Guild Mission Feedback & Bug Report

Guild Mission Feedback & Bug Report

in Guild Wars 2: Heart of Thorns

Posted by: Fubai.5326

Fubai.5326

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)

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Posted by: Vantic.8760

Vantic.8760

Our guild had trouble with this too, very few people got credit for both trek and the Proxemic Lab

Guild Mission Feedback & Bug Report

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Posted by: Underdark.3726

Underdark.3726

same with our guild except we didn’t do the pvp missions but did the race. Passed all the flags but in the end lots of us didn’t finish the race after passing the finish line. There is no chest at the end anymore so we got only the guild mission rewards but no individual (not sure if they still exist).

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Posted by: Blaeys.3102

Blaeys.3102

This has happened to my guild as well.

Fixing the missing rewards needs to be a priority.

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Posted by: Miss.5930

Miss.5930

For the past 2 weeks, our members did not receive their personal rewards for completing guild treks. We have 2 treks and 2 puzzles this week. With reports of puzzles bugging as well, I guess that we will not be doing any pve missions until anet fixes these issues.

Is guild portal still bugged?

Guild Leader of Archangels Haven [HALO] from SOR
Website: www.gw2halo.com
FB: https://www.facebook.com/gw2HALO

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Posted by: Red Mistress Denna.9804

Red Mistress Denna.9804

I have a guild of 150 (not huge, but fairly large). If we want everyone to get their personal reward we would have to do PvP missions 30 times. They should set it up like the races (when they aren’t bugging): the mission lasts for the entire timer. Everyone who participates during that time gets a personal reward. For treks, you can have multiple people tag the same spot. PvP: anyone in a guild team who earns points can get credit. Etc Etc.

In regards to guild races; there is something buggy about the finish lines. About half my players have trouble reverting back to human form, but we managed by having them run around circles past and back through the finish line, eventually giving them credit.

Who knew the Jungle was filled with so much Salt
water?! -tonyajc.2618

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Posted by: Chaba.5410

Chaba.5410

Ran Proxemics last night with 14 guild members. Only 3 got a shakey chest. I was not one of those three. Looking at the mission panel, the chest is still closed for me and says I am eligible for rewards. I do not do missions with another guild.

Chaba Tangnu
Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast

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Posted by: Blaeys.3102

Blaeys.3102

I love this game, but this one thing is really hurting the experience for a lot of people. The expansion came with no new guild missions, and now the old ones we enjoyed are BADLY broken.

I know they want to limit the number of bug fixes so they can get raids out, but there is no excuse for letting this remain the way it is. It has been pointed out as broken for a few weeks now and Anet hasnt even acknowledged that it is an important issue for them.

The launch went really smooth, but these deeper game breaking (and that isnt an exaggeration – this is game breaking for guilds that want to play together) bugs really need to be addressed before worrying about bringing new content into the game.

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Posted by: Moira Shalaar.5620

Moira Shalaar.5620

The OP’s post is an almost exact mirror of my guild’s experience last night until they got to PvP. In fact so much so that I found myself wondering if it WAS someone from my guild with an account name I imply don’t recognize.

The seemingly random manner in which some get rewards while many don’t when so much of the rewards have already been shifted or simply killed off that missing out on what little is left is frustrating and disheartening.

mid-2011 iMac; OSX 10.9.5; 3.4 GHz Core i7;
16GB RAM; AMD Radeon 6970M 2GB VRAM

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Posted by: MithranArkanere.8957

MithranArkanere.8957

In my guild only 1-5 members are getting the rewards every time we do some missions, even when everyone was participating and got full event participation rewards.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

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Posted by: Red Mistress Denna.9804

Red Mistress Denna.9804

Tried to run PvE missions (races) last night with my guild. Credit for both members and for the guild was sporadic. Ended up having to do a race (the quaggan one, too) 4 times to get credit for the guild. Luckily, this did give us time to get all individuals their rewards. . .

I find myself wanting to specify WvW or PvP missions because the PvE missions are very broken.

Who knew the Jungle was filled with so much Salt
water?! -tonyajc.2618

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Posted by: skullmount.1758

skullmount.1758

For treks, Apparently you can gather all on a point, then activate it, which will give those on it credit:
https://forum-en.gw2archive.eu/forum/game/hot/PvE-Guild-Guild-Mission-Experiences
My TTS guild, I think, is going to try this this week, otherwise we have to run it a LOT of times.

And I’ll add this here too, like I did in the other thread I linked:

Two of the TTS guilds both had members that participated in the guild puzzle not get the personal rewards. The guild got the favor for finishing the guild mission, but the players got nothing (not even the chest at the end of it).
(Also, not sure about the other two puzzles, but with lab/maze puzzle the mini map showed us as being in the shiverpeaks, which didn’t help with the maze part…)

Darkhaven server
Please give us a keyring…

(edited by skullmount.1758)

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Posted by: Blaeys.3102

Blaeys.3102

I just hope that, in all the excitement about raids, they still take the time to fix these issues. These bugs are completely unacceptable and, for many, game breaking.

Last night, which is usually my favorite night of the week due to missions, turned into a stressful disaster. This needs attention – no matter what else might be going on with the game right now.