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Originally Posted by SpeedyKQ
I agree that this is a huge problem, but I don't think that is much of a solution. Most alliances won't want to just give the access away. And it isn't even really fair for them to have to feel pressured to.
I'd prefer any of these solutions: Remove the 10-guild cap, and limit alliances by number of players instead. Small active guilds would be welcomed everywhere. Give each elite mission a fee in faction points that anybody can spend to play. Members of the controlling alliance are exempt from this fee. Throw out the whole elite-content-as-a-reward concept. Generally everyone is happiest if they are allowed to play everywhere. There are tons of other good ways to reward the best players or guilds. |
Too high 80K for whole party-means you can only do the mission once and if someone makes a mistake and party wide occurs... all that points and time wasted back to faction point farming.
Too low 100-500 faction points-why would a large guild who spends all the time and energy and resources to gain those cities do it when you can get in Elite missions for the time spend doing one quest.
unlimiting 10 guild cap may seem like a good solution for small guilds to expand in unlimited fashion but now imagine mega alliances of over 20-50+ large guilds..... the zerg factor would be far too unbalancing.
I agree with throwing out this Elite mission from the game as it seem to be a poor attempt from ANET to merge the PvE and PvP playstyes. But as it stands, it was promised as a feature of the game hence doing that would not be wise at this stage and many guilds have already set their gear in motion for Factions which is why i suggested system in the form it did in the OP hopes it clears things up abit but appreciate everyone's who posted comments about it. Keep them comming since it help to generate more awareness and perhaps a perfect solution further in this thread possibly.

