May 22, 2006, 03:56 AM // 03:56
|
#21
|
Wilds Pathfinder
Join Date: Jan 2006
Profession: W/Mo
|
If A.Net would simply switch the orientation of the side ramp of the Dragon Roost nearest the Luxon base to the other side, just about all the imbalence on the Saltpray map would be solved.
I'm waiting for a Kurzick to come in here and try and say "You're just complaining because you lose all the time."
Precisely, we lose way to much for it to be coincidence, or all bad players.
Regardless of physical numbers the team to team ratio will be 1:1, end of story.
If you had 48 Kurzicks and 24 Luxons. Only 24 Kurzicks would get to play at any given time.
Thus, since it's still random assigned teams; Luxons should have enough victories at certain times to make it to Grenz FAR more often then they do now.
Trash talk aside, the actual skill of the teams overall is about equal. Especially as time progresses.
The only conclusion that can be made from this information is that there is in fact an inheirant bias on the Saltspray map.
|
|
|
May 22, 2006, 06:32 AM // 06:32
|
#22
|
Lion's Arch Merchant
Join Date: Aug 2005
Location: Some where in Cantha beyond the Petrified Forest and the Jade Sea
Guild: The Amazon Basin
|
As a side loses the losing side gains a more bias advantage. This is in fact an intended feature to help prevent one side from dominating the entire map
|
|
|
May 22, 2006, 11:36 AM // 11:36
|
#23
|
Wilds Pathfinder
Join Date: Oct 2005
Location: Belgium
Guild: none
Profession: N/E
|
Quote:
Originally Posted by Snowman
This is what I also thought, but can you verify that this is true?... if it IS true, then there are another 2 maps which are progressivly MORE biased to Kurzick?.... so there is ONE luxon biased map and 4 Kurzick Biased maps?... I agree, something is seriously wrong here.
|
So far:
- Etnaran Keys: Luxon Advantage
- Grenz Frontier: Kurzick Advantage
So I'm guessing:
- Unknown map #1 (when Kurzicks win a lot on Etnaran): bigger Luxon Advantage to prevent Kurzicks owning (and keeping) all of the map
- Unknown map #2 (when Luxons win a lot on Grenz): bigger Kurzick Advantage to prevent Luxons owning (and keeping) all of the map
So it's still biased on Saltspray Beach, Kurzicks have the advantage there, so it's a 3-2 inbalance. Could use a small fix, since it's not that fun playing Kurzick or Luxon if either side has an advantage/disadvantage. Even if they fix the map, people will get bored of playing the same map over and over again. Like a lot of people said, even the Kurzicks enjoy the change of scenery. It would be better if there were 2-3 maps with 0 advantage/disadvantage for either side to prevent people getting bored to fast.
|
|
|
May 22, 2006, 12:20 PM // 12:20
|
#24
|
Pre-Searing Cadet
Join Date: Mar 2006
Guild: Made in Morro
Profession: W/
|
Well.. I've seen it before a few times:
Check here.
|
|
|
Jun 02, 2006, 07:58 PM // 19:58
|
#25
|
Wilds Pathfinder
Join Date: Jul 2005
Profession: Mo/
|
There are 2 other alliance battle maps are : Kanaaki Cliffs and Ancestral Lands. Anyone knows where they are or ever tried them yet ?
|
|
|
Jun 03, 2006, 09:51 AM // 09:51
|
#26
|
Academy Page
Join Date: May 2006
Profession: Mo/Me
|
What's the bias on Saltspray about?
Does it allow the other team to capture the dragon before your team gets there? Even if it's one or two seconds, if your team rushes into the dragon stand, it will be just a question of who kills who on the cap.
Could someone explain what the bias on Saltspray is about?
|
|
|
Jun 04, 2006, 05:56 AM // 05:56
|
#27
|
Desert Nomad
Join Date: Jun 2005
Guild: The Amazon Basin [AB]
|
Ok, so if I concede to Saltspray being biased toward Kurzick, then why does the battle stay at Etnaran much longer than at Granz?
I played Alliance Battles all day today. My record? 22-4. I'd say 20 were at Etnaran. If it is biased toward Luxon, why is it there all the time?
And as Sacho said, a few seconds does not a bias make.
|
|
|
Jun 04, 2006, 09:05 PM // 21:05
|
#28
|
Wilds Pathfinder
Join Date: Jul 2005
Guild: --
Profession: R/N
|
There are a lot more towns on the map near the border that probably can be taken over, thus I am hoping for more than 5 maps...maybe like 9? Since we now only move the line from the bottom, but surelly it will be able to move from the middle and the upper part.
|
|
|
Jun 10, 2006, 05:26 PM // 17:26
|
#29
|
Academy Page
Join Date: Jan 2006
Profession: E/Me
|
Hmm, after reading the post from Sereng I can't help but think, what if part of the bias is number of wins it takes to move the line?
|
|
|
Jul 10, 2006, 01:18 AM // 01:18
|
#30
|
Lion's Arch Merchant
Join Date: Jun 2005
Guild: Durance of Fate [DoF]
Profession: R/
|
I wish they would add outposts that can be reached, or at least a marker showing where these places are located, the best thing I got thus far is having a pve character enter the places and have a quest so when I hit M i see a green starburst in the location of the battle point.
|
|
|
Jul 10, 2006, 02:25 AM // 02:25
|
#31
|
Jungle Guide
Join Date: Feb 2006
Profession: Mo/N
|
EDIT: there is a visual distortion factor to Saltspray's map when you press "U". Because it is slanted instead of a perfect Horizantal/Vertical aspect it appears to be a slightly longer distance to the roost than it actually is. This is a trick of the eye when dealing with certain color patterns.
Still, this is no excuse for Luxon teams to give Kurzicks the most valuable point at the start of almost every match.
Quote:
Originally Posted by <--A Luxon
"You're just complaining because you lose all the time."
|
Taking and HOLDING the roost is a key to victory in Saltspray. the better able your team and allies can accomplish this feat, the more easily assued you will win.
The reason why Luxons are losing the Saltspray map on a regular basis is because they are giving the dragon to the Kurzicks. Center teams make a run for the left side rez at the start of the game, almost every darn time, giving the Kurzicks strong field position which has to be retaken. Retaking the center point is considerably more difficult than holding onto it, and bypassing it for caps is time consuming even with a full string of 33% run buffs. Striking at control points from center requires considerably less time, making it easier for players to take both rez shrines, hold them until a 12 man onslaught pushes them out...to a very short retreat at their center point again.
FYI: I've never had a problem meeting the Kurzicks at the Dragon or either rez. In fact, my character is often (run buffed or not) there slightly before them.
What I have had problems with is getting the rest of my PuG to follow me there. If people turned right instead of turning left at the zone out tele then they would get to the hatching a lot sooner.
Also, on those rare occasions when someone on Luxon side does make a push for the center control point it is often a cap group. High front end spike with speed buffs loses to strong defense with high attack every time. People should know this by now, yet they still insist on charging a hold group with paper shields.
Cap groups get killed on Saltspray. What is a good buildrun in Etharan is merely useful in a few situations to a good allied group of balanced and hold teams here.
Saltspray, Luxon kicks its own @$! before the match ever really starts. If three cap groups hit "Enter mission" at the same time, they've lost the match even sooner.
Cap groups can win on Etharan. It doesn't make it a prety win, or a guaranteed win, but it can win. On Saltspray the "cap cap cap" mentality of the Luxons meets with defeat more often than not, as noticed by our regular retreat into our own turf.
The reason behind this? Kurzick strategy has adapted to supply different build styles. They play more diverse characters and support their teams. Too many Luxons grab 4 people and hit enter.
@Luxons in general: you want to cap. Well, enjoy Etharan and stop complaining. Etharan gives your build certain advantages.
Saltspray? You have to fight players. Cap teams can't do this well; built to exploit NPC stupidity. They get owned. Hold teams can fight PvP so Kurzicks play them. Why don't more of us?
@Anet: I do wish you would un-nerf that farming run so people would get out of these maps if they want easy faction. The quality of Luxon players has suffered tremendously over the last month, and I place blame on the quantity of players running in without a thought beyond capping. Fortunately for Luxons, the Kurzicks suffer the same problem...to a smaller extent.
Last edited by Minus Sign; Jul 10, 2006 at 02:55 AM // 02:55..
|
|
|
Jul 10, 2006, 06:51 PM // 18:51
|
#32
|
Wilds Pathfinder
Join Date: Jun 2005
Location: New England
|
While I agree that there aren't enough Luxons playing Hold groups at Saltspray, I believe that the rez shrines are far more valuable than the roost.
It's a weird sort of call, because the rez shrines and the roost directly affect getting each other. But the rez shrines hold the power to getting back to the roost *or* the sidelines quickly.
There's been a few times I've managed to persuade the whole team to run 6-0-6 instead of 4-4-4, and I haven't lost one of those matches (but I've only been able to convince people to do that about five times). I'm not saying this is a silver bullet strategy that obviously wins all the time (many of those matches ended up being quite close), but I think if you can hold both rez shrines for the first five minutes of the game you have an excellent chance of winning the whole match.
|
|
|
Jul 11, 2006, 02:13 AM // 02:13
|
#33
|
Jungle Guide
Join Date: Feb 2006
Profession: Mo/N
|
I would never say the rez shrines aren't important to Saltspray. But they aren't centers job. The three most important areas on the map are the two rez shrines and the roost. Just giving any of these to the other side, especially the roost as described previously, is asking them to kick the crud out of you.
There are two other teams in this game. You've got to trust them at least a little to do their jobs...so they can trust you to do yours.
The 6-0-6 strat you describe does work; but I've only found it useful in situations where I have 2 guild groups on TS/vent that loaded together. Then its 7v8 with you buffed and them not, you with a rez and them with only the dragon. A 12 man assault will push one group out, but the second this si seen, the 6 flankers can easily move to hit the roost and follow up by hammering the Kurzicks at the beleagured rez; fresh reinforcemnts that have just taken their only advantage away.
But it requires too much precision for most AB players. I don't endorse it.
|
|
|
Jul 11, 2006, 02:59 PM // 14:59
|
#34
|
Wilds Pathfinder
Join Date: Sep 2005
Location: Manchester, England
Guild: New Dragons [NDR]
|
There are 5 maps, which are as follows:
Deep Kurzick: Ancestral Lands
Shallow Kurzick: Grenz Frontier
Middle ground: Saltspray Beach
Shallow Luxon: Etnaran Keys
Deep Luxon: Kanaaki Cliffs
|
|
|
Jul 11, 2006, 04:40 PM // 16:40
|
#35
|
Frost Gate Guardian
Join Date: Aug 2005
Location: Canada
Guild: MLV
Profession: W/
|
Quote:
Originally Posted by JoDiamonds
While I agree that there aren't enough Luxons playing Hold groups at Saltspray, I believe that the rez shrines are far more valuable than the roost.
|
I avoid the dragon shrine dragon dies easily. And controlling the rez points is way more valuable. Not having to spawn a mile away from the action.
So i agree with Jo and minus on this. If you hold the 2 rez shrines u can see all the capt points, basically to see what you need to cap then back to rez shrines once capped..
|
|
|
Jul 11, 2006, 09:14 PM // 21:14
|
#36
|
Academy Page
Join Date: Apr 2006
Guild: Aequitas Deis [AD] http://aequitasdeis.guildportal.com
Profession: W/N
|
Grenz happens almost everyday now - but to find out whether maps needs fixing is: do Luxons win at Grenz? I haven't. Tried everything, including capping and holding rez and rez orb shrines at Grenz for maybe 9-10 minutes. If that doesn't tip the game in my favor I don't know what will.
|
|
|
Jul 12, 2006, 05:07 AM // 05:07
|
#37
|
Jungle Guide
|
during fpe it seemed like the Kurzicks were winning the most since it was on etnaran alot. I had factions when it came out and I didnt see it on Grenz. It was Etnaran or Saltspray for me. And then the following weeks the Kurzicks seemed to consistantly beat the Luxons as the map was ALWAYS on Etnaran and Saltspray, for a period the Kurzicks were keeping the map on Etnaran more than Saltspray. I think recently a bunch of noobs bandwagoned to Kurzick side which has let the Luxons push the battle to Grenz. But in the last 2 days ive played ive seen alot of Etnaran and Saltspray again.
|
|
|
Jul 12, 2006, 06:09 AM // 06:09
|
#38
|
Jungle Guide
Join Date: Feb 2006
Profession: Mo/N
|
I have a 1/2 win ratio in Grenz when I PuG (numbers increase with guild, almost 4/1 but now quite). I've been playing balanced teams there, like the Dual smite I was introduced to in this forum or old school nuke/spiker, tank, monk, shutdown character.
Back to Saltspray: "The rezes are more important since you can get back into the fight more quickly".
Now why is that? Think about your own strategy for a moment, and the concequences required for it to be accurate.
Holding one rez or another while ignoring the dragon roost and hold team strategies gets you "back in the fight" most often because the Kurzicks are beating a path out of the roost and into your rez. The fight is on your doorstep because they hold superior field position.
Also, take another look at Saltspray. if the fight is at the OTHER rez point, a cap situation where you have them kicked back on their heels, then you have just been spawned well AWAY from the battle, far in the rear and out of action until your character can run back (avoiding the roost; its under Kurzick control, remember?) before you can start helping again. Else, you rez while their cap teams have flanked you and have to give up your offensive to retake you old control points, lest the Kurzick's shift the battle from a north to south fight and them holding 4 points of seven into a soutth/north fight with them--again--holdign 4 points in seven.
Most games where Luxon ignores the roost at the start, the Kurzick's take an early lead and maintain it for most of the game if not all. Games where Luxon completely ignores the roost usually end with Kurzick's maintaining most if not all control points for a very long time, making the outcome extremely one-sided.
Fortunately for Luxon, I've been seeing a steady increase in the number and qualtity of balanced and hold teams over the course of the last several days during my playtime. Fewer people are holding to the mad-cap mentality that has kept them bouncing between two maps and more people are starting to see grenz more often as strong balanced teams start getting calls, and Dula smite overruns touch rangers in AB. I've also seen many holds teams with Charge warriors taking center at the start of the match in Saltspray. 2 good trends that I feel are the primary reason I see grenz more often than before.
most important of all: people are starting to understand that one strategy does not work for every map. makes these old eyes twinkle to see
Last edited by Minus Sign; Jul 12, 2006 at 06:18 AM // 06:18..
|
|
|
Jul 12, 2006, 07:31 AM // 07:31
|
#39
|
Did I hear 7 heroes?
Join Date: May 2005
Guild: Scars Meadows [SMS], Guild Leader (Not Recruiting)
|
Quote:
Originally Posted by Zinger314
Yes. Only way.
|
You can always get a guest invite to a guild that is allied to either side and go from there as well.
|
|
|
Jul 12, 2006, 03:42 PM // 15:42
|
#40
|
Furnace Stoker
Join Date: Jun 2005
Guild: Quite Vulgar [FUN]
|
I had a 80% win on Grentz. This map is heavily against the kurzick. This map has 1 res shrine in the center. You need to split in 4-4-4 for this map to work well.
At the start you need to converge on the res shrine. You MUST take the res shrine to win this. After you take split.
Team 1 needs to run around and cap the other points.
Team 2 needs to defend the res shrine and cap other points when the opportunity comes up. Then right back to the res shrine. Take any of the NPC masters with you to help defend.
Team 3 has a very hard job. They have to body block the center exit at their base. You can stand close enough with 2 people side by side to block the exit without getting nailed by the body guard.
Dual smite is best for Team 3. The monks can body block the exit while smiting off each other. The wars can pick off people that use the left and right teleporters.
The biggest disadvantage on this map is once the kurzicks are in this situation is very hard to come back from. The attack shrine is right in front of their base giving you a constant boost as you hold them in the base.
|
|
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT. The time now is 09:32 PM // 21:32.
|