Save Fort Aspenwood

chuckles79

Wilds Pathfinder

Join Date: Mar 2009

FILA

P/

I sheepishly withdraw my panic. I didn't count on so many long-time Kurzick players, having seen what kills them and what doesn't, becoming motivated to switch sides.

makosi

makosi

Grotto Attendant

Join Date: Mar 2006

"Pre-nerf" is incorrect. It's pre-buff.

Requirement Begins With R [notQ]

Me/

They'll have to encourage Luxon playing in FA. Fixing ye olde turtle stalling bug would be a good start I think.

Our Virus

Frost Gate Guardian

Join Date: Jan 2011

The Capital [Para]

P/

This makes me happier to be onthe Luxon side. With all my scrubby faction-mates on the other side, I now get in matches faster and farm te boobs who are looking for quick factions. I net alot more per match now, and still win very often. Honestly, I cap the quarry mine things and let kurz cap them back do I can farm more npc

IronSheik

IronSheik

Forge Runner

Join Date: Mar 2008

Wolfenstein: Goldrush

Zombies Go Nom Nom [Nom]

N/

Fix turtles, add a tad more winning factions to keep up with JQ/Vanquishing, it'll revive.

tummlykins

Frost Gate Guardian

Join Date: Jun 2010

They might actually have to balance the arena properly this time. It has seriously been one sided since they reduced the victory time for the Kurzicks. There are so many exploitable AI flaws which allow Kurzicks to gain an unfair advantage (aside from also not requiring Kurzicks to actively do anything to win, whereas Luxons have to play torwards a specific win condition).

There have been so many suggestions for ArenaNet to fix the arena and many bugs/exploits/poor programming threads but they have all been ignored. They should have a good indicator of which side has a greater advantage simply by looking at the wait list to get in (FA Luxon side always has a much smaller population, same with the JQ due to that stupid map design bug which also favours the Kurzicks).

If you want to be infuriated by a poorly maintained arena, look at all the crap and garbage FA players had to waid through over the years just to get a few matches in an otherwise fine arena. From leeching, turtle respawn bugs, one interupt attacks, moronic turtle AI downgrades (why they did this is beyond me) and the victory timer reduction (instead of requiring Kurzicks to actively participate in the arena by increasing the timer reduction from amber - cause they never give it to Gunther with the current pointless design) just look at FA now.

FoxBat

Furnace Stoker

Join Date: Apr 2006

Amazon Basin [AB]

Mo/Me

Fine with it languishing until devs can be bothered to balance. In meantime, kurzick farmers might play AB instead, which suits me fine.

melissa b

Krytan Explorer

Join Date: Oct 2007

What if you don't get to pick a side, instead your randomly assigned as a kurzick or luxon? So no matter how lopsided the outposts are, as long as their combined sum is 16 players, matches will start.

tummlykins

Frost Gate Guardian

Join Date: Jun 2010

Quote:
Originally Posted by melissa b View Post
What if you don't get to pick a side, instead your randomly assigned as a kurzick or luxon? So no matter how lopsided the outposts are, as long as their combined sum is 16 players, matches will start.
Because both sides have different strategies, that would completely destroy the viability of bringing certain builds. A bonder or rit lord on the Kurzick side is incredibly powerful, on the Luxon side they are useless. There are things they can do to balance the arena, they just need to bother to do it.

ThiaTheMuse

ThiaTheMuse

Ascalonian Squire

Join Date: May 2011

Cobalt Moon

W/R

Personally, I think this is a good quick-fix. I'm a Kurzick supporter myself (their armor is cooler imho), but now I can jump over to the Luxon side and still get my desired Faction. Plus, Luxons actually earn more Faction than Kurzicks, so I think that is a pretty good incentive.

vader

vader

Wilds Pathfinder

Join Date: Jul 2005

P/W

I saw this on the wiki update notes this morning (didn't see it there last night):

Quote:
The faction rewards in Guild Wars Factions PvP formats were also increased:

Fort Aspenwood now gives twice the faction for kills, twice the faction for completion of God's Vengeance on the Kurzick side, and ~667% more faction for unique gates destroyed from Luxon side.

Jade Quarry now gives 20% more faction for each piece of jade and twice the amount of faction for kills.
I never play Luxon so I don't know how much faction you originally got for destroying a gate but it seems to be a fairly large increase.

EDIT: Checking the wiki it looks like it used to be 300 faction per gate and is now 500 faction per gate. Looks like the % is wrong in the notes.

Eramon

Ascalonian Squire

Join Date: Nov 2010

Quote:
Originally Posted by tummlykins View Post
Because both sides have different strategies, that would completely destroy the viability of bringing certain builds. A bonder or rit lord on the Kurzick side is incredibly powerful, on the Luxon side they are useless. There are things they can do to balance the arena, they just need to bother to do it.
A dedicated healer is better than a bonder, bonder's aren't incredibly powerful anymore. Ritualists spamming spirits can be annoying but still, a healer is more viable. Also, I should add that being Luxon, I've seen quite a few turtle bonders so saying a Luxon bonder would be useless might not be completely true.

As far as a solution to FA, fix turtles. Change the Luxon NPC skills so the people who INSIST to play melee characters don't completely suck.

Maybe put your developer-like minds together and find a way to make things a little more interesting.

Alvarez

Alvarez

Academy Page

Join Date: Apr 2006

Quote:
Originally Posted by vader View Post
I never play Luxon so I don't know how much faction you originally got for destroying a gate but it seems to be a fairly large increase.

EDIT: Checking the wiki it looks like it used to be 300 faction per gate and is now 500 faction per gate. Looks like the % is wrong in the notes.
I played a round last night, on Luxon. I went in with 0 Imperial and came out with a little over 5,000 after my first match, a win.
You do get 500 for each gate destroyed and an additional 500 for klilling Gunther (aka winning). So a total of 3,000 Imperial for a win and I think it's 20 Imperial for each kill.

chuckles79

Wilds Pathfinder

Join Date: Mar 2009

FILA

P/

Quote:
Originally Posted by Alvarez View Post
I played a round last night, on Luxon. I went in with 0 Imperial and came out with a little over 5,000 after my first match, a win.
You do get 500 for each gate destroyed and an additional 500 for klilling Gunther (aka winning). So a total of 3,000 Imperial for a win and I think it's 20 Imperial for each kill.
I get 3500 each win with my Spirit Spamming rit on Kurzick side before the latest increase. I'll have to see how lopsided it is now.

Shayne Hawke

Shayne Hawke

Departed from Tyria

Join Date: May 2007

Clan Dethryche [dth]

R/

Fort Aspenwood was never a fairly sided arena in the first place, and I have no qualms about seeing it disappear from activity (which it won't, because of Z-quests).

BlackSephir

BlackSephir

Forge Runner

Join Date: Nov 2006

A/N

Ah, biscuits, just as I'm almost R12.

Anyway, fix bugs (turtles, 8 luxon warriors spawning, lower the efficiency of heals between a healer and his healee if they're separated by a gate.
Make turtles smarter by not being stalled by gimmicky tanks.

Ghull Ka

Ghull Ka

Wilds Pathfinder

Join Date: Jul 2005

Seattle, WA

Grenths Helpdesk

N/

That's weird, I would expect everyone to love playing Luxons.

I'm in a kurzick guild and am very pleased that now I can work on my Kurzick rep while healing turtles.

<3 turtles

Hobbs

Hobbs

Desert Nomad

Join Date: May 2006

Organised Spam [OS]

W/

I find both sides fun, but prefer playing Luxon. I'd be sad to see FA die, a fix for stuck turtles and a buff when you're around them like Juggernauts or shrines in AB would be nice.

Quantum Duck

Quantum Duck

Lion's Arch Merchant

Join Date: May 2006

Err7

Me/

People who want to get into a match instantly will play Luxon.

makosi

makosi

Grotto Attendant

Join Date: Mar 2006

"Pre-nerf" is incorrect. It's pre-buff.

Requirement Begins With R [notQ]

Me/

FA would be greatly invigorated if people were actually banned for leeching. I've said this before and I'll repeat it until it's enforced.

With the new rewards, there's even greater incentive to leech and the dishonor system does not counteract it enough. The devs don't seem to appreciate how detrimental one leecher is to a team in FA and they aren't acting appropriately enough.

Grow some balls and whip the ban scythe out.

Ka Tet

Ka Tet

Krytan Explorer

Join Date: Nov 2006

Pita Bread And Scud Missiles Ai[iiii]

I actually preferred playing on the Luxon side. I may come back and do some FA, I miss EOE bombs.

BlackSephir

BlackSephir

Forge Runner

Join Date: Nov 2006

A/N

Quote:
Originally Posted by makosi View Post
FA would be greatly invigorated if people were actually banned for leeching. I've said this before and I'll repeat it until it's enforced.
You'd think that a simple check if a player has not moved from his spot for x seconds would be better than relying on people's intelligence and trusting they will actually report leechers.
ANet doesn't think so apparently.

Horus Moonlight

Lion's Arch Merchant

Join Date: Jul 2006

Me/Mo

Quote:
Originally Posted by BlackSephir View Post
You'd think that a simple check if a player has not moved from his spot for x seconds would be better than relying on people's intelligence and trusting they will actually report leechers.
ANet doesn't think so apparently.
ANet has already implemented this.

BlackSephir

BlackSephir

Forge Runner

Join Date: Nov 2006

A/N

Quote:
Originally Posted by Horus Moonlight View Post
ANet has already implemented this.
Then why do I see the same characters leeching?

Horus Moonlight

Lion's Arch Merchant

Join Date: Jul 2006

Me/Mo

Because dishonor isn't permanent.

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

I strongly think this mode needs to have positions reversed randomly, so instead having some always attacking and some always defending, what you'll willbe random.

That or having both sides mirrored, having both attacking and defending, like in the Snow Battle of the Gods.

makosi

makosi

Grotto Attendant

Join Date: Mar 2006

"Pre-nerf" is incorrect. It's pre-buff.

Requirement Begins With R [notQ]

Me/

Quote:
Originally Posted by BlackSephir View Post
Then why do I see the same characters leeching?
By being idle for extended periods you will accrue dishonor points but you won't have your faction deducted unless 50% of the team reports you for leeching. People are often too reluctant/retarded to use the report feature.

This means that you can go to bed/work/school with GW on and an auto clicker to enter FA. You will get timed out for dishonor but your faction cap is likely to be full when you return.

Someone at anet will have to get a finger out and wave the ban stick (or at the very least, threaten the ban stick).

toek_boer

Pre-Searing Cadet

Join Date: Nov 2009

Good day to all,

Ive enjoyed Fort Aspenwood for a long time. I used to play Luxon, it was always a bit more of a challange to me. I think most of us agree that Kurzick is slightly favoured. This is proven by the numbers of people joining the sides, Kurzick has always been busier.

I think thats because the goals of the game are not clear to everybody. Most people just seem to attack whatever they see, the thing its, it works on Kurzick side but it doesnt work on Luxon side. This is why people keep coming back to Kurzick, but not really to Luxon. Ive always thought this was more of challange so thats why I played Luxon.

The thing I dont get is, why did they buff Kurzick, faction-wise that is. Its totally uncalled for. This makes a lot of players who know what to do in this map, shift to Kurzick. Of course this results in mass-monking on the Kurzick side. Easy games.

So, whats left? Kurzick had more players, even more players shift to Kurzick...
The Kurzick waits increase and FA slowly dies?

What needs to be done imo is the following:
1) Restore the balance faction-wise. I know what ANet may have been thinking, if Luxons win, they win within a smaller timeframe, so more faction per minute. But, at this moment, fact is that Luxon side is harder, so, if something is harder, more faction may be awarded for a win.
2) Add a FA-Mission GUI. Maybe something like a textbox with objectives and checkboxes to direct players in the right direction, especially for the luxons. Im sure a lot of people use the minimap to see these things, but a lot do not.
3) Deal with bugs, ANet cannot or simply will not fix them, nothing you can do about it. FA was doable before this Kurzick faction-wise buff. I would also like to see them fixed, but if it was possible, why hasnt it been done yet?

Hope somebody reads this.

PS. Im against randomizing the sides. I love the fact that you have to pick a build which is defensive, runner, offensive, supportive, etc. Putting both sides together only encourages meta and cookie-cutter builds.

makosi

makosi

Grotto Attendant

Join Date: Mar 2006

"Pre-nerf" is incorrect. It's pre-buff.

Requirement Begins With R [notQ]

Me/

@toes_boer, I agree with almost all of your post.

Quote:
Deal with bugs, ANet cannot or simply will not fix them, nothing you can do about it.
This is a too big a problem for the Luxon side. The reason the turtles' attacks were modified and buffed so many times was to try to offset the Kurzick advantage and bring each side in to alignment. As it stands now (actually, for several years), the turtles are becoming stuck on the spot and will not progress.

I whine about this a lot and get the same old answer, "you don't need turtles to win." I know this - Gunther just has to die to win - but the disadvantage experienced by the Luxon side is so great when one or more turtles are out of play. And, of course, broken turtles don't die and therefore don't respawn.

To "deal with bugs" isn't the right attitude. Fixing bugs of this magnitude is what needs to be done. Anet are still supporting the format by having Zaishen Combat days and Competitive Mission weekend events yet they bury their head in the sand with turtles.

Urcscumug

Krytan Explorer

Join Date: Jan 2011

UNO

W/

To me that says that the turtle issue is too complicated to solve. It probably has something to do with AI and the FA map. Neither of which can be easily changed by the live team.

makosi

makosi

Grotto Attendant

Join Date: Mar 2006

"Pre-nerf" is incorrect. It's pre-buff.

Requirement Begins With R [notQ]

Me/

Quote:
Originally Posted by Urcscumug View Post
To me that says that the turtle issue is too complicated to solve. It probably has something to do with AI and the FA map. Neither of which can be easily changed by the live team.
I'm inclined towards the idea that the turtle becomes stuck because the Luxon Warriors are blocking the way. The Luxon Warriors are programmed to encircle their turtle which means that when the mob goes out to fight then returns, the might be blocking it's path.

The Luxon Warriors follow the turtle, which cannot move if the warriors have collision.

ShaJiexi

Academy Page

Join Date: Mar 2011

Legion of Losers [LOL]

Quote:
Originally Posted by makosi View Post
I'm inclined towards the idea that the turtle becomes stuck because the Luxon Warriors are blocking the way. The Luxon Warriors are programmed to encircle their turtle which means that when the mob goes out to fight then returns, the might be blocking it's path.

The Luxon Warriors follow the turtle, which cannot move if the warriors have collision.
If it were that simple, they could simply remove warrior/turtle collision. Solved.

It must be an AI issue. Though it would be nice if someone could SS a stuck turtle with no warrior entourage, just to make sure ^_^

makosi

makosi

Grotto Attendant

Join Date: Mar 2006

"Pre-nerf" is incorrect. It's pre-buff.

Requirement Begins With R [notQ]

Me/

Quote:
Originally Posted by ShaJiexi View Post
If it were that simple, they could simply remove warrior/turtle collision. Solved.

It must be an AI issue. Though it would be nice if someone could SS a stuck turtle with no warrior entourage, just to make sure ^_^
Not that my anecdotal evidence would carry much weight in a supreme court, but I've never seen a lone turtle stalled.

toek_boer

Pre-Searing Cadet

Join Date: Nov 2009

If it really was simple to solve, then you would expect it to be solved already right? (Right?)

I've never seen a stuck turtle without warriors.

Assuming the warriors ARE the cause, how about a skill like Carrier Defense, only it works on Allies? This should not be hard to implement, no changes to the map or AI (maybe minor). Most of it is duplicating a skill and changing a few mods of that skill.

melissa b

Krytan Explorer

Join Date: Oct 2007

What about an account based rotate system?...regardless on what side your on you play 3 times as a kurzick and then 3 times as a luxon and so on. There could be an icon to indicate what you will play as next.

Coraline Jones

Lion's Arch Merchant

Join Date: Aug 2007

Modified Soul Society

Mo/R

Quote:
Originally Posted by BlackSephir View Post
You'd think that a simple check if a player has not moved from his spot for x seconds would be better than relying on people's intelligence and trusting they will actually report leechers.
ANet doesn't think so apparently.
ANet does have this in place and it doesn't work. I'll put it this way: I used to be a healing monk in JQ that defended the closest shrine to the base. When you're playing a healing monk character on JQ, then you're most effective if you don't move from your spot because there's always going to be a RoJ monk or necro bomber that will show up as soon as you leave.

Despite that I was clearly playing and using spells to counter bombers and such in every game, I would get Dishonor Points and get temp banned despite that nobody had issued a single report against me while I was playing. After a time, I realized that the game didn't want me to play defensive at all, and I switched to standard gimmick builds.

The system that you described has done literally nothing to help the situation. Sure, leeching is almost never done anymore. Now it's full-blown botting where you have an AI-controlled player running around like an idiot and clicking the buttons so it looks like they are playing. Whenever ANet does any kind of automated system to get rid of exploiters, then all this does is slow them down for two weeks at most. The botters have far more resources than all of ANet, and they quickly figure out how to counter any preventive measure and keep on doing it.

ShaJiexi

Academy Page

Join Date: Mar 2011

Legion of Losers [LOL]

Turtles got stuck in 4/5 matches played as Luxon today. Each time had warriors right in front of them. Guessing it is a blocking issue.


On a side note, killed Gunther while the weapon was at 26%. Kurzick side had 3 monks, at least two of which were healers. I felt kinda sorry for them :\

Kanyatta

Forge Runner

Join Date: Jun 2006

Guildless, pm me

R/Mo

Quote:
Originally Posted by Urcscumug View Post
To me that says that the turtle issue is too complicated to solve..
I feel that the turtle issue is way too overblown. I've FA'd at least 3 separate occasions every week for the past 2 months, and 100% of the time on the Luxon side. I've seen a turtle get stuck once, over the course of at least 50 matches played, and that's the lowest estimate possible that I can give. And ever since Factions came out, I've always preferred to FA over AB, and I had never even heard of turtle sticking until recently.

Maybe I'm just that lucky to have less than a 2% turtle block rate, but I've just rolled a DwG Rit and I've won at least 80% of the games I've played on the Luxon side. It's so easy to just spike out the Green Gate guards and then spike out each gatekeeper while a monk isn't paying attention. And you only have to kill one Gatekeeper each respawn, since there's no Death Penalty, and there's definitely enough power in one Ritualist to put out enough damage to kill any single gatekeeper within 3 seconds (Spirit Rift, Channeled Strike, DwG, along with Ancestor's Rage + 2nd DwG, if necessary). The only time I ever really lose is when there's a bond monk and no one with mass enchant removal on the Luxon side.

Overall, the map is sided more heavily towards the Kurzick side, since they're playing defense and have all the NPC advantages, but whenever you stick 8 random PvE-ers together, there's not going to be much coordination leading to good play. Same for the Luxon side. That's why everyone just plays builds where they can stay alive solo for as long as possible, and that's the downfall of FA. Unless you allow groups a certain period of time to discuss strat or share builds, FA is always going to be like it is right now, and that's what makes it different from any other form of "PvP" (using that term lightly).

So, I dunno, to me the only solution to change FA is if syncing is encouraged, or something like that. I feel like FA is suiting its purpose exactly as it was intended right now. 8 randoms grouping together and fighting NPC's and another team of randoms...

Skyy High

Skyy High

Furnace Stoker

Join Date: May 2006

R/

Imperial faction made FA so much more replayable.

SebaZ

Frost Gate Guardian

Join Date: Aug 2005

Ancient Phoenix

Mo/

Quote:
Originally Posted by makosi View Post
They'll have to encourage Luxon playing in FA. Fixing ye olde turtle stalling bug would be a good start I think.
how about fixing the fact that you can pull the main Kurzick npcs way out of the green gate?

Hobbs

Hobbs

Desert Nomad

Join Date: May 2006

Organised Spam [OS]

W/

Quote:
Originally Posted by Skyy High View Post
Imperial faction made FA so much more replayable.
That's true. I used to play it a huge amount as it was, for me, the most enjoyable way of farming Luxon faction and it gave a healthy amount of ZKeys too. I stopped playing it after I maxed Luxon but i've gone back and start playing it again.