Illusionary Ally [TFD]
Devona’s Rest
Whenever Guild Missions were released, ArenaNet said it would take coordination from your Guild to complete these tasks, but as time has progressed and even further through I have one searing question in my mind that I can’t help to ask.
Why are people outside your guild able to participate in GUILD Missions?
Guild Treks are so mindlessly easy that I’ve completed Tier 3 with less than 10 people.
Guild Puzzles have not been unlocked yet, so I cannot ask about these.
Effective strategies for Bounty Tier 3 are as followed:
1) Send 1-2 people to search a zone for each bounty before hand.
2) Split up into 3-6 groups of 10 players and start the bounty.
I haven’t used any other strategies that were successful at Tier 3.
Effective strategies for Rush are as followed:
1) Everyone becomes a creature and races through the traps, encounters etc.
2) Separate into groups of players, one group clears the path for the other group and vice verse.
I haven’t used any other strategies that were successful in completing the Rush.
Effective strategies for Challenge are as followed:
1) Massive amounts of players swarm the event, event doesn’t properly scale thus making it simple.
2) Use strategy 1.
Clearly, ArenaNet wants these to have a challenge for guilds and I agree that a disorganized, undermanned guild would struggle with the highest Tier Bounty, and possibly the Challenge. However, when you factor in other members of the community able to help out it becomes a moot point. The Rush is so overly easy that whenever you set up to run them all you really and truthfully need is 2 members to complete some of them, one running the other protecting.
I recently got into a bounty last night, my first, it was kinda of fun minus the ran out of time bit lol. I quite like scouting where the bounties are before we know which ones adds a bit of strategy. Granted we only did a tier 1 bounty. I personally find the T1 2target, t2 3targets, t3 6targets a little odd but that could just be me.
Ive yet to try the other guild missions.
p.s. Theres a forumite that’s spamming about “complaining” threads, ignore him as he’ll either post before this post or definitely after :P
Bounties are a lot more fun without tracking your targets beforehand. Some of the best Guild Mission moments have definitely come from killing the final target in the last 5 seconds of the Bounty (T3) for my guild.
5 players per target could be used as a minimum, but it is definitely doable. (most of the time)
Lots of misinformation in your post OP.
1) Bounties – Some bosses cannot be pre-scouted. It’s impossible due to their mechanics (such as Sotzz who quickly despawns unless attacked)
2) Rushes – You cannot complete a rush with 2 players since you need at least 15 players to get through to get credit. Also, some of the mobs cannot be cleared (i.e. the Burrowed Wurms in Crab Scuttle)
Lots of misinformation in your post OP.
1) Bounties – Some bosses cannot be pre-scouted. It’s impossible due to their mechanics (such as Sotzz who quickly despawns unless attacked)
2) Rushes – You cannot complete a rush with 2 players since you need at least 15 players to get through to get credit. Also, some of the mobs cannot be cleared (i.e. the Burrowed Wurms in Crab Scuttle)
For rush, 1 player can get credit as many times as they want (given they can repeat it 6-7 times (if there is 2 players) within that 30 minute.
I would contend that TREK is only as easy as you state because you used a guide to tell you exactly which zone and where to go to complete it.
I find that trek is realistically, the only (go find this mission) that you COULD potentially do without the online guide. And even with the online guide, some of the bounties are down-right impossible to do, because of random locations.
The trek is an example of how missions should have been. Easily doable at tier 3 with 10 people. The missions system should have been geared to smaller guilds, not the massive guilds. Also the challenge system would be fine if it scaled up right, but it just gives up the ghost over 20, and lets you zerg ball things down.
Lots of misinformation in your post OP.
1) Bounties – Some bosses cannot be pre-scouted. It’s impossible due to their mechanics (such as Sotzz who quickly despawns unless attacked)
2) Rushes – You cannot complete a rush with 2 players since you need at least 15 players to get through to get credit. Also, some of the mobs cannot be cleared (i.e. the Burrowed Wurms in Crab Scuttle)
For rush, 1 player can get credit as many times as they want (given they can repeat it 6-7 times (if there is 2 players) within that 30 minute.
To add, clear the event that causes the Burrowed Wurms. That IS how you clear the burrowed wurms, if there isn’t an event then your server is bugged.
Also, Sottz doesn’t despawn “quickly” after you find him. You have probably 15-30 minutes before he actually despawns, that isn’t a “quick” amount of time.
The only bounties that can’t be scouted before hand is the new Ogre guy in Field of Ruins, the new frog guy in Sparkfly Fen, and possibly Prisoner 1141 (This guy despawns like crazy.). All other bounties can and WERE scouted before they added the new ones.
I would contend that TREK is only as easy as you state because you used a guide to tell you exactly which zone and where to go to complete it.
I find that trek is realistically, the only (go find this mission) that you COULD potentially do without the online guide. And even with the online guide, some of the bounties are down-right impossible to do, because of random locations.
The trek is an example of how missions should have been. Easily doable at tier 3 with 10 people. The missions system should have been geared to smaller guilds, not the massive guilds. Also the challenge system would be fine if it scaled up right, but it just gives up the ghost over 20, and lets you zerg ball things down.
I contend that I did use a guide, only because it doesn’t reward personal rewards which diminishes the amount of players you get participating in it.
Prisoner 1141 doesn’t despawn like crazy. I have followed him for over an hour before without him despawning. In fact, I have never had him despawn on me once.
Sottz does despawn at an insane rate. I’m not sure if it is just because he is bugged or what, but he will despawn before you can link a WP for the rest of the guild to come join you. Literally like a few seconds.
Prisoner 1141 doesn’t despawn like crazy. I have followed him for over an hour before without him despawning. In fact, I have never had him despawn on me once.
Sottz does despawn at an insane rate. I’m not sure if it is just because he is bugged or what, but he will despawn before you can link a WP for the rest of the guild to come join you. Literally like a few seconds.
The guild I was running Guild Missions for, Prisoner 1141, was doing the same thing. Maybe this is a server issue or maybe it’s a guild thing, but I have had people watch Sottz for over an hour waiting for us to find the others.
A dev stated they never intended for pre-scouting to be a strategy. I believe he even went on to say they are changing some mechanics to make it so you can’t pre-scout.
I also don’t really get what you’re saying with the post. You say Anet intended it to be a coordinated effort but ask why randoms can join. Well, you can still coordinate with randoms or non-guildies. We actually coordinated with 2 other guilds for tier 3 bounty (unfortunately after 1 hour of all 3 guilds looking for sottz, we couldn’t find and just started. We were the only guild that got sottz on the list =().
If you’re saying it’s too easy, all the strategies you listed require coordination. Also, you can’t clear traps and certain mobs for some rushes, so it actually requires you to coordinate who’s doing the puzzle and who’s protecting where.
A dev stated they never intended for pre-scouting to be a strategy. I believe he even went on to say they are changing some mechanics to make it so you can’t pre-scout.
I also don’t really get what you’re saying with the post. You say Anet intended it to be a coordinated effort but ask why randoms can join. Well, you can still coordinate with randoms or non-guildies. We actually coordinated with 2 other guilds for tier 3 bounty (unfortunately after 1 hour of all 3 guilds looking for sottz, we couldn’t find and just started. We were the only guild that got sottz on the list =().
If you’re saying it’s too easy, all the strategies you listed require coordination. Also, you can’t clear traps and certain mobs for some rushes, so it actually requires you to coordinate who’s doing the puzzle and who’s protecting where.
@Bold: I have read the post about this, whenever it was first posted. I applaud them for making them more difficult.
@Italic: No you can’t clear traps, but you can easily dodge them. Please give me a list of these so called “mobs” that can’t be either cleared or out ran…because I haven’t seen any.
Other:
The issues is that most randoms don’t communicate or even know what is going on, specifically on the server I am on. I do not know how other servers are, but it becomes an issue specifically with bounties. To name a few that issues can arise from not knowing the fights: 2-Multi, Half-Baked Komali, Rat Wrangler.
There are probably others that issues can arise because of this issue, coordinating with other guilds seems like a perfectly viable strategy and I commend those that do.
However, the issue still arises from randoms that don’t communicate, don’t try to communicate and have no idea what is going on in the fight. Which is the original reason this particular thread got started, it gets frustrating whenever you are trying to complete a Tier 3 guild bounty and you are failing because some random walks up sees an event and starts attacking the mob because that’s the way they were trained by ArenaNet.
I believe that Guild Mission operations is poorly designed. Some of the encounters are the best I have fought in Guild Wars 2, however whenever the system they reside in is flawed that makes the encounters flawed. Whenever a single person can walk up and do something wrong and kill an entire party of 6-10-15, it is flawed (2-Mult, Rat Wrangler). I am not asking by any means to change the encounters.
A dev stated they never intended for pre-scouting to be a strategy. I believe he even went on to say they are changing some mechanics to make it so you can’t pre-scout.
All they need to do is add more targets, which I’m sure they will. Three have already been added and I expect more.
The more potential targets there are, the less viable pre-scouting becomes.
We’re still pre-scouting at the moment, but when we have enough merits to unlock puzzle in a few weeks, I think we may scale back and just run a T1 or T2 and not pre-scout.
A dev stated they never intended for pre-scouting to be a strategy. I believe he even went on to say they are changing some mechanics to make it so you can’t pre-scout.
All they need to do is add more targets, which I’m sure they will. Three have already been added and I expect more.
The more potential targets there are, the less viable pre-scouting becomes.
We’re still pre-scouting at the moment, but when we have enough merits to unlock puzzle in a few weeks, I think we may scale back and just run a T1 or T2 and not pre-scout.
Which is pointless. Why make the process of finding the bounties so hard massive guilds just say forget it? For those of us that aren’t anywhere near unlocking puzzle (or challenge for that matter), it is Tier 1 or nothing. If big guilds can’t or won’t waste time doing T3, smaller guilds may as well quit.
The challenge on the bounties should have been the mechanics of the fights, and finding the bosses, BUT not within a 15 minute timer. They could have made it an hour and it still would have been fun/fine, as the bounties despawn once engaged for too long anyways. The 15 minute timer encourage the pre-scouting, and was one of the few ways smaller guilds in concert with other smaller guilds could do these bounties. I can’t imagine how bad it will be months from now when there are 30 bounties, and you cannot prescout 15 of them.
People already re-roll bounty till they get two easy ones…. it will just take longer if they add more impossible to find bounties.
Trek was fun because you didn’t feel rushed, but the lack of person rewards, has most people go AFK till that part is done and bounties start. As much as I realize that is a player to player problem, it was also a bad design. Another strange oddity as to why they don’t give 1 merit for doing that mission on a personal level. Too easy maybe…. but then award the 1 merit to anyone that participates once the whole thing is complete.
Game Designer
Remember that coordination itself is the challenge. You can approach this in a few different ways. Most of the guild content can be completed by a group of fewer people who are coordinating as well as tons of people who aren’t coordinating very much. Both groups are coordinating, though. It’s micro-management versus macro-management and I’m not sure that excluding either strategy is the right answer. Variety is seems best and so most of the guild content can be completed either way.
I do agree that challenges don’t scale as well as we’d like them to and that’s something that we can hopefully get addressed and we improve our dynamic scaling technology.
Though off-topic, fixes for Sottz are coming in the next release.
Remember that coordination itself is the challenge. You can approach this in a few different ways. Most of the guild content can be completed by a group of fewer people who are coordinating as well as tons of people who aren’t coordinating very much. Both groups are coordinating, though. It’s micro-management versus macro-management and I’m not sure that excluding either strategy is the right answer. Variety is seems best and so most of the guild content can be completed either way.
I do agree that challenges don’t scale as well as we’d like them to and that’s something that we can hopefully get addressed and we improve our dynamic scaling technology.
Though off-topic, fixes for Sottz are coming in the next release.
I guess my problem with this is that your statement is “fewer” people. Since I don’t really know what the target number of people is that I should be doing missions with, I can tell you that guilds in the 10-15 participants range, even with superb coordination are going to fail T1 bounties, until they roll two easier bounties, or get exceedingly lucky.
It isn’t that we cannot kill the bounties with those 10-15, it is that we are spread so thin searching, and within the 15 minutes we have to look across massive circuits, or random rats, or random trees.
Please consider upping the timer to something more manageable, not on the “ESCAPE” feature, but on the overall mission timer. I have no problem with the macro guilds doing it easily, but feeling zoned out of the content as a smaller group isn’t fun. Morale gets lower and lower, everytime we work our rears off chasing our T1/T2 bounty unicorn around and fail because we just don’t have the manpower to canvas the map effectively.
Remember that coordination itself is the challenge. You can approach this in a few different ways. Most of the guild content can be completed by a group of fewer people who are coordinating as well as tons of people who aren’t coordinating very much. Both groups are coordinating, though. It’s micro-management versus macro-management and I’m not sure that excluding either strategy is the right answer. Variety is seems best and so most of the guild content can be completed either way.
I do agree that challenges don’t scale as well as we’d like them to and that’s something that we can hopefully get addressed and we improve our dynamic scaling technology.
Though off-topic, fixes for Sottz are coming in the next release.
Anthony thank you very much for coming into the topic and replying, and also for giving us news about Sottz.
It isn’t that we cannot kill the bounties with those 10-15, it is that we are spread so thin searching, and within the 15 minutes we have to look across massive circuits, or random rats, or random trees.
Please consider upping the timer to something more manageable, not on the “ESCAPE” feature, but on the overall mission timer. I have no problem with the macro guilds doing it easily, but feeling zoned out of the content as a smaller group isn’t fun. Morale gets lower and lower, everytime we work our rears off chasing our T1/T2 bounty unicorn around and fail because we just don’t have the manpower to canvas the map effectively.
Yes, running into this problem with our guild too. We have about 100 members, but only about 10-13 on for a given bounty attempt. Success is very dependent on the bosses we get due to how hard some are to find with so few people and such large paths to search (which many don’t have memorized either).
Which really sucks when you break into two groups of 5, and one group gets an easy to find bounty and the other group gets a hard to find or hard to kill bounty. That ends up leaving one team with no reward for the same effort.
Remember that coordination itself is the challenge. You can approach this in a few different ways. Most of the guild content can be completed by a group of fewer people who are coordinating as well as tons of people who aren’t coordinating very much. Both groups are coordinating, though. It’s micro-management versus macro-management and I’m not sure that excluding either strategy is the right answer. Variety is seems best and so most of the guild content can be completed either way.
I do agree that challenges don’t scale as well as we’d like them to and that’s something that we can hopefully get addressed and we improve our dynamic scaling technology.
Though off-topic, fixes for Sottz are coming in the next release.
Luck is still the driving challenge behind Guild Missions and it should be wholeheartedly driven by skill and coordination (eg boss mechanic, solving a clue, good communication). Once the luck of the draw of who you get Vs finding in the time limit Vs another guild taking out a bounty is taken out of the equation, this will become an astounding piece of content and something GW2 can hold up proudly. At the moment, it just simply isn’t living up to its potential.
For eg, if a boss takes say even a coordinated group 4 minutes to kill, but you find him in the 12th of the allotted 15minutes..well boss is unkillable so why have 15minutes at all? The time limit shouldn’t exist at all imo, but if it has to, it should end when the boss activates and the “time before boss escapes” overrides it. Atm it doesn’t.
(edited by Randulf.7614)
I guess my problem with this is that your statement is “fewer” people. Since I don’t really know what the target number of people is that I should be doing missions with, I can tell you that guilds in the 10-15 participants range, even with superb coordination are going to fail T1 bounties, until they roll two easier bounties, or get exceedingly lucky.
Agree wholeheartedly. I really would like to know what the intended number of people are for each tier and type of mission (assuming my guild ever gets the harder types unlocked). I fully accept that my guild (can depend on 5-10 people running missions when planned) will not be able to do Tier 3 bounties, ever. And we’d need to be heckuva lucky to manage Tier 2 – but we’re consistently failing Tier 1 bounties.
We know the fights (mostly, and we learn fast when we screw one up). We know the routes they travel. 15 minutes is far too short a time if you get two targets with huge paths or random spawns. We had 8 people online and got Shaman Arderus and Sotzz last week – and there was no desire to even try Sotzz because we all knew it was completely futile. So we waited out the timer after downing Arderus and tried another – got Prisoner and an easier one. We managed to do it (barely) but only because we found Prisoner really fast and we didn’t need to worry about half the group missing their commendations (since we had just got Arderus).
I want to know why we’re failing so that we can get better. Is it:
1) Luck
2) Not enough people
3) Skill/coordination
If we’ve got to plan for failing 1, or 2, or 3 tries before succeeding and getting two easier targets, fine, I just would like to know. If missions are intended for much larger guilds, then please be upfront about it. Or if we’re just not good enough, let me know so I can plan better.
The intended range of groups for each tier should be as followed, to have success at them all the time.
Tier 1: Between 20-25 people. 10+ taking out each target.
Tier 2: Between 35-40 people. 10+ taking out each target.
Tier 3: Same as Tier 2, but taking out 2 targets. Recommended 50+ members, in groups of 10-15.
Rush: 2 people can complete this, I don’t care what anyone else says, I’ve seen it happen, I’ve done it.
Trek: At least 7 people for Tier 3. Anything less and you risk running short of time, with zoning and this is using a guide. More if you don’t use a guide.
Challenge: EASY MODE (50+), Normal Mode (30+), Hard Mode (15+?)
By no means are these the end all be all numbers, but they are pretty close to what is realistically needed.
Def sounds like 1) maybe 2), but that shouldn’t matter for T1. I’d accept T2/T3 needs bigger and bigger people. That’s the point. T1 should be for small groups like yourself.
Judging entirely based on your post, you’ve proven you are skilled/coordinated enough by taking down a T1 so it’s not 3) imo
Personally, I find a lot of fun in the start-and-pray method instead of pre-scouting. However, I do admit that there are some bounties that seem to have some very obnoxious routes that could take a considerable amount of time in just looking for them than just fighting them.
Here’s a novel suggestion: how about allowing the Scouts (the NPCs that would normally reveal uncompleted Heart Tasks on the map) to tell us a rough ball-park idea of where so-in-so bounty could be? Those guys spend a lot of time scouting that I’m sure some of them have some interest in actually helping guilds out in finding their bounties.
Here’s a novel suggestion: how about allowing the Scouts (the NPCs that would normally reveal uncompleted Heart Tasks on the map) to tell us a rough ball-park idea of where so-in-so bounty could be? Those guys spend a lot of time scouting that I’m sure some of them have some interest in actually helping guilds out in finding their bounties.
As a Living World concept, I think that is a quite brilliant idea!
From my experience, for the average group, guild bounties appear to be aimed at 1 full party per target. If you don’t have a lot of numbers the other people in the zone can be a huge help, which is why I believe they can participate. If something is going to scale badly and there are others around try communicating that to let people know. Most people out there are usually pretty helpful.
I don’t have a lot of experience with fewer targets, since my guild only does T3 bounties now, but we have completed them with no scouting with 6 to 8 parties of 5 (1 on each target then 2 floating groups to assist in finding targets and killing if required) and we just completed one this week with 26 people total. It was a close call and did have Half Baked Komali, but with communication, coordination and some luck we managed it.
Voice communication is a huge asset in completing guild missions. Planning out where in zones each party member will way point to, such as person 1 in the NE corner, person 2 in the NW and so on, can make a big difference. Some basic communication about what skills an assets you have, such as being able to give your party stability, will help out. Even starting out with utilities as speed buffs and then switching it out before engaging is a factor in success. Remembering to ask in map chat when you arrive if anyone has recently seen your target is also a very helpful thing.
The guild rush courses that I have been in seem to be aimed at about 15 people. Depending on the course, it can be done with 5. They can be complete mayhem and fun with 60+ though.
We haven’t seen all of the challenges yet or had enough experience for me to form a firm opinion on numbers. They seem to vary in difficulty. Scratch Sentry Defence for example is easier than Blightwater Shatterstrike. I believe the first could be generally aimed at 15 people, the second at 25.
We did manage to complete Blightwater with 11 people last night, one being a person in the zone not in communication with us for timing and three of them being folks from LA who accepted the invitation to come along if they wanted to have a go. It was a lot of fun and it was a challenge. If we hadn’t done it as our very first challenge and known what to expect it probably would have been a different story of trying to pull together before the timer ran out.
(edited by Alethia.3597)
I would imagine for a large guild, there isn’t much coordination required for most of the guild missions. For a guild of my size, there is some coordination.
Most world bosses don’t scale up far enough. This is true of things like dragons and the maw, and the elemental. I can understand the ones in early zones, but it’s harder to understand the ones in end zones.
The problem with bounties scaling hard in lower zones is pretty evident though. If a low level guy is walking by, and the guy is way scaled up, someone new to the game could be one-shotted and never know what hit them. I think many would find that frustrating.
There are a couple of guys with anti-zerg tactics, like Komali, but they’re the exception to the rule.
I think, over time, Anet will have to add something to the game that really does require coordination. That said, I don’t know how they’ll be able to do that with a hundred people or more.
Bounties seem to have changed for the worse. Some targets now refuse to be found while others scale poorly for decent sized parties. Been wasting a lot of time on them this week.
Just wait for Guild Challenge and Guild Puzzle…
We did a guild rush for the first time today. Admittedly it didn’t require tremendous coordination….but man it was fun. The most fun I’ve had in any guild mission so far. Everyone had a ball. You could hear them laughing in mumble, encouraging those who haven’t finished, going back after you’ve finished to help those who couldn’t make it. It was brilliant.
More guild missions should be fun. It might not fix the challenge problem, but it still is a very positive experience for a group of people.
This is my order from funniest to not so funny:
1.- Rush (a lot of fun and just the right difficulty)
2.- Challenge (very easy for a big guild but the mechanics are fun enough)
3.- Treck (I like explore and visit weird zones. But it is extremely easy with a guide)
4.- Bounty (the pre-search is boring and frustrating when another guild kill your npc while you are searching for others. Most npcs are strong, even for big guilds. That makes impossible to do the T3 without presearching, I mean, without getting bored and frustrated…). We have not talked about this yet, but I guess that me and my guild will stop playing these bounties once we had the puzzle unlocked.
Puzzle I haven’t try it yet.
Bounties can be frustrating to the point of guildies no longer participating in them. We have about 100 members in the guild and 10-15 online on average. Our guild was trying to manage 2-3 bounties per week and stopped. We now have just one.
People stopped coming to them. We failed a lot. There was communication, there was coordination, there was participation, there was little feedback from using map chap, there was even a little guild to guild griefing, but we didn’t succeed. The three I have done so far all failed due to trying to find a random spawn bounty.
The attitude has become one in which we do the bounty to give the people personal rewards and write off the merits. If we can find them we always succeed at killing them but finding them in the time limit, and hoping another guild hasn’t gotten the same bounty just doesn’t always work. Please consider increasing the time limit to finding them or remove it all together.
For the record I have activated Sotzz by mistake on a low level character killing a boar when a barrel spawned. I watched him wobble for approximately 60seconds before disappearing. I did call out on map chat and linked the WP but no one ever showed up. This is on Blackgate just in case it is bugged.
At least you guys can do the guild missions, smaller guilds are still getting left by the wayside even though a lot of us are working our butts off to unlock the missions it is going to take a very long time and a lot of the bounties are VERY unforgiving on small guilds.
In the beginning I was quite happy with the guild missions. Finally something to do at guild level. After a few weeks, I can say the bounty missions are just not fun. Another thing with plain luck involved. You can spot a mob in minute, but you can also smash barrels for 15 minutes and get nothing. There are certainly some issues. Some bosses are nice to track and kill, another are just ridiculous, scaling is weird (yet another 1 hit killers). I also don’t understand the concept of 15 minutes limit. What is it good for? I really think we will stop that crap with bounties T2+ after maxing out guild upgrades.
Personally, I find a lot of fun in the start-and-pray method instead of pre-scouting. However, I do admit that there are some bounties that seem to have some very obnoxious routes that could take a considerable amount of time in just looking for them than just fighting them.
Here’s a novel suggestion: how about allowing the Scouts (the NPCs that would normally reveal uncompleted Heart Tasks on the map) to tell us a rough ball-park idea of where so-in-so bounty could be? Those guys spend a lot of time scouting that I’m sure some of them have some interest in actually helping guilds out in finding their bounties.
I would agree with this idea… it is practical and actually is something that would make sense in the game world. The scout who has been around the area, SHOULD be able to tell you if he has seen the bounty.
But again we get back to the process of finding the bounties should have been like this. It should have involved some mechanics other than flipping open dulfy and walking counter to the bounty path, or (in the case of the kegs/trees/rats) randomly clicking things.
Where is the process to this Bounty Hunt? I cannot ask any local residents if they have seen the bounties, I cannot look at the map for any clues to where they might be. The only hint we get is in the description of the bounty, which does nothing to help locating it within that zone. For all intensive purposes, the bounty hunt is a random search of a zone for a mob with an icon over its head. If this was how Boba Fett did his bounty hunts….
It doesn’t ruin the encounter or the magic of bounty to give people more time to locate the bounties. The difficult is just the same, and the only effect is that we do not have to get lucky and map-chat the NPC (hopefully not being trolled), or happen to waypoint to where the bounty just happen to be walking, or manage to tag it while another guild is doing it.
It is hard enough for smaller guilds and WvW guilds to get participation, please don’t make it worse than it already is by ignoring this problem.
Though off-topic, fixes for Sottz are coming in the next release.
Very glad to read that.
I honestly don’t understand how so many people are having trouble finding targets. My guild does a lot of bounties every week. We do 1 Tier 3 on Saturday that ranges from 40-60 members and failed only once (could not find Sotzz). We also do 2-4 Tier 1 that have 10-20 members participating to get everyone in guild their weekly chests. We never have any issues finding targets even when we only have 2 groups of 5 we always find the targets without scouting. We started off scouting the first couple weeks but found it a waste of time and just frustrating. I don’t understand why people still waists their time scouting all the targets. They have short patrol paths if you spread out your group you can easily find a target within 5min. Just make sure everyone is not covering the same area.
The only exception when it comes to finding targets is Sotzz. Hopefully upcoming patch will fix finding this guy as Anthony stated. Sotzz also disappeared instantly a few times when we have managed to find him.
If you can’t do a Tier 1 bounty with 10 people it’s because you got unlucky and got sotzz as a target or you got Half-Baked Komali and did not bring someone to remove boons & did not have someone with knockback. The only other target we sometimes have had issues with is Big Mayana when he is found nowhere near a WP. This is because he instantly starts attacking when found. So we end up spending a quarter of his kill timer just reaching him.
So from my experience if you think you need more than 5 people per target you need to look more at coordination of your team and knowledge of the targets then blaming the bounties. Have we failed bounties? Yes. Every time we have we learned from our mistakes and changed our strategies.
Remember that coordination itself is the challenge. You can approach this in a few different ways. Most of the guild content can be completed by a group of fewer people who are coordinating as well as tons of people who aren’t coordinating very much. Both groups are coordinating, though. It’s micro-management versus macro-management and I’m not sure that excluding either strategy is the right answer. Variety is seems best and so most of the guild content can be completed either way.
I do agree that challenges don’t scale as well as we’d like them to and that’s something that we can hopefully get addressed and we improve our dynamic scaling technology.
Though off-topic, fixes for Sottz are coming in the next release.
Here is the problem, GW2 promotes coordination (Macro and Micro Management….) with zero effective tools to manage, and in some cases hinder that playstyle.
For instance, the commander and squad system are FUBAR. Such as no in-game method to coordinate and time skill play or manage groups (in squad).
The bounty missions require a guide to complete, this in itself is a glaring issue. 15 minutes to kill champions? In No detailed location, only vague references. A lot of these champions require over 5 people to kill.
When I hear the phrase, “Guild Mission”, for some reason I fully expect to do an objective with my guild. I want to be with my guild working towards a goal collectively. Not disperse in a hugely wide area doing the most repetitive and annoying quest given to gamers: “Go here (and here and here and here..), kill x things, and win”. The fact that we must wander Solo to find the mob, where only a partial amount of the guild can contribute or else we fail, is ridiculous.
At any one point the guild is never together during a guild bounty or trek.
These two missions, are horribly thought out and implemented.
On the other hand we have the Rush and Challenge, which are well thought out (if buggy). And involve the full guild in objectives that while frustrating at times are interesting and fun overall.
(edited by Harmonizer.4210)
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