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CDI- Guilds- Logistics and QOL

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Devata.6589

Proposal Overview

A competition system in which Guilds, and associations of Guilds, compete each other for certain goals, missions and objectives both in WvWvW and PvE maps.

Goal of Proposal

The goal is to allow smaller Guilds to associate versus bigger Guilds, and also to stablish competitions between Guilds, different than a GvG arena in which the only objective is to fight each other. Another goal is to stablish something similar to “Guild politics” in which involved players can play on long-term goals. A small Guild could opt to participate in a Alliance, and work towards that alliance’s objectives, and change the membership the next month or proposed period of time.

Another goal is to make a bridge between Guilds and Overall Narrative.

Proposal Functionality

There should be a cap number of members, for example 2 Big Guilds, or 3. Big Guilds could still form an alliance. There should be a UI managing automatic acceptance in alliances, and alliance membership should be public. 1 Guild = 1 Alliance. This could be similar to a LFG tool, Guild leaders could propose and post alliances, select from a menu of objective’s options, and select a NPC (from a list?) who patronize or represent the alliance. They also select a time limit to get the creation objectives (minimum # of members, minimum # of guild rank, minimum gold contribution, etc)

Other Guilds join, establishing a time in which their offer is valid. If objectives are get, the alliance is formed. Every Guild gets a message from the patron NPC, and a new set of objectives and missions are added to the daily/monthly (Alliance objectives), with corresponding AP. The selected NPC can dictate missions according to their nature (it can be member of an order, a Pact general, etc…), and missions and objectives can be tied to overall game narrative. Other options are objectives set by the game that are rewarded to the first alliance that accomplish them, so you are not directly fighting the other guilds, but competing in being the first to get there.

Finally, one of the objectives/missions could be a battle or series of battles in the GvG Arena, it could be a instance in an existing PvE or WvWvW map, with part of the UI dedicated to show possible battles and join.

An alliance that survives n months (a season? 3 months? a self-defined time?) may allow other NPC to join, or “improve” levels of the Alliance patrons, this Alliances can be part of the Narrative and affect or vote on future events.

Associated Risks

Infiltrators (which could be a feature, allowing some “realpolitik” making spies and sabotage coming from untrusted Guilds), complexity too high, could be exploited by 1-person Guilds.

I am not 100% sure what type of ‘battles’ you where talking about. However what I would like to see for GvG and might be similar to what you are suggesting is battles like you have them in Wolfenstein: Enemy Territory.

So not just fighting each other but basically both parties have a different objective and killing each other is at best a tool to get that objective but the objective is the true goal. Usually there is a team team that has an objective as ‘blow up there base’ and the other has ‘protect the base’. Getting the objective has multiple stages (like getting inside the base, once your inside, get to the machine-room and then set explosives in the machine-room).

Not sure if that are the type of battles you are talking about but if it is then yes I would be in favour of that. It will sure be something I will bring up when GvG is really being discussed.

CDI- Guilds- Logistics and QOL

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Devata.6589

About the recruitment. You could have a recruitment window and I think that would be a good idea. However many people will not check those out so recruiting in map-chat is simply something you have to accept that is going to happen and take that knowledge into your design..

A more immersive way might be a in-game bar / bars for such purpose but people are no so likely to go there. Another option would be multiple places where guilds can place flyers much like the flyers in Fields of Ruin Stronghold of Ebonhawke but then how prevent spam?

So I have been thinking how you could convert all of the above.

- First of you will need a story patch that talks about how guilds are gathering once again but now all with a similar goal just all with different approaches. (That fits more in the lore of GW2)

- Allow guilds to design a flyer. It has to be partly pre-formatted because it has to fit on the world, but a guild can maybe move there emblem and name a little) and a more detailed but still limited and (again) pre-formatted separate guild-recruitment message.

- Place bill-boards in many places in the world (Multiple Living Story’s have had them. If I remember Cutthroat Politics used them and currently we still have the boards with flying for lost people. So it would fit in the world.)

- Now to make that more alive / dynamic on those bill-board show random flyers of guilds (I think this could best be server-based) Of course not all guilds will fit on one board so use some Asura technology to switch flyers all the time or (maybe better fitting in the current world) just randomly load in some of the flyers whenever a player gets near it (like much of the other data that gets loaded in around players). A tip here, arrange the flyers also partly random to really get more of an ‘realistic’ feeling. So it’s every time different as if guilds have been hanging up new flyers in-between.
It’s important this should not cost guilds anything (to be fair for small guilds) but should be an option guilds can turn on and off.

- A member can not click on a flyer but can click on the board what will send him to a UI (designed like a board) that works much like many of the guild-recruit sites. People can filter there (also for other servers) and find guilds there.

- On a page of a guild has a few options (partly depending on how the guild set it). He can ask an invite, or ask to get in contact or can ask to meet. Guild-members (based on the rank) get a message (pm and/or mail) of this and can react on it (need to find a way not multiple members react on it). Maybe guild-mail would be a good idea and this comes in on guild-mail. People can then read and check a box that they took action or something like that.

-When a meeting is requested it’s possible to portal the guild-member and the person asking to meet to a public place in the guild-hall to have a talk there. After that they can get ported back to where they where. (I’m personally not a big fan of being able to part all over the world but for as long as we have way-points I guess this would also be possible. From a lore perspective guild-members have stones and the people requesting for a meet used the flyer that is magically modified by a mesmer)

- Recruiting in map-chat would also still be possible and I think should still be server-based like I said before. However it’s also possible to in the message link to the guild-recruitment page of that guild.

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@JohnPeters : don’t look at guild halls like you do, “a feature that could change gw2 as a whole”, just look at it like a feature that will just make players happy because they wanted and asked it for so long.

I agree with this a lot. Guild halls should be looked at as for the player. Something added to purely benefit the player base as a place to congregate with friends. The initial purchase of the Guild Hall(sans upgrades) shouldn’t be a gold sink. It shouldn’t be a gem sink. It should be there as a private area for guilds to enjoy.

But it should very much add game-play as well.

Sure. I agree. That wasn’t the point of my post though. My point was “the initial purchase” of a guild hall. I tried to make it clear that there shouldn’t be a gate associated for acquiring a guild hall initially.

Well it depends on how you would design it. It would be totally epic if you guild build the guild-hall like a castle and you work / unlock building blocks. But yeah I see what you mean so maybe the inner part (that holds all main functions) should not be gated and you can then later expand.

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@JohnPeters : don’t look at guild halls like you do, “a feature that could change gw2 as a whole”, just look at it like a feature that will just make players happy because they wanted and asked it for so long.

I agree with this a lot. Guild halls should be looked at as for the player. Something added to purely benefit the player base as a place to congregate with friends. The initial purchase of the Guild Hall(sans upgrades) shouldn’t be a gold sink. It shouldn’t be a gem sink. It should be there as a private area for guilds to enjoy.

But it should very much add game-play as well.

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Devata.6589

Proposal Overview
Being able to send a recruit message in map chat but only show it to people on the same server however possible over multiple map instances.

Goal of Proposal
Better recruiting members for your guild.

Guilds are still very much server based because of WvW. Thats fine but because the PvE would is not so much server based anymore recruiting members for your guild has become extremely hard after the mega-server patch. (only option would be recruiting in WvW but for a PvX guild thats no option because they also want PvE players)

Proposal Functionality
An option to chat with your server basically. So map-server chat. That lets you chat with your server but over multiple instances of the same map.

Associated Risks
Not sure there are any risk.

NA TOURNAMENT OF GLORY THIS WEEKEND!

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So how do you sign up for it?

CDI- Guilds- Logistics and QOL

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Hey guys!

I’d like to suggest some QoL and not QoL ideas I’ve had for a while about Guild halls.

1) Non-instanced Arena

- The purpose of a non instanced Arena would be to create an area within Guild halls with constant entertainment for everyone around, and challenge for those who choose to participate. (Therefore making Halls constantly active places)
- The structure itself, as I imagine it, should be placed on a central, plaza-like location in the hall, and it would be similar to the pit fighting arena on the personal story: “Trouble at the Roots”, Basically a slightly-below ground small arena, (Although a bit bigger and eye catching, possibly having selectable/Buyable environments for decoration, and perhaps even sizes)
- It’s functionality would be based on an arena manager NPC, with whom you could arrange friendly skirmishes between players/parties, or even arrange Players vs Boss/Monsters challenges, like many before have suggested in this thread (Both open for everyone to watch, thanks to it not being instanced and placed in a central area!)
- Regarding benefit, I believe skirmishes should be just for fun, but Player vs Monster challenges could use a few achievements, after all, they’re non-abusable fun goals. (I could see “Defeat X guild boss” as an occasional part of the Daily)

I realize this is an ambitious idea, but it doesn’t sound impossible, and would be awesome and become an amazing piece of Guild Halls if it were implemented.

Some other minor suggestions I have are:

2) Personal instance nodes/trees/etc being in Guild Halls. They’re like homes for guildies, after all.
3) Extensive theme-like customization
4) A furniture, interactive, Bulletin board

Let me know what do you guys think about these ideas!

4) A furniture, interactive, Bulletin board”

Like having a guild-calender + additional information somewhere on the wall to visualize it better the only / just a window in your guild tab? That would be nice and more immersive.

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Do we feel like we have much more to discuss on current QOL and Logistics in regard to existing guild features etc?

If we do that’s cool. Just thinking about when to do a summary and closing discussion on this phase before moving onto Guild Halls.

Chris

Well so far is has been more about listing suggestions then really discussing them.

Is there also a summary of all suggestions coming?

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I want to see a guild housing heavily expand the gameplay’s and reward’s systems as much as you do, but it’s easy to understand how, at the very least, a few gem-only cosmetics here and then, and space expansion based on gems (for big guilds), would be a potentially good way to monetize the system without hurting it (as long as the bulk of it is in the gameplay and not in the gems). I can understand how unlocking merchants behind gems might be more questionable, but considering they are just a convenience upgrade, I would ask, why not?

The bulk of the rewards should be statues and other decorations of the monsters we kill, furniture we would craft, decorative relics that we would discover around the world, and new dynamic events and mob spawns specifically designed for that.

Why not, because also that can be game-play.
Lets for a moment look at the rest of the game. How much game-play is taken away for gems.
Most of the collecting (that can be game-play) of skins, dyes finishers. all gone. So on paper ‘just a few things’ might sound nice but you know where stuff go’s to.

Besides form a financial perspective it might also not be great. Gems earn money because they manage to trick many people to buy the stuff.
With guilds there are way lesser guilds then people. Besides how would guilds buy something with gems? You donate gems to the guild? Sounds bad.

Locking it behind an expansion they sell makes much more sense to me. Financially and game-play wise. But thats my opinion.

Because it’s going to much away from the QoL I will leave it with that at least until we really get to that subject.

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I’d say a guild hall-housing system with some (key word: some) furniture behind gems, merchant unlocking behind gems, and perhaps even space expansion behind gems would potentially give more revenue to Anet than the current Royal Terrace pass, so I wouldn’t use it as an obstacle.

Space expansion for housing is specially interesting, I think. Small guilds wouldn’t need it, and big guilds would love it for the sake of prestige. This would offer a nice sink for big guilds, without negatively affecting smaller guilds, as they would probably be satisfied with smaller guild halls.

But unlocking that stuff in the world would add game-play. Also the amount of money would be limited because there are a limited number of people and since everybody in the guild should help it’s more likely people would use gold for it.

Of course Anet needs to make money but just lock that sort of stuff behind game-related things. Dungeons, raids, guild-missions and so on. Guild halls (when done properly) can easily be one of the selling points for an expansion so let them do that and earn money that way.

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Devata.6589

The whole process of building it and unlocking elements inside give guilds goals stuff to work towards. It can be linked to other content (guild-missions, raids). So it allows for a lot of content. Of course unlock stuff guild-related should then not be cash-shop related because then it would indeed be nothing more then what you say.

But yeah it could add a lot to the game much more then just a place to hang and something to show of.

“Stuff to work toward?” It’s just an influence sink. Large guilds get it nearly immediately, unless it’s heavily time-gated, and small guilds like mine spend months struggling to catch up. No thanks.

Linked to other content how? Like, guild missions INSIDE your guild hall? That’s an interesting concept. I’m not sure I feel strongly about that one way or another. Still, that’s not QoL, that’s new content.

Guild Halls would be a sensible launch point for guild mission/world boss instances, if we ever get those.

I just don’t see these ideas for GHs so far and go, “Oh yeah! That’s something really cool worth the development effort!” But maybe that’s because I don’t care much for the “showing off” part of it.

Influence? Maybe the ability to start building on it yes. But when done right it’s much more. You might unlock stuff with drops from a guild-puzzle or a raid-type dungeon. And you might be able to basically unlock building blocks (much like WvW keeps also exist of different ‘blocks’) then you can then do to build your hall / castle with.

It should be much more then just something you unlock with influence.

And that’s then also how it’s linked to other content. (And that would also mean it’s doable for smaller guilds as well). No guild-missions inside the guild-hall while that might be one of the things you could unlock for your hall. (not just with influence)

And I know thats not QoL but that is the answer to your question.

It’s not about showing off, you do that for yourself / your guild.

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Curious if anybody has a reason for guild halls that isn’t…

1) I want the things I get in cities, just not the other players (idling, crafting, MF, etc)
2) I need to show off
3) I want to group up with people

I feel like we can get more creative than that. Training/dueling/whatever sounds interesting… what if there was an arena that allowed you to spawn specific bosses (from dungeons is my thought) so your guild can practice kills. No loot, just for practice?

A dueling arena would also be fun. Being able to use PvE builds for PvP with guildies is pretty much impossible right now.

I’d also like to be able to name somebody Guildmate of the Week, maybe there could be a function which lets you erect a statue of a character? It’d be a cool way to give members credit for helping out the guild.

The whole process of building it and unlocking elements inside give guilds goals stuff to work towards. It can be linked to other content (guild-missions, raids). So it allows for a lot of content. Of course unlock stuff guild-related should then not be cash-shop related because then it would indeed be nothing more then what you say.

But yeah it could add a lot to the game much more then just a place to hang and something to show of.

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Devata.6589

Ok time for a third topic.

Guild Halls.

I see this subject come up a lot in this thread and while we can talk about other aspects of Guild Halls at some point, let’s try another exercise.

What are the 3 top QOL features you think Guild Halls could provide that maybe couldn’t exist otherwise? Try not to list features that are beyond QOL, but I won’t hold it against you because its hard to do.

I’m out for the day hiking at Mt. Rainier but will try and return with my own top three later this weekend.

Well would the question not first be what we want with guild-halls. Because I would love to not just see guild-halls but maybe even guild-castles you can manually build in maybe PvE or maybe even WvW type maps. And maybe guild-members can also do stuff there (from mini-games to housing).

That is out of the scope now because it’s content but what i’m trying to say is that the QoL question depends on how you would see guild-halls.

So I will try to give examples that are more general for now.

- Achievements.
For now there is not much guild can achieve (except for some unlocks) but lets assume we are being able to unlock more then it can of-course be a check-list in a window somewhere but it can also be something in the guild-house. Being it a statue, or a mini-game or maybe even (parts) of the ‘guild-hall’ itself.
So that sense of achieving something together, building something together and progressing together.

-Group bounding.
When you have this place that you build together and hang together you get much more of a real group / guild feeling then when you share a bank, chat a little and do missions together once in a while.

- A place to meet up with no other people around.

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Devata.6589

Wish I had been able to come earlier! I have many stuff to talk about, I’ll try to speak of each topic in different posts following the suggested idea format.

By the way, this old thread could be interesting: https://forum-en.gw2archive.eu/forum/archive/suggestions/Improving-the-guild-system-Long-detailed

Here we go:


Proposal Overview

Guild alerts, or guild mass communication.

Goal of Proposal

Ability for the guild leaders to communicate efficiently with their guildmates.

Proposal Functionality

There’s two approaches for this, mail and chat, both are nice and don’t invalidate each other. There would be a new section in the guild panel, where you can write the message and set up your preferences.

These preferences would include: Ranks, represent or not, and mail or chat. A chat alert would appear in the chat log for every online member qualifying for the preferences. Mail alert would send an ingame mail to every qualifying member, online or not.

Associated Risks

I don’t see any risks. The system should work above the spam detection filters, so that there’s never “message supressed” situations. The system could have a natural limit to avoid spam, but nothing too restrictive. Also watch for chat message character limits.


Proposal Overview

Message of the Day (MotD) in the chat log upon login/represent.

Goal of Proposal

No one reads the MotD, so this would be an efficient way of showing everyone the latests news or rules of the guild.

Proposal Functionality

When you log in or represent a guild, the content of the MotD is pasted in the chat.

Associated Risks

None I could think of. Just watch for chat message character limits.

Guild alerts the way you describe it (well the mail part, chat would also be nice indeed) I already suggested before however when reading your Proposal Overview it did really give me another idea (what I thought you mend until reading the rest). A message in the screen. Much like the “A new build is ready”.

Of course again this is one of those thinks that could be miss-used by guilds but on the other hands, if guilds miss-use that a lot people will leave the guild and people might even have the ability to turn it of.

Then you can bring some things better to the attention of members… “Guild-missions starting in 10 min”. We now say that in guild-chat but people who are not in the guild-chat channel or are simply not watching the chat might miss it.

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Devata.6589

Proposal Overview
This has probably already been mentioned, but Guild Commander tags with a duration period.
Goal of Proposal
Allows guilds to tag up for guild missions or other guild events for a period of time, maybe 2 hrs?
The cost of commander tags is utterly ridiculous for players who only tag up once-twice/week for guild missions
A short/duration commander tag bought with influence makes more sense.
Make them only visible to guild members.
This also helps with WvW guilds who don’t want pugs ruining guild raids in WvW
Proposal Functionality
Buy 5 Guild Commander Tags for XXXX influence. In the Art of War research.
High ranked guild members may activate one at a time through the guild window
Only visible for 2 hrs after activation
Associated Risks
None I can see. Guilds will research/build more in Art of War. This won’t affect players not associated with the active guild. Maybe lag from invisible commander tags?

Well may I add something to this. Maybe people who already have the commander tag can then use that also as a permanent guild commander and the guild commander tag would be the guild emblem.

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Devata.6589

Asof tomorrow, my input to GW2 will be minimal Archeage is being released and those devs listen to the player base, Perhaps ANET should take a look at their forum and see how customer relations work.

Such a shame seeing as this was the best MMO i’ve played.

Yeah, im sure everyone just love P2W.

I did play in the alpha and it was a nice game and also playable without paying but I’m not sure how that works out in the live game. That said it will effect the game for sure and it’s just one of the examples how cash-shops are bad for the game.

That not different in GW2. Here it’s almost impossible to get many of the skins without paying and this game is heavily focused on skins.

AA is heavily focused on housing so they lock that behind a a pay-wall but both will say “you can also get it without.”

Now I don’t mind pay-walls as long as they come in the from a true expansions.

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Devata.6589

These changes according to Colin, were meant to keep players like a few of my WoW friends that bought the game, played for 25 minutes and quit. That’s not an exaggeration one of my friends quit the game forever after hitting level 7.

But… Its a BTP game and those people already paid so what’s the problem with them quitting? GEMS! Only active players buy gems so I’ll assume this is a gem store driven change to what was my favorite part of GW2 the glorious leveling and open exploration.

My last gem purchase was this month, I’ve spent more on GW2 than a sub game and I’m unhappy with the direction, so I won’t buy any more.

While I don’t really see the gem-corolation here (if they would want to sell expansion they also need to keep players with them) overall the move towards the gems has been there from the start and by spending gems (especially on things like skins and so on) people help to push the game more in that direction since launch.

So basically you helped to create that mess. I never spend a any money on the cash-shop. But that does not mean I’m not willing to spend money on the game. I expected an expansion once a year (thinking this would be a true B2P game with regular expansion and nearly no cash-shop). We are two years in so I would have bought 2 expansions by now but didn’t and I also did not buy any gems.

If you don’t like the cash-shop focus things you should have never bought any gems. Stopping now is all fine but they are now already in that direction.

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This was a whole list but I think thats it for now.
And the list was even longer, some things where out of the scope of this CDI (guild hall / castles / raids and so on) and other where already suggested. (mainly chat related).

I have been a guild-member since the start and always noted any functions I missed. In addition I have been collecting any suggestions from other members in one thread hoping the devs would do something with it. https://forum-en.gw2archive.eu/forum/game/gw2/Guild-System-Improvements-Suggestions/first#post3467176

When doing so you also see other people suggestions you like. Thats how my list came so bog after 2 years. Hope it helps and if there are any question just ask. I will also keep following the discussion here. And debate with you guys when I have anything to say about the subject.

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Proposal Overview
 Being able to set a welcome mail for new members and the option to add items from a stack saved somewhere.

Goal of Proposal
Giving new member automatically a nice welcome gift and some information that might be usefull.

Proposal Functionality
An option to stack items somewhere (micro bank) and set a mail that every member who joins the guild for the first time. The items stacked there can then be used to as one of to that mail. (until the stack is gone).

Associated Risks
People starting to join mails only for this reason hoping on nice welcome presents. While I do think the risk is low because guild-leaders will know this and so will not give gift or just a nice little one like a beer or something.

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Proposal Overview
Exporting mails to a file.

Goal of Proposal
QoL for guild leaders and officers for saving mails without having to type them over manually.

Proposal Functionality
Guild leaders and officers might get a lot of mails from members. Some of those mails might be useful to save for later however the maximum number of mails is very limited. So being able to export them would be a great option. Likely also for non guild-leaders and officers but I think thats a group who would benefit here a lot form.

Associated Risks
None.

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Proposal Overview
Transfer influence from one guild to another guild.

Goal of Proposal
Helping smaller or befriended guild.

Proposal Functionality
An option for leaders / owner / creator only (for security reasons) to transfer influence from one guild to the other.

Associated Risks
Misuse. So it might be useful to lock this functionality to a max of 2 members or only the creator of a site.

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Proposal Overview
Members should be able to stack in the guild-bank without having to first take it to there inventory.
(The way it works now looks more like a bug to me but it’s been this way ever since beta)

Goal of Proposal
QoL for members when putting things on the guild-bank.

Proposal Functionality
When a member puts something in the guild-bank that can stack, let it stack.

Associated Risks
None I can think of.

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Proposal Overview
In the Api have the option to export real-time information to see what guild has claimed what WvW camps / towers / keeps / castle. But maybe also other information.

I do hope guild will get more stuff to do being it WvW or in other ways. Thats for now out the scope of this CDI but information about those things might also be available in the api.

Goal of Proposal
Having better tools for showing this information on a guild-site. But also making more reason to claim and giving members more a feeling of achieving something with there guild.

Proposal Functionality
Add a function to the api to get (open) information about a guild. For now that would be mainly what they have claimed in what WvW maps.

Associated Risks
Maybe security. The information is already available by simply going into the map so I don’t see it as a big thing but if Anet would disagree then simply give a guild the option to hide this information or put it behind a password.

(edited by Devata.6589)

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Proposal Overview
Exporting a list of all members including character names and information to a file (json or some other format). Possible even with the API but this would require a guild to be able to set a password.

Goal of Proposal
Having better tools for showing this information on a guild-site.

Proposal Functionality
Simply add the function (in the game-settings or in a Api) to export the guild-list / roster with all characters from all members and information like race, rank, craft.

Associated Risks
Not useful for not so technical people and when using the Api requires secutiry.

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Guild-calendar options. The calendar has been suggested before, this are just some additional option.

Proposal Overview
Having the ability also for members to create events where other members can sign up to. When setting up an event you can set requirements like profession, race, level and maybe a max number of participators for an event.

Goal of Proposal
Having a good way for members to organize things with the guild.

Proposal Functionality
Possible based on ranks letting members themselves also add events on the guild-calendar and making setting like I detailed in the Proposal Overview.

Associated Risks
None. (I did create a system like this on our guild-site and have had no problems expect that many members don’t go to sites. And that one problem would be solved by having this ingame)

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Devata.6589

Proposal Overview
In the chat showing if a member joins or logs out or reach level 80 and maybe some other information.

Goal of Proposal
More bounding between members. People can welcome new members or congratulate members for reaching a goal but also know what other people are up to (giving them maybe idea’s to do the same)

Proposal Functionality
Simply showing those messages in the chat. Possible giving leaders the option to decide what is shown and what is not based on a predetermined list of options.

Associated Risks
Some members might not want to see that information popping up especially of leaders would select everything. This can be fixed by allowing members to not see this or filter themselves what they would like to see and what not. (same list as the leaders have for the guild)

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Devata.6589

Proposal Overview
Having a MotD that pops up in the chat when a member log in but also a second message that has more information (and the MotD possible links to) and being able to set times to the MotD.

Goal of Proposal
Being able to better inform guild-members about things.

Proposal Functionality
Being able to have a small more temporary MotD that pops up to inform people about something and is maybe even activated (and deactivated) by a timer set by the leaders.

Meanwhile also having a more detailed message that does not fill up the chat. Besides that might also have a specific place for information as ’guild-site, teamspeak adres and so on)

Associated Risks
None.

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Devata.6589

There was a whole discussion going on before about guild-chat however I think this suggestion was not talked about yet.

Proposal Overview
Chat-channel based on ranks.

Goal of Proposal
Easy communication mainly for leaders / officers.

Proposal Functionality
Being able to create a guild chat-channel where you can select ranks that have access to it.

Associated Risks
It might become a little confusing for the people in that channel because will they get a new channel? Or do they need to create the same channel with those same ranks? Or do they see that chat form that channel in there normals chat-channel but with different colors or an icon? Something to brainstorm about.

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Devata.6589

Proposal Overview
Seeing (or having the option to) guild-members on the mini-map with orange (or other color) dots.

Goal of Proposal
Easier to join up with other guild-members that might be playing nearby and so helps with better binding.

Proposal Functionality
Simply show all the guild-members on the mini-map with dots just like you see party-members. However it might be useful to allow this to be turned of. I can imagine that when doing a big event with the whole guild this would not be wanted.

Associated Risks
Cluttering the mini-map with dots when the whole guild is together. Solution would be to being simply able to turn the option on and off.

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Devata.6589

Linked or required previous suggestions
https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Guilds-Logistics-and-QOL/4399930

https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Guilds-Logistics-and-QOL/4399978

https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Guilds-Logistics-and-QOL/4404697

https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Guilds-Logistics-and-QOL/4404663

https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Guilds-Logistics-and-QOL/page/10#post4404758

Proposal Overview
In the guild-roster being able to select / filter multiple people, manually or with criteria (like how much influence earned or rank or online-time or last online and so on and so on).

And then being able to do something with that selection. Like mail all of them or change rank or set a note for that member and so on….

Goal of Proposal
More easy way to manage guild and guild-members.

Proposal Functionality
In the roster have a much more detailed way to filter / select members using the addition information added (from the other suggestions) and when having made such a selection also being able to do things with that group all at once.

Associated Risks
Accidentally doing the wrong action on some members. So a confirmation warning should be in place.

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Devata.6589

Proposal Overview
Setting notes per member (already suggested) but also having the option for multiple notes with view premission based on ranks.

Goal of Proposal
As well as having a way to make notes about members only for the eyes of some of the ranks (leaders / officers) as well as being able to also show information that the whole guild may see. Like “Won last guild-event”.

Proposal Functionality
Again in the guild-roster or another new roster the ability to go to a member and add a note or multiple notes and linking ranks to the notes that allow those ranks to view that note.

Associated Risks
When to many notes are added stuff might become a mess. This can be solved with a smart UI or by simply limiting the number of notes and the length of them. Usually 3 notes per member would be more then enough.

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Devata.6589

Proposal Overview
Mailing to multiple people (in the guild) at once. Rank based or just multiple names at ones or multiple ranks at once. And not being suppressed.

Goal of Proposal
Being able to better communicate with a guild-members. Sending mails to many members is a problem now because you have to select them all manually and then after a few mails you get suppressed

Proposal Functionality
In the mail simply have the ability to select multiple people to send the same mail to and possible even allow to select people based on some criteria. However an upcoming suggestion might be better for that.

Associated Risks
Spam guild. While I think that risk is low because people will simply leave those guilds.

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Devata.6589

Proposal Overview
Show all characters (+ info) from guild-members.

Goal of Proposal
Getting a better view of the members what again can help with organizing things.

Proposal Functionality
In the guild-roster or another screen don’t just show the character a member logged in with last but show all his characters.

Associated Risks
Possible privacy risk. Solution would be that you can also see characters that the member was also representing your guild on the last time he was online with that character.

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Devata.6589

Proposal Overview
In guild-chat also show the account-name. [account-name] | [Character-name]

Goal of Proposal
Learning members better and by account-name. People who switch a lot between characters might be harder to learn and when you know a person by character-name but he comes on an alt you might not know it’s him. When guild-chat also always shows the account-name you learn people that way. That really helps in the communication.

Proposal Functionality
In the guild-chat simply before the character-name also show the account-name. The numbers behind the name are not really needed. [account-name] | [Character-name]

Associated Risks
None.

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Devata.6589

Proposal Overview
An option for people to show the server-time and the local time. (Yes this is guild-related)

Goal of Proposal
A more uniform time to plan guild events. Usually people want to see there local time. However for guild-missions (for international guilds) it is more useful to use the server-time to organize guild events. If people can see both it should give people the local time they might prefer personally but also have the option to at the same time see servertime whats helps with guild-events.

Proposal Functionality
Have an option to not also show local time or server-time but also to show both.

Associated Risks
None.

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Devata.6589

Automated guild-ranks.

No and just no. Beyond the “entry” rank assignment it’s a bad idea to automate any of the other ranks. If you can’t be bothered to manage your guild and have no one to help then it’s time to trim the membership or just close the guild.

Right now there is enough granularity for what is there. If things are added then they should include rights assignment like everything else. If things get really complicated it might be an idea to add guild roles as a sort of template to streamline assigning rights.

Peace.

It’s completely optional to use so i’m not sure why you would be so much against it. You don’t like that option? Don’t use it! Simple as that.

We have an international guild so people all play on different times. They play also on different characters. Some always join for guild-missions some never some sometimes.

There is so much variables that it is almost impossible to be fair to all members. In addition it also makes it much more clear for members themselves.

We have a big guild and multiple officers helping but that does not mean this would not be useful, besides we would also like to play the game ourself in stead of watching the roster 24/7 noting online times / representing times and so on the whole time (what would be the only way to manually do what this function could provide!). Personally I think if guild-members would do that they should close there guild because what’s a guild if the leaders only look at the roster all day?

I would personally also only use it for the first few ranks but it’s really a very good and useful tool for bigger guild.

Now that you might not use it yourself that’s all fine but it’s a little bit stupid to come here and say “No and just no.” as if it would hurt you what is of course not the case. It’s completely optional.

Peace.

Well sorry but I’m only saying this is a bad idea because I’ve seen what an “automated” rank/control system can do. It’s not pretty. Complete loss of guild control, emptying of banks and goods and a general destruction of the guild to the detriment of all the members.

Optional is fine (though I have yet to see anything that is “optional” in GW2 save client options) but the potential to seriously damage a guild due to one rouge player is huge. Should that happen how would you explain to the members? That you decided that it was too hard to manage and instead relied on scripting to promote people? Oops?

So no, I’m not voicing my opposition out of some random reason or desire to dissent but because I can see how this could go horribly wrong for your, or any other huge/international, guild. For mine, it would remain off (if that is an option) and never used.

Peace.

How about a middle ground where the automation would allow you to quickly have a list of eligible players for a promotion (which has to be done manually by an officer)

That would work as well. The other suggestion I made would give all the information for it.
Based on that information you could make a little ‘script’ and in stead of setting the rank automatically it could also only point guild-leaders and officers to that information.

However if you have that I think you will think .. Why not do this automatically?

But personally I would be fine with that as well.

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Devata.6589

Automated guild-ranks.

No and just no. Beyond the “entry” rank assignment it’s a bad idea to automate any of the other ranks. If you can’t be bothered to manage your guild and have no one to help then it’s time to trim the membership or just close the guild.

Right now there is enough granularity for what is there. If things are added then they should include rights assignment like everything else. If things get really complicated it might be an idea to add guild roles as a sort of template to streamline assigning rights.

Peace.

It’s completely optional to use so i’m not sure why you would be so much against it. You don’t like that option? Don’t use it! Simple as that.

We have an international guild so people all play on different times. They play also on different characters. Some always join for guild-missions some never some sometimes.

There is so much variables that it is almost impossible to be fair to all members. In addition it also makes it much more clear for members themselves.

We have a big guild and multiple officers helping but that does not mean this would not be useful, besides we would also like to play the game ourself in stead of watching the roster 24/7 noting online times / representing times and so on the whole time (what would be the only way to manually do what this function could provide!). Personally I think if guild-members would do that they should close there guild because what’s a guild if the leaders only look at the roster all day?

I would personally also only use it for the first few ranks but it’s really a very good and useful tool for bigger guild.

Now that you might not use it yourself that’s all fine but it’s a little bit stupid to come here and say “No and just no.” as if it would hurt you what is of course not the case. It’s completely optional.

Peace.

Well sorry but I’m only saying this is a bad idea because I’ve seen what an “automated” rank/control system can do. It’s not pretty. Complete loss of guild control, emptying of banks and goods and a general destruction of the guild to the detriment of all the members.

Optional is fine (though I have yet to see anything that is “optional” in GW2 save client options) but the potential to seriously damage a guild due to one rouge player is huge. Should that happen how would you explain to the members? That you decided that it was too hard to manage and instead relied on scripting to promote people? Oops?

So no, I’m not voicing my opposition out of some random reason or desire to dissent but because I can see how this could go horribly wrong for your, or any other huge/international, guild. For mine, it would remain off (if that is an option) and never used.

Peace.

p.s. Please don’t use emotional terms like “stupid” or similar, it detracts from the discussion. Thanks.

In fact I did give that as a risk. However with better tools for bank permissions you should be able to prevent a player from misusing it. Also the same can just as well happen with manually giving ranks.

Please don’t use emotional sentences like “No and just no.” and really your whole first paragraph did not add anything useful and seemed more emotional then anything else. That’s why I did consider it a little stupid. To clarify that.

(edited by Devata.6589)

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Devata.6589

Proposal
Gemstore contracts for Guild Hall feature

Goal
This will be a two way benefit to both players and ANET. Guilds will receive the guild halls they have been wanting and ANET will be able to receive minor compensation via gem purchases for it.

Function
The process works similar to how PvP Custom Arenas work in the long run. A guild must have Architecture T7 before being able to purchase a Guild Hall Contract. Once you have the contract you are then able to purchase and activate a Guild Hall through purchase on the gemstore (1600gems). This gives you one month access to the guild hall. You add days to it similar to how you add days to a PvP Custom Arena. You can add other functions to the guild hall through both gemstore microtransaction (maybe black lion things like trading post vendor, bank, merchant, etc) for a one time purchase and also through influence (crafting stations, armorsmith and weaponsmith, etc.) which will be in the T5,6,7 category.

This also opens the possibility for ANET to come out with new guild hall skins (which just change the guild hall and not the vendors [though vendor changes would be nice based on guild hall]). These skins could be seasonal or released in line with LS events. Ie. Halloween comes around and for maybe 2-4 weeks they have the Halloween guild hall theme for sale that you can unlock on the guild account. You can then access a new tab under guild (if you have the appropriate rank) and change the guild hall from the list of unlocked guild halls (similar to how the new wardrobe shows you outfits you have unlocked, ones that are locked, and ones that are for sale). Once you have the skin unlocked you can choose it whenever you want with no additional charge. Want a Halloween guild hall this week? Awesome! Want a Wintersday, SAB, or Mordem corrupted hall next week? Go right ahead! As long as you own it, you can switch it. [Note: if players are inside when you change the hall, it can do just like a WvW reset and give a 10 minute counter for people to leave, and if they don’t leave they are kicked until it switches.]

Risks
A vast majority will like this (because they have guild halls) but there will be a lot of negative feedback about having to pay for something that they assumed would be in the game. There would be a lot of flak for that. Also there would be a risk of losing purchased items (ie, vendors purchased on gemstore or influence) if you don’t pay for your guild hall. This this I say maybe give the community a basic guild hall when you unlock guild halls in Architecture T7 and make the payment for guild halls maybe a “Guild Hall Starter Pack” which gives you access to maybe 5 preset guild halls (Charr, Norn, Human, Sylvari, Asura).

Additional Notes
Different Guild Hall ideas for purchase off the gemstore:
Halloween
Wintersday
Dragon Bash
Cultural (Human, Norn, Sylvari, Asura, Charr)
Molten
Aetherblade
Toxic (Nightmare Tower)
Zephyr
Pavilion
Orrian
Kodan
Quaggan (Primarily underwater?)

Or we keep the cash-shop completely out of the guild-stuff. Earning those things ingame are goals / content / playtime for guilds. Buying any of that removes that and makes it just ‘buying it’ (what is not really interesting). If Anet want to earn money on that (what make sense) simply put the guild-halls + everything you can do with it in an expansion.

BTW guild-halls are out of the scope of the CDI (for now).

(edited by Devata.6589)

Halloween-I Usually Don't Complain, But...

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Devata.6589

Was last year so poor? I enjoyed it. I didn’t start until Jan 2013 so I missed the first one but is it really so bad or is it “forum” thing?

No it was very good. But it was very similar to the year before they even took out a dungeon while putting in place the small instance.

Many people expected an expansion and a return of the old stuff as well.

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Devata.6589

Automated guild-ranks.

No and just no. Beyond the “entry” rank assignment it’s a bad idea to automate any of the other ranks. If you can’t be bothered to manage your guild and have no one to help then it’s time to trim the membership or just close the guild.

Right now there is enough granularity for what is there. If things are added then they should include rights assignment like everything else. If things get really complicated it might be an idea to add guild roles as a sort of template to streamline assigning rights.

Peace.

It’s completely optional to use so i’m not sure why you would be so much against it. You don’t like that option? Don’t use it! Simple as that.

We have an international guild so people all play on different times. They play also on different characters. Some always join for guild-missions some never some sometimes.

There is so much variables that it is almost impossible to be fair to all members. In addition it also makes it much more clear for members themselves.

We have a big guild and multiple officers helping but that does not mean this would not be useful, besides we would also like to play the game ourself in stead of watching the roster 24/7 noting online times / representing times and so on the whole time (what would be the only way to manually do what this function could provide!). Personally I think if guild-members would do that they should close there guild because what’s a guild if the leaders only look at the roster all day?

I would personally also only use it for the first few ranks but it’s really a very good and useful tool for bigger guild.

Now that you might not use it yourself that’s all fine but it’s a little bit stupid to come here and say “No and just no.” as if it would hurt you what is of course not the case. It’s completely optional.

Peace.

Halloween-I Usually Don't Complain, But...

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Devata.6589

I agree. I would also love to have Halloween a full month (or longer). They don’t really need any new skins. Just make previous available again with some nice content. Maybe a new second JP would be awesome and bringing the dungeon from the first Halloween back. That was also an awesome dungeon.

Or if we want a nice story, let the mad king have regrets and so to make up for his wrongdoings use his powers to fix LA to it’s old state?

Personally I’m more interested in Halloween then in the second part of the LS. In fact I really like all the bigger breaks from those LS patches.

I do wonder if this time the whole world is decorated in stead of only once city / LA. That was the only negative really.

(edited by Devata.6589)

CDI- Guilds- Logistics and QOL

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Devata.6589

Proposal Overview
Auto-Represent the first Guild you join, but show a tool-tip explaining this feature

Goal of Proposal
Learning people how the representing works. It’s something you need to explain to almost every new member.

Proposal Functionality
Whenever a person joins a guild while not being in any other guild automatically let him represent and give a small tutorial how representing works.

Most people really don’t understand this when they are new to GW2.

Associated Risks
None.

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Devata.6589

Required other suggestions
https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Guilds-Logistics-and-QOL/page/6#post4399930

https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Guilds-Logistics-and-QOL/page/6#post4399978

Proposal Overview
Automated guild-ranks.
So the option to set rules (like a small script) for a rank.

Goal of Proposal
This makes ranks more clear and also more fear for members. It’s now really hard… almost impossible to set these sort of ‘fair’ rules so ranking is more based on the idea of how active members are. However especially international guilds might have very active members who play at other times as the leaders.

In addition it’s of course also QoL as it takes away a little bid of the work of leaders.

Proposal Functionality
Being able to make at least some of the ranks go automatically.

Just the options to set a script / rule for a rank. Example: “Rank x available when. Represented =>50% and been a member for =>14days and online for =>30h and earned =>1500 influence.

Associated Risks
Needs to be done in a easy to understand way and need to be careful that it can’t be misused by members. For example if a member only required influence a member can join, buy influence then automatically get access to the bank, make it empty (Might be prevented with suggestions https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Guilds-Logistics-and-QOL/4399798 but only if the leaders set the correct rules) and leave. So it’s important to warn members for these sort of things when setting rules.

(edited by Devata.6589)

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Devata.6589

Proposal Overview
Show how long a members has been in your guild / when he first joined. (Not sure what to do if he left and came back later.. might want to give leaders the option to count or not count the previous time)

Goal of Proposal
Guild members can do many things with that information including basing ranks on it and so on. It’s also a prestege thing for members themselves much like /age is.

Proposal Functionality
Again in the roster (yes my suggestion do at a lot of information there so a UI change might be useful) you can see “Member joined on [Date] / is a member for [years / months / days / hours / minutes]

Associated Risks
When a member leaves and comes back (possible even accidentally) should he then lose his time? Preferably not. And how about a member who never represented. However you could see that with another suggestion: (see suggestion: https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Guilds-Logistics-and-QOL/page/6#post4399930 )

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Devata.6589

Proposal Overview
Show information about how much members have been online and have been representing the guild (in percentages of time being online). But also showing influence earned for the guild and additional it would be nice to also show much time they spend in specific game-modes like overall PVE, or specific dungeons or WvW or sPvP.

Not only show the hard numbers / percentages. (this can be done in the roster) but also have an option to see a graph that shows this over time (the time they are in the guild).

Goal of Proposal
Getting a much more detailed view of your members to base ranks on but also to use when organizing events (when you see people do many dungeons a dungeon event might be a good idea but when many do WvW you might want to organize something for in WvW.

It also helps to see if you are doing well. If people are representing you less now then a month ago you might need to change things.

It also gives you the option to allow representing for only 50% (or something like that). If a guild now allows representing in multiple guilds is very hard to see if a person represent sometimes or never.

Lastly the information can be used for automated ranks. A suggestion I will come back to later.

Proposal Functionality
Behind the names in the roster you can see the hard numbers like been representing your guild 60% of his online time. And so on.

When clicking on the member you can see another page with the graphs that show it over time.

In addition you can make a selection manually be selecting multiple members or selecting by ranks or by setting a rule (another suggestion I will add later) and then see the graphs for that selection. (so the average).

You can of course also do that with the whole guild.

Associated Risks
Only risk I see might be privacy and then mainly members now wanting to show how much time they play. However you can give people the option to now show that information. Guild-members can then still see percentage based on it and might even still set automated ranks based on hours played but are not able to see the time.

(edited by Devata.6589)

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Devata.6589

As a guild leader since release there are many suggestions I have for guild-tools as they imho still need lots of love. Many of the suggestions will come from the thread I linked to before (second post on this thread).

So I will post multiple suggestion but to in is separate post.

(Some of my suggestions might require a other suggestion so I will try to keep the suggestions in a specific order and link to required suggestions)

Proposal Overview
More options for ranks. Like splitting admin rights / permissions, kick / invite, promote / demote / how much money they can take each the bank, how many items they can take from each bank and so on.

Goal of Proposal
Being better able to give more specific permissions. For example if I give people the right to invite I automatically also give them rights to kick people (at the same and lower ranks). That I do not want. Kicking should only be available for a few while inviting should be available for almost everybody.

Proposal Functionality
Simple add many more rights / permissions to the permission option. It would also require more ranks then because you will be able to make more specific ranks. In addition you might want to be able to set multiple ranks at the same ‘level’ while having different right.

An addition way to make this more detailed is by setting up roles based on the permissions and being able to link ranks and maybe even specific members (not rank based) to those roles.

Associated Risks
I don’t think it has many risk, the only thing to be careful of is that you keep the permission window not to complicated for not so technical people. But that has more to do with how you present it then what options you give. It should be possible to implement the above suggestions in a very understandable way.

(edited by Devata.6589)

Misconceptions regarding Level gating.

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Devata.6589

About being able to retaining people more. I personally started during the beta start and there was a lot of activities with the guild and thinks so I did keep attention much longer. Still even before 80 I had moments of “what shall I do?”. On alts I had that much more and so leveling alts for me was even slower. What manly kept me players was the guild. So I can understand that you might have a problem retaining other people.

Making levels more rewarding is for sure a correct way of thinking but locking out skills might not be so much because GW2 already has a very limited set of skills compared to other mmo’s. I do know what I am missing and it’s what many of my complains where about.

However that said one of the thinks you might really want to reconsider are traditional quest. They will keep you going, especially if they have some interesting story’s. Good quest chains will draw you in them and before you know it you are a few levels up and a few maps deeper in the game. There also give you more of a connection with the world because you learn the NPC’s. How I see NPC’s but there are literally that for me.. npc’s. Quest make then ‘that child who found that item that I did bring to the owner who then gave me a balloon to give to that child as thanks’. An extremely limited example but now I know at least 2 npc’s more as person and know something about them.

With the current system you do a quest and move on to the next quest and move on to the next quest. It’s way more a checklist. Same for all the PoI’s, Vista’s. Special nice places in the game don’t become nice special places you come across while leveling, they become checklist you walked to, to the get PoI for your map-completion and so leveling and discovering becomes striping of a list of task in stead of really exploring and discovering. So that well can get old very soon.

Lastly many of the drive to work towards that next level are missing. In other mmo’s even when I am not in a quest-line or ‘discover mode’ I might have seen this guy with that nice mini or mount or ‘item’. (an experience thats already missing because you can see all mini’s (icons) fro the start. If you ask me you should only see the ones you unlocked… Anyways.

Then it rurned out you can get that mini by doing a quest at or near your level so thats what you are going to do. Or get that mounts by dong something specific or you can create that fun item with a craft and need a recipe you can get. By doing all those thinks you keep playing and leveling. Mutch of those elements are non-existing in GW2 or are just not fun. 90% of the mini’s are just grinding gold (or buying them with cash) making getting them just boring in stead of a type of end-game that starts at level 1.

I have been very critical about many of these thinks since about 6 months after released and posted a lot about it on the forums and while I think you do see sort of where the problem is (no good and or fun reason to go into the world and do thing) and try to move into the correct direction (the collections are a good example here) I don’t think the dumping down and locking out levels is the best. Besides as long as the core problem is still there (well anybody who ever read my topics knows what elements knows what I see as the core problems) there will likely never be enough you can do.

Misconceptions regarding Level gating.

in Guild Wars 2 Discussion

Posted by: Devata.6589

Devata.6589

Thanks you for this. I never doubted you for a second (ask everyone else lol).

Still is must be a little bit shocking for your Vayne. I mean, you told us how you did not like the old system but liked the new system.

Now it turns out many thinks of the new system don’t work as intended so will be fixed moving back more towards to the old system you disliked.

Misconceptions regarding Level gating.

in Guild Wars 2 Discussion

Posted by: Devata.6589

Devata.6589

Hey folks,

Wanted to pop by and give another update on where we stand, as well as to help provide some information on some of the more common misconceptions we’ve seen floating around as well:

- There are bugs! We’ve seen the content direction system (the little arrow) pointing people at super high level maps when it shouldn’t, some systems/features not unlocking as intended for all characters on your account once your first learns them, some systems level gated that aren’t intended to be, balance issues where certain levels appear to be very out of whack, etc. As I mentioned earlier in this thread, our team is working to figure out what happened here and fix these as quickly as possible.

- There is misinformation: Numerous systems that show up in the level up guide that teaches you about things in the game when you gain levels are not locked out, the system simply tells you they exist in the game to help give you a better list of things you can do. Just because it’s included in the level up guide, doesn’t mean it’s actually locked out. You can dodge from level one, jumping puzzle from level one, etc. There also appear to be a lot of folks chiming in who haven’t actually played with any of the system, and are making claims that aren’t remotely true.

- There are some things happening at the wrong levels. Things like utility skills and elites are intended to come at approx. the same time they used to in actual game time, we sped up leveling for levels 1-15 and had them slide back in levels a bit to offset that pacing, they are not currently where we want them to be in the level up system. This was an oversight, and will absolutely be fixed.

- Not all of these changes were made as ways to teach the game, some of them are to provide a better sense of pacing, reward and progression. Early on we want to give a sense that you’re rapidly gaining new abilities, rewards, and learning new things as you level up. We added the level up reward messages, and the actual rewards themselves, and took abilities you’d usually use around that point in total game hours and presented them as unlocks (or things we teach that are already unlocked) to help give a better sense of pacing and progression.

With the addition of the new rewards, messaging, and level up screen to make leveling more exciting: we also wanted to make sure you had that feeling of excitement more often early on in the game, and presented new learning on a more regular cadence. So we greatly sped up leveling from levels 1-15. Many of the things unlocked at later levels are earned at about the same time period you used to start using them in the old system in actual real game time, we just staggered them out across the levels since we sped up leveling to make the game feel more rewarding early on.

- In general, this system is intended to be not only better for new players, but our hope is by the time it’s all in place you’ll find via the better rewards from levels 1-80 via the level up guide, the better rewards from personal story, the faster leveling from 1-15, and the ability to toggle the content direction system to help you with map complete will make this a better for experienced players as well.

- Over a years worth of testing with new players found we were absolutely able to keep them both more engaged, and more likely to return to keep playing Gw2 as a result of the intended system. That is at the end of the day, a win for all of us since all of you need more people to play with! However: if we find in the live environment that isn’t true and we’re not retaining new users better, we’ll absolutely both share that information with you, and continue to iterate to make it better. We keep very real time metrics of player retention for new users, and we’ll know very quickly how effective the work we’ve done is. I want to make it clear: what we used to have absolutely wasn’t good enough for our standards of retaining new users. Before we do some of the other things we want to do with Gw2, we had to fix this, period.

- Finally, I want to add that a few things (hello traits!) are things that can be improved for players who make multiple alts, we’re aware of this, and though company policy prevents us from discussing what’s in development: I can say we know Gw2 can be an even better game for people who love making alts in the long run, more info: when it’s ready™.

Now this is the type of communication the community has been asking for! Thnx!
Next time please also include the information if the ‘cow harth’ is as intended or a bug.

Misconceptions regarding Level gating.

in Guild Wars 2 Discussion

Posted by: Devata.6589

Devata.6589

There are definitely bugs and some external miscommunication with the system and I want to listen some more before discussing.
Chris

This is interesting.

Chris is saying there has been external miscommunication about the new system. Could it be that you guys realize you went too far with the removing of functions and level gating it too extreme, and it was not supposed to dumb down the game quite this much?

Hi Traveller,

No not really. I m referring to some videos etc that aren’t quite factually correct in all areas and thus there are some misconceptions being propagated by those that have not played the through NPE yet.

Chris

Don’t want to de-rail the thread this was in so I thought I would clear this comment up a bit by starting a new topic.

There is some misconception about a lot of things that are level gated videos/some comments don’t tell the entire story. A lot of things that people think is level gated actually is not. This is due to the UI shows a Unlock symbol on some of these items. But in reality just like WvW and sPvP you can still preform the actions at Level 1. You are just unlocking the hint about the items.

The following are level gated items:

  • Weapon skill 2 (Unlocked at level 2)
  • Weapon skill 3 (Unlocked at level 3)
  • Profession skill F1 (Unlocked at level 4)
  • Rally(downstate) (Unlocked at level 5)
  • Off-hand weapon slot (Unlocked at level 7)
  • Weapon skill 4 (Unlocked at level 7)
  • Underwater Combat (Unlocked at level 8 with underwater weapon skills 1 and 2)
  • Personal story (Unlocked at level 10 in chapters every 10 levels)
  • Weapon skill 5 (Unlocked at level 10)
  • Utility Skill 1 (Unlocked at level 13)
  • Underwater skill 3 (Unlocked at level 14)
  • Weapon Swap (Unlocked at level 15)
  • Down Skill 3 (Unlocked at level 19)
  • Profession skill F3 (Unlocked at level 22)
  • Underwater skill 5 (Unlocked at level 23
  • Utility Skill 2 (Unlocked at level 24)
  • Profession skill F4 (Unlocked at level 24)
  • Adapt Tier Traits (Unlocked at level 30)
  • Elite Skill (Unlocked at level 40)
  • Master Traits (Unlocked at level 60)
  • Grandmaster Traits (Unlocked at level 80)

The following items are not locked but do not appear on the minimap until the specified level.

  • Points of Interest (level 7)
  • Gathering Nodes (Level 9) – Nodes may have been removed in areas before this level. No there is no potato famine there is plenty of potato in Metrica Province.
  • Vista (level 10)

Please note I do not necessarily agree with all of the changes. Specifically the changes to unlocking of weapon skills please see my feedback at the following link.
https://forum-en.gw2archive.eu/forum/game/gw2/Learning-Curve/first#post4389552

All other items that are being reported as level locked are likely not. If you have a question about a particular item feel free to discuss it.

If you think I missed some or my information is incorrect please feel free to tell me so I will research it then inform you the results. I currently have enough characters spaced out on levels enough that I can get to most of the levels in a somewhat timely manner.

The majority of my source is http://wiki.guildwars2.com/wiki/Level_rewards and me playing with the system itself yesterday to level 10.

To be honest I don’t think there is much misconception. Everything you did say is what most people are aware of (and are complaining about). The only misconception I did see was that one person did think he would not be able to dodge. But that was literally one person who created a thread to ask if that was true. (so he even know it might not be true).

Btw, you did forget activating skill-points. That is also locked out.

Also like Colin said in this thread but also in multiple other. Some stuff are bugs so the list it should be is not known yet. However notes are likely still gone anyway and cows might also still feet on amusement. Beside I’m not sure if it would be fun with your first character. But we will see when all bugs are gone.