Guild mission/portal/hall requests!

Guild mission/portal/hall requests!

in Guild Wars 2: Heart of Thorns

Posted by: PopeUrban.2578

PopeUrban.2578

Hi there. I’m Popeurban. I lead a little guild and we’ve been doing guild missions under the new system since HoT release. We rand mixed rotation for a while until we had more slots and the membership requested we move the random slots to pve only, since it actually created more content in stead of simply re-using stuff they could do already.

Usually, on mondays we all get toegether in the hall, set up a mission squad, and say “okay squad, when ready to deploy assemble at the portal”

The portal is really useful for this, and it makes the guild hall really accessible as a central deployment location. However, it has a little room for improvement.

There are a few things my guild would love to see. These aren’t major issues, but rather just little QoL things that would make running missions a bit smoother.

  • Basic instance size for the guild hall is too small – It isn’t difficult to swap instances, but unless there are some truly insane load balancing things on the server end, I can’t imagine why a 5 person instance is cheaper to mount on the datacenter than a 20 person instance unless you don’t have a way to dynamically load balance. and have to reserve those connections. Maybe a happy medium of ten would be a better minimum instance size? it seems like every time anything is being assembled, someone has to leave/enter the guild hall multiple times because a popup didn’t work right or they ended up in the wrong instance. Alternately, just ditch the popup and force-transition everyone to save the confusion.
  • Guild portal destinations for bounties – It’s no secret what zone bounty targets reside in. Its right there on the target. Although they are dynamically selected when you start the mission, you still need to deploy en masse to the proper zones, and then spread/search from there. It would be awesome if we could use the portal for its intended function of mass deployment to mission sites on bounty targets as well, populating the portal’s destination list with the proper zones only after the mission is active.
  • Guild puzzle mission waypoints contested – I don’t see the value in having these waypoints contested. It needlessly complicates the process of moving the guild to the puzzle site, and most of these waypoints are only very short distances from other waypoints. They only become uncontested after someonoe has activated the mission instance, which requires an officer to deploy ahead of the guild. It would be smoother if these waypoints “just worked” directly from the portal. That way the entire mission squad could deploy from the portal, directly to the site, start the instance, and enter.
  • Race/challenge waypoint distances The portal is an expensive upgrade. It would be nice if it could deliver us to the race/challenge flag in stead of the nearest waypoint.
  • Priority/custom waypoint upgrade It would be nice if we could get some sort of upgrade on the first page of the portal do define, perhaps with some sort of cooldown (weekly?) one additional waypoint. Often, in the upgrade system, we find ourselves wanting to focus on certain maps for specific materials. Having the portal be retargetable for a ‘free waypoint’ to specific areas once per week would give it a bit more long term use beyond guild missions and slight faster load times to get to LA than using the pvp lobby.
  • Dungeon/Fractal/Raid entry upgrade – Let’s be honest here. Local is an awful way to assemble teams for instances, people use LFG (and the doors remind you to use LFG) and anyone with a guild group to do so isn’t hanging around those doors in the open world so you’re not depriving people looking for PUGs from potential group members. In addition, it would seriously cut down on the “body pollution” in verdant brink from people standing around looking for raid groups. A third tab, used to transport directly to instances from the portal, would see the portal have a lot more use without really detracting from the open world. I’d love to see this baseline, but would happily purchase a guild upgrade to enable this functionality.
  • Remove the pvp lobby entry It’s meaningless clutter. You can already instantly get there by clicking a button on your HuD. Why it needs an entry at the portal is beyond me.

And on the subject of non-portal related things!

  • Add the commendation vendor and guild requisitioner to the guild market. – It’s silly for guilds that have a functioning market to still have to direct people to the guild initiative office to trade commendations for skins, banners, and other such things, or for officers to need to visit there to trade favor for consumables. It was my understanding that the initiative office was for temporary use before you acquired a hall, and thus, all the services avaliable there should have naturally transitioned to the hall, right?
Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

(edited by PopeUrban.2578)

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Posted by: shaquinna.2869

shaquinna.2869

I completely agree with your post. +1 for your suggestions!

I’d like to add something to the list. I hope you don’t mind, otherwise I’ll delete my post. I’ve tried to bring this under the attention of the forums before but it always sank into oblivion somehow, even though it is repeatedly posted by others aswel.

Guild Permissions in combination with Guild Misisons

- Make it so guild leaders can decide which rank is able to start missions on location / at the flag. Too often the ‘new guy’/ troll / person not listening starts up the missions when we specificly asked everyone not to and wait for the others.

- Make guild leaders able to decide who can accept credit after a mission. (I’ve read there is an NPC at the end of each rush now, can just anyone talk with him/her and accept credit? Or just the leaders / those with ‘guild missions control’ permissions? However it counts for the challenge and puzzles aswel..)

On another note: Split up the ‘Admin Lower Ranks’ permission already.. I’d like to see seperate permissions to either invite, kick, promote or demote.

Thank you for reading

Evanny
[EU] Piken Square
Representing: ‘The Only One’ [One]

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Posted by: dertingel.1730

dertingel.1730

Another big disappointment with HoT.
Nothing new for guilds except Guild Halls and scribe, together better known as the immortal gold sink tag team.

I think it would have been awesome, to see the actual raid content as a guild mission. Make it scale from 10-150 players, and your guild has actual something to do beside spending gold and boring guild missions.
Let them earn the GuildHall inventory…

€: Just forgot…i like all your suggestions. I dont get why ANet treats Guilds like a poor cousin.

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Posted by: PopeUrban.2578

PopeUrban.2578

I agree it woud be nice to have more more pve challenges, specifically in the form of guild missions, but I don’t think they necessarily need to be expensive narrative focused content like raids.

Raids are good for what they are, while guild missions are, I feel, pretty good at what they do already. They don’t drive any lore, but are interesting little pieces of content. I’d personally prefer to see no more trek locations ever (treks are hands down the laziest and most boring mission type, despite being the easiest) but more bounties with cool mechanics, more puzzles, more races, and more challenges would be awesome.

I want to see some charr car races, or some challenges attached to the hall itself (caverns under the hall filled with destroyers? aetherblade attacks?), or some more puzzles with more interesting teamwork and splits.

I’d like to see them use some of the new HoT tech for these, or even some unlockable mastry track related stuff for specific new ones (golem piloting mastry for golem related missions? Guild siege mastry for wvw style sieges against npcs as guild missions?)

Guild missions don’t really need to be narrative heavy. I think raids are naturally sympathetic with guild content, but don’t need to be tied to guilds.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

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Posted by: Taglor Anwamane.9468

Taglor Anwamane.9468

Better furniture that is easier to acquire would be great. They claim in the in-game hall trailers that the guild halls are to be “home,” and yet there are no beds. Considering that plenty of bed models exist in the game, it is fully possible for them to offer them to us, along with more varied tables, chairs, shelves, etc; plus there is no need for it to take so long and so much upgrading to acquire things as simple as torches or a bush.
Other than that, I’d love to see a new guild mission type that involves defending your hall against a Mordrem or other attack. It could be quite interesting, and defending the hall helps keep up the feeling of ownership and earning that came in the first five minutes after claiming it.

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Posted by: Omne.4603

Omne.4603

15 Charrs hope that Guild Halls don’t wait months and years for updates.

I Cant Stop/ Ocularis
NSP | Os Guild Master
www.osguild.org | www.youtube.com/osthink

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Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

Great ideas, PopeUrban.

John Smith: “you should kill monsters, because killing monsters is awesome.”

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Posted by: DeWolfe.2174

DeWolfe.2174

What could be neat for the portal is an “exit portal decoration” that we can place in the Guild Hall. Thus, anything neat we do like a JP people can portal to the top of etc.

My biggest gripe is that we have to get up to level 34! before we can do the simplest lighting. Level 34 before we can buy a freaking CANDLE! Come on Anet, WTF?

[AwM] of Jade Quarry.

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Posted by: Blaeys.3102

Blaeys.3102

The guild portal really feels like a great idea that they didn’t take far enough. Instead of being tied to guild missions, it would be awesome if it offered access to one waypoint in each zone on the map – and even more awesome if it prioritized keeping guildees together.

This would be amazing for guilds that do things together in open world.

Along with that, I’ll add a few ideas of my own for future guild hall upgrades:

New Arena Upgrade: Danger Room Trap Tier 1/2/3/4 – spawns waves of mobs (eventually a champ then a legendary) for the guild to fight in the arena. There would be no loot associated – this would just allow for PVE group training in the guild hall.

New NPC: Scribe Bank – Allowing for members to support guild scribes by donating materials (similar to the treasury NPC for hall upgrades)

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Posted by: Omne.4603

Omne.4603

WTB moar upgrades.

I Cant Stop/ Ocularis
NSP | Os Guild Master
www.osguild.org | www.youtube.com/osthink

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Posted by: PopeUrban.2578

PopeUrban.2578

More Upgrades/Functional Deco!

Guild Bank Collections Tab
Upgrade: Market
Collections tab functions the same way as personal collections tabs, including an inventory rightclick option to “Send to guild bank” from inventory or personal collections.

Black Lion Exchange
Upgrade: Market
So as not to completely kill towns, imagine a point (near the proprietor so he can complain/argue with the agent) where you can pay a small fee to summon a temporary black lion agent for ten minutes. This works, functionally, like the gem store item, but can only be summoned in a designated space in the guild hall, and costs 25s to summon. This makes it more expensive than going to LA, but functions as an additional gold sink/QOL for scribes and other crafters.

Aetheric Reconfigurator
Upgrade: Workshop
Similar in theme to the temporary black lion thingy, this device is attached to one of the scribing benches. It allows the user, at a cost of 50s, to transform that station in to another type of crafting station for one hour. Again, this is a QOL/Gold sink to prive town-like services, but at a higher cost.

Aetheric Transmogrifier
Upgrade: Workshop
This device can trasmogrify stacks of resources in to other ressources at a loss. Simply put, it pays out random resources by eating resources from the previous tier at a 5:1 ratio. This is, in essence, a highly specialized mystic forge used only for crafting materials. There is a gamble involved in getting what you want out of it, but it allows you to crunch excess materials down in to random types of next-tier mats. You could put in copper and get soft wood, or iron, etc.

Hall of Monuments
Upgrade: Tavern (Requires T2 workshop as well?)

This attachment to the tavern allows those with permission to commission statues of guild members, and attach inscriptions to those statues. Aesthetically, this is similar to Eir’s house, with a limited number of nodes, and interactable plaques in front. This allows guilds to commemorate great accomplishments, honor lost comrades, display arena champions, and can generally be used for any purpose. Like the arena, this is a sandbox feature meant to enhance the hall without any real economic or functional impact, but be a unique fixture in guilds. Given the static nature of the decoration interface, it doesn’t seem feasible to have craftable ‘place anywhere’ statues, but this approach would fill that mold without overlapping with the decoration system.

Bonus points if you could attach guild buffs to the statues for people to “channel” the greatness of your guild’s heroes for a non-stacking lesser banner buff. Say, half as effective as a normal banner.

Guild Mission Achievement Trophies
Similar to raid trophies, these decorations are unlocked as the guild completes various missions a specific number of times. For instance, after your guild has successfully complete the “Chicken Run” Guild Mission, you gain a wooden chicken trophy to display in the hall. After completing it on 10 separate weeks, you get a bronze, 25 is silver, and 50 is gold. You could build similar trophies for the various challenges and bounty targets as well. These are to build on the idea of guild hall trophies and tie them in to the guild mission system so that all guilds have a way to gaze upon their mighty accomplishments and build an even more impressive trophy hall.

Bonus points if the trophies could be channeled by guild members to unlock titles of their own from gold trophies. Things like “Wrangler” for a gold Yakona trophy, or “Chicken” for a gold chicken trophy, etc.

Bonus BONUS points if they function as collection-like groupings, granting a “meta” trophy for each mission type. So, say you’ve got wood on all races, you get the wood “Race mastry” Trophy. The meta trophies could even unlock special adventures and challenges in the hall!

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

(edited by PopeUrban.2578)