CWC's Improvements to Castle Wars

Joined: 12:37 PM - Oct 08, 2008

12:44 AM - Aug 21, 2010 #1

Hey guys,

We have been in contact with Mod Kathy as you can see here: Click Here!
From this we have decided to create a compilation of all our ideas to fix castle wars in the best ways we can think of, and obviously to stop fixing the tournament! This doesnt stop us playing as Global stars BTW :)

To try and make this easy and fast for everyone we have made a few polls so you can quickly comment on each idea we currently have. Ideas will be given a number and a link to a poll, the poll will have as many choices as we can think of on it to save you typing much, but if you have stuff you want to add to those specific ideas feel free to post on them.
Idea 1
Link: http://s10.zetaboards.com/Cwcommunity/topic/7286512/1/
CLICK SPOILER FOR IDEA PREVIEW
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Within the clan worlds allow specific rules to be set, like in clan wars.
Also allowing some additional/different rule choices if possible. e.g Allow players to set a maximum on the amount of ancient mages per team (done by the game engine checking spellbooks), ballistas on/off, brews on/off, pvp on/off, map type (you could make new maps for these worlds if you wanted), and a setting of some type that shows how many players there are per team.

No tickets in the clan worlds, since it would be possible to set up games simply to farm tickets in worlds like that.

As far as game logic goes, make it more like pest control, in that multiple games could be going on at once. To limit the number going on, have a waiting area where only clan leaders can enter, and they get a time until game there. It would count down in the clan chat like the faruq tools can.

New maps that could be used in the clan worlds could be developed, if Jagex thought it would be worth the effort, we would be happy enough with just the regular map though.
Idea 2
Link: http://s10.zetaboards.com/Cwcommunity/topic/7286517/1/
CLICK SPOILER FOR IDEA PREVIEW
[+] Spoiler
Pid (player ID - assigned on log in) priority affecting way too much. Before the whole pid system, IP address priority never affected half the things it does now. Someone with a better pid than you is capable of walking straight through a barricade you just placed, while someone with a worse pid gets stuck on it, I am not talking one square away either, they walk straight through it from like 10 squares away at the time you placed it. With IP this was never an issue, everyone got stuck on the barricade. Additionally, pid affects your casting distance, it is possible to cast on someone almost out of sight on the minimap if you have pid priority over them, and if you don't, you can't even come close to casting that far, it is more like 10 or 20 squares behind that.

Please take a look at the differences in coding and remedy these issues (my guess is it is somehow related to the intentional delays placed on things because RT5 is "too fast") my reasoning behind that is because as far as game logic is concerned, the player is ahead of where they appear to be, and that seems like it could be the whole problem here, it isn't just in castle wars that there are problems like this. (The concept of pid is better than IP in my opinion, but with all these problems, I actually liked IP better, even though I had an undivisible most of the time (really low priority) I'm not asking for IP back.
Idea 3
Link: http://s10.zetaboards.com/Cwcommunity/topic/7286519/1/
CLICK SPOILER FOR IDEA PREVIEW
[+] Spoiler
#1.)
Stopping while running towards something where you clicked a "use option" (red x instead of yellow x). Before the whole RT5 update, the character simply kept moving as if the red x was changed to a yellow x (walk here) once we performed another task while running. Now, you are stopped in your tracks if you click a ladder and then heal using a bandage, it never used to be this way

#2.)
Players can drop explosive potions after they are dead if they get the timing of dropping it correctly. This should be changed so once you have dropped enough explosive potions to kill yourself you can't drop any more.

#3.)
The ability to walk through viewing orbs and prefarably more of these on the respawn room floor and floors above.

#4.)
Giving Tinderboxes and Buckets an infinate respawn.

#5.)
Color coding the barricades depending on which team placed them. Also, display how many are used in upper corner. It is very frustrating when there are 10 barricades and you do not know which ones to blow up.

#6.)
Making the flags safe on the rocks again so you dont have to make it all the way back to your own base.

#7.)
Making the area on the tap a larger clickable area as it's quite hard to click.
Idea 4
Link: http://s10.zetaboards.com/Cwcommunity/topic/7286605/1/
CLICK SPOILER FOR IDEA PREVIEW
[+] Spoiler
#1.)
Big doors being broken before the game starts. This usually occurs if the doors were broken the previous game, although it doesn't always, not 100% sure on why this is.

#2.)
Underground tunnels becoming uncollapsible. This happens when a flag is dropped in the tunnel for too long, only possible to do to 3/4 tunnels, and it also stays as a glitch after the game has ended in most cases.

#3.)
Becoming unfrozen when climbing/descending one of the ladders from the ground floor to the underground (4 ladders).

#4.)
Ghost barricades. Barricades become ghostlike when people lay one too soon after the one they are standing on was blown up or tindered (by ghost-like I mean you can walk through it). When a barricade is tindered, a second one can be placed on top of it, and upon using a bucket of water in combination, more than just one.

If you have any other ideas please reply to this thread!

All threads will be heavily moderated and anything like spam deleted.


Last edited by Songs on 2:45 AM - Aug 22, 2010, edited 16 times in total.
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Joined: 12:37 PM - Oct 08, 2008

10:23 PM - Aug 21, 2010 #2

If you have any questions post here :)
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Joined: 2:55 AM - Oct 27, 2008

10:26 PM - Aug 21, 2010 #3

compilation, not compilcation :P Glad this has worked (or so it seems). Pretty awesome.

After all those issues are taken care of I'd like to see a new, or possibly multiple, maps. But that's only after all is taken care of.
Last edited by Dirk389 on 10:33 PM - Aug 21, 2010, edited 1 time in total.
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Joined: 11:50 PM - Nov 02, 2008

10:28 PM - Aug 21, 2010 #4

Please take your time to read through these and make a honest decision. The conversation with Mod Kathy was the reason we called off the crash and will hopefully put us in good terms with the Jmods seeing as how we need to finish this in order to reply back to them.

When or if we do meet with them we will use these ideas as sort of a checklist for them to go through.
Last edited by Darkstdragon on 10:29 PM - Aug 21, 2010, edited 1 time in total.
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Joined: 10:28 PM - Jan 25, 2009

10:45 PM - Aug 21, 2010 #5

The thing you said regarding the pid issue - it still would still aloud pid cading or no?
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10:49 PM - Aug 21, 2010 #6

I like the first 3 ideas...the 4th one are really small problems and if we do get an update, it should be for a big thing.
Last edited by Guest on 10:49 PM - Aug 21, 2010, edited 1 time in total.

Joined: 11:06 AM - Aug 16, 2010

11:00 PM - Aug 21, 2010 #7

Pretty good ideas if I think of any more I'll post but glad that somethings are happening to benefit castle wars community
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Joined: 4:09 PM - Mar 31, 2009

11:24 PM - Aug 21, 2010 #8

Castle wars is fine how it is now; you are just asking for them to screw it up.

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Joined: 9:22 PM - Mar 02, 2009

11:32 PM - Aug 21, 2010 #9

Rudeboyonsly wrote:The thing you said regarding the pid issue - it still would still aloud pid cading or no?
Ideally it wouldn't, but it probably would unless they placed a minor delay before you could place another one after the cade was destroyed
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Joined: 12:37 PM - Oct 08, 2008

11:50 PM - Aug 21, 2010 #10

DRAG wrote:Castle wars is fine how it is now; you are just asking for them to screw it up.
Do you like it when people pid cade or crash you?..
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