Remove 3 player requirement for g missions
This is a great idea.
Why? it’s a guild mission. And the definition of a guild is:
1. an organization of persons with related interests, goals, etc., especially one formed for mutual aid or protection.
So why should something that is meant for more people be soloable. Even when it is easy?
Why? it’s a guild mission. And the definition of a guild is:
1. an organization of persons with related interests, goals, etc., especially one formed for mutual aid or protection.
So why should something that is meant for more people be soloable. Even when it is easy?
Where it say in your definition that a guild its formed by minimum of 3 people? What if its 2?
Some missions don’t require 3 players like WvW rank one, or pve ones, so why there is a limit for wvw and pvp?
I don’t like the 3 player limit as much as anyone else, but they are call guild missions so you should be doing them with your guild.
Cap 5 sentries in max time of 30min, requires 3 people to actually do so. Simply remove this restricition, makes no sense at all.
Madness Rises [Rise] – Banners Hold.
Don’t argue with idiots, they pull you down their level and own you with experience.
Agree totally. Either do to attrition or choice we never have more than a couple folks online at a time when we would want to do missions. Removing the limit would allow us to continue to grow our guild on our schedule.
I completely agree. This is an unreasonable limitation for smaller guilds, when half the quests we get can already not be done by our guilds because, even though they do not have a player limit, they are, by their very nature, non-completible (shouldn’t that be a real word?) by fewer than 10 people (examples: Puzzles, most treks, most bounties, WvW rank, etc.). Give us a break, here. Even if we have a substantial number of people more than 3, it’s still hard for smaller guilds to get everyone together to do things like this – by the very nature of things – people who join smaller guilds are less into organized activities or even the same organized activities – lots of time people don’t do pvp or don’t do wvw. That is what I have run into in my smaller guilds. Even in larger ones, on the pvp and wvw missions, it’s hard to find 3 people to do it sometimes.
List with guild missions:
https://wiki.guildwars2.com/wiki/Guild_mission#WvW
The PVE ones have no player requirement except Guild Puzzle, and 2 type of WvW missions also can be done by one person. PvP missions require 3 players, no matter what.
I don’t think its fair to have requirements just for some type of missions, especially when there is no number of players as requirement for guild creation or when taking a Guild Hall.
I don’t care about the semantics definition & the philosophical argument about “what is a guild?”. Edit: (i.e. “how many players does it take to form a guild? 2? 3? 5?”)
But, as a WvW player, i care about just one thing: the WvW upgrades/buff granted by guilds.
Before the HoT WvW changes i had three 1-man “guilds”. I spent money in them to grant constant +5 to my server when/if needed.
Now even if you play h24 WvW you can’t even claim a structure for a +5 becase “excuse me Sir, you’re not in a guild, so we don’t care”. That is totally silly.
Former member of WSR and AG.
(edited by Nedus.6952)
I think some of the guild missions should have the limit removed, but not all. Getting 3 peeps for most of them are easy peasy. Escorting dollys however is annoying as kitten, because in reality you need like 15 people, not 3.
Sentries and dollys should just require them to be escorted/killed by 1 person to count but it need to be minimum 3 different persons for the duration of the mission.
+10 here. If I have members that want to be able to run their missions off hours from others they should be able to do so. A lot of the missions are solo-able and since the missions can be trigger multiple times this makes a lot of sense. Please remove the 3 party requirement.
De Mortuis Nil Nisi Bonum.
PVE missions do not require you to have 3 people, so I dont see why WvW and PvP missions should.
Are guild halls easier to get these days? My guild with 4 people hasn’t even bothered with a guild hall let alone guild missions, because it looked like a minimum of 10 would be needed to clear it.
The easiest pve mission is a 5 target trek, besides that compare capturing 3 camps to a single target bounty. The camps are all easy to find where the bounty you have to find your target taking up valuable time. The fight against any bounty target is WAY harder than killing veteran supervisors or even equivalent champ keep lords.
Still, show me the person that can complete a 30 target trek in 20 minutes, or complete a 5 target bounty mission in time. I believe the limit in spvp and wvw is because of the fact that many of the missions are easily doable solo, so that if you are the only person in your guild in a server zerg that you shouldn’t get credit for capture and hold on a keep.
Tri-Lead of Ascension [WAR] of Borlis Pass
Agree with OP, but not remove player limit for all.
Sentry cap, camp cap, and dolyak escort should def be single player requirement.
With repeatable access for guildies who have not completed, this gives a way for single/duo’s in guild to get their commendations at their own pace, esp if they do not have regular “prime” playtimes.
The current system punishes off-peakers and small guilds.
Why? it’s a guild mission. And the definition of a guild is:
1. an organization of persons with related interests, goals, etc., especially one formed for mutual aid or protection.
So why should something that is meant for more people be soloable. Even when it is easy?
This. MMORPG
MASSIVE MULTI!
Be social
I suggested it about a month ago here:
https://forum-en.gw2archive.eu/forum/game/wuv/Escort-land-claim-as-1-player-mission/first#post6145532
I wanted to remove the 3-men-limit to land claimer & dolly escort. Click link to see my reasons.
Still keeps a volume of Kurzick poems ;)
The 3 player requirements should be removed because there is no reason to have them. I should be able to play the game how i like it, no matter what. If i like to solo towers and escort dollies all day then i should be allowed to do it. If i want to be alone in a guild (and its possible because there are no requirements when creating one) then i should be allowed to solo missions if i can and want. I’m not asking to make them soloable, just remove a requirement not needed.
I’m not trying to do the WvW rank missions that require to gather 50k wxp in 30 mins solo because its impossible, even if there is no minimum player requirement. The limits should be the mission itself, not anything else.
The limits should be the mission itself, not anything else.
This sums it up well.
De Mortuis Nil Nisi Bonum.
I agree, remove that 3 player cap. 1 person can solo a trek for PvE missions, why can’t 1 person solo the rank or capture events?
Twitch Stream – AsphyxiaXT
My Builds at XtremeTheory.com
A great idea to remove that 3 player cap. Big guilds won’t care about it but there are also a huge number of smaller guilds,for them this restriction just makes half of the missions impossible and another few missions extremely hard to complete.
Are guild halls easier to get these days? My guild with 4 people hasn’t even bothered with a guild hall let alone guild missions, because it looked like a minimum of 10 would be needed to clear it.
My guild cleared it with 5 people a while ago. The capture event scales reasonably well. Now, upgrades and decorations… well, let’s just say you’ll be at those for a while.
For everyone against this idea: will it affect you negatively if it was done? If not, why are you arguing if not just for the sake of arguing?
I have a large enough guild that if we really wanted to, we could do em all without a fuss, but we usually don’t bother (especially with escort) during our prime times because we’re busy fighting/capping/defending. To set aside 3 or more people to do some easy missions isn’t something our commanders would want to do.
Many times, we might have people playing in their off hours, or in another map waiting for the q to pop, chances are they wont be in groups of 3 often, and even if they are, they’d probably rather focus on havoc than on escorting yaks.
For everyone against this idea: will it affect you negatively if it was done? If not, why are you arguing if not just for the sake of arguing?
Never get why people are against things that wouldn’t directly impact them. If anything more guilds with buffs are good things for everyone on that server. And its more about flexibility to support those guild members that maybe are on off times or missed mission runs but they could still knock them out solo.
De Mortuis Nil Nisi Bonum.
100% agree that this limitation should be taken off! I have no idea why anyone would argue against it except maybe that these are the same people that argue against everything like trolls like to do. Seriously… I will never understand why some people do what they do for no good reason… Please get rid of this limitation… it makes no sense and benefits nobody really.
Keep the 3 person minimum as it as a guild mission.
However, I wouldn’t mind removing the restrictions regarding 3 people at a target. (eg. 3 people have to escort each yak for supply lines). That’s just annoying.
for there you have been and there you will long to return.
Keep the 3 person minimum as it as a guild mission.
However, I wouldn’t mind removing the restrictions regarding 3 people at a target. (eg. 3 people have to escort each yak for supply lines). That’s just annoying.
Can you care to explain why do you think its ok to have the 3 player limit for guild missions? I fail to see the reasons.
I would also love to see the point of view of some Dev about this, if any of them read the thread.
It would be great if the 3 player limit was removed. It’s sad that small WvW guilds are stuck doing PvE missions each week.
Sorrows Furnace
For some reason some wvw missions and pvp ones have a minimum of 3 player as requirement, making impossible for less than 3 man guild to do most of them.
I don’t see the reason to not let 1 or 2 players to do a mission that require to capture a camp, or complete dollyaks events. Its not like one person can’t solo a camp, right?
There is already hard for small guilds to upgrade guild hall because there is no scale for material requirement, its even harder to wait for a week and hope to get a wvw rank mission with 10k wxp just to do one guild hall upgrade.
It would be nice if they removed the 3 player requirements from the WvW missions but don’t hold your breath waiting, In the meantime I would suggest you select the PVE missions and do those instead, since many of them can be soloed, I have built a level 38 guild hall solo and have every buff unlocked in wvw by doing them.
Keep the 3 person minimum as it as a guild mission.
However, I wouldn’t mind removing the restrictions regarding 3 people at a target. (eg. 3 people have to escort each yak for supply lines). That’s just annoying.
Can you care to explain why do you think its ok to have the 3 player limit for guild missions? I fail to see the reasons.
I would also love to see the point of view of some Dev about this, if any of them read the thread.
Because it’s a guild mission, not a solo/duo mission. The whole purpose is to get your guild into the maps doing the content, not just to give you rewards. Yes, one or two people can solo camps on their own, but that’s also why it comes with its own rewards. And yes, I know that one or two people can technically form a guild too, but it’s fairly obvious it the design was not designed around as such. PvP also has the same requirement.
But then again, I really don’t care if it gets reduced to 2. It’s up to you to prove that they should cater to you, though. For example, when i argue against forcing a 3 person requirement for each dolyak, I can point out tons of logistical issues as well as pointing out how subjectively boring it is.
for there you have been and there you will long to return.
(edited by ArchonWing.9480)
Because it’s a guild mission, not a solo/duo mission. The whole purpose is to get your guild into the maps doing the content, not just to give you rewards. Yes, one or two people can solo camps on their own, but that’s also why it comes with its own rewards. And yes, I know that one or two people can technically form a guild too, but it’s fairly obvious it the design was not designed around as such. PvP also has the same requirement.
But then again, I really don’t care if it gets reduced to 2. It’s up to you to prove that they should cater to you, though. For example, when i argue against forcing a 3 person requirement for each dolyak, I can point out tons of logistical issues as well as pointing out how subjectively boring it is.
And because its a guild mission means you need 3 to complete it if you want to do a wvw or a pvp one? Why not everyone from guild? What if i’m alone in a guild because Anet let me create one without any restriction? Doesn’t mean I am the guild and i do it to get rewards for the Guild? Why there is no number of players as requirement for creating a guild, if the design of guilds was for at least 3 people? Why i should be forced to do pve missions (where there is no limit) so i can upgrade my GH instead of doing it by playing wvw?
And yes, the 3 player for pvp missions should be removed too, for same reasons.
As i said, the limit should be the mission itself.
(edited by Calendra.9074)
Because it’s a guild mission, not a solo/duo mission.
Except you can solo many PVE “guild” missions… your logic fails.
Because it’s a guild mission, not a solo/duo mission. The whole purpose is to get your guild into the maps doing the content, not just to give you rewards. Yes, one or two people can solo camps on their own, but that’s also why it comes with its own rewards. And yes, I know that one or two people can technically form a guild too, but it’s fairly obvious it the design was not designed around as such. PvP also has the same requirement.
But then again, I really don’t care if it gets reduced to 2. It’s up to you to prove that they should cater to you, though. For example, when i argue against forcing a 3 person requirement for each dolyak, I can point out tons of logistical issues as well as pointing out how subjectively boring it is.
And because its a guild mission means you need 3 to complete it if you want to do a wvw or a pvp one? Why not everyone from guild? What if i’m alone in a guild because Anet let me create one without any restriction? Doesn’t mean I am the guild and i do it to get rewards for the Guild? Why there is no number of players as requirement for creating a guild, if the design of guilds was for at least 3 people? Why i should be forced to do pve missions (where there is no limit) so i can upgrade my GH instead of doing it by playing wvw?
And yes, the 3 player for pvp missions should be removed too, for same reasons.
As i said, the limit should be the mission itself.
That argument doesn’t really work. Just because your guild exists, doesn’t mean it’s automatically going to be supported for anything a guild could have. That would run under the assumption that a guild solely exists for guild missions, which it doesn’t , because it can also be used for storage and other things. If guilds only existed to do guild missions, than yes, it would be silly for you to be able to make a guild without having whatever minimum requirements though arguably with those guild hall costs, I woudn’t disagree as such.
Because it’s a guild mission, not a solo/duo mission.
Except you can solo many PVE “guild” missions… your logic fails.
Though I have to admit, I didn’t know there were that many guild missions that could be soloed outside of trek. I assumed most of them had some arbitrary amount that makes that impossible like races require 15 people.
But hey, I still have the entire set of pvp missions to support this point. Though now that I think about it, Guild Missions might just need an entire revamp. It seems like a pretty inconsistent system then.
for there you have been and there you will long to return.
(edited by ArchonWing.9480)
That argument doesn’t really work. Just because your guild exists, doesn’t mean it’s automatically going to be supported for anything a guild could have. That would run under the assumption that a guild solely exists for guild missions, which it doesn’t , because it can also be used for storage and other things. If guilds only existed to do guild missions, than yes, it would be silly for you to be able to make a guild without having whatever minimum requirements though arguably with those guild hall costs, I woudn’t disagree as such.
Let me explain you this way: almost all pve missions (except one: jumping puzzle) and some wvw missions don’t have a number of player requirement. Most wvw missions and all pvp missions have the 3 player limit. You can check the link i posted in some post above, and see requirements for each mission.
I only ask to remove the 3 player requirement so i will not be forced to switch to pve missions when i could enjoy wvw ones if i already do wvw 90% of my gw2 time.
I must admit you lost me with the purpose of a guild argument, so not gonna reply to that.
What if it was a 2 player requirement?
As an aside, it does interest me that there are soloable pve missions. Yea, treks are a given why they were created, but the other ones I see solable are perhaps the easy bounty and maybe the challenges.
for there you have been and there you will long to return.
the other ones I see solable are perhaps the easy bounty and maybe the challenges.
Every guild race is soloable [easy/medium/hard], since it only needs 15 people crossing the line regardless what guild they were in, as example u could have 3 guilds with 5 players each and all get credit, so as a solo player u just join in, everyone gets credit.
(edited by Vavume.8065)
I don’t really consider that solo’ing if you need other people, because that still involves cooperation in getting 15 people to cross.
What if they made it so the minimum requirement could include non-guildies so you can grab random people to help you cap? Then again, that sounds too complicated anyways and might as well not have a minimum.
for there you have been and there you will long to return.
(edited by ArchonWing.9480)
Please remove the requirement.
What if it was a 2 player requirement?
As an aside, it does interest me that there are soloable pve missions. Yea, treks are a given why they were created, but the other ones I see solable are perhaps the easy bounty and maybe the challenges.
It should be no player requirement at all, not 3, not 2 not even 1. The mission itself should be the requirement like (mostly) PVE ones. Its not like you can grind missions every day because of timer, so no chance to ruin economy or something like that because of personal rewards.
Right now, this its a big slap on the face from Anet to small guilds and especially on wvw and pvp players.
I didn’t post it earlier because i was sure its something it should be fixed in a patch, looks for me more like a bug than a “feature” …
Yeah I would much prefer it if the requirement were removed in all circumstances for WvW objectives. If you can clear the objective solo, you can clear the guild mission solo.
Anet dont want small guilds, they want zergs!
Just look at the costs of guild upgrades!
You think you are ever gonna get all the mats you need for it with 3 players?!
Small guilds and their buffs were vital for WvW.
After HoT small guilds lost those buffs and will take some some time to get them back, making them less important.
I don’t care about the semantics definition & the philosophical argument about “what is a guild?”. Edit: (i.e. “how many players does it take to form a guild? 2? 3? 5?”)
But, as a WvW player, i care about just one thing: the WvW upgrades/buff granted by guilds.Before the HoT WvW changes i had three 1-man “guilds”. I spent money in them to grant constant +5 to my server when/if needed.
Now even if you play h24 WvW you can’t even claim a structure for a +5 becase “excuse me Sir, you’re not in a guild, so we don’t care”. That is totally silly.
RIP the days when small guilds could run around and +5 camps and upgrade towers/keeps, siege them up and scout.
People like you are a rare commodity now. This is part of the reason why so few people scout now. It’s boring enough as it is, but if you serve no purpose other than sitting in an objective why bother? If you can do upgrades it’s a different story. But now, you have to depend on large guilds with the upgrades, and so all you really have to do to occupy your time is to just sit there with your thumb up your butt.
And edit to say if some of these minimum requirements were loosened a bit, smaller guilds could feasibly get their upgrade capacities more quickly.
Join 9K+ GW2 players: https://www.facebook.com/groups/GW2Gamers/
All are welcome!
Considering they took away everything Small guilds had already earned, they should at least give them a way to earn some of it back. The changes to the guild upgrade system were devastating to small guilds who had already earned these things. Many left the game over that after they worked hard for what they had. I see no reason to place additional requirements just to make things harder on them than it already is. Of course all of these things a re easier with more numbers, they are going to have a hard enough time as it is trying to do what larger guilds do easily so why make it harder for them?
WvW / PVP ONLY
I don’t care about the semantics definition & the philosophical argument about “what is a guild?”. Edit: (i.e. “how many players does it take to form a guild? 2? 3? 5?”)
But, as a WvW player, i care about just one thing: the WvW upgrades/buff granted by guilds.Before the HoT WvW changes i had three 1-man “guilds”. I spent money in them to grant constant +5 to my server when/if needed.
Now even if you play h24 WvW you can’t even claim a structure for a +5 becase “excuse me Sir, you’re not in a guild, so we don’t care”. That is totally silly.RIP the days when small guilds could run around and +5 camps and upgrade towers/keeps, siege them up and scout.
People like you are a rare commodity now. This is part of the reason why so few people scout now. It’s boring enough as it is, but if you serve no purpose other than sitting in an objective why bother? If you can do upgrades it’s a different story. But now, you have to depend on large guilds with the upgrades, and so all you really have to do to occupy your time is to just sit there with your thumb up your butt.
And edit to say if some of these minimum requirements were loosened a bit, smaller guilds could feasibly get their upgrade capacities more quickly.
I mean, I’ve spent around 2000g to get my guild hall to the point to where I have enough upgrades to do +5 and some other things. My guild generally runs 5 people or less and I solo roam just fine. I don’t go sitting in towers, but I go taking camps and towers solo or with a friend of a few friends. It is plenty effective and if I do ever see a large enemy group – I call it out in map chat. So I am scouting, fighting and taking things either solo or with a small group.
Granted, not all small groups or solo roamers are near as effective as me and my group, but I don’t think there should be any generalizations made. My smaller group gets more done for the PPT game than most larger groups because we can move around unnoticed for the most part.
Edit: Just to add it in there – I am not happy about the amount of gold I had to spend just to get my +5 back that I already had pre-HoT. But what is done is done. I’m still a little sore about it, but I’m not one to really dwell on the past.
Twitch Stream – AsphyxiaXT
My Builds at XtremeTheory.com
(edited by XTR.9604)