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Guild Missions [merged]

in Guild Wars 2 Discussion

Posted by: ShadowsHardie.2109

ShadowsHardie.2109

Nice, while I hang in there to GRIND the freaking influence with my small guild and have to take 6 weeks to gather enough guild commendations for 1 earring (which is my current goal) every big guild will do the 5 different missions and get their 10 commendations/ week. So yeah, no grind involved, ever (except for small guilds/ not going to touch the grind-4-skins-theme).

But whining about it doesn’t help anyone. Would be nice to know if anyone at ANet is looking into some of the suggestions in this thread. And there are a few which can be easily implemented such as give us more time, or make the 15 min timer reset after killing each bounty. The reset would give even a 10 people strong guild the possibility to tackle the T3 bounty without complete failure. But then again massiv guilds would have no more problems solving even the hardest guild missions on any tier.

Guild Missions [merged]

in Guild Wars 2 Discussion

Posted by: ShadowsHardie.2109

ShadowsHardie.2109

Sadly I can only add to all of the complaints, although not really to all of them.

The only thing i want to (and can) complain about is the Guild Bounties. Did they really get tested extensivly? No, Really?
I know ANet repeated continuously its a long-term goal to unlock and work for a guild to actually acomplish the missions, but did you ever sit down and played the missions in an All-Call with the view of people who had never-ever done or heard/ read about them? I find it really hard to believe that. In a small guild (Oh god another of those small guild whiners. Yeah Iknow) like the one I am in, we were able to gather enough people to scout ahead of time, use the path-maps posted on different sides to find each and everyone of the bounties before the start. We got to our two targets and killed them, barely. We only had 15 members present at the time and it took 1 hour of planning, searching, hunting, talking and hoping just to barely kill the two targets in the 15 minute window of the mission.
But is that really the intended way You wanted us to play the Bounty-Hunt? Spreading 15 members of a guild over the world just so each one can have a possible bounty locked down from the get-go only to travel to one location to finally kill them one after the other. Thinking about it, how did the first guilds ever do this? I mean, okay you can decipher the map their on from their “Wanted-Poster” but it takes longer than 15 minutes to walk most of the paths they take. And with no pre-prepared maps and pathways to check and a member near every possible bounty there is no way you can ever reach two targets in the allotted time. Maybe if you knew their exact Spawn-Position (@ the start of each mission) and their probable route of travel a 15-man-team of bountyhunters would be able to catch up to one bounty and slay it. However, there is no way that team would manage to get both.
All in all, I don’t really see how a barely location specific text and picture of a “Bounty” can be reached during the small window of time given for it. And the excuse that even a small guild is capable of doing these bounties with the help of other players dosent really fly. Because a member of that guild must start the fight in the first place and tag the bounty to get credit.

  • Sending someone on the map at the start of the mission takes 30-60 sec depending on internetconnection and PC someone is using.
  • Asking for help to the location of the bounty in map chat and getting an answer while looking for oneself can be between another 30 sec to 5 min, depending strongly on how many players are on a map, where they are and if they are even willing to help you out. If noone saw the bounty im stuck running along a path, i dont even know about (baring the use of pathmaps from the internet). Sad thing is, why should a guildmember of another guild tell me where to find and kill a bounty, if the same bounty might become the one their guild is looking for (if he tells me, he has to look all over the place to find it again) but they take another 5 minutes until they are ready to start their bountyhunt.
  • Assuming someone tells me accuratly where to find my bounty another 30 sec loading screen and up to another 60 sec to catch up to it. Time to kill one bounty left: anywhere between 7,5 to 13,5 min (best case: 90 sec to find, worst case: 7,5 min wasted).
  • Now i still have to get every guildmember there and anyone on the map who is willing to help (60 sec – 5 min).

In the end I, we, our whole guild needs to be 100% vigilant group and every last player we meet has to be in a cooperative mood and we need the good fortune of a player spaced around every 2.000 range on the bountymaps not to mention the best internet connection and PC to do this one tiny little start-up mission that will help us unlock all the following ones.
This may be boring for guilds with upwards of 60 active members and an hour of prep-work but doing guildmissions now in their current state is a teeth-grinding chore for small guilds hoping for help from people that are doing their own thing, and a boring hit-or-miss event for large guilds.

My question still remains: Did you really test this before implementing it? And is it working as intended?
Or are we the testsupjects and get the tweaking and numberscrunch done afterwards.

PS: Dont really get the problem of a large guild, where members dont get to tag a mob for the reward. Tier 3 has 6 bounties to take care of, 20-30 players each means a guild can have 120-180 active members and all would get their reward-chest. Advantage big guilds, again ;(

(God I suck at english, next time I use Google-Translator)

(edited by ShadowsHardie.2109)