(edited by Rallar.2986)
PVE Progression
I think this idea bring a one up to the whole “raiding” mentality and add more depth.
I’m sorry, but no. I do not want content that forces me to play with several other players to proceed. We already have dungeons and group events that needs a group of players, there’s no need to add more of that into the game than there already is.
Content in Orr pretty much requires you to be more than yourself (not necesarrily in a group) already to do most if not all events.
Structuring it in a way that has a progression feel like lyssa has to be obtained before grenth so forth would give guilds stuff to do in pve imo.
This is an MMO, were largescale group effort is the whole point of playing it. And you don’t have to be forced to do it if the rewards are obtainable by other means.
The closest thing to a large group event in pve now is a zerg which has molded itself to a series of events along the same path already. And waiting for dragons to pop. This is ok but kind of all over the place were you have no clear sense of direction (why should I be doing it aside from getting karma).
Giving guilds stuff to do aside from WvW is a + in my book.
I think this is what they could have done with Orr, to be honest:
- You couldn’t get to Malchor’s Leap without taking and holding a point in the Straits of Devestation, and you couldn’t get to The Cursed Shore without taking and holding a point in Malchor’s Leap.
- If a point in the previous zone gets taken back, then this would make travelling / events / mob spawn rates and such much more difficult to deal with.
Time is a river.
The door is ajar.
Content in Orr pretty much requires you to be more than yourself (not necesarrily in a group) already to do most if not all events.
Structuring it in a way that has a progression feel like lyssa has to be obtained before grenth so forth would give guilds stuff to do in pve imo.
This is an MMO, were largescale group effort is the whole point of playing it. And you don’t have to be forced to do it if the rewards are obtainable by other means.
The closest thing to a large group event in pve now is a zerg which has molded itself to a series of events along the same path already. And waiting for dragons to pop. This is ok but kind of all over the place were you have no clear sense of direction (why should I be doing it aside from getting karma).
Giving guilds stuff to do aside from WvW is a + in my book.
Contrary to popular belief, MMOs are to have fun with people, whether many or few, and are a social platform too. Not to have content that must be done using large groups.
And guilds can easily go to any zone and do events in large groups, as events scale up with the number of people participating. With that option implemented, and the already designated large group events, there’s no need to create further content just for guilds, as guilds can readily group up and join in an event or an event chain. And events are supposed to be where guilds have fun. Fun is what the game is supposed to be about, and there are plenty of things to do, whether individually or in groups, whether pvp or pve.
If i am missing the point, please do say so and point out what it is exactly that im missing.
The whole point is progression. Having a sense of progression for a group not just you striving to get that item you want or that awesome legendary.
WvW for example there is a sense of progression because we are trying to hold and take over stuff and every week we are ranked as such and placed in other competitive settings (ideally).
Essentially the same mentality but in a pve setting, were we have a reason to go and do a map for a server/guild/larger group benefit.
Why not have story quests that are for guilds? Like think of your personal storyline quests but instead its built around guilds completing them.
for example, a human member of the guild can walk into the seraphs office (i use humans since i have 1 main and two alts and havent really tried other races yet) and ask if there’s any trouble. The seraph recruiter or whatever gives a few options that involves a story line that can be completed with a guild. like how current story events work, but instead the group can be larger than 5 and it scales depending on the number of members invited. Someone in another thread suggested a guild specific commander title, and i believe that it would fit well with this, set the requirements to minimal so that it’s easily attained and having more guild members completing the guild specific missions into more influence for the guild (is it influence?).
Does something like that more answer to what you’re looking for?
That could work to add progression in the sense that guilds have a guild story line to work off of. But sounds like it is essentially would create a raid instance to achieve these tasks.
that’s where i woud argue GW2’s already implemented scaling system would come in to place. It would be just as achievable whether it was two people or twenty people from the guild, removing most of the raid feeling from it. And it would also be more akin to a story run in a dungeon that runs across multiple instances in a zone instead of just in one immediate area. That’s the sort of thing i mean.
I think this is what they could have done with Orr, to be honest:
- You couldn’t get to Malchor’s Leap without taking and holding a point in the Straits of Devestation, and you couldn’t get to The Cursed Shore without taking and holding a point in Malchor’s Leap.
- If a point in the previous zone gets taken back, then this would make travelling / events / mob spawn rates and such much more difficult to deal with.
I think that add more incentive to do the zones and even give some sort of progression.