Pesky Puzzles.

Pesky Puzzles.

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Posted by: Shanaeri Rynale.6897

Shanaeri Rynale.6897

The hardest thing about guild puzzles is dealing with people who get left behind, stuck outside when the doors close. This can be for any amount of reasons including disconnection, helping res people or just being too far away from the door.

I realise it’s put there to stop leaching but there has to be a way around this (for example a button press that checks if you are in the same guild as it doing the puzzles and then lets you in) It’s the bane of anyone doing puzzles, knowing that a guildie stayed behind tp help/res/do an action gets left behind and has no reward for their hard work or dedication.

Puzzles are great fun, but the left behind mechanic just sucks.

Guild Leader of DVDF www.dvdf.org.uk since 2005

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Posted by: Rising Dusk.2408

Rising Dusk.2408

I agree with this post, and I think this needs to be addressed by ANet.

[VZ] Valor Zeal – Stormbluff Isle – Looking for steady, casual-friendly NA raiders!

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Posted by: Petrus Petraeus.7368

Petrus Petraeus.7368

I agree as well. Part of the problem is that I feel that Guild Puzzles are designed for groups from like 6 to max. 20 people, but when you’re in a large guild like I am (with sometimes 50, 60, 70 people doing missions at the same time), the greatest challenge there is is figuring out what the officers are saying and making sure no one touches any buttons unknowingly and gets left behind at some point.

I really hope ANet is considering a Guild Puzzle designed for larger groups, e.g. have a puzzle where once inside you can take different paths, all with different puzzles, that get back to each other near the end. If you’re a small guild and only have enough people for one path, you’ll do that one and get a reward – and next time you can take another path, so you’ll effectively gain four guild puzzles. Larger guilds can dispatch groups into all paths at the same time and if they’re all finished succesfully will receive a greater reward. Or something like that.
It would be more fun for larger groups and makes controlling those larger groups for officers and stuff way more manageable.

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Posted by: Osiris Shadow.5890

Osiris Shadow.5890

I came onto this forum just to make a post addressing this same issue.
Each and every time my guild tries to do a puzzle, someone ends up getting left behind.
The lock-out mechanics are completely unnecessary.

Everyone in the guild is going to want credit (free loot!) so making it just for 6 people is nice to the smaller guilds, since the rest of the missions pretty much out-right killed small guilds. So 40 or so people will want to funnel into this small area. This creates lots of bodies to help, but also lots of confusion. And the worst part is when people get locked out, and unable to get credit.

I think that if you are going to put a lock-out mechanic into these, just lock people out at the start, so once you’re in, you’re in.

And on another note: I also get frustrated when you get kicked out at the end once the timer runs out. The Puzzles contain some of the coolest, most beautiful created parts of this game (why I will go and repeat mini-dungeons and jump puzzles). I love to take screenshots of all of this and get to appreciate the hard work that was put into making such a cool looking environment. However, once you’re in, you are focused on completing the puzzle. You can’t go back, and you can’t stay in the puzzle after it is finished. I would really like to be able to just explore around the Puzzle locations.

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Posted by: mosselyn.5081

mosselyn.5081

My guild runs puzzles with about 50 people. We’ve had a few incidents of leaving people behind, but only the first attempt or two when we’re not familiar with the problem spots.

Our strategy is (a) make sure everyone knows not to release if they die, (b) have everyone on voice chat, and © stop periodically to herd cats – rez the fallen, portal up the jumping challenged, find the lost, etc. Mostly, you need good (but not despotic) comms discipline and some patience. And mesmers.

IDK if this is true with a smaller group, but we find with our large one that we have plenty of time to complete the puzzles, so there’s no need for a headlong rush that leaves people behind.

The biggest problem we’ve had with both puzzles and challenges is when multiple guilds are involved. I understand why they’re shareable, but things tend to go pear shaped with multiple guilds, between the loss of coordinated activity, culling, and bugs.

[OTG] The Old Timers Guild of Yaks Bend
www.oldtimersguild.com

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Posted by: Aye.8392

Aye.8392

Please fix this — guildies should not be locked outside.

www.AlchemyIncorporated.net
Sorrows Furnace

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Posted by: Nudd.2970

Nudd.2970

Yea this is the dumbest thing. Why would you put something like this in place where guild members get locked (not left) behind the rest of their guild. Literally on the Angvar’s Trove… I was on the cannons trying to help my guildies get through the frozen walls, and they got through, and I was trapped behind and didn’t get to complete the challenge. How dumb. When they get beyond that point they should have the ability to open a door for me so I can get through to the next area.

——

Some guy called Nudd

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Posted by: Gabranth.7683

Gabranth.7683

People who take up roles like the cannon part in Angvar’s Trove shouldn’t be punished for doing so by being locked out of the next part. The cannon plays an important role in helping to clear a path but who is going to want to take that role with the possibility of being left behind and getting no reward?

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Posted by: Alstroemeria.3782

Alstroemeria.3782

This can also be said of the emote part of the Langmar’s Estate puzzle. Anyone in the opposite end of the room to the door that leads to the ooze/ram part has to run like hell when the emotes section has been completed. Not good if you get lost.

My guild has only unlocked puzzles recently, but I can see with the current mechanics, leaving people behind between stages will be an ongoing issue.

Cat Fan and Leader of The Beantoes [Yowl]
Gandara