Jun 17, 2007, 02:10 AM // 02:10
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#21
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Desert Nomad
Join Date: Oct 2006
Location: Defending Fort Aspenwood
Profession: E/
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Quote:
Originally Posted by Alderin
They also need to fix the Kurzick gate keepers and Gunther so they stop running out of the base....
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My thoughts exactly. It's so annoying to get the gatekeeper killed just because he is so stupid to run out of the green gate and get stuck there.
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Jun 17, 2007, 09:21 AM // 09:21
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#22
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Jungle Guide
Join Date: Jan 2006
Profession: Me/
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Leechers are #1 problem, but Gaile said ANet doesnt care about leechers.
AI fixing is really not that important, i mean, if you're fighting an 8 vs 5 battle the main problem really isnt AI..
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Jun 17, 2007, 06:13 PM // 18:13
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#23
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Krytan Explorer
Join Date: Aug 2005
Location: Fort Aspenwood
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Quote:
Originally Posted by jayce
stop playing with idiots, thats a good one lol. i can tell you right now that if there was no player involvement and the npcs were left to go at it on their own, the the luxons would wipe aspenwood everytime. the same can not be said about quarry. but as you have said the kurzick would need a good team to win there. the kurzick need an even better one to win at aspenwood.
Jayce Of Underworld
------------------------------------------------
Animate Soul Lich
Energy: 25
Cast: 3
Recharge: 0
Elite Skill. Animate a level 1...14 Soul Lich
at your location and you lose all energy. You
suffer -1 energy regeneration for each Soul Lich
you control. Whenever a Soul Lich you control
deals damage, you gain 2 energy.(Soul Reaping)
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Thats the only disadvantage, player experience. I love playing the kurzick side imo, its more fun. Especially when the luxon team falls apart and some ragequit so you can take command points and stuff like that.
Im serious about the idiots comment though, I feel like Im the only one that noticed the shift of wins during the day.... I believe it happens because of the shift of experience that occurs.
Id love to see carriers defense gone forever though, that skill is one of the more annoying parts of the defense.
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Jun 25, 2007, 04:50 PM // 16:50
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#24
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Pre-Searing Cadet
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The warrior bug is still here and stuck warrior use heal signet....
guerrier luxon=luxon warrior
Last edited by hochi; Jun 25, 2007 at 04:55 PM // 16:55..
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Jun 25, 2007, 07:08 PM // 19:08
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#25
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Forge Runner
Join Date: Jun 2005
Location: Seattle
Guild: SPQR
Profession: N/R
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This is the most hilarious thing I've seen, but ya damn leechers should be taken cared of first...
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Jun 25, 2007, 11:18 PM // 23:18
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#26
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Krytan Explorer
Join Date: May 2006
Location: My dog let's me crash at her place.
Guild: POB
Profession: R/
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in aspenwood, if you have 8 lame kurzicks and 8 lame luxons zerging each other, the luxons will win everytime. if you have 8 kurzicks that know what they're doing and 8 luxons that know what they're doing, the kurzicks will win every time. it's harder for the kurzicks because people zerg by nature (and the teams are random). as a luxon, i can pretty much tell what the kurzicks need to be doing and i can only imagine that it's also more obvious for the kurzicks as well. what seems to be happening (turtles aside) is that we're getting games with at least a few kurzicks that know what they're doing and luxons who still think the wammo mindset will carry them through.
idk what the turtles are doing these days. i've only recently been forced to spark them up myself and they act like they're off their meds. i should take my monk to kurzick aspenwood and check it out from the other side. i already know what my toolbar would look like.
and ditto on the leechers. that's a pretty unnecessary variable.
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Jun 25, 2007, 11:35 PM // 23:35
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#27
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Desert Nomad
Join Date: Oct 2006
Location: USA
Guild: LOVE
Profession: Me/E
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Since each team is random, I have seen someone spend 30 secs of the initial countdown explaining what the team needs to do to win, and who should do what role. This clears a lot of doubts to new players who could cost your team a win.
I have noticed that as an organized team, I have been winning a lot more often.
And I won't tell you which side I'm on.
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Jun 26, 2007, 12:00 AM // 00:00
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#28
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Jungle Guide
Join Date: Apr 2005
Location: Hell. AKA Phoenix, AZ
Guild: The Gear Trick [GEAR]
Profession: W/A
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Quote:
Originally Posted by jayce
there's always the jade quarry, thats is if the suxons weren't afraid of a more level playing field without their spike hitting warriors and turtles.
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what are you talking about? aspenwood is horribly favored towards the kurzicks. when you can buff and heal gate npcs from BEHIND the gate, gates which the luxons have no other way of passing, its horrendously easy. play a restoration rit or a monk on kurzick side and unless you really suck you'll probably win.
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Jun 26, 2007, 12:42 AM // 00:42
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#29
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Krytan Explorer
Join Date: May 2006
Location: My dog let's me crash at her place.
Guild: POB
Profession: R/
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Quote:
Originally Posted by Miral
play a restoration rit or a monk on kurzick side and unless you really suck you'll probably win.
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qft (btw, 108 today down here in tucson...how's it in phoenix?)
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Jun 26, 2007, 12:57 AM // 00:57
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#30
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Jungle Guide
Join Date: Apr 2005
Location: Hell. AKA Phoenix, AZ
Guild: The Gear Trick [GEAR]
Profession: W/A
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Quote:
Originally Posted by Voltar
qft (btw, 108 today down here in tucson...how's it in phoenix?)
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104 at the moment, 106 high... its kinda sad... I looked out at the thermometer thing and said "oh its only 104" ONLY 104.... goddam... thats sad when 104 is considered relatively cool >.<
anyways... as for jade quarry, isn't that also horribly imbalanced towards kurzicks? I've never gotten a game there but I'm told that kurzicks can run out and grab mines before the timer even starts while the luxons have to wait for the timer...
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Jun 26, 2007, 01:24 AM // 01:24
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#31
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Jungle Guide
Join Date: Jan 2006
Profession: Me/
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Quote:
Originally Posted by Miral
what are you talking about? aspenwood is horribly favored towards the kurzicks
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He is right, ask whoever you want. Aspenwood has been favored to Luxons, but somewhat less so because AI Luxon Warrior bug got worse with recent "upgrade".
Still, it's favored to luxons with the current setup.
BTW if you can't handle the gates and monks, you don't deserve to win. Until you do.
ps: I play on both sides so i know what im talking about.
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Jun 26, 2007, 02:03 AM // 02:03
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#32
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Jungle Guide
Join Date: Apr 2005
Location: Hell. AKA Phoenix, AZ
Guild: The Gear Trick [GEAR]
Profession: W/A
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Quote:
Originally Posted by Servant of Kali
He is right, ask whoever you want. Aspenwood has been favored to Luxons, but somewhat less so because AI Luxon Warrior bug got worse with recent "upgrade".
Still, it's favored to luxons with the current setup.
BTW if you can't handle the gates and monks, you don't deserve to win. Until you do.
ps: I play on both sides so i know what im talking about.
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I play on both sides too.
I've had a few matches where just one gate npc is left at the yellow gate for the entire match, me playing a restoration rit on kurzick side, and no amount of zerging or siege attacks can take that NPC down. it was horribly easy, stay just outside of spell range, cast protection spirits, use mend body and soul and spirit light thing to heal as needed.... easy victory. most of the luxon victories only happen when no one bothers to protect the NPCs.
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Jun 26, 2007, 02:14 AM // 02:14
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#33
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Jungle Guide
Join Date: Jul 2006
Location: Australia
Guild: Venatio Illuminata [VEIL]
Profession: W/
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It favours the Luxons in getting 10 extra NPCs to fight (5 per side), and all amber mines belong to them in the beginning. Kurzicks get 2-3 NPCs per chokepoint, with the Gatekeepers and the Juggernaut easily pullable to outside the fort (and the Luxon Warriors having the AI of, well...).
Add in random parties and general player mentality (offence is the best defence) and you end up with Luxons having the advantage (since the map is designed so that Luxons are offensive and Kurzicks are defensive).
Protection is easy, but requires that the Kurzick team have two people dedicated to it (not easy in a random party of 8), and that the others know the importance of amber running to restore the gates over creating Vengeance.
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Jul 05, 2007, 04:01 AM // 04:01
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#34
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Academy Page
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Quote:
Originally Posted by Kale Ironfist
It favours the Luxons in getting 10 extra NPCs to fight (5 per side), and all amber mines belong to them in the beginning. Kurzicks get 2-3 NPCs per chokepoint, with the Gatekeepers and the Juggernaut easily pullable to outside the fort (and the Luxon Warriors having the AI of, well...).
Add in random parties and general player mentality (offence is the best defence) and you end up with Luxons having the advantage (since the map is designed so that Luxons are offensive and Kurzicks are defensive).
Protection is easy, but requires that the Kurzick team have two people dedicated to it (not easy in a random party of 8), and that the others know the importance of amber running to restore the gates over creating Vengeance.
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Thats, what I call ignorace. Tell me, have you ever been in a game with a pro necro bugger? (Necrobug: saccing your health in order to pull the inner orange and inner purple gate necros to the kurzick spawn point getting them stuck so gates can't be opened)
It's almost impossible to win. It doesn't matter how many turtles or warriors you have, if the gates never open your screwed. I say fix THAT first.
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Jul 05, 2007, 05:41 AM // 05:41
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#35
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Jungle Guide
Join Date: May 2006
Location: USA
Guild: Team Asshat [Hat]
Profession: Mo/E
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^ That is truth, and they can pull very far. As long as the gate doesn't open, they won't try to reset their position (just like the gatekeeper bugs).
It should also be noted that Luxon Rangers have only 70 armor vs elemental damage. The Kurzick counterparts have the correct Ranger AL rating. This however may not be a bug but may be engineered this way to make amber mines easy for Kurzicks to take.
Last edited by Spazzer; Jul 05, 2007 at 05:46 AM // 05:46..
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Jul 05, 2007, 05:58 AM // 05:58
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#36
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Furnace Stoker
Join Date: Apr 2006
Location: South Pole
Guild: The Magus Order
Profession: N/Mo
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This bug has been getting on my nerves more and more recently. It's bad enough that it's easy for it to happen, but what's worse is that it only appeared after they supposedly "fixed" the Luxon Warriors.
Quote:
Originally Posted by Kale Ironfist
It favours the Luxons in getting 10 extra NPCs to fight (5 per side), and all amber mines belong to them in the beginning. Kurzicks get 2-3 NPCs per chokepoint, with the Gatekeepers and the Juggernaut easily pullable to outside the fort (and the Luxon Warriors having the AI of, well...).
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I take it you haven't played on the Luxon side very much. The Gatekeepers are far from easy to pull. First you need to get their attention, a difficult task if Green Gate is in tack. Then, you have to stay alive (not always easy), while moving slow enough for them to keep agro on you. Frankly, most of the time you get killed by either one of those ever popular SP sins or an Elementalist.
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Jul 05, 2007, 12:49 PM // 12:49
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#37
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Desert Nomad
Join Date: Apr 2005
Location: Northeast USA
Guild: Guilded Rose
Profession: Me/
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leechers are the biggest problem
but here are the patch notes regarding Aspenwood
http://www.guildwars.com/support/gameupdates/
Quote:
Update - Thursday June 7
Bug Fixes
* Fixed a bug in Fort Aspenwood that allowed the Warriors to be lured away from their destination.
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Jul 05, 2007, 01:43 PM // 13:43
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#38
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Krytan Explorer
Join Date: Aug 2005
Location: Korea
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Quote:
Originally Posted by digimonizm
Thats, what I call ignorace. Tell me, have you ever been in a game with a pro necro bugger? (Necrobug: saccing your health in order to pull the inner orange and inner purple gate necros to the kurzick spawn point getting them stuck so gates can't be opened)
It's almost impossible to win. It doesn't matter how many turtles or warriors you have, if the gates never open your screwed. I say fix THAT first.
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1. there's nothing 'pro' about knowing how to glitch the game so the other team cannot win
2. you do not need to be a necro class at all, anyone with a monk class can do it
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Jul 06, 2007, 03:26 AM // 03:26
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#39
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Academy Page
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Being able to lure NPCs places is not a glitch its a strategy, and quite different from stuck NPCs.
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Jul 06, 2007, 07:38 PM // 19:38
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#40
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Krytan Explorer
Join Date: Aug 2005
Location: Korea
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Quote:
Originally Posted by grikdog
Being able to lure NPCs places is not a glitch its a strategy, and quite different from stuck NPCs.
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if you're referring to the NPC Necs being lured in, excuse me while i choke in disbelief at your stupidity
a game breaking flaw in the design on ANet's part that prevents a team any chance of winning, barring help from a player on the opposite team is just that, a game breaking flaw in the game mode
you must not be familiar with the glitch either, since the Necs do try to run back to their spot at the gate but get stuck since the AI pathing doesn't have any pathnodes to navigate back
the only reason it's not been dealt with is that most people still do not know how to abuse the glitch and FA has been pretty much left to die by ANet
the warrior NPC 'fix' was obviously just a dev using some of his free time to fix it, since it's clear that no testing was done on it
this thread is in vain though, the "5 minute quickfix" was all FA/JQ gamemode will get
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