(edited by Edgar Doiron.2804)
That’s what I thought, but validated with http://gw2.brutebyte.com/
and I had this guild in my list,
[Kast] Les Kastors
http://gw2.brutebyte.com/guild?guild_key=EE41FD55-0D3B-4788-AE37-4F14D4A6A9B5
And they’ve only been associated with FC
I’ve been running a script that runs every minute to gather all claimed objectives for our server (Sorrow’s Furnace id=1006). It’s been running “fine” for a month now, but when I came back from my weekend away from home, I noticed that my database had FC guilds inside it.
Did something happen between friday and Sunday?
You can take a look at my script here https://github.com/Coffee4cr/GW2SF/blob/master/nodeGw2SF.js
first try at running nodejs and playing with APIs so don’t judge me too hard.
I will try to contact you in-game this weekend
Do you take commissions for guild art? group pictures?
Kasmeer’s bikini.
Faren’s speedo.
I actually lol’d
How about coming down to the T8 servers with the underdogs. I’m leader of Forgeman Destroyers [FORD] in SF, and we’ve been trying hard to move up in the Tiers. Any help is welcome.
Do you have poutine?
Event is starting in 1h50 from this post
Our guild[FORD] is hosting a random build tournament using this website
http://www.guildwars2bravery.com/
and tonight it’s going to be Elementalist 1v1 fights.
The tournament starts at 9:30pm EDT on NA servers.
All the info you need is on the tournament page after you’ve signed up.
Here’s the signup link.
http://challonge.com/tournaments/signup/jUMNFZMvan
Our guild[FORD] is hosting a random build tournament using this website
http://www.guildwars2bravery.com/
and tonight it’s going to be Elementalist 1v1 fights.
The tournament starts at 9:30pm EDT on NA servers.
All the info you need is on the tournament page after you’ve signed up.
Here’s the signup link.
I think the ideal solution is to add a permission into the guild ranks that enables that rank to have API access. That’ll give guild masters the ability to figure out the privacy situation themselves. Unfortunately, that involves interaction between quite a few subsystems so it’ll take awhile to implement.
I like the idea, just keep in mind that guild permissions are really in need of a general overhaul. They are klunky to deal with and there are issues with needing granularity between existing items like guild invite permission needing permission to admin lower ranks, and all sorts of issues with activating/triggering/claiming credit for missions. The guild CDI a few months back had the details, so no need to rehash it all.
Doing it right would be more important to me than doing it fast.
Totally agree that the current guild permission is awful. Needs WAY more granuality in the options, and way more ranks, or something different to ranks totally?
There are some exceptions to that — I really want to expose guild chat and motd editing and stuff — but for the most part it’ll be read-only everything, so the damage a malicious actor could do is fairly limited.
I would love you sooo much
getting this error too
Since this is a beta, I thought I would drop my feedback on what I’ve played.
Really liked what I played, but there’s at least one thing I would change (I think).
You know how there’s this fog of War with enemy players, where they’ll only show up, if they’re near one of your own teammates?
Why isn’t the same mechanic applied to the Spawned doorbreakers and archers? It would kind of force a spotter/lane defender to keep an eye out on incoming mercs or hero.
Do you do bigger pictures? I’m interested in getting a guild picture of about 5-10 players.
/signed
I want to be able to queue activities in Custom Lobby.
Unless they’re adding it to guild halls?
Thanks for testing it more
I’m fairly new to the fresh air build/pvp, so I never tried to get my maxium damage this way.
That 0.5s-1s delay before using arcane blast was bothering me
Here’s my test case.
I’m running Scepter Focus
I was playing with the golems in hearts of the mist.
Started my rotation in fire.
Firewall -> Phoenix -> Dragon Tooth
Switch to Air
Lightning strike -> Arc Lightning
Switch to Water
Arcane Blast
This Should refresh air Attunement, right? But it doesn’t. I need to wait like 0.5s-1s before doing Arcane Blast for it to trigger fresh air
Here’s a video of it happening
https://www.youtube.com/watch?v=0cLiO6FSX3c
http://www.twitch.tv/coffee4cr/c/6300206
Someone will be getting Coal this year.
No Toypocalypse for me this year.
This is an horrible change. All activities should be switch to party joins…
^__________________^
You just helped me find the bug!
Edit: Sorry, that was a bit unprofessional. I’ve just been trying to track it down for days.
Got to love it when a thread like this helps you find a bug that’s been there…hiding.
Thank you uberkingkong.8041
Last night our guild gathered together for an impromptu guild picture
I started translating the billboard with reddit users.
https://docs.google.com/document/d/1-YlTjbBO1B7u2RwFeEkkq7s0ao0kq7-r5I0Sr092kbQ/edit?usp=sharing
Back on topic. It seems that people liked the lore books. How would you like to see them improve or evolve? Examples help.
Thanks.
I think that opening up the library is a great way to move forward.
just recently, you’ve added new books to the smaller priory library, which touched some living story stuff.
In Dry Top, we’ve seen the 3 priory members progressing within the map, and learning new stuff as they progressed. I think that we should see some new books documenting their findings.
Giving us access to the bigger library would give you more room to expand and put in new books. We could find books containing recent events and such.
Also, a new interface for the books, maybe something similar to the books/quest books we had in GW1
If it’s indeed abaddon that smites you down. Does this mean he’s still alive?
- Soft Roles
- Enemy AI/Raid Mechanics
- Raid Tools/maybe add to commander
I’m interested in all the content the game has to offer, and would prefer a guild on my home server, Sorrow’s Furnace, but for the right guild, I would be willing to transfer servers. I just hit level 80 a couple days ago, so I’m very new to the game, and am interested in playing a couple of the other classes as well. I also like to stream gameplay and stuff, not that I get a lot of viewers or anything, but worth mentioning, probably.
I’m sending you a pm
If we look at the roles players can fill (and Im stealing liberally from this post among others) -
https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Guilds-Raiding/page/22#post4533104
- we can identify tiers of player mechanics based on how many professions can bring that capability.
In the following list, I tried to break the different roles apart by how prevalent that role is in the game. In other words, the more "X"s a role has next to it, the easier it is for parties to bring that capability.
Group Roles/Mechanics
xxxxx Melee Damage
xxxxx Range Damage
xxxxx Condition Damage
xxxxx Crowd Control
xxxxx Interrupts
xxxxx Runnersxxxx Group Condition Removal/Support Heals
xxxx Core Boon Sharing (might, regeneration, vigor, etc)
xxxx Damage Reducing Conditions (blind, weakness, Moa morph)
xxxx Reflects and Projectile Protection
xxxx Combo Fields and Blast Finishersxxx Boon Stripping
xxx Group Stability
xxx Stealth/Invisibilityxx Group Quickness
xx Group Aegis
xx Group Stun Breaks
xx Instant Resurrection (from downed state)x Mesmer Portal
And there are many I cant think of (steal from other posts
) this morning before my coffee. Of course, it is also possible for developers to artificially add any role into an encounter via transforms and environmental items (aggro through pheromones, for example). Personally, I love that kind of stuff, but I know some dont, so I would only do it sparingly.
Two Questions
The point of this is to set the stage for a few questions -
- How much effort should groups be expected to put into raid composition (which professions/builds they bring), as dictated by fight design?
- Where do we draw the line regarding mandatory roles? Given the above, can developers design a fight where reflects are mandatory? What about mesmer portals or stealth? Should anything outside of the core (4 and 5 "x"s) ever be mandatory in an encounter?
My Opinion
I wanted to separate this out so people could provide their own opinions regarding the questions above (and add in other roles and mechanics in a similar fashion, if they wish) – without having to pay attention to my biases.In my opinion, the primary advantage of raids compared to other content comes from greater access to niche roles. Raids differ from other content primarily because of that access to diversity. Larger groups mean you can assume most roles will/can be filled by someone in the group.
With that said, this is the developers’ opportunity to design fights that do require pretty much every role any player can fill. With players able to switch traits on the fly, there are very few capabilities that most groups with more than 8 players will not have (as seen above).
If you look at TT, the 4’s and 5’s are required for certain part, while the group quickness is a bonus, but I wouldn’t say required.
For Organised raids, I could see it go down to the the 3’s, but under that it becomes way too specific.
Example of Inside Raid Roles (hardcore mode)
Let’s call this “The Room”.
- There is 15 players and 2 big bosses (Trolls) in the center of the room (Zip and Zap) inmune to damage, however they can hit players.
- To damage Zap you need to set him into flames.
- To make torchs appear, you need to kill minions (Zap will summon them), 1 random drop of torch for each 10 of them killed.
- If you set Zap into fire, that stops minions to appear, but Zip will go to the South wall to get a bucket of water to help his friend.
- At that moment, to damage Zip you need to use 3 chains in the West and 3 in the East to drop down rocks from the ceiling that will stun Zip (if they hit him in his run to the water point bucket) allowing a 20-30 seconds window to attack.
That said you got already roles for any proffesion:
6 Chain players, would be great ranged players.
X Torch players, melee would be good for this duty.
X Free to help other players. Rezz if anyone dies, kill minions in the meantime, etc.Notice that you can only kill Zip if you want to kill him first, attempting to kill Zap first would make Zip impossible to kill (it’s important to make a point here: Failing the first time must be a MUST, that’s how players learn for a second try).
Edit: Boss skills at your choice, but powerful enough to kill players. Even minions should be able to.
I do like that you can fail/screw yourself and your group if you do the encounter the wrong way.
Yes it might kitten some people off, but you learn from your mistake and try again. Or you wait for the guides to pop up if you’re that type of player
How do others feel about this? Are these types of mechanics are the way to go to circumvent the lack of Trinity in the game? It’s not about tanks/healers, it’s about condi/reflect teams (similar to the Jungle Wurm).
The Soft Mechanics are the way to go. Use mechanics that are at least available on two classes, so there’s no “Mesmer only” or stuff like it. But we definitely need these types of mechanic to be a thing.
And ultimately, and here’s a totally crazy idea (because I love brainstorming)… Why can’t raiding be both?
- If we have a singular story to tell, can it just be a one off instance that tells one story and has one final boss at the end (imagine if we rebuilt the Marionette to be a 15 man encounter in a raid instance and that’s the entire instance)?
- If we have a much larger story to tell, can it be a full sized map complete with multiple encounters and hidden areas to explore (imagine if Dry Top was a 15 man instance and you progressed through the map learning the story of how a huge sand storm is coming, and the final boss is some sort of magical sand storm giant that summons chickenados as its minions)?
Yes please!
I think getting Marionette and even the Battle for LA as Raid instance, Raid in the sense of more than 5 players, and not in the sense of being super long, is a great idea.
And PLEASE do make Raid that tell a story. Being a fan of the lore, new and old, would make me really happy.
Sure thing, Chris. I feel like the discussion of rewards progression in particular could use some guidance. I had suggested earlier a system by which players could earn Legendary Raid Armor through a progression system. I was expecting a lot of strong reactions, but I mostly heard silence.
Curious as to what others think. Personally, I think raids need unique (read: can only be earned in raids) reward skins that are earned either through RNG or a progression system. (Meaning: you can get them as a drop if you’re lucky, but you get a fixed-effort backup option as well.)
Edit: here was that post. https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Guilds-Raiding/4529755
Crystal is taking point on progression and I am taking point on foundational design.
I am sure she will see your post soon.
Her discussion area is doing better than mine (-: so yes maybe it is time to focus in on some of the ideas in that area.
Chris
P.S: Note the Seahawks game is on soon and I will afk!!
Thanks for bumping this and bringing to my attention. That is definitely a cool idea, but of course it does touch a little on the topic of gear progression. So here are some more questions for you with regards to your proposal:
- Is Legendary armor better than Ascended armor stat wise?
- Can this legendary armor be obtained anywhere else in the game?
- How do we prevent the introduction of Legendary armor from invalidating players who spent a lot of time/money crafting their Ascended armor?
- Is this a drop from raid encounters, or is it obtained through a “raiding reward track”?
I think you can see where I’m going with this. Ascended armor is already a pretty hotly debated topic because it did introduce a very slight vertical progression to the game.
Just on legendary armor:
- no, legendary armor stats = ascended
- perhaps not the SAME armor, but a different armor
- if anything, just make it an unlockable skin. Double click to add to wardrobe
- I’d rather it be some kind of scavenger quest hunt like was just done for the new mystic forge recipe. Except you would need certain items from bosses to throw into the forge, and craft the the parts of the armor piece.
Instead of using the Mystic Forge, couldn’t we collect materials throughout the raid, and a NPC/Forge is at the end of the Raid instance to craft such armors/skins
Proposal Overview
Raids, Guild Wars 2 style
Goal of Proposal
A way to integrate Raids inside Guild Wars 2, in a way that it utilizes the Guild Wars 2 elements.
- Makes use of Dodging mechanics
- Makes use of the combat mechanics(move and cast, conditions, boons)
- Makes use of the event system
- Makes use of jumping puzzles, mechanics found in Guild puzzles and Guild Challenges.
- Makes use of the environment
Proposal Functionality
I’ll focus this on a 15 man raid.
I’ll also use a couple of ideas that I’ve seen throughout the thread and really liked.
- Even if you’re running with 15 players, it doesn’t mean the full content should be the 15 sticking together. Multi-paths
- Have something for every playstyle
- Don’t lock stuff down to specific class (make sure there’s alternatives)
So here goes
You’re at the entrance of a dredge mine, you set up your 3 party of 5 (or get pugs from LFG), a commander tags up, switches to RAID mode and creates a raid from the 3 parties.
Everyone enters the instance, you come in a big room. Hobo-tron is there, you interact with him, and he asks you if you want to bind this raid to your account.
There’s 3 paths leading out of the room, how will you split up? [No one knows! It’s your first time here and I’m writing this as I think about it]
The groups decide to split in 3 parties of 5, each taking a path.
Left Path
The Left path goes up to the scafolding on top of the mines, this is laid out almost like a maze, you can see across from it, to the exit, because it’s all wire walls. You also see different patrols walking inside the maze.
You start walking across towards the exit, you come across some switches, but they seem to do nothing, you can’t interact with them. Upon reaching the end of the Maze, you see a locked door with 3 lights that aren’t lit up… But the switches did nothing, you couldn’t interact with them.
Center Path
The Center path seems to lead straight ahead, deeper in the mine, after a couple of adds, they reach an open room with a big device in the center, looks like a Generator, but there’s no way to power it. A boss jumps in from the side, sending an electric shockwave in a small AOE around him. What if we used this to power the generator? Each stomps powers the generator for 30 seconds, and he stomps every 15 seconds. This group needs to make sure the shockwave hits the generator to power it up. They can’t kill the boss, he’s immune to damage and condi, but not CC(has a small stack of defiance).
Meanwhile on the Left Path, they can now interact with the 3 switches in the maze, and make their way out. The group can see the group from the Center Path fighting down below, there’s an arrow cart on the other side of the door from the maze. Someone gets on it, and notice that there’s a skill that will cause the immunity to damage to be removed, and another skill for the immunity to conditions, the cooldowns for both are the length of the debuff of one or the other on the boss.
Right Path
The right path goes far underground, you start to feel the heat, and you see lava flowing around you. After a while you come to an impass, a huge gap, there’s no way to make it across. But you see a path along the edge of the cliffs, where if someone that was good with jumping puzzles could go up and see what’s up there. Well look at that, there’s a crane-like device up here that can drop a bridge for the party to move on.
All Three Path merges back to a central area, except all 3 parties are on different levels. They prepare for the first boss, a huge dredge suit/mech that comes in. The team on top can drop boulders to stun/cc the mech into place, while the team underground are killing fire grubs to get some stones/coal to put in a huge furnace. On the main floor, the party sees a flame thrower on the side of the room, that’s powered by the furnace underground. But the thing is constantly under attack by adds, and also the boss that tries to crush them. So you need someone to man the flamethrower, and people on top to stun the boss in place so the shot actually hits, while the people on the bottom are feeding the furnace so the flamethrower can work.
—End Of Example—
Associated Risks
Being too awesome
Proposal Overview
Potential Raid Mechanics: Part 6 Profession specific interactionsGoal of Proposal
To make use of the unique abilities of specific professions.Proposal Functionality
I see two levels of functionality:Soft Profession requirements and Hard profession requirements, soft, its ideal to have this class but at least one other class can carry out the same task. Hard: only one class can carry out this task and is based on the classes theme.
Soft Profession mechanics
-Stealth, Example: You must make it from one end of a corridor to another while stealthed the whole way or an instakill occurs. Can’t be bypassed by mistform or other invuln mechanics.
Another possibility is a stealth portion of a raid where you want to make it through an area unseen with patrols and the like.-Elements and fields: Water/heal fields to douse flames or activate effects, Fire fields to ignite traps or activate explosives, Holy fields for god statue activations etc.
-Reflection: To shield from an explosive blastwave or redirect a magical blast to blow open a door etc.
SNIP
I would stay clear of Hard-mechanics, although I think there’s a lot of possibility, what you mention in your risk is a big Negative
But Soft-Mechanics, when you have a couple of classes that can fill the roles, now we’re talking. They could spice things up, and make the player playing said classes feel more useful to the full raid.
hi harper
i dont wanna “destroy zerker” i just wanna have a content with multi gear and multi purpose…. inside the game there is alot of stats, but u will choose only zerk and ptv for other contents… non offence for anet, but i think they wrong something when they had develop dungeons and pve, otherwise why create alot of stats? i never saw all that stats combo in a game, but i will use only 2 (or 3)…
Because no matter how much “variety” there is in the game the bottom line is people will always use what’s best. Because they care about efficiency and getting good rewards fast.
There are many sets in the game and many of them see use in sPVP, WvW and niche areas of PVE.
But for general usage people go with whatever works best. Replacing zerker with something else is the only thing you can achieve by “changing the zerker meta” because in all honesty “multi gear and multi purpose” sounds good in theory but in reality you only want the gear that allows you to get the loot in the easiest and fastest way.You can’t have multi-purpose in an environment where the only purpose is to obtain rewards.
so why use zerker? use nomad and go to do dungeon in gw2 the gear “support” your build/skills, there is no way to use a full dps weapon and traits with nomad,rabbid,soldier etc etc stats, because it will not work properly….
Nomad is perfectly fine for dungeons – you can run dungeons in nomad and complete just fine.
The issue is that I don’t run nomad in dungeons because I don’t want them to take long. I want my dungeons quick and easy so I can get my rewards. So naturally I’ll use whatever gear gets me that.It’s not about the gear not being viable – it’s about my choice as a player.
if no one will give you a powerfull support, maybe one of zerk will go for a support builds+support weapon+support gear, changing his role and his purpose in a full support man
So basically you want the encounter to force someone into the “healer” role but simply didn’t explain it like that.
A full zerker player with traits and skills built for support isn’t a DPS with some support. It’s a full support player that can also keep himself alive without requiring gear that helps him do it.
Full support / Half Support / No Support in this game is determined only by traits and skills.
Also the condi thing exists in the game already – but the CC thing – you have people using CC in the game already.
there is not only players who love speed run, there is not only players who love farming, there is also players like me, who wanna challenging content but wanna also have a fun, and more choice you have more fun u can have, and on top of all you can make happy more ppl, because if u love to do max dps, after this, u can keep your role, no one will force you to play differently, but now others ppl can do it if they want…
Who’s stopping you? Go do dungeons – in whatever gear you want. CC mobs all you want. Go full healing power. Nobody is stopping anyone and the game allows almost any party to complete dungeons.
What I feel you want is to force other people to need certain “roles” so you and like minded individuals feel “needed” or “wanted”. That’s just selfish.
“You can’t have multi-purpose in an environment where the only purpose is to obtain rewards.”
my only purpose with a game is have fun, if i wanna reward i go work
this is gw2 for me, i’ve chose this game because you are not forced to do something 24/24 7/7 for dont be a “looser” and imho they done it really good, but it miss some things other games have… you wrote alot of things and i have the answer for ALL of this but i dont wanna push the topic on this way, will be a neverending discussion i have my ideas and u have yours i dont wanna change yours, difference is ever good, that’s why i’d like to promote it also on gameplay, so EVERYONE can play what they really want, now isnt possible, alot of player say that in game and with alot of topics, so isnt only my feelings, maybe this guys played like me also to other mmo and they know how difference and funny is can play really different with a real different purpose
raids have to be developed by 0, lets try to give to all gw2 players what they want, ppl like u already have the entire game with this mechanics could we hope to have something different for the others?
YES! someone else like me, having fun/ content being fun comes first, rewards are just an extra.
Since GW2 doesn’t have a gear-treadmill, the rewards are what skins? to play barbie? I do like the skins, but having fun comes first.
I bolded a section of this that I wanted to inquire about. Do you think the fact the game has been live for over 2 years now change your thoughts on this? This is definitely a common occurrence with new MMO’s that launch with raiding, but what about a game that didn’t launch with raiding? Is there still an issue of players “rushing to 80” when a large percentage of the player base already has at least one 80? Thoughts?
I think it’s important to note that a lot of players like playing with their alts. Even though they might have 7 lv.80, they might want to play with their lv.53 elementalist. It’s a chore to level the 8th character to max. level when the only thing you want to do with him is raid.
Why not take the sPvP approach? Normalize the gear and level and you have everyone on the same level to beat a well balanced challenge.
There level 53 elementalist might not have all their utilities and traits unlocked… yes he could get up leveled to 80, but would be missing some major piece of a proper character setup to be beneficial for the team
Yep this is an astute point. Let’s not worry about levels in this discussion then. However we should focus on the foundation of this content being challenging, requiring skill and strategic co-operation whilst being build around the core combat, movement and accessibility of GW2.
Chris
Exactly, even if you say you upscale people to level 80 for the RAID, they’re still lacking the required Traits/utilities to be “useful”. Sure they can go in, and be on par in terms of HP and Power and Defense, but they’ll be lacking in the tools they can bring with them.
Hello again.
Here we go for the summary. The summary does not include many ideas that are ahead of the current “accessibility” theme:
SNIP
Thank you for these summaries
SnIP
Tricks and Treats
-Holographic walls that can be run through can lead to bonus chests or act as a way to avoid a patrol, ideally randomly distributed (works for inquest/ather style raids).
SNIP
I just got a wolfenstein flashback of pressing spacebar on every wall
I do like the idea of a 3-6 hour raid, but the save points should last longer than 24h. To take into account us with family and lives.
I do like the idea to remove the buff once you enter again, and that you NEED to reach the next one, in order to “save” again. But make it a weekly reset like the guild missions, and not a 24h thing.
Would you rather have fun with raid that takes max 2 hours of intensive play or 3-6 hours of boring running between checkpoints? Look at the GW2 community as a whole. Not everyone can dedicate 6 hours to complete one instance.
Oh wow, i’m just catching up to the post i replied too yesterday :P kitten you work!
So yeah, I’d rather have an intensive 2h.
But like our first Arah P4 run, it took us 5 hours….Sooo Long, but I enjoyed the Hell out of the dungeon.
If there would’ve been checkpoints after each boss, I think we would’ve cut our run in half, and come back the next day. We were super tired after that run that ended at around 2:15am.
SNIP
-Balancing the content to be hard based on skill instead of hard based on coordination. Currently the only thing that makes Wurm the hardest thing in the game is the need to have 120 players organized an hour in advance to complete it. It doesn’t matter if those 120 people are all new players in blues or veterans in ascended gear. This should not be the case for raids.
I do think it needs to be hard based on skills AND coordination.
Coordination between 10-15 players is way easier than 120 people.
Please don’t include Defiance in raids. Make “Control” mean something.
The Problem with not including defiance, especially in a raid (10+) group, is having permanent CC on the boss.
I think defiance is pretty good where it’s at, although the scaling of it might have to be tweak.
But you need to work around Defiance, prepare the boss for the attack that you will want to CC. Get everyone to work together to take care of the Defiance Stack so that it’s ready for the interrupt of THE attack that needs to be CC’d
The last map of our exploration event, 25 weeks coming to an end.
We’re exploring the dead land of Zhaitan
- The Exodus of the gods to Arah
- The Orrian Empire
- Melandru
- Grenth
- and more
There’s only one more zone to explore!
Meeting location: [&BBcDAAA=] Pursuit Pass Waypoint
Meeting Time: 8:55pm (EDT), 00:55am (Server time)
Event Start: 9:00pm(EDT), 1:00am(server time)
We have a mumble server (1.2.4/1.2.5), so if you have mumble and want to join us in voice chat, I’ll give that info before we start.
Look for Edgar Guard, you can join my squad by typing /squadjoin Edgar Guard
I’ll have my commander tag up, so if you don’t see me, send me a whisper. That way, I can ferry you to my map instance.
Hey, is there any reason why raids wouldn’t just scale to your size? So like… 5-20 man, bring what you can, and it scales.
Very hard to get the balance we would want from this kind of content.
The experience we are looking for would also be diluted the more players you have in an instanced raid.
This said, let’s say the number was ten. We shouldn’t stop folks from trying to beat content with 5 for example.
Chris
THIS! Scaling might “work” in PVE, but for raid content, I want it to be tailored for X people(10-15-20).
Like Chris says, nothing is stopping you from doing it with less. But I also think that doing it with Less should up the rewards.
you know how in GW1, your loot was shared with Heroes/hench, well this could be the same, add an extra percent on the drop rate, for every player less than the “required” amount
Proposal Overview:
Raid length and save/resurrection points.Goal of Proposal
To outline the amount of time the raid should take and a concept for saving/maintaining progress.Proposal Functionality
On time I see raids being the same length as elite areas in gw1 were so 3-6 hours. That should be even for the top team, so no skipping/rushing should be possible.Resurrection Shires:
Similar to GW1 this becomes your resurrection point once you run past it, with the addition that each shire you run past allows you to leave and return to the raid ONCE (disconnects do not remove you from the dungeon) at the same point you left.
This gives you a 24 hour buff say “x Raid boss 3” that will allow you to enter at that point, EVERY PARTY MEMBER MUST HAVE THE BUFF TO ENTER AT THAT POINT and additional members can’t join an in progress raid unless they have the buff to the same point, the buff is removed once you enter and cannot be regained from the same shire.E.G: A party stuck at boss 2 cannot piggy back into a raid that has made it to boss 3 skipping the fight.
This is mainly to address meal times/ needing to sleep /take a break without losing your progress.
Associated Risks
There is a great potential for loopholes that allow skipping, any such occurrence would have to be dealt with swiftly and heavily (rewards taken away from offenders and the raid shutdown until the loophole is fixed).
I do like the idea of a 3-6 hour raid, but the save points should last longer than 24h. To take into account us with family and lives.
I do like the idea to remove the buff once you enter again, and that you NEED to reach the next one, in order to “save” again. But make it a weekly reset like the guild missions, and not a 24h thing.
Just a quick update for our SSOM owners.. We’ll be improving the per use cost of the Silver-fed Salvage-O-Matic in one of the upcoming releases. Stay tuned.
I hope by “improving” you mean “decreasing”
:P
1 Candy Corn per use.
Of course not. It’s a Silver fed Salvage-o-matic… it’ll be one silver doubloon per use.
I hadn’t thought of that….. hmmm.
yes it will be decreasing
I’ve noticed there’s a lot of worthless leather out there…. you know, Leather-fed-salvage-o-matic sounds pretty good
Tonight we’re going deeper in Orr
Heading in Malchor’s leap we will
- Talk about Balthazaar and Menzies (skipped him in Straits)
- Dwayna
- Lyssa ( Issa and Lys )
- Malchor
- The Orrian
- and more
There’s only one more zone to explore!
Meeting location: [&BKYCAAA=] Pagga’s Waypoint
Meeting Time: 8:55pm (EDT), 00:55am (Server time)
Event Start: 9:00pm(EDT), 1:00am(server time)
We have a mumble server (1.2.4/1.2.5), so if you have mumble and want to join us in voice chat, I’ll give that info before we start.
Look for Edgar Guard, you can join my squad by typing /squadjoin Edgar Guard
I’ll have my commander tag up, so if you don’t see me, send me a whisper. That way, I can ferry you to my map instance.
Tonight winter is coming
On our tour tonight we will learn more about
- The Dwarves
- The Dredges
- The Kodan
- Jormag
- Norn
- and more
Meeting location: Arundon Waypoint [&BHgCAAA=]
Meeting Time: 8:55pm (EDT), 00:55am (Server time)
Event Start: 9:00pm(EDT), 1:00am(server time)
Tonight we’re Heading deep into the Straits of Devastation
On our tour tonight we will learn more about
- The Pact
- Fort Trinity
- The Magical Blue Orb
- Vizier Khilbron
- Abaddon
- Balthazar and Menzies
- and more
Meeting location: Bramble Pass Waypoint [&BOwCAAA=]
Meeting Time: 8:55pm (EDT), 00:55am (Server time)
Event Start: 9:00pm(EDT), 1:00am(server time)
break the 24 hour periods into 3 rounds
win two rounds, you win the day
win 4 days you win the matchthis way, one 8 hour shift cant win you the day. 2 however can, but i think if you lose two timeslots, then ehhhhh you lost that day.
soo now there would need to be a reason to play when you are getting blown out.
hmmm
I love this idea, of breaking the day into 3 parts and winning the 2 of the 3 to win the day… But since it’s 3 servers, how do you break tie?
Highest sum of point during that day? Split the day in 4(6 hours)
But then when you split it like this, upgrade prices become a factor. In EOTM which runs on a 4h timer, you have no upgrades to pay for.
I do like the idea of removing the pot completely and going on a flip/defend mechanic.

) this morning before my coffee. Of course, it is also possible for developers to artificially add any role into an encounter via transforms and environmental items (aggro through pheromones, for example). Personally, I love that kind of stuff, but I know some dont, so I would only do it sparingly.