JQ bugs getting out of hand

Swingline

Swingline

Forge Runner

Join Date: Sep 2010

Somewhere far away from you

The Mirror of Reason[SNOW]

W/

As the title says their is a severe bug in JQ that changes the entire course of a game itself. Turtles and Juggernauts are getting stuck about 1 in 3 games and teams catch on quickly as to take advantage of the situation. About 1 in 10 games I see 2 turtles getting stuck with the Kurzicks refusing to cap and vice versa.

This means that every player is going to mob that 1 shrine and it can turn a winning team into a losing team very quickly depending heavily on the group make up.

Now I am not a person that lacks foresight. I can see when a Juggernaut being bugged might actually make the Luxons lose. An example is when we have no healers and they have 2. I even wait to see if we can overpower them through their heals before fixing the bugged shrine myself but even when I do people rage like there's no tomorrow. This happened to me last game and we were going to lose because of peoples lack of common sense. Even though we won the next game had 4 of the same people from before and 3 of them left once they saw me.

This problem has been addressed on the support forums yet there seems to have been little attention payed to a very popular form of pvp. JQ is not about 2 teams fighting over 1 or 2 shrines but 3 and it affects game play a lot more heavily then what people seem to think.

Demon of FIRE

Ascalonian Squire

Join Date: Jun 2011

Kent, England

Finding It Really Easy [FIRE]

R/

I completely agree with you. Anet needs to give this arena some attention in the area of bugs. There is a whole page of them that someone had on on of the wikis but I can't remember the link. People love to play JQ because each game is so short, literally they can jump in and play.

Elnino

Elnino

Wilds Pathfinder

Join Date: May 2008

In a house

Proof Of A Nets Laziness[HB]

A/W

I agree. These aren't just bugs players can brush off. It's affecting the entire gameplay experience of JQ (and FA). The bugs in FA and JQ are game-breaking and have been around for far too long and it's pathetic that nothing has been done.

I think something like this is what needs to be done for Anet to finally listen.

Missing HB

Desert Nomad

Join Date: Mar 2010

Anna

A/

There's a serious issue with NPCS'IA in this game... Well i also noticed this happens on 1/4 games usually , which is quite boring....I think i saw such a similar problem in FA though with turtles , and they're also quite easy to "bug " ( i mean here make sure they never shoot on door keepers....)
Maybe they should also make NPCS deball faster on shrines, so that they don't die to 1 RoJ.....

I would also like to add the quite strange henchs IA in GvG :
- Frohs is standing near frontline for no reason , and thus gets usually killed fast
- Dirk and Bellicus can do a job that not any human can do( to remind you , they banned heroes from PvP because they could do things that humans couldn't ...)
- Julyia IA is very bad , usually always use balanced stance after kded , and on some fights , she isn't using any skills...


So , let's hope they will do something....

Elnino

Elnino

Wilds Pathfinder

Join Date: May 2008

In a house

Proof Of A Nets Laziness[HB]

A/W

Quote:
Originally Posted by Missing HB View Post
I would also like to add the quite strange henchs IA in GvG :
- Frohs is standing near frontline for no reason , and thus gets usually killed fast
- Dirk and Bellicus can do a job that not any human can do( to remind you , they banned heroes from PvP because they could do things that humans couldn't ...)
- Julyia IA is very bad , usually always use balanced stance after kded , and on some fights , she isn't using any skills...
1- He's standing at melee range due to his use of Armor of Sanctity (he uses it offensively rather than defensively).
2- Like? As far as i know, maintaining faint on a ranger, following your physicals with barbs or defile defenses, foul feasting conditions from allies and using signet of lost souls on foes beneath 50% are all things humans can do easily.
3- Noticed this too. Sometimes she uses rc too much, and sometimes, never.

Killed u man

Forge Runner

Join Date: Feb 2006

Well, AI have different 'modes' randomly getting picked upon loading in. I think I posted proof like 3 years ago when everyone ran heroways in HA, and I noticed Gwen (Me/Rt Tease, remember? ) some matches being able to reflex +- 10 infuses and spirit bonds, yet other matches actually miss interrupts on 1 second casts.

I also was/am aware enough to notice this was not triggered by random variables, such as Gwen getting KD'd or chased or something. Truth is that heroes some matches played at a redicilous level (where I couldn't hit a single Bull's Strike, where all my shit got rupted on casters and where they used weapon spells upon targetting a player), yet other ones I've witnessed a Gwen missing 3 interrupts in a row, not using a single weapon spell (at the start) and letting me run up to her, Bull'sing her (Even though she didn't move at all) and just spike her out without ANY reaction whatsoever.

There's even game-breaking glitches, for those who played alot with/against AI, where your interrupts simply do not go through (I've seen heroes sig through PD countless of times), where they can run inside and through walls and they have infinite energy. (I shamed a dunkoro right after he got sigged, stealing liek 5 energy orso -so he was at 0-, Pleaking his next spell cuz he was the only Monk up, yet he immediatly followed with an Infuse Health.)

Heroes, henchies and NPC's definatly do no follow the same coding rules players do. I myself, as should every other PvP player who played over +-1000 hours, have witnessed redicilous behaviour that oftentimes was at the core of abuse in this game. The JQ/FA abuse is no different, only that the AI is so obviously glitched, you really wonder how this could still be in the game 6 years after release.

Andemius

Krytan Explorer

Join Date: Nov 2008

Vanguard's Last Stand [Hero]

W/

Yep, something needs doing about JQ's problems. Anet have made it more playable now with imperial faction, and i think its quite a popular format.

I think the carriers getting stuck needs fixing, but I'd also say that the yellow (kurzick side) guard post needs tweaking too, as it doesn't aggro the carrier unless you attack it first, and even that doesn't work 100%.

I doubt it'll happen, but i'd like to see more thought with the updates too, even though it's plain the balance is more geared towards GvG and HA, JQ is popular enough to deserve some balance. The worst unbalanced skills for JQ (imo) are Wastrel's Demise, which is crazy strong, and the dervish Avatar/Aura of grenth build. I don't think skills like RoJ are an issue, as they're easily countered.

recon54

Academy Page

Join Date: Dec 2005

Necros Mausoleum

W/

IMO I believe that the turtles/jugs getting stuck in JQ bug is most likely very similar to the turtles getting stuck in FA bug, and if that is the case then there is a good chance that this bug will not be fixed.

I say this because I recall John Stumme saying on wiki he would look into the FA bug and then said something like it was a programming issue or something like that and had the main/best GWL programmer look into. Then when that programmer looked into it he said that many other programmers had looked into this issue in the past and had no clue how to fix it or thought that way too much had to be done to fix it and the current programmer came to the same conclusion.

AnClar

AnClar

Elite Guru

Join Date: Sep 2005

Texas USA

Sanitas In Absentia [SiA]

R/

And there's another long thread on the new support forums here about this and there was acknowledgement by an ANet moderator in the thread, so I think it's clear that SOMEONE at ANet is aware of these longstanding issues. Whether or not anything'll actually get done about 'em is a good guess. If history is any example, my guess would be NO.

LordDragon

Frost Gate Guardian

Join Date: Aug 2010

Dragons Den

E/

Quote:
Originally Posted by recon54 View Post
IMO I believe that the turtles/jugs getting stuck in JQ bug is most likely very similar to the turtles getting stuck in FA bug, and if that is the case then there is a good chance that this bug will not be fixed.

I say this because I recall John Stumme saying on wiki he would look into the FA bug and then said something like it was a programming issue or something like that and had the main/best GWL programmer look into. Then when that programmer looked into it he said that many other programmers had looked into this issue in the past and had no clue how to fix it or thought that way too much had to be done to fix it and the current programmer came to the same conclusion.
Just stick in a periodic reset or a countdown timer attached to each carrier. If the carrier remains motionless for x seconds check shrine. If shrine is owned by said carrier restart carrier at shrine. The length of time can coincide with the time it takes for a carrier to normally return to the shrine. While this would not take into account speed boosts that might have been cast on the carrier it would at least unstick them.

TheRakeman

Ascalonian Squire

Join Date: Mar 2011

W/P

Quote:
Originally Posted by recon54 View Post
IMO I believe that the turtles/jugs getting stuck in JQ bug is most likely very similar to the turtles getting stuck in FA bug, and if that is the case then there is a good chance that this bug will not be fixed.

I say this because I recall John Stumme saying on wiki he would look into the FA bug and then said something like it was a programming issue or something like that and had the main/best GWL programmer look into. Then when that programmer looked into it he said that many other programmers had looked into this issue in the past and had no clue how to fix it or thought that way too much had to be done to fix it and the current programmer came to the same conclusion.
I'm a programmer and I know how difficult it can be to fix a bug like that. However, we don't really need a perfect fix. They can detect if a player is standing still for a certain amount of time. If they just detect if the turtle is standing still for x time and then check to see if there's no reason for it to be doing so (for example, quarry under friendly control), then just kill the turtle and spawn a new one. That should in theory fix the AI problem unless there is a deeper rooted issue.

EDIT: Wow, just after I hit submit, I see someone else posted just about the same thing XD

LordDragon

Frost Gate Guardian

Join Date: Aug 2010

Dragons Den

E/

Quote:
Originally Posted by TheRakeman View Post
I'm a programmer and I know how difficult it can be to fix a bug like that. However, we don't really need a perfect fix. They can detect if a player is standing still for a certain amount of time. If they just detect if the turtle is standing still for x time and then check to see if there's no reason for it to be doing so (for example, quarry under friendly control), then just kill the turtle and spawn a new one. That should in theory fix the AI problem unless there is a deeper rooted issue.

EDIT: Wow, just after I hit submit, I see someone else posted just about the same thing XD
lol, no worries man. Great minds think, sometime alike. Have done a bit of programing in my past so we came up with the same idea. Don't know the code but it shouldn't be that hard to implement.

locao

Ascalonian Squire

Join Date: Jun 2010

i'm not a programmer but one thing i notice on fa is that the turtle bug has to do with atack range and the warriors.there is 2 ways of bugging her.
1. u stay next to the teleport inside the fort or plant a spirit there .the place is covered by a wall that makes imposible for the turtle to hit its target making she stays there forever.
2. sometimes when ppl go at the range wich makes the warriors attack they will go after that person and when they come back to the turtle sometimes they dont return to their original position and the tutle dont move.if u can pull something on the warriors when they move she gets unstuck but it never happen cause kurzikcks know the trick.

Kattar

Kattar

EXCESSIVE FLUTTERCUSSING

Join Date: Mar 2007

SMS (lolgw2placeholder)

Me/

Quote:
Originally Posted by AnClar View Post
And there's another long thread on the new support forums here about this and there was acknowledgement by an ANet moderator in the thread, so I think it's clear that SOMEONE at ANet is aware of these longstanding issues. Whether or not anything'll actually get done about 'em is a good guess. If history is any example, my guess would be NO.
Not to mention it's been reported in the Bugs forum over and over and over and over and over and over.

The probably is, from what I've gathered over all the little bits of info from threads in that section, it will require a completely redesign of JQ to fix. Which is why it hasn't been done.

So yeah.

Chasing Squirrels

Chasing Squirrels

Krytan Explorer

Join Date: Jan 2008

this bug has been there for quite some time i doubt anet cares

headlesshobbs

Krytan Explorer

Join Date: Apr 2006

I've been wondering if it would be a more helpful feature to have a "follow" command like some npc's where clicking them will help a jugg/turtle navigate from their stuck areas? I know this would be helpful in most cases including when they just refuse to move from camp when needed.

I'm just saying add this feature and maybe your problem would be solved?

Elnino

Elnino

Wilds Pathfinder

Join Date: May 2008

In a house

Proof Of A Nets Laziness[HB]

A/W

Quote:
Originally Posted by Kattar View Post
Not to mention it's been reported in the Bugs forum over and over and over and over and over and over.

The probably is, from what I've gathered over all the little bits of info from threads in that section, it will require a completely redesign of JQ to fix. Which is why it hasn't been done.

So yeah.
Well, if we had to choose between a bugged format and an unbugged format, the logical choice is quite obvious. Regardless of anything, Anet is gonna have to do something.

TheRakeman

Ascalonian Squire

Join Date: Mar 2011

W/P

Today was interesting - as Luxons, we held every single point, but every single one of our turtles was bugged. We were in the lead, so we had no choice but to sit it out until the timer expired...

Iuris

Iuris

Forge Runner

Join Date: Nov 2006

Crazy ducks from the Forest

W/

I must be amazingly lucky... I've never seen a turtle get stuck in all my JQ and FA matches. Maybe I just don't play enough, since I'm PvE primarily...

Missing HB

Desert Nomad

Join Date: Mar 2010

Anna

A/

Well i actually realized that this happens a lot when there is some dude camping upstairs to kill turtle/juggernaut.... I will try to find out , but maybe it could have a link between turtle/jugg dead while the shrine is recapped...

Swingline

Swingline

Forge Runner

Join Date: Sep 2010

Somewhere far away from you

The Mirror of Reason[SNOW]

W/

Quote:
Originally Posted by Missing HB View Post
Well i actually realized that this happens a lot when there is some dude camping upstairs to kill turtle/juggernaut.... I will try to find out , but maybe it could have a link between turtle/jugg dead while the shrine is recapped...
I thought that to but I have seen turtles take no damage and just stop moving after delivering jade.

bena

Ascalonian Squire

Join Date: Apr 2009

this tale of sorrow

E/

Quote:
Originally Posted by recon54 View Post
IMO I believe that the turtles/jugs getting stuck in JQ bug is most likely very similar to the turtles getting stuck in FA bug, and if that is the case then there is a good chance that this bug will not be fixed.

I say this because I recall John Stumme saying on wiki he would look into the FA bug and then said something like it was a programming issue or something like that and had the main/best GWL programmer look into. Then when that programmer looked into it he said that many other programmers had looked into this issue in the past and had no clue how to fix it or thought that way too much had to be done to fix it and the current programmer came to the same conclusion.
Its pretty simple to put in a workaround. have a script running that detects when the turtle isnt moving and the shrine is friendly. after 10 seconds or so, delete turtle/juggy and respawn a new one in the base. as far as i know they ONLY get stuck at the jade drop off point.

and FA turtles need something like a command where players can manually tell it to stop firing, move forward and then continue firing. as kurz ive sat up on the cliff self healed the turtle dmg and the lux have to go thru 2 gates to get to me if they even realize its me thats doing it.

but yea these bugs/features have been in place for a looooong time. i hope theyre aware of it enough so that it doesnt happen in gw2 for whatever pvp styles they have that are similar.

RTSFirebat

RTSFirebat

The Humanoid Typhoon

Join Date: May 2005

UK

Servants of Fortuna [SoF]

R/

I honestly cannot believe how long JQ has been broken for. Which is a disappointing shame because when the games don't bug out, they can be really fun and much quicker then AB.

Strider77

Strider77

Academy Page

Join Date: Sep 2006

Wandering alone...

Last Of The Dark Hunters [MINE]

R/

I have a hard time believing these issues will ever be addressed by anet. They've been present and obvious for years so I'm not sure Anet gives much of a damn about them. But in the end, one can only hope that magical new build will pop up one day.