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Event at Nebo Terrace unbeatable?

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Posted by: wwwes.1398

wwwes.1398

Seriously, I’ve not seen this event succeed since the last patch. Only tried it about 3-4 times, but still.

That said, I hope the way this event was buffed is something that’s going to happen more often. There’s plenty of events that often don’t get done because of difficulty, but the addition of a daily rewards chest gives it some purpose. Another that might work for this would be Krait Witch, though I am not sure exactly what enhanced mechanics for an event like that would be.

(edited by wwwes.1398)

Farewell Chap

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Posted by: wwwes.1398

wwwes.1398

Wish you nothing but the best! Throw in something fun into the code on your way out. Make fear also force swiftness on targets or something.

CDI- Guilds- Guild Halls

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wwwes.1398

I think Lanfear’s question is what happens if the guild you are repping swaps alliances and no longer is in the alliance that made the hall — how do you handle man-hour investment in an alliance hall if for reasons fair or foul you need to go separate ways?

Yes, this is precisely what I was asking. I know in GW1, my guild was in several different alliances over the multitude of years that I played. Sometimes alliances just don’t work out for a variety of reasons and guilds go their separate ways.

What happens in such a case, when the guilds split, to all the effort that was put into these ‘shared’ halls. The man hours, the funds, etc. When they join another alliance that has it’s own shared hall already, do they now have their hall, the old shared hall, and then the shared hall for the new alliance as well? This could get cumbersome. Do they lose the old shared hall instead and thus all the effort put into it? That could really tick some people off. Or do shared halls simply no longer exist if the alliance does not exist? Could this not be a double edged sword – ie, as much deterant as incentive to build such an item?

Yeah this is a real problem. This could completely preclude Alliance functionality on our Guild Halls discussion. Can we have some ideas to beat this problem please and see if we can solve it?

Chris

As silly as this may seem, maybe we should have a last-minute addendum for guild alliance functionality at the end of the rest of the planned guild cdi. Because there are serious questions that need to be answered, especially around entrances/exits.

Otherwise, I think that the only way things don’t get messy with alliances is to either have a shared room that just has permanent stuff that nobody gets to take with them or to have a “mine” system. Each item in an alliance hall has a single guild listed as its owner.

CDI- Guilds- Guild Halls

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wwwes.1398

This is neither here nor there, but just wanted to say how awesome this thread is. When it started, I was really of the mindset that guild halls were unnecessary and wouldn’t really add much to the game, but now I just think it sounds like there are some incredibly cool ideas being thrown around. I can’t wait to see what the finished concept is and then to see if anything ever is able to come from it in game.

CDI- Guilds- Guild Halls

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Posted by: wwwes.1398

wwwes.1398

Anet needs to enable the small 2man, 5 man, or 8 man guild the ability to compete and complete the larger events. These small units need to be able to enter Guild Merit market that they are currently blocked out of for any number of reasons (apathy, skill debt, coordination deficits, etc etc). If Guild Halls in any interpretation is to include Merits as a requirement, this inability to participate in the Merit market by the small 2 man guild will need to be addressed.

I’ll say now what I said in the other thread, trying to accommodate everyone at once simply won’t work, and if the subject is upgrades for guilds, there will be costs to refusing to ally with anyone else. Once the method exists to simultaneously exist as part of a 2 person guild and part of a larger 100 person alliance, then I would rather see some content that takes advantage of that. Certainly that’s more in the spirit of the game, even the elite Destiny’s Edge was a 6-person group.

CDI- Guilds- Guild Halls

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wwwes.1398

Morning All,

Due to recent events I must confess that I am only properly knowledgeable up to roughly page 12 but I want to jump in and start discussing things with you. I hope that is ok.

I want to emphasize that my questions, thoughts, and brain storming are theoretical and should not be taken as a given. With that said I want to start at the foundation.

Ok lets assume that in the world of the CDI Guild Halls have a lot of horizontal progression such as the ability to create buildings, upgrade them and customize the whole experience. What is the smallest guild size that this would be suitable for. Even more specifically is it ok to have a ton of progression in this Guild Hall example and have small guilds work through it.

An idea I wanted to throw into the mix would be could small guilds have a shared Guild Hall with an Alliance?

Chris

I’d say little guilds could have a little hall, maybe, but I definitely would want to be in an alliance with a shared guild hall rather than individual ones. Maybe guilds inside an alliance share all their guild hall upgrades with the other guilds but have a dedicated instanced room that they can go in to meet privately if so inclined.

CDI- Guilds- Guild Halls

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wwwes.1398

The point of this question is to first generate wild ideas before discussing details of those designs and figuring out what problems/edge cases those details create that must be solved.

Jon

some fast brainstorming:

Guild leader option to buy a fraction of mist crystal to make a guild floating island, being the MIST a infinite world,:
Guild Research Tree – being asura, dregdge kodan human etc, and those tech’s would affect the guild , on PVE and WvW events guild’s could deploy some of their tech on the field.

Brainstorm on your brainstorm, what if your guild can even befriend dredge/kodans/skritt and get them to accompany the guild on bounties and missions.

CDI- Guilds- Guild Halls

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wwwes.1398

I think it would be good if acquiring new stuff for your guild hall worked like it does with blueprints. You buy a blueprint for an item with influence, decide where you want to keep it, put down the initial item and then everyone in the guild grabs a hammer and has to use a skill to help build it.

Game Updates: Traits

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wwwes.1398

I mean, the real problem is that the system is intended to get users to slowly learn traits and the developers apparently think that’s how the game is actually working. But speaking from experience, what actually happens is that users look up the traits that they want, they buy them or unlock them (and only them), and they never ever experiment, because nobody is willing/able to stop and unlock or purchase traits in the middle of a dungeon or an event. I have three characters created post patch. I don’t even know what most of the traits do because there’s just no point.

I sympathize, because undoing this or making mass changes is probably a logistical nightmare. But PLEASE at least acknowledge and let us know you hear what we’re saying. Which is that whatever you think is happening in terms of playability just isn’t. Everyone looks up meta builds or asks what traits to use. Or worse, they are unaware of what to do and just take whatever they happen to get without any critical examination whatsoever.

This doesn’t lead to exploring your traits, it leads to never ever exploring your traits. On many occasions, I’ve actually just left the slot blank because I didn’t have enough traits unlocked in a line. That is absolutely stupid.

Oh, and as mentioned, even when you want to unlock one, sometimes it’s just broken. I put in a report saying that branded devourer queen is broken a week or two ago.

(edited by wwwes.1398)

API errors & bugs

in API Development

Posted by: wwwes.1398

wwwes.1398

If you’re passing a user through to the API, it’s generally considered your responsibility to either guide them through it or stop it from sending stuff you know won’t work and will cause technical problems. Which means either you count up the commas and validate or you just strip off whatever gets passed through after the last comma from your server request when the query string hits the limit.

Just my own opinion on the matter. It definitely should be adjusted to show the correct error at some point, but in terms of the actual effect , it’s pretty negligable. You know you can only get 200 items back, so you should write to that reality anyway.

(edited by wwwes.1398)

Underwater fighting is so underrated

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Posted by: wwwes.1398

wwwes.1398

There’s two types of people, people who enjoy underwater combat and people who have leveled an elementalist through open-world content. :-)

A Note on Repeating Last Year's Halloween

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Posted by: wwwes.1398

wwwes.1398

Gaile, if you’re reading, this would be an instance where simply having a yes or no answer to the questions, “Should we expect ‘story progression’ for Mad Kings Day? Has the team been working to develop new features for the Mad Kings Day update or is it just refinements of previous years? Will we see the return of the dungeon?” would be helpful. I know it’s a spoiler and you don’t want to ruin surprises, but since we’re all speculating about this stuff anyway, it’d be nice to have at least some sort of baseline.

NPE From An Actual New To MMO Player.

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Posted by: wwwes.1398

wwwes.1398

I thought the changes were seriously dumbing things down until I started a new character in Wayfarer’s where I started my very first character, totally new to MMOs. And yeah, instant flashback. How do I feed these bears? What am I supposed to do next? Why are the people in my story instance not there now? And not learning what my other weapon skills did for a long time because it was just a rush of confusion. I remember not realizing that Wayfarer’s had a huge section to the north for way too long a time, I thought I was just supposed to spam everything in the lower area over and over!

I know how all this stuff works now, but at that moment I realized that I had forgotten that initial confusion. I don’t know if the new changes fix this stuff or not, only ANet does, but there was definitely an issue to be resolved.

(edited by wwwes.1398)

Latency/Lag for EU Players? [merged]

in Account & Technical Support

Posted by: wwwes.1398

wwwes.1398

I don’t have anything to contribute, but lmao that there were players that caused instant suffering for any map they entered.

Not in patch notes, but thank you.

in Black Lion Trading Co

Posted by: wwwes.1398

wwwes.1398

Devs are pretty scatterbrained when it comes to some fixes, but it can easily get hard to manage all of them. For non-devs, imagine if you had to write a line of documentation every time you fixed a typo at work.

It's been done now leave thanks

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Posted by: wwwes.1398

wwwes.1398

I should say something here: I am not posting this in the same official sense that Chris posts his CDIs. This started as a casual question of general interest to me — in part because I saw so many different thoughts on the matter! So I just want to ask that you don’t build expectations about any sort of special outcome as a result of this thread. Having said that, accumulated information can be valuable to the devs, so do feel free to post if you care to do so!

I for one never thought for a second you were doing anything other than passing our information along and making sure that it wasn’t falling on deaf ears, and that by itself is fantastic. I have no expectations of anything other than that the devs have some idea of what sort of thing we want and what we might have an opinion on if they asked.

It's been done now leave thanks

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wwwes.1398

Alright, I’ll try.

There is no challenge in anything after two years,

Hmm, hardcore mode? If the character dies, it’s gone for good. Can not WP back to life, can not be rezzed from full dead(dead, not downed). If the character has any rare or better equipment it gets auto-sent to the mail box, otherwise it’s deleted along with the character. Make a new char and start over.

How far can you make it on one life?

Could make it slightly LESS high-stakes and just make that character locked out of the game for the next 4 hours. This idea sounds crazy, but sometimes crazy ideas are fun.

It's been done now leave thanks

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Posted by: wwwes.1398

wwwes.1398

Perhaps it’s cheating to offer a second suggestion after the first one to get around the 100 words limit, but keep doing the sort of thing you did in Nebo Terrace and the living story open world events to add more loot and offer reward chests. Some of the revamps might be slightly too high on the difficulty scale (Nebo/champ Modrem are unforgiving), but look how popular Coiled Watch became in such a short period.

Similarly, finding ways to reimplement some of the discarded events from Season One would be a popular notion, I think.

(edited by wwwes.1398)

It's been done now leave thanks

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Posted by: wwwes.1398

wwwes.1398

This suggestion may not be popular with the team, but most of the coolest weapon skins and features come from the gem store. The ambrite weapon set is very pretty and the method for obtaining them was easy. But both the chaos set and the ley line set blew them out of the water, so the impact was felt less.

People complaining about rewards want a way to get amazing, account bound skins solely within the game through achievements or reward chests. Or if it’s faster, even the black lion skins, actually. One or two new legendary skins would excite people also.

How You Would Ruin Things

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Posted by: wwwes.1398

wwwes.1398

Make the season 2 reveal that Scarlet was always just Trahearne dressed as a lady. Season 3 becomes about helping Trahearne through his psychological treatment and learning to be who he/she really is.

Either that or slow all dungeon cutscene dialogue by 33%. Remove skip to end button.

Equipment Filtering in Hero Panel broken

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Posted by: wwwes.1398

wwwes.1398

This happened to me also last night.

CDI- Guilds- Logistics and QOL

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Posted by: wwwes.1398

wwwes.1398

All joking aside.. we are going to need those Asuran launchers.

Am I right….Am I Right!!!!

Chris

P.S: The idea of firing them into walls is also cool! I jest…..

But the life of a single Asura is such a small price to pay to be able to get down that darn wall!

I mean, y’know, they can respawn after…

The Asura missing-neck bug, when it looks like the head would be directly tied to the body, should be a feature for respawning asura who were fired against a wall.

…..(-: i have clearly derailed the thread and all your comments are awesome (seriously we should do this) but for now lets stay on target. I feel like i have been the disruptive child in the classroom.

Chris

Fair point. But just to be clear, we could end this now and say that the guild cdi thread led directly to the best living story update ever, Rockets in Rata Sum : Taimi’s Revenge.

CDI- Guilds- Logistics and QOL

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Posted by: wwwes.1398

wwwes.1398

All joking aside.. we are going to need those Asuran launchers.

CDI- Guilds- Logistics and QOL

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Posted by: wwwes.1398

wwwes.1398

Top 3
1. Alliances. This could be my top 3 by itself.
2. Chat channels(small group, multi-guild & world chat)
3. Guild events scheduler and motd/“profile” enhancements

NPE Feedback [Merged] - Please read 1st post

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Posted by: wwwes.1398

wwwes.1398

Leveling a new character in Wayfarer’s Foothills was the first time I’d ever run through there since I leveled my first character, a Norn, over a year ago. And it brought through all sorts of memories of how confusing it seemed. The difference between personal story events and open world events seemed almost nonexistent, I’d wander into Hoelbrak and wonder where the people were I just saw. Feeding fish to the bears is fun when you know how and you’ve done it, but I remember not understanding that at all for awhile. It wasn’t “fun” not understanding, it was “confused” not understanding.

TL;DR: This was my first mmo and I remember now what my actual NPE was, and I think this one is better. Much better.

please delete

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Posted by: wwwes.1398

wwwes.1398

I think there is a discussion to be had regarding the effectiveness of the RNG system in this game and whether there is an even distribution among all players and whether there should be, overall, some measures taken to try and adjust for outliers.

That discussion isn’t with the game’s economist, who has stated repeatedly that the changes in this last patch were largely ui and feature changes that he didn’t have a big hand in developing. And who has been forced to say again and again that he cannot and will not comment on the RNG of the game.

John is dealing with the economy of the game, not the economy for each player. There’s a difference.

Minis and HotM

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Posted by: wwwes.1398

wwwes.1398

Hopefully in more places than just HOTM, I’ve had many issues with the mini appearing and disappearing inconsistently with the check box. Also the mini seems to de-equip when I change my armor dye color.

CDI- Guilds- Logistics and QOL

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wwwes.1398

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

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

Chris

At least for me, I think I’ve said just about everything I can say, probably would just have one last bit of input based on your summary of what the general consensus is. But so many people are eager to move onto guild halls and we’ve had so many good ideas on logistics and qol that I think most constructive debate has been had.

CDI- Guilds- Logistics and QOL

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wwwes.1398

At this point, I think we really really would benefit from somebody that can sort of compile and consolidate the points being made. I am currently on lunch break from work or else I’d do this myself.

CDI- Guilds- Logistics and QOL

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wwwes.1398

Frankly, and without meaning to sound controversial, it sounds like there is a difference of opinion here from people who use guilds in a utilitarian fashion and people who use them to try and build a community within the game. If anything, it demonstrates the importance of only giving rewards to a main guild, because anything else will just be used to game the system.

If we are going to get into things like guild halls, I can’t see how you can possibly have that conversation if you aren’t dedicated to the idea of a primary guild as a community.

I don’t consider me having a larger guild that I join only to do guild missions gaming the system. My smaller primary guild can not do a lot of the guild missions so I joined one that can. The guild I joined is ok with that so why let it stop them. Perhaps giving rewards for guild missions should be a rank feature. That way you can demote people who are not helping build the community while still not kicking them from the guild.

Well, the way I put it sounds like it has a worse connotation than it does. It implies some sort of deception or misconduct where none exists or is even intended. I don’t mean that the person should be punished who keeps the guild he has been in from start even though he doesn’t promote it or try to keep it active. I don’t mean that you should be punished for not doing guild activities in your social guild. I don’t mean that the dude who wants to rep all his guilds at once should be punished.

But I think that the future design of guilds should be built in the direction of providing the most rewards to people that have a primary guild that they stay in 90% of the time and chat/do activities with. Not everybody will benefit from this system, but it is the system that will most benefit the game as a whole.

The system that has people do things like represent TTS for big events or for runs on Teq is totally valid, but the goal of the game should be that you shouldn’t HAVE to do that to find a group to beat Tequatl or form a band for WvW.

Guilds are a place to organize players, something you say you belong to. Everything else is a workaround for having a better system for group chats or for shared banks. These are valid uses for guilds, but let’s not build the future of the game around them.

(edited by wwwes.1398)

CDI- Guilds- Logistics and QOL

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wwwes.1398

Frankly, and without meaning to sound controversial, it sounds like there is a difference of opinion here from people who use guilds in a utilitarian fashion and people who use them to try and build a community within the game. If anything, it demonstrates the importance of only giving rewards to a main guild, because anything else will just be used to game the system.

If we are going to get into things like guild halls, I can’t see how you can possibly have that conversation if you aren’t dedicated to the idea of a primary guild as a community.

CDI- Guilds- Logistics and QOL

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wwwes.1398

I see a lot of talk about alliances. Two questions on that front:

1) What functionality would you like to get out of an alliance?
2) What makes you want alliances?

I’ll try to answer them myself.
1) Ability to play content that is made for larger guilds. Ability to connect some of my guilds and have them be able to chat together without the commitment of being in the same guild.
2) My guild is small and there is not enough content for small guilds. I think we could make more small guild content too which would help alleviate the need for alliances.

I don’t see a need for smaller guilds in PvE to create alliances in order to complete larger guild events. With the mega-server, if you’re a small guild you can just taxi into an active guild mission and tag along with other guilds for the merits/commendations.

I feel alliances are needed for WvW. Before the mega-server, we could just pop into LA or DR and ask for help from our home servers whenever there was an enemy force in our borderlands. With alliances, WvW guilds can link to other guilds of the same server and with an alliance chat, mass message players to help out in WvW to defend a borderland. I really just want a way to connect with other players from my ‘home’ server when it comes to WvW. I think weaker/smaller WvW servers would benefit more from an alliance function the most, in my humble and honest opinion.

That really indicates more of a need for a wvw/server chat tab more than anything else. And also indicates that such functionality definitely belongs on the table during this discussion.

CDI- Guilds- Logistics and QOL

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wwwes.1398

Great points here and I think what I am hinting at is that if there was a way to maintain the current guild functionality of multiple guilds but also add a way to really commit to a singular guild what are the features old and new that you think are important for your basic guilds vs your, for lack of a better term, “home” guild.

Jon

That statement really fills me with dread. Please do not take anything currently available away from what I’ll call a non-primary guild, and if you are going to be adding functionality, please make sure that if it is something that grants any kind of in game advantage (access to raids, buffs, areas, gear, skins, whatever) that it is available to smaller guilds.

My primary guild is about a dozen active people and another dozen or two that we see occasionally. I’ve known most of these people for years before GW2, and gaming in the same MMO is mostly what keeps us together.

However, most of my primary guild is also member of another larger guild of maybe about 30 or so people that we do missions and other random things with frequently – it started because missions are (and remain) such an enormous pain to try to do as a small guild (seriously, try even a tier 1 bounty with 5 or 8 people online). Yet I’ve gotten to know some of this other guild and I want to keep playing with them.

Please don’t make me choose between the people I’ve known for years and some kind of game mechanics that penalizes me for not wanting to spend most of my time in a huge guild where you’re just another face in the crowd.

Point taken. I was simply asking as an exercise what are the things you really use on all your guilds vs the things you use on your primary guild and what QOL things that we talk about would be important to all guilds vs primary, because I think in order to make primary a meaningful choice it has to provide benefit beyond secondary guilds.

But the secondary guild of one person is the primary guild of another. The primary guild will be the one that fits the player the best. And that fit would be the benefit. That fits all guilds of all sizes and purposes.

Right, in now way would certain guilds be called primary and others secondary as a guild, it would be a rating you give that guild personally. For example:

  • I have a guild with my college friends that is my primary guild.
  • I am also in the ArenaNet guild.
  • For me I get extra functionality for my primary guild
  • Someone else might assign their primary guild to be the ArenaNet guild.
  • For them that additional functionality that helps attach them to that guild is tied to the ANet guild.

Here is a bad example of something I would be ok with as only being tied to primary guild:

  • When a guild completes a Guild mission it gains some rewards and when it has enough of these special rewards they are shared among all of the members of that guild who flagged it as their primary guild.

This example obviously has problems but that is sortof what I am talking about. Anyway I think I’ve talked enough about that issue. I’ll look for some other hot QOL issues to respond to now.

I think you are on the right track, but there’d need to be modified functionality in place for that. If you have 5 characters for 5 guilds, then you’d just switch to whichever character has that guild set as their primary. A better system would be to award commendations or other extra rewards to whomever has provided the most influence to the guild that week (possibly also removing the ability to directly spend your way into providing the most influence).

Another way to think about this might be to not just ask what a player wants from their primary guild, but what does the primary guild want from that player and how can they show appreciation for it? Because heroes in a guild are what creates loyalty and a good group environment.

CDI- Guilds- Logistics and QOL

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wwwes.1398

I see a lot of talk about alliances. Two questions on that front:

1) What functionality would you like to get out of an alliance?
2) What makes you want alliances?

I’ll try to answer them myself.
1) Ability to play content that is made for larger guilds. Ability to connect some of my guilds and have them be able to chat together without the commitment of being in the same guild.
2) My guild is small and there is not enough content for small guilds. I think we could make more small guild content too which would help alleviate the need for alliances.

There’s more than that, guilds are also a place where you can put together groups for things like dungeons/fractals/story quests/wvw guerrilla raids without feeling like you’re going to be running with lots of people you don’t know. I would say the number one reason small guilds lose players is because during down times, they find themselves about 1-2 willing people short of being able to do a dungeon at any given moment.

Alliances make it so the pool of available players is bigger but still not just randoms from lfg tool. That’s my opinion, anyway. Activities for small guilds would be really nice, but wouldn’t actually solve the biggest problem they have.

CDI- Guilds- Logistics and QOL

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wwwes.1398

Chris, I am not 100% sure if this can be filed under QoL, I believe this is an enhancement to the current guild logo and armour functionality. If this proposal is not relevant here, I would be happy to re-post in a subsequent CDI.

Proposal Overview:
A guild outfit that can be created/changed by a ranked guild member, and then toggled on/off by all members representing the guild.

Goal of Proposal:
The game currently includes guild chest amour, back items and weapons. However guild members rarely use these during guild events, missions or WvW raids. The look of your character is a very personal thing and the cost of acquiring and regularly changing between your personal look and a guild uniform is too high in terms of gold, transmutation charges and time. This system will enable guild members to easy toggle between their personal look and a guild outfit at no personal cost.

Proposal Functionality:
A guild upgrade option to unlock the ability to create a complete guild outfit, the outfit can then be created by a guild member with sufficient rank by visiting the guild armour NPC. Guild members can then select this outfit via the outfits tabs in their hero panel.

Associated Risks:
I am unsure which skins and colours should be made available via the guild outfit creator, should this be based on the skins available to the individual creating the outfit, or from a set of standard skins and colours? Could additional skins or colours be ‘unlocked for guild’ rather than unlocked for your personal character?

Is the outfit tab the right place to be able to select the guild outfit? Would it be better to have the toggle option via the guild window instead?

Would a separate outfit have to be created for light/medium/heavy professions?

Yes! Please this! City of Heroes (RIP) did this very well! They had a team outfit you could toggle on at any time to wear your team colors and armor. I think Guild Wars could go a long way with this feature and guilds could even unlock certain items through guild missions!

I think this is a fantastic idea!! I don’t want to run around all day with guild armor and I don’t want to spend transmutation charges, but I would love the ability to have something I could toggle on/off during guild events!

CDI- Guilds- Logistics and QOL

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wwwes.1398

Also I think if the way alliances work is to generate influence for every guild in that alliance, it’s going to be possible to create skeleton guilds that do nothing but farm influence and give the owners a permanent boost. I think it would be better to generate influence normally and then generate a pool of influence for the alliance that can be used to buy stuff like banners or buffs or what not. Guild missions and merits should stay associated with each single guild within the alliance, though any member of the alliance should be able to join in and help.

Beyond the possibilities of exploitation, sharing these things also seems like it could create problems when a guild wants to leave an alliance. It should be possible for a guild to just leave an alliance as neatly as possible without disrupting that guild or the others in the alliance. Though maybe it should have a hefty influence cost to do things like leave a guild or kick another guild from the alliance. Joining an alliance should be something that requires more than a few minutes thought.

(edited by wwwes.1398)

CDI- Guilds- Logistics and QOL

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wwwes.1398

I love the discussion that came up last night, but the post that struck me most was from the guild that was 350 strong that teamed up with other guilds for doing things like WvW. Reason being I think that if we start allowing huge guilds to form alliances that become over 1000 members strong, then we’re going to find ourselves in the same situation we are now. Adding features to take advantage of the largest of guilds means smaller guilds (alliances) will not be able to take advantage of it.

Size limits is important, no alliance should be able to grow past the current guild member limit.

However, the same person said that they would prefer a dynamic event system, so maybe there should be a different feature allowing guilds to team up for large-scale activities, his example of wvw seems particularly appropos.

Maybe that should actually be part of the event schedule (I will insist it be this rather than a calendar until I’m told otherwise, as a developer, I can say that developing good calendar UI is such a colossal pain). If we create shared events between guilds or a public calendar where a guild can post signups for everybody.

Probably with a special public calendar for each server’s wvw, it wouldn’t do to advertise a scheduled raid in Divinity’s Reach megaserver.

(edited by wwwes.1398)

CDI- Guilds- Logistics and QOL

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wwwes.1398

I strongly disagree with guild taxes. Seriously, I can already see how this would create rage if this were implemented as a feature.

Instead of thinking about a tax, why not think about setting up a formalized system of a donation bank that everyone can put money into so the guild can buy things? We have a guild vault that only officers can put money into or take it out of that we really only use as a donation bank to help members get gems if they want to transfer to our primary server or to use for rewards in special events.

I don’t love the idea of this being used for permanent boosts, but I like it as an option to buy things like banners or banquets, things that anyone in the game can benefit from.

New Player Experience Bugs - Multiple Characters

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wwwes.1398

Kittens are excellent at catching bugs.

CDI- Guilds- Logistics and QOL

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wwwes.1398

Not Quite. Allow equal attachment to each guild I am in. Give my influence I earn equally to each guild. Give me the ability to view the guild chat of each guild (similar to alliances in gw1).

Now there is a idea. This would help the “Service” guilds and alleviate their pressure to require representation but still provide the function they were created for. Then the 100% rep requirements to player choice. Might be a good idea to add a last represented field just like there is a last logged in field. That way the leader of a guild can clean up their roster.

Though I would make that field only appear if your rank in guild allows you to view it.

Could just appear as a tooltip when hovering over the “not representing” icon.

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wwwes.1398

Proposal Overview
Guild Loyalty Reward System

Goal of Proposal
It seems like there the question is being asked as to how to make a primary guild feel special, and the easy answer to that is simply to find ways to reward loyalty.

Proposal Functionality
Increased influence and extra guild merits/commendations based on rep time or as an unlockable by guild leaders. Perhaps you are rewarded for providing your guild with a certain amount of influence from activities by earning commendations. Perhaps commendations can just be earned by repping a guild for a duration or percentage of time during gameplay. Maybe you earn rewards for having repped a guild consistently every month.

Potential Risks
As always in terms of rewards, the chance exists that it will become something people farm. Perhaps they’ll set up personal guilds to reward themselves. Maybe other people have ideas for how to get around this

Caveat
The ultimate answer to strengthening an individual guild is, however, guild alliances. The reason, in my experience, that people belong to a bunch of guilds, is because some offer things that others cannot. My guild is not small, but not huge, we run activities at peak hours and schedule things for weekends, but we don’t always have enough for pickup groups just anytime. If we could have the ability to form plans with other guilds without switching representation, then that would keep people from leaving and keep our community stronger.

On the topic of multiple guild channels
I seriously don’t think having multiple guild chat channels would make things better. Having 20 people on at once and half of them not noticing people asking for groups in guild chat because they’re talking to other guilds would not make any individual community stronger and would make guilds less inclined to join alliances in the first place. That being said, just having the ability to have a chat channel that you can invite people to would be a really good idea. At least one guildmate left because he had a group of friends that he wanted to be able to talk to privately while playing. Doesn’t mean he didn’t want to also be in guild chat, but he didn’t want everyone else in the guild to be a part of the conversation between irl friends.

(edited by wwwes.1398)

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wwwes.1398

Jon/Chris,

Is there a technical problem preventing the addition of a simple /server chat channel? Though not directly related to Guilds, it would certainly go a long way to alleviate some Guild-related QoL issues introduced by Megaserver. It would also help as QoL for WvW, an added bonus.

As a programmer and SysAdmin, I don’t see this taking much of your resources to implement and test.

This is definitely doable. it is just a matter of priority. i would really like this functionality to.

Chris

Is a shame we could not get this in place in time for the world vs world tournament! Should have asked sooner. :-)

Misconceptions regarding Level gating.

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wwwes.1398

Also, did I just hear right? The “Greatest Fear” story arc was removed? There’s still one variant of that I hadn’t yet tried! (Also, how would this impact people who were in progress on it?)

#WheresTonn

Misconceptions regarding Level gating.

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wwwes.1398

Thank you Colin for addressing many of out concerns (esp. that VIP system). I have one more question I hope you answer. Is it true that some parts of personal story were removed from the game?

What about Tonn? Where’s Tonn, Colin? Where’s Tonn? #NeverForget #TonnRIP #WheresTonn

(edited by wwwes.1398)

Misconceptions regarding Level gating.

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wwwes.1398

I think I’m understanding what’s happening now, they want to implement a free trial system as has been rumored awhile, but need to make sure that they get as many people to hang on after the trial period as they can.

Hyped for incoming VIP status in Gem Store!

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wwwes.1398

Well, that’s that then. No VIP.

/thread.

Hyped for incoming VIP status in Gem Store!

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wwwes.1398

I don’t trust Anet on their words. They already said that the NA version won’t be like the Chinese version. Now, the game is level gated like the Chinese version. Flip Flop, Flip Flop.

Repeating the same falsehood doesn’t make it true. Can you show me where Anet said this?

To my knowledge Anet has only ever said we won’t have the VIP here, nothing at all about the rest of the client. Three people have said it, and no one has been able to provide the quote. Can you?

Where exactly did they said that? I only could find this:

https://forum-en.gw2archive.eu/forum/game/gw2/VIP-Membership/page/5#post3474276

They said “This particular experiment is not being tested for the West.”. Keep in mind, these new leveling restrictions wasn’t tested for the West either, still, we got them.

That is the quote. That said, I would like to see this statement reiterated. VIP status is a terrible idea. Considering how many people already feel like precursors are RNG only, offering the ability to buy one in monthly installments would make people quit on a much more frequent basis.

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wwwes.1398

it’s cute that people think that anet will make guild halls…
can’t find right now the link but it has been already stated that they do not plan/think to do guild halls in the near future
so even if they make guild halls in 1 year from now well it will be “too little too late”

At the moment, they are soliciting ideas for new features for guilds, and this was a topic of their choosing. If there were ever a time to suggest ideas that were previously out of reach, this is that time. Except not at this exact time, because we’re currently discussing logistics.

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A lot of people have already made suggestions about things that I agree with, so I thought I’d just throw my thoughts on those things here:

Guild Alliances/Multi-Guild Chat
This is one that is very important to me, because I’ve seen several social guilds close up shop because there just weren’t enough people around to do silly things like impromptu dungeon runs or guild events. I think this could also be the trickiest to implement, though, without completely restructuring the way guilds currently operate.

I like the idea of just using multiple channels for guild chat, because it could circumvent the need for alliances. But it could get confusing very quickly, not to mention in terms of colors. I think guild alliances is the way to go, but I don’t think that getting into combining merits/influence is the right solution for making this work. Instead, I would keep this as simple as possible and just allow for a user to see the info/message of the day for guild alliances, see events (if implemented) for all guilds, and be able to switch chat with either the primary guild or the guild alliance.

I would prefer limits to the number of members as suggested, though. I don’t think we need to make super-powerful guilds even more powerful so that they can completely take over a WvW server. Any alliance should be limited to the same number of members as a single guild. This feature should be used to help social guilds do more, not to create unstoppable zergs.

Guild Message of the Day
Someone mentioned putting this in chat as soon as a character logs in, and that seems like a good idea, but in its current form might lead to really long messages. My suggestion would be to separate a message of the day from guild information/links. On a separate note, guild description might be the only place in the game where it would be really beneficial to allow people to click through to urls.

Guild Events
I don’t know that a calendar is needed so much as a listing of events. Calendars are very tricky from a UI perspective, a list is not. But it would be really nice to just be able to add items on a schedule and let members click on whether they are coming or not. If members are coming, a reminder system might also be nice, but would just be a side benefit.

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Proposal Overview
Automatic guild representation for alt characters

Goal of Proposal
When a new character is created, a lot of people don’t know or don’t remember that they have to then re-represent their guild on that character. It’s a minor inconvenience and can also lead to missing discussion/questions in guild chat.

Proposal Functionality
Upon new character creation, have that character automatically begin repping whichever guild you were last representing.

Associated Risks
People used to the current method might not necessarily want to represent immediately. The guild you were last representing might not be your main guild. There might be some weird underpants gnomes way to exploit this to get influence or some form of personal gain.