I run a small guild and trying convince members to participate in guild missions, let alone find enough members online at the same time, feels almost impossible. When I finally manage to scrape together 6 people for guild missions, guild missions that are labeled as recommended for 5 players, the objective(s) end up being too difficult to complete within the specified time limit. As a result even fewer guild members want to participate in guild missions the following week. My guild is at the point where we only perform guild treks, if even that much. Entire maps have have level scaling, why isn't the difficulty of guild missions scaled to the number of participants? Why is it that the recommended number of players still doesn't cut it? Five seasoned veterans may be enough to complete guild missions but how many new guilds have 5 seasoned veterans? Speculation: (Better known as me trying to make sense of ArenaNet's design.)Is ArenaNet trying to promote buying help online? (I'd never do this and I wouldn't be surprised if this was a violation of the ToS.)Is ArenaNet trying to kill off smaller guilds? Discuss and possibly help me make sense of this design. (That includes you die-hard fan boys and girls, you know who you are.)