Allow guild specific map Meta events

Allow guild specific map Meta events

in Guild Wars 2 Discussion

Posted by: Aeros.2046

Aeros.2046

There has long been a complaint about challenging end game content, but honestly, the end game content IS challenging, so long as its not done by you and 79 of your “closest friends”. 80 players doing one event is essentially game breaking. There is no challenge, no need for cooridination, and the bosses at the end of event chains, like say, the High Wizard of Arah die pitifully fast.

An easy and obvious fix is to boost what the guild event flag does. Instead of simply starting up the event (like it does for tequatle) the flag functions like an Asura gate, where members of the guild can pass through to a unique instance of the map. The chosen event then begins, but the difficulty is greatly increased (enemies have higher levels, more elites/champions, etc).

Say people want to do the Temple of Balthazar. There would be a guild icon in Fort trinity, the guild would gather by it, and the GM would put the flag down. Everyone would pass through, and 30 seconds after the instanced map is created, the Southern Invasion of Orr event chain begins. The GM would have a choice of making the flag open to everyone, or just guildies.

In this way, a highly technical end game even begins, one that would be more rewarding, as the enemies would have higher levels, and in theory also drop better loot. There would also be more satisfaction as clearing the difficulty level “as a guild” would be a boost to the community.

[KRTA]
Maguuma

Allow guild specific map Meta events

in Guild Wars 2 Discussion

Posted by: Altair.8402

Altair.8402

Agreed. If I see another person in SW saying “no aoe at copper” I’m gonna lose it.

Allow guild specific map Meta events

in Guild Wars 2 Discussion

Posted by: Hannelore.8153

Hannelore.8153

Before Dry Top and Silverwastes, nearly all end-game content took place in dungeons and fractals. While Orr did have some amount of cooperation, for the most part people could solo their way through everything in PvE and aside from those maps, still can. The more you divide players up the more you have to tailor content for small groups of players, when almost all content is already overwhelmed by zergs because it was not designed for a huge player base to begin with.

What you are asking for is basically how GW1 was designed from the very beginning, and they wanted to take a different approach in GW2 in order to get players to interact with one another to accomplish goals. Although I feel they have largely failed at that due to parties only being required in toxic, closed environments and not in the open world where they would be more generalized.

We’ve already lost too much of the “MMO” part of “MMORPG”. If you don’t want to deal with random people, I recommend not playing such a game, because the segregation mentality (for any reason) poisons it in the long term.

The content and design is what needs adjustment…

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(edited by Hannelore.8153)

Allow guild specific map Meta events

in Guild Wars 2 Discussion

Posted by: BrooksP.4318

BrooksP.4318

It would be interesting if they did the normal instancing and overflows based off of guilds. So “guild versions” of the maps would be scaled higher and the events would be group based. You could even incorporate a “Alliance” feature where friendly guilds would get the same instance.

This however would create a segregation issue, among guilded players and non.

Allow guild specific map Meta events

in Guild Wars 2 Discussion

Posted by: Dante.1763

Dante.1763

Agreed. If I see another person in SW saying “no aoe at copper” I’m gonna lose it.

Gawd that is so bloody annoying…

The pvp community reminds me of what Obi-kittenenobi describes Mos Eisley as from star wars.

Allow guild specific map Meta events

in Guild Wars 2 Discussion

Posted by: Aeros.2046

Aeros.2046

It would be interesting if they did the normal instancing and overflows based off of guilds. So “guild versions” of the maps would be scaled higher and the events would be group based. You could even incorporate a “Alliance” feature where friendly guilds would get the same instance.

This however would create a segregation issue, among guilded players and non.

And this is a good thing. The best part of end game content in all MMO’s has always been the end game raid content that required community organization. It is what keeps the game interesting, because its a challenge. There are only so many times you can crash helmet the Gates of Arah before it gets tedious.

Nobody is forced to be in guild, and the regular content would still be there. What people have wanted for a long time is some justification for there to be guilds at all. Right now, the segregation is not Guilded players benefiting over unguilided. Its the reverse. There is NO NEED to be in a guild in GW2, which means no need to put up with the effort required to make or be in a guild in the first place. The multi-repping ability further diminishes the guild as an institution as well. In many cases they are just glorified friend lists. Which is fine, for a game nobody wants to play beyond a few months. But people played GW1 for YEARS. There is no such motivation in GW2. Right now Anet has a solid MMO that has a ton of content, and no replay value.

[KRTA]
Maguuma

(edited by Aeros.2046)