Talk:The Jade Quarry/Archive 2

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Leeching is NOT allowed.

By very virtue of the /report leeching function, it is NOT allowed to "explore" here or do anything else that constitutes "leeching".

So please stop adding the note that is incorrect and just plain silly. --The preceding unsigned comment was added by 65.184.76.241 (talk).

Don't be silly, Exploring is allowed and you get explorers so rarely that you hardly even notice it anyway. If it bothers you so much just go nag on Anet to make it an explorable area. Kurtan 21:35, 5 October 2009 (UTC)
Kurtan has a point, but the note is still useless and stupid. Karate User Karate Jesus KJ for sig.png Jesus 21:35, 5 October 2009 (UTC)
Yeah, it is quite useless and stupid, but I've seen a few people that have been hesitant to enter just to explore because they didn't want to ruin for others, so it might aswell be left alone but I won't revert if someone else decides to remove it again. Also I don't think I would've reverted him if he wouldn't have posted what he did on the talk page. Kurtan 21:42, 5 October 2009 (UTC)
Meh, I don't care if it stands, but it's still a useless note. Karate User Karate Jesus KJ for sig.png Jesus 21:49, 5 October 2009 (UTC)

I am so disgusted with this place on the luxon side, I am 200k away from max lux, never leeched and always report leechers and bots. Last night a bot person comes back to their computer and must have seen i was calling him out as a bot and reported me...i get dishonorable and he gets to play???? anet needs to fix this....this place is rampant with bots and leeches...i have never leeched but one guy can stop me from playing jq for 10 mins?????24.9.112.167me

You can get dishonour points by reporting people without support from the other people in your party if you do it often enough, this is probably why you got dishonourable.--Orry 18:39, 18 October 2009 (UTC)
Yeah and that's why /report fails on a random PvP format like this. 209.89.252.164 18:24, 25 October 2009 (UTC)

I don t know ware else to put this but this 1 dude "Pony Slayer" has been leeching for a year and a half that i no of and is there anything being done about it? -- (69.139.13.97)

Ah yes I remember pony, I'd think he'd be quite famous considering how long he's been at it. Tidas 16:52, 8 March 2010 (UTC)


"Don't use bots or exploits.

 We do not warn or block; we permanently terminate the accounts of those who use bots or exploits."

GW famous words what a joke 69.139.13.97


Then if I am not allowed to explore how the h$^% am i supposed to do it without doing the pvp, Im 100% PvE and don't planning to do pvp, finally I decided that even if they call me leecher it will be for one day on one occasion but a freaking assasin just kept trowing me to the floor even after I told everyone that I will be there only to clear the map. Please anet do that place explorable area too--Batousai 23:06, 15 May 2010 (UTC)

Okay, its kindof low, but if you need to map this place or FA don't tell your team what you're doing. Much less the other side, as someone likely will target you. Announcing that you don't pvp and only want to map is like saying "I'm free faction! Kill me!". Just come up with a really low key defensive build for whatever class you are that includes a speed boost, charge out like everybody else at the start, and then sneak off to do your own thing. Nobody notices. Nobody questions. I got both places easily mapped in about half a match, then you just pick at a few people doing whatever low key thing you have a bar for. Or just leave the match, somebody on your team will whine about leavers, and then shortly after they'll forget - since they can't report you if you've already left. Defend yourself when attacked and join in some fighting after you've finished your business and then you are not leeching. This is part of the map that counts for cartographer, which I think was a poor decision on the part of Anet, but its there and its going to be mapped by people. Anyone that's getting overly bent out of shape over mapping likely needs to get out of the CMs and go do some real balth islands pvp where its apparently ok to be an arse over everything. CMs are really still half PvE - the focus is still killing AI. You just do it with ultra-nerfed skills and a player team killing your AI too. Lillium 08:15, 8 July 2010 (UTC)

Jade removal

Whenever I see an empty Juggernaut cross a Turtle with jade, always the jade from the turtle is removed but the turtle goes back like it has something even though it doesn't. Couldn't find any mention of this is in the page and surprised nobody has said anything. I just saw it again today. Apparently Carrier Defense removes jade. Previously Unsigned 04:55, 7 November 2009 (UTC)

Shadow steps cause you to drop items. This includes forced shadow steps, and since the jade counts as an item, it makes sense that it's dropped. Report it as a bug, this could probably be fixed pretty easily by changing the shadow step to a true teleport, or getting rid of that retarded gimmick skill and instead remove collision from carriers entirely. –Jette User Jette awesome.png 07:50, 7 November 2009 (UTC)
Will do. Totally forgot I posted this. Now to find the area to report. Previously Unsigned 10:56, 10 November 2009 (UTC)

Moving opposite directions

Turtles, and I suppose Juggernauts too, will sometimes head back to base even while jade is on their backs. I asked around and others claimed to have seen the same. I have screenshots of this but I dont know how to add them here or how to add a bug tag (if needed) on the page :(. In fact this is my first time commenting on wiki ;p216.244.55.230 11:27, 14 November 2009 (UTC)

Sorry it took so long but here are the screenshots.http://img686.imageshack.us/i/jq2.jpg/ I dont know what happened here but from the screenshot you can see that the Juggernaut went way off course. http://img697.imageshack.us/i/jq1.jpg/ Here you see the Purple Turtle moving back towards base even though it carries a Jade Slab. Jade Quarry is littered with bugs and needs to be corrected immediatly!66.245.135.208 00:33, 14 December 2009 (UTC)

Well, Turtles and Juggs are SUPPOSED to go to base when carrying Jade Slabs, for that's how you score a point. However, your first screenshot is unsettling-- what the hell is that Juggernaut doing over there? --talk Large 16:45, 17 December 2009 (UTC)
Sorry what I meant by "back to base" I meant the quarry itself. The turtle is headed out of the door.http://img697.imageshack.us/i/jq3.jpg/ Here you can see more clearly the same turtle is heading out of the gates with the jade slab. Also note that he is partially going through the wall, making this occurance more eerie. Does anyone know if Anet has recognized any of the bugs listed. They've been here for awhile now :(66.245.135.208 03:12, 21 December 2009 (UTC)
I saw basically the same thing.
http://i538.photobucket.com/albums/ff350/1jawsus1/gw133.jpg
http://i538.photobucket.com/albums/ff350/1jawsus1/gw134.jpg
http://i538.photobucket.com/albums/ff350/1jawsus1/gw135.jpg
I didn't see how it got there, but after it got up there, it was stuck and would be moving in all directions, back and forth, as if completely lost.
Its on top of the Luxon Exit Portal that takes you into the middle of the quarry.
This is a signature? Not sure what it does. 01:48, 22 April 2010 (UTC)

The sides are uneven in that Luxon archers on the Kurzick side of the Yellow Quarry will not attack the Yellow Juggernaut unless aggroed by a player while Kurzick archers on the Luxon side will...

...attack and kill the Yellow Turtle in the same situation.
Holy <beep>! In English? - J.P.User J.P. sigicon.pngTalk 09:42, 15 November 2009 (UTC)

Its hard to describe in less words sadly. Tidas 11:53, 15 November 2009 (UTC)
There is one Guard Post between the Yellow Quarry and each base. The one that the Juggernaut trots past is outside of aggro range. 24.197.253.243 15:18, 15 November 2009 (UTC)

Exactly. If, for example, luxon caps yellow and a turtle is spawned, that turtle will be killed by the kurzick longbows on its way to base (unless the longbows are killed before, of course). However, if the kurzick caps yellow first and a juggernaut is spawned, the juggernaut is NOT killed by the luxons longbow on the opposite side. They wont fire a single shot. I can't think of anything else than this to be a minor mistake since the meaning is that both sides should be balanced?--83.248.186.171 08:59, 2 December 2009 (UTC)

This has been known for quite a long time, this isn't a balanced game you see :) --Derv Who Likes To 16:39, 17 December 2009 (UTC)
The fact that this has not been fixed in all the time is a shame! Look at all the Bonus Content they put in the game in all the time and they did not take the time to fix the bug in the mission that should be balanced. Shame on you, ANet! 85.181.230.187 02:39, 29 January 2011 (UTC)
Unless you reported this bug to ArenaNet, ArenaNet might not be aware of this bug. They cannot fix something that they don't know is broken. --Silver Edge 06:15, 30 January 2011 (UTC)
Nevermind. ArenaNet supposedly is aware of this bug. --Silver Edge 02:38, 30 March 2011 (UTC)

Turtle stuck in base (BUG)

Carriers/haulers sometimes get stuck in base for no apparent reason. Even though you have the mine under control, the carrier wont move. please, please fix this asap, its really annoying... --83.248.186.171 12:18, 5 December 2009 (UTC)

Archives are full with this QQ, They just DON'T FIX IT

on topic: if the turtle is stuck, you only need the kurzicks to cap the shrine the turtles belongs to and then cap it back--Derv Who Likes To 16:41, 17 December 2009 (UTC)

No, Anet needs to stop nerfing damn skills and fix they fucking bugs. Obvious to me Anet staffers who play are Kurz, all the bugs seem to be in favor of them and they know it. Shmo Kitup
A year and a half later, and it still happens, and usually when that Green Turtle would make the difference between winning and losing. Darwin Iznang 02:40, 5 June 2011 (UTC)
Because Luxon keep wining so Kurzick need bugs to win over us. Luxon For The Win! Fantasy XIII 21:49, 4 December 2011 (UTC)

Unable to attack NPC's

Right after the enemy team captures a quarry or caravan guard , I'm unable to attack or cast spells on the NPC's guarding it. Really stupid to stand there and die with full energy being unable to cast roj or savanna heat. It last for 3 sec and I get the message 'you cannot attack(monster only)' or something like that . Minae Iss 18:11, 2 January 2010 (UTC)

- I asked about this also and was told that the delay was to give the NPC's less damage from well spells, etc, prior to them taking effect. I believe the delay is only 2 seconds (although never timed it), and the only counter is to be out of agro range if you know it will be capped on you. This effect is very useful when capping as it often clears defenders for you, and is particularly devasting to healers who hide in the back of the quarry area. Mettelus Krotus 00:16, 7 January 2010 (UTC)
The effect is just like when you rez. Previously Unsigned 04:34, 24 February 2010 (UTC)
(yeah, this is a bit late, oh well) They're invincible for the first few seconds so trappers can't just place a load of traps below them, and kill them instantly when they spawn. Oddslod 12:59, 4 January 2011 (UTC)

Third bug

The one about carriers "rearing" (veer?) off course is something I have not seen and I am not sure what it is trying to describe. As far as I know, there isn't any way to get the carriers to leave their paths. --67.240.88.57 18:43, 8 April 2010 (UTC)

Hmm, reading the talk page is good I guess. I suppose this refers to the direction reversal thing. --67.240.88.57 18:46, 8 April 2010 (UTC)
Could be that... I have a picture somewhere that shows a Kurzick Juggernaut walking TOWARD the yellow quarry WITH jade in hand. Previously Unsigned 19:04, 8 April 2010 (UTC)
Yeah, I just didn't agree with how the bug was worded. --67.240.88.57 19:53, 8 April 2010 (UTC)
I've never seen them "veer off course". In fact, I've seen them collide and remain stuck until one of them was killed (that was pretty funny). Although, I've never seen them walking toward the quarry with jade, either.... -- FreedomBoundUser Freedom Bound Sig.png 20:13, 8 April 2010 (UTC)
Very rarely they can reverse direction - I think all of the carrier bugs have something to do with how they react to the quarries being capped/recapped, but there's no good way to test it. --67.240.88.57 20:19, 8 April 2010 (UTC)
To those that do not believe carriers can veer off course. I give you, exhibit A: http://yfrog.com/i3gw244j Yea, sorry for the late response :3 64.41.3.66 17:03, 6 August 2010 (UTC)
I can only imagine this is Carrier Defense gone mad. Maybe a turtle threw him up there :) Cirian 15:48, 7 October 2010 (UTC)

4.5k faction from one match?

I played a match right before adding this in JQ, and the luxons lost 10 to 9. My team lost, yet we got 4,500 luxon faction. Is this intentional, or did something happen? I know it's possible to get that much if you have 12 points on rare occasions, but we only had 9. Nevermind, sorry, double faction weekend.108.56.163.145 21:39, 3 September 2010 (UTC)

They told me I couldnt do this........................ So I did it...

Bump.... || DarkMugen 17:09, 8 January 2011 (UTC)
pro.--76.252.230.34 03:56, 1 February 2011 (UTC)
erhm skillbar erhm. Fake? or what skills did ya use. --76.252.230.34 03:56, 1 February 2011 (UTC)
oh cmon, that's easy durr...think a little for once. Augury of Death and any of Shameful Fear/Illusion of Pain/Weaken Knees/Glimmering Mark hexes on foe. Foe runs to Erek, foe's HP drops under half due to "damage" by one of the above. You shadowstep target foe by Augury of Death and cause a deep wound, you get right into the base. How difficult was it to think of that? 173.32.188.49 04:20, 1 February 2011 (UTC)
Couldn't you also just Scorpion Wire the Turtles / Juggernauts and wait at the right spot? Guildwarsrunner 04:34, 1 February 2011 (UTC)
Good Idea 173.32.188.49, but i actually only used shadow steps. || DarkMugen 20:01, 1 March 2011 (UTC)

July Update

What'd they change about the positions? 98.203.174.102 22:46, 21 July 2011 (UTC)

Most likely what is mentioned at #The sides are uneven in that Luxon archers on the Kurzick side of the Yellow Quarry will not attack the Yellow Juggernaut unless aggroed by a player while Kurzick archers on the Luxon side will.... --Silver Edge 03:58, 22 July 2011 (UTC)
Yeah, that's what I think. Also, the "timing and AI" fixes could mean no more bugged carriers as well. Either way I'm really happy they fixed JQ. --The preceding unsigned comment was added by 76.88.127.158 (talk).
Carriers are still bugged, but the archers do fire on the yellow juggernaut. Oddly, the score seems to increment sooner than it did before (prior to the animation of the jade disappearing). -- FreedomBoundUser Freedom Bound Sig.png 19:11, 22 July 2011 (UTC)
Well that's a shame. But it'll be interesting to see in the long term if JQ games turn out differently because of the properly functioning guard post, although I don't really expect them to because the Kurz side usually took care of them anyways. Also, sorry for forgetting to sign my previous comment :x 72.199.116.177 06:27, 23 July 2011 (UTC)
Still bugged? I'll stick FA then. 60.53.45.40 10:09, 23 July 2011 (UTC)


The Map

Dont you guys think the map is waaay... zoomed out? I screenshoted my U map but I dont know how to remove the green icon of my position so didnt change it. User Yoshida Keiji Signature.jpg Yoshida Keiji talk 17:21, 25 December 2011 (UTC)

Active Mods Needed

JQ has an increasing number of bots, not so much leechers as just plain bots. The people who program these bots have gotten wise to the rule about standing in one place too long, and so the bots run around ( either chasing you but doing nothing) or sinmply on a repeated course to one quarry or another. I was in a match just before making this post, where I WAS the only real person ( either side) in the game. The match would have been an easy win, but I think a kurz bot glitched and let a lux bot take a shrine. Is there some way any kind of active moderation could be added to this. The passive moderation system is simply not working. Before, there were a few bots, and it was easy to work around. One person will not cause you to lose a match, but now, It's a horrible process just trying to get a team. Much less trying to get a team that isn't FULL of bots. I am sure many actual players would enjoy JQ much more if something could be done about this. The passive system is too easy to manipulate. I have been reported as a leecher before, because I asked someone to help me cap the purple quarry. Please A-Net, do something about this.Drkvamp

There is this list Feedback_talk:Gaile_Gray/Botwatch but I think ANet is ignoring it. User Yoshida Keiji Signature.jpg Yoshida Keiji talk 08:46, 8 March 2012 (UTC)
This Botwatch is just absolute bollocks. ANet condones bots & botting in all but login announcement by virtue of prolonged continuous non-involvement. Seriously, just a few minutes a day on either side and anyone with even the slightest degree of game knowledge will be able to identify a bot. Literally a single one of those ANet staff on the support site going into JQ a few times a week will make enough of a difference to clear out a significant proportion of them, but of course the assumption that ANet actually cares is a very precarious one at best.
Not to mention the report function is utterly useless, given that most of the time over half your 'team' are bots so you're literally doubly gimping yourself. --The preceding unsigned comment was added by 90.193.103.187 (talk • contribs) at 00:30, 17 March 2012 (UTC).

Gaining Faction During A Match

About 1/3 of the time i cap a quarry (im a N/A bomber most of the time) i do not get any Balthazar or imperial faction from it. I was wondering if this is a documented thing (like some sort of anti-faction farming setup or something) or if its a bug of some sorts. (i couldnt find anything on the page that mentions it)173.49.241.141 02:54, 15 May 2012 (UTC)

It was mentioned before at Talk:Bomber#Possible bug. You could report it at https://forum.guildwars.com/forum and see whether it is intended or not. --Silver Edge 05:12, 15 May 2012 (UTC)

Coordinating with Bots

I have heard the suggestion in both Luxon and Kurzick side of JQ that real people should only play on the Kurzick side and leave the bots to lose matches on the Luxon side. Since Anet has proven they will not do anything about the bots, and we kind of need them to play anyway, I agree with the consensus that players should stick together to ensure the maximum amount of faction aquired for time spent. Let the bots have the losing amount of faction. Sonyareanne 15:34, 17 May 2012 (UTC)

"Since ANet has proven they will not do anything about bots..."

So very true, and so very sad.

My first response to the fact that ANet is essentially ignoring this problem is to not buy GW2. I'm only one person so the 60 bucks isn't going to mean much to them, but when someone proves to me that they'll drop me and every other player in favor of the next new game, I don't feel much loyalty to them.

I sent a letter (snail-mail, typed, printed, actually on paper) to Mike O'Brien, Regina Buenaobra and Gail Grey offering to act as a JQ Bot moderator, for free and under their conditions, for a period of three months.

Know what their reply was? You guessed it. Silence. Not even a "Hey, thanks. But we're looking into it." Just plain silence. It seems pretty obvious that ANet do not care about GW or the people who play it any longer. So I don't care about them or their games.

I don't want to form anti-bot teams on the Kurz side - because I want to earn my title, not have it handed to me by playing on a team that doesn't have bots.

Maybe if we all said, "Hey, screw GW2 if you don't fix the bot problem in GW," they'd pay attention - because the wallet is what makes people take notice of things.

69.141.86.44 14:20, 24 June 2012 (UTC)Ubaid Panahasi

You are not alone. I haven't purchased the GW2 pre-release exactly because of this plus the "Revive" new feature which seems to aim Lame Wars 2 for the ubber noobs clients rather good players and we will not meet real challenge = no fun = GW2's death after a few months. So I will never have the chance to play any GW2 beta. User Yoshida Keiji Signature.jpg Yoshida Keiji talk 14:40, 24 June 2012 (UTC)

A Suggested Strategy

This treatise will be approached from the Kurzick side.

To understand strategy in JQ, one must first define the goal.

The goal is to gather 10 pieces of Jade (which translate into points) before the other team. This is accomplished by capturing the quarries; Purple, Yellow, and Green. Juggernaughts will then transport the Jade from the quarries to the Kurzick base.

It should be obvious, then, that collecting as much Jade as quickly as possible while denying the same to the Luxons will win the round. Ideally, the strategy is to capture and hold all three quarries. Failing this clean sweep of Jade Quarry, one must have a back up strategy.

If we assume it will be the rare occurrence when the Kurzicks will hold all three quarries simultaneously but it's likely they will be able to hold two quarries at once, the question becomes, "Which two quarries?". To answer this question, we have to go back to our goal; the collection of Jade as fast as possible.

So let's start by taking a closer look at the quarries:

  • Purple is the quarry closest to the Kurzick base but furthest from the Luxon base. Let's assign it a distance of X for the Kurzicks and 2X for the Luxons.
  • Yellow is the quarry equidistant between both the Kurzick base and the Luxon base. Let's assign it a distance of 1.5X for both groups.
  • Green is the quarry closest to the Luxon base but furthest from the Kurzick base. Let's assign it a distance of X for the Luxons and 2X for the Kurzicks.

Now, building on the assumption the Kurzick side can capture and hold only two of the three quarries, we must ask which combination will achieve the goal of accumulating Jade the fastest while denying the same to the Luxons. Let's look at each possible combination:

  • Kurzicks control Purple and Yellow Quarries:
  • Holding Purple is good; it's the closest quarry to the Kurzick base. Juggernaughts will have the shortest distance to run to transport the Jade which translates into the fastest possible accumulation of points of the three quarries.
  • What about Yellow? There's nothing wrong with holding Yellow in this scenario; assuming you can keep it held or manage to protect the Juggernaught on its way to and from the quarry. The problem, though, is this means the Luxons control the Green Quarry. The Green Quarry is the same distance to the Luxon base as the Purple Quarry is to the Kurzick base. If the Luxons manage to deny the Kurzicks any points from the Yellow Quarry (either by killing the Juggernaught or making the quarry change hands back-and-forth such that neither team manage to earn any points from it), this means the only points being scored for the Kurzicks are coming from the Purple Quarry.
  • Remember, Green is X distance to Luxon base while Purple is X distance to Kurzick base; it's a neck-and-neck race to the finish. This represents a very tenuous situation in which the Kurzicks have to hope they can kill at least one extra Green Turtle than the Luxons kill the Purple Juggernaught and/or the Kurzicks have to manage to get the Yellow Juggernaught back to base with a load of Jade at least once. This might make for some epic battles and split-second wins, but it's not a very good strategy for consistently winning in JQ.
  • Kurzicks control Yellow and Green Quarries:
  • As nerve-wracking as the former scenario may be, this one is just as bad or worse (everything else being equal). The Yellow Quarry is 1.5X distance to the Kurzick base while the Green Quarry is 2X to the Kurzick base; compare this to the X distance from the Purple Quarry to the Kurzick base and you can see that it's going to take much longer to earn points due to the greater distances the Juggernaughts have to travel.
  • Though the Luxons are at a similar disadvantage by having to run Jade all the way from the Purple Quarry (which is 2X distance relative to their base) as well being denied Jade from the closer Green Quarry, they have a slight advantage here. Since the Green Quarry is so close to their base, they can field forces to recapture it much faster than the Kurzicks can field forces to defend it. The long distance the Green Juggernaught must travel is also a disadvantage as it exposes it to attack by the Luxons for a much greater length of its journey.
  • You might win using this strategy, but it will be a fight to the finish with no guarantees along the way.
  • Kurzicks control Purple and Green Quarries:
  • By a simple change of perspective, this is the winning strategy. Let's examine why.
  • If Kurzicks control the Purple and Green Quarries, this leaves Yellow for the Luxons. In this scenario, for every 2 pieces of Jade the Luxons bring back to their base, the Kurzicks are bringing in 3 pieces of Jade; and that's assuming no Jade makes it back from the Green Quarry. The reason is the Purple Quarry, you'll remember, is X distance to the Kurzick base while the Yellow Quarry is 1.5X to the Luxon base. Futhermore, the Kurzicks gain the same advantage the Luxons had in the previous scenario at the Green Quarry; being the closest quarry to the Kurzick base, they can field defenses faster than the Luxons can field offenses.
  • "Hold on just one minute!", you shout. "The Luxons have the same advantage at the Green Quarry per your previous example!", you exclaim. And I would agree with you 100%; which is exactly what we want. Now comes the change of perspective.
  • Instead of relying on the Green Quarry as a source of Jade, it is being captured for the sole purpose of denying Jade to the Luxons. This is accomplished by killing the Green Turtle (if the Luxons control the Green Quarry) or by capturing the quarry and preventing them from retaking it. Since the Kurzick side will now be ignoring the Green Juggernaught, it doesn't have to invest as many of its members to its defense. As a matter of fact, LET the Luxons kill the Green Juggernaught; that's a few less Luxons harassing the Purple Quarry. The point is to pin down and tie up as many Luxons as possible at the Green Quarry in their effort to defend their Green Turtle and/or recapture the Green Quarry. The more Luxons at the Green Quarry, the fewer there are attempting to capture Purple or defend Yellow.
  • What this translates to in practice is a Purple Quarry that remains practically unmolested during the entire round, permitting the Purple Juggernaught to continuously transport Jade. Every so often a Green Juggernaught may make it back to the Kurzick base with a load of Jade; but if it does, it's a bonus and not something the Kurzicks are relying on. Since the goal is to harass and pin down the Luxons at the Green Quarry rather than actively defend the quarry, it doesn't require as many Kurzicks to accomplish this. A single player on the plateau above the Green Quarry is usually sufficient to accomplish this if they understand their role is to stay alive as long as possible and simply harass the Luxons rather than hold the quarry; two players if they have a healer at Green.
  • With only a maximum of two Kurzicks at Green harassing the Luxons, this leaves six Kurzicks. Three or four could easily defend the Purple Quarry against anything the Luxons throw at the Kurzicks; and they won't throw much because to do so would mean abandoning the Green Quarry to the one or two Kurzick harassers. This leaves two or three Kurzicks to harass the Yellow Quarry. If they manage to capture it, that's icing on the cake; but their role is - like the Kurzicks at Green Quarry - to keep the Luxons focused on the Yellow Quarry. You want the Luxons to keep Yellow because it means they're collecting Jade more slowly than the Kurzicks. If Yellow falls and they decide to reassign their forces to Green or Purple rather than recapture Yellow, then the Kurzicks have a fight on their hands. Instead, keep them tied up and pinned down defending Yellow and Green while the Purple Juggernaught brings home the Jade.
  • This is not theory crafting. I've used this strategy to successful effect over, and over, and over. It works. Plain and simple. The biggest problem is not the strategy; it's getting people to change perspective and understand how JQ works. When they do, then that "Ah-hah!!!" light bulb goes off in their head and they finally "get it". Unfortunately, for whatever strange reason, too many people these days think that Yellow is the key to success. It is, but only as part of a larger and more subtle strategy. Perhaps it's because so many 'bots are programmed to run to Yellow that the real players who have no JQ experience are simply playing monkey-see-monkey-do. To commit all or nearly all of Kurzick resources to Yellow alone is a sure failure (everything else being equal). Be willing to think outside the box and try a different strategy next time you play JQ. You may be pleasantly surprised at how well it works. Good luck. Guild Wars 3 perhaps 01:10, 22 June 2012 (UTC)

They don't care

I'm going to guess no ANet employee ever even comes on the GW forums any longer. They just don't care. It's BLINDINGLY obvious.

Any time they've come on and commented on the problem, they've talked about botwatch or reporting - which looks like they've typed in English, but is actually done on a Bollocks-language keyboard.

I have simply lost faith in ANet and its employees and see no reason to believe they'll ever, EVER, help us with this problem - or care to. Ubaid Panahasi 69.141.86.44 18:49, 27 June 2012 (UTC)