Guild Missions: The Solution to All Problems

Guild Missions: The Solution to All Problems

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Posted by: Cerby.1069

Cerby.1069

You ever think up a great idea on how to move the mode forward, only to be catapulted with the idea that there are too many problems to be fixed before even thinking of new content?

What if I told you that the reason for this is:
“The mode has too many problems, and has performed badly when the current meta is ‘encouraged and perpetuated’ for extended periods of time. And the mode has problems because we can’t add anything new cause there’s too many problems to fix already beforehand….so that leads to nothing being added at all and the solutions to the problems never being attempted.”
It’s a cycle of despair no doubt.

The easiest explanation/proof for this is looking at tournaments. With tournaments we had the current meta being played an excessive amount over shorter periods of time, leading to burnout and decreasing wvsw populations.

So if adding new concepts to move forward doesn’t work, what about a new approach then?

What if we could magically fix all the problems and move forward to the next step…such as tournaments? We could kill 2 birds with 1 stone and break the cycle, yes?

You still following? Cause here’s what we are gonna do: We’re gonna SWEEEEEEEP all the existing problems under the rug (those things we all obsess over), and bring out the existing flavours of the mode to extreme extents.

You read correctly, this thread is NOT gonna fix ANY of the problems. And THIS is how we are gonna fix wvsw! ITS BRILLIANT!

And we will accomplish this with two words: “GUILD MISSIONS”

The importance of guild missions lies in 2 very very broad and reaching factors:
1. re-establishing group/guild/borderland pride/status.
2. providing meaningful progression-reward based gameplay

The Proposal:
A. Guild missions now run every 48 hours rather than every 7 days
B. Expand on the number/type/availability of missions
C. Offer a new reward for guild mission completion

You read correctly. That’s all there is to this. And this is gonna break the cycle of wvsw how you ask?!?!?!?!? Hopefully you are scratching your head at this point, read on friend….

Details:
A. Most guilds ‘ideally’ would choose to run every other day over 5 days a week, so to dress for success and assume this fixes wvsw for everyone I think every 48 hours is a good choice. Since nobody plays on the 7th day…we’ll just have 3 rotations per week.

B. The current mission system is a bit biased toward larger groups in unfair ways. Especially some missions like the rank mission: earn 50k wxp. Although these missions offer very fun challenges for smaller guilds….they need to scale a bit fairer based on guild-size/participation-size so they aren’t outright impossible. Aim for missions that can all be completed with groups of 10 people. Encouraging smaller guilds is a key part of the success of this plan. Since it will lead to more tags on a map and more people doing different things, and break up the blob meta. As well we need some new missions aimed at fight guilds, possible kill quota missions (they would eat that idea up pretty easily). If there are some missions aimed at each type of player….we can encourage all players to try missions from the ‘different’ flavours of wvsw. It could be very very gradual, like perhaps you only need to do 1 mission from a different type of role to fill the currently undefined “primary reward quota” (a system that mimicks dailies).

C. Favour is really really lame. You get to fill a certain amount with missions presently…and it fills almost instantly after 2 are done, and you generally don’t need any favour and got nothing to spend it on anyways. I Propose an additional currency, call it valor mbe, that can be collected from spent missions that goes to “the guild” which then pays for the cost of guild upgrade schematics (note that schematics are the actual upgrades you place on objectives ingame, you build them after you unlock the upgrade itself with those expensive requirements). This offsets the gold costs of these extremely important wvsw tools. You can still buy them, just you now can get some free if you do these missions.

a conclusion spelling out why this will fix everything will be added in 30 mins when it lets me, but u can figure it out alrdy

I kill you in one gunflame, or I kill you in two.
The Tiny Yuno Sniper of Ebay [EBAY]

(edited by Cerby.1069)

Guild Missions: The Solution to All Problems

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Posted by: Cerby.1069

Cerby.1069


I’m just gonna come out and say it: Guild missions are the way forward for this mode. They make players do all the roles that are needed to provide healthy diversity and breakup the emotionless blobs (yak escort/killing, upgrading, defending, giving friendly and enemy roamers JOBS, attacking targets you normally wouldn’t attack, and giving guild groups reasons to migrate around all 4 of the borderlands).

If we get players to be doing ‘different’ things over 2 day cycles we create alot of diversity and alot of different things going on across all 4 borderlands (dare I say 5 with OS?). Having many more tags all over every map has benefits to the current player base, and in bringing in newer players: who will be much more excited and motivated to learn, and also more able to find a group that suits them well. Tearing down communication walls…..allowing people who like certain things to fall into eachothers arms in loving embrace…allowing people to FIND the things they like by exposing them to the flavours of wvsw…..giving roamers JOBS again (sry i just had to say that twice…). We could even add missions to stop other guilds from completing their missions…give the trolls a bone as well (hey don’t judge, playing as a troll is a valid way to make the mode better, everyone likes to troll every so often).

Rewarding people for doing those things will fix alot of the issues that lead to burnout, such as repetition and lack of motivation due to lack of progression. And it frees us to introduce ideas that rely on borderland/guild pride such as special events (tournaments)…..which can then open the door for ascended merchandise and cool skins! The mode is only gonna get more popular the more guildy it gets!

I get that these are like dailies in their design….but they already exist on a 7 day cycle already lol. We are just changing to a 2 day cycle. Also I get that this will make the mode more guild specific….I don’t see that being a bad thing at all considering roamers will have a JOB.

One more brilliant idea:
Let guilds hire roamers/solo-players as mercenaries to help complete missions. It allows people who want to jump in and join a group a way to do so without the guild having to hand out invites and then revoke them and all that annoying stuff. I don’t think we need a cap on the number of mercenaries per guild group, but it could be done incase people maybe abuse it.

Also before you freakout, wvsw guild missions would go by the present rules: you can do each mission only once per cycle, and doing it for different guilds doesn’t change that fact. The number of missions can be relatively vaste tho….encouraging players who want to play more of them, or help others, to be able to join other guilds as mercenaries (this would really help expand the community imo).

And if you caught onto the folly of this plan its that guilds will just blob together to do the same missions and get them all done quickly together. And to that I say: so what? HOw is that a FOLLY?
Individual squads/commanders/groups working together to achieve a goal is a beautiful thing! And we’ll have enough missions available that the blob will naturally break apart to do their own things at some point, plus map que’s and other factors make it better to rotate around all 4-5 borderlands.

I think this whole idea is brilliant. An early working version could be shipped out to wvsw by next week given how little work most of the details require. Let me know how brilliant you think it is, and any problems/improvements u see needed. I honestly don’t see any problems or why anyone would NOT want this solution shipped!

Dare I say I just fixed wvsw? I dare say I dare.

I kill you in one gunflame, or I kill you in two.
The Tiny Yuno Sniper of Ebay [EBAY]

(edited by Cerby.1069)

Guild Missions: The Solution to All Problems

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Posted by: Sviel.7493

Sviel.7493

Guild missions more often lead to 6 people sitting in a camp. They’re there to finish the mission efficiently—not to contribute to the war effort in any meaningful way.

Valor is a good idea. Favor isn’t really enough of a draw. On the other hand, it could have major economic consequences in terms of Flax Fibers.

The 48-hour thing isn’t happening. That means too much favor too fast. It would also affect the whole game unless you mean to just split off WvW missions, in which case you might as well just call it something else. New time cycle, new rewards = new system.

Guild Missions: The Solution to All Problems

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Posted by: Cerby.1069

Cerby.1069

Guild missions more often lead to 6 people sitting in a camp. They’re there to finish the mission efficiently—not to contribute to the war effort in any meaningful way.

Valor is a good idea. Favor isn’t really enough of a draw. On the other hand, it could have major economic consequences in terms of Flax Fibers.

The 48-hour thing isn’t happening. That means too much favor too fast. It would also affect the whole game unless you mean to just split off WvW missions, in which case you might as well just call it something else. New time cycle, new rewards = new system.

I’ll destroy all ur worries then friend:

1. That’s an opinion based on flawed logic. We can tackle this from the game’s design or just from basic PPT sense. Let’s go from PPT sense: defending camps is a huge asset since it upgrades objectives, makes your corner look and BE strong, keeps your guys focused on the enemy sides, adds to PPT by making the camp itself upgrade….add yak upgrades to it and you got an even more valuable resource that churps out double supply to ur tower/keep/smc for trebuchet and golemn and other crazy superweapons. So don’t you dare tell me that people sitting in a camp is a waste of resources and PPT. Enemy roamers always go around sentries to cap camps…..having security there is huge asset. They can also delay large zergs for ur own to get there and save the camp, via golemns or just being rly smart fighters. People can defend meaningless camps the same they can attack meaningless towers or keeps…you don’t have a right to tell some1 defending isn’t contributing to war effort. Imagine these are EBG camps, okay? Cause bringing the liveliness of ebg to ALLLL the borderlands is what this idea is gonna do in the future if it gets shipped. The current array of wvsw missions can also be improved upon, nobody is gonna deny that they can be more hands-on at times. They could even be map specific…so maybe ebg is where alot of the camp ones go, the roof on this thing isn’t sit in stone is my point.

2. Flax fiber market already crashed, check the new map and the 10 nodes they have bunched together (its ember bay seaweed but with flax).

3. Too much favor? I don’t kno alot about guilds but every guild i join has maxed their favor. Assuming the little guys need a harder time of it, we can always just modify the value so it evens out to what we get with existing wvsw missions…problem solved

4. If ur argument is that wvsw guild missions will be better than pvp/pve guild missions…then ya I agree that 3x teh offering is automatically gonna be somewhat better. But we can all agree that loot-wise wvsw pales in comparison to those other modes…so giving a few extra chests and wvsw only resources isn’t a big deal. I think we can also agree that for the time spent, that you can make more farming some pve/pvp than you likely can spending the time to do a present cycle of wvsw missions. If you still think its a big deal though we can modify the rewards to focus mostly on this ‘valor’ thing rather than stuff u can sell for gold….it can also give proofs of heroics mbe (although that is basically gold too but pve players wouldn’t be able to tell). Commendations can be modified as well to give you the same max as pvp/pve per a week of 3 wvsw mission cycles.
I think it fair to say that wvsw players should be doing wvsw missions rather than pve/pvp missions if they want the maximum benefit for their playsessions, agreed? I also think it safe to say that pve/pvp/wvsw missions are not balanced with eachother currently either…infact we could make alll of them more balanced with a little bit of work….we could improve upon all relationships rather easily here.

I kill you in one gunflame, or I kill you in two.
The Tiny Yuno Sniper of Ebay [EBAY]

(edited by Cerby.1069)

Guild Missions: The Solution to All Problems

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Posted by: SkyShroud.2865

SkyShroud.2865

iirc

someone mentioned anet said that they have no intention to add any more guild related contents through patches so which means if we want guild related contents, it will be through expansion…

Founder & Leader of Equinox Solstice [TIME], a Singapore-Based International Guild
Henge of Denravi Server
www.gw2time.com

Guild Missions: The Solution to All Problems

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Posted by: Cerby.1069

Cerby.1069

Whatever, even if it was released next expansion it still functions as a solution. Asking for a prompt solution, however easy and fast it is to implement, was always expected to be unlikely.

@Sviel
OKay I thought about it, and it does actually make more sense that this not takeover the existing guild missions for wvsw. INstead it makes more sense it be akin to the PVP season reward system where as you win games you get those gems which lead through a series of chests until you get to the line where you get 20g chests.

PVP has a reward track, that season track, and guild missions, and dailies.
WvsW has a reward track, guild missions, and dailies.

So its only natural that we ‘can’ justify giving wvsw its own version of the season track, and this idea alll fits rather nicely into that kind of a role. Whether its just a second set of guild missions or not is besides the point…..we already have tons of crossover/repetition in existing infrastructure like in pvp.

Also I got flax fibers and flax seeds mixed up….so flax fibers still op, go figure.

Also I’ve lost my remainder of hope in the community. This is a solution that fixes the mode, that everyone can get behind. INstead the front page is littered with “were leaving wvsw; you better add new content NEXT EXPANSION; condi make tears; notice me senpai; ascended/legendary insert plz; 1+1=3; blah blah blah”. I have to wonder if when they said wvsw players like pve they actually were referring to the fact that wvsw players ‘act’ like pve players (that is a hard burn on you my friend).
I’ve wrote alot of OP on these forum. This though is literally the endgame one though. I’m curious what logical basis there is to dismiss this idea? It’s easy to do. It addresses all types of playstyles. It doesn’t infringe of anyone’s particular views for the mode.
You guys and gals just don’t see what I see here, is that it? You can’t see the impact such a proposal could have? Most of you don’t do guild missions? I’ll totally admit they look and sound really stupid, but if you actually do them with your guild group multiple times you’ll see how much flavour they can bring out of wvsw and the community. I want to bring out that flavour and use it to make the mode’s greatest strengths redeem its own problems.

I ain’t got much else to suggest anymore….so….you kno….goodluck I guess. I hope someone else can figure out another solution that is:
-universally accepted by most players (good luck with that….)
-actually addresses the mode’s problems in sufficient enough ways
-fast and easy enough to implement in a timely manner
-Doesn’t involve a ridiculous amount of dev upkeep, and is self/community-policed

I kill you in one gunflame, or I kill you in two.
The Tiny Yuno Sniper of Ebay [EBAY]

(edited by Cerby.1069)

Guild Missions: The Solution to All Problems

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Posted by: masta.4509

masta.4509

im on mag, i play for fights and i think wvw is fine