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Old Jul 23, 2006, 11:26 PM // 23:26   #1
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Post Yet Another Suggestion for Fort Aspenwood...

Hi. I've actually been here for a year, but this is my first post. I had a thought fighting in Aspenwood today for the Kurzicks. If anyone thinks I should, I'll start my own post. If these ideas are addressed anywhere else, I apologize, and please link to said posts.

Anyway, reading through various Aspenwood ideas, I see that ideas on AFKers and Leavers have been thoroughly addressed. But I've been pondering on the gameplay of the map itself, and thought there were a few points that needed to be highlighted. I've put suggestions down where I could think of them

Some ideas are just highlights where I can't think of ideas. I'd like it if others would put their ideas down on them.

First off...

1. RESPAWNING NPCs

ALL LUXON NPCS RESPAWN. That's just a blanket statement. The turtles and the mobile warriors respawn automatically as long as the command points are in Luxon favor. Luxon Longbows, Priests, and Commanders respawn when their locations are reclaimed by the Luxons.

The Kurzicks, however, only regain NPCs at their corresponding points, and none of them respawn automatically. Once the various Kurzick Assassins and Warriors that stand in the middle are killed, they are gone for the remainder of the fight. My only thought is to give the Kurzicks a kind of defensive command post. Similar to to Luxons' points, it respawns defenders and can be captured by the Luxons.

2. ON THE TOPIC OF EOE...

Edge of Extinction does not break any rules. It does exactly what it's supposed to do: it deals damage to creatures of like nature whenever one of said creatures dies within the area.

That being said, however, EoE was introduced in Prophecies, the original GW campaign, before it's one-sided potency could be completely understood as it is now. While as I said before that EoE breaks no rules, in Aspenwood it kills with alarming accuracy. It can clear a board with ONE USE. I'm sure the designers didn't want a single skill being able to win these fights with only one application. My only suggestion would be that it's damage be limited (as in, so many hits over a period of time), or that it no longer affects the architects. Besides, since when in Guild Wars does a suicide rush win you anything?

3. SIEGE BEASTS

The Luxons get two turtles, with devastating ranged attacks and stout defences.

The Kurzicks get >one< juggernaught, with devastating >melee< attacks.

I think that's enough on this topic.

4. Gods' Vengence

SLOOOOW. I can't tell you how many times I've been with teams that have successfully repelled a complete Luxon offensive as much as !3-4! times only to have been defeated at last (largely due to lack of NPCs >.>). I've also been in games with no AFKers and no leavers, but recieve a paltry 60 faction because the Luxons don't have to wait to win. Besides speeding it up, I have no other suggestions. But this seriously needs to be reviewed.

5. RESPAWN POINTS

If the Luxons capture mines, they respawn closer to their goal and deny the Kurzicks of defensive materials all at the same time.

The Kurzicks, however, only respawn within the base, at the very back.

I feel there is room for improvement in this, though I understand that if the architects are under attack it's important to be able to rush to their aid as fast as possible, especially after you're killed. But there are points in which the Kurzicks have to play an offensive game as well as defensive.


Which brings me to the point I'm trying to make here. I've played on the Luxon side of the fight and I know that it isn't just a walk-in-and-kill-Gunther. There is some teamwork and tactics to be used to be successful.

But you can't deny that all the Luxons have to do is kill. Go in, kill as much as you can. If you get repelled, get up and repeat.

The Kurzick have to have an offensive game as well as a defensive. There is a finite goal for the Luxons--Kill Gunther. Take your time, because that gauge doesn't go up very fast. Stand up, brush the dust off, run in and kill.

The Kurzicks have to get up, kill, run outside, clear mine, get amber, run inside (usually past incoming Luxons), open doors, open more doors, give amber to architects (provided they aren't being aggroed), then run back. If they don't keep getting amber, the Luxons get a free pass to keep running inside and pounding. If you run for amber too much, you leave the fort in the hands of NPCs that don't respawn.

I've been playing GW since it was only 3 weeks old. Not the longest, but I'm up there. I've enjoyed the balance and fun the game has. All I want from this is more of an even shot at being able to have fun. Aspenwood is a lot of fun, perhaps one of the most ingenious things that NCSoft has come up with in GW, but when the odds are stacked against you... it's just demoralizing.

And don't say anything about the Jade Quarry. YES, it is more balanced. But it's hard to play a PvP match in a place where no one else goes to.

That's my two cents. Peace.

thanx!~
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Old Jul 24, 2006, 12:11 AM // 00:11   #2
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well, the only thing i hate about fort aspenwood is the crazy damage the turtles can inflict on caster classes, they can deal around 300 or more to a caster if he is unlucky enough to be at center of attack.
i would like that the damage gets toned down a bit (or at the very least it should have friendly fire on the luxons too) to 150 global, and by global i mean 150 damage to warriors, casters, rangers,etc.

about the npcs, yes all the luxon npcs respawn, but they are less than the kurzick ones, though they do have a higher damage output.
it could be done like with the kurzicks, and only have 2 or 3 of the luxon warriors respawn once the first group is killed.

about EoE, if you cant kill it fast enough, then thats a shame, i have seen EoE wipe the kurzick side seconds away from victory, as well as i have seen it totally screw up the luxons when they misplace it.
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