Masuta.1269 Posted June 18, 2019 Share Posted June 18, 2019 Hi guys. These are just ideas for improvement. You have to make Guild Missions restyling and their rewards. For example: -Add a random exotic weapon, -1-2 gold per guild mission, - Karma, - More guild commendations, - Decorations for guild hall that can only be obtained from missions. What do you think? :) Link to comment Share on other sites More sharing options...
Airdive.2613 Posted June 18, 2019 Share Posted June 18, 2019 Somehow you've only listed improved rewards, but none of the improved guild mission ideas. Link to comment Share on other sites More sharing options...
Taelac.7036 Posted June 18, 2019 Share Posted June 18, 2019 I'd like to see the guild missions get some love. The challenges were so broken the last time we tried them that we just...don't even try them any more. I'd be delighted to hear that they've been fixed and I just missed the announcement. I'd like to see some missions added to the HoT and PoF areas, to be unlocked with region-specific materials (possibly including LW map materials) (but not with crystalline ore, which already has Six's plenty of sinks, unless the noxious pod home node were to be released to add a trickle to the faucet). Unlocking them in the same way the current ones are unlocked would add another vector for keeping older content relevant, and therefore populated. As things currently stand, whether newer players can build up enough guild commendations to be useful depends on whether they can find a guild that still runs them at a time they're available. A little spit-shine might refresh people's interest. Link to comment Share on other sites More sharing options...
TheGrimm.5624 Posted June 18, 2019 Share Posted June 18, 2019 Agree wouldn't mind seeing guild missions get some love. True about guild hall improvements as well. Some examples: * For PvP missions either mission timer should only run while people are in matches else expand the time requirements to account for queue times * Missions in general, remove the player count requirements and have the challenge of the mission define the number of players required * Take the meta-rush event style to some missions where their timers are all week and the guild has tiers of goals to complete, gather x materials, play x matches, take x towers, do x events, kill x world bosses and such * Add crafting missions (these could be used as material syncs as well): craft x mithril swords, x mithril shields, x mithril daggers and turn into WvW coordinator * Add new styles of missions: PvP kill x thiefs x rangers, Play x games of Temple of The Silent Storm, Gain x ranks in a week * New styles of WvW missions: kill x defenders in a week, x invaders, hold NE tower on GBL for an hour, create x amount of superior siege * Fractals: Complete these fractals at these levels in x time, complete x/y/z amount of fractals over the week Link to comment Share on other sites More sharing options...
Donari.5237 Posted June 18, 2019 Share Posted June 18, 2019 > @"TheGrimm.5624" said: > * Missions in general, remove the player count requirements and have the challenge of the mission define the number of players required I think this is already the case? Certainly I routinely solo the Easy Trek which is technically for 5 players. The player counts are recommendations. Maybe the Challenges specifically do require a certain number of people, I don't know, my missions guild is lucky to get three to five people doing a mission so we flat out ignore the Challenges and thus their mechanics remain a mystery to me. Link to comment Share on other sites More sharing options...
Tanner Blackfeather.6509 Posted June 18, 2019 Share Posted June 18, 2019 > @"Donari.5237" said: > > @"TheGrimm.5624" said: > > * Missions in general, remove the player count requirements and have the challenge of the mission define the number of players required > > I think this is already the case? Certainly I routinely solo the Easy Trek which is technically for 5 players. The player counts are recommendations. Maybe the Challenges specifically do require a certain number of people, I don't know, my missions guild is lucky to get three to five people doing a mission so we flat out ignore the Challenges and thus their mechanics remain a mystery to me. > > WvW and PvP guild missions have a minimum number, usually 3. Link to comment Share on other sites More sharing options...
Jwake.7013 Posted June 18, 2019 Share Posted June 18, 2019 > @"Donari.5237" said: > I think this is already the case? Certainly I routinely solo the Easy Trek which is technically for 5 players. The player counts are recommendations. Maybe the Challenges specifically do require a certain number of people, I don't know, my missions guild is lucky to get three to five people doing a mission so we flat out ignore the Challenges and thus their mechanics remain a mystery to me. > Your confusing recommended numbers they suggest with required. I know things like the escort caravans or the camp capture for wvw missions, the Easy mode ones you could solo but since it requires 3 people they wont count. The Treks have recommend numbers but no required numbers. Most other missions have required sadly. https://wiki.guildwars2.com/wiki/Guild_mission Has a table that shows the numbers for both. Would love for them to remove the required amount. Also comepletely agree with the pvp missions need have a much bigger timer. Seeing some missions in HoT and PoF would have been amazing, maybe next expansion? Link to comment Share on other sites More sharing options...
Masuta.1269 Posted June 19, 2019 Author Share Posted June 19, 2019 > @"TheGrimm.5624" said: > Agree wouldn't mind seeing guild missions get some love. True about guild hall improvements as well. > > Some examples: > * For PvP missions either mission timer should only run while people are in matches else expand the time requirements to account for queue times > * Missions in general, remove the player count requirements and have the challenge of the mission define the number of players required > * Take the meta-rush event style to some missions where their timers are all week and the guild has tiers of goals to complete, gather x materials, play x matches, take x towers, do x events, kill x world bosses and such > * Add crafting missions (these could be used as material syncs as well): craft x mithril swords, x mithril shields, x mithril daggers and turn into WvW coordinator > * Add new styles of missions: PvP kill x thiefs x rangers, Play x games of Temple of The Silent Storm, Gain x ranks in a week > * New styles of WvW missions: kill x defenders in a week, x invaders, hold NE tower on GBL for an hour, create x amount of superior siege > * Fractals: Complete these fractals at these levels in x time, complete x/y/z amount of fractals over the week I love this new system!! Wekkly guild missions! Nice! Link to comment Share on other sites More sharing options...
TheGrimm.5624 Posted June 19, 2019 Share Posted June 19, 2019 > @"Donari.5237" said: > > @"TheGrimm.5624" said: > > * Missions in general, remove the player count requirements and have the challenge of the mission define the number of players required > > I think this is already the case? Certainly I routinely solo the Easy Trek which is technically for 5 players. The player counts are recommendations. Maybe the Challenges specifically do require a certain number of people, I don't know, my missions guild is lucky to get three to five people doing a mission so we flat out ignore the Challenges and thus their mechanics remain a mystery to me. > > WvW and PvP missions require 3 mins even though you could solo them. Get top stats x times, escort a yak. People could solo these. So if you have members doing missions of time from others they are left out. Link to comment Share on other sites More sharing options...
Donari.5237 Posted June 20, 2019 Share Posted June 20, 2019 Apologies, I should have remembered the nonPvE part of missions. They just haven't been on my mental horizon for so long I discounted them. My bad. Link to comment Share on other sites More sharing options...
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