View Full Version : Out of city houses.
Geekyone
05-02-2006, 05:31 PM
<DIV>If guildhalls are ever done, I would like to see more options than just being inside the city walls.</DIV> <DIV> </DIV> <DIV>Most games that allow player made houses, have done so with poor outcomes. Houses are either all over the place, placed in way out of the way designated areas, or put away in their own diffifcult to reach zone.</DIV> <DIV> </DIV> <DIV>I think it would be nice to have some type of live event (i.e. building of the Griffen towers) where people can help build houses in Ant, CL, and maybe some in TS and Nek.</DIV> <DIV> </DIV> <DIV>Before you call me a stupid noob, I'm not asking for houses to spring up all over these zones. Since EQ2 has made every zone in the game able to have multiple instances, which allows all of us our own house through the same door, this could be done with these houses also, but for guilds.</DIV> <DIV> </DIV> <DIV>Building of three or four houses in Ant and three or four in CL could be just enough varity that the many people asking for guildhalls might want. And possibly a house or two in TS and one or two in Nek.</DIV> <DIV> </DIV> <DIV>One or two of the houses in Ant and CL would be small, a room or two, and be placed in Ant/CL not close to a zone line or Griffen, be available for guilds level 10 and up. Another of the houses in Ant/CL would be slightly larger, 3 or 4 rooms and possible be close to either a zone line or Griffen and only available to guilds lvl 20 and up. Yet a final style of house placed in Ant/CL would be larger yet, (more costly of course) 5 or 6 rooms, and possibly be close to a zone line and Griffen and only available to guilds 30 and up.</DIV> <DIV> </DIV> <DIV>Houses built in TS/Nek, would be the largest and outragously priced due to them being manned by NPC guards, due to their locations. But would also be a bit more difficult to build because they would need stronger materials and maybe a rare. And of course be the largest all together at 7 or 8 rooms and only available to guild level 40 and up.</DIV> <DIV> </DIV> <DIV>And since all of these houses can be made into instances, they would each have no limit as to how many guilds could occupy them.</DIV> <DIV> </DIV> <DIV>I, IMHO, do not think properly designed humble looking houses that fit into the lore would be an eye sore or a distraction to the game. The griffen towers have been built and look as though they have been in the game from launch.</DIV> <DIV> </DIV> <DIV>This is just an idea, and might not be the individual guildhalls some want, with banners flying outside, but it would be something. </DIV> <DIV> </DIV> <DIV> </DIV><p>Message Edited by Geekyone on <span class=date_text>05-02-2006</span> <span class=time_text>07:16 AM</span>
Chefren
05-02-2006, 05:56 PM
<div><blockquote><hr>Geekyone wrote:<div>Before you call me a stupid noob, </div><div> </div><hr>Another comment by a stupid noob.. (proceeds to actually read the post)I think this is a very nice idea! I don't like the way of hiding away guild halls in separate zones or instances, but I also realize that it would be impossible or at least very hard to accomodate separate houses for all guilds on a server.Add a couple of houses in the city zones, one in each village, perhaps one or two in MajDul and a couple out in ant/cl.. thats sounds like a very nice idea and it would be a nice idea for a live event as well. If you participate in the live event you could get discounts for your guild during the first few weeks in your new guild hall.</blockquote></div>
Timesquare
05-02-2006, 06:12 PM
<P>autually i'll love to have more options on housing , instead of buying apartments/house in cities , why not we can own a land and build our houses and probably getting to design how your house looks like .....etc , but of course try not to make it as a instance zone , which we can inactive by using a key to open doors , man that will be cool and i'll be like no raids for me for 2 ~ 3 months , thanks :smileyvery-happy:</P> <P>well instead of a guild hall , i'll prefer something like PoK back in EQ1 , a major city we get to gather around , chatting / ooc / auction , and probably adding the option i mentioned above </P> <P><SPAN class=time_text></SPAN> </P><p>Message Edited by Timesquare on <span class=date_text>05-02-2006</span> <span class=time_text>07:13 AM</span>
Dreyco
05-02-2006, 11:23 PM
OOC: Just to add to the idea.. There are already a few locations that would work perfectly for something like this... for instance, Windstalker Village in Antonica, and near the Cross-roads in the Commonlands. A large-scale event would be a fantastically fun thing to participate in if this were to be made reality! Good thought! <div></div>
ke'la
05-02-2006, 11:42 PM
<DIV>I think that having any type of housing in Nek would not fit with the Type of zone it is, besides who would want to live in that Maze?</DIV> <DIV> </DIV> <DIV>However adding houseing near the Crossroads(isn't there already a NPC Shanny Town near there?), at Windstalker Village(this is where I would put the top lvl Guild houses as this is kinda a Retreat area) and Thundermyst Village would be good spots for one or 2 new Structures that would include a couple of houses and a Guild Hall.</DIV> <DIV> </DIV> <DIV>IMO the Guild Halls should be airlock style, where you would have an outer lobby that is Part of the Parent zone and has a Bank, Fence, Mailbox, as well as other city services, and maybe a Board that shows the guilds that operate out of that hall as well as show the kind of guild info you can get from this website.</DIV>
Geekyone
05-02-2006, 11:59 PM
<DIV>Yeah, but TS is the second zone out from Qeynos, so Nek is the second zone out from Freeport. Just trying to keep it even.</DIV>
Maranatha
05-03-2006, 12:39 AM
I like the idea. However, I'd like to throw a slightly different idea on how to construct/access the new housing. Instead of basis of what house you can access being guild level, how about making access based on guild participation/effort? Require a certain amount of materials and processes (like the sky essences and harests) be performed by the guild. For the smaller houses, smaller amounts (but still a good deal of effort required.) For the bigger halls, a big amout of effort would be needed to unlock the residence. In this way, even the small guilds could get access to the bigger halls (of course, it might take them a year's worth of work.)The new halls would still require rent on a weekly basis. After all, I'm sure Lucan and Antonia would want taxes on the land and such. <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" />Either way, great idea...thanks for putting forth the idea!<div></div>
Geakor
05-03-2006, 12:58 AM
This would be nice except for the fact that there are usually npc's all over zones so it would kinda get in the way. Zones like RV and such where they have npc " houses " might be a good place for them though because they are already there. Just need to insert the click and enter option. Guessing Ant. would work if you put them in the town, but to keep the realistic part of it as much as possible limit the # of people that can go there. 100 people living in a 1 room place wouldn't be cool, yes 100's of people live in the other ones in cities but thats a given because thats where EVERYONE starts.
Meryddian
05-03-2006, 01:29 AM
<P>I like this idea for several reasons. The first, of course, is that any kind of server event is cool. </P> <P>The second is that it would be great to see more options for guild housing - especially for those guilds which have members in both cities, since citizens of the opposing city can no longer enter those houses. (ie. my Qeynos troub cannot enter my FP SK's house). Maj'dul is ideal, of course, as it's 'neutral', but there is also the problem of city factions there.</P> <P> <HR> <BR><EM>I think that having any type of housing in Nek would not fit with the Type of zone it is, besides who would want to live in that Maze?</EM> <P></P> <P> <HR> <P></P> <P>Well, it's true that most people would not be keen to live in Nek, because it's a dark, scary forest. Unless they're an evil guild, of course, in which case, it's totally perfect for RPG. A griffon tower was built on the beach, and there's a dock, so why wouldn't it be possible for two or three guild halls to be constructed there as well, perhaps at the north end of the beach so it's a bit away from the riff-raff around the docks. </P>
Silverpaws
05-03-2006, 02:33 AM
The guild halls should be an island that you can access via a boat on the dock of your home city. I cant wait.<div></div>
SpritRaja
05-03-2006, 03:11 AM
<P>I love the idea of having a server event to build Guild housing in the outside zones.</P> <P>Everyone gets together to build the scenery similar to the spire events. All guilds past a certain level should then be able to buy the Guild House. Buying it would create an instance version for Guildies only to decorate and customize.</P> <P>The original built houses would be just scenery with a few NPCs in the zone for all people to view.</P> <P>IMO guild houses in Nektulos Forest sounds cool. Really good for that secretive Evil guild to hatch it's Nefarious plans to expand Freeport domination over the known lands.</P>
lancekortesoja
05-03-2006, 04:18 AM
zoning should be like guild wars... lol<blockquote><hr>Silverpaws wrote:The guild halls should be an island that you can access via a boat on the dock of your home city. I cant wait.<div></div><hr></blockquote><div></div>
mezagetu
05-03-2006, 04:39 PM
<P>Two more ideas</P> <P>1. If your going to put guild houses in places like thundermist village and Windstalker as examples, these places have faction relation, why not bring in a guild relation with the faction, when it gets high enough based on player actions you can get access to a guild house there.</P> <P>2. You could also have inn rooms of different sizes instanced inside the guild house based on the size and level of the guild house. That would be cool.</P>
Silverpaws
05-03-2006, 10:30 PM
<blockquote><hr>lancekortesoja wrote:zoning should be like guild wars... lol<blockquote><hr>Silverpaws wrote:The guild halls should be an island that you can access via a boat on the dock of your home city. I cant wait.<div></div><hr></blockquote><div></div><hr></blockquote>Not those islands. My god.. please never compare EQ2 to guildwars. It upsets my stomach.An island/zone. Small, with a castle like structure that you can walk into. There is no feasible way to create a guild hall that both factions can reach without it. It doesnt make sense to zone into a building in Qeynos, and suddenly, you are in the same building as your fellow guildies from Freeport. It has to be a portal, or neutral zone of some sort. It has to be.<div></div>
Kazer
05-04-2006, 01:48 PM
<DIV>LOVE THE IDEA....but!</DIV> <DIV> </DIV> <DIV>this wud b another way that freeport/evil chars wud get screwed. compare the CL with Ant, which is nicer? Ant..why? cuz its understood to be queynos territory. making evil chars choose between living in the opposition's territory or living in a desolate desert is unfair. </DIV>
Geekyone
05-04-2006, 04:08 PM
<P>Choose your faction, choose your fate.</P> <P> </P> <P>But I understand the orcs are supposidly raiding the city of Freeport from the Commandlands. But that doesn't mean a shanty or two could be constructed away from the orc menice.</P>
Drager
07-04-2007, 02:05 PM
alright how about this to gain acess to these houses you have to clear them like a raid instance and complete a quest to get acess to the house version also the guild houses out side of the city should be much larger than the ones in side like a 20 room house instead of a 6
Cusashorn
07-04-2007, 02:13 PM
<p>Where the heck would you even be able to build a house in Nektulos Forest? There's like no open, flat clearings anywhere in the zone.</p><p>They'd have to alter the zone somewhere for us to make it. That's all I'm saying.</p>
Arbreth
07-04-2007, 07:11 PM
First, I am not sure where you get the idea that folk from opposing cities cannot get into your house. My guild has folk from all major cities and we have no problems (other than sneaking to the door) of going to either of our designated 'Guild Houses'. I do like the idea of having a Guild House outside of the major cities, and personally would prefer them to be in TS or Nek rather than either Antonica or Commonlands. Think about it, a beach house in Neriak has access to just about everywhere. (Mailbox here and Mender, some merchants too) Bells to nearly half the old zones and one to Mara (Mara has TWO Brokers!) Bell to Enchanted Lands takes you just a few skips away form the EL Spire - goes to Bonemire Griffon to Commanlands Gate Not a horrible run to Darklight Woods Griffon to Freeport Station Dock down the shore path - access to FP Towns and East Freeport Dock (I think it's EFP) WFP gate a fast dash from the shore path Griffon and jump into the river to reach the spire in Nek - Goes to Barren Sky Boat to ButcherBlock Carpet to Sinking Sands there. Bell to Thundering Steppes Bells in TS to the rest of the places that are not available in Nek Very short run to Antonica Griffon right near the TS gate in Antonica Hello Qeynos North and South Quick run to dock under the lighthouse and access to Qeynos Towns and Qeynos Harbor Griffon ride and scary jump to Antonica Spire - Goes to TT Oh yeah, lets do a raid on Cauldron Hollow and clean it out so we can start building!
cr0wangel
07-05-2007, 12:03 PM
Just as suggestion, I would like that people with trustee access could /kick someone from the house, only the owner can for now, it's a bit of annoying when you are in the house of an alt and need to log the alt to kick someone. People with trustee right should be able to /kick. Just my 2 coppers. (If you wonder about the kick option, it happens that roleplayers use it sometimes to remove a distruptive player from the house, will just be nice if the trustees could also use it, after all, they are trusted).
elfkingsteve
07-05-2007, 04:29 PM
i would like to see an instanced in each area where you could buy then build your own custom home as you see fit. there could be harvest nodes in the zone or you would need to harvest and import in but it would be time consuming and expensive to do so, then as an extra feature, a maintenance fee to have staffed by npcs to protect so others could enter but at their own risk, the owner could set the "rules" on who or what was allowed to enter safely. instanced would not be out of place as there is magic after all. each instance would have limits to how many could be there, when one filled up there could be some special event to open another instance
Liyle
07-05-2007, 05:06 PM
How about Shin and Rivervale? BTW, you *can* get a house in MajDul. We have asked since release for some of the available doors in the 'burbs (esp Baubbleshire) be made "hot" for housing. I've never heard a reason that they never did this. On the surface it seems like a minor change, just make the door graphic link to the existing homes code. Guild housing would probably need to be in original zones so that people don't have to own expansions to use them. Now, how a bout a bank and tradeskill writ purveyor in SQ? Please?
dieschatten
07-06-2007, 03:18 AM
Nehmt einfach Städte die schon da sind. Donnernebe l Dorf oder Sonborn. Den Port einfach als Heimat P ort machen und wenn man genug Faction mit der Stad t hat kann man da hinziehen. Währe ne möglichkeit für beide Städte neutrale städte zu bauen. Dann kann man in die Städte Broker und so stellen die ab einem gewissen faction Level verfügbar sind. Dann aufjedenfall mehr Häuser und größer <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />
Drager
07-06-2007, 04:43 AM
what u do with the whole part of not wanting to live in commonlands and nek you make those houses nicer and cheaper cayse the bad guys always have awesome lairs also add to the zone list the hight tier teh zone the more extravigent the house lopping plains ill live there for a 20 room house and low rent also you add city merchant items like a house bank and a buy/sell broker board they already have a mail box and mabye hiarable npcs that add to your rent cost but sell crafting items
PaganSaint
07-06-2007, 05:12 AM
How about they go about fixing the problems they already have instead of adding more fluff. Yeah, thats a much better idea.
Cannon
07-06-2007, 11:26 AM
What could be done is riverval to. They could turn some of those hills into housing. I COMING HOME MAH!
Drager
07-06-2007, 12:24 PM
we arent saying they shouldent do that but we are putting a sugestion out there of something we would like to see in game
Hikinami
07-06-2007, 02:35 PM
All for guild housing in overland zones. Mostly Ant and CL. Easy access would have to be a must for these, since sneaking in tends to be time consuming and dangerous for a majority of the lower levels. I also say keep it simple. I do not think we need massive choices for guild halls, just two. One in Commonlands and on in Antonica (or be really simple and make it haven-esqe. Two entrances to the one instance) where inside the rooms scales with guild level. 1-10: two room 10-20: three room 30-40: six room 50-60 Six+? guild leaders would be trustees and other rank access could be set with already in place tools for ranks. Just add a flat plat cost like heraldry and roll with that. As for in the other zones I would say sure as long as people do not want a call to go with that house. I dont think we need people binded to Antonica or Nek forest. A summer cottage is fine...you just better be ready to walk out to those boonies. : D
Melianthe
07-06-2007, 08:54 PM
<p>Here you go! More ideas to discuss (and I love the idea of building guildhalls overall, so mix and match and ignore the following suggestions as you will):</p><p>1. Why not go ahead and just create a whole new zone (or two) that players can completely and totally develop. The developers would designate the core buildings, and then once those core buildings are built, you add in the option for instanced guildhalls/guild communities. (Or see the following. I'm trying to avoid the sometimes wonky landscape you could stumble across in SWG here -- so I'd be perfectly fine with building on pre-existing plans created by NPCs in the game over configuring my own plot of land or what-have-you [though, that said, it'd be fun to have a plot that I can configure as I wish!].) {Oh, and when I say develop, I mean build upon -- the Sony folk would be in charge of figuring out the terrain and monsters, of course! Plus, as I said, I'd be fine if they went the route of the griffon towers and just had us building on a structure that they planned out themselves -- not something we would set up and place.}</p><p>2. Guildhalls/Communities: It'd be fun to build the guild halls and/or guild communities, and it'd be neat if various options were accessible via guild level and/or tier of resources used. Also, ongoing upgrade possibilities should be available so that if you're maxed in guildlevel and have maxed your guildhall capabilities based on the highest tier raws available at the time, you can upgrade from there when Sony adds more tradeskill levels and more tiers to the game.</p><p>3. It'd be fun to also build the way to GET to the zone mentioned in #1. Perhaps have the artisans building, the adventurers protecting the artisans, and all the fun stuff (like gatherers out getting raws) that you can possibly want. (The island zone idea is neat, so perhaps we build a few ships and some special docks, then the trade routes open up once the docks are done?)</p><p>4. Once a set of structures (or a single structure) is built in #1, perhaps the Devs can then populate the building/buildings with new NPC quest-givers. We could work on making a tradeskill hall first, for instance, and then once we have that built, the vendors and writ-givers show up to allow us to craft onsite instead of elsewhere.</p><p>5. On top of that, perhaps some of the buildings could provide users with alternative writs until the zone is fully built. These writs would focus on the monsters that would need to be kept in check until the zone is no longer quite as wild, plus the actual building projects. (So, you could increase your artisan skills AND help you{r} guild out at the same time -- same goes for adventuring skills.)</p><p>Those are my initial thoughts -- I've seen these bandied about here and there before, and I've suggested a few before via feedback. Discuss away! <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>
dieschatten
07-09-2007, 04:46 AM
Vieleicht sollten sie erstmal den Lag in den Wohnungen wegbekommen wenn viel drin ist. Manchmal kann man sich garnet mehr bewegen wenn viel leuchtet und so.
Zeuhl
07-09-2007, 04:31 PM
Some very good ideas floating around this thread. I would love to be able to have my guild build our guildhall.
Hellswrath
07-09-2007, 04:51 PM
<cite>Melianthe wrote:</cite><blockquote><p>Here you go! More ideas to discuss (and I love the idea of building guildhalls overall, so mix and match and ignore the following suggestions as you will):</p><p>1. Why not go ahead and just create a whole new zone (or two) that players can completely and totally develop. The developers would designate the core buildings, and then once those core buildings are built, you add in the option for instanced guildhalls/guild communities. (Or see the following. I'm trying to avoid the sometimes wonky landscape you could stumble across in SWG here -- so I'd be perfectly fine with building on pre-existing plans created by NPCs in the game over configuring my own plot of land or what-have-you [though, that said, it'd be fun to have a plot that I can configure as I wish!].) {Oh, and when I say develop, I mean build upon -- the Sony folk would be in charge of figuring out the terrain and monsters, of course! Plus, as I said, I'd be fine if they went the route of the griffon towers and just had us building on a structure that they planned out themselves -- not something we would set up and place.}</p><p>2. Guildhalls/Communities: It'd be fun to build the guild halls and/or guild communities, and it'd be neat if various options were accessible via guild level and/or tier of resources used. Also, ongoing upgrade possibilities should be available so that if you're maxed in guildlevel and have maxed your guildhall capabilities based on the highest tier raws available at the time, you can upgrade from there when Sony adds more tradeskill levels and more tiers to the game.</p><p>3. It'd be fun to also build the way to GET to the zone mentioned in #1. Perhaps have the artisans building, the adventurers protecting the artisans, and all the fun stuff (like gatherers out getting raws) that you can possibly want. (The island zone idea is neat, so perhaps we build a few ships and some special docks, then the trade routes open up once the docks are done?)</p><p>4. Once a set of structures (or a single structure) is built in #1, perhaps the Devs can then populate the building/buildings with new NPC quest-givers. We could work on making a tradeskill hall first, for instance, and then once we have that built, the vendors and writ-givers show up to allow us to craft onsite instead of elsewhere.</p><p>5. On top of that, perhaps some of the buildings could provide users with alternative writs until the zone is fully built. These writs would focus on the monsters that would need to be kept in check until the zone is no longer quite as wild, plus the actual building projects. (So, you could increase your artisan skills AND help you{r} guild out at the same time -- same goes for adventuring skills.)</p><p>Those are my initial thoughts -- I've seen these bandied about here and there before, and I've suggested a few before via feedback. Discuss away! <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p></blockquote>Great ideas! I especially like the idea fora totally new zone where these halls can be built as this would prevent alteration of zones which already work as they are. If it were an island-like community with access to both major cities (if you possesed faction with that city) it would work perfectly for PvE servers. PvP servers could just have 2 instances of the island. One for good and one for evil. I especially love the quest /writ idea for building them!
SilentJoe
07-12-2007, 11:41 AM
<p>Actually it would be super cool for guilds to buy a private island. level 50 or 60. The island would come bare and the guild would have to supply it with materials and plans to build on the island. It would not be immediate.. maybe a week or so to build a house or structure. you can hire more builders to create teh structures. After you build the structures you can hire NPC's to staff it such as a banker, broker, guards, etc. You would be able to buy bells to take you to other bells in the lands and place them on your docks. some items would be status purchases and others would just be coin. The npc's can be hired with gold and status. Would have to be fairly big islands so guilds that want to build castle's can. Have a few different style islands availble also. a few for evil and a few for good. </p><p>definately good ideas here.</p>
Cocytus
07-12-2007, 04:14 PM
<p>I'd like to have housing available pretty much everywhere where people live, in some form. Gnomeland Security, Kugup, Thundermist Village, Crossroads, Rat/Kerra villages in CL, Windstalker Village, Somborn, etc.</p>
Meatmonster
07-13-2007, 02:58 PM
<p> I think we've got two different issues here- "Out of city houses" and Guild Houses.</p><p> Out of city houses would kind of be a niche thing. Only people who are fans of housing would bother buying those, a relatively small segment of the population. It works out to being more of a hassle for most people, and then the way people are proposing you'd need two different version, etc.</p><p> Guild housing, I dont really have any idea why we dont have this yet. All the mechanics are there, the needs are there, and hell, Everquest 1 even has them now.</p><p> Building your own housing sounds like a huge headache.</p>
Znurf
07-15-2007, 07:20 PM
<span style="font-size: x-small"><span style="font-size: x-small"><p> <span style="font-size: xx-small"> The idea for Guild Housing is super! Something We've all wanted/needed in game since release... so why put if off any longer... Here's how We could have Guild Housing now! </span></p></span><p><span style="font-size: xx-small"> 1. Designate specific addresses for Guild Houses in each of the four Player Cities. Other players could still buy housing in the same address but only a Guild Leader whose guild has met all prerequisites can purchase a House with a Guild Hall... an added chamber to the regular house's design.</span></p><p><span style="font-size: xx-small">2. Add a Guild Hall Writ to the Guild Writ Guy's Offerings in each major city... available only to the Leaders of Guilds say Lvl 30, 40, 50, etc.</span></p><p><span style="font-size: xx-small">3. A Guild Hall Writ would simply be a modified version of an existing Guild Writ with only its Objective and Loot Table changed... Objective: Acquire the components needed to create a permanent Guild Hall Portal - something like a set number of scintillating shards of Luclin, rare metals, woods, loams, etc. and recipes for the appropriate Tier Spire, a carved dais, and jeweled foci to hold the shards within each of the Spire's arms. (to keep Our crafters happy!) These would be in chest drops from Writ Quest mobs, or perhaps rares harvested in addition to the Guild Hall Writ Quest.</span></p><p><span style="font-size: xx-small">4. The Guild Hall Deed would be an automatic drop from the Writ Instance Boss to the Guild Leader, who would then purchase the desired Guild House with Guild funds or a Guild Bank Draft, and a Guild Hall Writ. The Leader would then enter and place the Portal Spire within the Guild Hall itself. At this point all guild members would receive a Guild Hall Recall spell that is automatically set to teleport them from wherever they activate it to their own Guild's Guild Hall Portal Spire. And of course, the Guild Hall would open into the Guild House itself. Guild members of opposing factions to the host city should exercise caution before walking out the front door!</span></p><p><span style="font-size: xx-small"> 5. Also the purchased Guild House would be owned by the Guild itself and not by the Leader. And it's "rent' can be paid by cash, a Guild Bank draft, or how bout direct debit from the Guild Bank!</span></p><p><span style="font-size: xx-small"> Think this might be the quickest way to "Get 'er done!"</span></p><p><span style="font-size: xx-small"><span style="font-family: comic sans ms,sand">Znurf Zathras</span><b> -</b> Lvl 68 Assassin & co-Leader of <i>Symphony of Destruction, Unrest</i></span></p></span>
miliskel
08-09-2007, 01:21 PM
portal to "blah blahs cloud", a traditional castle thats bright and flowery or "blah blahs storm cloud" an evil nek castle ctyle castle with a few more evil bitsu (or guild leader infact) buy a portal to ur cloud and then and a moving crate style item that has a broker guy etc and then the guild main hall is basically a house that certain people with admission from leader can place things in, each person can pay money towards rent.
NSchindler
12-08-2007, 12:54 PM
<p ><span>I have seen ppl posting about guildhalls taking away from activity in each city. I have thought about this and wanted to post my idea to keep the activity going in each city. Freeport/Qeynos are cities that are sponsoring these guildhalls, so I believe we need a mediator that comes into the guildhall once a month and gives use tasks to complete, so Freeport/Qeynos will outfit our guild with the ppl we need to run it. Let us call him the Freeport/Qeynos Ambassador. </span></p> <p ><span> </span></p> <p ><b><span>Freeport/Qeynos Ambassador</span></b><span> – Comes to each guild once a month and requests one of three random projects to be done each month. If projects are done, Freeport/Qeynos will grant the employment of all the ppl we will need to run our guildhalls for the upcoming month. If we do not do this we will still get the guildhall, guild housing, access to vaults and guild bank, but we will loose access to the rooms that require ppl to maintain them. </span></p> <p ><span> </span></p> <p ><b><span>Random Projects requested by the Ambassador</span></b><span> – These are all quest that have been setup in the game to be repeatable, so there is always something to do each for each guild. This will also keep people going to Freeport/Qeynos even though they can access most of the content through there guildhall. If the guild doesn’t do the tasks directed by the Ambassador they will loose access to the rooms below and will end up going to Freeport/Qeynos, but they will not loose there guildhall.</span></p> <p ><span> </span></p> <p ><span><span>-<span style="font-size: 7pt;font-family: "Times New Roman";"> </span></span></span><span>Go to the jointing city “Freeport/Qeynos” and do X amount of writs. They need us to help the different faculties in Freeport/Qeynos with requests.</span></p> <p ><span><span>-<span style="font-size: 7pt;font-family: "Times New Roman";"> </span></span></span><span>Go to the jointing city “Freeport/Qeynos” and do X amount of guild raiding writs. They need us to help combat major threats in Norrath and spread the fame of Freeport/Qeynos.</span></p> <p ><span><span>-<span style="font-size: 7pt;font-family: "Times New Roman";"> </span></span></span><span>Go to the jointing city “Freeport/Qeynos” and do X amount of crafting writs. They need us to help keep there guards well equipped and up to date with the latest gear.</span></p> <p ><span> </span></p> <p ><b><span>People need to maintain guild rooms</span></b><span> – The only way to get access to all the rooms is by guild level, so at guild level 20 you get your first room. More things of course could be added, these are just some of the big ones I seen so far. </span></p> <p ><span> </span></p> <p ><span><span>-<span style="font-size: 7pt;font-family: "Times New Roman";"> </span></span></span><span>Broker/Bank Manager get 1 room</span></p> <p ><span><span>-<span style="font-size: 7pt;font-family: "Times New Roman";"> </span></span></span><span>Servants through out the Keep “For cleaning, kitchen, bar, taking care of stables…</span></p> <p ><span><span>-<span style="font-size: 7pt;font-family: "Times New Roman";"> </span></span></span><span>Spell Caster gets one room, so he can maintain the power required to gate us or charge the portals that will gate us.</span></p> <p ><span><span>-<span style="font-size: 7pt;font-family: "Times New Roman";"> </span></span></span><span>Menders/Trade Skill Merchants get a room big room many be even an instance, so we can setup the crafting stations. Note that Crafting stations will still need to be purchased through the city merchant and then placed into the instance.</span></p> <p ><span><span>-<span style="font-size: 7pt;font-family: "Times New Roman";"> </span></span></span><span>Priest gets one room, so he can maintain the alters of the gods.</span></p> <p ><span><span>-<span style="font-size: 7pt;font-family: "Times New Roman";"> </span></span></span><span>Guild Guards get a barracks, which will have the training doll.</span></p> <p ><span><span>-<span style="font-size: 7pt;font-family: "Times New Roman";"> </span></span></span><span>In addition, any other room they could require an attendant.</span></p> <p ><b><span> </span></b></p> <p ><b><span>Housing in the Guild Hall</span></b><span> – So bigger the house in the city “Freeport/Qeynos”. The bigger the house in the guildhall. This will allow every one to have access to the same size in houses. Why would I want to join a guild, if I am going to get an apartment and not a 4-bedroom house like I have in the city?</span></p> <p ><span> </span></p> <p ><span><span>-<span style="font-size: 7pt;font-family: "Times New Roman";"> </span></span></span><span>Your housing in the guild depends on the size of your house in the jointing city. “Freeport/Qeynos” For example if you have an apartment you will only have an apartment size house in the guild.</span></p> <p ><span><span>-<span style="font-size: 7pt;font-family: "Times New Roman";"> </span></span></span><span>Depending on your rank in the guild, you will receive a discount on city housing, so they can afford a bigger house and they still get something for rank. This could be setup for only officers and above. </span></p> <p ><span><span>-<span style="font-size: 7pt;font-family: "Times New Roman";"> </span></span></span><span>Still need to pay for your housing in the city to maintain the house in you guild. This will help keep the activity going in each city.</span></p> <p ><span><span>-<span style="font-size: 7pt;font-family: "Times New Roman";"> </span></span></span><span>You will be able to access your personal vault by guild house or city house.</span></p> <p ><span><span>-<span style="font-size: 7pt;font-family: "Times New Roman";"> </span></span></span><span>Player Housing “doesn’t depend on the Ambassador”</span></p> <p ><span><span>-<span style="font-size: 7pt;font-family: "Times New Roman";"> </span></span></span><span>Trophy Room “doesn’t depend on the Ambassador”</span></p> <p ><span><span>-<span style="font-size: 7pt;font-family: "Times New Roman";"> </span></span></span><span>Guild Size “doesn’t depend on the Ambassador”</span></p> <p ><span><span>-<span style="font-size: 7pt;font-family: "Times New Roman";"> </span></span></span><span>Vaults “don’t depend on the Ambassador”</span></p> <p ><span><span>-<span style="font-size: 7pt;font-family: "Times New Roman";"> </span></span></span><span>Access to the guildhall “doesn’t depend on the Ambassador</span></p> <p ><span> </span></p> <p ><span>These are just some of my ideas and if you find you like them or can add to them please let us all know what you think.</span></p>
SilkenKidden
01-16-2008, 12:15 PM
<p>Why is this note here? I come here to see what is going to be changed in the game in the near future. This is the Testing Feedback forum. </p><p>I eagerly read this note thinking there were some real changes to housing coming down the pike only to find another pipe dream. Hey, I want changes to housing, but I don't want to read someone's wish list on this board. Perhaps a Players Ideas Board could be opened in this section for this. </p>
Freliant
01-16-2008, 12:41 PM
<p>First of.. yeah, this is not the right forum for this post (should go to gameplay), however I do so enjoy alot of the ideas that have been suggested here. Here is my twist on a good way to implement housing:</p><p>1) <b>Location:</b> You get your own plot of land at certain places of the world. Your choosing. You just go to the area, and there is an object you interact with that leads you into your instanced housing plot. Depending on where it is, as has been mentioned before, you get the flora of the area. Fauna shouldn't be in the housing area... unless they are non-agro NPC type fauna.</p><p>2) <b>Building:</b> The way I envision this, it would take several people cooperating to get your house done. For example, through the use of the comission system, the sage draws up the "plans" aka a one time use recipe to be given to a carpenter. These plans would differ from one style/tier of the house to the next. So you could have a house with the Ilse of Mara feel, or a Freeportian Overlord look and so on. Size would depend on the tier. The carpenter would then need to gather the ingredients from the other classes through the commission system as well. Certain chemicals or acids from alchemists, planks of wood and minerals from woodworkers, cloths from tailors, nails, spikes, beams and other metal based items from armorers and the fuel for the whole thing can be food from the provisioner, since all workers need food to function. The commision system can be discarded if its deemed too convoluted, but the interdependancy for the house should definately stay. The product could only be made on a workbench inside the instance of the person requesting the house and through commission the player receives the "model of the house". He proceeds to place that in his plot, where he most desires, and this plot could support multiple structures if he desires. The ghostly image of the house can be placed and moved around anywhere in the plot, until the user has determined the "optimum" placement that he wishes to have. He then "confirms" the placement and actual contruction of the house begins. This could take a while. Every now and then he can zone into his instance and see the progress that is being made on his house, until eventually its complete. At that point he can go into his house and place any items that he wants in the house.</p><p>3) <b>Amenities: </b>Once the house is complete, the user can purchase certain basic amenities to his house. For example, a mailbox (already in game if you have faction). Bank, Mendor, General Vendors and other city only items should probably not be in the house, as there needs to be a reason to go back to the city. There should be a Call Home ability, aside from the City Call ability.</p><p>Just my humble opinions.</p>
Attitude0616
01-16-2008, 12:49 PM
Ok this may be a long shot but how about this one: OPEN THE CASTLE. Why not make the guild halls building within the Castle in North Qeynos??
Vyress
01-16-2008, 12:51 PM
<p>Guild housing is an excellent idea. So is the option to have a house outside of the main cities. However, the dilema being "where would the housing go" is a big one. A solution, would be that the housing is it's own zone. Now, hear me out, you access this zone via the docks. This allows for a lot of customization of each guild house, I'll try to explain...</p><p> Buy your ticket to "Stronghold Island" and click the bell as you would to go to TS or Nek. You arrive on a dock and on the island is the building with your guild banners. This is an instance zone dedicated to your guild, therefore, some customization is possible. This could also be applied to individual houses, all based on the price you pay for the "island".</p><p>As far as merchants, bankers, menders, etc., I think those should be based on guild rank and at a high cost. The option should be available for all guild members to donate to the guild "island" to help purchase the upgrades.</p><p>Just another idea. I really think it would be enjoyable for many to have more housing options. Being a carpenter, I'd LOVE to have a bigger place!</p>
Valdaglerion
01-17-2008, 02:01 PM
<cite>Geekyone wrote:</cite><blockquote><div>Yeah, but TS is the second zone out from Qeynos, so Nek is the second zone out from Freeport. Just trying to keep it even.</div></blockquote>Ok, I for one would love to have Nektropos Castle as a guild hall. Clean it up a bit and restore it to its original grace but castle guild hall FTW <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />
Bledso
01-17-2008, 02:30 PM
<cite>Geekyone wrote:</cite><blockquote><div>Before you call me a stupid noob, I'm not asking for houses to spring up all over these zones. Since EQ2 has made every zone in the game able to have multiple instances, which allows all of us our own house through the same door, this could be done with these houses also, but for guilds.</div><p>Message Edited by Geekyone on <span class="date_text">05-02-2006</span> <span class="time_text">07:16 AM</span></p></blockquote><p>LOTRO did this for housing where they generated instanced neighborhoods - ranging from guild halls to 3 room to 1 room - you can decorate the yard as well as inside the house - you can purchase music and place it in a music box inside the house.</p><p>There were racial neighborhoods - elves - dwarfs - humans etc....</p><p>There would be a House merchant outside the entrance to the zones which would list available plots of land in specific neighborhoods - as the neighborhoods filled up more would open up. </p><p>You could select a house overlooking the entire area - or nestled by a waterfall or on a cliff by a forested hill top.</p><p>It added a lot to the immersion and ambient feel of the land. I would be all for this type of implementation - once you had a personal house and / or your guild had a hall you would get a recall ability so you could zone directly to the guild hall or your own home. It required travel rations so maybe you would need a travel stone or something else in your inventory to be able to travel.</p><p>For the love of (insert diety here) I hope they learned from SWG and the abandoned houses littering the countryside there. </p>
Arslan2000
01-18-2008, 05:46 PM
How do you keep the older, richer, more established characters from owning all the property, keeping new players from ever moving out into the world? How do you keep the plat sellers from buying all the housing they can and selling it on their website? Instanced outdoors housing can be good. It would prevent most of the above from happening. The other thing I disagree with is needing to clear a raid area to open up the housing. I can see that happening in some very difficult areas, Cauldron Hollows, but not for a house in Windstalker Village or in the main area of Antonica.
Vendolyn
01-18-2008, 06:05 PM
This thread's turning into a fun one. I really like the hands-on idea of being able to build your own space. I also like the idea of a separate instance or zone, whathaveyou, for these things. At first I wasn't too crazy about this idea, until I read about being able to travel to and from either Qeynos or Freeport, depending on faction. I also think that it would be nice to be able to go to the other cities as well (again, depending on faction). Maybe even a Maj'Dul option for exiled players and guilds?There's so much constructive ideas flowing around here, keep up the good work!
Trepan
01-18-2008, 07:04 PM
<cite>Cusashorn wrote:</cite><blockquote><p>Where the heck would you even be able to build a house in Nektulos Forest? There's like no open, flat clearings anywhere in the zone.</p></blockquote>Dark Elves have a trailer park there by the Haven entrance (Where Dragoon K'Nae stands)
Arslan2000
01-18-2008, 08:58 PM
<p>Are you implying that the Dark Elves are trailer trash? <img src="http://forums.station.sony.com/smilies/0320a00cb4bb5629ab9fc2bc1fcc4e9e.gif" border="0" alt="SMILEY" width="15" height="15" /> <img src="http://forums.station.sony.com/smilies/97ada74b88049a6d50a6ed40898a03d7.gif" border="0" alt="SMILEY" width="15" height="15" /></p><p>*Has images of Drow rednecks in my head* <img src="http://forums.station.sony.com/smilies/97ada74b88049a6d50a6ed40898a03d7.gif" border="0" alt="SMILEY" width="15" height="15" /></p>
darasaild
01-19-2008, 10:12 AM
<p>i think the guild houses should be a standard model. at guild level 10 you get a main hall, at 20 you get another room with some other upgrades, at 30 another room , etc. </p><p> also if we are gonna have a guild hall we should use it as a guild "base", by that i mean with time a guild should be able to house all it's members in the hall, have a recall to the hall, have a large vault like a guild bank, aquire things like a mender and a banker for cost or status.</p><p>as far as locations , having a bell to get there might be ok ( if there is no recall) or it could be like going up to the gity gate in antonica or commonlands where you see a large fascade , click the gate and then zone in.</p><p>more possibilitys are having guild vendors that you can sell from . crafters could put merchandise up or drops ,and then sell them and the money would go into the guild fund , then to be used for rent or whatever..when you look on the broker for something, instead of seeing a players name , you may see "in the guild hall of XXX" , then you could buy it for a commision or go to that guilds hall and purchase it much like visiting a persons inn room to purchase.</p>
Spyderbite
01-19-2008, 12:50 PM
<cite>Arslan2000 wrote:</cite><blockquote>How do you keep the older, richer, more established characters from owning all the property, keeping new players from ever moving out into the world? How do you keep the plat sellers from buying all the housing they can and selling it on their website?</blockquote>I agree. UO was the first MMO to decide to let players develop their own free standing houses and it was a nightmare for the developers since day one for many, many reasons, but especially for the reasons Arslan has mentioned.Also..1. Free standing homes take away from the scenery and create "obstacle courses" for players just trying to get to A from B.2. When real estate runs out, either other zones must be opened up for new housing or new servers. And, then new players wind up having to play on dead servers just so they can own a home outside the city.3. Obviously, people will want to sell out of their homes. So instead of a trip to EFP or Scale Yards.. I've got to go running all over the Common Lands, knocking on doors till I find the right residence.. just to save 20%. <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />4. (PvP Issue) Camping and griefing will become the daily routine. Opposite faction can just sit outside a group of houses and grab people's tokens like fish in a barrel as they try to get in or out of their homes.5. GM support wait times will get much, much longer as people /report with issues about house design, etc.6. Development time for fixes on basic game mechanics will be extended to indefinite periods of time. Housing takes a HUGE amount of development time and resources. Housing is the main reason that games like UO only see a new expansion every 3 years or so.7. Finally.. and most importantly.. rendering in these zones is going to be excruciatingly slow as new homes are erected especially if custom design is permitted. Each house will have to render independently one by one. This would make EFP or QH at peak seem like a tea party.In my opinion, guild houses and player housing should remain in the major cities as it does now. If they decide to make existing villages habitable, fine by me too. But, I'll stick to the cities myself. I can't see a newb making a trek across Rivervale or Enchanted Lands or even Nek to purchase something from me and save the 20% on their limited budget.
Besual
01-21-2008, 04:58 AM
Not a single player house shall ever be build in one of the current zones:The city zones just have no space left and the other zones are considered wilderness.I don't mind if you could build houses in new zones exclusively created for this reason. This zones could have different themes: rolling hills, volcano island, underground, thick forest... Allow 2-3 house styles for each of this zones and let the carpenter (?) build these houses. If one of the "house zones" has almost no ground left to build new buildings SOE could just add a 2nd / 3rd / 4th... zone with the same theme and a new name.But player houses in the current zones... hell no. I hated the slums around the cities in SWG.
mezagetu
01-21-2008, 07:52 AM
<p>My two copper.</p><p> Why not have a gate or path off the different villages of the main cities, doesn't have to be all of them.</p><p> You could access a gate, which brings you into a housing instance. This instance is then either a larger house with an outside garden, a sinister mansion for the evil people or a piece of land you can develop, works just like housing does now, i.e its your to do with as you want and its not in anyones way.</p><p> Also constructable walls/rooms, which could be used in the new housing and in existing would be cool.</p>
Bledso
01-23-2008, 05:40 PM
<cite>Heostadea@Runnyeye wrote:</cite><blockquote><p>My two copper.</p><p> Why not have a gate or path off the different villages of the main cities, doesn't have to be all of them.</p><p> You could access a gate, which brings you into a housing instance. This instance is then either a larger house with an outside garden, a sinister mansion for the evil people or a piece of land you can develop, works just like housing does now, i.e its your to do with as you want and its not in anyones way.</p><p> Also constructable walls/rooms, which could be used in the new housing and in existing would be cool.</p></blockquote><p>The gate instance is exactly how they handle it in LOTRO -</p><p>To address the other issue of buying all the houses and selling them on E-bay - you can't transfer any structures.</p><p>You can only have one house per character and if plat farmers or industrious players buy all the houses - good that only means more neighborhoods open up and more houses are available - the more they buy the more become available - it's a no win for them they can't sell or transfer them.</p><p>There is no profitablitiy in it for them and when attempted the Devs at LOTRO started banning accounts monitoring the usage - ie houses vs population.</p><p>It is a very nice set up LOTRO has and can be accomplished with separate servers for housing instances.</p>
vBulletin® v3.7.5, Copyright ©2000-2025, Jelsoft Enterprises Ltd.