Showing Posts For Alethia.3597:
We tested in Devourer Burrow and in Ghost Wolf Run – as long as there are enough players across the finish line in an instance no other players have to finish the race for personal credit. All that is required is passing through the first gate.
We tested this with only one person from the guild running the whole rush (other instance members ran for the numbers) and it ending on timer; only one person crossing a single checkpoint then ending it via the NPC and having the guild members scattered through the rush but not crossing the line. As long as they have that first checkpoint it counts when the rush is ended.
This applies to both the guild version and personal consumable version of all banners.
We are also in the boat that the rush was confusing with people being prompted to leave to a new instance when there was only one person in another map and it was half completed in the original.
We are also not gaining favor as we should. We gained no favor for the first 3 mission types we have completed for the week and have no opportunity now to get it for those this week.
We built the PvE mission slot and managed to gain favor on that only. We have one type yet to complete for the week.
We have Gilded Hollow and I have had sections of it bug out either reverting or seemingly advancing into a later restoration state.
As far as I know it isn’t happening to other guild members, but they may not be as familiar with the hall to notice.
I can’t tie it to upgrades, the only thing that seems likely is it being a really low population instance having issues. Originally an archway/tunnel was behind the claiming point in the hall, and the next time our mine had a cave in (with the NPCs inside).
I logged in post patch and used the first mailed item which worked to boost our Aetherium. I also have the second mail with the influence replacement, but since the boost is working do you want me to try and trash these to be fair instead of using them?
If that doesn’t make sense essentially I have a wad of scrolls for influence that would put us over the mark of where we were before.
We also used the 100k, but it worked for a short time.
We did notice when it ran out because we had figured out what time the mine should have capped out and it was late. Since we can only convert that amount once a week we couldn’t check the intended duration.
As near as I can figure the duration was about a quarter of what it should have been.
Similar issue, I finished Torn from the Sky and got the rewards, but got put into Prologue Rally to Maguuma on exit. Now I am stuck as I am on Establishing a Foothold but in the first instance. On relogging and on rezoning I get put back into the instance.
I am also concerned the reset moves for WvW and missions/raids are being pushed the wrong way.
Our guild isn’t purely NA and some of us are getting a really narrow window to try and play with our guilds on the best overlapping nights of the week.
This change pushes WvW reset for me to 1pm on a Sunday and it feels like it is going to be restricting what content will be playable with the people I choose to.
I was hoping all of the major resets could have been switched to match the current WvW timing so there was time to meet up and attempt WvW reset night, raids, missions etc using the most of the international weekend overlap.
I believe we have them all unlocked, so I hadn’t tried. I just tested it – no charm dialogue.
If it contributes I think I had pets set to Smokescale/Fire Wyvern; whatever was default underwater/jungle stalker.
I broke my druid, I am not entirely sure how since others did the same thing and they have a working character. I did bug report it, but I have tested it more since then.
The only game mode I can have a pet in is in PvP – in WvW and PvE I have the activate/stow pet button showing, but it does nothing.
I have no pet menu to change pets and when I get downed skill 3 does nothing except have a cool down. I have switched chars, relogged etc and none of the usual things have any effect.
I think I found the hidden elite spec some people wanted with no pets.
My ping is normally within the 200-400 range and I haven’t seen a lot of skill lag, but I am having more positioning issues that I usually relate to lag. Characters are often moving and dodging relative to what direction they are facing on the screen instead of relative to the camera.
I rarely have an issue that is something new to me. I haven’t seen the skills lagging, but on weapon swap I have a blank bar with no weapon skills for what seems half a second to a full second. I think I am becoming a free loot bag when that happens. I do still have utilities which I can activate when this happens.
Descendants of Honor [DH] was created in Guild Wars on January 8th, 2011. We have a hard-working and dedicated membership with a focus on camaraderie, friendship, and integrity. While our primary focus in Guild Wars 2 is PvE, we enjoy all aspects of the game. Descendants of Honor aspires to instill trust and loyalty in its membership while maintaining a sense of fun and enthusiasm for the game. While individual members bring diverse aspirations to the guild there is a group of core values which we all share: acting honorably, being true to our word, kind to others, loyal to each other and passionately pursuing our own goals while helping others to obtain theirs. This is the foundation upon which Descendants of Honor is built.
- We are primarily on Stormbluff Isle, but with megaserver will accept non-WvW members from any NA server.
- The core of our guild plays in NA prime evening hours, but we have an international membership and players on at varying hours. We have approximately 200 members, which may jump up with returning players at the expansion launch.
- We are predominantly 18+, but operate more on a maturity level than a strict age limit. We have accepted younger family members of valued guildies into the guild with some restrictions and the understanding that their relative is responsible for helping their understanding of issues and following the rules, but this is done on a case by case basis.
- We have people from many different backgrounds and countries, varying ages, abilities and amount of time to play. Once you are a member we ask that out of courtesy you notify us if you are going to be away for 3+ weeks or we may remove you for inactivity.
- We don’t currently have rep rules, but will look at the issues of participation in some context with the guild once HoT launches and we have the ability to talk in guild chat while not representing.
- Because we wish to maintain our guild atmosphere and take our time to get to know new members and for them to get to know us, we are only going to accept recruits up to approximately 5% of the guild size at any given time. Applicants will have to hang out with leadership or long time members a while to see if you might be a good personality fit, and then stay in our Squire rank about a month to make sure this will work out for everyone.
- As GW2 has aged we have become more laid back in how we play together. We have a set mission time on Saturday nights, but only events that require organizing, such as future raids, or are out of the ordinary get a scheduled time. Guild members get together and do things every day, but casually based on what they wish to do or have time for.
- We have a few big events a year and are looking forward to our next one around Halloween!
If you think we might be a good fit for you, please head on over to review our rules and apply here.
If one person alone is trying to boost it up, its 504 hours of game time for the first tier of an upgrade alone. Further, remember, he has to be representing this guild, and it’s just him. While he represents, there’s no bonuses of any kind, from any guild. If he ever stops repping, the time stops too. It’s you Captain Loner, for months on end to push it to one completely upgraded Specialization Path. Using the increasing difficulty model, our hero would be playing for more than a year(s) at least, all by himself, to get all the specialization paths.
It might need some work, as far as I know when someone idles out while repping a guild and stays on the character select screen they might count as online and in the guild. At least on the roster they show up as part of your guild and online which has caused a lot of confusion for us since launch. In that case, it would take Captain Loner 21 days if he stayed connected which some of my guild members have days on end, so it is theoretically possible.
Maybe the working together with an alliance thing will be as simple as if someone gets a rare drop to unlock something it has say 5 copies of it so you can drop one in a donation bin in someone else’s hall. They are soul or account bound so you have to have access to someone’s hall for them to get it. It won’t help if someone wants to charge a fee to do that for a guild though which could result in “selling” it.
If we can donate influence between allied guilds and we can count allies as guild members when it comes to anything like raids and missions I see most of the working together to get things sorting itself out. A lot of small guilds already did this banding together doing events to unlock one guild bank, then play in the next guild until they had their guild bank.
It might need to have a time lock on it though, so maybe they get to keep the upgrade as long as the alliance lasted a month to stop the selling thing.
I think we had it in the last CDI too. My brain is having trouble keeping up with everything now.
Drip feeding influence across might be tricky, maybe we can just talk to an NPC who would walk across to their hall and dump a bucket of influence over in their hall as a simple transaction with a visual. Maybe there could even be an event so we had to defend it like a doylak so they could get it.
I would redo the idea of missions to allow multiple attempts at missions during the week before reset without having to build another mission. Individuals could still get credit for a bounty that was on the guild’s (or allies) list even if someone had captured it earlier. It is only hurting the small guilds and off-peak players in the current form. Megaserver has us crashing into each other and can scale things horribly for guilds already in a challenge making them fail when it isn’t their fault.
Activating a second set from the build queue does not gain the guild any extra rewards which would still be capped, but would reroll what they have if they want another challenge. Alterations to missions will be under the research lines.
Politics
- When you contract Asuran outsourcing you will visually have a krewe working in your hall in the appropriate area.
- Move all the banners into the politics line.
- Create a new buff that hires a mesmer to do a reverse timewarp on a banner wall in the hall Allows the banners to stay there for a certain number of hours. Could need to go make the mesmer food or fetch alcohol to bribe them to hold the buff up for the maximum time.
- Take out the field crafting stations, I don’t know anyone who uses them outside of free bank access when they drop from missions. Replace them with extra crafting stations for hall components or crafting bulk superior siege blueprints without having to kill our mouse on the mystic forge.
- Replace reduced waypoint costs with a custom tuned, one-way asura gate in your hall for 24 hours. Select the location via region, explorable zone, area, waypoint.
- Guild rush, have a map on a table show where the rush is located. A gambit for this would be to get a number of members through without trap detection active for them so it would take teamwork to guide them through.
Architecture
- It has already been described back in the thread how the bank areas could come into the game well, I would add in the possibility of a few strong boxes that we could use to deliver items to guild members with traceability instead of having to take things out and mail them to them if they lack permissions. If they don’t come and pick things up in 24 hours it goes back in the bank.
- Move the trek into here, and use it as a means to research architecture and materials. Running it with a gambit of the minimap being blacked out (no parties or squad for cheating), each Trek location could have a random chance to give something to unlock an aesthetic piece. Each subsequent one you get to in quick succession increases the odds of it dropping. Treks all have graphics attached, display them on a wall or by hologram in the hall when looking for them.
Art of War
- Remove the tier difference from guild bounty so there is only one. Put timers on each bounty once they are chosen as a target on the list with an accept dialogue, but not the whole list at once. Allow to run with gambits, or time restrictions such as the original captured in set time, by betting with NPCs in the hall for a possible reward. This could be the NPCs contributing to the hall or reducing the cost of something.
- Requiring a server gated area in the alliance communal area, add in either the ability to donate WvW buffs to the alliance for claiming as an alliance, or queue rolling claims automatically between guilds. I can see issues either way, but something to make teamwork worthwhile.
- Unlock and build the GvG area of the hall
- Training dummies
2/2
I am going to take a stab at a redo on the influence/upgrades being worked into the hall too. Keeping in mind this has only had a few hours to think on it, someone else might have far better ideas to take this one further or a different direction. I can see wisdom the upgrades in different halls being able to be used by their allies. This would make it more advantageous for WvW guild and PvP guilds to work with PvE guilds together to utilize lines the other haven’t worked as hard in. If unlocks for skins etc rather than basics can also come from gameplay, allow us to donate what we have already done to our allies.
Currently, we are working with three currencies: influence, merits and time.
- Influence is theoretically infinite and can be created via money, but the normal input is members playing
- Merits are finite per week and are flawed in their delivery – there are bugs, we either need a work around or a fix on these going forward as I have personally done the same puzzle with guild members 3 times in a row and our guild still couldn’t get completion credit with it sitting there with the timer to start it counting down.
- Time is finite and can be created via influence
I know it was basically said a few pages back that influence is a flawed currency, but I think influence can stay – the flawed component in my experience is the time component. With only the ability to build 2 or 3 things at once with extortionate costs to speed them up, the majority of the currently available buffs are never touched. Also a guild may have members who cannot play at the designated time for guild missions that get penalized for it each week too.
I want to rework the list and remove the influence cost of rushing, replacing it with the guild having to do something to speed it up. This will make it more feasible for smaller guilds to get things done if they work together.
Some of the buffs need a look at for cost. I don’t know how many guilds have worked out their influence intake and where it comes from, but when I worked it out with an intake of around 3000 influence per day for my guild, if I ran +5% Influence for 24 Hrs we would come out ahead by 56 influence, if we had to rush it to clear our queue for missions we would lose 190 odd influence. The guilds that need it most will get nothing out of this.
My idea (today) is that there would be a set piece for the hall that the upgrades are run from. Think GW1 Hall of monuments in layout style with basic reskin options to fit the guild hall. In the centre have something graphical to represent the influence, maybe with a marble run it falls down from once an hour to show what is being earned and it is piped out to each research line. You could even have a partial diversion from the marble run if you were going to donate some sideways to an ally.
At Politics level 1, allows negotiation for buying a guild plot, or multiple plots at once to expand the size. Each cost the same amount to unlock. So a large guild could unlock it in one hit, a smaller guild could start with what they can afford and expand when they can afford it without having to fund an expensive unlock on the line. Use the Upper/Surface/Underground choices to align it for working out GvG interaction of halls.
I would split it so each line has its own queue of what is building, with up to two building on each line. Unlocks still come under the same heading, but don’t take a traditional slot. We could talk to the master NPC for the line who undertakes the research themselves while their krewe is building stuff.
You can no longer pay in influence to rush things, instead guild members undertake quests that could be pulled from a list like dailies. Visually once the rushing has been activated it could be like Timewarp on that section of the hall for a few minutes. Unlocks could have very specific things to do to gain a rush like the collection achievements.
1/2
Lastly, and not so “big o deal”, can Arena create maps that join up seamlessly? I’m thinking of this on a GvG level too (even though that’s not part of the convo). Can we have a GvG that joins 2 maps when triggered? I dunno, but that would totally expand on the variations of maps and learning how to properly fight on those maps, dynamically.
Lots to think about with a proposal like this, which is totally not my own, but an adaption of several ideas and a concept to “solve” alliance hall ownership.
Sorry I missed this bit (stupid cold, I can’t concentrate).
I made a suggestion a few pages back that we choose a set piece fortress outer for our hall with a blender piece which was the best I could come up with at the moment. It was back here: https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Guilds-Guild-Halls/4467153
I still need to brainstorm more on it before we hit the GvG discussion.
Playing devils advocate here, there are definitely some hurdles to overcome. One point brought up earlier is population cap. Doing some fairly well known mental numbers (based solely on teamspeak numbers) lets say these maps could technically hold somewhere between 180-320 players. Obviously these maps can’t be entirely fluid, since my pentagon model assumes 5 guild per alliance, that’s a potential of 2500 players. This is most probably out of scope. So each section would have to be instanced.
Looking at the quote there I was meaning the location in each guild hall zoning into the hub could be wherever they like in the hall and moveable when more things get built probably, but in the hub the hall is seen in a static direction in the distance not through the portal as such. So it doesn’t impact how we build our halls in style because we have to build facing east because we are on that spoke of the alliance hub.
On the rest here, I can’t see it being non-instanced without killing our load times like LA does for a lot of us. If the hub is fairly simple to load it shouldn’t be too hard to go one hall load, hub load next hall load.
Being an international guild with a predominantly US base, I would hazard a guess that apart from a very few guilds we aren’t going to have everyone possible on at once. If the hub was going to fill with say an alliance meeting, maybe the gate NPC or something could zone you straight to one of the other halls if you talked to them.
I just want to chime in that I do like that idea for the “central hall” joining 5 guilds together, as an alliance feature. I think it looks interesting, but I’m just wondering how that would impact the building of separate guild halls. Would that possibly stunt the growth or how you’d be able to design your hall, with needing to have one “entryway” no matter what?
Think of the gateway into the hub as being fluid. It could be like the gate from EB into Obsidian Sanctum, but a guild could put it anywhere in the hall they liked. From the central hub looking out you could see the halls, but not necessarily through the entry point.
Part of the issue here with discussing guild halls and alliances together is not knowing how alliances are going to be working. Are they going to be strict set alliances like GW1 or something more fluid and complicated (I tried to make a diagram which should be attached, excuse me if I don’t explain things well since I am sick).
Since I can’t brainstorm without picking something, I want to suggest at the moment that alliances are capped guild numbers that work like GW1 for strict membership, but there is one hidden group that can count as in the alliance for credit and chat, but is temporary and will have a guild tag or colour in alliance chat to show this.
The strengths I can see in alliances would be the ability to do things beyond the level of what a guild can do alone. An alliance of small guilds though will not be able to do the same things as even one large guild can do, so may still need some help.
One of the weaknesses is going to be trying to make alliances through our server communities when we have too many ties to each other and sometimes even within our guild we will have differing opinions of which guilds we should align with.
My current idea to work around this a bit is to have our guild halls link to an alliance lobby/hall as such. This should have a gate between the guild halls and the alliance hall much like the orders do, to control guests or allies to halls being unable to pass through it unless it is set to allow it.
Have it be a symmetrical hall with each guild’s influence of style choice in their slice of the pie. Somewhere in the hall allow us to put a buff on the guests in the hall so they can be counted as members of the alliance in the hidden guild slot. Depending on raid content discussion later and how long that is expected to be, the buff can have a timer so that it expires.
Most guilds I know would also like to have easy ties outside a strict alliance. I would suggest we can build asura gates or portals within our hall that allow us to walk into halls that belong to our friends, we just don’t share an alliance chat with them. It would have to be mutual choice on these portals, also with the ability to put things like DND on it to stop others walking in or allow “friends of friends” being anyone who has access to that hall can access your hall.
So big alliance “A” has guild 1 in it; small alliance “B” has guild 2. 1 and 2 have a private connection between their halls. If A allows it, the connection from 1 to 2 could allow B to come into the alliance hall and participate in something bigger than themselves. Everyone in B would be counted in the A alliance for rewards.
If friends of friends could go on to infinity and be an issue, it could be set like family trees. The alliance is the first generation, people with access to their hall could be second and those that came through that hall could be third so you could cut off how far the ties go.
Proposal Overview
Sandbox area/s of hall for temporary content and non-permanent layouts.
Goal of Proposal
Have some areas of the hall be wiped clean easily to situate temporary or hired content, but be able to have granular permissions for trial building in such areas.
Proposal Functionality
Allow set layout pieces whether entrances to things like SAB or a pre-built tower with goggles and a bucket to be easily added to a hall. When not in use with that kind of content have the ability to trial layouts in the area. It could vanish back into the ground if no one was in the hall. Could even allow trial for an hour before you buy on unlocks if games were added or something similar.
Associated Risks
Multiple people interacting at once could have issues like the guilds bank can. Could be intensive to have a constant customisation going on and cause lag.
Proposal Overview
Guild hall mini games
Goal of Proposal
Guild halls have been the place that legacy guilds spent a lot of time hanging out, chatting and having some fun with only the guild and selected guests. Add some basic options in to allow this to continue.
Proposal Functionality
Add basic options like hiding all allies on the maps to allow games like hide and seek. Having a roster of players participating would be even better in case someone left the area.
A new game either free for all, or in a set map area to solve some collision issues with decorations, could be paintball. The basics are already in game to allow this with the wintersday event of painting princess dolls with a paint gun.
What resources are saved if all the data is still there? Are you assuming open world halls? With instancing, the data is there, but no instance is created unless a guild member goes to it. Thus there’s no need to “decay” the hall, your proposed function is seamlessly integrated already without anyone having to redeploy anything.
Think big on customisation until we are told otherwise. A guild could choose to invest in a three storey 40 room main hall with 6 outlying smaller buildings each with their own orientation, colour channels, decorations on all surfaces, lighting colour scheme (I love that idea for whomever brought that up several pages back). My guild might choose to invest in 50 trees, half of which are altered to have purple leaves and 200 floating rocks to make jumping puzzles between the bank and the repair NPC.
Instead of having to store the individual placement and orientation of everything those 200 rocks could revert to being the equivalent of 200 crafting material in a bank tab for the servers. Same with all the items and rooms added on.
The first option encourages guilds to tell their members not to play or rep each key week, the second encourages kicking out people who may be away studying or whatever simply because an upgrade cannot be built while they are in the guild even if they plan to be back.
I’m not convinced this is a fair way to go.Fair enough, but there’s still the problem:
Small guilds (1-4 man) can’t upgrade in a reasonable amount of time
Huge guilds (100 players +) get everything instantly.Do we really need time-gates and a maximum amount you can spend each day/week?
Furthermore, the scaling of my first suggestion… why do you think it would make people to tell others to stop playing? The more players play, the more ressources they gather.
People have lots of reasons to flag away in game then come back later and pick up chat and stuff. Some come in game simply to chat or go on the tp. It could create a situation that means some are essentially leeching the work of others and some will have to do a lot to pick up the slack.
Think of all the hours people stand in town and roleplay or play instruments.
What current aspects of guilds would you change to integrate them more with guild halls? If you would change something, how would you change it to work more with a physical Guild Hall?
Jon
- 1.) I would change the costs of upgrades. I think it should scale based on the size of the guild. A problem I can see here would be inactive players or players who don’t have too much time during a week to play GW2, so these guys shouldn’t hurt their own guild. What if the costs of upgrades scale on the average number of players online each week (at least 60min a week).
example: 5-man guild.
Max (20min this week)
Jon (300min this week)
Peter (50min this week)
Dave (450min this week)
Matt (350min this week)
—> this guild will scale to 3 active players a week. They will have to pay 300 resscources for upgrade A. A guild which scales to 50 “active” players a week will have to pay 50×100 ressources for the same upgrade.Alternative suggestion
80% of the guild’s members will have to donate on a specific upgrade to start this upgrade. The amount would be a certain percentage of the full-costs (which scales on the number of players in the guild).This way small guilds (3-5man guilds) have a fair chance to get to the bigger upgrades with the same amount of work for each member involved.
Seems extremely unfair to me what you come up with here. Some guilds have to pay more to get exactly the same.
Is it really so bad that bigger guilds have easier access (because of the more people they have) to bigger guild-halls with more in it? As long as every guild can have at least a guild-hall with all the basics in it?
I can also see issues with this especially if bigger guilds will need to unlock more land area simply not to trip on each other.
The first option encourages guilds to tell their members not to play or rep each key week, the second encourages kicking out people who may be away studying or whatever simply because an upgrade cannot be built while they are in the guild even if they plan to be back.
I’m not convinced this is a fair way to go.
Proposal Overview
Guild hall decay
Goal of Proposal
Save some resources culling unused halls.
Proposal Functionality
Have guild halls revert to the basic starter form when a guild is inactive.
Guilds don’t deserve to lose what they have worked for, so all upgrades and built items essentially go into a guild wardrobe so the items and NPCs could be redeployed if the guild meets activity criteria again.
Associated Risks
Getting the timing or criteria wrong for active and alienating guilds putting away all their toys.
Proposal Overview
Decoration and layout backup
Goal of Proposal
Allow those with permissions to save the settings essentially for the hall so temporary alterations can be easier reverted.
Proposal Functionality
Just have a basic backup allotted per guild. Could allow more freedom to clear rooms for a water balloon fight or building a topiary maze.
Associated Risks
Complicated to execute as there could be a lot of variables.
Proposal Overview
Guilds hall viewer
Goal of Proposal
Be able to show off our halls if we choose to without needing to invite people in.
Proposal Functionality
Set a vista style point in guild halls which can be viewed from say the main cities with new NPC who have tourist goggles and a list of viewable halls. Players could vote on a favourite in each location once a day or week and the top designs could be added into the persistent world on a set plot in the region their base map was based on for a set time.
Associated Risks
Privacy in halls could be a thing if it worked like a true vista, it might need to be a snapshot taken that was approved by the guild before submission.
Camera collision with hall elements could also be an issue.
Proposal Overview
Split area guild halls for general use and GvG.
Goal of Proposal
Solve the dilemma raised in GW1 of picking an aesthetic you like to live with vs a hall you want to defend. Trying to mesh combat between an underground hall and an airship hall in a workable fashion.
Proposal Functionality
The main customisable area of the hall is essentially living space. Allow us to play around moving and building to our heart’s content without tying us to it in combat by having at least one outer edge of our hall map being our fortification we can pick from basic styles. Customisation can come into it with GvG discussion. Make blended sections for each possible combination of fortification so it is 1/3rd of each hall and blender map when they meet up.
Associated Risks
Map edges not lining up properly and falling through the map would be a big one, but it would be easier than trying to GvG around our enthusiastic decorating.
Proposal Overview
Use basic frame shapes with replaceable elements and customisation to create the major structures of the halls.
Goal of Proposal
Have the major structures of a hall conform to basic structure rules to try and stop clipping and collisions, but have enough options so they are not going to be cookie cutter. This could make it easier to add in festive elements also.
Proposal Functionality
Have say a floor layout: possible flat or sunken with steps etc; basic shape: circle, square, octagon; a ceiling choice: flat (especially if stacking modules for multistorey), dome, a-frame. All of the pieces could fit together seamlessly, but each panel of the build could be customised with doors, windows, open archways. Further customisation can come through upgrades like glass to stained glass and color choice on well designed skins. An open framework curling gate or wall overlay could look like wrought iron in one colour scheme, yet change it into nature tones and it would not look out of place in a grove theme as organic vines.
This could also reserve some areas to allow seasonal decorations to be applied over the top with set anchor points for garlands, balloons or cobwebs. Seasonal decoration could be something the guilds have to work together to achieve yet extras like temporary party themes could be built with influence or gem store. Themes could be better as unlocks with the days used costing upkeep.
Associated Risks
Set shapes used creatively together can work, but could cause frustration for some who want to customise everything.
Since Chris had to walk away for a bit, I’ve gone through the list of everyone’s top 3 and tried to get a tally of what we collectively want in case anyone wants to brainstorm a bit more on the suggestions. Since Orpheal has a summary of all the unique suggestions over here: https://forum-en.gw2archive.eu/forum/game/gw2/Guild-CDI-The-Complete-Summary-Edition/first#post4423327 this is trying to get our top wishes in a somewhat broad categories since we have overlap.
I have taken the guild hall requests out of the list since that is up for the next round and listed the top suggestions.
- Guild calendar
- Alliances
- Multiple guild chat
- Management tools, more permissions, bank security
- Guild content, especially for smaller groups
- Mass mailing, mass communication
- Guild showing on mini map, guild commander tags
- Message of the day on log/character swap
- Guild capes or visible accessories
- Persistence of guild chat on character swap
- Recruitment tools
- Guild API
- WvW guild tag/name shown on claim and more guild siege
If I condense down the categories some more, we have clear themes. I roughly rounded things, so it won’t add up to 100%.
- 29% Broadly, all of these are getting info out to our guilds: guild calendar, mass mailing, mass communication (some of this is persistent such as an in game board) , message of the day on log/character swap
- 16% Multiple guild chat, persistence of guild chat on character swap (these should go together if it doesn’t matter which guild you are repping on character log in)
- 15.5% Alliances
- 14.5% Management tools, more permissions, bank security, recruitment tools
- 9% Guild content, especially for smaller groups
- 5% Guild showing on mini map, guild commander tags
- 4% Guild capes or visible accessories
- 2% Guild API
- 2% WvW guild tag/name shown on claim and more guild siege
Also of note since the word alliances came up, is keep an eye on brainstorming over here too: https://forum-en.gw2archive.eu/forum/wuv/wuv/Solution-to-fix-the-population-imbalance/4443606
Since we have an extension here, I am adding something in I thought of after our bank got cleaned out again today.
Proposal Overview
Optional guild bank authentication via join account type authorization
Goal of Proposal
Giving guilds a layer of security that is lacking since we cannot get our guild banks restored after a hack.
Proposal Functionality
Much like a real bank can require multiple signatures on a joint account, add in an option to make selected areas of the bank have a confirm dialogue by at least 2 people (ideally have the number the guild’s choice) of a set rank when someone wants to make a withdrawal.
In the bank log have it show who were the other authorizing parties.
Essentially it could turn an area of the guild bank into a safe.
I am a bit curious now to find out when we are listing our three how many people are involved in running guilds, how many are members and if we choose different things to be most important.
1. Guild management tools/permissions
2. Guild wide messaging either mass mail or calendar
3. Alliances.
Sorry for not hunting back to see who said it originally since I am short on time, but if we get an option to see guild members on the map we need at a guild level to be able to toggle this off or many guild events that involve finding someone will be too hard to run.
I like the idea of doing something with crafting, but is better logistically to go with something that needs less storage?
I’d prefer to keep crafting individual items on a personal level which you could still throw in the bank, but maybe have material funds stacking up like influence does as numbers. Say a counter each for things like common materials, rare material, siege blueprints, donated skill points etc. Then if we had vendors that people with permissions could go and trade for things like bulk superior blueprints to save us all time and repetitive strain injuries at the mystic forge.
Values on the different materials could possibly be fluid like in GW1 or set periodically in the background to keep it on par with open market values (mithril could give you one point ori might give you 5 for example).
It could be possible to tie in with the reward for 100% rep ideas. If we had a guild chest that worked like the Zaishen chest in GW1 but affected by a guild magic find essentially. The more % of time you spend representing the better odds you have of good loot. A key for the chest could be a rare reward for donations, missions or something that could be built with donated materials. If we could build something as a one shot boost for players too to be handed out for a player of the week reward it could be even more interesting.
Sorry this is going to be complicated as it is merging some already posted ideas and taking a step sideways with it interlocking.
Proposal Overview
Assuming that individuals maintain their own guild memberships as their personal choice of an alliance, create functionality to allow guilds and individuals at hand to align for tasks with ease of communication and rewards.
Goal of Proposal
Create custom guild level alliances, temporary custom chat, temporary membership rights and tools using a guild squad functionality and a guild level LFG tool. This might work around attempting to align various interlocking guilds into GW1 structured environment, tidy up various ambassador and guesting ranks in guilds and could protect smaller guilds with reasons not to align chat with a bigger rowdy guild but let them have freedom to join in if they wished.
Proposal Functionality
Alliances
- add a guild pane for managing a list of allied guilds with functions to add and remove guilds, granular permissions/filters for the LFG aspect for content type and rank the invite was issued from eg. individuals filling a party vs open guild missions from guild leadership.
I could see this working as an extension of a custom chat channel, it just needs to be able to convey a temporary flag of belonging/representing a guild.
The allied guilds would be different for every guild not a set 8 guild mutual alliance. Guild A might be allied with B, C and D; Guild B might be allied with A, D and E etc. Ideally you could hard filter so you might only get guild missions invitations from one guild and WvW invitations from another but could see all of them from a sister guild. - add a new alliance icon to the menu bar to manage a LFG or guild level invite system. Individuals looking to fill out a party could trigger the icon to flare like a guild buff being activated, a guild issuing an open invitation could change the color of the icon to be noticeable. Be able to target the invitation to all allied guilds or selected allied guilds with a basic description. Be able to toggle a notification to indicate the offer is closing soon and is underway, but have the option to join in for latecomers.
Guild Squad
Leaving aside wanting to use existing tags to be visible to guild members only, this would be to use a large squad type function to bring allies into the guild. Anyone in the squad could be eligible for rewards without having to represent the host guild. It could also just be used as a chat channel to hang out with friendly guilds temporarily.
The guild squad chat could be seen by any guild member and any ally who accepted an invitation to join in. Individuals, such as people on a map, could be invited either via a right click context to join or a targeted skill if it was spawned by an item.
This could be activated from the guild panel and only one hosted squad could be active per guild at a time as it would essentially be a guild’s second guild chat. It would need to be anchored to members of a rank being online to stay open rather than a specific leader in case of dc or a time out function if a confirm dialogue wasn’t used to keep it open.
Ideally, it would be useful to set a WP location like a go to the mists button so squad members could jump right to the action. It could be optional for the cost of the individuals waypointing or adding the waypoint location to be charged to the guild funds. It doesn’t have to be a custom waypoint, it could point to an existing one in the world just to save time and loading screens.
Associated Risks
It might be resource intensive essentially adding a 6th potential guild membership for everyone and a second lfg tool.
A lot of people have already covered the Deep Cave/Treasure Trove and other permissions issues which I will add my +1 to and add something else.
Proposal Overview
Add additional options for rank management for security and ease of use.
Goal of Proposal
Tweaking current permissions to be more user friendly, have additional functionality for guild leadership.
Proposal Functionality
-Add an option to require a confirmation dialogue per rank for promoting to or demoting.
This would likely be left unchecked for lower ranks, but would spawn an “are you sure?” dialogue for officer ranks. It is surprisingly easy to accidentally change ranks of members in game, this would solve some of the issues when our assets are tied to our ranks.
-Permissions to add to, remove from and see a “cannot be invited to the guild” list.
There are a few people who have either been kicked from our guilds or have behavior we don’t want that we would like to blacklist from being invited.
-Give cash deposits their own sections and permissions, or at least their own customizable text.
If cash is being set aside for something in the guild bank, it would be good that members could see that.
Associated Risks
Any kind of visible guild ban could put players on such lists at risk of being abused or queried on it. Being able to limit visibility would mitigate this somewhat, but would not remove it.
After I had a look in game, I can see that it isn’t clear that you are charged in US currency either. I knew this was the case already, so I never checked to see if it was specified. The wiki article does show the gems and the actual cost/currency, but that isn’t much help if you haven’t read it before.
Prezzy cards (and most others at varying rates) charge an overseas currency conversion commission of 3.5% of the $NZ amount of the purchase. To work out what buying gems would cost on the current exchange rate go to http://corporate.visa.com/pd/consumer_services/consumer_ex_rates.jsp
Put in the respective countries for the conversion and the 3.5% in as the bank fee and you will know exactly what it will charge through as.
Our guild is a reasonably large guild with an active membership, but after unlocking all of the guild missions we now have a new unexpected problem: we can’t spend our guild merits fast enough. We enjoy completing the missions, but we are at the point of wasting our merits because of the 250 cap and the options to spend them.
To get to where we are, we have in the past calculated our intake, so I am going to use for this example the guild earning 4000 influence a day which is a realistic figure for a non-maxed membership guild capable of completing T3 missions.
A guild can earn 110 merits per week, the influence example is 28000 per week.
There are only 2 options with a higher cost of merits to build. Being the reduced WP cost and the repair cost, both at 20 merits, 2000 influence and 3 days. If asuran outsourcing is not used and nothing is rushed, this means the max merits that can be spent a week is 90 if those two options are built twice (if the interface allows you to repeat build something when it is activated) with a Guild Hero Banner and spawning one of the stations.
So an entire week gone, roughly 10000 influence spent and not a lot to show for it. This does leave about 18000 influence gain for the week, which seems a lot, but if that was my build queue I would be rushing things so I could build some missions during the week.
So if we wanted to rush the reduced WP cost to get it instantly out of the way, it would cost another 20000 influence, which then puts the guild at -2000 influence for the week before adding in building some missions, and the guild will still be potentially losing 20 merits per week to the cap.
So I believe we either need something to spend merits on in bulk:
- there being two or more versions of the buff: the current one being low cost and long build, but make alternates such as a high merit cost short build or low influence option. If the guild heroes banner could be built with the reverse proportion: say 25 merits 200 influence (or higher to make it balanced) it would give option for folks not interested in WP or repair costs.
and/ or
- giving us an option to convert merits to influence: when a couple of us started talking about it, it made a lot of sense as an alternative so we could spend it on other options we prefer. It might even help smaller guilds gain the influence they need after unlocking the first missions if they accrue merits out of balance with unlocking things.
There are probably other great ideas for what could be done, but it is a painful proposition to lose the rewards for our people simply because we cannot spend them fast enough.
I don’t known an absolute answer to your question since I haven’t tried it, but our guild completed our latest bounty with one of the targets being captured in Southsun Cove overflow and it counted with the rest being captured on the home server.
I really appreciate not only the story behind this, but the links for everyone else with issues to follow up. Often it can take a lot of research for us all to find different equipment and software to help us out with our different challenges. I’m not an amputee, but had to relearn a lot of things earlier in life when I had an incident similar to a stroke.
Another piece of tech that I am watching with interest (maybe it could be adapted for use with a leg if there is not enough muscle movement for it) is the Myo.
https://getmyo.com/
https://www.youtube.com/watch?v=oWu9TFJjHaM
They are possibly limited time only. I haven’t read anything to conclude either way at this point. If you look in the storage in the bank they are in the same area as other crafting materials, not with the festival ones. It is possible that with the conclusion of Flame & Frost there will be a normal chance to mine in some zones.
But, not only are the shiny, they are also a bit like inkblots that if you look long enough you can see critters or faces in the swirly patterns.
From my experience, for the average group, guild bounties appear to be aimed at 1 full party per target. If you don’t have a lot of numbers the other people in the zone can be a huge help, which is why I believe they can participate. If something is going to scale badly and there are others around try communicating that to let people know. Most people out there are usually pretty helpful.
I don’t have a lot of experience with fewer targets, since my guild only does T3 bounties now, but we have completed them with no scouting with 6 to 8 parties of 5 (1 on each target then 2 floating groups to assist in finding targets and killing if required) and we just completed one this week with 26 people total. It was a close call and did have Half Baked Komali, but with communication, coordination and some luck we managed it.
Voice communication is a huge asset in completing guild missions. Planning out where in zones each party member will way point to, such as person 1 in the NE corner, person 2 in the NW and so on, can make a big difference. Some basic communication about what skills an assets you have, such as being able to give your party stability, will help out. Even starting out with utilities as speed buffs and then switching it out before engaging is a factor in success. Remembering to ask in map chat when you arrive if anyone has recently seen your target is also a very helpful thing.
The guild rush courses that I have been in seem to be aimed at about 15 people. Depending on the course, it can be done with 5. They can be complete mayhem and fun with 60+ though.
We haven’t seen all of the challenges yet or had enough experience for me to form a firm opinion on numbers. They seem to vary in difficulty. Scratch Sentry Defence for example is easier than Blightwater Shatterstrike. I believe the first could be generally aimed at 15 people, the second at 25.
We did manage to complete Blightwater with 11 people last night, one being a person in the zone not in communication with us for timing and three of them being folks from LA who accepted the invitation to come along if they wanted to have a go. It was a lot of fun and it was a challenge. If we hadn’t done it as our very first challenge and known what to expect it probably would have been a different story of trying to pull together before the timer ran out.
(edited by Alethia.3597)
^This was on Stormbluff Isle.
I don’t know if they will introduce gem cards here since we are a small market, but the gem store does accept prepaid Visa (Prezzy) cards that are available from NZ Post in varying denominations if you don’t want to use an account linked credit card.
It does have the downside of needing to work out the exchange rates accurately, which can be done on the corporate Visa site for the day’s rate, and factoring in the 3.5% currency conversion fee.
I received the mail in game, but I actually did manage to loot the end chest at the event.
I’m leaving it sitting in mail for now, but should we be deleting our duplicate rewards to be fair or being very thankful?
I love WvW. I have since the first days of confusion and getting lost in beta.
I hadn’t had much time due to various issues to play WvW in my own prime time, so up until the last couple of days I had only managed to get in during the weekend when the queues were already high. Being an oceanic player on SBI the only word to describe what I was in last night is a massacre. I talked about it with another guild member who persisted and was talking with our side after I had to exit the match and it sounds like it didn’t improve. It actually sounds like a lot of oceanic players are considering avoiding WvW and might play elsewhere until there is a balanced match up. For over an hour last night my guild member and her party could not get further from a base than an inch on the map, after switching maps that increased to about two inches. The matches are also starting to turn from friendly rivalry I had seen previously into an ugly taunting sessions by a selected part of the player community. I would not be encouraging new players into that environment.
The only map that had any chance of actually being able to play on was the EB, but we did check out all the borderlands to see what the lay of the land was to see if we could manage even small tasks for our side.
GW2 is giving us a strong hint that we shouldn’t be playing where we are… the best idea for us in WvW to not break your bank is to not bother wearing your armor until you can see if there is a way through the army that has you blocked in on your spawn points. I tried every route I know of out of our bases when we loaded in. Even the crazy ones which sometimes end in death jumping off cliffs. Every one had us either outnumbered at least 6:1 (yes, we counted after we were dead) and/or was covered by manned siege equipment that nearly wiped us out before we got swarmed again. If you want to try and get into another area it often means abandoning your side trying to push out of base to death while you try and sneak off the battlefield. I managed to get out of the areas around our base twice last night, but as usual there was a sea of red between me and anything I could accomplish other than trying to skulk unseen like Frodo heading into Mordor. Sadly, I don’t sneak as well as Frodo, so I was ganged up on by about 18 players competing to finish me off and sent back to the start again. I don’t know if the areas outside of the main spawn points are outnumbered to the same extent, but as soon as any kind of battle symbol goes up the area gets swarmed with reinforcements anyway.
My guild members know I am somewhat insane with attempting impossible odds, but even I am not going to hit my head on a wall trying to divide up an army with my party so we have 20 foes each to beat. Well, not every night.
I don’t know what the solution to this is going to be. What someone else brought up is a good point though: the server resets in off peak hours with a mismatch of populations turns interesting odds defending what your server owns into impossible odds. A few people can try and defend your keeps. A few people cannot reclaim everything they have lost when they are so outnumbered.