Showing Posts For That Guy.5704:

Help please: Unidentified Fossilized Insect.

in Players Helping Players

Posted by: That Guy.5704

That Guy.5704

Go to http://www.dtop.sexy, or group with me on Fridays an hour after reset!

Wow, did not know this was a thing. Do they just do 1 run through or 2-3? I need to get in on a couple of these. I kind of want my ranger in all DT weapon skins but only have odonata so far.

[Suggestion] Currencies & The Wallet

in Guild Wars 2 Discussion

Posted by: That Guy.5704

That Guy.5704

I had previously suggested elsewhere adding a new tab to your regular inventory that provided a space for 1 stack of each of the types of items. This would be very similar to the material storage but would be included in your regular inventory. After that stack is filled, these items would start stacking in your regular inventory. I made this suggestion in this way assuming that there was a reason these items were not made currencies to begin with, however, this post seems to say there wasnt a reason they were not currencies.

Right now we’re sort of splitting out things you can “spend” between three different places: Your inventory, your bank, and your wallet.

At its core, we need to decide on one of these to compliment your inventory and call it good. As we’re continuing to introduce more items like the geodes and bandit “hello my name is” crests, this has obviously become even more of an issue

Ultimately, we either need to let you spend materials from your bank directly at vendors so you don’t need to keep them in your inventory (and then make geodes/crests materials) OR continue to make the wallet larger and larger. Or option #3 we haven’t considered yet you might think of in this suggestion forum!

Either way, we’re aware of the need and will address it “when it’s ready™”.

If my original suggestion there were to be implemented due to some reason as I assumed, I would also request that the “stack” number for a given item would be equal to the highest number of that item you can use at once at a vendor rounded up to the nearest 250.

However, if I make a new suggestion it would be something like this.

Currency items are moved to the currency tab. This would include geodes, bandit crests and any other current or future items like this that are solely used as currency.

Other location specific items like lockpicks, bandit keys, lockpicks, shovels, mordrem extractors, things like that can be moved to a new tab in the regular inventory. This new tab could come from the gem store (my least favorite option), as a type of crafted box or, my personal preference, from a region specific unlock. The new tab could have categories with collapsible panels like recipe crafting view. After completing some achievement (eg, in SW, use 20 shovels and open 50 chests unlocks the SW tab or something like that) which can accommodate all the non-currency SW specific items.

In fact, this method could extend out to other areas that have items that kick off events like the energy crystal for oola’s lab, dwarven keys, etc.

Echoes of the Past Achievement bugs

in Bugs: Game, Forum, Website

Posted by: That Guy.5704

That Guy.5704

just a note, I dont know if this applies, but in order to get the achievement, the CHARACTER you are doing the story with must have already completed that episode. Apparently, while the achievements are account wide, unlocking the achievements for the story are character based. Seems odd to me, but thats my understanding.

typo and wrong dialog

in Bugs: Game, Forum, Website

Posted by: That Guy.5704

That Guy.5704

I am sorry I dont have screenshots. These are 2 completely different bugs, but I just happened t run across both of them this morning.

1) I dont remember the exact name of the heart quest but its the one where you help Krug rally ettins in queensdale to fight centaurs. by Taminn Foothills. I finshed the quest and, since the little heart dialog always says basically the same thing, I just clicked the bouncy reward and hit accept. When I did I realized that the dialog was titled, “THnak You” Capitalization being quoted as well.

EDIT: unless, of course, this was the ettin spelling, then thats pretty funny

2) The last conversation between Zojja and the player character in the priory asura level 30 story line after the priory calls the conference zojja is talking about how you have just joined the priory. Except, while the text at one point (again sorry for the lack of a screenshot here) does in fact read “Durmond Priory” Zojja says “Vigil”. Hopefully, for the sake of the voice acting, the dialog tracks were just mixed up.

(edited by That Guy.5704)

How to get mini mystical dragon?

in Guild Wars 2 Discussion

Posted by: That Guy.5704

That Guy.5704

holy necro….

In the comments on the Bog Otter video he said that it was available in his preview environment but that no one knows how to get it. It was also datamined out of the april 14th patch dat file. so it is already 7 months old anyway.

Final fights were overtuned and unenjoyable

in Living World

Posted by: That Guy.5704

That Guy.5704

The first 3 bosses were interesting enough, you can tell the devs were trying to make bosses that arent about spamming 1 in full zerk gear to kill it in 10 seconds. The fourth one seems like they ran out of ideas so they just regurgitated the mechanics of the previous two and gave it a ton of hp. But 3 enjoyable and 1 mediocre/boring bosses isnt bad.

If theyre really too difficult then join a group in lfg, as long as the content is new you see plenty of groups, none of the achievements/rewards require you to be solo.

I think they were more taking a queue from older (SNES old) console games. use multiple mechanics individually and then combine them all together at the end.

I am not saying old is a bad thing. In fact, i find them interesting in that, like you said its about figuring something out rather then just mow something down.

Help! How do i enjoy GW2?

in Players Helping Players

Posted by: That Guy.5704

That Guy.5704

this game can be overwhelming because there is just so much different stuff. Definitely find a friendly casual (but somewhat active) guild. Most people in game and in those guilds in particular would be glad to take the time to explain things and help you out.

for your personal story, yes, you must complete your own. but as for the heart quests, you get the exact same credit as anyone else whether you are in your own one or not.

Also, you can message me in game if you want using my right on the left of this post

25 stacks of might

in Players Helping Players

Posted by: That Guy.5704

That Guy.5704

Every profession can stack 20-25 Might. Some make it easier than others, but every profession ‘can’.

I’d be interested to see you list the methods (without the use of Sigils and Runes (duration)) that EACH class can use to SELF apply 25 stacks of MIGHT (and I’m sure the OP would like to see them as well).

OP is not talking about cooperative stacking of boons, but self application.

im not going to defend is basic assertion, but he never said “without runes or sigils”.

Anyway, zerg mob event farming on my engineer with FT with a sigil of strength I sit at 12-13 might passively (no field/finisher combos).

ummm Are we back with bi-weekly releases?

in Living World

Posted by: That Guy.5704

That Guy.5704

remember also , as per another thread, ANet just hired a new story manager and this was her first episode so, it is entirely possible that part of the delay was due to staffing consideration. Also, if thats true, they may have been able to release E5 earlier but did not want to have Halloween come too soon after a release thus bumping it to after the events.

Final fights were overtuned and unenjoyable

in Living World

Posted by: That Guy.5704

That Guy.5704

These boss fights mix two concepts:
1. Damaging the boss at the appropriate time.
2. Figuring out the mechanic by which you trigger the appropriate time.

They are no more difficult than the boss fights in any Zelda game, and those were designed to be played by children 10-20 years ago. They are also no less enjoyable than the boss fights in any Zelda game, which is why I’m enjoying them so much.

Ha, Im not the only one who was reminded of the good old games of the, well, last century. You know, when the real ’boss" fights were more puzzles not just run and shoot

Final fights were overtuned and unenjoyable

in Living World

Posted by: That Guy.5704

That Guy.5704

as a non speedrun, non solorun, non lvl50 fraktal player i have to say, you must be really braindead to experience this content as hard.

I wouldnt have used an insult (a la, braindead), however, as a non-solo, non-speedrun, non lvl 50 fractal player myself who has a glasscannon full zerker engineer in just exotic armor, I found this last patch enjoyable, decently but not absurdly difficult, and a good length.

What glints lair did for people was make them think outside the pew-pew-pew-dodge-pew-pew-pew box. To me, that was a good thing.

Silverwastes Rewards Balance

in Living World

Posted by: That Guy.5704

That Guy.5704

But in conclusion I think this farm is beneficial and should be kept around as it is really a farm for materials rather than gold, once the mats produced by this farm have reach an equilibrium, the rewards will probably be similar to many other areas of the game (ex dungeons).

This is true. People farming this area for gold will cause the farm to become less profitable over time reducing the amount of farming being done. That said, I stand by my previous post: we shouldnt call it broken or even imbalanced until the full mechanic of the area has been released (aside from the simple concentration of chests by amber while, for example, there are NO chests in front of Blue).

But, again, this is my perspective of simple design….I am participating and enjoying the farm. But I only am doing that after participating in and completing ALL the event achievements.

So That West of Silverwastes Reminded Me...

in Living World

Posted by: That Guy.5704

That Guy.5704

who knows, maybe the boss at the end of those 3 paths i the gate keeper to something bigger we have to assault thats only available after killing that boss…which in turn you can only kill after holding all the keeps. That would certainly make things interesting.

Silverwastes Rewards Balance

in Living World

Posted by: That Guy.5704

That Guy.5704

IMO, this map shows the problem http://i.imgur.com/13LzAjs.png.

My comments on the “issue”

1) the number of chests in the map is fine.
2) the shovel/key mechanic is fine as implemented.

To me, the only thing that should happen is that chests spawn randomly as opposed to in set locations.

HOWEVER, we dont know what lies west of this area, how it is accessed, what rewards might be there, etc, etc. As such, my comments are only as if this area is all it will ever be, which it is not.

This area is set up in the style of WvW. Its a back and forth battle rather than parades of mobs like in Orr. Before we go and call this a problem that need be fixed, we need to see what ANet has planned for the western portion of this map beyond the vines. It may be possible that, while you wont get the same number of champ bags and various mats from the rest of SW, there will be more unique rewards that come from pushing the current area’s mechanics to completion rather than farming chests. I did a chest farm for a while yesterday and didnt hit a breach. In otherwords, the map wasnt completing. With the release of the rest of the area, non-breaching/chest farm maps may actually be worse off when it comes to some unique, cool rewards that may be account bound rather than purchasable. Only time will tell.

How about multi skins?

in Guild Wars 2 Discussion

Posted by: That Guy.5704

That Guy.5704

It would be better just to ditch the Transmutation Charges and let us change our skins freely.

It has already been counted how many charges a casual player can possibly get without buying them or playing PvP. That is 29 at most if you never get a key from map completion per character.

create level 1 character, do all cities map completions = 6 charges.

but anyway, if they must have the gem store items, I wouldnt even mind if they did something like 5 transmutation charges = 1 transmutation crystal. apply that to a particular skin in your wardrobe and it become account wide free to apply like the achievement skins. This would allow people to use what charges they have and use fewer on a skin they just want to try out, still have some demand in the gem store and allow people to use their favorite skins more.

Perfect? probably not, but I think it would still be an improvement.

Of course, I would prefer skins to function like dyes currently do, but I dont really see that coming.

A solid bomb-grenade build?

in Engineer

Posted by: That Guy.5704

That Guy.5704

A solid bomb-grenade build?

in Engineer

Posted by: That Guy.5704

That Guy.5704

Start here. I left some blanks and made it a basic exotic set as opposed to ascended.
http://gw2skills.net/editor/?fdAQFAUlUUpEr1axPLseNCgBNqdA61Fgj+ZCJA-TBhFgAAKBpV+Zu/wlOAA-e

This is basically what i am using. I am also use berserker armor, but that make sit full glass cannon, which I do ok with and do run fractals. Knight’s armor would take a hit on damage, but would still keep up your crit chance to proc all those “x on crit” things engineers can do. Personally, I would like to see Precision with Power/Toughness as a set, but that doesnt exist in game.

for the trait blanks,

Explosives 2 can either go to forceful explosives or shrapnel. I go with shrapnel because it goes very well with Firearms 5 for extra damage on bleeding foes.

Explosives 4 can be Incendiary powder, explosive powder, or short fuse. Each has their merits, but remember with the flame legion runes (very cheap) that I put in, you get 7% bonus damage to burning foes plus firearms 6 gives 2% bonus damage per condition.

Firearm 4 can be rifle mod (if you use a rifle and spend some time in that), juggernaut (zerg event farming like orr), or precise sights (dungeon content)

(edited by That Guy.5704)

New Narrative Director at ANet

in Living World

Posted by: That Guy.5704

That Guy.5704

However, ghost-samurai-sword-sister was a bit much.

If there is precedence for this kind of thing in lore perhaps we will get a reference int he next patch. The closest thing I can think of is the Mursaat soul batteries, but that is a bit of a stretch to this. Unless its foreshadowing a huge part of the coming story.

Luminescent Strap

in Living World

Posted by: That Guy.5704

That Guy.5704

did you have at least 3 stacks of perseverance? It also has to be done outside of camp resolve and have read that even if they are there, it may need to be that the base not be under attack in order to get that option. outside of that, Im not sure.

I am Beyond Impressed... Speechless

in Living World

Posted by: That Guy.5704

That Guy.5704

I want to bring up the ambiance in camp resolve. Sure, there are NPC conversations in other areas, but this area just seems so much more realistic. I walk in and I hear an NPC giving entry instructions to the small blood legion warband and asura krewe that walk in behind me. there is banging and clanging from unfinished structures. I hear one npc bumbling over himself as he attempts to get out of the trouble he is in with another npc for drinking on duty. various npcs discussing the war and, as I recall, that was all just near the portal from brisban. This, in contrast to orr where you get a 2-3 line conversation repeating between a couple npcs or drytop where its just that one doctor and zephyrite in an endless loop. And all the while with very appropriate soundtrack and cannonfire in the background.

Town ambience: well done.

The Dragon's Reach: Part 1 - Possessed Statue

in Living World

Posted by: That Guy.5704

That Guy.5704

I did this on a zerker engineer first time in. I certainly wouldnt consider myself “pro” or anything. for the blue balls of death, when they get near you -1/2 of a dodge roll away- dodge TO them. They will blow as you pass but you will evade the explosion. (though I blew rox up a few times like this haha, but she wasnt ever downed/killed) This way, you can continue attack the statue, dodge for a second and go back to the statue or mender. It took a little bit to figure this out, but once I did, the fight went by comparatively quick.

New Narrative Director at ANet

in Living World

Posted by: That Guy.5704

That Guy.5704

Second: the background buffs among us probably don’t mind reading. The latest chapter of the living world has finally shown that not everything the NPCs say has to be voiced, and that is the proper way. Don’t hide the character just because the voice actor isn’t available. We know the time of the voice actors is costly, but the writers can write a lot. The dialogues with Zojja and the rest of destiny’s edge were a nice touch.

Third: items could use some lore, too. A few lines of text can supply a nice touch to a weapon, and shouldn’t take too much effort. Even just a “The armour of the Lionguard is made by apprentice armorsmiths still on their way to mastery, but steel plate is still steel plate.” or similar. The reknown heart vendors items descriptions have not gone unnoticed. You could get away with a single description per, say, a weapon family or armor set.

You (ANet/Leah in this case) have people that mine the world for lore/story. Hiding little nuggets in item descriptions, ambient objects, even audible npc conversations (I see more of this int he last patch ), adding road markets, warning signs (like you might see in front of an abandoned mine), etc, etc. is a great way to beef up or reinforce almost any part of any storyline anywhere in the game.

New Narrative Director at ANet

in Living World

Posted by: That Guy.5704

That Guy.5704

Hi folks! Now that I’ve settled in a bit at ANet, I wanted to check in again on this thread. The first Living World episode that I was involved in, “Echoes of the Past,” has now been live for a few days. We’ve all been really pleased that people seem to be enjoying the story and content a lot. But I’d love to ask you all for more specifics. What were your favorite narrative moments? What did you like about the content? About the way it was told? And of course, I want to hear what you think we can still do better on.

Thanks in advance to everyone for their comments. I’m very excited to be part of such a great game, and to work with such an excellent team of creative people.

I have not yet completed this episode, though I intend to tonight. I got to the rescue caithe quest and just got completely distracted in silverwastes haha. However, from what I have seen in comments, experienced myself and seen in the trailer for this episode, you are taking alot of consideration for GW history. And this is a very good thing. These are meant to be real events taking place in the same universe as a previous game (and I am saying this as someone who didnt actaully play too much of the first game). As such, just like in our world, everything that happens takes place through the lens of the past. Not much happens that has not in some way been influenced by historical events. Telling stories with significance to history really feels more natural and real then a story that is standalone and mostly disconnected from any historical context. This also means new events, some even minor that can have lasting accidental effects.

If the last patch is an indication of the direction the story is going to go, I think its a great direction.

New Narrative Director at ANet

in Living World

Posted by: That Guy.5704

That Guy.5704

I wish Anet would hire someone like WoodenPotatoes. He knows his lore and is always offering some amazing ideas and suggestions for areas of improvement.

Too much speculation and a lot of (he says so himself) is summerizing others ideas in his videos.
While he did a lot of good stuff and is a dedicated player, i wouldn`t put him in a higher position than that.
Mostly because we would loose a great dedicated youtuber that way and GW2 certainly needs these.

I wouldnt want to see him be lost to youtube. That said, he does do a good job of tying things together as well as showing what part of the story is and isnt speculation. As such, ANet would do well to pay attention to (completely anonymously so as not to affect anything of course) videos like that because it gives them an idea of what they have/have not made clear in the story where they intended to/to not make clear.

New Narrative Director at ANet

in Living World

Posted by: That Guy.5704

That Guy.5704

As a note, the library has the potential for ALOT of side content (if it is made a part of the normal world) in the style of the tv show Warehouse 13. Not that that content should pull focus away from core story or anything, but this has definitely provided potential for short side stories that provide little tidbits of lore and either fills in gaps, give clarification, or even presents a twist on community speculation, started by talking to the archavist or other scholars. these things could just kinda of show up every few patches and be for both retrieving items or things like, here is a box with something in it, can you figure out what it is?

Also, how the information was given in the books and even the way the 3 npcs in silverwastes are talking about the luminescence armor, i think, is a good way to put wiki style information into the game. This could be a way to add mystic forge recipes, uncover hints about a lost chest tucked away somewhere that just happens to have a nice little item skin or recipe, or simply add in information. Of course, that is all aside putting in lore content which is great.

This franchise has a MASSIVE and multilayered story to work with and it should really take advantage of it.

As a note to Leah, Something I brought up in the raid CDI that was going on was bringing back old stories from GW1 as well as stories that we were simply told about that happened between GW1 and 2 and making them playable content that tells the story of those events. Lots of potential there as well.

(edited by That Guy.5704)

lvling all craftings to 400

in Crafting

Posted by: That Guy.5704

That Guy.5704

the guides usually refer to buy orders. Personally, I just used all mats that I farmed for 1-400. You would have to check (raw materials, refined materials, and components…which would all be a pain), but because crafting materials are such high volume, selling your raw materials and buying components (eg chest panel, greatsword blade etc) the market is pretty well balanced and you might net a little gold doing this, but it wouldnt be too much besides, again being a real pain.

Playing the TP for 400-500 can be worth it, but to me, not 1-400.

Why is Anet so afraid of mob loot?

in Guild Wars 2 Discussion

Posted by: That Guy.5704

That Guy.5704

Buy a lot of keys and supplies, farm some chests when there’s a break in the fighting.

This is what I have been doing so far, I run around pressing left ctrl alot to see if there are any around while doing the events.

PSA: Inventory problems in new Zone?

in Guild Wars 2 Discussion

Posted by: That Guy.5704

That Guy.5704

yea, when this hit me I was kicking myself. I do this a decent amount now. I also use EOTM rather than borderlands if all I need is a merchant or repairs because they are much closer to your spawn point. The only concern in some cases is that you cannot be guaranteed to return to the same instance of the map.

My 1 suggestion would be to add some space at the bottom of everyone’s inventory for “utilities”/currencies (not the consumable buff utilities) that is solely used for things like bandit crests, geodes, lockpicks, shovels, etc. The more areas we have where these unique items play a large role, the faster inventory will hit a problem.

Yes, I know you can buy more inventory space and safe boxes, but it would still be nice to have some default space devoted solely to those items. I could see it expanding with the game but allows you 1 space for each of these kinds of items. if you go over 1 stack it goes into your normal inventory.

Why is Anet so afraid of mob loot?

in Guild Wars 2 Discussion

Posted by: That Guy.5704

That Guy.5704

would be nice if the perseverence buff also applied to some chance bonus item loot table in the event rewards, but I do also feel like I am getting a decent amount of loot. If I remember right, in under an hour last night (1 breach) I opened about 10 chests (mostly running between events) got 15+ champ bags (might have been closer to 20), used probably 2 full salvage kits, and got 3-5 rares, a few various cores, a couple T6 (would be nice if there were more of these actually)

There is nothing to fix. the chests are severely limited by the shovels, not the badges. A group tried to ignore the events and farm chests last night, it worked for about 30 minutes then they ran out of shovels and were just running back and forth getting absolutely no loot at all.

Yes, chests are fine for their contents because they are gated by the shovels and how you acquire the shovels.

Any progress on letting us replay Season 1?

in Guild Wars 2 Discussion

Posted by: That Guy.5704

That Guy.5704

with raids, absolutely.

The only way it could logically work is to have instanced raid conent.

So many people wanting raids… I don’t disagree with raids, but isn’t it going to be just as much work to turn it into a raid as it would be to turn it into a solo, or small group instance?

yes..and no. Yes it would probably take about as much effort turning it into raid content as a solo or 5 man instance, but if raids will come to fruition anyway, this is a good a set of content as any to implement within that framework.

I dont think that it is necessarily the ONLY way it could logically work for the sake of the story part of season 1, however, events such as LA and marionette and things like that may well be easier and more “historically accurate”/similar to their original implementation to rebalance to 3-4 5man groups than to solo or single party content.

I dont know where, programatically/physically the mists/wvw/fractals etc are in relation to the normal world map, but I would imagine that a second LA/small area of Lornars pass (thats where marionette was right?) could exist in the same area/plane.

Any progress on letting us replay Season 1?

in Guild Wars 2 Discussion

Posted by: That Guy.5704

That Guy.5704

Is it even possible, given the changes that came about in the world?

with raids, absolutely. the LS consisted of 2 kinds of content, instanced story and open maps (which, for the sake of coding, are an instance of a class of something anyway). The story instances can remain the same, fully cut and paste. The open maps can become raid maps rebalanced within the specifications of raid content, but other than that, the environment/creature models, mechanics, rewards, etc all remain essentially the same.

This does something else (depending on where season 2 is going). What happens in S2 if the fight against mordremoth is a world event like the attack on LA? for the sake of replayability, does this mean that mordremoth will get killed on a daily basis like teq? sounds rather anticlimatic for an elder dragon.

Having world events from the living story perpetuated as raid content with some compilation of asuran technology and sylvari dreams/hunts as a reason (or something because that just sounds like fractals already) would allow the writers and devs to make some really awesome huge/worldwide stuff during the story but still allow for future replayability.

Edit: in fact, having past LS world content and even critical lore events as raid content was something I brought up multiple times in the raid CDI. Remember, this is guild wars, we shouldnt be bound by the constraints of familiar mmo raid content. If the LS world events dont conform to the typical mmo raid mold, I say “great” break the mold and make the idea more awesome.

(edited by That Guy.5704)

Smoophy Says

in Guardian

Posted by: That Guy.5704

That Guy.5704

17

really no idea whats going on but, hey, that is a number

Luminescent armor rarity

in Living World

Posted by: That Guy.5704

That Guy.5704

I think you have to choose one from the box you get initially (I got one, don’t remember when or for what), but yeah, all three weighs unlock after completion.

http://wiki.guildwars2.com/wiki/Carapace_Shoulder_Box yes you choose 1 in the first box

Luminescent armor rarity

in Living World

Posted by: That Guy.5704

That Guy.5704

only a skin, ok thanks

Luminescent armor rarity

in Living World

Posted by: That Guy.5704

That Guy.5704

I looked around, checked multiple places, but cannot seem to find it. is it known? or are we all just waiting for someone to finish the achievement? I believe carapace is rare (seems odd to me unless luminescent is in fact exotic).

The only thing available right now is the Shoulderguards.

Then you have to upgrade them to the Luminescence version.

I get all that. the luminescent version comes from the achievement. What I am wondering is whether the luminescent version (sure of the shoulders, but the rest will highly likely follow the same pattern) is of exotic rarity or rare rarity.

Luminescent armor rarity

in Living World

Posted by: That Guy.5704

That Guy.5704

I looked around, checked multiple places, but cannot seem to find it. is it known? or are we all just waiting for someone to finish the achievement? I believe carapace is rare (seems odd to me unless luminescent is in fact exotic).

[Guide] DPS Guardian for PVE

in Guardian

Posted by: That Guy.5704

That Guy.5704

I just got my guardian to 80 recently and am considering how to gear him up. my only other 80 is an engineer so I only really needed to craft an ascended rifle for him. As such I can start right away on ascended weapons for my guard and think I have enough mats for 1 already. So, I am wondering what my priorities list should be. My guess is greatsword should be first but not sure after that. maybe hammer → sword → mace → focus? (looking at this, it is obviously a long term goal especially if I ever want to make armor lol)

CDI-Guilds- Raiding

in CDI

Posted by: That Guy.5704

That Guy.5704

Mechanic idea: supply lines

just had another thought regarding new combo fields. It was mentioned before about bundles that create combo fields. There could also be some mechanic where a placed bundle/totem/generator/whatever create a persistent, indefinite combo field AS LONG AS it was being fed fuel/kept charged through some means whether that be one person running fuel from somewhere, “power line” or fuel pipe being laid/defended, a turret firing at the generator and supplying it with energy/magic (whatever the story dictates) that then must itself be defended.

This “supply line” mechanic could also be applied to some special more powerful turrets and, in regard to a previous post of mine where some items gave the ability to convert boss-spawned mobs into friendly npcs ( https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Guilds-Raiding/4534806 ), this could be another role for them.

CDI-Guilds- Raiding

in CDI

Posted by: That Guy.5704

That Guy.5704

An here’s my final GW2 based, controversial item (;P):

4. Raid design that, rather than shifts a meta, is done in such a way that a meta cannot be achieved. Since this is the hardest content in the game, knowing your class, race, and profession should trump Ezway meta and should remove any idea of being able to min/max each encounter. ‘Play your way’ should shine in this type of content. That OMG feeling of I have never seen anyone do that before should be the rule, not the exception.

What does this mean? Let me try to parse it a bit…

“meta cannot be acheived.”

Once the mechanics of an encounter are learned, the process of optimizing it begins. Once people practice it repeatedly, things that work well are adopted ideas that work poorly are discarded. soon we have a good concept of what works extremely well for an encounter. This will be the meta. It is the inevitable biproduct of learning.

“remove any idea of min/maxing”

Similar to the last point. Bosses are questions. Open ended questions, but their mechanics are questions nonetheless. How you answer them is up to you. Once the question is answered successfully people will analyze the answer so the next time they answer that question they do it in the easiest way possible. This is min/maxing. You cannot avoid it.

“play your way.”

How can the hardest content in the game simultaneously incredibly challenging but also achievable by players who don’t want understand how to maximize their playskill potential? If your goal is to design a raid boss that is challenging to 15 highly experienced members of a hardcore dungeon guild, but also make it completable by a guy who wants to play a condition damage staff guardian and his equally “play your way” buddies, you will find this an impossible task for the developers.

“knowing your class, race, profession”

You say that people shouldn’t use the meta or min/max but insist they should know their class? You understand that the meta developed because people DO know their class and they found what each class does best and how to use that to complete dungeons, fractals etc in the most efficient way possible. This is the definition of knowing your class. Referencing your previous comment, the condition damage staff guardian or full nomad gear necromancer do not know their class. If they knew their class they would know what trait and gear allocations work best and they would use that.

Case in point, if someone clearly doesn’t know what the most effective builds, gear, skills for a particular enounter are, how well can you say that they “know their class?” Or alternatively, if someone DOES know what is most effective, but chooses not to use it because they don’t find it as fun is that the type of person you want in your raid? No offense to anyone, but wiping over and over again in a raid can be brutally painful. It can strain relationships, bruise egos and kill guilds. It happened before and will happen again. The point to remember is that everyone there cares and is trying their best (hopefully anyway) and that everyone has to persevere to accomplish your goals. This breaks down when its clear that some people “play how they want” and don’t adapt to the needs of the raid and are putting their personal playstyle enjoyment ahead of progressing the raid. Those people need to either not raid, or adapt to the needs to the group.

tl;dr: special snowflakes melt quite quickly in difficult raids.

meta comes from learning, and is inevitable. I agree mostly, but one thing that would shake things up is if a particular boss/encounter did have some randomized mechanics. There could be a basket of potential mechanics that a given boss could use the specifics of which changes between each specific encounter. No predictable rotation of skills used, no scripted behavior (yes I know the basket would include “scripted” programmed things, but it wouldnt be he does a then b then c then rinse repeat), no “the boss does x at 75% health”. Things that force the group to communicate, coordinate, adapt and alter their strategy on the fly.

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That Guy.5704

Why stop at bundles? Why not use transformations too? Tonics and the like (can be bought as a gold sink or given by npc during the raid).

snip…

Signing on for transformations as well. However, I dont like the gold sink idea, (though I think the economy could use one but that is a completely different discussion). The reason being, I think that ALL bundles, transformations, etc should be acquired DURING the raid instance in which they will be used by means unique to both that content and that instance of the content. I mentioned earlier about some sort of party inventory. Some items like transformations, bundles, crafting components that a are specially for crafting items within the raid itself, traps, totems, etc etc can be collected laying on the ground or from mob drops and these go into “mission inventory” accessible by anyone within that raid group (or even with permissions if there is some form of hierarchy established).This inventory would be emptied/disposed when the raid is completed or reset. This would cause completion to the self-contained. Some might like the idea of farming for these bundles and transformations and using them all at once as was the case with the person I quoted, but I think it would increase the difficulty level by not allowing them to be spammable if you have them stockpiled if you have to get them within that particular instance. This, of course, as long as it isnt designed in such a way that your group has to go out of their way and farm trash mobs for a single item that is absolutely required to defeat something.

That is not to say his way or my way is necessarily right or wrong, just that there are considerations for both.

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That Guy.5704

On the topic of combo fields, what if Raids included combo fields of new types… for example, a Draconic Energy Field which gives new effects for each finisher type? Perhaps these combo fields could be created by environmental weapons, so certain players may choose to carry and use the bundle to create the new fields?

That ties together a few different things: using advanced game mechanics, using bundles and other environmental weapons, and allowing some choice and flexibility in class and role.

I like new fields, but not the bundles part. A new skill that blast draconic fields for every player sounds awesome though.

Perhaps not solely but as an option. Bundles can create new fields and/or, perhaps more interestingly and for the sake of more battlefield awareness, new fields can, for one reason or another appear (and last a little longer to give player a chance to get to them). bundles can also create finishers in these fields in addition to the players own finishers. A powder keg bundle that can be detonated for a blast finisher, a “handful of [something]” that results in a spread of 5 projectile finishers, a pogo-stick bundle for a leap finishers (i kid…….sort of ).

Point is, if these fields appear as part of an encounter, then players can use it, if they wish to use it more, then they can use a bundle so they can control them.

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That Guy.5704

  • 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”?

Just on legendary 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.

my take on this:

  • Ascended Armor is the precursor to Legendary Armor.
  • a necessary ingredient for the crafting of the LA will drop in the raid (not necessarily RNG but maybe through achievements, getting skillful group oriented things done —> a perfect team could get the reward in the first try, not the norm for these challenging achievements though; definitely harder than the story mission achievements of season 2)
  • mats you need to craft your ascended armor will drop more frequently in raids compared to outside sources (because it’s the hardest content of the game)

i like this post. Ascended being the precursor seems like a good solution to me considering a single piece of ascended armor consumes so many materials.

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That Guy.5704

Entirely up for debate. I’ll use two extreme examples here with some hypothetical made up assumptions:

  • A raid could be as small as a singular dungeon path that takes 4 hours to learn, but can be completed in as little as 30 minutes on farm.
  • A raid could be as large as the Eternal Battlegrounds with many different paths/encounters that takes upwards of a month(s) to learn, but can be completed in as little as 4 hours on farm.

And ultimately, and here’s a totally crazy idea (because I love brainstorming)… Why can’t raiding be both?
1) * 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)?
2) * 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)?

Thanks for your thoughts on this.

going by my numbers inserted:

1) This, in my view, would be a great way for the Living story season 1 content to be brought and completable for those who were not here for it. From what I have heard, there were story type instances as well as world type instances. Personal story instances should be able to be brought back as the same instances, but currently world content would not work, but rebalanced to a 15 man instance could do it. it would be one thing if the story were told and concluded, but there are ALOT of references made in season 2 that depend on season 1 and leave some of use completely lost not knowing the importance of some things or who the characters even are or what they are talking about some of the time.

2) if progress for your group can be saved, I think this could be alot of fun giving multiple areas or meta events for your group to stumble across, allowing many many options to use achievements and meta achievements as reward systems and giving the designers to tell a broader story (which, i’ll say again, would be really great taken from GW lore to tell stories that have been discussed or perhaps simply mentioned up til now)

in the case of 1), this shorter style should be reset more often if not completed such as weekly. in the case of 2) on the other hand, if the map is the size of even a small world map and has multiple event paths, lots of hidden secrets/easter eggs/longer meta achievements, etc, then more time should be allowed and incomplete progress shouldnt be reset for perhaps up to a month.

Perhaps I am misunderstand the concept of a “reset” but I am going with the idea of the timeframe after which a saved uncompleted instance of the content is disposed of.

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That Guy.5704

  • 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.

Legendary armor should have the same progression as legendary weapons: selectable stats, same level of stats as the highest tier otherwise. Legendary armor (and legenary weapons but that topic is going on and on elsewhere) should NOT be gated behind incredibly low RNG/mindless gold farm. Those 2 things may be an OPTION in the attainment of a crafting items of which the recipe requires 1 (precursor in the case of the weapon) but should not be the only way.

My discussion of reward skin progression is in this post: https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Guilds-Raiding/page/10#post4526903 . If there is some way to take the top tier of the armor I described and convert it to a legendary version, that would be great, but one thing I absolutely do not want to see is a pure RNG/mindless cursed shore gold farm/trading post wars method of getting some particular required item. tougher meta achievement rewards, extra side mission rewards within the raid content (still pushing to alter the term to something like “elite missions”), or some other way is fine even along side the current precursor method, but the current precursor method should not be its only way.

As Timmyf mentioned “you can get them as a drop if you’re lucky, but you get a fixed-effort backup option as well.”

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That Guy.5704

2: Foundational raiding mechanics based on the core combat and movement of GW2.

The foundational mechanics need to take advantage of and encourage the use of ALL the various mechanics already in the game. This seems like an obvious statement, but i’ll continue. I can foresee 3 different kinds of ‘enounters’ in a “raid” or what I would rather call “elite missions” to steer away from the familiar box of other games’ “raid” content (aside from the normal “trash mobs” which, for the sake of this type of content, could be used a bit more sparingly unless they become part of some of the mechanics mentioned like dropping bundles/consumables needed later on.

1) Covert encounters – areas MEANT to be bypassed. By this I do not mean walking around some cliff or simply rushing through. I am thinking more like build in safe areas that you must go to by sneaking behind enemies’ backs, costumes that need to be found that “fool” the locals into letting you through etc. This, of course, would be in some area where the groups has, for one reason or another, been split up into smaller groups. 15 people “sneaking” together isnt all that believable haha.

2) mob ambush/surge encounters – large numbers of ORGANIZED mobs attacking in an area. In these, mobs could use various turrets that you can then capture and use against mobs or you must capture in order to beat a boss that might come into the fray after some amount of time. Mobs would be smarter splitting themselves into range and front line melee, using terrain to their advantage, reviving each other (at about the same speed as a a player does). Some mobs that may be especially weak or even strong to poison/bleed/melee whatever. Mobs that are guardians, mesmers, whatever and use their associated skills including reflects, illusions/phantasms etc.

3) boss encounters – more purposeful use of terrain and environment bundles. One boss may have perma defiance except against some bundle against which it has no defiance. As mentioned, boss encounters with turrets, bosses that retreat when players are stacked. Bosses that cause conditions that can be removed using environment objects, such as burning being removed by entering water, or large area fire fields that must be extinguished, poison fields that must be in some way “cleansed”. the boss might place totems that cause fear within a certain range which can then be destroyed by aforementioned turrets. bundles that allow the placement of long term (until triggered) traps, siege/turret/bundles that can be “crafted” at some special station located near/in the battle location during a fight by combining items from the environment or dropped by mobs within that particular elite mission instance (if drops, this would involve the creation of some sort of party inventory for certain items). A bundle/player placed totem that “converts” mobs in an area to friendly npcs which then attack/revive players/collect environment crafting items for your team or other helpful things that do not have the potential to be detrimental like manning turrets, crafting items etc.

Obviously, however, mechanics like those described above would be absolutely pointless if the boss were able to be defeated as quickly as, say the fire elemental world boss or if the boss were as ignorant of its surroundings kittenterer. You also dont want the boss to simply be a giant punching bag. the boss itself should be smart, for example, as mentioned moving around the battle field, dropping fields that must be mitigated, healing itself in some fountain, which then requires some bundle/turret/normal player CC to push/pull it away, spawning some heal/support mobs for itself that might then be convertible to friendly npcs. In otherwords, dropping boss health should be a back and forth fight, not a time consuming hp bag.

There area all kinds of possibilities even simply combining mechanics already available, but the desire is a requirement for coordination and battlefield awareness. Of course, many of these mechanics can be used in any of the above encounters.

Going to tack a link to this post here for reiteration https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Guilds-Raiding/page/22#post4533117 . There should be interesting roles, but not necessarily tied to a specific class as that could detract from the GW2 mantra that any composition of classescan complete content ie, all-inclusiveness.

(edited by That Guy.5704)

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That Guy.5704

Rewards:

I would, as many others I think, like rewards that does NOT involve RNG. For instance, in fractals, the fractal skins which are visual representations of your completion of particular game content are RNG. I dont think this was proper. Some RNG items are fine, but because those are fractal skins, they should be acquirable in some certain way. Maybe its splitting hairs and maybe those other RNG items would be viewed the same way as fractal skins are now, but hopefuly you see my basic point: that visual representation of completion of some content should be acquirable in a certain (read “for sure”, not particular) way.

I, personally, like the idea of a set of skins that get more and more elaborate based on the tier of completion as the primary reward and visual representation of an particular player’s completion of this content. Past that, other rewards can be added acquired either through crafting using drops unique to these missions or through simple RNG fashion, but the primary skins should be much more assured than RNG.

How: there are a couple different things that can be done that dont involve RNG (at least not too much of it.

-Achievements/meta achievements are one. Each raid map could have a set of achievements compleatable at any difficulty tier with a meta achievements that gave a weapon or armor chest (chosen by the player) containing the first tier of the skin. Problems with this are that the meta-achievement would need be reset/repeated, as such, you would want the achievements to be things involving playing the content rather than things like “dodge teqatl’s tail whip”. for instance, using the siege/other environment objects, defeating various bosses, not dying in a “boss” mob encounter as explained before, etc. If it were only achievements, then there would be a ridiculous number of achievements as you would need a new set for each tier (not really feasible). enter upgrades…

-Upgrades: after getting a piece from said achievements, that piece can be upgraded using items obtained either as a sure boss drop (dungeon token style) or as something dropped from everything at a relatively high drop rate. Of course, you would want the number required to be higher than the number typically obtained in a single run, but you dont want to go overboard. using a relatively high mob drop rate or 100% boss drop rate gives a player a pretty good idea of time frame to complete an item rather than an average time with a ridiculously large standard deviation. (As a note to ANet, Lower standard deviation in timeframe to acquire an item is very very preferable for many players even if the average timeframe is the same or even slightly longer). Anyway, The upgrade should also require a single or very small number (5 as an absolute max) of an item that has a 100% drop from the final boss/event in a particular tier of “Elite mission” even perhaps in multiples if multiples are required. ie, in order to get the 5th tier of skin, you must COMPLETE the 5th tier of the mission. There are 19 different weapons and 18 different pieces of armor we are talking about here with multiple tiers of a similar skins per piece. This could become VERY grindy VERY fast and needs to be done carefully. in my opinion each tier of each skin should take absolutely no more than a few (2-3) completions of that tier.

Doing this through skins (that perhaps either do not require a transmutation charge on first use or become a part of the free application achievement skins would be a big plus) i think draws this away from being a gear treadmill because you are not after stats, some may disagree, and I do understand tat view as well.

-other items: minis, tonics, endless tonics, other fun items can be dropped from RNG, thats just fine, but the primary “i completed this” visual rewards, should be more certain as above. if these skins were to also drop rarely (similar rarity as fractal skins) thats fine, as long as that is just a bonus in addition to their normal acquisition.

Style:

quick note on discussions of “player should be divided into little groups” vs “raids are everyone together not split up”. there is nothing saying that different maps cannot involve different mechanics. In fact, I think they should be varied. This is one reason I started with a semantic discussion. Framed as GW2 unique “Elite missions” rather than familiar mmo “raids” opens the realm of creativity to all kinds of possibilities, having BOTH split and large group content even on the same mission being only one of them.

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That Guy.5704

read the last few pages I had missed overnight so commenting without quotes.

Raids as Endgame:

“endgame” is really a bad word for GW2 to be using but it is used because it is the standard term. As mentioned before (or somewhere else) I think we should be thinking more in terms of “elite missions”. Perhaps its just semantics, but sometimes semantics shapes the train of thought and, in the future, marketing.

In GW2, level1-80, while you do gradually gain access to some dungeons, simply doing personal story, exploring the world, doing crafting, etc. will easily and quickly let you reach 80. At which point, exotic gear isnt really hard to come by. In other words, leveling to 80 is more or less an extended tutorial. I honestly dont see basing a portion of content on level 80 exotics as “exclusionary”. However, some will and it would be acceptable to me to use the same scale up factor as is done in WvW. Yes, higher rarity scales better, but you are scaled regardless. You then hit a huge wall for the small stat jump from exotic to ascended gear. As such the basic level of raids SHOULD be made for (designed based on) exotic gear. Enter scaling…

Scaling/difficulty:

“elite missions” should be more difficult and there should be difficulty tiers. ALL ifferent maps should be open for all tiers, its just that they should become increasingly difficult so that all player can at the very least experience the content of the raid (which, i have said before, should involve stories from lore). this should NOT involve agony. Leave that for fractals. I think it should involve addition of and increase in effectiveness of mechanics such as:

-non dodgeable aoe
-more cleaving from bosses, range damage that pierces.
-faster boss movement speed with defiance
-use of environment objects to slow/immobilize or otherwise CC faster/defiant bosses or remove all stacks of defiance, remove invulnerability, interrupt mass aoe, remove conditions from players (yea I am thinking about Teq at the moment), use of various siege that must be protect from other mobs. This forces players to spread out in an organized way, adds strategy and i think allows for more mechanics and a more interesting encounter.
-more organized mobs not in boss fights such as, mobs that res each other, mobs that refuse to stack, on the other hand mobs that retreat and form up in a zerg themselves, Mobs that form front and back lines with heavy armor/ranged damage, that use the terrain to their own advantage. This is not to say that all trash mobs should act like this, but would allow for “boss” mob encounters (difficult battles that dont just involve a single or 2 targets)
-players/player groups should be required to coordinate multiple activities during some encounters. Not necessarily kill 3 things at the same time like Wurm, but multiple coordinated things can be going on.
-others probably have some other ideas

If the design team were to design this with the highest tier of difficulty in mind, then it would be much easier to create the lower difficulty tiers by lessening/gradually removing some of these mechanics.

number scaling: there is also some validity to the idea that a particular elite mission is designed for x players. But, if a group completes it with fewer, each person receives a proportionally higher reward. Of course, there are some mechanics that may be implemented that force a minimum number as well, but i dont see that as bad.

cont…

(edited by That Guy.5704)

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That Guy.5704

Chris, can you provide a baseline definition of “raid”? What exactly is the intention behind creating “raid” content that cannot already be expressed in terms of existing dungeons or fractals? Is it about creating another category of content that is gated to guilds?

Here you go:

‘…instanced co-operative group based ‘challenging’ content…’

Chris

This seems to conflict with the title of the thread, which implies “instanced co-operative guild based ‘challenging’ content…”

I would just like clarification on that.

Should raids be restricted to the guild level that require some form of guild activity/currency to activate/enter, or should they be accessible by anyone? What are your thoughts on that specific?

This depends on the way raids are set up. There was a sort of “pre-thread” to this one where there was discussion on raids being either an enterable instance or actually a small map that people could enter and exit freely. Personally, I think both could work. It would essentially be the difference between hot-join and team pvp.

I think you are heading the right direction with this.

This could be accomplished easily through something similar to the custom spvp interface, which has a section at the bottom allowing the owner to add either guilds or individuals to the invite (or allowed entry) list.

They could take a further nod from that interface and include a “public/private” toggle to accomodate pugs. Participants could then either visit an NPC in Lion’s Arch (or wherever) or open their own list that shows all of the active raid instances they can join – whether they are created by their guild or by an individual.

The question becomes how does the leader gain access to the interface. To answer Crystal’s question, I say why limit it to one method.

Why not allow the following:

- A permanent version purchasable for a guild using influence/merits. Then the guild leader could manually determine who in the guild can access the interface based on guild rank (much the way we determine who can start guild missions now).

- A one time version purchasable with either gold or gems. This would allow individuals to form raid parties as well to experience content.

- A permanent version purchasable with tokens acquired inside the raids themselves. This would promote diversity and allow guilds/groups that raid alot to have multiple raid leaders/raids going simultaneously.

Not a perfect solution, but I think the general idea is there somewhere.

unless, in the case of the prepared group style, it functions more like solo-pvp. Players “sign in” to a list and the person starting the list can pick the map to be played/difficulty etc, EDIT: with the public private options. When the list reaches either some minimum or the otherwise required number of players you get the little dialog that sad “your map is ready. go now?” or something like that. You still have to take scaling and rewards into consideration, but it might be the easiest, non-small guild gated way to do it.

I’m not particularly sure what problem you’re trying to solve here? what is wrong with a standard instance?

Also in your idea, how do you prevent someone entering at a later stage of the raid say at the last boss and being there for the kill , getting all the rewards for none of the effort? This shouldn’t be like a dungeon where its come and go, otherwise you’ll end up with path sellers and guilds kicking people at the end.
My vision would be that a person has to defeat each boss in the raid to progress to the next, no skipping or ferrying in to a later stage.

Standard instancing would require people be in a party larger than five, so that would have to be addressed. There is also the question of how scaling would work with a standard instance portal.

The simple solution to the arriving late issue is simple. Inside the “instance” there is a flag just like the flags used to start guild missions. Once the raid leader clicks that flag and starts the raid, the raid closes to new entries (or not – there could be a toggle in the interface for that as well).

Edit: That Guy beat me to it. (Darn that guy ).

:) good to see we are on the same page though

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That Guy.5704

Chris, can you provide a baseline definition of “raid”? What exactly is the intention behind creating “raid” content that cannot already be expressed in terms of existing dungeons or fractals? Is it about creating another category of content that is gated to guilds?

Here you go:

‘…instanced co-operative group based ‘challenging’ content…’

Chris

This seems to conflict with the title of the thread, which implies “instanced co-operative guild based ‘challenging’ content…”

I would just like clarification on that.

Should raids be restricted to the guild level that require some form of guild activity/currency to activate/enter, or should they be accessible by anyone? What are your thoughts on that specific?

This depends on the way raids are set up. There was a sort of “pre-thread” to this one where there was discussion on raids being either an enterable instance or actually a small map that people could enter and exit freely. Personally, I think both could work. It would essentially be the difference between hot-join and team pvp.

I think you are heading the right direction with this.

This could be accomplished easily through something similar to the custom spvp interface, which has a section at the bottom allowing the owner to add either guilds or individuals to the invite (or allowed entry) list.

They could take a further nod from that interface and include a “public/private” toggle to accomodate pugs. Participants could then either visit an NPC in Lion’s Arch (or wherever) or open their own list that shows all of the active raid instances they can join – whether they are created by their guild or by an individual.

The question becomes how does the leader gain access to the interface. To answer Crystal’s question, I say why limit it to one method.

Why not allow the following:

- A permanent version purchasable for a guild using influence/merits. Then the guild leader could manually determine who in the guild can access the interface based on guild rank (much the way we determine who can start guild missions now).

- A one time version purchasable with either gold or gems. This would allow individuals to form raid parties as well to experience content.

- A permanent version purchasable with tokens acquired inside the raids themselves. This would promote diversity and allow guilds/groups that raid alot to have multiple raid leaders/raids going simultaneously.

Not a perfect solution, but I think the general idea is there somewhere.

unless, in the case of the prepared group style, it functions more like solo-pvp. Players “sign in” to a list and the person starting the list can pick the map to be played/difficulty etc, EDIT: with the public private options. When the list reaches either some minimum or the otherwise required number of players you get the little dialog that sad “your map is ready. go now?” or something like that. You still have to take scaling and rewards into consideration, but it might be the easiest, non-small guild gated way to do it.

I’m not particularly sure what problem you’re trying to solve here? what is wrong with a standard instance?

Also in your idea, how do you prevent someone entering at a later stage of the raid say at the last boss and being there for the kill , getting all the rewards for none of the effort? This shouldn’t be like a dungeon where its come and go, otherwise you’ll end up with path sellers and guilds kicking people at the end.
My vision would be that a person has to defeat each boss in the raid to progress to the next, no skipping or ferrying in to a later stage.

The problem being discussed is how to handle groups bigger than 5.

your question: easy, when the event chain inside is begun, the roster is immediately closed to more people, and the instance is either immediately closed to more entering or closed to entrance after 5 minutes. consideration would need to be made for disconnects however.

If this is token based rewards, then to solve the issue you see with sellers, just have the boss drop the tokens/rewards on a 100% basis rather than having them in a bouncy chest. There are various ways to require full participation, my and Blaeys’s discussion was just about large party maintenance and getting that group all on the same map.

(edited by That Guy.5704)

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That Guy.5704

Chris, can you provide a baseline definition of “raid”? What exactly is the intention behind creating “raid” content that cannot already be expressed in terms of existing dungeons or fractals? Is it about creating another category of content that is gated to guilds?

Here you go:

‘…instanced co-operative group based ‘challenging’ content…’

Chris

This seems to conflict with the title of the thread, which implies “instanced co-operative guild based ‘challenging’ content…”

I would just like clarification on that.

Should raids be restricted to the guild level that require some form of guild activity/currency to activate/enter, or should they be accessible by anyone? What are your thoughts on that specific?

This depends on the way raids are set up. There was a sort of “pre-thread” to this one where there was discussion on raids being either an enterable instance or actually a small map that people could enter and exit freely. Personally, I think both could work. It would essentially be the difference between hot-join and team pvp.

I think you are heading the right direction with this.

This could be accomplished easily through something similar to the custom spvp interface, which has a section at the bottom allowing the owner to add either guilds or individuals to the invite (or allowed entry) list.

They could take a further nod from that interface and include a “public/private” toggle to accomodate pugs. Participants could then either visit an NPC in Lion’s Arch (or wherever) or open their own list that shows all of the active raid instances they can join – whether they are created by their guild or by an individual.

The question becomes how does the leader gain access to the interface. To answer Crystal’s question, I say why limit it to one method.

Why not allow the following:

- A permanent version purchasable for a guild using influence/merits. Then the guild leader could manually determine who in the guild can access the interface based on guild rank (much the way we determine who can start guild missions now).

- A one time version purchasable with either gold or gems. This would allow individuals to form raid parties as well to experience content.

- A permanent version purchasable with tokens acquired inside the raids themselves. This would promote diversity and allow guilds/groups that raid alot to have multiple raid leaders/raids going simultaneously.

Not a perfect solution, but I think the general idea is there somewhere.

unless, in the case of the prepared group style, it functions more like solo-pvp. Players “sign in” to a list and the person starting the list can pick the map to be played/difficulty etc, EDIT: with the public private options. When the list reaches either some minimum or the otherwise required number of players you get the little dialog that sad “your map is ready. go now?” or something like that. You still have to take scaling and rewards into consideration, but it might be the easiest, non-small guild gated way to do it.

(edited by That Guy.5704)