A plea to Anet!

Luminarus

Luminarus

Furnace Stoker

Join Date: Aug 2007

Sydney, Australia

Haze of Light [pure]

R/

Please for the love of god fix Jade Quarry.

The yellow kurzick side far shot shrine NEEDS to be fixed so that it attacks the juggernaught.

Secondly please fix the bug where the turtles get stuck. They have been doing it for as long as I can remember, and it just plain sucks when your team is dominating, and they get stuck and you lose. An example. Tonight, my team was winning 9-6 and we had yellow and green capped. Both turtles got stuck. Took the kurz 5 minutes to get the last 4 points, but all they had to do was hold purple and they won.


Please Please Please fix these bugs. It is beyond frustrating.

Kattar

Kattar

EXCESSIVE FLUTTERCUSSING

Join Date: Mar 2007

SMS (lolgw2placeholder)

Me/

Since I moderate the Bugs section of the board, and see threads about this all the time, I'll throw in my two cents:

The Live team for Guild Wars is 2 people. Apparently, fixing the issues in JQ and FA would require a complete redesign. I'm sure all of you could post ideas on how to fix this, about how the code wouldn't be that hard to do. I'm sure some programmers would even post well-informed ideas on how this should be fixed. But honestly, that doesn't matter. They are focused on other things right now. This hasn't been fixed in a long time, so don't hold your breath.

If you have specific ideas on how to fix these issues, please head over to Linsey's talk page on the wiki. Most of the issues related to JQ are documented on the wiki, but you're more likely to illicit a response if you ask a question on her talk page rather than here.

AJD

AJD

Frost Gate Guardian

Join Date: Feb 2007

ME

W/

Juggernaut carriers get stuck the same way too. just in case the op thought it was only the Luxon side.

A H O Y T

A H O Y T

Ascalonian Squire

Join Date: Mar 2009

TE.

Delta Formation

Mo/E

^ Agree with the above... They have better things to do to be quite honest, and I agree that they should concentrate more on GuildWars2, or would you rather they made GuildWars1 supahdupah coolies for everyone now, then when GuildWars2 comes out - your disappointed and feel like you've wasted your money.

pumpkin pie

pumpkin pie

Furnace Stoker

Join Date: Jul 2006

behind you

bumble bee

E/

if the turtle get stuck, don't hold the shrine, let the kurziks take the shrine, and let the turtle respawn while you wait for any attention from A-net.

also don't just say they get stuck, where, how often. which corner and things like that should help.

if you seriously wants this resolve, QA team in official wiki, they take bug reports

just curious, 5 minutes of stuck turtles and you guys did nothing??

Shadow Slave

Shadow Slave

Lion's Arch Merchant

Join Date: Feb 2006

..My home away from home..

Currently looking ~

N/

The Turtles dont respawn unless they're dead ~ There really isn't any quick-fix player solution.

They get stuck in the base, and all you can do is wait for them to stop hugging each other.

pumpkin pie

pumpkin pie

Furnace Stoker

Join Date: Jul 2006

behind you

bumble bee

E/

they die when shrine are taken by your opponent if not mistaken. when you take the shrine back, the turtle respawn.

Shadow Slave

Shadow Slave

Lion's Arch Merchant

Join Date: Feb 2006

..My home away from home..

Currently looking ~

N/

Nope - they die if they're killed...otherwise they just walk back to base and /hug.

If dead, and you recap shrine, then they respawn.

pumpkin pie

pumpkin pie

Furnace Stoker

Join Date: Jul 2006

behind you

bumble bee

E/

my bad, i just assume that when you capture the shrine they die (like in AB). never take notice while playing, thats why the bug don't annoy me. If you play, it really doesn't matter if they are stuck or not cos i don't notice it actually maybe because i never play monks in JQ to hurry the turtles is why, but if its a bug then it should be fix. QA team, go go.

TheodenKing

TheodenKing

Jungle Guide

Join Date: Jun 2008

DoA

Dark Order of Retarded Knights (doRk)

N/Me

I try not play the areas of the game that are broken. If I wanted to message A-net, this wouldn't be the place I'd do it. That being said, your description of the bug is solid.

JASON626

Krytan Explorer

Join Date: Aug 2006

Mo/

i'd be happy with fixing the archer on yellow so it atleast attacks kurz jug like it does on turtles. make the jug path diffrent or scooch up the archer aggro range. To me this is pretty much needs fixed to be balanced it can be a big disadvantage.

Dr.Jones

Dr.Jones

Banned

Join Date: Jul 2008

they need to give the npcs way more heath. im tired of this insta caping that gose on eather give them more heath so roj and necro suisiders dont insta cap. or make it so at the quarrys at least you have to sit there and cap.

Kumu Honua

Kumu Honua

Jungle Guide

Join Date: Feb 2008

Quote:
Originally Posted by Dr.Jones View Post
they need to give the npcs way more heath. im tired of this insta caping that gose on eather give them more heath so roj and necro suisiders dont insta cap. or make it so at the quarrys at least you have to sit there and cap.
N/A bombers are easily diffused with [rend enchantments]. Sadly, I've yet to see anyone else use that. Also, a single healer can keep all RoJ's from instantly capping a quarry as well.

There are counters. Rend the bombers, interrupt the RoJ's, focus fire the Mo/Me Rojer so they have no energy...

[rend enchantments][distracting shot][savage shot] - Good start at shutting down two different threats to defending quarries.

I just want RoJ fixed so it's in line with all the other AE spells of that type, and the archers fixed to destroy the yellow juggernaut like it does the turtle. Those two changes would make the game more fun to play. And if they would ever decide to hire 1 single person to play JQ for a week and permanently ban all accounts that run a bot, I would not complain one bit.

D A R K S O I F O N

D A R K S O I F O N

Frost Gate Guardian

Join Date: Mar 2009

^ ^In your bedroom (0-_-0)

Unexpected Advantage (UA)

E/Me

the one thing i would like to see if anet fixing the purple juggernaut. Almost every 3rd match, if you cap the purple shrine after the luxons had got it, the juggernaut will remain in the town and not move. Same with the yellow shrine 1.

Dr.Jones

Dr.Jones

Banned

Join Date: Jul 2008

Quote:
Originally Posted by Kumu Honua View Post
I just want RoJ fixed so it's in line with all the other AE spells of that type, and the archers fixed to destroy the yellow juggernaut like it does the turtle. Those two changes would make the game more fun to play. And if they would ever decide to hire 1 single person to play JQ for a week and permanently ban all accounts that run a bot, I would not complain one bit.
YES YES and MORE YES i agree over 900000 times over. and the sad thing is that even if they played for 3 days. it would change the face of that arena. as for your other suggestions no it needs to be changed to where you have to cap the quarry to gain control otherwise some other gimick build is gana pop up and continue to be annoying. it would also make the match last a little longer and would make teams use more stratigie because as it is right now people dont care if the quarry falls to the other team because they know that they can recap it in very short time.

FinalRebel

Ascalonian Squire

Join Date: Jun 2007

W/Mo

Quote:
Originally Posted by A H O Y T View Post
^ Agree with the above... They have better things to do to be quite honest, and I agree that they should concentrate more on GuildWars2, or would you rather they made GuildWars1 supahdupah coolies for everyone now, then when GuildWars2 comes out - your disappointed and feel like you've wasted your money.
From what I understand GW2 is a joke in the making. Boss camping, killstealing, hunt harrassing, pulling mobs on people, no heroes just one "companion", level grinding instead of a set max level, 200 people beating on a lvl 500 mob for 30 minutes and having to join to a bot to get enough points to earn some of the loot, etc etc. Sitting in a town for 2hrs to get a descent group going, only so some tosser has to leave to go eat dinner. Thanx but no Thanx.

I'd rather they fix GW1 problems and continue to add to it, and I would call that more important. If some of us wanted what GW2 has to offer (nothing) we'd play WoW. Terms like "better things to do" are better off being used to describe what we enjoy, not what they "want" us to enjoy. Fix JQ issue and chuck the idea that GW2 is gonna be anything even similar to GW1.

go cubs

go cubs

Jungle Guide

Join Date: May 2007

Chicago

[SIR]

D/

Quote:
Originally Posted by Shadow Slave View Post
Nope - they die if they're killed...otherwise they just walk back to base and /hug.

If dead, and you recap shrine, then they respawn.
The juggarnauts do the same thing...let the opposing team take the shrine then take it back over and they start moving...had it happen to me today

byteme!

byteme!

Forge Runner

Join Date: Jan 2006

On Earth

W/P

Quote:
Originally Posted by FinalRebel View Post
From what I understand GW2 is a joke in the making. Boss camping, killstealing, hunt harrassing, pulling mobs on people, no heroes just one "companion", level grinding instead of a set max level, 200 people beating on a lvl 500 mob for 30 minutes and having to join to a bot to get enough points to earn some of the loot, etc etc. Sitting in a town for 2hrs to get a descent group going, only so some tosser has to leave to go eat dinner. Thanx but no Thanx.
I'm curious. Who or where is your informant? Can I see this in writing somewhere?

FinalRebel

Ascalonian Squire

Join Date: Jun 2007

W/Mo

Quote:
Originally Posted by byteme! View Post
I'm curious. Who or where is your informant? Can I see this in writing somewhere?
http://wiki.guildwars.com/wiki/Guild_Wars_2

You will see under the "Persistence" section that explorable areas will NOT be instanced, which of course is why you have boss camping, killstealing, pulling mobs on people, harrassing and all the other problems these type of games have.

You will see the lack of heroes replaced by a single companion listed under "Companions"

You will see under the "Character" section where the max level will be 100 or even unlimited. So there's your level grind.

I think I justified everything, like I said it's not even similar to GW1 in terms of game mechanics or character soloing potential, the game is a joke in the making. Virtually everything that makes GW1 unique to other games, has been removed, and replaced with the same WoW carbon copy crap mechanics.

Divinity Sword

Divinity Sword

Academy Page

Join Date: May 2007

Washington

Dragons of the Rose

R/

Quote:
Originally Posted by FinalRebel View Post
http://wiki.guildwars.com/wiki/Guild_Wars_2

You will see under the "Persistence" section that explorable areas will NOT be instanced, which of course is why you have boss camping, killstealing, pulling mobs on people, harrassing and all the other problems these type of games have.

You will see the lack of heroes replaced by a single companion listed under "Companions"

You will see under the "Character" section where the max level will be 100 or even unlimited. So there's your level grind.

I think I justified everything, like I said it's not even similar to GW1 in terms of game mechanics or character soloing potential, the game is a joke in the making. Virtually everything that makes GW1 unique to other games, has been removed, and replaced with the same WoW carbon copy crap mechanics.
Hopefully areas will act as "ghost" instances. You will be able to see other people and interact with them but you will have your own mob and set of bosses. Think of it like a ghost cam in racing games.

qvtkc

Wilds Pathfinder

Join Date: Apr 2006

Quote:
Originally Posted by Divinity Sword View Post
Hopefully areas will act as "ghost" instances. You will be able to see other people and interact with them but you will have your own mob and set of bosses. Think of it like a ghost cam in racing games.
lol it would look like a bunch of people fighting things that are not there

Xun Rama

Xun Rama

Ascalonian Squire

Join Date: Jan 2009

W/A

Quote:
Originally Posted by FinalRebel View Post
http://wiki.guildwars.com/wiki/Guild_Wars_2

You will see under the "Persistence" section that explorable areas will NOT be instanced, which of course is why you have boss camping, killstealing, pulling mobs on people, harrassing and all the other problems these type of games have.
You missed this little gem: "Instances will still be used for missions and dungeons."

You forget also that the item system might be like GW1 where you can craft max weapons and armor at NPC's and there are no super rare ones that give some kind of advantage (e-peen aside).

That said, I would assume the majority (if not all) of the "Bosses" would be in instances for missions and dungeons. I imagine the world will just be normal mobs for grinding levels, playing with people, questing, et cetera.

As far as I'm concerned, this is the best news: "polygon counts and texture allowances have been increased so he expects it to look beautiful." I like pretty games.

Higher level cap isn't all that devastating: "Structured PvP is similar to today's GvG. It will allow you to enter the game at maximum level with all skills, races, items and classes automatically unlocked." That means, you won't be at a disadvantage. And all chances are that the levels may not mean all that much. There may be a soft cap on levels where you have max stats and then beyond that where you can just keep going if you want for e-peen purposes, otherwise "no limit" would not work with the above quote for the PvP system - it's hard to be max level when max level is infinite. So no, I don't expect it to be horrible.

These people did make GW1 and it didn't suck. So, I'll expect the same from GW2; but, I'm not holding my breath.

It's pointless to complain about something you know nothing about yet though. The game is still in development, any of that information could change, or may not even be accurate to begin with. Besides, we're looking (so far) at a 2011 projection. I would imagine a superior quality game if it's coming out that far in the future. Otherwise, it's just gonna be crushed by other nextgen games.

Avoc

Academy Page

Join Date: Jan 2006

As for the JQ bug, I have noticed that the juggernauts almost always get stuck if you use a speedbuff on them RIGHT BEFORE they deliver the jade.

Luminarus

Luminarus

Furnace Stoker

Join Date: Aug 2007

Sydney, Australia

Haze of Light [pure]

R/

Quote:
Originally Posted by Avoc View Post
As for the JQ bug, I have noticed that the juggernauts almost always get stuck if you use a speedbuff on them RIGHT BEFORE they deliver the jade.
Interesting, but that is not the only cause as I have seen turtles on a team with no speed buffs get stuck.

Esprit

Esprit

Desert Nomad

Join Date: Jun 2005

Dvd Forums [DVDF]

E/

I have submitted a couple Help Desk requests concerning this issue, but for the Kurzick side. I have lost a number of games solely because one of our carriers got stuck, and Luxons often notice this and do not even bother capping the offending shrine. Not that it's limited to the Kurzick side, I have seen Turtles get stuck and we do not bother capping that shrine, especially if it is the Green one.

This is what I get from the Help Ticket:

Quote:
Originally Posted by GM WUMPUS
Hello,

We appreciate you taking the time to submit your report. Our development team is aware of the issue you described. At the moment we do not have a specific time frame for a fix to this issue. You may wish to periodically check http://www.guildwars.com/support/gameupdates/ for the latest updates.

Thank you for your assistance in helping us solve this issue.

Regards,
GM WUMPUS
The Guild Wars Support Team
(Because I usually submitted the Support request when I lose because of the bug, I will not include my somewhat barbed comments )