some pr**k will hit you into the fire anyway. The spikes on the sides might be a tad too fast, but I digress. It's possible to get to the flag room unscathed, but you really need to pay attention and get passed the spikes at the right time to avoid getting hit. If you charge through mindlessly, you could get hit two, three, maybe even four times. I haven't seen any defenders in the trap room, I guess they get hurt by the traps too? Even so, it could be difficult to get to the flag room if the defenders are careful, which isn't necessarily a bad thing. I suggest speeding up the spinning fire slightly. Fast enough for players to have a chance of getting in quicker without having to go through the sides. Or, instead of fire, it would be interesting to simply add a few rows of pop-up spikes, so players can time their way through. Something like this to replace spinning fire in the middle: Flag Room Entry Row 2 of Pop-Up Spikes Row 1 of Pop-Up Spikes Side Spikes Side Spikes The side spikes will still be on the sides as an alternative route, and the other spikes passed the middle will still be there. This idea just replaces the spinning fire. As Row 1 is down, Row 2 will be up, vise versa. Just an idea. I like the fire idea, but just speed it up so it isn't a pain in the a** |
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05-08-2017
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164 |
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Registered Old Person
Join Date: Sep 2013
Location: Graal City Restaurant
Posts: 4,742
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I feel like the fire should be animated. And faster. Also, the top of the tower feels pretty crowded. Might just be under intense assault, but this seems to play into the hands of the defenders. The central fire feature in the tower is extraneous. After four or five runs through the chamber, the outer left and right path (past the fast moving spike block) is far easier (and faster) to navigate. 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.
Last edited by 4-Lom; 05-08-2017 at 06:36 AM.
Reason: added insight
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05-08-2017
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165 | |||||
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Should be fixed.
Join Date: Aug 2011
Posts: 6,359
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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. |
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