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neutral ab maps
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AB is set up so that which ever side has lost ground has the advantage, with a midpoint in which both sides start out equal. You have five maps in AB and depending on how the line is drawn we battle in one of those five maps.
Deep Kurzick - Kurzick - Neutral - Luxon - Deep Luxon
Deep Kurzick/Luxon (The Ancestral Lands/Kaanai Canyon) gives the defenders a respective advantage over the attacking force, same is true with Kurzick/Luxon (Grenz Frontier/Etnaran Keys) though the advantage is not as large. The neutral ground (Etnaran Keys) gives neither side an advantage. The system works as intended and allows the defending side a greater chance of winning so that the line can swing towards their opponent's side of the map.
I would suggest reading this page of the Guild Wars wiki.
Deep Kurzick - Kurzick - Neutral - Luxon - Deep Luxon
Deep Kurzick/Luxon (The Ancestral Lands/Kaanai Canyon) gives the defenders a respective advantage over the attacking force, same is true with Kurzick/Luxon (Grenz Frontier/Etnaran Keys) though the advantage is not as large. The neutral ground (Etnaran Keys) gives neither side an advantage. The system works as intended and allows the defending side a greater chance of winning so that the line can swing towards their opponent's side of the map.
I would suggest reading this page of the Guild Wars wiki.
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AB is set up so that which ever side has lost ground has the advantage, with a midpoint in which both sides start out equal. You have five maps in AB and depending on how the line is drawn we battle in one of those five maps.
Deep Kurzick - Kurzick - Neutral - Luxon - Deep Luxon Deep Kurzick/Luxon (The Ancestral Lands/Kaanai Canyon) gives the defenders a respective advantage over the attacking force, same is true with Kurzick/Luxon (Grenz Frontier/Etnaran Keys) though the advantage is not as large. The neutral ground (Etnaran Keys) gives neither side an advantage. The system works as intended and allows the defending side a greater chance of winning so that the line can swing towards their opponent's side of the map. I would suggest reading this page of the Guild Wars wiki. |

Although i find 70% o' the time kurz loose no matter the soil. I am kurz and play it only for funsies, although its not fun when you loose about 10 times in a row.
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Originally Posted by lewis91
Although i find 70% o' the time kurz loose no matter the soil. I am kurz and play it only for funsies, although its not fun when you loose about 10 times in a row. |
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hi i have noticed when i goto ab the map helps one of the teams by quite a big margin for example grenz frontier on kuzrick side basically gives kuzrick 2 free areas and im thinking thats not really fair on luxons so why not maps were its just fighting.
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the kurzicks are on the map that helps them because they have been losing hardcore. it is to give kurzicks a better chance to win instead of being steam-rolled ALL the time which is what would happen if the maps were neutral all the time. the maps adjust in favor of one faction or another based on which faction is winning the most.
Kurzick are just more popular (always have been, undeniable fact if you just look at numbers in districts). As such, many of the people who play Luxon are more "hard-core" types of gamers as opposed to the causal fans who just follow the crowd.
Plus, being the smaller side means maps will load up faster for you (as you have less people in the queue) which means Luxons, over the long term, will get more play time and therefore experience in AB maps/mechanics/strategies.
Plus, being the smaller side means maps will load up faster for you (as you have less people in the queue) which means Luxons, over the long term, will get more play time and therefore experience in AB maps/mechanics/strategies.

