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Old Feb 12, 2011, 04:32 AM // 04:32   #1
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Arrow The Fort Aspenwood problem

I know there is numerus threads about this subject, yet nothing seems to be done about it.

After getting bored of PvE i decided to go back to my old love of FA. After only a couple of rounds the frustration and anger of the game led me to rage quit for the first time in a very long time.

In one game I experienced, a total of 5 enemy healers (3 monks, 1 resto rt and ST rit) that simply stood infront of the gate and spammed until the clock counted down. This is not a proper game but a waste of time. A unorganized team like in FA should not have to stand up agains the impossible of a never ending ball of heals.

My idea is to limit the amount of monks that can enter a game of FA on both sides to 2 per team, and while some people may think this may kill the role for monks regardless of their attribute, a offensive game will always be more exciting and thrilling than spamming 1,2,3 on your keyboard.

Regardless, something must be done about FA for the sake of all PvP. With HA and GvG on their last legs, and JQ dominated by the mindless bombers, FA could be one of the last remaining PvP arenas.
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Old Feb 12, 2011, 04:42 AM // 04:42   #2
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I play FA a hell of a lot, apart from the actual bugs (stuck turtles etc.) and the fairly low rewards I don't have a problem with it. Teams with so many healers that the match is unwinnable are rarely encountered and games with 3+ healers are still entirely winnable from either side. This change isn't needed at all.

/notsigned
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Old Feb 12, 2011, 05:02 AM // 05:02   #3
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I agree with Hobbs, its not that bad and you yourself said "one game."

The majority of FA matches I play have 2 or less healers.

/notsigned
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Old Feb 12, 2011, 05:11 AM // 05:11   #4
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The "one time" was just an example, but most games (In my time-zone anyway) have around 3 healers in some form or another. A team that forms randomly cant be expected to spike in unison to take out these key figures too.
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Old Feb 12, 2011, 05:47 AM // 05:47   #5
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That is just a symptom of numerous problems plaguing FA due to its design flaws. Players just adapt accordingly to the poorly designed map.
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Old Feb 12, 2011, 06:11 AM // 06:11   #6
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The problem with Fort Aspenwood lies in its very core design: A PvP mode in which each side has to make different things, and no counterpart in which the roles change.
Since a side only attacks and the other only defends, when the Kurzicks get 4 or more healers, all they have to do is hide behind a gate out of range and heal.

Now, if you took the concept of The Great Snowball Fight of the Gods, giving each side points to defend and points to attack, and applied it to Fort aspendwood, giving each side a bar to complete and an NPC to protect, you'll get a proper PvP mode.

It would require redesigning the area completely, giving each side 3 doors instead 5, 3 NPCs to protect, making each side send turtles and juggernauts to the other side, keeping both sides at the same distance to three mines at the sides and the middle (making the middle ones giving better and more amber). But it will require resources that they probably don't have.

Last edited by MithranArkanere; Feb 12, 2011 at 06:22 AM // 06:22..
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Old Feb 12, 2011, 06:13 AM // 06:13   #7
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I've won on the luxon side playing against 6 monks once. It helps if you have good team mates. This isn't a flaw in FA but of the people that play it.

/not signed
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Old Feb 12, 2011, 06:20 AM // 06:20   #8
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If you won against 6 monks it wasn't for having good players in your side. It was probably for having bad players in the opposite one, like a bunch of guys that think FA is like JQ and bring Ray of Judgment.

Anyways, that still probes that limiting the number of players of the same profession won't do anything.

Last edited by MithranArkanere; Feb 12, 2011 at 06:24 AM // 06:24..
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Old Feb 12, 2011, 07:06 AM // 07:06   #9
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It's random, but still Kurzicks are favored, partly because it's random - it's much easier to adapt to a random team and forge some kind of teamplay while defending rather than attacking.
Even the terrain in Jade Quarry favors Kurzicks, so i suppose we just have to get used to it.
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Old Feb 12, 2011, 07:47 AM // 07:47   #10
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instead of qq about the bomber's in jq and the gate monkeys in fa why not try to figure out how to disable these builds. it is really alot of fun to mess with the bombers in jq and will make your gaming experience alot more rewarding.

edit btw both of these builds are easily defeated.
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Old Feb 12, 2011, 08:32 AM // 08:32   #11
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You know , since i guess you're complaining about how "fair " FA is , you should take a look at any other format ( except GvG maybe ) ... Same problem happens when no monk vs monk in RA , when 6 melee vs 5 bombers in JQ , when both ally got no heal in AB...

For these reasons , since nothing was done there , /notsigned
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Old Feb 12, 2011, 10:51 AM // 10:51   #12
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Quote:
Originally Posted by Elnino View Post
This isn't a flaw in FA but of the people that play it.

/not signed

Wat? So when people exploit broken game mechanics your solution would be to make those people stop doing so, instead og fixing the mechanics that allow them to?
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Old Feb 12, 2011, 11:03 AM // 11:03   #13
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/unsigned
1: imo a ragequit would never be the reason for a petition.
2: The beauty bout FA imo is that it is random. My (kurzick) build specializes in running amber and killing casters. 50% of the time it is awesome, 40% of the time it is good and 10% of the time it is rubbish. It is random though and therefor never the same. Every match I played in FA is different and that is why I love it.
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Old Feb 12, 2011, 02:25 PM // 14:25   #14
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Quote:
Originally Posted by SmokingHotImolation View Post
Wat? So when people exploit broken game mechanics your solution would be to make those people stop doing so, instead og fixing the mechanics that allow them to?
And how is a random team that has 4+ monks "exploiting" a broken mechanic?
The teams are formed randomly and the players have no influence at all. True players can try to sync, but FA is so easy for both sides that theres no reason to (and since the teams have 8 players, you don't even have to try syncing to get on the same team)
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Old Feb 12, 2011, 02:38 PM // 14:38   #15
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I keep suggesting this whenever I see one of these:

Make the gates and God's Vengeance Objects the luxons have to damage instead of the NPCs(like the asura gate, or the pillars in the desolation). Make these objects only repairable with amber, maybe give the NPCs a skill that can repair them too so if the kurziks keep the NPCs alive they willlast longer. Boom, mission fixed.

Until then, just don't play stupid on the lux side and you'll win. It doesn't matter how hard they push the red bar if they can't prot. Take well of the profane, time rend enchants right, or take shadow shroud and the NPCs will die. Second, play agressive towards the NPCs and never forget the mission. Every second you spend PvPing anything but a healer or NPC is time you're not spending on the mission. I've been in 0 monk teams on kurzik, and won because the luxons didn't attack green till the last few seconds. Third, you don't need the turtles, if you do, then you fail. That said, they are nice when you can getthem in position, just don't count on them.
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Old Feb 12, 2011, 03:43 PM // 15:43   #16
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Fort Aspenwood is greatly favored towards Kurzicks because of the easyness to both protect and restore the fortress. Pretty much 1 decent monk should be able to hold up for the full duration to ensure victory. (Given that he does have 7 other bad people, but atleast they're absorbing damage)

Luxons should get some sort of damage increase, scaled so that it's balanced nicely. This should keep increasing over time (to well over 50-100% towards the last 2 minutes) For every Luxon the Kurzicks kill, this damage increase gets reduced by 1-2%.

For both JQ and FA: shrines shouldn't be capped instant, but would require the typical "pip" mechanic used in PvP and some PvE missions. It would take 1 person 45 seconds to neutralize and cap a shrine. (After killing all enemies) This will end all the redicilous, brainless nuking builds going on in both JQ and FA.
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Old Feb 12, 2011, 03:46 PM // 15:46   #17
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I used to paly FA when I was going for savior and as long as you keep the turtles alive you can rip through any gate regardless of the amount of healers.
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Old Feb 12, 2011, 03:49 PM // 15:49   #18
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Quote:
Originally Posted by Ninja Dude View Post
I used to paly FA when I was going for savior and as long as you keep the turtles alive you can rip through any gate regardless of the amount of healers.
Protective Spirit.

Against bad people, sure, but anything works against bad people.
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Old Feb 12, 2011, 04:07 PM // 16:07   #19
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Quote:
Originally Posted by Killed u man View Post
Protective Spirit.

Against bad people, sure, but anything works against bad people.
Siege Turtle Attack removes an enchantment before dealing damage.
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Old Feb 12, 2011, 04:26 PM // 16:26   #20
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Quote:
For both JQ and FA: shrines shouldn't be capped instant, but would require the typical "pip" mechanic used in PvP and some PvE missions. It would take 1 person 45 seconds to neutralize and cap a shrine. (After killing all enemies) This will end all the redicilous, brainless nuking builds going on in both JQ and FA.
Decent idea, though 45s for one person would become tedious and boring in FA and JQ. It should be scaled so it's kept dynamic and still more PvAI oriented.
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