I love the response to small guilds not having a leg to stand on. That’s quite easy to say when your large guild is able to run the guild missions. Thats awesome that you invite smaller guilds to join the larger guilds missions, but you know what? Honestly, most of the smaller guilds want to run the missions for THEMSELVES! The fact that even guildcast agreed with this segment of the game being catered to larger guilds speaks volumes to me. It is even stated that this is a LARGE part of the game now, not just something that was added then ignored. I personally find it insulting that the smaller guilds are left to flap in the wind. Yea, I understand that banners, and ascended gear can be purchased through other means, but again (as previously stated) I don’t think the issue is about the rewards. It’s about the ability for your own guild to run your own missions for its own members. The fact that I am now seeing the large guilds on my servers shout in map chat for smaller guilds to merge is absolutely absurd. That, amongs other things, is just a small part as to how the smaller guilds are being hurt by this. “How many members? How big is the guild? How far are your upgrades? How much influence do you have?” This is now becoming a basis for players joining guilds. If this is going to be survival of the fittest, I see alot of people, and guilds, being hurt by this.
And to address the issue of the missions being “burnt out” within the first month.. I really have no words for that. If you are able to burn yourself out that quickly for such a large update, then I’m sorry, but I don’t share your opinon. That is just like saying running AC, or another dungeon as soon as it came out would become boring within the first month of playing. Again, I disagree. I’ve gotten all of the rewards that I personally want on my main toon, but I still continue to run the dungeon with guild mates, and I still have just as much fun.
Obviously we aren’t going to agree. I, and my guildies aren’t able to run the missions as we would like, while the large guilds on the other hand could open the missions the day of the update. Its completely different sides of the spectrum.
As they exist right now, Legendary weapons are absolutely the most un-Guild Wars 2 concept in the game. So much of the items and activities surrounding the endgame revolve entirely around Legendaries, yet to go after one demands a dramatic shift in play style through massive amounts of sheer farming and grinding. Traditional MMOs would blush to be seen with such monotonous chores.
It’s true, they are really fantastic-looking items, and I don’t deny that I really, really, really want one. But, my desire to attain a Legendary is overshadowed a hundredfold by my disgust with the process I would have to endure to get there.
It’s not that I’m unwilling to play the game to its fullest extent, expose myself to a variety of content, and “do the work” to earn one. But, so much of what you’re asking us to do is borderline inhumane. It’s not challenging, it doesn’t require “mastery” of the game, and it certainly isn’t anything I’d consider an “honorable” achievement. In short, there is nothing “legendary” about acquiring these weapons at all.
Please reconsider the method for acquiring Legendary weapons. Below, I have weighed in on several of the steps involved…
100% Map Completion: It’s a mammoth task, but is achievable by anybody with enough commitment. Anyone who has finished this has shown their merit.
Max Crafting: This makes sense, but it’s currently handled in a very strange way. There’s this concept of a “precursor” weapon that gets upgraded into the Legendary, but that weapon is not crafted at all. Instead, the crafting is relegated to a nondescript “gift”, which is basically just a pile of raw materials. How weird is that?
Instead, have us craft a base weapon. It can have a higher cost of materials than a normal exotic, but essentially our mastery of crafting should lead to the practical “weapon” part of the equation. Don’t require crafting just for the sake of it; have it make sense.
Personal Story Completion: Unless I’m mistaken, this is not technically a requirement, and that’s really strange. I would hesitate to say that someone who has not even finished the personal story deserves a “Legendary” reward.
Dungeon Completion: I don’t know that every path of Explorable Mode should necessarily be required, but surely finishing Story Mode for each dungeon is reasonable. What is not reasonable is scraping together 500 tokens by grinding the same dungeon over and over.
Smaller guilds should be able to compeat!! We should not be forced to join massive guilds.
They need to start scaling the guild stuff. I’m sure it wouldn’t take long to figure out how much on average a person should make in a day influence wise. Then take that into consideration on ALL guild upgrades not just the event stuff. Bigger guilds prices would be high for upgrades and for the smaller guilds prices would be low.
Just go with this type of formula
(Average Player Influence * guild members ) * how many days it should take to complete = Total influence cost to upgrade
Lets say Average Player gets 100 influence a day and you have 24 members in your guild and ArenaNet decides it should take 6 days to gather enough influence to get a particular upgrade it would look like this…
(100*24)*6 = 14,400 influence needed
But if you had 300 members
(100*300)*6 = 180,000 influence needed
This would solve 2 problems in one. Big guilds would have to sort through their active members and make sure their roster is playing or it would greatly reduce their effectiveness and number 2, make smaller guilds able to do the same stuff as larger guilds in the same amount of time.
I feel no mater what it should have a baseline number like 10 players so even if you had less than 10 it would still multiply by that number to make it even across the board.
This equation may not be perfect but I’m sure most people in small guilds would love it and they seem to be in the majority. There are far less big guilds and they seem to be the ones that will soon reap all the rewards. I think it just would be nice to have all content available to everyone in any guild.
| 80 (Mesmer) Brook Envision | 80 (Thief) Kuro Rin |
I can’t even begin to say how much I agree with #1. My main guild is an smaller RP guild, we would love to do some of these events as a guild but since we did not consider War to be very important before we are now way behind the curve. I personally want NOTHING to do with WvW, I freely admit I suck at it. I already was peeved that I can’t get map completion without doing WvW, and now this. One of the great things about GW2 is not forcing player into content they don’t want. Going against that model to make players do things they don’t want to unlock content they do is never a good idea IMO.
So there’s already a decent amount of unhappiness on the Guild Quests, and I think from the current viewpoint this is a pretty fair assessment. For various reasons:
1. Putting the only event that doesn’t require Guild Merits in the War tab: This penalizes non-WvW guilds, just as placing it in another tree would penalize WvW guilds
2. Lvl 5 requirement: This simply just isn’t feasible for small guilds
The good news is it’s an easy fix and here’s how
1. Create 5 tiers of events, these tiers are scalable but start at a level appropriate to size. That is a 5 person guild can do T1, 10 T2, 20 T3, 30 T4, 40 T5 this already appears to be the case at least for the 3 Tiers of the bounties and you could keep it at 3 tiers (5, 20, 40) but that would leave some holes.
2. Each T1 does not require Merits to unlock
2. Each new tier requires ANOTHER unlock (with Merits past T1), this lets guilds unlock as they expand rather than requiring a large guild to begin with.
3. Create a separate tab for the “Guild Challenge” Guild challenges require the equivalent Tier of each other challenge to be unlocked.
This setup allows accessibility to the content for smaller guilds, while still requiring a lot of work (even for large guilds) to unlock the highest tiers.
This is a good way to look it and would allow all guilds to get guild missions of use to them ok would still need fine tuning but is a lot better then whats already in place.
But most of the damage even tho a short time has already been done!
Again all i say is this is PvE based content so why do we need AoW lvl 5 with is nothing to do with PvE content before we can even start it!
That is my only problem really Cause even small guilds would have economy ranked high and again medium PvE guilds wont have it up and it takes about 75000 influence to get it there my guild has about 40 active members a day bringing in about 800 influence a day so in about 750 days we will be able to do it from a guild of 100+ total members!
Reporting in for my small guild. We will remain a small guild of personal friends. I’m not going to disband my small guild of friends just for some ill designed content that requires participation in large faceless guilds.
Seriously, designers. When this was announced (https://www.guildwars2.com/en/news/leah-rivera-on-new-guild-missions/) we were led to believe small guilds would be able to participate:
““But what if my guild is super small?” you may say? Not to worry—all these missions take place in the persistent world, which gives you the ability to rally people from the surrounding countryside and maybe make some new friends in the process!”"
GREAT. Please explain how that’s helpful when small guilds can’t even afford to unlock the kitten things.
Ugh, if I wanted I could do 10k influence a week even alone, but I’d appreciate it if the smaller guilds were taken into consideration too. I fear this update will just force several smaller guilds to quit and join some massive megaguilds, that then start complaining how it’s hard to decide who to kick when they’re full. (Oh wait, they already do complain about that.)
People who can’t tend to call the opponent troll, scream something utterly incomprehensible
and finally result to personal insults.
I really don’t know where to put this but…why so much influence Arenanet? Why can’t us small guilds participate in the new content? Why are we being forced to be in 100-500+ member guilds? Why can’t groups of +20 friends in a guild do this content? I really don’t even know where to put this but I’d like to hear small guilds talking about this?
My guild was stoked with this content, only to find that to be able to do it, we either pay for gems, convert to gold and buy influence, or start becoming a super massive guild with lots of people you don’t know…That or we spend months gathering influence nonstop to be able to upgrade from our t2-3 benefits to t6.
Wow…
Edit with suggestion
Create guild missions on lower tiers, purchasable with less influence and, thus, rewarding less. This would still allow us to enjoy the content.
(edited by Thorzilla.9124)
You know, you run the risk of making the game a total pain for the non-cheaters if you are always gearing things towards the cheaters. That is a lot of experience to get in one sitting in one zone.