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Old Aug 31, 2006, 05:52 AM // 05:52   #1
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Default Fort Aspenwood Turtle Exploit

Well the feature has been here for so long but lately, the kurzicks managed to exploit the turtle spawns in Fort Aspenwood. Basically, when the turtle dies, the whole squad of warriors have to die to make the turtle respawn.

Lately what the kurzicks have been doing is leading the wars away, dying then kill the turtle. By doing this the wars seem to be bugged and not even bother moving anymore, they just stand there. Only way for them to move is either aggro them, but no one does that anyway.

It's a real cheap exploit imo. I always thought it was a good tactic to stall the wars (seen people do it) but with this bug, it stops luxon offense altogether. I say just let the wars advance to fort until it gets aggro.
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Old Aug 31, 2006, 06:33 AM // 06:33   #2
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Well why are you letting them kill the turtles. If you can't keep your cannons alive you deserve to lose. Specially if they don't even make it past the first gate.
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Old Aug 31, 2006, 06:44 AM // 06:44   #3
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Believe it or not every Luxon team has Monks healing turtles 24/7, and it's besides the point I've lost matches because Luxons have pushed into Green gate but no turtles were present because the Warriors were pulled (someitmes not even on purpose but by some fleeing Kurzick) leaving 1-2 of them standing around in random places on the map.
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Old Aug 31, 2006, 06:59 AM // 06:59   #4
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i found another exploit on this map

when the turtle comander base is capped while the turtle or wariors are still alive and the luxons re-cap that point there will spawm another set of wariors/turtles

i dont have a sreenie but i saw 8 wariors and ONE turtle atacking the orange gate

(mayby this only comes when the turle is dead but the wariors are still alive)
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Old Aug 31, 2006, 08:40 AM // 08:40   #5
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Shoot tickets then, they will fix it probably sometime soon.
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Old Aug 31, 2006, 08:57 AM // 08:57   #6
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Quote:
Originally Posted by Leonof
Well the feature has been here for so long but lately, the kurzicks managed to exploit the turtle spawns in Fort Aspenwood. Basically, when the turtle dies, the whole squad of warriors have to die to make the turtle respawn.

Lately what the kurzicks have been doing is leading the wars away, dying then kill the turtle.
Haha, I've done that several times by accident - those damn wars hit hard and they *never* give up the chase once they're on your tail. If you're a squishy and you trigger them to attack you, you better start running - and frequently they'll catch up some distance away.

Anyway, i don't think the wars are exactly bugged, they just seem to lack leadership once they turtle dies and there's no kurzicks in aggro range. They sortof go "huh? wtf we do now?" once they've killed the guy they were chasing, but if an enemy comes within aggro range or they're attacked they'll start fighting again.

Also like meatshield says, I don't think the warriors have to be dead for a new turtle to spawn.
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Old Aug 31, 2006, 01:53 PM // 13:53   #7
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Quote:
Originally Posted by Numa Pompilius

Also like meatshield says, I don't think the warriors have to be dead for a new turtle to spawn.
yes they all have to die in order to spawn a new group actually ....
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Old Aug 31, 2006, 02:40 PM // 14:40   #8
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I think you guys missing important point. If Kurzicks pushing Luxons AND turtle AND warriors OUTSIDE fort, then Luxons deserve to die.
Cripple the guy chasing them away. Heal turtle. Kill Kurzick player? Learn to counter it or die.
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Old Aug 31, 2006, 02:48 PM // 14:48   #9
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seems like a valid tactic to me, same way as EoE wiping out kurzick base with death of luxon players/NPC.
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Old Aug 31, 2006, 02:53 PM // 14:53   #10
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This is not a bug but a AI problem.
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Old Aug 31, 2006, 03:48 PM // 15:48   #11
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Quote:
Originally Posted by Silver_Fang
This is not a bug but a AI problem.
That doesn't make sense. Isn't a bug a problem?
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Old Aug 31, 2006, 04:09 PM // 16:09   #12
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Quote:
Originally Posted by Silver_Fang
This is not a bug but a AI problem.
But its still a bug, whether its the AI or not.
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Old Aug 31, 2006, 05:49 PM // 17:49   #13
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I find this humorous.

When the Luxons were beating the crap of of the Kurzicks and using EoE against them, everyone told the Kurzicks to shut up about there being imbalance and that they should "learn to play the game".

Now, the Kurziks have found a way to start beating up on the Luxons and now the Luxons are crying foul and that it is imbalanced. LOL

Why is it that the Luxons think that having 8 warriors traveling in packs and spiking targets dead in seconds is fair but the Kurzik NPC's are stuck to one area and can easily be AoE'd to death by my ele spells? And now that you don't have your warriors you are crying about it?!?

I personally do not feel that the AI is a bug or imbalance or whatever you want to call it. I say learn to deal with it. Stop the person luring them away. That simple.
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Old Aug 31, 2006, 05:52 PM // 17:52   #14
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Quote:
Originally Posted by Priceykins
as obviously, they were not designed to stand around and do nothing. They are there to kill the kurzicks, and help the luxons, not stand around doing nothing.

This is a bug in the AI, as its obviously not ment to occur as such. This is much different than a balance issue.

So i suggest you get a clue, before you flame others.

edit: aimed at ira blinks, childeofmalkev beat me to it
Why can't they stand there and do nothing?? Thats what most of the Kurzik NPC's do. The gate guards don't move at all and any ele can knock them out with simple but effective AoE spells.

Its not a bug IMO. Learn to keep the Kurziks from luring them away. Quit relying on sittng back and letting the Turtles and warriors do all the killing.
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Old Aug 31, 2006, 05:56 PM // 17:56   #15
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I can see a problem, If they fix the problem so the turtle re-spawns, people are going to complain that there no body guards (aka the ppl still left alive in the fort) then mention about it being unbalanced that the turtle can be ambushed.

Then they fix so body guards show up... wait now.. that's now DOUBLE the body guard of the turtle that rejoins the orginal guard.

I do see the problem with the turtle.. but don't see the common fix being a complete fix either.

I can see if turtled dies and Zero targets, the path the lux guard to hit the closest gate -> green date. It would speed up there death or force ppl to actually kill them or force them to run back to turtle (drop aggro and retreat.. since there the body guard).
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Old Aug 31, 2006, 06:03 PM // 18:03   #16
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Probably quite difficult to 'work for your turtle' when there's a bug that stops you getting one.
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Old Aug 31, 2006, 06:19 PM // 18:19   #17
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Yeah, it's a flaw and should be corrected. (even though winning on the Luxon side is ridiculously easy with one obvious build)
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Old Aug 31, 2006, 06:28 PM // 18:28   #18
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So NPCs that were designed to attack the enemy getting stuck in one place isnt a bug? I guess they're supposed to stand around doing nothing. So what exactly qualifies as a bug then?

Maybe when my character gets stuck in a mission or something, people like Ira Blinks will tell me to "stop whining and stop getting stuck you f-ing noob! It's not a bug, it's balance!" I guess that won't qualify as a bug either right? Because I could have prevented it somehow.
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Old Aug 31, 2006, 06:39 PM // 18:39   #19
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Quote:
Originally Posted by Ira Blinks
If you read my previous post you would understand that by "working for it" i meant protecting the turtle and disabling kiter.
Yeah, it's not a bug as long as you kill the guy trying to exploit it! HURRRRR. ::rolleyes
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Old Aug 31, 2006, 06:40 PM // 18:40   #20
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Ira I think you should take your own advice with the PMing if you're just going to bicker like an old lady. Half your posts here were personal attacks.

Anyway, there is a difference between a balance issue and a bug. You're clearly letting your biases cloud that line. If you want to argue about balance issues, fine. But come on, this is clearly a bug. And arguing that it isnt just makes you look foolish.
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