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#1 |
General
Join Date: Apr 2008
Posts: 20
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![]() Just checked out the guild hall in New Halas and gotta say I'm seriously disappointed. You guy's made the rest of the houses look like no where else in the game yet made made the guild hall look just like the rest of the guild halls except for the front door and the door trim. I know you guy's can do better then this. We have our choise white walls or dark walls we would like something other then white or dark walls as a choise. |
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#2 |
Loremaster
Join Date: Mar 2005
Posts: 3
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![]() I have to agree on this one. I was very excited about the new housing, even going as far as to betray a toon today so that she could live there. However my excitement led to instant disappointment upon walking into the guild hall. As I looked for my snow frosted windows I was greeted witht the same ole bland Qeynos Hall. Evn looking out the windows it appeared it was in outer space and not on a glacier. I had hoped to move into one of the guild halls here but seeing as it looks like all the rest I'm inclined not to. |
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#3 |
Fansite Staff
Join Date: Mar 2007
Posts: 5,424
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It's never been a secret that the Halas Guild Hall would be identical to the ones in the other 5 starting cities. Still it would have been nice to add frosting to the windows.
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#4 |
General
Join Date: Apr 2008
Posts: 20
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![]() well I've now slept on this and though of something. Here is a question to all the players out there that play eq2. Sony you guy's did an outstanding job with the houses in New Halas I'm personally going to be moving atleast 3 toons there cause I like the looks of the new houses. Players do spend alot of time in the guild halls or atleast the crafting players usually do. Now for my question to all players. Do you want a new look to the New Halas guild hall? If we as players don't let Sony know what it is that we want to see in the game how are we ever expected to get what we want to see. Please keep your post that you post here to the guild hall look in New Halas. |
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#5 |
Loremaster
Join Date: May 2005
Posts: 196
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![]() YES...I want a new looking guild hall. I want something that looks like the new housing, not the same old building. |
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#6 |
Loremaster
Join Date: Sep 2005
Posts: 168
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![]() Totally agree with this. Take the 5 room halas house, add one room and call it the T1 guild hall. We seriously want a guild hall of this design, its perfect. |
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#7 |
Loremaster
Join Date: Jan 2008
Location: Germany
Posts: 11
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![]() Yes, I'm all for a different look for the Halas guild hall. The standard T1 hall looks completely out of place. |
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#8 |
Server: Unrest
Guild: Curmudgeons
Rank: Senior Officer
Loremaster
Join Date: Jan 2007
Posts: 3,710
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![]() The reason Halas doesnt have it's own guildhall layout is because none of the other cities do. If they made one for halas people would complain that kelethin,neriak and gorowyn reuse qeynos and freeport. If they then went and made new zones for those cities, I am sure someone would complain they liked it how it was. The only thing they can do is continue with what they are currently doing. |
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#9 |
Server: Antonia Bayle
Guild: Havok
Rank: Officer Alt
Loremaster
Join Date: Sep 2005
Posts: 501
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![]() Branlach wrote:
It looks out of place in Kelethin too - as does the evil side hall in Gorowyn - Neriak is iffy but it's still dark and gloomy so it works, sort of. I wish they had started making these unique to the cities they sit in. Hightly doubtful they will change now. Maybe instead they should just add a T2 Hall option to all the cities, that match their surroundings.? |
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#10 |
Server: Oasis
Guild: Paradise Lost
Rank: Friends and Family
General
Join Date: Nov 2004
Posts: 226
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all you solve with this is an endless stream of complaints from neriak, kelethin, and gorowyn peeps. instead of giving a unique guild hall to halas, they just need to make more guildhalls. In the past I suggested modeling a guildhall off of Castle Mistmoore's architecture. Or using Cauldron Hollow, to have a rural guild hall. Or hell, just instance a few of the "neighborhoods" in qeynos and freeport for use by a guild. This provides endless opportunities for decorators, with individual houses, shops, outdoor areas and other ideal guild hall functionality. Not that the freeport neighborhoods are impressive.... but the qeynos ones are. Still... I'd love to have a Mistmoore style guild hall. Forget Halas, you guys set your demands too low. Give EVERYONE more options.
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#11 |
General
Join Date: Apr 2008
Posts: 20
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![]() Well I look at it this way let's start with letting Sony know that we want more options within the game as far as guild halls and houses go. We have to start somewhere and New Halas is the newest city that's coming to the game and hasn't been released yet so if we start here and say "hey guy's we would like to see other changes" then atleast we have our foots in the doors. |
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#12 |
Loremaster
Join Date: Mar 2005
Posts: 3
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![]() One of the reasons I was so put off by the Halas guild halls is simply .. it's getting boring to choose white or grey. I have decorated numerous halls and I was really looking forward to the challenge of taking on this cabin type guild hall. True other cities have had to go through the same thing, where the houses looked cool but then they slapped in the same old guild halls as usual. That being said change is good. and if it's just one guild hall to start with then so be it. I cant imagine it would be that difficult programming wise to tack on another room to the 5 room house and make it into a Teir 1 guild hall in Halas. Think about it... you're a barbarian who has been off in the brave new frontier slaying beasts and come to your guild hall and step inside to see baby blue floors and white walls?? yeah doesnt seem fitting does it? lol But I am probably wasting my breathe. Soe has yet to really take ideas into consideration, hence the new xpac. It's boring, lacks luster and wasnt remotely as " exciting" as they were pushing it to be, Would be nice however if they actually listened to feedback for once and suprised us. |
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#13 |
Server: Unrest
Guild: Curmudgeons
Rank: Senior Officer
Loremaster
Join Date: Jan 2007
Posts: 3,710
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![]() Raevenesce@Antonia Bayle wrote:
I dont know .. most of us just redo all the walls to fit whatever we want anyway. Sure it take alot of work and item count to reskin an entire zone, but it is possible. I would like to see more divider options and floor tiles. Maybe some new divider shapes that have better detailing. The biggest problem I have with the new Halas housing is that the walls have way too many protrusions (beams and such) that will make it harder to change the feel. After actually touring them they feel a little small. I really don't like how broken up everything is. It will make it a pain to rework the structure. I would like to point out I would much rather the Zone designers were working on new dungeon layouts than houses. There are way too many reused zones out there. It is nice to see some new designs every once in a while. |
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#14 |
Server: Butcherblock
Guild: Ronin
Rank: Officer
Loremaster
Join Date: Aug 2005
Location: Anchorage Alaska
Posts: 435
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![]() My 2copper.... Each of these starting cities are different classes and cultures and should be unique from one another. SOE would you like to look out your window of your old ford pickup on your way to work and see nothing but other old ford pickups? Sure it makes them easy to fix if they break down and you can paint it whatever color you want but it's still an old ford pickup same as everyone else. So please show some lore and divirsity of culture by making each of the guild halls unique. Now as players we have to understand that in order for them to do this it will prolly require them to shove all of our guild hall stuff into a moving box and that guild halls could go down for a few days to a week to impliment the changes. Are we as a player base willing to make that sacrifice to get the changes we want? -Discuss -Avianna |
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#15 |
Server: Unrest
Guild: Curmudgeons
Rank: Senior Officer
Loremaster
Join Date: Jan 2007
Posts: 3,710
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![]() Avianna@Butcherblock wrote:
We are a small percentage of the player base and SOE knows that. They could make this change .. post it on the MotD ingame .. post it on every forum here and send ingame mail to everyone and some people would still complain that their guildhall was changed with no warning. |
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#16 |
Community Relations
Join Date: Jul 2008
Posts: 4,359
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![]() The more important question is: Are you as players willing to sacrifice the new content that we would have to put aside and not implement for unique guildhalls in each and every city. It isn't that we don't WANT to do cool stuff like that, it's a matter of resources and priorities. We made no secret of the fact that the guildhall access point in New Halas would not have new art and would link to the current standard T1 guildhall. The disappointment is understandable and yes it would be super cool if each city had a unique look, but we have to weigh the cool factor of that against the importance and necessity of new content for updates and the coming expansion. |
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#17 |
Server: Antonia Bayle
Guild: Mayhem
Rank: Officers
Loremaster
Join Date: Nov 2004
Location: Manors of Mithaniel, New Halas
Posts: 3,480
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![]() Back when guild halls were only in Qeynos/FP, the choice offered was this: You can either have T1 halls in the other cities and have them look like the regular Qey/FP halls, or don't have halls in those cities. With Halas it's nothing new. The choice was never between "a T1 regular good/evil hall" or a "new T1 hall for that city," it was a T1 regular hall or no hall there at all. Sure, halls for the other cities would be nice, and would certainly be a nice future project, but it's not something to be expected yet. Halls are pretty darn big (even the T1s), making something like that takes a good bit of art time. |
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#18 |
Server: Butcherblock
Guild: Ronin
Rank: Officer
Loremaster
Join Date: Aug 2005
Location: Anchorage Alaska
Posts: 435
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![]() ohhh.. Good point Kiara |
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#19 |
General
Join Date: Apr 2008
Posts: 20
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![]() Well here's a comprise for you guy's then. Come out with it as it is but change it in the near furture. At the very least you guy's should see that there's a deffent interest in this by your players. New content is awesome however if people would like change to the current content shouldn't that be looked at as well? |
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#20 |
Loremaster
Join Date: Mar 2005
Posts: 3
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![]() Kiara wrote:
Now i'm not trying to start an arguement here but I will throw in my 2 cents. It looks like they put more effort into the house design of Halas and the artwork then they put into the the new SF zone lol I'm not saying drop everything.. but in the future it would be nice if instead of giving us just the 2 options for guild halls, implement something new. I know i got tired of having to find different tapestries and dividers to cover up the walls so I didnt have to stare at the ones that were there. |
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#21 |
Loremaster
Join Date: Aug 2006
Posts: 375
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![]() After the beautiful houses... YES!!! I want a proper themed guild hall for the area. |
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#22 |
Loremaster
Join Date: Apr 2009
Posts: 873
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![]() No I don't want them making new guild halls for Halas. We have three different ones for good and three for evil. If you change for one town, then they'll have to be changed for other towns, so we'll need three times what we have at the moment, so 18 different ones instead of six. Much as I enjoy crafting and decorating, that isn't what I'm here for and there are better places to play if that's a priority. I'm in EverQuest to quest, and that's where I want the majority of the resources used. What I'd really like resources spent on are solid group (not raid) questlines, something to keep Norrath different and worthwhile. |
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#23 |
General
Join Date: Apr 2008
Posts: 20
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![]() Everyone has they're own opinion on this matter my opinion is this. You have interesting housing in different cities throughout the game why not change the walls to match the decor of the rest of the houses. Personally that's why this all boils down to not a change of the guild hall layouts but a change in the wall coloring schemes. |
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#24 |
Loremaster
Join Date: Dec 2004
Posts: 2,587
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![]() My 2 cents... Start out with either a Gorrowyn, Neriak, Kelethin, or New Halas large home, make the whole thing a little bigger (hold shift and scroll out the entire building a few ticks, heh). Add maybe one additional room with a definite guildhall look. I wouldn't think that would drain the resources too terribly thin. |
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#25 |
Tester
Join Date: Feb 2005
Posts: 483
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![]() Kiara wrote:
Well, why does it have to be one or the other? I am kind of with TheSpin here. It has been suggested several time to make a guild house. Usually in context with small guilds, but there is nothing preventing SoE from making it an option for everybody. My lil purrsonal guild has a t1 GH in NQ and I would trade that GH for a Guild House in Halas in the blink of an eye. Simply take the 5 room house in Halas, flag it as Guild Hall, and declare it a Guild House, meaning: make amenities available for it the same way they are in GHs. Price it below the t1 GH: 10 -30 pp and make a lot of players happy.You could even go one step further and offer such houses in all cities, each city having it's own style/using it's existing housing. Just my 2 cp. Thanks for reading. Purr~
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#26 |
General
Join Date: Apr 2008
Posts: 20
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![]() I agree with purr and spin 100% but here's what it boils down to if you ask me. SoE would rather put resources into making new content instead of taking the time and effort it takes to finish one task completly. I mean they came out with guild halls outstanding idea however they came outwith 1 set of guild halls for good and 1 set of guild halls for evil. When the houses were done they were approate for the areas they sat in but when it comes to the guild halls they dropped the ball on it. I mean if your going to do anything shouldn't that thing be done completly before you go onto something else? Make the guild halls fit in to the locations that the doors are not just have 1 guild have with 3 tiers per side of the game (good or evil) and just have doors that lead to those same halls in different cities. |
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#27 |
Loremaster
Join Date: Nov 2004
Posts: 1,171
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![]() You know, Im even willing to keep it the same look as the Qeynos hall...I just wish we had the option of T1 and T2. I want to move my guild there SO bad but unfortunatly have gotten REALLY use to the size of the T2. I know this probably cant or wont be changed but I think its location would really help the "New Player Push" that they are going for. The more options people have the more likely they will make that city thier choice. As it stands now, the city is amazing but I and many others jsut simply cant justify it. Please consider T2 halls if at all possible. |
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#28 |
Loremaster
Join Date: Sep 2009
Posts: 368
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![]() Kiara wrote:
What about the idea for Guild hall being an empty part of the city they live in...that would be so cool lol. |
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#29 |
Loremaster
Join Date: Dec 2004
Location: Crushbone
Posts: 5,378
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![]() The funny thing is the ORIGINAL tier 1 guild halls were just the 5 room houses, but some of the people here complaining are the same people that complained they wanted a unique guild hall then. So a zoen artist took some extra time and his own personal time and created a tier 1 guild hall for THEM. Go forward 1 year later the same people NOW want the tier 1 guild hall to look like the 5 player houses...> [Removed for Content] |
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#30 |
Loremaster
Join Date: Sep 2005
Posts: 168
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![]() Kiara wrote:
Why is it that when players ask for additional content, in example this, what would appear to be simple request, some how needs the full attention of someone working on content in other locations, which means something else needs to be put off. If it was relatively easy for you to add 4 unique New Halas housing I cannot understand how difficult it would be to add an additional unique guild hall to Halas since the major part of the design has already been done. The mechanics of the guild halls are not unique to the location, just the layout is unique. I guess Im having a hard time understanding why it wasn't added when the unique housing was.Is EQ2 getting short on developers and thats why every live update / expansion seems to be taking longer than it has in the past? Perhaps SoE needs to devote more resources to its current projects than adding more irons to fire as it is. |
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