Talk:Fort Aspenwood

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Leeching problems[edit]

I love Fort Aspenwood but I absolutely loathe the leechers that it attracts like flies around youknowwhat.
I appreciate that the developers have added the dishonorable hex which even affects those who are idle and not necessarily reported, but it is not enough. The leechers are a nuisance for the following reasons:

  • Free faction (Zaishen Keys) at the expense of the legitimate players (off to school/work with a click bot on the "Enter Mission" button and return home to full Balthazar and Imperial Faction bars),
  • They make it impossible for the team to resign (and therefore compelled to stay for 10 mins achieving next to nothing),
  • Other players are so reluctant to use the /report features despite it being clearly explained in the text box upon entering the match. This leaves those who do /report with dishonor points.
  • They signifigantly reduce the team's liklihood of winning,
  • Reporting them via NCSoft support tickets is not so fruitful.

I'd like if the dev team would do something more fundamental to resolve this issue and not employ such symptomatic 'patchwork' approaches. --The preceding unsigned comment was added by VannilaExtract (talk) at 13:12, 19 November 2011 (UTC).

My idea would be to use a similar system as the one on Random Arenas. If a person is considered to be a leecher (by the server if he doesn't do certain things, such as moving a bit more around or by other players if they report him) then he/she be removed from that instance and returned to the outpost, and another player waiting to be added in place, if it is possible. I said similar to RA because there, on a new battle, if there is a free spot (such as from a player who left, another waiting one is added. I also said "if possible" because in RA, new players are added at the start of the match and not during the match, so I do not know if that will be achieved here. MagnumUser_talk:Magnum 14:40, 19 November 2011 (UTC)
FA does have a system that gives Dishonor to players who are idle for an extended period but to run an "Enter Mission" script still means that the leecher comes home at the end of the day to filled faction bars. I'd like to see leeching disincentivized by means of stornger punishments or by compensating the remainder of the team with some kind of faction bonus for their inconvenience. VannilaExtract 15:04, 19 November 2011 (UTC)
Idk if any of you have ever played Castle Wars in runescape - but in there they have the system if someone logs out/gets banned etc, then they're replaced midgame by someone in the outpost/waiting area - they'd get less points than someone who has been there the whole time but its pretty good as systems go. User Chieftain Alex Chieftain Signature.pngChieftain Alex 17:43, 19 November 2011 (UTC)
"Free faction (Zaishen Keys) at the expense of the legitimate players (off to school/work with a click bot on the "Enter Mission" button and return home to full Balthazar and Imperial Faction bars)" This is also a problem in JQ and probably can be fixed if ArenaNet were to make players solve a CAPTCHA before being able to click the "Enter Mission" button. -- 07:41, 20 November 2011 (UTC)
Mr Alex got my point. That was my idea. Also, the leechers, when they leave this way, will get no faction at all, except for the small amounts received per kill. MagnumUser_talk:Magnum 08:21, 20 November 2011 (UTC)

By not punishing this behaviour, they're implicitly allowing it. Does this mean that I have their blessing to afk-leech all day too? I sure would like these rewards for nothing. VannilaExtract 23:00, 20 November 2011 (UTC)


moved from Talk:Fort Aspenwood (Luxon)

Very old topic but they should change it so no one wins if it becomes a draw between Gunther dead and God's Vengeance bar filling up-- 23:33, 6 January 2012 (UTC)

Sadly, even if there's no visible difference, there is always a minute (read: very small) time difference between which one happens first. ~FarloUser Farlo Triad.pngTalk 23:44, 6 January 2012 (UTC)


These two lines appear to contradict each other, can this be disambiguated?

- Turtles are resistant to interrupts; it may take up to 3 interrupts to stop a siege attack. Alternatively, a single knock down caused by a melee attack will stop a siege attack.

- Turtles cannot be knocked down, except with Juggernaut Toss. Any other knock downs will be counted as interrupts.

-- Jmuzz 14:53, 25 June 2012 (UTC)

I think they are consistent. The second line says that non J-Toss KDs work as interrupts; the first line says that melee attack KDs (i.e. non-J-Toss KDs) will stop (i.e. interrupt) the siege attack. However, there's no reason to invite confusion by the terminology. I'd combine them into a single statement, something like:
"Turtles are resistant to interrupts; it can take up to three attempts to stop a siege attack. Alternatively, such attacks can be prevented using a melee knock down skill — although Turtles cannot be knocked down (except by Juggernaut Toss), they will still be interrupted."
(I'm assuming the basic facts in the original quotes are accurate.) – Tennessee Ernie Ford (TEF) 17:54, 25 June 2012 (UTC)
With Stonefist insignia you knock them down, if only for a second, and without the animation of them falling over. But it's a real knock down, skills that require a knocked down foe will trigger on it. Atleast if I remember correctly. Kurtan 20:30, 25 June 2012 (UTC)


I need to finish up my cart title for cantha and I cant get ito this mission. How would I get the cart for this mish when theres never anyone here? 02:24, 20 August 2013 (UTC)

Cartographer page reads in the notes section :
  • "GuildWiki has estimated the amount of leeway built-in to the titles as follows:"
    • "Cantha: > 0.94% (about the size of Fort Aspenwood)"
So you should be able to explore 100% without Fort Aspenwood. If you did try all the areas you have found, you can also try Portal jumping, whose carto points are not included in that article. The easiest and most beneficial is to try jumping across the Eredon Terrace portal. Magnum 09:46, 20 August 2013 (UTC)
thanks for the info! ill try it out. 22:23, 20 August 2013 (UTC)

Ghost town[edit]

Nobody playing here or at JQ anymore, even during the Zaishen quest. Now I really miss the leechers and/or bots. At least they helped fill up any empty slots on either party. Wolcott (talk) 12:17, 18 September 2013 (UTC)

everyone misses gw1 pvp at least a little bit :( gw2's was a massive letdown, but I don't think there'll ever be another thing like GW1's GvG and HA. The Next Big Thing™ seems to be mobas, but they don't quite have the same pre-game chess aspect that GW1 had :/ -Auron 14:17, 18 September 2013 (UTC)
There are players and bots in JQ during the Competitive Mission weekly bonus (which occurs once every six weeks). FA will always be dead unless they give JQ and FA each their own separate weekly bonus. --Silver Edge 21:21, 18 September 2013 (UTC)
Would be even better if Anet made FA/JQ/AB playable in GW2 with GW1 skills and play style. I'm sure that it will make many people happy. I'm also missing FA quite a lot. Da Mystic Reaper (talk) 11:16, 19 September 2013 (UTC)
Finally players crowding JQ during the weekly bonus, but I'm again reminded of the long wait which is just agonizing. I can't possibly stare at the screen every 30 bloody seconds just to see if I got in. FA remains deserted. Wolcott (talk) 09:02, 2 October 2013 (UTC)
Speaking of bots, was it so hard for the developers to implement NPCs when there are no other players in the party? Similar to Vizunah Square and Unwaking Waters. I don't care if they're not stopping the carriers or gathering amber, as long as they're out there doing some killing. Wolcott (talk) 09:13, 2 October 2013 (UTC)
Would it be PvP at that point? -Auron 12:36, 2 October 2013 (UTC)
To expand/clarify: that was the whole reason PvP had a "scene" back in the day. The maps weren't the draw; most of them were standard if not outright boring (JQ and FA are perfect examples, although most GvG maps are similar). The "whole reason" to do the PvP was the ever-changing enemy team; you never knew quite what you were going to come up against, so you had to do the chess/MTG aspect of picking builds beforehand and then also playing them once you got to the PvP.
If all you're looking to do is PvE on the boring PvP maps... why? Just go PvE. -Auron 12:43, 2 October 2013 (UTC)
As a FA veteran I can say I had most fun with it because the teams are random and unpredictable and you don't have to spam "LFG" and hope getting into a party requiring ranks to join. Replacing players with NPCs is useless since you will be playing the same over and over again like JQ. The NPCs will also be vey easy to counter since they will be using the same skills every single match making it a boring game. Replacing players with NPCs just won't work. Da Mystic Reaper (talk) 13:45, 2 October 2013 (UTC)
Alternatively, they could introduce Fort Aspenwood (Kurzick/Luxon Challenge Mission) as an alternative option for the PvP arena, using the same map, but versus NPCs. It would count as PvE, allows cartographers to map the area, and allows the content to be played. Two outposts, 1 map, 2 different spawn points, and over 9000 0 problems. Or, even simpler, allow the map to be privately instanced for the player on their own, as if to encourage research prior to actually diving into the PvP there. As long as the cartographing is possible (and not done in the PvP version), everything is a solution. - Infinite - talk 21:19, 2 October 2013 (UTC)
Lowering the required number of party members from 8 to 4 should greatly improve the chances of games. But I would definitely support your idea of the player entering the game on his own. Wolcott (talk) 14:09, 4 October 2013 (UTC)

Need help[edit]

Don't know where else to turn but want to map FA, it's been 8 months without any activity. IGN Follow Your Arrow 19:53, 15 September 2015 (UTC)