Introduction – The Week 2 PvE Guild Mission Confusion
Today we played our first set of PvE Guild Missions and tried to meet up in the guild hall.
The Guild Hall
We went there with 15 players and found ourselves in three different instances of our guild hall. Why does the game create different versions of the guild hall for only 15 players? It is highly desirable to have 130 people (e.g) in one instance of the guild hall. The guild portal only opened in one instance where the guild leader actually opened it. The other instances would have had to start the portal again respectively.
The Guild Trek
At first we tried our luck with the easy version of the trek guild mission. In our first try – sending people alone to different spots and activating the trek marker – only the players who actually activated a marker got a small chest above the minimap (lower right corner for most of us). It’s very likely, that the number of players and the number of places to find, differ, so that there are way more people than places to find. That results in mission restarts and reruns for people who are still empty handed.
The Bounty Hunt
The bounty hunt was like it always was and worked like a charm.
The Guild Puzzle
Then we went back to the guild hall and used the guild portal to reach Brisban Wildlands and the Proxemic Lab which was our puzzle mission. The portal tried to get us to a contested waypoint. So – as always – we ended up at the next free waypoint. We asked ourselves why it is actually needed to port the people using the guild portal to a waypoint at all and not to the actual entrance of the puzzle.
We entered the puzzle with 14 players; ending up with only 6 of them getting the small chest in the end:
- Almost all of us reached the former cheese chest room (the puzzle description tells the player that there is a chest when there is actually none!)
- 1 player fell to death in the jumping part and was locked in the battery room until the end and got a chest. He used the “Retry from checkpoint option”.
- Some of us accepted the credit and got a chest (like 5 players)
- Some of us accepted the credit and got no chest (like 6 players)
- Some of us declined the credit and got a chest (like 1 player) (way before he declined the credit)
- Some of us declined the credit and got no chest (like 1 player)
The map that was shown while we did the puzzle (Proxemic Lab) was actually a place between Lornar’s Pass and Dredgehaunt Cliffs (around the Point of Interest “Steam Mechagate”) so the labyrinth was not shown and finding all orbs and a way through the maze was a bit harder than usual. Putting the puzzle in an instance seems odd to us. It worked well before and now it had some issues that should be reworked well. Checkpoints should actually be behind closing doors and to be safe a guild should share the latest reached checkpoint to prevent splitting.
The Guild Race
In the end we turned our focus on the guild race. The first thing we saw, was that the timer in the guild window would show 11 minutes. It does not show what these 11 minutes are for, neither does it fit the races own timer of 20 minutes. So if you start a fresh race and the guild race in the guild window, you have 11 minutes to finish a race that only will end after 20 minutes have passed. We think that if your guild’s race is not active in the guild window and the 20 minutes expire, no one gets actually credited for the race. Why is there a difference in the timers? Maybe the timer in the guild window should be set to 30 or even 45 minutes or alike, so that a race can actually expire in the time of the guild race in the window and get completed. Right now you have to start it somewhere near the end or half way through the actual running to match the timers somehow. Last but not least we had troubles with the race’s checkpoint flags. On the whole track it could happen that a flag was not activated and passing the last flag would almost everytime need a long time to transform players back to their normal form. If this is because you have to run very far behind the flag or it just takes the game a lot of time to actually recognize people crossing the last flag is unclear.
Week 1 – The forced PvP Guild Missions
We also had issues with the PvP Guild Missions of the first week. We formed two guild teams of players that actually had PvP-rank 10 (why is there a level restriction to the conquest PvP mode at all?) which only were 2/3 of the players that actually wanted to participate in the guild missions and were blocked by the restriction of rank 10 for conquest game type. First of all not all guilds are interested in PvP that much. Forcing guilds to play PvP then seems not like a great idea at all. We learned that the missions in week 1 were chosen by a random generator and we couldn’t even find a reason for that. We started the mission and tackled it with two teams at almost the same time. Team 1 lost their game so the guild mission was not completed, but team 2 won their game and therefore ended the mission. Only members of team 2 were rewarded. Team 1 needed to restart the mission and another win to get their chests.
Résumé
In the actual system, to get everyone rewarded, some of the guild missions (PvP and PvE) have to be restarted. We have lost a lot of time due to these circumstances, compared to the way guild missions worked before HoT was released. We do our guild missions every sunday evening so when it gets late not all can stay through all the missions and don’t get their rewards on the day the guild does these missions all together.
Suggestions – Information Politics
First of all (and that goes for a lot of gameplay aspects): We need more information!
With a look on guild missions that would mean:
- What gets a player the reward?
- The timers, Mason?! What do they mean?!
- Don’t erase the numbers on Mystery Targets in Guild Trek!
- Make a quest section on the top right corner of the screen for Guild Trek and Guild Bounty Hunt.
- A “Cover this Goal”-Button for Guild Trek- and Guild Bounty Hunt-Targets, that when pressed by a player, shows the number of people covering the respective target in the quest section on the top right corner of the screen, is surely something to think about
- Where does the Guild Portal bring you exactly?
- Can disconnected people rejoin?
- etc. (What else could be a useful information)
Suggestions – Guild Trek
I might have an idea how the Guild Trek could be made a bit more user friendly. Right now one player needs to activate a point to cancel it out in the list of Mystery Targets. Maybe every player who walked by the point should get a buff (“Guild Traveler” or something alike). Everyone with that buff gets a reward when all Targets are activated. This might be a very clear system for Guild Treks that gives every player the information if he is among the people that get a reward (it’s again and mostly about the information the player gets).
(edited by Fubai.5326)