Talk:The Jade Quarry/Archive 1

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Outdated Notes

Should we do something with all these outdated notes? With the November 2008 update Jade Quarry is now the most played competitive mission it seems, so none of these many notes are relevant 68.78.141.9 02:49, 17 November 2008 (UTC)

Jade Quarry

moved from User talk:Gaile Gray

Hello. I would like to know what are your personnal feelings about Factions' Jade Quarry always beeing empty ? Serge Yseron 01:16, 7 May 2007 (EDT)

Hi, this is an issue I already tried to raise talking to the NCsoft Europe French Community Manager, but I do not know if he forwarded the complain to ArenaNet. At least in European districts it is VERY rare that there are some matches in the Jade Quarry. And even when this happens, it is mainly some guilds that try to explore the area (which is good); however since I am geographically distant from Europe (New-Caledonia), I play at odd GMT hours and I am never able to catch those rare occurrences. The canthean cartographer title is blocked on my main character for this reason at 99.4% and my two other characters could use to re-explore this area as well to gain some more % (they got access during the special week-end last year and never again after). I had planned for some time to temporary move to US servers ; but if it's empty as well... Jaxom 17:44, 7 May 2007 (EDT)
Seems I am not the only one concerned here. Gaile ? Serge Yseron 18:13, 7 May 2007 (EDT)
Feel free to tell me if you find my question to be too ambarassing Gaile. Serge Yseron 20:55, 11 May 2007 (EDT)
Kikoo! Lol! What is you other favourite color Gaile ? ;) looool Serge Yseron 00:47, 12 May 2007 (EDT)
A conversation about Jade Quarry would best take place on a fan forum where it will be seen by the team. Even the suggestion that access be extended during another special weekend might address some of the cartographer issues that you've raised, so by all means bring that up in the forums. --Gaile User gaile 2.png 01:49, 16 May 2007 (EDT)
In all fairness, the issue of Jade Quarry has been brought up enough times that some response concerning the problem is warranted from the dev team, IMHO. I have seen many, many threads and suggestions on the problem, but we have not heard anything of the dev's intentions to the problem. It just sucks if it is "working as intended" and people have to coordinate a Jade Quarry run through forums just to get the full 100%. :( --68.188.101.47 10:02, 16 May 2007 (EDT)
Oh, but now really, in all fairness this is my personal discussion page. :) Sure we talk about all nature of things here, but I am directing those interested in this discussion to the proper place for it to take place, where it will be seen and where, at some point in the future, we may be able to give a response or form a response that will come in the form of a dev update. No matter how urgent the request for response, this discussion page will not be the place for me or for anyone else from the dev team to engage in a dialogue about game mechanics and/or proposed or planned changes to the game. Thank you for understanding. --Gaile User gaile 2.png 12:05, 16 May 2007 (EDT)
Thanks Gaile for the reply, and as I told, I already mentionned the issue to the french community manager in french forums some time ago, and even proposed some solutions a while back (eg : making those zone explorable areas or making them count in the Canthean missions total brigging it from 13 to 17 (requires 1 win in each side) though this last solution is not compatible with the new hard mode). But as there were no info or acknowledgement of the issue from any of them (the previous one and the current one) I wanted to remind it to you, just in case. It's good to know the issue as been transmitted and may be thought at at some point in the future. Once again, thanks. Jaxom 04:40, 18 May 2007 (EDT)

(Reset indent) I wanted to move this over to the proper section, even if several weeks after it was placed on my talk pages because I hope to encourage players to discuss this topic. We really want to hear your ideas about this gameplay mechanic! --Gaile User gaile 2.png 18:35, 3 August 2007 (UTC)

I'm not certain this is in the right place but I thought I would give it a shot. This arena is well known for almost NEVER having a match going, so few people come here it's almost impossible to get in. I personally think the arena is fine, what I would like to see is double or even triple the faction gained while playing it. I know it sounds extreme but it would encourage people to come play it. Maybe if people played this arena a few times they might get to like it. As it is most people I know have NEVER even once played this arena, so they don't know if they like it or not. Getting better faction rewards would increase the pace of games people played here allowing more access to the arena and increasing its popularity. Maybe after a while you could reduce the faction rewards and it might maintain some kind of play base, enough to make it more than an eclectic arena no-one plays and most have never seen. Dancing Gnome 19:03, 5 August 2007 (UTC)
The only real time that JQ has had popularity was during its preview event, and to a lesser extent, when PvP characters were given access to this arena. It would have to be my favourite place in Cantha, and it's such a disappointment to see this competitive area going to waste. Now, there's no real point in going to JQ anymore. Like Dancing Gnome said, the arena is fine. It's just largely unattractive... 1350 for winning at JQ, which is more than what Aspenwood offers - is still not enough to attract players there. :S (Terra Xin 00:55, 9 September 2007 (UTC))
I think the mission area of JQ and FA should be explorable from the outpost. Like how, in prophecy preview events, we could walk the whole mission maps without leaving the outpost. Or make a "Explorer Mode" button to enter the map without an opposing team. This way people could explore JQ and wouldn't piss off their team and get reported in FA because they explore instead of participating. 74.56.63.215 08:48, 3 December 2007 (UTC)

No One Plays This Mission

It's probably worth mentioning that nobody ever plays this mission.

which is such a shame, but it was all because fort aspenwood gives luxons an advantage (or used to) so they would all go their and now nobody wants to go to the Jade Quarry because they know nobody else is going to be there. I used to love playing this game because it was so different but after a month of Factions being online people stopped using it >.< Quazark Zeklar UserQuazark Zeklar lifebond.jpg 10:16, 23 June 2007 (UTC)

With retarded AI and the Kurzick Necromancer lure trick, there is no advantage, let that bs go please. --72.64.44.217 22:39, 17 July 2007 (UTC)

That was fixed, btw. (Terra Xin 00:26, 9 September 2007 (UTC))
As a matter of fact you'll find that LAME kurzicks have an advantage here, simply bonding the stupid npcs in front of doors and PROFANE WELL DOESN'T WORK ON THEM!

Suggestion to make Jade Quarry more attractive

Well, i could say: it should be done again from the scratch, but that would take to much time for an old mission, so some relatively simple things should do it.

  • Mechanics
    • There should be a 500-Points Winning-condition instead of the x jade-blocks
    • Initial:You start with 0 Points and 1 Jade-Block
    • For each Jade-Block your team owns, you get 1 point per turn (same as holding shrines, but you cant loose them once you have got them.)
    • Add popup-Mosters, lets call them "Jadeeaters". If you kill them, they drop Jadepieces wich, if they are collected by players, give 10 points for the count. These Monsters should appear regularly at random spots. Skill-suggestion: Defensive and running-skills, AI should run away from players to make them chase the Jadeeaters.
  • Faction
    • Each Team gets his Points in Faction at the end with a bonus of 500 for the winning team.
    • For each Transport Turtle/Juggernaut killed all Teammates nearby get 200 Factionpoints
    • For each Jadeeater killed all Teammates nearby get 10 Faction Points.

Gameplay would change a little, becouse chasing Jadeeaters is also an way to win. Killing Transporters and Jadeeaters is an great way to earn faction for active players, longer maches automaticly give more faction for active players becouse of the kills. There also is an time-limit as both teams start with one initial jade-block, so they wont play forever even if all Transporters are killed. Players wich want to chase Jadeeaters also need some new builds (with some slowdown etc, could be a great spot for water-eles). Sir Astaroth 15:39, 9 August 2007 (UTC)

they should implement these changes and do a dubble bonus weekend. this is yet another good idea done poorly.
I think they should just make these zones like the Alliance Battles, so that you will get sent to Aspenwood or Quarry based on how the Kurzick or Luxon factions are performing or something. I like the quarry but I never see people there, and a faction weekend for quarry won't do any good for the other 363 days of the year. Elder Angelus 16:21, 29 April 2008 (UTC)

Jade Quarry Concerns

moved from User talk:Gaile Gray

There is a bug in the Factions campaign: the location description on the world map state that the Jade Quarry is always full of people fighting or mining. If you enter this area, however, you will find yourself alone, wondering what is the purpose of this place. 90.14.102.69 11:26, 2 December 2007 (UTC)

Don't be stupid. You mean you would *like* more people in it. — Skuld 11:44, 2 December 2007 (UTC)
If you were the level designer who invented the Jade Quarry and your logs were showing that nobody played there for more than one year now, you would do something about it, would you ? Ho well... I give up. This place is fine, at least it is usefull to the Walls Hugger title.
Jade Quarry Weekend: All rewards in Jade Quarry are trippled. No I am not joking. Jade Quarry suffers from the fact that initially (way back when Factions came out), it was harder to get there than Ford Aspenwood. That meant people started playing FA, and not JQ. Not being played, new people didn't get to try out JQ, so it all broke down in a circle of "not being played" -> "no new players" -> "not being played".
Remember that JQ used to be popular during the beta, when both JQ and FA where accessible to everyone. Maybe all this arena needs is a little prod to get people started on this. --Xeeron 12:02, 2 December 2007 (UTC)
What if JQ had unique rewards, like maybe if you win x matches there you get access to a Jade Weapons trader (or amber if you are Kurzick). The trader would sell blue max inscribable... (or maybe 15^50 seeing as no inscriptions in factions) [1] to people who had won "x" matches there. The counter would reset after a purchase was made. Anon
This isnt a bug its just fail, no one goes there cuz everyone is doing ordinary ab or fort aspenwood, and as no one goes there u will find urself alone and leave after some seconds, so its always empty, been there once, never got enough people to start. The waiting time in fort aspenwood is bad as it is, so if u put an equal ammount of people on both pvp places it will never start --Cursed Angel talk 14:37, 2 December 2007 (UTC)
These comments do not fall under the "No Embarassing Comments" License Agreement or NECLA. ( sorry, I couldn't resist :) ) 90.27.0.197 17:58, 2 December 2007 (UTC)
First, there's no bug, as Xeeron says, so I'm going to change the subject line. (This isn't a bug page, and I don't want to start a flood of bug reports, or "bug reports," when I have a bunch of pages set up for those. I'm sure you'll agree.) Anyway, I will point out these comments and ideas to the designers. I don't know that they would support a special weekend for JQ, but it doesn't hurt to ask. :) -- Gaile User gaile 2.png 18:14, 2 December 2007 (UTC)
I suggest some kind of special weekend for JQ or some kind of reward for participating in the arena, because now this feature of GW is all but extinct. There needs to be some kind of incentive to draw people away from FA and to JQ. -AyaStowar
I think the point the original poster was trying to make, is that its Sunday afternoon in the USA on the east coast, and NOONE is in either the American district, or the International district. I have been here for 20 minutes, after fighting to get here for over an hour, and I can not join the mission because "No opposing party joined. Restarting countdown timer." I think this area would benefit from some AI players. I'm disapointed that I can not play for a faction, because the GAME has gotten so big, that the players have too many other places to go.... Lefick User Lefick Talk Icon.png 20:35, 2 December 2007 (UTC)
I think making it from an 8-man cm to a 6-man cm. It would occur more offen as it would require less players, battles would also last a bit longer, because i find it too short.

Anyway, I might try and be helpful for once. Check this thread on GWGuru, we schedule visits every week or so if you need mapping. — Skuld 22:00, 2 December 2007 (UTC)

That is cool that you are scheduling these visits, but it would be really nice if JQ was actually regularly populated with players. Please Gaile, can you add some kind of JQ Double Faction event? /beg -AyaStowar

Empty Concerns

I just spent the last hour switching between here and Fort Aspenwood and not once did I see even one other person here. Any word on possible ideas to make this location more playable? I think it's just a self defeating ring, no-one goes here because no-one is here, no-one is here because no-one goes here. SystemisFlawed 14:44, 6 December 2007 (UTC)

ArenaNet reaction to this concern

Impressive. May I have an autograph? Yseron

Thinking of it, this concern (as well as others) might benefit to futur game designers if the GW game designer was willing to share some thoughts with people that are interested in the video game industry. I do understand that this wiki is not aimed at hosting such discussions, but it would be cool to find a place where we can read some post-mortem articles or game technical informations on GW. For exemple I really enjoyed reading John Carmack articles whenever they were available. Yseron

Allow heroes in challenge missions?

As they are allowed in other forms of pvp, why not allow them in these empty challenge missions? This way at least 2 ppl will be able to form a party and play? Of course, this means not leaving random teams, but rather make it like a team arena of some sort, in which you can actually team up with ppl and not be "randomly" assigned with the remaining 7 ppl in the outpost anyways :) Another option is to make it like Vizunah Square, so that if no humans are around, henchies randomly join the party. There's way too many types of challenges and ways of playing them in Factions... and these two (Jade and Aspenwood) are the broken ones. Krothal 17:50, 21 January 2008 (UTC)

The Jade Quarry

moved from User talk:Gaile Gray

The Jade Quarry (and to a lesser extent Fort Aspenwood too) is possibly one of the most frustrating areas in the game for Cartographers now. The play these areas get is minimal at best, with only large parties of cartographer groups participating. Isn't it a bit wrong if the only people playing these areas are cartographers? Clearly these areas need a rebuff to enable cartographers in and/or make the area more attractive. Here's a few potential ideas:

  • Open the door in the lobby on both sides, but obviously with the other side locked (so you still have to play the other side to get there). This will allow people to walk freely around the arena before actually playing making cartography less ridiculous for the cartographers.
  • Make the reward for these areas greater. Perhaps allowing gladiator points to be gained, or superior kurzick/luxon faction gain from these areas, or some other reward that may be of value to players (such as a chest of some sort for the winners).
  • Allow a party and/or heroes in. This is a no-brainer, this will allow parties of 8 to appear in these areas very fast.

Other than gaining a lot of friends, or taking over a certain luxon town to get a hacky extra bit of map, these places are required for the cartographer title. It is impossible for very small guilds / players / pick up groups to play these areas let alone get into them *JUST* to map. Please let me know your thoughts! Many Thanks, Yu Takami 15:08, 26 January 2008 (UTC)

Ask User:Andrew Patrick. He does Pvp stuff. Antiarchangel 20:21, 26 January 2008 (UTC)
Actually, this post is a set of suggestions and should be moved to the Suggestions page. -- Gaile User gaile 2.png 20:41, 26 January 2008 (UTC)
Also a note for Yu Takami, you don't need to get Jade Quarry to get 100%. Sure, you might need to cover the rest of the map a bit better, but it's not too bad. And I got 100% without Jade Quarry OR The Monastery, so if you have that, then it's definitely manageable. Good luck with the title. :) Bigrat2 Talk 11:50, 28 January 2008 (UTC)
Actually, it's not about my title (Canthan GM Cartographer already thanks), it's just something I've observed that a lot of my friends (and players in general) have trouble with, I've already maxed 26 titles :P My post is more of a suggestion than anything else, although it covers both PvE and PvP aspects of the game. I'm not entirely sure where it should go since its relevant to various people, but whatever the case just sit around and observe the Jade Quarry, I guarantee you that most people will go there to glean the extra percentages they need. Overall, Cantha generally does need you to enter at least one of these areas to effectively complete the cartography: Jade Quarry, Fort Aspenwood, The Tutorial Area, The Glitchy Bit at the back of Bai Passu Reach. All of which require certain conditions in order to effectively get into. I don't know how you managed to get enough percentage without doing ANY of these areas since I've scraped absolutely everything thrice and thats really no exaggeration. But this isn't a personal plea for myself, this is a dual plea: One, make cartography a tad more accessible for people who could potentially be the lone cartographer and two, these poor areas are sorely neglected except for cartography and that's a huge shame. They certainly wern't developed to be a cartographers frustration, they're supposed to be fun competetive missions! Yu Takami 17:03, 28 January 2008 (UTC)
You scraped everything thrice? Are you sure you literally 'scraped? I always make sure I'm actively pushing against the walls when I'm exploring, and as a result I've never had to return to a map, or do the optional areas, or use TexMod. --Mme. Donelle 10:50, 30 January 2008 (UTC)
Admittedly, you do need to do some of those areas to get the cartography title. Both times I got into JQ (for cartography purposes) I went around the major spamming "Cartographers go to JQ now!", and BTW, that worked both times. But, there's been a demand for developers to do something to make JQ attractive again for some time, like at least increasing rewards and fixing the bugs. I think that would be nice. -- Alaris_sig Alaris 16:01, 30 January 2008 (UTC)
Please don't patronise me, I have achieved 3x GM Carto on my main character and more for friends simply by scraping, and I need to go to some of the 'so called optional areas' to achieve 100% in Cantha. I'm certainly no newbie to cartography. Besides, this is on a tangent, my main point is that the Jade Quarry / Fort Aspenwood are perpetually empty and aren't even played how they were originally intended and that something should be done to improve these areas. Yu Takami 19:06, 1 February 2008 (UTC)

Jade Quarry

moved from User Talk:Gaile Gray

WTF why did you guys make an update that addressed issues with Fort aspinwood and not do anything about something that is 99% dead. people would play the Jade Quarry if you guys fixed it. or even better yet i think it would be more fun if you added them into the ab map cycle and just have the out posts be perma spots you can go to to join ab.

Sign your comments with ~ ~ ~ ~ (with out spaces) and calm down. She is not someone you can vent to! 68.151.27.108 23:36, 29 February 2008 (UTC)

I thought they fixed it. What is wrong with it besides it not being a popular competitive mission? Raikage 04:24, 1 March 2008 (UTC)
Case and point its useless.
The previous bugs of being able to teleport out early (which was a big part of JQ's early unpopularity) have all been fixed. Its just that no one has bothered to move back to jq. Besides, so few luxons play CM's that if you split the FA crowd up itd take forever and a day to get a game.

The few times I did play JQ I found it to be very fun.--Ryudo 17:21, 5 March 2008 (UTC)

I think it could be easily fixed with a Triple Rewards weekend or something like that. For the Jade Quarry only of course. Nicky Silverstar 21:15, 11 March 2008 (UTC)
No, that wouldn't work. What JQ needs is triple rewards ALL THE TIME, and maybe a double faction weekend on top of that every couple of months. Lots of faction = reason to play. I still don't understand why aNet doesn't realize that. Silavor UserSilavorSigIcon.png 05:04, 27 June 2008 (UTC)
JQ already earns more faction than aspenwood. Lesser faction was never the problem. Its because FA can be exploited by either side and is unbalanced overall, whereas JQ is an even playing field. Why would anyone want to play on the map where the other team has the same advantage? Its sad, but that's how thing's have run here. (Terra Xin 05:24, 28 June 2008 (UTC))

The problems I see are 1. You can earn more Allegeiance factions through winning AB, than with winning a competitive mission. 2. I didn't know it was fixed. The few times I played JQ, I loved it and played several rounds -until- the kurzicks used the exploit. The other problem is the real PvP is elsewhere. Although Luxon/Kurzick faction is nice, I prefer balthazar to unlock skills for my PvP characters. StatMan 01:04, 30 July 2008 (UTC)

Unorganized JQ Run Fri 7 March

Jade Quarry - Mapping and fighting

Friday 7 March 2008 - 20.00 GMT - ...

If you are finished mapping please stick around for a few more battles to make sure there are enough matches going.

Spread the word!

(Qanar | talk) 11:10, 5 March 2008 (UTC)

How to make JQ popular?

Make it unbalanced. It may seem illogical at first, but the main reason ppl play FA over JQ is that in FA it's easier to abuse the imbalanced. Simply put, if there was no players in FA, the luxon NPCs would eventually win. More importantly, since both sides have different NPCs and are in different situations, various strategies (as well as some "cheap" tactics) can be used. In JQ, no one has an advantage, no one gets any benefit for running a clever strategy. So, (in the case of both sides have "normal" builds) since lux have a slight a advantage at FA, give kurz a slight advantage at JQ. This does involve a partial or complete overhaul of the JQ layout and game goals. This is really an opportunity for a.net to bring in a missing variety of PvP into the game.

also maybe have it net more faction as an incentive - it seemed slower than FA. --Falseprophet 20:30, 7 April 2008 (UTC)

As an idea I had a long while ago, FA is very similar to Eternal Grove, as kurz are on defense, and being sieged by lux turtles. Well in Gyala Hatchery, lux are escorting turtles, while kurz are sneak attacking them. Currently, there is no escort-thru-a-gauntlet-type PvP. This does require a large map, and some clever warping system for kurz, but it's something new and fresh to PvP. --8765 19:28, 22 March 2008 (UTC)

TBH, FA is easier for kurzicks since there ARE players. Just put a monk on each wall and u can't lose

disambig

i suggest we make this a disambiguation page that links to:

About the names for the two quests, idk what we should do. - Y0_ich_halt User Y0 ich halt sig.jpg 11:41, 24 May 2008 (UTC)

I just fixed the links there (Terra Xin 05:20, 28 June 2008 (UTC))
ah, okay. - Y0_ich_halt User Y0 ich halt sig.jpg 16:57, 28 June 2008 (UTC)
That looks fine, but you might want to make it a lowercase "(mission)". --User Brains12 Spiral.png Brains12 \ talk 16:58, 28 June 2008 (UTC)
there's still a problem. The Jade Quarry should be a disambiguation page with a link list as above, not the page for the mission itself. in this case we'll just have to do differently than policy says. - Y0_ich_halt User Y0 ich halt sig.jpg 17:03, 28 June 2008 (UTC)

Notes Section

Quite often, people come here to map. As weird as that sounds for a PvP area, we all know that to be true. And in any pvp area, there's going to be griefers who will attack even if you're just mapping. There for, I think the notes Chaiyo Kaldor put up should remain. --68.32.187.152 13:26, 10 August 2008 (UTC)

Well, it wasn't really my original writing, but I did put it back up with more cautionary wording. --Chaiyo Kaldor חיו 15:42, 10 August 2008 (UTC)

Carriers Don't Move

I've had this happen countless times to me and even making me lose matches. We were on 9 Kurzicks and 6 Luxon and held Purple quarry. The purple carrier juggernaut would always stop moving after making one or two trips to the quarry and back. Needless to say, we could not get it to move and thus, Purple quarry was considered useless. We eventually lost the match 9-10 because of this. I've had this bug happen to me at least 5 games out of the 8 or so I played today --kaheiyeh 03:09, 17 November 2008 (UTC)

We had the whole map for three and a half minutes but lost because all three juggernauts were stuck. Does this happen to the turtles too? 66.67.53.173 04:11, 2 December 2008 (UTC)

Yeah, I've seen the turtles get caught quite often. So the bug is mutual. Briareus 14:21, 4 December 2008 (UTC)
Yep, just had a match where one turtle got stuck. --Valshia 07:41, 5 December 2008 (UTC)

This is becoming problematic, its happening 3 times out of 15 games!! and this causes unwanted losses due to the fact it gives the other team advantage without the need to cap the shrines. I'm adding this to notes section since this issue doesn't happen rare anymore, I was in a game where 2 juggy stop running jade even though we have the mines capped, luckily we won that match!! --Ridz16 05:28, 11 December 2008 (UTC)

Exploit:Looking for the suicide...build

Heres the link to Contagion bomber build. Help yourself to it. I would say I've been trying to counter it and it's just not possible especially when the whole team only Necro and Monks and the fact you respawn every 5 seconds. Hope you guys have fun with it.

Contagion.jpg
Contagion
Dark Aura.jpg
Dark Aura
Death Nova.jpg
Death Nova
Putrid Bile.jpg
Putrid Bile
Shadow Walk.jpg
Shadow Walk
Signet of Agony.jpg
Signet of Agony
Touch of Agony.jpg
Touch of Agony
Dash.jpg
Dash

Heres my question, to whom we talk to about this if it needs to be fixed? Izzy?--ShadowFog 20:23, 1 December 2008 (UTC)

how is this an exploit? lol 12.13.74.72 22:03, 1 December 2008 (UTC)
Valid question but I recommend playing JQ first before asking. Heres a hint: If you die you resurrect in 5 seconds. Now look at the recharge. Heres another fact, you can prep Contagion in base. Please, play JQ first.--ShadowFog 22:24, 1 December 2008 (UTC)
Rend leaves a bomber impotent. Or snare and kill; Heal an NPC; Interrupts. All of those are quite capable of defending a shine against bombers. --Valshia 22:25, 1 December 2008 (UTC)
The build is capable of delivering over (if not more)250 damage in an instant and spread poison and bleeding the same way when the bomber dies. Considering the amount of N and Mo, the Mo will just RC the Necro for him to explode. So healing that fast the affected when in fact another bomb will come in 5 seconds is a dire task while the bomber revives full health and energy. Healing is no effect nor snaring. The problem with rend is one skill that does that so variety of profession then restrict to N all the time, still a problem. Besides...Shadow Walk with Dash anyone?--ShadowFog 22:42, 1 December 2008 (UTC)
Again, how is this an exploit? Calling this an exploit because it deals X damage is like calling Touch Rangers an exploit. Death Nova bombing is an old strategy not an exploit.12.13.74.72 23:16, 1 December 2008 (UTC)
Already explained in the paragraphs. Play Jade Quarries for results.--ShadowFog 23:24, 1 December 2008 (UTC)
(Edit conflict) You call it an exploit; I call it synergy. Now seriously, if your healing or snaring has no affect on the bombers your healing and snaring are no good. I've played the build all day yesterday and I can tell you it is completely incapable of killing a lone NPC if a half-decent monk is around. One survivor is all you need to keep the shrine. Ditto with snaring. You can't shadow-step to a shrine if you can't get in range. Also your claim that there's only N and Mo in JQ is exaggerated at best. There's typically only 1-2 bombers and zero monks more often enough. The rest is a healthy mix of W, A, R, E, and Me. RC the necro? What? --Valshia 23:46, 1 December 2008 (UTC)
Just want to add that I have been playing JQ a lot since the update. I have defended shrines against them and bombed them as one.--Valshia 23:52, 1 December 2008 (UTC)
Sorry but they do in fact can get in range with or no snare. All portals leave you in earshot range of shrines. If there's only WARE and Me then it's easy for the bomber to do it's job. Remember not killing a lone npc but killing all those in the shrine at the same time.--ShadowFog 23:58, 1 December 2008 (UTC)
Wrong. 1) Only 2 of the ranger posts are close to earshot of the portals for a side. Everything else has to be ran to, including all the quarries. 2) I've shutdown bombers easily on my Mesmer. 3) If you fail to kill them all, you fail to take the shrine. --Valshia 00:14, 2 December 2008 (UTC)
Run it? The portals leaves you near them, more like "Nothing like a small Dash cant fix". Im gonna recap:
  • So 2 shrines in earshot range and the other portals leaves you near them
  • Snaring a necro doesnt help due to Mo assistant and even if they dont have assistant they just need to be at a earshot range for a shadow step which the portals leaves you very near them or just at earshot range
  • To deal with the aftereffects of a bomber where everyone in the shrine is affected is a dire task,
  • The build can deal over or more than 250 damage
  • Spreads poison and bleeding to everyone in the shrine
  • The Necro has the most effective enchant removal skills, still a problem leaving no variety in JQ due to the fact of random entries.
Let's hope for the best and they think this through.--ShadowFog 03:23, 2 December 2008 (UTC)
^ Even if a bomber necro dies and leaves 1 npc alive, a single warrior or ranger could easily go in and kill it while the bomber goes off to nail a ranger shrine or another quarry point. It's a skill-less build that exploits poor game design. -Auron 00:52, 3 December 2008 (UTC)
So the problem here is..? Clearly bombers are popular, bring enchantment removal. Counter the build. I don't understand why this is a big deal. I've played a bomber and monked against them. They are indeed potent, but can very easily be stopped with shatter enchantment or just a monk to heal. Briareus 14:25, 4 December 2008 (UTC)

Between the bombers, elem nukers, and ranger builds nearly dominating the JQ, maybe the problem is the capping. Maybe the points shouldn't swap immediately, but check for a living player in aggro range range. Give a team 10 seconds after neutralizing a point to get a player in range to take over, or have it become neutral until a team claims it. This would allow these builds to still work, but forces either teamwork or different decisions on play style. Buddah668 20:23, 4 December 2008 (UTC)

Anyone remember the...err..."pre-nerf" Dark Aura + Shadow Walk? What's up with Dark Aura that it sucks but happens to be extremely abusable? --TalkRiddle 04:12, 6 December 2008 (UTC)
@Buddah668, at the time a ranger cap a shrine, the bomber has already capped two shrines. He's capping shrines every 5 seconds with no problem since energy and health are all restored and without breaking a sweat. @Ezekial, Dark Aura is shit but in the right build, like one on discussion, it will cause a huge spike and after dying it will spread -7 degen(look at build) to all in shrine thus causing another spike(when the target dies it triggers->) thanks to Putrid Bile. @Briaerus: the only enchantment removal skill effective was stated by Valshia which is another problem because it's the only skill that can stop this, Rend Enchantments. Using a single removal enchantment skill will only remove Death Nova.--ShadowFog 17:44, 6 December 2008 (UTC)
Bombers aren't that hard to counter, I have been defending shrines against them for the past 2 days with very little trouble. I didn't have enchant removal either. I simply brought healing and some protection, along with speed boost for the turtle to get him moving back to base faster. Sure there were times when I didn't catch the spike in time and the quarry changed hands, but for the most part it wasn't that hard. You simply remove the hex off the closest npc or middle depending on who the necro likes to target, which removes putrid bile from the dmg stack. Renders them quite harmless. Dwayna's Sorrow helps quite a bit as well and if cast correctly will affect all npcs at the shrine in one cast....Loki207.71.50.165 16:32, 8 December 2008 (UTC)
I feel ya IP. I had to resort to double drop Kuurong build. Bait the N into my spirits, then let the shrine, spirits and myself kill the N safely at a distance(he would explode anyhow but away from the shrine). And like you stated... sometimes I had the mishap of not pegging the N kuurong and then rapidly casting myself Weapon of Warding to escape the onslaught of arrows that he conquered in a second.--ShadowFog 18:33, 8 December 2008 (UTC)
My caretaker's Rit brings recovery and rend enchantments. 76.84.34.210 21:57, 22 December 2008 (UTC)
So... just retake the shrine. I love watching the necro bombers. They are hysterical. Put a ranger up on one of the hills with a long bow and incendiary arrows and you'll have the shrine back in a few seconds.

I feel the Bomber Necros keep JQ fun, fast. ... Also, as a Bomber Necro myself, I've experienced a load of easy counters... it's a little harder to anti now that rend has a longer casting time, however... there's genuine counters that work fine (most killing before the Bomber hits a shrine). 203.171.192.95 07:46, 6 May 2009 (UTC)

Lol @ bomber moaners

N/As with cultist's fervor, dark aura, death nova and blinding powder spam are worse tbh. Also, lern2kill before they start spamming the crap out of npcs tbh. They run like 400 health tops, get them below 200 and they shouldn't be able to solo npcs.

Lern2sign - with ~~~~. Ɲoɕʈɋɽɕɧ 01:17, 2 December 2008 (UTC)
lern2notfail

Learn how to write properly, have a discussion and how not to troll.--Wealedout 16:35, 2 December 2008 (UTC)

Here's the problem: it's a build that (1) takes no very little skill to play and has very good results and (2) is difficult and costly to counter (bond one shrine npc to keep the shrine, sure, but now you're maintaining a bond and have limited mobility and energy, and it costs you more than the necro). Bad players should not be able to beat good players.
Ahem. "Having A Counter Does Not Make Something Balanced."
I suggest a death penalty and DPing out. 5% DP per death, DP out at 60%. That would kill a LOT of stupidity and encourage some kind of learning curve, at the very least. I also recommend a DP for AB.
Now, before you even try to play the "lern2plai" card, I'll say that I personally like opposing bombers. Why? Because I farm JQ for Balth faction. They generate 10 faction every 10 seconds, at no expense on my part. I'm not saying "nerf this because I don't like it", I'm saying "fix this because it's not right".
If you've anything further, I'd be glad to hear and respond to it. User Raine R.gif Raine - talk 00:40, 3 December 2008 (UTC)
"Having A Counter Does Not Make Something Balanced."<-- If it was, it was a bad bait, Armond discusses those things better. Anyway, a DP would kind of fix it, but also the exploit is the respawn time. Fast respawn means that death doesn't matter, with DP, builds must change a little more conservative. Don't people die 2 to 4 times in these competitive maps?.--Wealedout 16:53, 3 December 2008 (UTC)
I wasn't trying to bait anyone, if that's what you meant (I honestly just don't understand your first sentence); I just meant that enough AoE damage to solo a shrine in four seconds isn't balanced, even if you can enchant strip them or (lol) Scourge Sacrifice them. Oh, and killing someone isn't a counter to a build ("lern2kill before they start spamming the crap out of npcs").
Making people DP out at 60% would mean that a necro could, at most, bomb twelve shrines, assuming nothing else killed them (which is still too much, but 15% DP in a low-end PvP like this seems... wrong). 5% DP wouldn't really affect non-suicidal players, and would, if anything, encourage smarter playing.
If I misinterpreted what you said, please explain it to me. User Raine R.gif Raine - talk 21:48, 3 December 2008 (UTC)
I'm laying it out there because I know that quote, a glance at my talk archives is very entertaining ;). You are right, the developers need to encourage smarter playing and also actively discourage exploits. I don't believe in DP for AB since movement, positioning and coordination outweighs greatly builds like the suicide JQ bomber. DP in Jade Quarry and Aspenwood will solve a lot of team problems and players will absolutely make every play count.--Wealedout 22:13, 3 December 2008 (UTC)
You should know that quote; it's a bit of truth that gets thrown around often.
And yes, DP in AB. DP encourages not dying (or at least, dying strategically), which in turn promotes better play.
I suck in PvE. Seriously, it's not even funny. But why is PvE a joke? Because I can die 17 times trying to cap RtL with H/H in HM and still go in for time 18. So what if all the henchies get party wiped by Breath of Fire, then one person drops every 5 seconds from RtL? We can just exhaust the dragon into uselessness by running in quickly and dying over and over again!
JQ and AB are the same deal, and that does the same thing to them: it turns them into a joke.
I'd even go so far as to say that Death Penalty is the defining factor between "high-end" PvP and "low-end" PvP. User Raine R.gif Raine - talk 22:55, 3 December 2008 (UTC)
Yeah, I knew, that is the most retarded quote used around here, not good medicine. There are better ways to explain whatever that mess of a unintelligible quote tries to do. It takes 20 seconds to revive in AB, that is 400% of difference right there. The AB maps are big compared to JQ, big maps + 20 secs resurrection time means more proper dedication for play also 4 non random player teams increase if they decide to have NPCs with them.
There is more dedication in AB than in Competitive Maps. Four players who are coordinated are more dangerous in AB than in CMs, even with synchers, players are random always. Enabling DP in AB will not work, the problem is in CMs. I believe in DP for CMs but small maps with a lot of damage going around is a strong argument against it.--Wealedout 02:30, 4 December 2008 (UTC)
(Reset indent) How is that a retarded quote? How is it unintelligible? "Having a counter does not make something balanced" seems pretty straightforward to me.
What difference does map size and party composition make? Being able to die whenever, with no real drawbacks, does not promote good play. It promotes carelessness.
Most of your post makes no sense; please explain why you've come to your conclusions. 72.243.251.77 05:37, 4 December 2008 (UTC)

Here's a list of retarded blocks against a retarded skill.It started as a troll, take this discussion to your talk pages.--ShadowFog 12:00, 4 December 2008 (UTC)

Outdated Carrier Names

Orange Quarries no longer exist; names have been changed to Green (...). 84.27.152.108 17:45, 7 December 2008 (UTC)

Leechers

Remove the comment about leeching in the notes.. It only gives ideas to players. The amount of leechers is increasing. --193.190.253.144 18:55, 11 December 2008 (UTC)

the stuck bug -_-

just had a JQ match and that darn bug was there. 2 shrines were capped and neither was moving. i decided to tell every1 to let the luxons take the shrine then retake it. It seemed to be the only solution although difficult too get back. luckily we won by 4 but we never got the shrineback i would like to no if losing then regaining the shrine works for future preference. And they need to fix it its bloody anoying

If the shrine is lost and then recapped the turtle/juggernaut that is stuck usually starts moving again. ¬ Wizårdbõÿ777(talk) 03:52, 26 December 2008 (UTC)
Had this last week too, had all shrines, they were taken, then taken back but yet the Juggernauts still sat their not moving  :( madhatter 01:02, 16 January 2009 (UTC)

All you have to do is kill the carrier and capture the quarry. The next time the carrier scores for the opposing team it will get stuck. Whether or not the carrier has jade does not matter, neither does the order of capping and killing. I suggest waiting until the carrier is on its way to the quarry to cap it. Then the NPC's will help kill it for you. I use this exploit to win as a Luxon. Unfortunatly if your team mate decides to recap the shrine even after being told it is stuck, it will unstick the next time the opposing team captures it. Not sure why this hasn't been fixed yet.

3750 faction

added note about more faction. i had 3750 faction once but it is rare because more jade slabs have to arrive before the faction is awarded, this is because there is a small window between receiving 10 slabs en the other faction dying and receiving faction (have no account)

Figured out why Jade Quarry is so unpopular

The waiting time is crap. Even after 5 minutes, nothing happens. There are plenty of kurzicks AND luxons in their respective outposts and all it does is spam "No opposing party joined, blah blah blah".

Get some more servers. --The preceding unsigned comment was added by 72.71.229.129 (talk).

Did you ask them if they actually joined the wait? -- ab.er.rant User Ab.er.rant Sig.png 02:49, 8 January 2009 (UTC)
Yes.

I just played 3 mission, didn't have to wait more than 3 minutes, it is getting more popular.

Edit War. (what is it good for?)

*Because this mission provides a bulk amount of Balthazar Faction and allegiance faction, this area tends to have 
leeches, to help fight against this, type /report and report them for leeching. This will give them Dishonorable status if 
reported over 5 times.
*As the mission can be accessed freely on either side by players representing either faction, players may sometimes work to assist 
the opposing team rather than their own.
*You must be level 20 to play this mission.
*Exploring the area is frowned upon by some players of both factions, so be sure to only explore when it wouldn't anger teammates. 
There is at least 1 % for the Cartographer title.
*It is possible to win more than 3500 faction. If you have more than ten slabs of jade before the points are given you will receive 
more.
*This is one of the best places to farm Balthazar Faction (Other than High Ranking Gvg and HA), which you can spend on 
Zaishen Keys this area is great because you can work on zrank and your Luxon or Kurzick title at a fast rate! Also 
the queues are somewhat faster then AB.

IMO, this is all that is needed. The rest is redundant info that can be found elsewhere. Even then, the remainder of the crossed-out notes are debatable. Discuss. --TalkRiddle 01:35, 17 January 2009 (UTC)

I had 13 jade slabs by end of game do i get 3500 faction or 4250 faction?

12 should be the maximum. Not 13. @Ezekial I want to ask you a question, how do you "assist the opposing team rather than" your own? Pika Fan 23:25, 29 January 2009 (UTC)

I believe the build posted for aiding opposing teams in GvG would work. think it was called the judas build or sumthin. its a monk build. you can probs find it on pvxwiki 86.157.198.31 10:36, 5 February 2009 (UTC)

Nitpicking the statement, "You must be level 20 to play this mission." This should be, "A character must be level 20 to enter this mission." IMO. -- WarBlade 10:54, 5 February 2009 (UTC)
@Riddle:The crossed out statements are opinions. I agree with ya, Riddle.--ShadowFog 11:23, 5 February 2009 (UTC)
Pika: I took "[working] to assist the opposing team rather than their own." to mean "If you're in a Luxon alliance, you can choose to fight on the Kurzick side of the battle. --TalkRiddle 12:51, 10 February 2009 (UTC)

10:10 - which team should win?

I played on a Kurzick side, we first scored 10 points, 3 seconds after Luxons also scored somehow 10th point and they won :| Is it bug or some kind of unfairness? IMO team which first scored 10 points should win... I couldn't find anything on this page about this issue so I think it should be discussed and maybe mentioned in article... cinus 11:43, 10 February 2009 (UTC)

I believe that's how GW determines a tiebreaker in point-based matches. Example: in the Halls of Heroes, if two teams tie at the end of a match, whichever one got the most recent point is victor. --TalkRiddle 12:47, 10 February 2009 (UTC)
In a lot of games, the above counts + the last kill makes the team win a game. I do not know if it is true for Jade Quarry -- Cobra User Demonic Cobra Cobra icon.png 19:15, 15 February 2009 (UTC)
It's still kinda fair, because Kurzicks win by default in JQ if time limit runs out or if it's a direct tiebreaker.--DAVAUser Dav Tick green.png 06:34, 20 February 2009 (UTC)
Just had a game that went 10:10. Lux scored their tenth first and lost the game. Apparently the most recently scored point wins the match, even if the winning point has already been scored =/ This seems rather stupid.--118.90.18.96 00:42, 27 April 2009 (UTC)
Yeah same here. This is completely retarded. The whole point of JQ is that it's a race. Whoever finishes first should technically win the match. If both teams get to 10 points at the same time, then maybe there should be some kind of tiebreaker; like both teams win or get the same amount of faction. That to me is more fair than this bullcrap.205.206.134.16 05:13, 1 May 2009 (UTC)
IIRC, when a tie happens, JQ/FA are won by Luxons and AB are won by Kurzicks. --NIN37 08:40, 1 May 2009 (UTC)
Therefore you do not recall correctly :), as the same issue just occurred again. Perhaps if time runs out then victory goes to Luxons, but in maybe 200 games I don't think I've had a match that got within 3 minutes of that. Going to report this on Linseys bug page, might get some attention--118.90.18.96 19:36, 1 May 2009 (UTC)

AoE + Carrier = Glitch?

there seems to be an abnormal glitch when i use AoE on a carrier, my build revolves around earthen shackles, glyph of immolation, and several AoE spells from the fire magic line, after using my skills appropriately = GoI --> Earthen --> SH, etc the turtles move 90% slower, take damage from the burning but take NO damage from my AoE. This has recurred for about 4 rounds now 75.153.47.130 00:54, 18 February 2009 (UTC)

Could it be their higher armor coupled with Turtle Shell?
I don't think so its not as if my damage is reduced, its that their is absolutely no damage, no yellow numbers appear 75.153.47.130 00:59, 18 February 2009 (UTC)
Does his health go down on the health bar? --Burning Freebies 14:22, 1 March 2009 (UTC)

JQ bots

The following characters are pvp characters, have a single class (with one exception), use the default skill bar of a pvp character of that class (Charge!, sever artery, healing signet for warriors, for example), only use the yellow portal, only target the nearest enemy, never take evasive action, never speak, and start and stop moving randomly. I believe they are bots, and I am tired of getting dishonorable for reporting them as leechers.

(Removed names - Terra Xin 01:22, 4 March 2009 (UTC))

These are all Luxon, feel free to add any you find.

76.84.34.210 17:51, 2 March 2009 (UTC)

You need to use the appropriate avenues if you want to go further with reporting these people. http://www.guildwars.com/support/default.php - follow that link and follow the instructions to fill a support ticket.
You could also go to Gaile's botwatch page (can't find the link right now). King Neoterikos 11:15, 5 March 2009 (UTC)
Here's the Botwatch page. I plan to do some quarry this weekend, so that's a convenience link for me, as well ;) --Falseprophet 15:34, 25 March 2009 (UTC)

Ray of Judgment

Rhetorical -> Why are all the damage dealers RoJ Monks? WTF if going on in Guild Wars?!!! 75.190.225.226 12:50, 15 March 2009 (UTC)

They are all RoJ or Arcane Echo/RoJ (or any derivates like Me/Mo) because RoJ at 16 smiting takes out a whole quarry at once with only a single RoJ cast if you target the center NPC. 15 smiting isn't sufficient for this. Which actually leads me to why I am posting. I think that the quarry and the archer NPCs just need slightly higher hitpoints to increase overall gameplay of JQ and to improve the diversity and quality of builds that are used there while promoting more teamplay at the same time. RoJ is the most common skill in JQ and it can be found on basically every class, useful/fitting for that class or not. With higher hitpoints on the NPCs, players will have to choose to either bring Arcane Echo to completely take out a quarry, and thus being forced into Mesmer secondary, or to provide speedboosts for turtles or juggernauts with a different main attribute and elite. Another approach would be to increase the AI reaction time to AoE over time spells like RoJ. I am by far not saying to make capping impossible, but it should definitely require more than a 16 smiting single RoJ cast to take any control points in JQ.
There are low cost efficient healing area spells to help protect npc. With ROJ you still got the time to protect them, but I admit that with 3 searing flames eles you got only 2 secs. On another hand If the npcs were too self sufficient, a part of the JQ interest (cap and hold) would disappear. Yseron - 90.14.228.67 07:48, 19 March 2009 (UTC)
Of course there are counter strategies to RoJ. Powerblock for example is the most potent one and kills RoJ monks right away. But you are missing the point here. It is just wrong that one single cast clears out a full (unprotected) quarry. And that you are able to outheal RoJ doesn't make it any better. Your second example, 3 SF eles, at least takes teamplay and some effort.
Or they could, you know, fix the AI bug with RoJ --TalkRiddle 11:10, 19 March 2009 (UTC)
Last time I checked, shrine NPCs don't scatter from Fire Storm either. Fix them first. Vili User talk:Vili 11:11, 19 March 2009 (UTC)
Yeah, that whole thing seems to be kinda intentional. Either it is intended like that to make it somewhat easy to cap control points with AoE or it is bugged beyond good and evil. Either fix works. I don't really care as long as JQ sees more than just 1 elite.
I've gotten them to scatter using Sliver Armor, but that is about it. They don't seem to scatter from any other AoE spell - just watch an E/A using Assassin's Promise and Meteor Shower for a good example. -thejynxed- 14:37, 4 April 2009 (UTC)

They DO scatter from every other AoE EXCEPT RoJ. In the case of Meteor Shower, the NPC's try to scatter but they will keep getting knocked down everytime, which is why it seems that they don't. RoJ needs to be fixed. Period. It's completely ridiculous that one single monk can solo cap a shrine with 1 skill while still having enough utility to prot/heal NPCs AND speedboost carriers.205.206.134.16 05:13, 1 May 2009 (UTC)

Yay, official anet comments suggest that RoJ is gonna be fixed somewhat soon, w00t. JQ will have more than 1 elite again ^^

Bug

I found this bug a using my Paragon. The Lux-controlled Yellow Caravan Guards (on the Kurz side) will not attack the Juggernaut [2] unless the Kurz aggro the guards which will force them to move a lil bit. When they move, then they will attack the Juggernaut; however, the Kurz-controlled Yellow Caravan Guards (on the Lux side) will attack the Turtle regardless [3]. On that first pic, I was trying to get a good shot of the guards before I died as I was valiantly defending my honor against the Kurzick scum that killed me but you can see the guards were not attacking. Notice how the four Kurz around me were careful not to aggro the guards even though they had a Monk. If they did then the guards would have attacked the Juggernaut. Compare that to the next pic when Kurz guards were wailing on the turtle.

My best guess is that the Turtle structure is bigger than the Juggernaut. Since the Juggernaut design element is smaller in diameter, the Juggernaut will not cause aggro to the Yellow Caravan Guards. I used my Paragon (due to speed skills) to witness this several times. Pure coincidence I saw this but it happens. The Kurz sure as hel wont speak up about this. I often wondered how the hel they always get the first bundle...because the Yellow Caravan Guards are not attacking the Juggernaut as it walks by. As I said, the Yellow Lux-controlled guards will not attack the Juggernaut unless the Kurz aggro them while the Juggernaut is walking by. Kurz thought they were slick keeping this a secret...busted!

Could some others also verify this before posting an official bug? Phoenix Locklear 00:03, 16 March 2009 (UTC)

I haven't been able to make any screenshots that show anything, but I think you are right. You should go ahead and make an official bug report. The sooner anet looks at this, the better.69.143.111.122 14:12, 30 March 2009 (UTC)KB

This doesn't have to do with character size (in Guild Wars, there is very little, if any evidence that size has any effect on anything whatsoever), but rather to do with the positioning of the posts, or perhaps the routes. The turtle's route puts it in range of the Kurzick archers while the jug's route doesn't. I doubt this qualifies as a bug, but rather a miscalculation of some kind. It certainly does warrant notification and hopefully a fix. Even as a Kurzick, I'd prefer balanced gameplay. (That said, the tie-breaker system needs to be fixed as well.) 128.255.216.144 22:29, 2 April 2009 (UTC)
This is a bug and is confirmed. Please post an official bug and please note this only happens at the yellow quarry. Whatever someone thinks is the problem, the problem still remains. This qualifies as a bug because the intent of "the guards are to attack a carrier" is not applied to one side. In this case, the lux-controlled guards WILL NOT attack the Juggernaut unless a kurz player aggro's them. The juggernaut just walks by them as if they aren't there. On the other hand, the kurz-controlled guards WILL, I repeat, WILL attack the turtle when it approaches. This is a massive advantage for the kurz. Guess someone was right when they said Anet vows allegiance to the Kurzicks. You would think that is one of the first things you test before releasing to the public. 75.178.42.251 22:37, 15 April 2009 (UTC)

someone had posted a report 2 months ago http://wiki.guildwars.com/wiki/ArenaNet_talk:Quest_bugs#Jade_Quarry_Farshot_Shrine and it's still not fixed.

General mechanics

states: "In the event of a tie during a round in Jade Quarry the win is automatically awarded to the Luxons. This is part of the games tie breaker system to compensate for the bug in AB that results in the Kurzicks winning." Is there any verification that this happens and is intentional? Comments above indicate otherwise, so pending proof I will remove this line. --salvius 22:29, 27 April 2009 (UTC)

I suspect that this occurs when a match plays out for the full duration allocated and both teams have the same number of points. I do not believe a draw is possible if the timer has not reached 0.00--118.90.18.96 19:49, 1 May 2009 (UTC)
Yeah, I wasn't thinking about the time limit but the 10-10 situation discussed up a few sections. The wording I was unsure of was the part about compensating for the AB tiebreaker, which seemed to imply that it was intentionally made to do so. I haven't ever reached the time limit, so if the first part of what I removed is true then it should be clarified and put back in. The second sentence would need confirmation from a dev. --salvius 21:31, 2 May 2009 (UTC)
If you read up a bit, it's actually the last team to score that wins in the event of a tie. This is how it works for things like KotH and Relic Runs in HA too, so is unsurprising. Misery 07:52, 6 May 2009 (UTC)
I figured so. I wasn't really thinking about the time limit when I removed the other note.salvius 21:32, 7 May 2009 (UTC)

Luxon Vs. Kurzick

Do I just have terrible luck or do the Kurzicks always win? Sliva Stari 02:00, 13 May 2009 (UTC)

DONT GO WARRIOR/ASSASSIN NOR PARAGON NOR RITUALIST NOR WHATEVER PROFESSION OR BUILD I FORGOT TO MENTION PLEASE ADD HERE-> YOU CANT CAP, YOU WILL NOT CAP.... returning to theme.... In my experience Kurzicks tend to have more players carrying gimmick builds suited for the job, RoJ, suicide necro or ranger, then tha luxon players.--ShadowFog 04:12, 13 May 2009 (UTC)
That tended to be true from my experience. 10 loss, 1 victory. I was playing as Mo/P Healer from Lux side. Sliva Stari 10:22, 13 May 2009 (UTC)
I guess experiences do differ. So far tonight, it's been like 10-1 to the Luxons. -- Hong 16:43, 13 May 2009 (UTC)
I could be wrong but before you decide to fight in the quarry take a look at the map... If the map seems to be favoring Luxons in AB, then more Kurz will be playing AB because the maps will favor them... but the lux will be at a disadvantage on those maps so the experienced players may be more willing to play missions like Jade Quarry where map advantage wont change... Jsut a theory but I seem to find it holds true for me MrPaladin talk 17:22, 13 May 2009 (UTC)
Yeah, that probably is the case. I guess I'll just stick to AB. Sliva Stari 02:15, 14 May 2009 (UTC)
In my experience it doesn't really matter at which time you play or where the border is located. Jade Quarry is mostly Kurzick territory. Why ? Probably because too many Luxons are running melee classes. When comparing the teams during a match, you will often find that the Luxons have 3-4 melees or spearchucker of some sort. Then it is no wonder that the Luxons lose the majority of JQ matches. Melee classes are more than just subpar. I admit, they can be useful from time to time (like when camping the yellow teleport exit), but in general they are pointless because they can't cap quarry in the time RoJ, AoE eles or necros can. Even a mesmer with VoR, Empathy, Power Spike and Wastrel's Worry can usually take out a quarry faster than most melee builds (especially this terrible Defy Pain/Endure Pain build with next to no damage output -.-) while still providing a lot more utility against most dominant JQ classes. Another observation I have made is that the Kurzick players are often bringing builds that can defend quarries (yellow or purple/green at once) quite well against multiple Luxons, creating a number advantage at a different quarry. A WoH with Power Drain for example or the Powerblock JQ build which you can find here: http://pvx.wikia.com/wiki/Build:Me/N_Powerblock_Jade_Quarry_Defender. If you have decent enough players with builds like that, you will have a hard time to get the quarry advantage against them.
When i enter with my luxon guild we always win Burning Babies 10:39, 20 May 2009 (UTC)
It would be an extremely shitty guild if you wouldn't win JQ with synch-cheating tbh... 84.133.67.119 08:37, 22 May 2009 (UTC)

Bug

All players know this one, At the yellow shrine, the 2 ranger posts, The Jugger will never be attacked by the Luxon rangers, while the kurzicks can easily kill the turtle, I find this verry frustrating to be the only one in the team that can actually 'HEAL' the turtle, and I don't mean only Healing breeze, since I like to heal the shrines and let the NPC's do the fast killing. Then I see these Warriors/Paragons (WTH) Running around using spear attacks (WTH) And doing absolutely nothing usefull, Forcing me to abandon my Shrine to heal the turtle as nobody thinks about Taking the dmg of the rangers so the turtle stays unharmed.

Last Night: D/Rt | 3 W/P | 2R ( With a lvl 8 pet oO ), I'm luxon, Kurzicks Always Seem to be More prepared then the Luxon sideDerv Who Likes To 10:35, 20 May 2009 (UTC)

I saw To late that this bug was already mentioned above me, Sorry --Derv Who Likes To 10:39, 20 May 2009 (UTC)
probably just when it was on a good luxon map like they said above, i always win on luxon Burning Babies 10:40, 20 May 2009 (UTC)

Portal Range to Quarries

I wasn't sure if it would be best to add this to the main page, so I'm putting it here. Portals are closer to a quarry for one side than the other. The closest to each is listed right here.

Yellow quarry: Luxon

Green: Luxon (I believe)

Purple: Kurzick

I am fully aware this can be used to the advantage of one side.

Yellow is an even distance between the two portals 68.47.192.6 14:41, 14 June 2009 (UTC)

Botters/Leechers gotta go!

Ok, tonight at about 2:20 we had 5 that's right 5 leechers and bots on the kurzick side. So I've been thinking about solutions for it.

1.) 3 Strikes your out - First time someone is reported for leeching/botting their account is banned from pvp for eight hours. 2nd Time they're reported for leeching/botting their account is banned for three days. Third time? Account is banned permanently from PvP. Otherwise people who get a dishonorable just switch accounts or wait the what hour penalty? Too leanient.

People who are leeching are always going to be leeching/botting. Don't want to get reported? Don't leave the keyboard when preparing to fight for JQ. If the developers can investigate whether someone is leeching then they can figure out who's to blame.

2.) Brackets for JQ and other pvp areas. You go 10 matches without being reported a leecher/bot? You go to the head of the line. Priority for fair play and actually playing. You could even have 2 or 3 levels. Top tier, is folks whom have always participated. Next tier, is folks whom have been reported at least once. Maybe resets every two months. Third tier, you've been reported a few times and possibly banned once. Last tier, you may not get in because you're leeching/botting often.

3.) Dishonorable as punishment. You get a dishonorable for leeching/botting? You lose 1000 faction from your total. Second time is 5000 faction. Each additional dishonorable subtracts 10k from your total which can make it negative. Because people who do nothing will get at least 250 and they should get nothing.

4.) JQ refs - Occasionally you have game masters hide within the map and watching people. Someone's leeching or botting? Foul! They're expelled from the game and that team gets 1 point. They also get a three day ban on all pvp for their account. If they think they're brave and want to risk it, let em and get banned.

The bottom line is there are a large amount of people on both kurzick and luxon side, or even random area who do not care but are 'farming' by not participating. Why should players whom care and try hard be penalized because there's 5, remember 5, leechers/botters on your team.

The punishments we have are not fixing the problem. People hop from account to account. If you abuse the rules you should be banned from pvp, period. That may be harsh but it's fair. Someone still wants to play PvP? They can buy a new account for pvp. They get banned from PvP 3 times? They're no longer allowed to make new accounts.

Yes it hurts the bottom line, but we need anet to get involved. And maybe if they do, zkeys won't be so worthless anymore because only a handful of folks will get to pvp.

--Dealaka 08:10, 12 June 2009 (UTC)

Or you could just join them. -Drakora 08:15, 12 June 2009 (UTC)
You just forgot about the possibility that people can abuse /report... and I for sure don't want to be banned forever from PVP just because I pwn someones face and then he decides to have his team/guildmates do /report on me... no thx
This part "Don't want to get reported? Don't leave the keyboard when preparing to fight for JQ." Screw that pal, If I know the battle is going to come in about +5 minutes, I'm going to do something else and come back. Those without lives are welcome to sit and watch the timer however. 68.47.192.6 14:43, 14 June 2009 (UTC)
  1. This is just asking for so much abuse, due to the fact that the report system sucks. Perhaps if they find a way to fix the report system first then this could be implemented.
  2. And the tier level is determined by the report system? Read the last part of my first response
  3. This, in Guild Wars current state, is perhaps the most feasible, but it is still not good since it's also reliant on the report system as a crutch
  4. I'm sorry, but ArenaNet probably will never do this.
--TalkRiddle 15:46, 14 June 2009 (UTC)
What about community GMs? I understand that ANet probably has too much on their plate right now to really spend staff manhours watching over matches, but we could always have a pool of volunteer GMs (selected via the Wiki) that can help to police and moderate unwanted elements in-game. Volunteer GMs can have the power to auto-assign Dishonorable statuses and even temp-ban culprits for up to 8 hours, as well as forward serious cases to Support for further attention. When somebody lodges a /report, it shows up in a window that the volunteer GMs who are online can "take the case" and investigate, especially useful if it's happening right now, as opposed to somebody having to dig through logs and past chats for evidence after the fact. And of course, if you have grievances with a community GM, lodge a complaint via the Wiki. - Zaxares 03:01, 16 June 2009 (UTC)
Or just wait for GW2. Since GW2 will be soloable, leechers wont be an issue...can't leech off yourself. They tried to work around the leecher problem but Anet wont fix anything like that (a lot of bugs and flaws in the game since its release and still not fixed) since they are so avid to work on GW2. A system is in place so its good enough until GW2 is released. I have a problem with that. I paid for GW1 not GW2 and I want my product to function the way it should. Fix the stuff wrong with a product that the so-called "6 million units sold" people bought. I understand what Anet is doing so they can get GW2 released to rack up on more profits but that does not excuse them from catering to the bugs and flaws that are already present in a product that we bought and currently use. Four years and still broken... 75.178.40.120 21:35, 15 June 2009 (UTC)


The simplest solution for botting/leeching in JQ: allow players to form teams as in alliance battles. Experienced players aren't going to choose known bots and leechers. It probably won't make them go away entirely, but it would at least give real players control over who they play with.

As well as make it into an e-cock fest like HA, not to mention promote even gimmickier play than there already is. --Jette User Jette awesome.png 16:59, 26 June 2009 (UTC)


Here's a suggestion: Take screenshots or use FRAPS and report via the website instead of using the /report function. You get a better and more prompt response I've found. The last time I reported this way ended up as an 'actionable offense' against the reported individuals within one day of this. Works great against the griefer quitters as well (just not against the rage-quitting kind mind you).-thejynxed- 11:02, 22 September 2009 (UTC)

A Sane Solution to Griefing in Jade Quarry

To start, I don't get to play GW as much as I would like. For the most part I like to get into the Competitive Missions as they are short and maximize my play time when I am able to play. Griefing with leechers and bots pretty much makes Jade Quarry a horrible experience. Mostly for Luxons is my bet, but I see other comments saying it happens to Kurzicks, too. But last night I got on for a few games and in every one I played, there were at least two M/P bots running back and forth through the teleporter pads before the match started and spamming "Fall Back!" at inappropriate times. (Hint: recharge on FB is 20 secs. If they use it anwhere between 20 and 0 seconds left on the start timer, they're probably a bot spamming it to give a false sense of security. Why aren't the bots ever Mesmers or Ritualists? [Rhetorical])

There were just a few toons standing around in the JQ outpost on the Luxon side, but there were two districts on the Kurzick side. Leads me to think they were padding the Luxons with bots/leeches to get more pops and boost faction gain. But this is a vicous circle: as leeches/bots are introduced, more Luxons get fed up with losing and don't play, incentivizing the Kurzicks to run more leeches/bots.

That said, the current system for dealing with these griefers is insufficient. A week or two ago I reported the griefers and after two or three matches I was awarded my own dishonorable because no one else was reporting. The reporting process is just too hard and distracts from the game too much because you can't do it before the start of the match. And often, by then, you can't target them anyway with the party panel because they've gone elsewhere.

So, rather than try to report them or otherwise flag them as griefers, I think there should be a default deny system in place. Blacklisting is too manual and time-consuming. Whitelisting is much more consistent, and luckily there's already a system in place for it: Guilds/Alliances.

The TL;DR part of this post is that if you are in an alliance affiliated with Kurzicks or Luxons, you do not get to play on the opposite side in the competitive missions. You are whitelisted by not being in the opposing alliance. This means that those who are in no guild, those who are in a guild/alliance that is unallied with a faction, and those who are in a Luxon alliance can play on the Luxon side. Same is true on the Kurzick side of the coin. That way, if you are not allied with Luxon or Kurzick, you can play for both and get through the game (the Befriending quests) on both sides.

I hear the whining coming a mile away, though. "I'm a Kurzick but I really want the Luxon armor for my profession. With your system, I can't earn the Jadeite do it!" Wrong! I have a solution for that. You can guest in a Luxon guild. By being in a Luxon guild as a guest, that would overwrite your being in a Kurzick guild and effectively whitelist you.

Yes, this solution is tougher on the legitimate players than just hopping into the Luxon JQ starting spot, but all the griefing is getting out of hand, and something needs to be done. My bet is that if this were implemented, more Luxon would play because the odds would be evened. The Kurzicks would start seeing shorter wait times and feel less of a need to bot/leech.

Garrick 17:49, 5 August 2009 (UTC)

There is so much wrong here that I don't even know where to begin. Not only does this punish the people who happen to be of a different affiliation than their guild (I started out playing GW as a Kurzick in a Luxon guild. If you had told me I'd have to leave my friends and my boyfriend in order to play JQ? I'd have laughed in your face. I've never been able to donate faction as a guest in a guild), but it also doesn't solve the problem (it also messes up the Factions storyline). I'll ignore your blaming of the Kurzicks for the Luxon botting issue for now, because it's little more than speculation (also, have you been in the Kurzick lobby? With all the whining and complaining about wait times, why would the Kurzicks leech to make it worse? I mean, really.)
Part of the issue is that the Luxons, on a whole, almost never report the leechers and botters in their matches. The Kurzicks? Do. When I play matches and there are botters and leechers, nearly every player reports and when we finish the match, that person has the little hex symbol next to their name. I've played matches with obvious Luxon bots. Mo/P's that run straight to the back of a quarry, whether or not it's Kurzick or Luxon held, Warriors that use a c-space, c-space program to run back and forth, trying to attack anything in sight. Nobody reports them. If you notice suspicious behaviour, like the spamming of Fall Back at inappropriate times while running back and forth between portals, or, in one case that stands out in my mind, a Kurzick spirit spammer who set everything up right as we loaded - right on the spawn point - report it. It takes less than 10 seconds to report someone, 20, maybe, if you have to type in the name manually. And tell your team to do the same. If they're too lazy to take the 20 seconds to report someone? Maybe they shouldn't be playing PvP. Blacklisting/whitelisting someone based on their guild or alliance affiliation isn't the answer. To fix it, the Luxons need to start buckling down and reporting the people that do bot and leech, so they can be dishonoured/suspended/banned and then we can go from there. Elysea User Elysea ElyseaSignatureImage.jpg 18:24, 5 August 2009 (UTC)
How can you be a different affiliation than your guild when your affiliation is defined by your guild? Maybe you identify as a Kurzick, but if you're in a Luxon guild then the game considers you a Luxon. I'm sorry if you want to build your Kurzick rank while you're in a Luxon guild, but that's an edge case. I'm more concerned with the value of the game as a whole than your personal needs from Jade Quarry. Like I said, it's a vicious circle. The more this leeching goes on, the longer the Kurzik wait time will be. Besides, there's nothing that prevents you buying Jadeite with faction as a guest. That advances your Kurzick title track, too.
As far as Kurzick wait times, I really don't think you understood what I meant. Let me explain again: Kurzicks are leeching on the Luxon side when there are long wait times. My implication, and what Kurzicks that I've talked to have said, is that they take a second account and leech on the Luxon side so they can get in on the Kurzick side more frequently. When I have joined matches on the Kurzick side to see what was going on, the wait was much longer than it is on the Luxon side. There are always more Kurzicks than Luxons. And when I just ran around and did nothing useful in the match, I did not get reported. Don't make blanket statements like that, as you're bound to be proven wrong. Also, there are very few leeches and bots on the Kurzick side in my experience. That would really reduce the anger you might feel about this. But the only wins I've seen on the Luxon side this summer have been when there was a Zaishen reward for JQ.
And in case you failed to read everything I wrote, I'll reiterate. I have been reporting. I report leeches and bots that I notice. And I have been getting dishonorable because no one else reports. When a bot is on the green teleporter and a Luxon is on the Yellow teleporter, you have to type the leeches name in to report them. And when the leeches name is Xpebotoccramizapq Hanq, that's not easy to type. Also, getting that first turtle out from the Yellow quarry is very important in JQ, taking those measly 20 seconds can really affect how well your team does.
I would also like to thank your for being civil and not making any defamatory statements. Phrases like "There is so much wrong here that I don't even know where to begin." really keep the debate clean and friendly. It's nice to know that someone can disagree with my proposal without being a jerk. Garrick 21:13, 7 August 2009 (UTC)
I have my severe doubts that the leechers on the Luxon side are really run by Kurzick players with second accounts. There's actually not that many people in the game who have second accounts; those who do usually only use them as mule accounts, and they're not likely to take any actions that might get their account holding their precious wealth stores banned. I suspect the much more likely explanation is that originally, the vast majority of the bots were on the Kurzick side (seriously, we were once in a similar situation to you. Every single match we entered had at least 1 bot, and usually 2 or 3). That was a few months ago. Those same players doing the botting have likely now maxed their Kurzick title and have now moved over to the Luxon side to repeat the process. Why did they start with the Kurzicks? Likely because there are much more Kurzick guilds in the game than there are Luxon guilds, so there was an excess of botters on the Kurzick side to start with.
Also, while the situation is terrible for Luxon players, and results in frustratingly long wait times for the Kurzick players, the bots aren't really hampered in the slightest. They don't care if they only get 1 or 2 points in a match and get totally trounced match after match; it's still MORE than they would have gotten if they were not playing/botting. Besides, the fact that the Luxons have absolutely no wait time is a great boon for the bots; there's less wasted time in between matches. As such, even if every single genuine Luxon player stopped playing JQ, and only the bots were left, they would continue to be there.
Nor am I really fond of your solution, because of the reasons Elysea mentioned. I was also in a Luxon guild at one point, because my friends were there, despite favoring the Kurzicks on a personal level. I earned my Kurzick title by playing on the Kurzick side and turning my faction in for Amber. The slower pace of earning Kurzick faction is bad enough; forcing me to seek out a Kurzick guild to guest me every time I wanted to build up my Kurzick title is unnecessary punishment, I feel. Especially considering that the wider PvE game allows you to freely switch between Luxon/Kurzick missions quests as you see fit.
Elysea is also right in that I hardly ever see any Luxon players reporting bots. Granted, if you have a couple of bots in your team that makes it harder, but there seems to be a lot of apathy among Luxon players in the matches I've played. If you report them yourself, I commend you on that, but I still say that the best solution to deal with bots is to have a pool of community GMs who can investigate claims of botting on the spot and have the power to issue temp bans. I described my solution in the thread above this one.
The bug with the Yellow Juggernaut does need to be fixed though. I agree that it does give the Kurzicks an unfair advantage, especially at the start. - Zaxares 03:21, 13 August 2009 (UTC)

August update

I was hoping for the yellow juggernaut to be fixed by now.... :(--81.246.153.36 12:01, 8 August 2009 (UTC)

Fix all of them. No more stuck carrier NPC's please. No more unbalanced archers. 207.224.65.89 19:07, 3 October 2009 (UTC)