View Full Version : Are Guild Halls Available? if so how do you get one?
<div>Well the subject says it all. I could have swore that Guild Halls are available...are they? Is the 5 bedroom house the Guild Hall?</div>
NiamiDenMother
01-17-2006, 10:37 PM
<div>Guild halls fell by the wayside. Some guilds (including my own) are using the 5-room mansions that become available at guild level 30 as their guild hall. However, that means that the person who buys the home has to cough up the entire original status cost of purchasing the home before being able to set guildmates with access (one-by-one) and allowing them to contribute to the escrow for the weekly rent. It's not an elegant solution, but it works. <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /></div><div> </div><div>'Mum</div>
<div></div><p>Thanks Mum for the info. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>BTW I LOVE your site!!!</p>
Tyrus Dracofire
01-24-2006, 11:09 AM
<div></div><p>i was hoping to hear from SOE officials to make statement if they are planning to have built some guild halls designed for private meeting instead of using mansion.</p><p>i would like to see a large room, almost as seen inside court of champion, can use the model base on that design and add stairway(s) sidewall stair, spiral stair (corner), or corner stair rails.</p><p>we have good and evil members from both cities, they cant come to qeynos for meeting and vise versa for good guys to enter freeport, so need to have neutral site. even low level might not able to run thro Maj'Dul, few hostile guards and palance sweeper can just 1-shotted.</p><p>could make a bell at docks to gain the entry to "guild" only zone if they are members of the guilds. after the new zone created, not on map, no mobs to hunt, no harvest nodes, just a remote unmarked "island" or to have "ruins" structures surrounding newly builted Hall(s) with several broken columns or rocky formations, or thick forested version, if this is optional to pick flavor of "local" island evironment by guild leaders. the Large door or "gate-house" door and we zone in just like our own houses.</p><p>it wouldn't be fair to those owners of mansion hall to pay weekly dues with status points in thier own city zones just to have a meeting. so here my concept of paying guild house dues.</p><p>10th-19th lvl guild hall version can pay 20 of any combo of coral/blackened relic per week to maintain the dues, smaller version, they can still opt to keep small hall if they raise guild level beyond 20th ranked guild. (wood model version)</p><p>20th-29th lvl version will be slightly bigger, and cost 30 steel relics/ jasper amulets per week. (crude-look stonework model version)</p><p>30th-39th lvl version will be just as little bigger and has upper deck tier hall or sort of catwalk platform, may cost 40 ebon relic/ruby amulet per week. (craft-like carved stonework model)</p><p>40th and and newly added 50 lvl guild rank from KoS, both bigger, and 50 lvl version will stop there as end-game halls with tier 4 relic/amulets. lots of steps design, upper floor(s), 2-5 extra rooms for decorations. marble columns, (precious metalworks, fancy stoneworks, etc)</p><p>all of those halls can have (tour) if low level guilds want to see upper 50 lvl halls to see what it is like.</p><p>anything beyond 50th level rank guild is way too costly to maintain with relics or amulets to maintain, lot of folks will go nuts and give up, not really feastable to keep paying week after week. unless there is new treasure chest system for raidings that will help cover the cost by throwing in 5-10 or 15-20 relics or amulets stacks included in the chest drops only from the raids. those special tokens to help paying the dues.</p><p>those halls can be decorated, would love to see armor stands, coat of arms, guild's personal flag, choice of insignia. big game hunt trophies mounted on walls, crossed swords, shields. nice to have large round table or long tables to look like big meetings, banquets, or decorated as taverns, or even set up as auction house. ideas are unlimited.</p>
VikodiN
01-25-2006, 03:47 PM
<div></div><font color="#ccffff">I'd like to see a GuildHall have purpose. Zoning into your guildhall is not what I would call something being useful. Hopefully, there will be a benefit but I think I am now in the majority that now believe GuildHalls were a hype tool to sell more boxes. Nonetheless, I still love my EverQuest II! <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></font>
Eq1 guildhalls have guild bankers, bankers, and regular merchants in them. (as well as a set of crafting stations, healing pool and portal)I'm not sure what would be game breaking for guilds that have reached the highest guild levels, to have some services in a good sized guildhall.<div></div>
TeutonicPlague
01-27-2006, 01:41 PM
<div>I was just pondering that myself. Read through this topic amongst a few others. I thought it was a cool idea. Would be nice if Guild hall was located in main city. If there are betrayers give them a back door in Antonica or Commons something, maybe a well in water surronding Qyenos. It could work. having a guild hall in Mal'Duj would de conveinent and cool, but doesn't really make sense seeing as that people serve qyenos and freeport not sand land.</div>
baore
02-03-2006, 01:13 AM
<div></div><p>It would also be nice if someone from Sony would say if they had no plans of implementing a guild hall.</p><p>But I would hope they are working on it. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p><p> </p><p>Baore</p>
LordVegaman
02-04-2006, 10:19 PM
<div></div> All the guild hall ideas sounded good, esp. having bankers, merchants, and crafting areas with the associated merchants in them. My thoughts to make the guild halls more meaningful, is to make them like the inns where guild members could have housing, and have all the lvl of housing one room to five room. That would also help make it a hub for the guild.
Tyrus Dracofire
02-08-2006, 03:56 PM
<div></div><p>hm,</p><p>1. i wouldnt have the rooms or housing for folks to live in guild houses, problem with rude or bad players whenever they get booted. not worth time to haul all the stuffs.</p><p>2. keep merchants in proper places, not in guild houses, it would make city seem empty, (see Asheron's Call, thier towns seemed empty for many months (2-3 yrs since housing became available), and they (Turbinegames) are trying to restore the life in towns, so i dont think so, keep city zones busy, I think SOE would know other online games' mistakes to avoid same hassles in future patches to restore if that happen.</p><p>Hub thing is nice to have, i feel it would be only designed for private meeting for all members and be available to have public touring while not in "meeting times" to show off thier trophies and decorations.</p><p>i would think of a "bell" or some kind of door icon installed to zone in that guild's island (in all different flavors of landscape they may choose) from both cities. so that way we have neutral sites.</p>
vBulletin® v3.7.5, Copyright ©2000-2025, Jelsoft Enterprises Ltd.