Here's few reasons why people don't want to be a megaguild: a) noise b)no commitment c)guild can be full of strangers that may not be the type of players you want to be around with at all.
I do agree that t1 missions should be available easier. I even think there should be some WvW-centric mission for WvW-only guilds. We may argue, and provide arguments, that the system is flawed - or not - to our heart's content; we may present opinions, voice concerns, say what we don't like and why or sum up the pros and cons of both big and small guilds.
We may rage, whine, suggest, cry, dance, plot, or bake muffins.
But then we're faced with the game's design. It's the greatest reality check a game can have and does have.
There are no alliances. Guild rosters are expanded to host 500 people. Upgrades cost a lot of influence - and not only the new ones, 20k influence for lv5 lines isn't something easy for a small, tight guild either. Maintaining guild buffs, even ignoring the WvW ones, costs a lot of influence. WvW is designed as a mass PvP format, and with zerging as one of its main - and, whether we like it or not, actually used and working - strategies. Guild missions, in both cost and gameplay, are designed for big groups of people, possibly to substitute for raids.
This is how the game is
designed. Not how we'd like it to be, how we thing it should, or how the devs wanted it to be.
Now, our choice is to either subdue to what the design calls for and getting easier access to enjoying the whole content, not putting extra effort on ourselves in a game
, or we can limit ourselves (in time, in accessibility) from a part of the designed and existing content.
The choice is actually ours. It's a bit tragic, too, as for some people it's down to choosing between doing stuff they rather wouldn't or not doing stuff they would like to, but no human project is perfectly suitable for everyone, and we are forced to make compromises with the very design of things, not just games.
In GW2, the pros of large guilds outweigh their cons, even if they simply act as hubs or substitute for alliances, comprising of social circles within circles. We may not like it, we may not approve it, but it doesn't change anything.
In my opinion they should have simply made it so that everyone that assists the guild that started the mission (for example damage a boss) gets the reward chest regardless of whether they are part of the guild or not.
Why waste influence to research them, then?
Pretty much all of the new buffs are crappy or just not worth their price for the moment. Guilds are not researching Politics 6 for the new banners, but only for the guild rush; merits are not too useful for now except for unlocking more guild missions.
I do agree that the level of access to t1 guild bounties should be a bit lower (although it's still not as extreme as to puzzles atm), but letting everyone out there get rewards for one guild's earned influence isn't the way to go either, and actually would be more upsetting.
Edited by drkn, 02 March 2013 - 02:57 AM.