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Old Jul 07, 2006, 06:23 AM // 06:23   #1
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Default Limited Party Challenges

everyone knows the rujiyo missions. everyone knows they were a slap in the face to most players. everyone loves or hates them. everyone knows that the fun and challenge of these missions were curtailed by lacklustre rewards.

so, my suggestion seeks to emphasise this fact and also to ask the community wether they would like to see this addition to guild wars.

small party missions and quests are some of the most memorable moments in guild wars. while larger missions, like the challenge missions and story missions, are all well and good as they are, with more members you inherently have more combinations and safenets, the power of your 8-12 man 'build' is scaled up the more members you have. when you limit the party sizes, and force people to think outside the normal notion of "size=power" builds, you can see (the rujiyo missions proved this) that alot of players get slapped in the face because they are out of their element. this, imo, is a good thing.

i think low party size missions should be part of the game proper in a further chapter as challenge missions (or even sequences of challenge missions that form a collective for a single reward). as long as the rewards were suitable (green items, chapter specific rewards, platinum, the list goes on), i believe these missions could be popular.

small challenge missions like the rujiyo ones can be creative and fun, and emphasise team play and player skill to an extent not usually tested in other parts of guild wars pve, something pve is currently sorely missing.
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Old Jul 07, 2006, 09:31 AM // 09:31   #2
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I think one of the points of the festival was to test out the new game mechanics in which we saw. There is no doubt that they would be implementing something like this in the coming chapters.

Get with it!!!
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Old Jul 07, 2006, 01:18 PM // 13:18   #3
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I loved the quests myself. Finished it with all but my assassin (ran out of time).

I would also love to see more quests like this pop up from time to time but not stay around for more than a couple of days - prevents the cookie cutter syndrome.

Rewards at the end of those should be limited though, other wise you have those with no lives being able to farm them and make a fortune selling limited time drops while people with lives maybe being able to do them once... so maybe make the rewards of such quests monetary rewards or an instantly customized weapon/off hand of the players choice.
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