Showing Posts For Northwind.7621:
possably a soulution to this may be if guilds could have there own instanced maps that only members could access for guild missions. This would hopefully let smaller guilds run thrie missions without haveing them “highjacked” but much larger guilds. This would also help pervent maps from becomeing overfull and guilds getting split up for their missions.
Our guild had same problems with Guild Missions and we had several people that did not received their commendations due to not realizing that we were all in different servers when the mission started even on vent. Along with we ran into many guilds doing same missions and some just racing through and door closing on our puzzle due to other guilds were just taking over our mission. We did try something different this evening and that was having each group join on my squad and seeing if that worked. Cant really say, or since was a holiday Not as many on and less overflows. I want to thank the guilds that place value and honoring another guild and asking if they can help/join/or just follow and help if it is needed. We been also finding this not just in guild missions but with other major events on map. Now I am wondering what will happen with the guild world events.
Couple other notes: I assigned officers and my self to start the missions. But any guildie can activate the event when then get there. Can this be fixed where only the people assigned to start it in first place to also be the one to be able to activate.
One last note: We have guildies that are color blind and cannot see certain colors in Guild wars. Can this be fixed for those some how?
Thank you
Here was my idea on it
-rewards based on % of monsters and champs killed in a dungeon path
-titles for getting 100% on every path of each dungeon
-if a dungeon is just quickly ran through should it have a negative impact on the final chest?
For example if you beat AC p1 and only vanq 50% you get 15 silver instead of 23. If you get 100%you get 40 silver.
-regular loot drop could be removed form monsters less then veteran
to reduce the remove the extra silver and items from entering the game
and place more value on the end of dungeon reward?.
- the end of dungeon reward could include mats, karma, silver, and some pieces of loot
based on the party completion %age
I feel that this may give players more options while running dungeons and encourage players to tackel more difficult content.
What do you think?,
lol i just posted this same idea today and got directed here
. great minds think alike
https://forum-en.gw2archive.eu/forum/game/dungeons/Dungeon-Vanquishing/first#post3894350
Should there be a mechanic for players that kill everything in a dungeon?.
-rewards based on % of monsters and champs killed in a dungeon path
-titles for getting 100% on every path of each dungeon
-if a dungeon is just quickly ran through should it have a negative impact on the final chest?
For example if you beat AC p1 and only vanq 50% you get 15 silver instead of 23. If you get 100%you get 40 silver.
-regular loot drop could be removed form monsters less then veteran
to reduce the remove the extra silver and items from entering the game
and place more value on the end of dungeon reward?.
- the end of dungeon reward could include mats, karma, silver, and some pieces of loot
based on the party completion %age
I feel that this may give players more options while running dungeons and encourage players to tackel more difficult content.
What do you think?,
North