We searched for 10 minutes and no one was able to find a SINGLE barrel.
I went to Blackgate just now and found him down by the spider caves.
Hiding targets have predetermined spawn locations. This means that there’s one specific barrel that Sotzz with spawn from every single time. The other barrels are effectively decoys, and they will not respawn until Sottz is found. This should make it easier for groups to divide and conquer, since you can tell if a part of the map hasn’t been searched when you find barrels there.
In the case where you’re running around the map not finding any barrels, that probably means that there’s only one or a few left, well off the beaten path.
In the next release, I plan to reduce the difficulty of this one.
I am indeed giving him a second look. What’s likely to happen is that the fire shield will apply a negative effect to the person who made the mistake instead of hurting the entire group.
A lot of the things on the commendation vendor can also be gained from the personal reward chest that you get when you complete bounties, rushes, challenges, and puzzles. Happy hunting.
In order to trigger the fights you’ll need the “Mission Control” permission. This is can be given to any rank by visiting the the ranks tab of the guild panel.
Thanks again for the info everyone. I agree that the biggest problem is probably that barrels can be broken by anyone and not just guilds on the mission. This is quite likely to change. I’ll also look into his respawn timer, etc.
I’m sorry to hear that your guild is having trouble with this particular bounty. After several reports of a possible bug, I’ve been looking into this target tonight and I have not found any bugs or instances where he was missing. This includes Aurora Glade, which I visited a few minutes ago. I found Sotzz nearby a centaur tent in the Northfields.
Thanks for the info and the feedback though. Ideally each bounty target should present a unique challenge, but no particular target should be extremely difficult in relation to the others. I’ll take a closer look at the success rates for this one; it sounds like it might need some tweaking.
- Correct. We removed the holding of targets. I’m not sure why that didn’t make it into the patch notes. This isn’t really a buff to the targets themselves, however.
- Sottz’s behavior was bugged. What was actually happening is that he would be spawned in a really hard to find spot, which made people think that he was bugged. Now he will reset if not engaged, which also respawns all the barrels. This should make it easier to sweep through sectors and determine if they have been searched recently
There was no change to barrel spawn locations. I fixed a bug where Sottz would not despawn if he was ejected from a barrel but not engaged. He should now disappear about a minute after he appears (if I remember correctly).
The barrels only respawn once Sottz despawns in this manner or is defeated. This is how it’s always been.
There weren’t any stealth buffs to the existing bounty targets. Some of the newer targets, however, are more punishing if you try to ignore the mechanics of the fight.
Please do not post threads containing information about exploits. This issue will be resolved very soon.
I would like to suggest to add ability to track these NPC that are active similarly to achievement tracking (IE you activate guild bounty tier 2 and u will see list with 3 NPCs on the right side of the screen with timer).
Guild menu is little rusty for this since it has to load your members and then u have to move throu few clicks (nothing to say about its size that is huge just for listing active NPCs)
I’d like to get this added but that portion of the screen is getting a bit crowded. We’re looking into other options as well, such as moving the missions panel to the top level list of tabs or somehow displaying it on the main page.
@Anthony Ordon:
Did you see the post linked below, referring to the February 26 patch?
I’ve read every post in that thread, yes. Please stop trying to fling it towards my face.
I share some of the concerns, but I don’t agree with everything every player says (EDIT: and neither does the feedback or the metrics that help us make these determinations).
The new guild training mission is meant to alleviate accessibility issues for smaller guilds. We’ll continue to look at methods of making sure that everyone can access the content and has the necessary tools available to complete it, but I don’t believe that down-scaling the challenges to accommodate for one-person at a time is the right solution for group content.
(edited by AnthonyOrdon.3926)
A couple of you are hitting on some big points here and I wanted to let you know that you’re on the right track.
There’s some assumptions that the first time you run one of these missions you should be able to finish it right away with no issues. But it wouldn’t be much of a group activity if it were that easy. The expectation is that you’re going to have to practice. Learn the enemies, learn the mechanics, learn how to work together, adjust your strategies, and try again. That’s why the activation costs for missions is pretty low. You’re probably going to have to try more than once.
Komali and Sotzz are good mentions because they reinforce this on the encounter level. You have to learn Komali’s mechanic and how to search for Sottz. Reading the guide doesn’t help because once you know these things, you still have to practice the execution. Even once you’re good at it, you have to continually adjust your strategies when these guys appear in your list.
This is unlikely to change. In fact, the new content is only going to take us further down this road. You just can’t pre-scout Big Mayana or Yanonka. 2-MULT will anti-zerg your faces off.
As far as 30 vs a T3, yes they were coordinating over voice and guild chat. They absolutely failed plenty of times and they tried lots of different tactics before they found what worked for them. But they were mighty pleased with themselves once they got it done, and that’s exactly the kind of group content that we’re aiming for.
If Guild Missions are designed for 15+ people then why allow guilds to have less?
- There’s lots of things that guilds do other than guild missions.
- You can be one person, but that doesn’t change the fact that you’re going to have to work with other people.
You telling me your testers tracked down and killed 6 diffrent targets within 15 mins? that sounds completly unrealistic unless you have upward of a hundred people searching at the same time.
Try 30.
Thanks.
Also it may be pretty close to medium. My point was that the norn heavy looks pretty medium to my eye, which is part of what makes it cool to me.
All of the missions are designed to be completed in the fifteen minute window. The pre-scouting methods were never used by the testers. Most found it far more efficient to start the mission and the search the map by dividing up our efforts.
Some of the new bounties are designed to actively encourage this approach instead.
What class wears medium armor and can go Mace/Shield?
I’m slightly jealous.
…rock star?
Also, judging by the norn cultural set, that would be heavy armor.
They’re completely new in appearance, though they share stats with another popular set.
Guild missions require coordination and organization. This is never going to change if I can help it.
Also, this pretty non-constructive, so I’m locking the topic.
(edited by AnthonyOrdon.3926)
Those are literally the weapons that Braham carries around as far as I know.
You don’t need merits to access Guild Bounty Hunts, which is the first level of guild missions. You need influence, and that’s how the training missions help you get there.
The new news update talked about new rewards, including weapons. Could this be some of the rewards we expect to see? Or perhaps they are rewards from doing the Living Story things. Only time will tell.
These are not the guild weapons [you’re looking for].
Very simply, shouldn’t all Guilds be able to participate in Guild Missions?
Every guild can—so long as they research the appropriate upgrades, recruit enough members or outside assistance, and work together to finish the content. This is quite similar to saying every character can kill Zhaitan—as long as they’ve leveled to 80, purchased gear, found a group, etc. Keep in mind that content is often in itself something to be achieved. In this case we’ve taken that concept from character progression and applied it to guilds, and now we have guild progression (which should read as something new for guilds to do). That’s on top of all the other things guilds are already for.
My team is content-focused. Calenders, alliances, and other features are a bit outside of my scope. All I can really say is that those features are all being discussed and evaluated against everything else we’re trying to do.
Just a reminder, try to stay on topic. Unfortunately, I don’t really have any information or anything else to say about ascended items.
Ascended weapons may be available from guild content at some point in the future, but that hasn’t been decided yet.
I think I just vomited a little in my mouth.
Which is sad, because on the whole I like what the blog was trying to convey.
I’m pretty sure if we had ascended weapons, there would be a ton of ways to get them.
So you have helped out small-guilds who simply couldn’t GAIN or BUY the influence. What makes you think these guild can then DO the guild missions as they currently stand? That’s the problem you are missing here.
Haven’t missed it. I’m fully aware of this perspective, however, we have always said that these guilds who are extremely limited in number will have to work together to attain these goals. That’s what this content is about. That’s WHAT these rewards are about.
There’s a huge variety of content and rewards available in the game. And while some rewards can be attained several ways, others are reserved as merit for specific tasks. This is no different from dungeon armor, achievement titles, or the map-completion badge. Certainly we would never give you those things for completing guild content.
(edited by AnthonyOrdon.3926)
I don’t think you truly understand what makes a guild a guild.…
Everyone is entitled to their own opinion about what a guild is. Guild content, however, is designed to be about challenges that can only be overcome by working with other people. The new mission type is not intended to change that by circumventing the content that’s already in place. All it does it make it more accessible.
Yeah, so this is a half-fix. It helps with the influence-earning, but doesn’t help us keep guild members who will leave over lack of loot.
This is one of the problems that we’re specifically trying to address here. Even if your entire guild is representing another guild, you can have these training missions researching in your inactive guild and then swap back over to complete them for massive influence gains.
It says new weapons will be added, does that mean Ascended Weapons?
The new weapons are exotics. They have unique skins and are only attainable through guild content.
Ascended weapons may be available from guild content at some point in the future, but that hasn’t been decided yet.
I have some clarifications for you guys. The intent of the training mission is to make it easier for your small or less active guild to access other guild missions (or acquire anything else you need influence for). It’s not meant to replace standard bounty hunts or augment influence gain for guilds that can already earn a ton of it. To that end:
- The commendations, rares, and silver are not awarded. That reward is specific to actual bounty missions.
- The training mission can be researched and activated as many times as you like. You can stockpile up to 10. Keep in mind that researching a training mission will tie up one of your research slots and that boosting that research with extra influence will ultimately cancel out a portion or all of your gains from the training mission.
I’m happy to answer further questions, but please remain civil in this thread. Thanks!
Making the bosses COMPLETELY random and not in a specific route would be much better and more fun, so you don’t have to look at an online map all the time.
I’ll be taking a look at some of the super easy ones (Trilla), but a lot of them are on a path so big that it doesn’t really matter if you know it; you still have to track them anyway. Also, we intend to add a few more that play “hide and seek” like Westward and Sotzz. Sotzz has 300 different places he can appear in Gendarren Fields.
If you complete both targets you’ll receive the merits from the mission, which can be used to unlock more mission types (and rewards from those missions).
I’m looking into why some of the bounties don’t appear to be scaling normally. They might just need more health in general, given that many of them live in low-level zones.
This issue has been resolved. Thank you for your patience!
Then i hope you can answer a last question from me
If you can store the activation like consumables, how many can you store of them? 5 like the other consumables? 1 like some others? Or maybe even more?
5
So correct me if i am wrong please…
You have to have the target currently active as a mission to get the new fancy guild rewards. You’ll know if it’s active if the bounty’s name and picture is displayed in the new missions tab under “Guild Bounty”. If you’re not involved with the guild who activated the mission, or do not have the mission active in your own guild, you will receive normal event rewards (in the case of bounties). Other mission types such as puzzles and rushes have chests at the end for anyone who participated.
Does the person have to represent to get the reward, or just be a part of it?
Pretty sure you have to represent at the time the event completes at least.
Once a mission is “unlocked” is a one time trigger or can it be triggered multiple times later for “other” members?
The unlocks are for the mission “consumables”. You build much in the same way other consumables are built (like banners). These are relatively cheap; 100 influence for tier. You must use one each time you want to activate a mission.
If you participated in the event to take the bounty down, you will immediately receive your personal reward for guild bounties for that week and your guild will receive completion credit for that target.
This makes it sound like any player participating will get 50 silver, the rare drops and a personal guild commendation, but only the guild that kicked the event off will receive a guild merit, correct?
No, you have have to be in the guild with a mission active. Sorry for the confusion, I wrote the whole thing from the perspective of someone who is trying to run a mission.
10 people is a very good size for a Tier 1 bounty mission.
By offering a variety of content, we can have a game that lots of people can enjoy. There’s a lot of content out there, but there’s not a whole lot of things for a coordinated group to do larger than 5 people to do. Guild missions were made to remedy that.
(edited by AnthonyOrdon.3926)
Sorry for the confusion guys. Here’s the way it works:
- When your guild activates a bounty mission, it will be displayed in the new missions tab with a list of targets to kill in a 15 minute window (2 – 7 depending on tier).
- The targets are NPCs who already spawned on the maps. There is a clue as to what map they’ll be on for each target. They can be ANYWHERE on the map. Some of them are easier to find than others.
- Only guilds with the mission active can start a fight with a bounty. Everyone else will see them as a non-combatant.
- When the bounty is killed, it is respawned somewhere else for immediate re-use.
- If you participated in the event to take the bounty down, you will immediately receive your personal reward for guild bounties for that week and your guild will receive completion credit for that target.
- Once your guild completes all the targets (within the time limit) merits will be awarded to the guild.
- Merits are used to unlock new upgrades and other types of missions, so it pays to successfully complete your bounty hunts.
When the bounties are killed, they respawn instantly (somewhere else).
The bounty targets for each mission are randomly selected from the list of all the ones that are available. If two guilds happen to get the same one at the same time, they may kill that bounty cooperatively and both guilds will receive completion credit for doing so.
Just wanted you guys to know that these are also available as guild mission rewards as well. You can get them as random rewards from completing missions or from the commendation vendor.
That’s good news. Although it really makes me wonder how you guys came up with this price as a valid equivalent to a guild mission. I seriously doubt you expect 6 guild missions to be as difficult as acquiring 40 laurels and 50 ecto.
It’s partially related to the time it takes. Personal rewards for guild missions can only be claimed once per week per mission category. Therefore if your guild only has guild bounties unlocked, it will take you 6 weeks to claim one of these accessories from the commendation vendor (assuming you don’t spend your commendations on anything else).
Just wanted you guys to know that these are also available as guild mission rewards as well. You can get them as random rewards from completing missions or from the commendation vendor.
Each guild mission type becomes available through an upgrade that is researched in the guild tech tree. The first one is Guild Bounties, which does require Art of War level 5.
When you activate a guild mission, you will be assigned one from a list of many possible missions. These missions exist all over the game.
We’ve just recently put up the following blog post to shed some light on the details:
https://www.guildwars2.com/en/news/leah-rivera-on-new-guild-missions/
Ideally scaling shouldn’t be terribly impactful; it’s designed to keep the difficultly feeling just right. Events can indeed scale up and down in response to player count. They scale in a number of ways, including:
- enemy stats can be increased
- enemies can gain new abilities
- new enemy types may appear, including veterans or even champion versions
- enemy count can be increased
- objective requirements may increase
Some of these methods have a latent effect on difficulty as an event scales down. For example, you don’t really notice stat changes since an enemy’s health bar is a percentage. But if we increased the enemy count, we don’t really have a good way (in a lot of cases) to make them simply vanish if the event is abandoned or otherwise reduced in scale. They won’t respawn unless the event gets scaled up again, however, so it should just be a matter of clearing them out of the event. You just might have to do it gradually.
What if like, when you start a guild mission, it spawns the boss, and bystanders kill it before anyone guild-related can get there?
In this case, only guilds who currently have the mission to kill the boss will be able to initiate the event to do so. At that point any player can jump in and assist. If they earn participation, they’ll be presented with the event’s rewards. The guild members who participated in that event will receive an additional reward, which should be explain in an upcoming blog post (real soon).
They are scaled, and bystanders will be rewarded for helping (just like every event in the game).