The Importance of Guilds in Guild Wars 2 — Guild Wars 2 Forums

The Importance of Guilds in Guild Wars 2

Blaeys.3102Blaeys.3102 Member ✭✭✭
edited October 8, 2017 in Guild Wars 2 Discussion

In last week’s AMA, we learned that they no longer have a guild content team at Arenanet – and, even more importantly, that they have no plans to implement/improve/etc guild related content in the foreseeable future.

This is probably the most shortsighted decision ArenaNet has ever made. Guilds are the backbone of this game. Without them, I believe there would be no meaningful world vs world, there would be very little open world coordination/leadership efforts for things like meta events, early world boss successes, boss trains and much more.

Supporting guilds – and encouraging them to be active in the open world - is more important than it has ever been, in my opinion. Players are already expressing concern about the new maps becoming dead zones. The most logical way to stop that from happening is to incentivize guilds to organize and lead activities on those new maps (and older maps that may become dead as well).

As an obvious example (that has been discussed before), a simple overhaul to the guild mission system where PVE missions mirror how they work in PVP and WvW missions would go a long way. This could include things like:

  • Do four bounties in Domain of Vabbi in less than 30 minutes. At least three guild members need to participate.
  • Achieve level 4 in Dry Top with at least 3 members present
  • Capture or defend a settlement in Lake Doric with three members present
  • Accrue 20,000 cumulative experience points in Frostgorge
  • Complete the Skimmer race in the desolation with at least three members present

And about 100 more examples come to mind. At that point, adding new guild missions becomes a natural part of new map and content development. It no longer even requires creating unique content in order to remain interesting.

And, of course, this isn’t just about guild missions. Anything they can do to encourage guilds to become more active across the large group game modes is obviously very good for the game.

Even for those that do not rely on their guild when enjoying the game, this is an important issue. Encouraging guild activity in maps creates that light to medium level of coordination needed to keep the zones alive for everyone there.

Finally, it’s worth noting that this issue exposes a key problem with how they have aligned teams and are moving forward with the game. Yes, focus is good, but not when it becomes so narrow that the mandates given become the only things your creative employees see. I believe the above would be a pretty simplistic fix for the issue – but even if it’s not, there could be something else that could be done. With no guild focused team – and no oversight or more general development focus from a high level – no one is paying enough attention to care or try and come up with one. In any creative endeavor (such as an MMO), that is very bad – and leads to neglected content.

Like many, my guild is the one thing that keeps me logging in day in and day out. I found it depressing to hear from the president of Anet that they have stopped supporting activities focused toward those groups – and I hope that they realize the error of that decision.

<13

Comments

  • TexZero.7910TexZero.7910 Member ✭✭✭✭

    @Hesacon.8735 said:
    I think things like the PoF races or bounties are low hanging fruit for guild missions content.

    @TexZero.7910 said:
    First the dungeons team, now the Guild Ops team ?

    Interesting choices to cannibalize those departments. I too think it's mistake and hopefully there's enough backing in this sentiment. Guild Missions and other various content pieces like it could use some love.

    They have a standing team for raids, fractals, living world, world vs. world, structured pvp, and expansions. They have to drop the ball somewhere and those 6 content types see most of the GW2 play time.

    I mean... if i had my pick i'd delete the WvW team. That's not saying they aren't doing work just that it's one of those things that will never be in a good spot because the combat and game really aren't built to support it. That's why they have so many band-aid fixes applied to it just to get it to the semi-functional state its in currently.

  • Alchofas.8243Alchofas.8243 Member ✭✭✭

    I agree.

    Before i even started playing Guild Wars 2, the Guild in the game title just made me expect that the game would have awesome guild contents. Of course it did, but it never get better from there on.

    Would really love to see more new guild contents. It's probably the only thing that makes a guild fun aside from normal conversations.

  • ovinnik.9216ovinnik.9216 Member ✭✭✭

    I'd like to point out that the very name of this game alludes to an aspect of MMOs that I have found lacking in most other current releases: not merely an opportunity, but rather an incentive for social interaction and for forming communities. This is no small part of what drew my interest when I began looking for an MMO that isn't yet another thinly veiled single-player game with people in it, and there must be many others who feel similarly. It's quite disheartening to hear that guilds are deemed irrelevant enough to, perhaps, end up as one more piece of abandoned content.

  • I really like the suggestion of using Guild Missions to revitalize under attended group content that requires organization. Already some unrewarding PoF metas are being poorly attended, it'd be nice if we had something additional driving interest in these events.

  • Blaeys.3102Blaeys.3102 Member ✭✭✭

    @MMAI.5892 said:
    Just chiming in briefly to say that I've participated in a lot of events run by other guilds (Triple Trouble for example) and agree that they really do keep certain types of content open and playable. Events like TT require a lot of coordination and people who know the event well enough to run it. Dry Top meta generally runs much smoother with a guild that has two commanders on the map. I'm sure full meta completion on HoT maps isn't much different. In my experience, guilds also provide a solid backbone for WvW and information on pretty much everything for new players. I'd hate to see them left by the wayside. I wonder if they could add guild reward tracks as well? That might be less feasible, but it could add some extra incentive without having to make a bunch of new content as well.

    Exactly. I think a few people (and apparently ArenaNet, sadly) underestimate the importance of guilds to this game, especially in open world.

    Even if they don't decide to form a guild team again (which they obviously should), hopefully the open world or LS teams will see this (or come up with another idea similar) and find some way to start incentivizing guilds again.

    It would have a significant positive impact on both the current and future game.

  • SkyShroud.2865SkyShroud.2865 Member ✭✭✭✭

    Nothing new. I already speculated they removed the guild dev team and others too confirming it via logical assumption throughout the different news that the guild dev team is already no more.

    The guild hall's assumed jumping puzzle will no longer be completed. The new guild hall does not have guild hall weapons either. No more new guild contents, guilds are not wanted here, let's move on.

    I am really just waiting for good value for $$ game to move on.

    Founder & Leader of Equinox Solstice [TIME], a Singapore-Based International PvX Guild
    Henge of Denravi Server
    www.gw2time.com

    --

    Explanations of WvW Structures & Populations Issues

  • MMAI.5892MMAI.5892 Member ✭✭✭
    edited October 9, 2017

    @Blaeys.3102 said:
    Exactly. I think a few people (and apparently ArenaNet, sadly) underestimate the importance of guilds to this game, especially in open world.

    Even if they don't decide to form a guild team again (which they obviously should), hopefully the open world or LS teams will see this (or come up with another idea similar) and find some way to start incentivizing guilds again.

    It would have a significant positive impact on both the current and future game.

    Agreed, I've been invited to so many fun events with various guilds just by virtue of being on the same map at the same time. "Saving Southsun" runs that were either doing the meta, just farming karka or both are a couple of my favorites to run into! ..... and helped me get over my fear of Veteran Karka.

  • @xDudisx.5914 said:
    I totally disagree with deleting the WvW team. If anything needs to be deleted it should be the raid team. There is already a fractal team. Fractal and raids are the same category: instanced pve content.

    They already got merged and downsized probably. Content delivery pace is so slow that they might as well not exist.

  • TexZero.7910TexZero.7910 Member ✭✭✭✭

    @xDudisx.5914 said:

    @TexZero.7910 said:

    @Hesacon.8735 said:
    I think things like the PoF races or bounties are low hanging fruit for guild missions content.

    @TexZero.7910 said:
    First the dungeons team, now the Guild Ops team ?

    Interesting choices to cannibalize those departments. I too think it's mistake and hopefully there's enough backing in this sentiment. Guild Missions and other various content pieces like it could use some love.

    They have a standing team for raids, fractals, living world, world vs. world, structured pvp, and expansions. They have to drop the ball somewhere and those 6 content types see most of the GW2 play time.

    I mean... if i had my pick i'd delete the WvW team. That's not saying they aren't doing work just that it's one of those things that will never be in a good spot because the combat and game really aren't built to support it. That's why they have so many band-aid fixes applied to it just to get it to the semi-functional state its in currently.

    I totally disagree with deleting the WvW team. If anything needs to be deleted it should be the raid team. There is already a fractal team. Fractal and raids are the same category: instanced pve content.

    I mean you're free to think that, but in terms of which team is putting out quality content and the other is hobbling along worse than a zombie it's night and day. Both of the instanced PvE teams are actually putting out quality. Meanwhile in WvW land it's ports of working systems from other modes just to get people to play it....

  • Glacial.9516Glacial.9516 Member ✭✭✭
    edited October 9, 2017

    I don't know. Does the guild team working elsewhere really change anything? I hardly see it as the condemnation or the death of guilds. One could argue that adding new content in the forms of open world maps, dungeons, raids, fractals, etc. IS creating more content for guilds. It just so happens to also create content for non-guild players as well. I strongly believe that guilds should 'create their own fun' so to speak, whether in the form of motivating your members to play together, organizing map metas, or just starting an HP or bounty run.

    It might be nice to have some incentive to do worldly things with guild members, but we already can. And more. Do we need guild commendations (or another reward) for dragging two friends along on a PoF race? Or for 10 guild members participating in a HoT adventure each week? If guild dailies required 2 or 3 additional guild members present it may (and would for me) be more troublesome than not to request attendance while you gather or do an event or kill things. I wouldn't want to ask guildmates to tag along for activities I could easily do solo just for the sake of a guild mission. That feels unfair to them and to me. We should play together because we want to, not because we have to.

    I'd certainly like to see more guild missions and some administrative changes (more permissions and split permissions particularly) but I can't shake the feeling that most content which enhances guild group play will be better off not restricted solely to guilds.

  • Ayrilana.1396Ayrilana.1396 Member ✭✭✭✭
    edited October 9, 2017

    The issue with guild missions is that with each expansion they release, it will segment players who do not purchase them. Having PoF guild missions would mean that those without it would not be able to complete them. It's also impractical to give a different set for those that only have core or those that have core and HoT.

    I also disagree with the notion that guilds are the backbone of the game. They're not. All content can easily be done without a guild. The reason maps feel empty, other than because of the "flawed" megaserver system, is because there are no rewards or anything if interest to compel players to play on those maps. Just look at the meta event rewards. How likely are you to do them after you got the achievement and/or collection item?

  • Torolan.5816Torolan.5816 Member ✭✭✭
    edited October 9, 2017

    I find the largest part of guild missions to be horribly boring minigames stuff at worst and some ok wvw missions at best. I see no need to add to the suffering that already exists at this front. I also have not the slightest interest in any guild decoration stuff.

    Still I think that guilds should be useful for more than giving +5 mats in wvw. I don´t have the slightest clue how that could be done, maybe with making guild halls accessible for anyone to see what the guild has already done? I don´t know to be honest.

  • Blaeys.3102Blaeys.3102 Member ✭✭✭
    edited October 9, 2017

    While I do think they should have a team dedicated to guild activities, the point I was trying to make with my original post is that, even if they don't have a dedicated team, there are less resource intensive ways to incentivize guilds into becoming more active across the game - something I truly believe would benefit everyone (even those not in guilds) by providing a semi organized base for dynamic events, trains, etc., while also encouraging people to work together more.

    To the point of "segmenting the population," I don't really see much merit to that argument. As long as they are able to provide a breadth of guild activities that span across all three modules (base game, HOT, POF), then it will be the guilds that can choose where to focus without leaving anyone out. It isn't impractical - in fact, it is the logical thing to do and fits exactly with how they are developing the rest of the open world content.

    My plea would be to both Anet leadership and the open world/living story teams - please think about how guilds can support the content you are releasing and implement incentives and systems that encourage them to do so. It can be something as simple as what I've listed above - and wouldn't require building content unique to guilds.

  • HnRkLnXqZ.1870HnRkLnXqZ.1870 Member ✭✭✭

    So ANet announced in public that they do no longer have resources to support a guild content team.

    Let us go a little back in time, how about the end of Heart of Thorns, when the Linving Story 3 was about to start. One of ANets high ranked officials proudly announced, that due to the re-organization of important tasks for the future, the decision to scrap the team for the legendary weapon develeopement, was made. As far as I remember, he was excited and very positive, that it was the perfect decision, as the legendary weapons were a huge and time-consuming aspect of the game. The big expectation from the community was, that with Heart of Thorns, we would receive a full 2nd set of Legendary Weapons. Until that day, we only received HOPE, Nevermore and maybe Astralia (I am not a specialist for Legendary Weapons)?

    The community went crazy when the news were spread. The forum was full of threads and complains and suggestions. And I remember the great ... storm when Chupa Champawat was announced to be the last of the official planned 2nd set. The rants were hillarious. People claimed the shortbow to be the most useless weapon in the entire game, noone would serioursly use it. Aside from the claims, that it would be a stupid idea to release a legendary weapon of something that not appears in any meta-build. It is still in my memory, sadly.

    Then something unusual happened. Against all odds, ANet released more Legendary Weapons of the 2nd generation. With nearly every LS3 episode, we received another unique Legendary Weapon. Some new things, like the shortbow, which did not appear in the first generation at all. But also weapons which already existed, with awesome skins. Bold move for a scraped idea, if you ask me. So when ANet officialy removed the development TEAM from the Legendary Weapon project it was not the end.

    On the other hand, we have the new guildhall in the Crystal Desert along with new decorations. Big companies like ANet do not make big decisions during a coffee-break. If the elimination of the guild content team was a long term decision, what I guess it was, investing any resources into a new guildhall or decorations, within the last months, sounds like a total waste of money.

    I am not a huge fan of the showcases/AMA/trailers/GuildChat and whatever the other official PR events are called. We do not get all the information. ANet does not lie to us, they just do not tell us the whole story. They tell us that part of the story, they think creates the best public reactions. From my point of view, what they say and what they do, especially with the look on the above paragraphs, are two different things for me. As long as I can open my guildpanel and there is no "This content has been disabled for an idefinite period of time," there is nothing to worry about. Besides, the guildmissions have not been touched since Heart of Thorns. What should I be afraid of? Another two years without a change? Guilds have their place in this game. They are used for social aspects, for coordination and organization, for RP and a lot more. Due to their long-time absence, ANet became some sort of spectator of the guild-topic. MMORPG's live from their communities. The 2nd M is for multiplayer.

    At last, I have to admit that OP's suggestions sound very nice. I would like to have them and refresh the spirit of our guildmissions. But I do not need specific guildmission to have fun with my guildmembers. We already created own events with the new content. Last weekend we ran a central-tyrian race over 5-6 maps with mounts. We have also been doing crystal-desert bounties with the guild or participated meta-events. The guildmissions are one of many options, not the only option.

    Knowlege is power, but without fame you are just a maniac. Keep scrolling, this is not the information you are looking for.
  • phys.7689phys.7689 Member ✭✭

    @Ayrilana.1396 said:
    The issue with guild missions is that with each expansion they release, it will segment players who do not purchase them. Having PoF guild missions would mean that those without it would not be able to complete them. It's also impractical to give a different set for those that only have core or those that have core and HoT.

    I also disagree with the notion that guilds are the backbone of the game. They're not. All content can easily be done without a guild. The reason maps feel empty, other than because of the "flawed" megaserver system, is because there are no rewards or anything if interest to compel players to play on those maps. Just look at the meta event rewards. How likely are you to do them after you got the achievement and/or collection item?

    so what, the same can be said of any content in an expansion

  • PopeUrban.2578PopeUrban.2578 Member ✭✭✭

    We already have the ability to select the focus of our guild missions. You could easily allow the guilds themselves to determine if they want expansion content in the six normal opportunity spots the way they already determine if they want pvp, wvw, pve, or mixed. Leave the three bonus upgrade slots as is, always attached to core content.

    You could literally just make the guild missions "do legendary bounty X" or "race Y" or "Raid wing Z" or whatever without actually creating more content, and just give guilds a means to leverage existing content for commendations in stead of old dusty guild missions we already have.

    Since they're obviously aiming for one hall per expansion (reasonable) just aim for one back, shoulders, or helm. We know anet loves those slots because they're less work than body slots, and its more useful to all characters than a single weapon, and less work than a weapon set. Or even choose just one building per expansion to get a meaningful upgrade so maybe its not the market and gear. Maybe its the war room, or the portal, or the workshop or whatever.

    And, I mean, how hard is it to add the new xpack's music to the guild hall list?

    That's a really small, reasonable amount of guild content I think. i never expected big huge new guild systems, but I expected some kinda ongoing content, some use for the mine we spent all that time on you know?

    All the perks, none of the responsibilities.
    PopeUrban - The Papacy [POPE]
    Dude in Charge, Chief Financier, and Cave-Polisher
    It's really just a club for lazy people! Join today and get big-guild services with no-guild schedules!

  • As posted on reddit:

    I understand fully why people want to have content made for guilds. However, it just doesn't translate well into the current game.

    I am sure ArenaNet has metrics already that show that x number of people don't do guild missions, or are part of a guild. I am fairly certain that's why they've chosen not to continue developing new 'guild content'. Additionally, it's not new features people want, its new content. That guild content must come at the cost of new open world content/raids/whatever. Guild content doesn't drive their bottom line. The living world releases and open world content does.

    On a personal note as well, I don't care for new guild stuff. I do raids, dungeons, fractals, WvW raids, GvGs, rankedQ, open world - you name it, with my guild. I don't feel the game needs content specifically catered for guilds, when everything in the game can already be done together.

  • It's pretty upsetting to think that guilds aren't getting much focus in a game featuring "guild" in the title, but that's been the case for a long time. A lot of really good points have already been made in this thread about how new content doesn't actually need to be created, the grand majority of the time- what's important is implementing the tools that orient a guild around that content. Races, map participation, raiding, bounties, meta events- it's all there, it just needs the added layer of bonus rewards for doing that content with your friends in your guild. It seems so obvious, looking from the outside in. If the game seems antisocial at times, guilds are in many ways a vehicle to make it more social, and to direct players toward content by socializing about that content.

    I've always thought that guilds need more power to affect a single map- any single open-world map in the game- as a way of promoting their identity. This could be something like throwing a party in Divinity's Reach, where guild-themed balloons are hung up and activities and toys are made available to everyone in the map, not just guild members. Idlers at the bank, grateful for the change of pace and having something fun and new to do, might even say "hey, this guild seems really cool, maybe I'll ask to join and see what other content they do." And you could use the same idea on a hostile map- "this guild is leading a campaign on the Cursed Shore, join them to wade through Zhaitan's forces and slay one of his lieutenants!" and every step of the event chain that the guild succeeds, they plant their banner in Orr's soil- and just like you'd expect, anyone who interacts with those banners can get buffs. I could even imagine using the same system in a place like Queensdale, for a guild that wants to welcome new players and orient them to the game, while ultimately leading them to the Shadow Behemoth encounter so that they can get their first taste of world boss fights.

    A lot of that can be done informally, but actually using the guild interface to do it would go a long way in making guilds seem like a legitimate force affecting the world, especially for players that aren't in guilds or don't understand what they'd gain from being in one.

    When I heard that there wasn't a guild team, I was sad. I've been in the same two guilds for years, and they've been great for guidance. Whenever I needed help with challenging content, I knew I could ask someone more experienced in my guild. Someone's always down to run a few fractals or open up a mesmer portal. But when I hear that Arenanet's outlook for guilds is basically to keep them as they are- chat rooms and maps you can decorate, held up by a skeleton of events and rewards somewhere around half a decade old already, it's just disheartening. They could do more of the exact same thing- more guild bounties, more guild races, more guild mini-dungeons/jumping puzzles, and players invested in their guilds would love it.

    It's hard to hear that not only are they not doing that, but that there's not anything new on the table either. Guilds as a function of community are just too important to be handled that way, if you ask me. They could do so much for the health of the game overall, with the right team producing and promoting content for them.

  • @TexZero.7910 said:

    @Hesacon.8735 said:
    I think things like the PoF races or bounties are low hanging fruit for guild missions content.

    @TexZero.7910 said:
    First the dungeons team, now the Guild Ops team ?

    Interesting choices to cannibalize those departments. I too think it's mistake and hopefully there's enough backing in this sentiment. Guild Missions and other various content pieces like it could use some love.

    They have a standing team for raids, fractals, living world, world vs. world, structured pvp, and expansions. They have to drop the ball somewhere and those 6 content types see most of the GW2 play time.

    I mean... if i had my pick i'd delete the WvW team. That's not saying they aren't doing work just that it's one of those things that will never be in a good spot because the combat and game really aren't built to support it. That's why they have so many band-aid fixes applied to it just to get it to the semi-functional state its in currently.

    wait didn't they already delete the WvW team a while ago?

  • maxwelgm.4315maxwelgm.4315 Member ✭✭✭

    @Blaeys.3102 said:
    In last week’s AMA, we learned that they no longer have a guild content team at Arenanet – and, even more importantly, that they have no plans to implement/improve/etc guild related content in the foreseeable future.

    This is probably the most shortsighted decision ArenaNet has ever made. Guilds are the backbone of this game. Without them, I believe there would be no meaningful world vs world, there would be very little open world coordination/leadership efforts for things like meta events, early world boss successes, boss trains and much more.

    Supporting guilds – and encouraging them to be active in the open world - is more important than it has ever been, in my opinion. Players are already expressing concern about the new maps becoming dead zones. The most logical way to stop that from happening is to incentivize guilds to organize and lead activities on those new maps (and older maps that may become dead as well).

    As an obvious example (that has been discussed before), a simple overhaul to the guild mission system where PVE missions mirror how they work in PVP and WvW missions would go a long way. This could include things like:

    • Do four bounties in Domain of Vabbi in less than 30 minutes. At least three guild members need to participate.
    • Achieve level 4 in Dry Top with at least 3 members present
    • Capture or defend a settlement in Lake Doric with three members present
    • Accrue 20,000 cumulative experience points in Frostgorge
    • Complete the Skimmer race in the desolation with at least three members present

    And about 100 more examples come to mind. At that point, adding new guild missions becomes a natural part of new map and content development. It no longer even requires creating unique content in order to remain interesting.

    And, of course, this isn’t just about guild missions. Anything they can do to encourage guilds to become more active across the large group game modes is obviously very good for the game.

    Even for those that do not rely on their guild when enjoying the game, this is an important issue. Encouraging guild activity in maps creates that light to medium level of coordination needed to keep the zones alive for everyone there.

    Finally, it’s worth noting that this issue exposes a key problem with how they have aligned teams and are moving forward with the game. Yes, focus is good, but not when it becomes so narrow that the mandates given become the only things your creative employees see. I believe the above would be a pretty simplistic fix for the issue – but even if it’s not, there could be something else that could be done. With no guild focused team – and no oversight or more general development focus from a high level – no one is paying enough attention to care or try and come up with one. In any creative endeavor (such as an MMO), that is very bad – and leads to neglected content.

    Like many, my guild is the one thing that keeps me logging in day in and day out. I found it depressing to hear from the president of Anet that they have stopped supporting activities focused toward those groups – and I hope that they realize the error of that decision.

    I gotta say, I don't really play with any of my guilds, for some reason. I am even part of one of the last 100% rep ones that want to display their tag around (and it's quite full, active and non-drama-ish, mind you). However, I must also mention I only ever join some metas if I see a tag up (I only really run Silverwastes with [TML] or some of the other farmers, only play TT with [TT], etc.). I also play WvW on DB with [grim] and [gods] nearly exclusively without even being part of any of them (I should look into a WvW guild though lol). Guilds can really breathe life into some otherwise dead zones and can really make things funnier because there's a tightly knit community involved, it's not just some strangers you met for your dailies. And in spite of not playing content with them, my guildies are super fun to talk with and they are what makes a lot of the content bearable even if they are nowhere near me.

    I don't want to make it sound like some "family unit" discourse, but guilds are indeed the first step into socializing in-game to many of us, and denying that step might mean denying the whole walk in the end.

  • Andred.1087Andred.1087 Member ✭✭
    edited October 10, 2017

    What tf is going on at ANet that they have to keep shifting people around to all these different teams? Normally I'm pretty skeptical of any claims by outside observers regarding the company's financial situation, but it really doesn't look great when they have to keep disbanding teams after they finish what they're working on. Obviously they are under-staffed if they constantly need to break up teams working on core game features just to have enough people working on expansions and LS. That, or they're just intentionally taking this approach, and don't care what negative consequences it brings. Certainly it is a workable development model, but the problem that comes out of this is every new thing that is released feels disjoint from the last, and beyond that, any support for older content dries up as the people who originally developed it have all been moved to work on other things. I know ANet has been all about "iteration" when it comes to GW2, but sometimes you really need to go back and re-iterate old content, something they have done on a couple rare occasions.

  • Hex.2579Hex.2579 Member ✭✭

    if you look at how small The Witcher 3 team is, and how big of a game and how many contents in game are, i wouldn't say Anet is understaffed. but since they keep switching people around and about. they have to stop on whatever they're working on and achieve nothing in that abandoned project(s).
    what they could do is transfer the pvp team over to guilds. cuz right now everyone loving pvp is moving over to wvw. pvp is not only broken, but the matchmaking is also the worst. it takes the fun and joy away from a lot of people. plus the condi meta is killing build diversity.

    while the game itself names Guild Wars 2, there's really lacking on anything guild related. the new guild that they shipped with PoF lacks a theme music but the NPCs still wear clothes from the Maguuma Jungle. lol. i almost feel bad for all of them. look like they could use a bath and some decent clothes for the desert.
    and i agree. this decision to not focus on guild stuff is shortsighted. we all at least have a guild or two, or more. and we love to do things with them to get achievements together, or even better good stuff for our guild(s). i think a lot of people already wanted something about guilds. it's a matter of time before Anet does something about it.

  • I am sad and shocked. I hope they will rethink this bad decision.

  • CedarDog.9723CedarDog.9723 Member ✭✭✭

    Yeah, get rid of the PvP team and move them over to WvW and have the PvP team help fix the WvW problems. Besides, what's a little more salt from the often high-salt PvP players? :) Maybe move some of the PvP team to the guild team. Or just subcontract some coders to help with guild/dungeons/etc.

  • Are guilds really the backbone of this game though? I'd argue kind of the opposite. Between the way GW2 handles mob and event credit, commander tags and open world objectives it's arguably one of the best MMOs around to not ever bother with a guild. Obviously there's the social aspect that some people like and there are a few (unfortunately) guild exclusive rewards, but in terms of actually driving the game itself forward meaningfully, not really.

    @Blaeys.3102 said: Like many, my guild is the one thing that keeps me logging in day in and day out

    You can say that about yourself, but I know 'many' people too who are literally only in a guild for commendations or for claiming WvW objectives and probably wouldn't even bother if there were alternatives.

    @Blaeys.3102 said: Without them, I believe there would be no meaningful world vs world, there would be very little open world coordination/leadership efforts for things like meta events, early world boss successes, boss trains and much more.

    You say that too, but I can't actually recall the last time I said a meta event or train actually led by a guild. It's usually just someone tagging up with maybe a few friends and a whole bunch of randoms. There might be a guild or some guild members participating, but rarely would I call that an actual driving force behind the content.

  • Purgatori.3645Purgatori.3645 Member ✭✭✭

    Ive been in several guilds since launch 5 years ago and I can tell you that I have had more meaningful interactions with complete strangers in all maps and ill take map chat over guild chat any day!

    My experience with guilds .....
    2 leaders and 3 officers party up every evening doing all the fractals, dungeons, and achievement/reward content leaving the rest of us to fend for ourselves when it comes to figuring out new content. They don't answer our questions and tell us to wiki everything yet they claim to be helpful and get pissy that they are left on their own to do guild missions every week because they have neglected the other 90% of their guild for the other 6 days.... literally this is my experience .... The most recent guild I was in was a little better at trying to interact with us grunts but LOL only because one of their usual party members (leader/officer) were busy and they still wanted to run their nightly content. Its crap .... I would love for someone to change my mind on this.

    When life knocks you down ... Rollover and look at the Stars

  • Jong.5937Jong.5937 Member ✭✭
    edited October 10, 2017

    @TexZero.7910 said:

    @xDudisx.5914 said:

    @TexZero.7910 said:

    @Hesacon.8735 said:
    I think things like the PoF races or bounties are low hanging fruit for guild missions content.

    @TexZero.7910 said:
    First the dungeons team, now the Guild Ops team ?

    Interesting choices to cannibalize those departments. I too think it's mistake and hopefully there's enough backing in this sentiment. Guild Missions and other various content pieces like it could use some love.

    They have a standing team for raids, fractals, living world, world vs. world, structured pvp, and expansions. They have to drop the ball somewhere and those 6 content types see most of the GW2 play time.

    I mean... if i had my pick i'd delete the WvW team. That's not saying they aren't doing work just that it's one of those things that will never be in a good spot because the combat and game really aren't built to support it. That's why they have so many band-aid fixes applied to it just to get it to the semi-functional state its in currently.

    I totally disagree with deleting the WvW team. If anything needs to be deleted it should be the raid team. There is already a fractal team. Fractal and raids are the same category: instanced pve content.

    I mean you're free to think that, but in terms of which team is putting out quality content and the other is hobbling along worse than a zombie it's night and day. Both of the instanced PvE teams are actually putting out quality. Meanwhile in WvW land it's ports of working systems from other modes just to get people to play it....

    I don't think this should be a thread to start dissing each other's game modes. We should stick to what we want, not 2nd guess the compromises Anet may, or may not need, to make to give it to us. I fully support the OP in wanting guild missions to support existing events on new maps and old. I think it's a superb idea, that I'm surprised has not really been done before and I agree supporting the guild community generally is very good for the health of the game.

    But, on your off topic comments on WvW, whatever you personally think of it, far more people play it, many very committedly, than raid. And, as one of them, WvW is probably in the best place it has ever been, both in terms of systems and rewards, if not player numbers. There are still plenty of those, just maybe not enough for the original number of servers after 5 years of a relatively static game (nothing like HoT and PoF change anyway). The same would be true of PvE if we still had only Central Tyria. But, this is certainly a discussion for a different thread!

  • Malediktus.9250Malediktus.9250 Member ✭✭✭✭

    @Brimstone.3807 said:
    I've been playing Gw2 for years, and have never felt a need to engage in guilds at all. I am just saying that there are lots of different folks with different habits. Arenanet obviously sees their internal metrics and develops to them. Just as a general thought, guild participation is down in a lot of MMOs in general. Habits are changing. I personally would not be impacted if guilds didn't exist. A friends list does the trick just fine.

    Metrics are terrible in a game like this where everyone is after rewards. Metrics get artifically scewed to the flavor of the month content. Most people will choose content x over y even if they find x more fun.

    First person to reach 35,000 and 36,000 AP.
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  • Kas.3509Kas.3509 Member ✭✭✭

    For me GW2 is lacking content for small guilds, and lacking small guildhalls. I really do not wish to wander in empty huge guilhall with 7-10 guild members only.
    The same with home instanced. Why are they so huge?

  • STIHL.2489STIHL.2489 Member ✭✭✭✭

    @Blaeys.3102 said:
    In last week’s AMA, we learned that they no longer have a guild content team at Arenanet – and, even more importantly, that they have no plans to implement/improve/etc guild related content in the foreseeable future.

    This is probably the most shortsighted decision ArenaNet has ever made. Guilds are the backbone of this game. Without them, I believe there would be no meaningful world vs world, there would be very little open world coordination/leadership efforts for things like meta events, early world boss successes, boss trains and much more.

    Supporting guilds – and encouraging them to be active in the open world - is more important than it has ever been, in my opinion. Players are already expressing concern about the new maps becoming dead zones. The most logical way to stop that from happening is to incentivize guilds to organize and lead activities on those new maps (and older maps that may become dead as well).

    I have to agree, PoF would lend itself well to Guild Missions. Open Land, Mounts, the bounty system already in place. It's groomed for the addition of Guild Missions to these lands.

    However, it is bothersome that they "No longer have X Teams" as opposed to moving people to new projects and such, which would allow for revolving content upgrades and creation, they seem to be just eliminating teams the second the content looses it's shine, no matter how well received or enjoyed it may have been. Guild Bounties and events were often bonding moments with the guild, and IMHO, were well designed and engaging content, that provided an fun and enjoyable avenue for rewards.

    Now I am seeing this once almost mandatory content (a way to acquire silvers for the guild Scribe, which I was glad to give mine to help the guild along) being tossed to the wayside. It makes it seem that Anet has no far reaching goals with the content the make, it's just a momentary introduction, with no future to them. Good, even great, coming out of the box, and then.. just dumped like yesterdays iPhone.

    Kinda makes the future of any content unstable if you ask me, which is not how I think an MMO should work.. all the content (unless clearly noted like Holiday events and the like) should have a future them.

    There are two kinds of Gamers, Salty, and Extra Salty.
    Ego is the Anesthesia that dullens the pain of Stupidity.

  • Players don't participate in Guild Missions because they are boring -> ArenaNet decides not to support new Guild Missions -> Even more players stop doing Guild Missions
    It's a nasty circle until one side decides to break it.

  • (not counting decorations which got added after the fact for many of these)
    Tequatl guilds formed - 0 guild missions or guild content for tequatl
    Triple Trouble guilds formed - 0 guild missions or guild content for TT
    Dry Top guilds formed - 0 guild missions or guild content for Dry Top
    Fractal guilds formed - 0 guild missions or guild content for fractals
    Raid guilds formed - 0 guild missions or guild content for raids (decorations are obviously a bit more of an incentive here, but still not a major factor in guild formation)
    HoT Meta guilds formed - 0 guild missions or guild content for HoT Metas
    Music guilds formed - 0 guild missions or guild content for randomly playing music in Lion's Arch
    Etc.
    Etc.

    If the content is good guilds will form around it and guilds will play it. PoF at least needs better rewards for Metas before anything like that will happen in PoF.

    The removal of a guild team at least over a year ago isn't the end of the world for guilds at all. He also did mention that things may get added as they see need for it or see fit.

  • edited October 10, 2017

    @Blaeys.3102 said:

    @Brimstone.3807 said:
    Arenanet obviously sees their internal metrics and develops to them.>

    I think you would find ...

    Just citing the call-out of anecdotal versus data-driven decision making. I would add that the internal metrics are also likely correlating activity with micro-transacting customers.

    As a side note, wouldn't it be nice if when you made a micro-transaction, you could directly nominate/fund an area of the game (does any company do this)? I might buy XYZ and play ABC, but if you funded MNO, I would actually want/play that.

<13
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