More Guild Content

More Guild Content

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Posted by: callidus.7085

callidus.7085

A suggestion…

The new world bosses are supposedly targeted at servers.. to bring them together as a community. However what actually happens is this becomes content for massive guilds (TTS) and they get challenging instanced content (because they create their own overflows).

So for challenging instanced content we have content designed for 5 people and content designed for 150 people. There are of course guild missions which can be completed with 10 – 25 people depending on the missions but they can only be done once a week and are over very quickly… 150 man content can be done every day is challenging and rewarding and unlike guild missions is instanced.

Could we please get another guild mission type like the world bosses? That take some time to do are challenging and instanced for small guild groups (10 – 40 people)?

Or perhaps something a little longer (takes 30m to and hour) like hard mode dungeons that scale to 10 – 40 players? Something to give the little guys something to do everyday together as well?

Any other guild content suggestions (other than GvG.. I’m talking PvE guild content here) would be appreciated… or additions to my quick suggestions.

Slow down and smell the pixels.

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Posted by: RedShipRaider.9560

RedShipRaider.9560

I like this suggestion. I would really love to see Guild Missions expanded upon. They were a great addition to the game; fun and different, and something that you can get your entire guild together and enjoy some time doing something in the PvE sphere with the entire bunch.

It is good to have a lot of easily accessible content for the widest range of players possible. I think that the current guild missions set up a fairly reasonable base for that. But it would be nice to see new missions added occasionally to keep things fresh for long time players. I think that it is also important to add higher tiers of content for guild groups who would like a chance to really push themselves, rather than the ‘challenge’ being to have the majority of the group wait by the door and goof around on a third party VoIP client, because it only takes a few people to do all of the important stuff.

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Posted by: Azreell.1568

Azreell.1568

Content like Teq, Marionette and Wurm should have been guild based instead of this debacle we have now.

Azreell – Mesmer
Loyalty To None

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Posted by: callidus.7085

callidus.7085

Content like Teq, Marionette and Wurm should have been guild based instead of this debacle we have now.

I agree in a way… I think that what would have been nice is for an easier version be available for open world so that casual players could get together on their home server or any overflow and accomplish it AND THEN the current version be an instance that a leader creates and can invite people in (because that is what is currently happening anyway). Ideally the fights would scale from small guild groups up to the large guild groups (10 – 150 the current maximum allowed).

Marionette is a fight that would easily lend to scaling… The key here though is scaling by means of added/modified mechanics not just HP. For instance if the marionette only required 2 people per lane and then all lanes went in to the platforms simultaneously that would allow for the fight to be completed by 10 people. If there were 25 people total let 3 lanes go in simultaneously so 2 lanes still need to be guarded and there are 15 people up there to be spread out among the 5 platforms etc.

To know what to scale the fight to, have the creator of the instance first create it and then he gets everyone in and then can start it, once it’s started it’s locked in and no more people can join and the difficulty is set to that. Like other things, just awarded once a day.

One major benefit to this is of course no more waiting for almost an hour in a map so you can be sure to get in (but in the case of TTS this doesn’t work… you actually have to be there when they create their overflow, be in their teamspeak so you know who to join on and they’re going to be locking their teamspeak soon so this won’t work either… I don’t see this as bringing the community together at all) AND this works for groups of all sizes.

Slow down and smell the pixels.

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Posted by: Torady.3907

Torady.3907

so when was the last time guild things were updated ?

probably good to add more things and functions to guilds in a game called , you know , “Guild” Wars

[HoTs]Ms Judgement

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Posted by: callidus.7085

callidus.7085

so when was the last time guild things were updated ?

probably good to add more things and functions to guilds in a game called , you know , “Guild” Wars

The last time guild things were updated…

https://www.guildwars2.com/en/news/guild-missions-a-good-foundation/

March 22nd of last year.

Slow down and smell the pixels.

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Posted by: callidus.7085

callidus.7085

Also posted this to reddit to try to strum up more conversation there… feel free to be a part of either discussion

http://www.reddit.com/r/Guildwars2/comments/1xm4hf/more_guild_content/

Slow down and smell the pixels.

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Posted by: irishfaerie.3690

irishfaerie.3690

Good idea… More guild content would be nice, it’s too bad the idea doesn’t seem to be getting more support.

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Posted by: Blaeys.3102

Blaeys.3102

Something I care alot about, so wall of text incoming. Guild missions are important to me – and to many in my guild – so Ive put a bit of thought into them.

My thoughts on missions are as follow:

Guild Bounties.
I would make four changes to guild bounties:

- do away with the random draw. Let guilds pick their targets. The analogy would be a bounty hunter looking at wanted posters and choosing which he is going after. This would have three effects – allow smaller guilds to do easier bounties, allow guilds to make sure they do every bounty possible and support the other ideas Ive listed below.

- A guild bounty is just one target (not 2-6), but the difficulty of the target goes up based on the tier (so Tier One targets are easiest and Tier Three are more difficult, with possible new tiers added). Using the current bounties, Trilla would be a tier one target and 2-Mult would be a Tier Three target.

- Make a QOL pass at the bounty targets, giving them more interesting mechanics and improving their scaling for larger groups. They could also look at pathing and possibly even put some bounty targets in stationary positions (such as a bandit leader protected behind his gang in a cave).

- Improve personal rewards and potential drops, especially from more difficult tier bosses.

Guild Challenges:
- Again remove the random element and let guilds choose their challenges. This would allow smaller guilds to do challenges without worrying about wasting the trigger on something they do not have the people for.

- Add new tiers of guild challenges and include massive fights like a downscaled Marionette or the scarlet zone invasions.

- Tie past living story steps into challenges (have us protect/wrangle lost devourers at The Hatchery or clean up supercharged toxic stalks in Kessex Hills).

Guild Puzzle.
- The only change we need here is a QOL change – some way for groups to open the doors in case one person doesnt make it through in time.

Guild Rushes and Treks
Maybe consider a lower tier to guild rushes that only requires 6-10 people to finish, instead of 15. I love Treks (told you I love missions – my guild still does a T3 trek every week) as they are.

New Category: Guild Dungeon.
These would look alot like Guild Puzzles and be similar in length (and could, at least initially, even possibly use the same maps). The difference would be – instead of logic puzzles, there would be a series of enemy encounters (including bosses and an end boss) requiring large group tactics to overcome. This alone would add alot of potential to guild missions.

Ideally, something like this would have multiple tiers with increased personal/guild rewards at higher tiers.

I really hope this thread stays alive. Alot of us do care about guild missions.

(edited by Blaeys.3102)

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Posted by: callidus.7085

callidus.7085

I really hope this thread stays alive. Alot of us do care about guild missions.

I’m glad to see there’s someone else out there that sees this as important as well and has put some good amount of thought into it.

Removing the random element is always a good idea… I love your suggestions for guild bounty. I’d extend this move from randomization to selection based missions to guild puzzles as well.

As for trek, I’m not sure if they’ve been fixed or not but last I knew (my guild hasn’t done trek in so long due to it not being very interesting.. it’s mostly just a starter mission to get guilds started) the guild treks couldn’t be seen by members that guest to your guilds main server which is different from all other mission types (they can all be completed by guests). I’m not sure how but It’d be nice to see guild treks made more interesting.

Your idea for guild dungeons also seems interesting and sort of inline of what I want. Although I would want the length to be a little longer than puzzle (which is 20 – 30 minutes depending on the puzzle).

I guess really all I have to add to what you said is that I’d love to see new rushes, challenges and puzzles along with the new addition of guild dungeons. I don’t feel that we’d need new bounties if they were going to be reworked to be selectable and the fights would be revamped to require more interesting mechanics. That’s a lot of stuff… I know, but one new rush, puzzle and challenge and 2 guild dungeons would be such a great addition to the game for me and my guild.

Slow down and smell the pixels.