Sep 13, 2008, 05:11 PM // 17:11
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#61
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Ascalonian Squire
Join Date: Feb 2006
Profession: W/
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Quote:
Originally Posted by nelifaroma
I really hope anet will bring Jade Quarry back.
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Just keep asking nicely. Anet will buy you friends.
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Sep 15, 2008, 08:39 AM // 08:39
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#62
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Desert Nomad
Join Date: Oct 2006
Location: Defending Fort Aspenwood
Profession: E/
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I liked the weekend event and played JQ quite a lot. I hope enough players will stay after the weekend to keep the mission playable.
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Sep 15, 2008, 10:55 AM // 10:55
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#63
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Forge Runner
Join Date: Sep 2006
Location: Blighty
Guild: The Legion of the Blue Blade
Profession: R/Mo
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Is the wait time thing a Kurzick problem? I'm under the impression that theres a lot more Kurzick guilds, and so more Kurzick AB outposts are more crowded and the wait times come from the fact that there are less Luxons to face.
Being a luxon who plays with guildies I never have a problem getting a team and only really have to wait 5-10mins max. Usually only have to wait for about a minute to enter. So, from my view AB is probably more efficient.
Thats not to say I wouldnt like to see Jade Quarry make a comeback, ive only been able to get in once and then it was just to map it and 85% of the players in there were to map aswell. After we had done that we all met in the center and danced, Kurz and Lux dancing together - it was beautiful man...
Last edited by distilledwill; Sep 15, 2008 at 01:06 PM // 13:06..
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Sep 15, 2008, 12:11 PM // 12:11
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#64
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Krytan Explorer
Join Date: Oct 2006
Profession: R/W
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Because people are lazy to learn how to play JQ. Most prefer straightforward offense/defense tactics, which makes FA an instant winner of the two. Unless JQ allows organised parties and gives out more factions than FA, you won't see it being populated anytime soon.
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Sep 15, 2008, 02:50 PM // 14:50
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#65
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Furnace Stoker
Join Date: Jun 2006
Location: Minnesota
Guild: Black Widows of Death
Profession: W/Mo
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It was a good time scored alot of faction and finally played faster then a 30 min wait. Please A-net read my suggestion on making the wait go away in the suggestion forum.
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Sep 15, 2008, 04:11 PM // 16:11
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#66
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Banned
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Simple JQ needs to be less complicated cause thats the reason i dont like it.
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Sep 15, 2008, 05:41 PM // 17:41
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#67
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Wilds Pathfinder
Join Date: Apr 2006
Location: @ Home
Guild: League Of Friends [LOF]
Profession: R/Mo
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Quote:
Originally Posted by N1ghtstalker
not that i know of
it's only open for PvE only chars
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Nope, I used the Luxon/Kurzick NPC's in GToB to map to both FA and JQ with my PvP chars over the weekend.
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Sep 15, 2008, 10:43 PM // 22:43
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#68
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Academy Page
Join Date: Dec 2005
Guild: Necros Mausoleum
Profession: W/
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Something i noticed over the weekend at JQ about the wait times was that the Kurzick side tends to have longer wait periods due to the fact that theres normally more Kurzicks wanting in to do JQ. This weekend i normally had a 2-5 min wait to get in while i was doing JQ on the Kurzick side, but when i switched over to the Luxon side i was normally waiting 1 min or so (would often get in on 1st or 2nd run thru on finding a team). So in conclusion, if ur looking to do JQ while its active, the Luxons have the shorter wait time (tho dont be surprised when the Kurzicks kick ur *bleep*).
OH, would also like to mention that ther is a minor glitch with JQ atm, sometimes when ur team is holding a quarry ur the Jade Carrier (Jug or turtle) will not go and collect Jade at least not until the other team caps that quarry and then ur team caps it back. The bug is sort of a big deal, at least for JQ, because it can result in a loss for a team that should have one, i know this nearly happened to my teams a few times and it did happen to some other teams. (I know this last bit should be in the bug reports forum, just too lazy to go ther)
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Sep 15, 2008, 11:07 PM // 23:07
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#69
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Furnace Stoker
Join Date: May 2006
Profession: R/
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Quote:
Originally Posted by Powermaster
Simple JQ needs to be less complicated cause thats the reason i dont like it.
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Cap mines. Protect carriers. It's really no more complex than FA is, it's just that people can ignore the rules and zergrush because it only takes a few competent players to cap mines and start turtles moving.
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Sep 16, 2008, 06:52 AM // 06:52
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#70
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Desert Nomad
Join Date: Oct 2006
Location: Defending Fort Aspenwood
Profession: E/
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Just a thougt: Does this mission have many uses for anthing else than Monks, Nukers and maybe Minion Masters?
I love the mission myself, playing as fire ele. Those Luxon Longbows just stand there screaming for a meteor shower and some liquid flames. But for like Warriors I don't see a clear role: Attacking players? Nah. Attacking NPCs? Nah. Tanking what? Nah. Maybe that is part of the problem.
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Sep 16, 2008, 09:24 AM // 09:24
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#71
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Jungle Guide
Join Date: Feb 2006
Profession: W/
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Wouldn't raising faction bring a lot people to JQ and FA and solve the problem of "ghost towns"?
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Sep 17, 2008, 12:22 AM // 00:22
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#72
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Jungle Guide
Join Date: Jul 2008
Location: みやき町
Profession: Mo/A
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Quote:
Originally Posted by revelation
Wouldn't raising faction bring a lot people to JQ and FA and solve the problem of "ghost towns"?
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well you need to get ppl to care about the factions first. And alot don't
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Sep 17, 2008, 02:18 AM // 02:18
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#73
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Academy Page
Join Date: Mar 2006
Guild: Science with a Twist
Profession: N/
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Anet needs to remove FFF. Then people will be forced to seek out actual fun (aka FA/JQ).
I prefer JQ because it is more balanced. I think anet should introduce a third map, one where the kurz are attacking and lux are defending. Then cycle through them like in AB. I think this should be more balanced.
I think if people are forced to gain faction, then it will become more popular.
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Sep 17, 2008, 02:43 AM // 02:43
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#74
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Jungle Guide
Join Date: May 2007
Guild: Nice But Deadly[nice]
Profession: N/
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Quote:
Originally Posted by Hyper.nl
Just a thougt: Does this mission have many uses for anthing else than Monks, Nukers and maybe Minion Masters?
I love the mission myself, playing as fire ele. Those Luxon Longbows just stand there screaming for a meteor shower and some liquid flames. But for like Warriors I don't see a clear role: Attacking players? Nah. Attacking NPCs? Nah. Tanking what? Nah. Maybe that is part of the problem.
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For warriors.. kill their Nukers, Monks and MMs.... . A Farming type build could take out the NPC cap points decently(like splinter weapon+triple chop or a vermin/troll farmer or something). I think... but I doubt you could take on the carriers, they are way more aggressive with carrier's defense then the FA turtles.
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Sep 17, 2008, 09:38 AM // 09:38
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#75
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Jungle Guide
Join Date: Feb 2006
Profession: W/
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well, weekend with double faction brought a lot people to those missions, so it seems some people still care
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