Save Fort Aspenwood

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chuckles79
Wilds Pathfinder
#1
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
#2
They'll have to encourage Luxon playing in FA. Fixing ye olde turtle stalling bug would be a good start I think.
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Our Virus
Frost Gate Guardian
#3
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
#4
Fix turtles, add a tad more winning factions to keep up with JQ/Vanquishing, it'll revive.
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tummlykins
Frost Gate Guardian
#5
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.
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FoxBat
Furnace Stoker
#6
Fine with it languishing until devs can be bothered to balance. In meantime, kurzick farmers might play AB instead, which suits me fine.
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melissa b
Krytan Explorer
#7
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.
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tummlykins
Frost Gate Guardian
#8
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
#9
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
#10
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.
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Eramon
Ascalonian Squire
#11
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
#12
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.
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chuckles79
Wilds Pathfinder
#13
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
#14
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
#15
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
#16
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
#17
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
#18
People who want to get into a match instantly will play Luxon.
makosi
makosi
Grotto Attendant
#19
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
#20
I actually preferred playing on the Luxon side. I may come back and do some FA, I miss EOE bombs.