![]() |
|
05-13-2017
|
196 |
|
Registered Old Person
Join Date: Sep 2013
Location: Graal City Restaurant
Posts: 4,742
|
I like the magnet devices. the fact that there's SO MANY of them in one area is a bit weird, though. Like... you could force their use a lot easier, and I feel like their effectiveness and use would be highlighted in smaller numbers.
|
|
05-14-2017
|
197 |
|
michael
Join Date: May 2012
Location: Hyrule
Posts: 3,511
|
The magnets are definitely better than the chains. But as for the layout, once again the defender respawn is wayyy too close to the flag and defenders have no setbacks. |
|
05-14-2017
|
198 |
|
Registered User
Join Date: Dec 2016
Location: Uk/london
Posts: 851
|
Thank you for everyone who participated!! Feedback will be posted shortly! Thnx to Agonee for recording the fight and helping me to organize one of the guilds.He will post the video soon Again, I had a lot of fun it was enjoyable!
|
|
05-14-2017
|
199 |
|
(D19) & (Rek em)
Join Date: May 2015
Location: Germany
Posts: 945
|
Updates I'd like to see so far: (will upload a little video about it in the next few days) -First I'd really like to be able to still push the magnets even tho I'm getting hit. -Left Spawn didn't work, no one spawned on the left side, IMO the best is if a player keeps getting the same spawn side so we actually could defend our spots on the magnets easier. -The big Magnet in the middle top is kinda weird to switch since it's possible to hit the pushers from the top(make the top above the middle magnet bigger) -Remove some magnets and use actual one way only paths. -Make the top part like the first layout with some small paths and the bottom with magnets. -Put the defenders spawn in the middle so the defenders actually have to rush thru the little paths too. Overall I really like this layout lowkey gives me the old Sards feeling back with it's small paths, really hard to take over, pretty easy to defend but yet it was easier to defend non Magnet paths like around Flag stairs/sides than staying in the middle of the magnets etc. |
|
05-14-2017
|
200 |
|
Banned
Join Date: Jul 2015
Location: Denmark
Posts: 176
|
For what I observed along with Saeed, the tower had many different mechanisms you could take advantage of, there was a lot of ways you could attack and defend the tower and it only seems fitting for a roster with 40-50 members |
|
05-14-2017
|
201 | |
|
michael
Join Date: May 2012
Location: Hyrule
Posts: 3,511
|
I agree, the defenders should not be scot-free from having to deal with the tower mechanics. However, there is a dilemma when attackers and defenders are using the same paths: blocking the center/most-direct path not only inhibits attackers, but also inhibits defenders from getting to the flag; therefore, neither will want to use mechanics to block off paths (this is the fatal flaw the first "crystal" layout had, because blocks completely surrounded the door). So the key is to design a layout where both attackers and defenders have an invested interest in using the mechanic because: (a) if the switch is 'on' attackers will have a slight advantage and defenders will have a slight disadvantage, and (b) if the switch is 'off' attackers have a slight disadvantage and defenders have a slight advantage. When you have two guild of equal numbers, ultimately the primary factor of towering is the disparity in respawn distances between attackers and defenders. Basically what these new mechanics are doing is making these respawn distances a little bit dynamic. Attacker/defender respawn distance to both the flagroom door and the switch mechanic are important to balance. If there is a large difference in respawn distance to the flag, defenders will easily keep the fort. Likewise, if the switch mechanic is very close to the defender respawn, then defenders will have a strong control over the switch. If the switch mechanic is very close the the attacker respawn, then attackers will have a strong control over the switch. ----- Now speaking in a larger context as far as NGS™ is concerned, and a little speculation about how the stuff tested in BoxFort™ might be used; Spoiler
Last edited by twilit; 05-15-2017 at 01:36 AM.
|
|
|
05-15-2017
|
202 |
|
Registered User
Join Date: Dec 2011
Location: Chicago
Posts: 833
|
what if the ngs releases on the same day the old system was abolished? (aka my birthday may 31st yesSSS)
|
|
05-15-2017
|
203 |
|
(it's actually wopoalpa)
Join Date: Dec 2016
Location: nowhere interesting
Posts: 1,221
|
|
|
05-15-2017
|
204 |
|
Registered User
Join Date: Dec 2016
Location: Uk/london
Posts: 851
|
Feedback: "I think the obstacles were a good way to set up the fort tbh" Rina "I actually love it, something new pretty breath is taking" -Lilith "It is the worst tower out of every design, it needs every improvement, it is not a bad idea but things like where the defending spawn is-really making it easy to defend the fort"- Scooby "I like it! dislike how close spawn is for defenders though" - AlexJenova "I thought it was boring and constantly having to run into the magnet was annoying more than a fun time. If you have a lot of members, it's easy to defend. If not, it's very easy to take"-Sun "Spawn should be more lower so the defenders have to pass part of the obstacles like sardons, but stick to the box theme not into balls" -Moi19' "It's too hard to take the tower when you have just few and it's very easy to hold with many people like they should add some balls to the spawn like in sards." Devo19' I personally thought that this tower isn't bad, if you're a defender, you'll definitely have fun if not, you won't have as much fun. I like the fact that you're also capable of moving the obstacles by swinging at them, not just pushing them. This will prevent the defenders from spamming their sword.What I've noticed:
I would also say you need to re-consider the defenders spawn because, in my opinion it's very close to the flag room. Again, thnx to everyone who participated in the fight! |
|
05-23-2017
|
205 |
|
Should be fixed.
Join Date: Aug 2011
Posts: 6,359
|
I regret announcing this on the server, now way too many players are occupying the tower right now. If you're serious about towering and testing out the tower, I highly suggest waiting for the mass of players to leave. However, Box Fort™ has undergone another swap! Don't quite enjoy the simplicity of taking a flag? Maybe try an alternative method!
|
|
05-23-2017
|
206 |
|
Verified ✔️
Join Date: Nov 2014
Location: M.I.A
Posts: 3,408
|
So does the cart of rubies heal or damage the flag by a large amount?
|
|
05-23-2017
|
207 |
|
Registered User
Join Date: Aug 2013
Posts: 3,204
|
Huge fan of Shilvershards Mine battleground on WoW which is somewhat similar tactics from what I can see, two teams fight for control of mine carts and when it reaches the end whatever team has it gets points. From what I can see, I think if the cart hits the flag they lose HP and if the defenders hit the cart it moves back more? Hard to tell because it's very crowded. Would love doing it with two teams when it isn't overly crowded. |
|
05-23-2017
|
208 |
|
Should be fixed.
Join Date: Aug 2011
Posts: 6,359
|
|
|
05-23-2017
|
209 |
|
Registered User
Join Date: Dec 2016
Location: Uk/london
Posts: 851
|
To be honest, I couldn't figure out how the mechanics work because of the crowndess. Anyways, On Sunday at 3pm EST, I will be hosting a third towering fight. However, the date/time might change if Dusty isn't capable of attending. I will be recruiting for two teams, 10-15 members. Pretty much the same as last times, feel free to pm me in-game for more details or for a request to join. Unfortunately, I had to reject some players from giving them a tag in the last towering fights. I'm not trying to be rude but, the whole point of me creating those towering fights so, us as players will be capable of giving useful feedback and so Dusty can see how skilled players use the new mechanics. I apologize in advance if I don't recruit you. I'm not going to do any recruitments, as long as you have experience in towering which can be proven by the amount of your player kills or, the 1k towering hats then you're good to join. An example of a player that I may accept: someone with 40k players kills and one 1k hat. The date/time will be found in my status once Dusty gives us the green light
|
|
05-23-2017
|
210 |
|
Verified ✔️
Join Date: Nov 2014
Location: M.I.A
Posts: 3,408
|
I think 300HP is way too much for the flag. I believe 200 should be realistic.
|