Guild Hall 5 Person Instance is A Hindrance
in Guild Wars 2: Heart of Thorns
Posted by: JNetRocks.3652
in Guild Wars 2: Heart of Thorns
Posted by: JNetRocks.3652
Seems like there is a feature where your guild hall starts as a 5 man instance. One more than 5 people are there it jumps the numbers up and the people have to join the new instance. However, it’s not automatic and it’s mildly annoying.
Today we were doing guild missions and actually wanted to use the new Guild Hall Portal but we found we had problems because people were stuck in the other instance (the 5 man guild hall instead of the guild hall instance with everyone else). They didn’t get a prompt to join us and had to manually leave the guild hall and then re-join to get into our instance.
The portal is nice, but this is kind of annoying. It’s not the first time we’ve wanted to gather and had people stuck in the wrong instance. Any chance we can just have it create a full-scale instance by default?
agree. It’s annoying when that message pops up.
in Guild Wars 2: Heart of Thorns
Posted by: Raeysa Penrose.8450
This would be nice.
It’s also kind of a logistical issue when a guild gathers up in their guild hall for GMs or something, and they put down food and banners. If more people join and it spawns a larger instance, you kinda lose that food and banners.
Just kind of a nuisance that would be nice to have fixed.
(edited by Raeysa Penrose.8450)
in Guild Wars 2: Heart of Thorns
Posted by: Cletus Van Damme.2795
This is by far the biggest issue I have with the guild hall atm, the 5 person limit is waaaaay to low
in Guild Wars 2: Heart of Thorns
Posted by: Rin of Rivvinda.4971
note, i know there are 3 instance sizes for guild halls, but i do not remember the exact player cap of the middle one (and can not find back the info about it atm), so i assume its 50 in this story ( the small one is 5 and the largest one is 200)
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I agree on the 5 person start instance being a hindrance. (In case you did not know, it scales up to a 50 or so person instance when its full and should offer the first 5 a popup to change to the 50 person instance, If the 50 person instance if full again, a 200 man instance opens and everyone gets a popup to change to the 200 man instance, so there is plenty of space in a guild hall).
I also understand why a 5 man instance is opened first as that has to do with server load. They just can’t open an instance capable of holding 200 man for every guild that wants to go in the guild hall. So i understand why this system exists, but it could use some work.
First of all, we had it a few times that we had many players joining and leaving the hall, mainly after we just claimed it. This caused the map to scale up and down a lot (between the 5 man and 50 man instance). Might have been a bug, but it would be nice that if the hall scales up, the large instance stays open a bit longer before scaling down again.
Next thing is that (at least in my guild with around 100 active players each day, and around 40 of them joining for the guild missions weekly) that we do not have a lot map change issues normally, except when we run events in the guildhall or guild missions. Specially with guild missions as you all enter and exit the hall a lot and are usually out long enough for the hall to scale back down to the 5 man instance.
Perhaps we could get a system were guild leaders and or officers can activate an ‘50 man guild event item and a 200 man guild event item’ which would then trigger the guildhall instance to open as a 50 man or 200 man instance for 1-2 hours. We could then use this before we start the missions and we no longer have the scaling problem for that time. The amount of these items should be limited to prevent abuse of the system, and could be linked to the guild roster size and ‘active’ members.
For example
Guilds get 2 items a week to open a 200 man instance for 1-2 hour
Guilds get 3 items a week to open a 50 man instance for 1-2 hour
Guilds can store a maximum of 3 items to open a 200 man instance
Guilds can store a maximum of 5 items to open a 50 man instance.
Items are given (for free) according to following rules based on active members (= members that logged in at least during that week + represented the guild)
less then 25 active members, No items
less then 250 active members, only the 50 instance items
more then 250 active members, both 50 and 200 instance items.
I’m not an expert, but this should at least make it more easy for larger guilds to host events (like guild missions) that have a lot of players coming in and going out of the guild hall.
Next to that i can imagine that its also better for the servers as they do not need to up and down scale the guild map all the time.
Ofcourse the actual numbers are just suggestions and subject to change based on statistics Anet most likely has, to find the best fitting numbers.
Otherwise it would be nice if the timer before the hall scales back down could be extended to 30 minutes (That would be enough time to finish each mission) and extended again when there are 5+ members in the hall. However since this will likely result in a lot more larger instances of halls that stay open. Using a proposed manual ‘trigger’ system could perhaps help guilds to experience less of these hindrances while while keeping server load low.
Just linking it to the active guild mission could result in abuse of the system (guilds could just trigger missions all the time for no reason) As i like the fact that you can trigger missions all the time (for members that missed them for example), its better to have a system separate from the missions. And in this way it can also be used for ‘home made’ events as well.
(edited by Rin of Rivvinda.4971)
in Guild Wars 2: Heart of Thorns
Posted by: SkyShroud.2865
In other words, it should be done seamlessly. Then again, if it is done seamlessly, it will be hard to get the disappearing mine to reload. Fix the mine before the seamless feature, thanks.
in Guild Wars 2: Heart of Thorns
Posted by: Cletus Van Damme.2795
Also the guild hall changing sizes bugs the arena teams up, people start becoming invunerable
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