The death of guild missions
Because with the focus on Living Story, the team haven’t got time to work on anything else. I get the feeling that guild missions were hurriedly forced into the game so ArenaNet could say there was at least SOME reason for being in a guild.
Therefore I may take some time replying to you.
Many small guilds simply never do these things because they don’t have the numbers for it. You should count yourself lucky that you’ve met people who are still interested to do them.
Many small guilds simply never do these things because they don’t have the numbers for it.
This too. ArenaNet really screwed the pooch limiting accessibility to larger guilds only.
Therefore I may take some time replying to you.
same problem as tequatl update. requires too many people and only gives as much loot as everything else that requires the same individual effort. Not enough people think it can be done, so they don’t go looking to do it, so they are never coordinated enough to do it.
some guilds defy this, but it requires a lot of work on their part – more than it should.
they really need to add things like this to the lfg tool
Mystic’s Gold Profiting Guide
Forge & more JSON recipes
It’s one of the few things that you can organize a group of folks to do that isn’t WvW – so we continue to do them every week for the fun of getting together.
If you have 8-10 people you can finish most challenges, so I don’t think it compares to Teq in that regard.
Although, I wish we didn’t pull Langmar Estate 3 times per month. :/
I think a short term solution would be to do away with the RNG elements of guild missions and just let guilds choose the bounty targets, puzzle, challenge and rush they want to do each week (treks should remain the same).
This would allow smaller guilds to choose the easier bounty targets, puzzles, challenges and rushes – and allow all guilds to see every mission without having to wait until the one’s they haven’t seen pop up randomly (it took us forever to kill 2-Mult because we never got it as a target).
As an example, a group of 8-10 people could do a challenge like Southsun Crab Toss, Deep Trouble, Branded for Termination or Skritt Sentry Defense, but if they get unlucky and draw Save our Supplies or Blightwater Shatterstrike, they will most likely fail. Letting them pick the challenge fixes that issue and means they don’t waste (valuable for smaller guilds) influence on something they have almost no chance of beating.
The other thing they could easily (possibly) do is create two tiers for the puzzles and rushes, with Tier One only requiring 8 people to complete (and awarding half the guild merits) and Tier Two still requiring 15 (and awarding the current number of guild merits) in order for the guild to get credit.
What we really need are new rewards to buy with commendations and new missions, though. I would love to see content/themes from past Living Story steps revisited as guild missions – eg, Zephyr Sanctum as new guild puzzle or rush, bosses from Queen’s Gauntlet as new bounties, defending Cragstead/Nolan North Hatchery as new guild challenges, etc.
(edited by Blaeys.3102)