Indeed. Completing 2 adventures is very hard to achieve.
Indeed. Completing 2 adventures is very hard to achieve.
Remove the 2 Adventures GQ it's hard to do it so often.
I agree that 2 adventures is onerous. The time commitment just to do one adventure makes it tough to do week nights. Two is almost impossible, unless you're lucky enough to hook up with somebody with a ls. When I have one to offer, I seem to be the only one actively on. Also, all specifically required adventures should be available in the merchant. Wow, that felt good.
Please, too hard to do 2 adventures at once.
I love the 2 adventure guild quests. I can run 2 DP in just a little over an hour.
For the high level players (MMA/Cannon), you can run two IOTP in an hour, using the 3 attack solution. Witch of the Swamp can be run with a 5 attack solution, which takes less than 45 minutes including travel to zone (fast general), and can still be purchased with map fragments. Sleepy Reef has only 5 camps total, which also places it in the 45 minute range (fast general). Those are just the few I can recall off-hand that are useful when looking for rapid adventures.
Other solutions include the fast version of Roaring Bull, which requires more losses than the above solutions, but does not require cannons and provides 2 loot spots for other guild members. The fast version requires 8-9 attacks total, 3-4 of them including 1R blocks; this takes less than 90 minutes. This one is also purchasable for map fragments. Several of the lower coops also are very short for each section, although the problem of participation still exists even though it should be lower within a guild.
Beyond the complaints about the time taken to run adventures, part of the problem is what has been noted on other threads, that the guilds may not be meeting the needs of the active players. There are much fewer quests with the "2 adventure" requirement for guilds sized 35 player and lower. The 36+ size guilds tend to get the double adventures more often, as well as the donate expert resources. I don't agree with the change in the difficulty level for larger guilds, as there should be enough inherent difficulty just in getting more people to do complete their individual portion. However, there is the ongoing problem of inflated guild sizes due to inactive members, which results in having a higher difficulty guild quest with a smaller proportion needed to complete. This is because the total size of the guild (active and inactive) is used to determine the level of quests and the reward, while only the active size is used to determine how many players need to complete the quest. Correcting this disparity would either remove any benefit or disadvantage to holding on to inactive members, by using only the active guild size to determine both; or make it detrimental to hold inactives, by using the total guild size for both.
all you need to do is look in trade, and you know which guild has "do X adventure" for their guild quest. on that note you often see players selling the LS in trade and a few posts later someone in same guild looking to buy said LS. BB make those quests non-delete able, make these players do their beloved guild quests, or they can quit the guilds. all they need to do is use the 4th tab from the left and talk to each other. is it hard to do 2 adventures in an hour, for most players in the guild not likely, but the pixel greed overwhelms them and whining about it here seems to be their best solution. 1 do the quests, 2 help a lower lvl player do one, 3 get together and knock a few out, or 4 quit the guild. simple easy fix to the guild quest problem......TADA!!!!!
+1 again to guild quest revamp.