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Unread 09-30-2008, 05:49 PM   #151
Zaggan

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I am unable to find a post with the max amenities for each tier guild hall.I know the T1 has only 7 which is probably 3 too few to make a guild hall useful and worth even the 50p.What do the others have?
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Unread 09-30-2008, 06:17 PM   #152
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Zaggan wrote:
I am unable to find a post with the max amenities for each tier guild hall.I know the T1 has only 7 which is probably 3 too few to make a guild hall useful and worth even the 50p.What do the others have?
As of August 20, 2008, per Jindrack, the limits were the following:    Level 30 guilds start with 5 amenity slots.

    At levels 35, 45, and 55 you gain 2 amenity slots.

    At levels 40, 50, and 60 you gain 3 amenity slots.

    Starting at level 62 you get 1 amenity slot every other level. (Every even level) A level 80 guild would have 30 amenity slots.

    All amenities are available right away. It is up to your guild to decide which ones you want to buy.

    Tier 1 and 2 have a maximum amount of amenities it can hold, regardless of guild level.    Tier 1: 15    Tier 2: 25

Please reference this post for his quote: http://forums.station.sony.com/eq2/...=427247#4759952
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Unread 09-30-2008, 06:21 PM   #153
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Ah, it is tied to the guild level.Our guild was level 30 something when I copied my main over.Thank you much for the answers. SMILEY
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Unread 09-30-2008, 06:22 PM   #154
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Zaggan wrote:
I am unable to find a post with the max amenities for each tier guild hall.I know the T1 has only 7 which is probably 3 too few to make a guild hall useful and worth even the 50p.What do the others have?
http://eq2.wikia.com/wiki/Guild_Hallshttp://eq2.wikia.com/wiki/Guild_Halls#Amenities
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Unread 09-30-2008, 10:01 PM   #155
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Kierva@Befallen wrote:
.ggan wrote:
I am unable to find a post with the max amenities for each tier guild hall.I know the T1 has only 7 which is probably 3 too few to make a guild hall useful and worth even the 50p.What do the others have?
As of August 20, 2008, per Jindrack, the limits were the following:    Level 30 guilds start with 5 amenity slots.

    At levels 35, 45, and 55 you gain 2 amenity slots.

    At levels 40, 50, and 60 you gain 3 amenity slots.

    Starting at level 62 you get 1 amenity slot every other level. (Every even level) A level 80 guild would have 30 amenity slots.

    All amenities are available right away. It is up to your guild to decide which ones you want to buy.

    Tier 1 and 2 have a maximum amount of amenities it can hold, regardless of guild level.    Tier 1: 15    Tier 2: 25

Please reference this post for his quote: http://forums.station.sony.com/eq2/...=427247#4759952
Why would any guild want a guild hall at lvl 30? I.M.H.O. they are absolutely useless at that lvl and I have seen better and more done with simple high end (5 room ) homes. At least there you get a rent deduction with reduction status of items and lets face it, they are a lot cheaper too. The little added functionallety of the guild hall is I.M.H.O not worth it. But SOE had to do something for a money and status sink as it gets out of hand as it is.
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Unread 10-01-2008, 12:57 AM   #156
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Rqron wrote:
Kierva@Befallen wrote:Why would any guild want a guild hall at lvl 30? I.M.H.O. they are absolutely useless at that lvl and I have seen better and more done with simple high end (5 room ) homes. At least there you get a rent deduction with reduction status of items and lets face it, they are a lot cheaper too. The little added functionallety of the guild hall is I.M.H.O not worth it. But SOE had to do something for a money and status sink as it gets out of hand as it is.
It's not only level 30 guilds that are getting the level 30 guild houses. Our guild is level 57 and even getting the smallest guild house is stretching us to our limits. As you say, a normal five-roomed home would suffice, and in fact would have been preferable to the new design, but couldn't be used without a guild recall spell for those of the opposite alignment. A guild house without the amenities would be pointless. If people have to go home to bank or use the broker, or to a workshop to craft, there'd be no reason for them to visit the guild house. So to give them a reason to go there at all, amenities must be provided, but the costs really are onerous. Since the amounts were published in August, our members have done nothing but work at earning coin and status to buy the amenities. It's now beginning to feel more like a job than a game and we're beginning to wonder if it's all worth it.
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Unread 10-01-2008, 08:33 AM   #157
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Was playing around with a hall on test trying to get a jump start on decorating, and the guild I am decorating for has requested a chapel with diety alters from all the dieties. I went and happily chose a room and went to set down a crafted imbued alter only to be told that I could only place furniture type objects. Is this a bug or was it meant to be?
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Unread 10-01-2008, 10:18 AM   #158
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Daysy wrote:
Rqron wrote:It's not only level 30 guilds that are getting the level 30 guild houses. Our guild is level 57 and even getting the smallest guild house is stretching us to our limits. As you say, a normal five-roomed home would suffice, and in fact would have been preferable to the new design, but couldn't be used without a guild recall spell for those of the opposite alignment. A guild house without the amenities would be pointless. If people have to go home to bank or use the broker, or to a workshop to craft, there'd be no reason for them to visit the guild house. So to give them a reason to go there at all, amenities must be provided, but the costs really are onerous. Since the amounts were published in August, our members have done nothing but work at earning coin and status to buy the amenities. It's now beginning to feel more like a job than a game and we're beginning to wonder if it's all worth it.
QFTI am so glad we tested it out on test server instead of buying it on a live server and finding that the upkeep would be such a hassle, not to mention the bookkeeping nightmare.It just isn't worth the work involved in maintaining the amenities, not at the prices for even the basics. Unless you are already rich and/or a guild with lots of expendable plat, which the majority of players are not, you are better off just staying away from the guild halls and spend your plat on your characters.Life is too short.
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Unread 10-01-2008, 10:28 AM   #159
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Daysy wrote:
It's not only level 30 guilds that are getting the level 30 guild houses. Our guild is level 57 and even getting the smallest guild house is stretching us to our limits. As you say, a normal five-roomed home would suffice, and in fact would have been preferable to the new design, but couldn't be used without a guild recall spell for those of the opposite alignment. A guild house without the amenities would be pointless. If people have to go home to bank or use the broker, or to a workshop to craft, there'd be no reason for them to visit the guild house. So to give them a reason to go there at all, amenities must be provided, but the costs really are onerous. Since the amounts were published in August, our members have done nothing but work at earning coin and status to buy the amenities. It's now beginning to feel more like a job than a game and we're beginning to wonder if it's all worth it.
Are you referring to the new pricing on test or test_copy?The 9 amenities our guild was planning on purchasing immediately have dropped from 141pp and 31,250,000 personal status to 106pp and 13,250,000 personal status to purchase. The original upkeep for these 9 amenities was 2.82 pp and 150,000 personal status. The new upkeep for these 9 amenities is 2.12pp and 58,750 personal status. I think that the new pricing is fairly reasonable.As mentioned before, I am by no means rich, nor particularly skilled with Norrath's economy... but I think this pricing is much more in line with allowing a guild hall to be an both an accomplishment... and attainable...For those interested, the nine amenities our guild is currently looking at are the following:Guild Translocation BeaconDruid Portal HirelingFuel MerchantTradeskill Rush OrderGuild Hall BankerGuild World Market BrokerKunark Adventure Writ AgentMariner's Bell Shattered LandsMy other guild leader has vetoed the Guild Mender and Commodities Export Hireling (that buys status items and vendor trash) due to the fact that he feels the weekly upkeep does not offset the advantage of having these amenities inside of our guild hall. The opportunity cost of zoning out of a Tier 2 guild hall to mend or sell outweighs the paying for these amenities at their current prices. Essentially, unless the Guild Mender repairs armor at a reduced cost versus the City Menders and the Commodities Export Hireling purchases items at a slightly increased cost that a merchant in the city, our guild will not be purchasing these amenities for quite some time.
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Unread 10-01-2008, 11:23 AM   #160
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When you cut to the chase, almost every single amenity is a convenience item. So it is just a matter of how much convenience you want or can afford. We can live without any of them really. Running out to the mender is frankly not much different than running out to the banker, broker, or fuel merchant. It is probably the way it should be. No one is screwed if they do not have a certain amenity or hall altogether for that matter. Likewise no one has some overwhelming advantage by having one. It will just be more convenient if you do have a hall and more and more convenient as you add additional amenities. 

If the mender had a discount or the commodities guy paid more there is nothing to stop a guild from throwing their doors open to the entire server if they wanted to. That would kind of defeat the purpose of the moneysink they are trying to create. The game economy has inflated a great deal with Kunark. I had wondered why they were pumping so much plat into the game as of late but I assume the intention was to let the halls sink that excess plat back out. Let everyone make money and then give them something to spend it on. I think that was a very good plan. What they hadn't counted on, perhaps, is that a certain subset of the population either would never take advantage of Kunark to gain plat or would get the plat and then be loathe to spend it.  

Many of us have played the game for 4 years without a hall and without any of these amenities. We survived just fine. Not having them now or only having a reduced subset of them for the time being is not going to be the end of the world for anyone.

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Unread 10-02-2008, 07:15 AM   #161
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I have been looking at the harvester amenities, just out of interest to se if they will be worth the outlay or not and to see just how well they work.

I recorded the results of 40 harvest runs, all 3 harvesters harvesting Tier8.

Normally, 40 points of data would not be enough to conclude anything worthwhile, but the numbers where pretty consistent, with over 90% of the runs within 10% of the average.

With the data I have now I'm pretty much still where I was when I started SMILEY and unsure of the usefullness of them.

Just incase anyone is interested. Here is the averages of the harvests

Gatherer 

Cabilis Cocoa Bean  18

Raw Cranberry  17

Lichenclover Root  72

Redwood Lumber  70

Raw Succulent petal  18

Torsis Tea Leaf  19

Hunter

Barracuda  57

Bristled Pelt  105

King Prawn  53

Miner

Deklium  58

Ferrite  65

Rough Kunzite  39

Mineral Salt Loam  37

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Unread 10-02-2008, 07:29 AM   #162
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Antonica Hall -

bug+

In the "throne" room area, there are places in the room that are barriers... much like an invisible wall there. Makes your character physically move around them. There are a few spots, could be more I will test it out. 

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Unread 10-02-2008, 11:35 AM   #163
Qandor

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Kalyyn@Splitpaw wrote:

I have been looking at the harvester amenities, just out of interest to se if they will be worth the outlay or not and to see just how well they work.

I recorded the results of 40 harvest runs, all 3 harvesters harvesting Tier8.

Normally, 40 points of data would not be enough to conclude anything worthwhile, but the numbers where pretty consistent, with over 90% of the runs within 10% of the average.

With the data I have now I'm pretty much still where I was when I started SMILEY and unsure of the usefullness of them.

Just incase anyone is interested. Here is the averages of the harvests

Gatherer 

Cabilis Cocoa Bean  18

Raw Cranberry  17

Lichenclover Root  72

Redwood Lumber  70

Raw Succulent petal  18

Torsis Tea Leaf  19

Hunter

Barracuda  57

Bristled Pelt  105

King Prawn  53

Miner

Deklium  58

Ferrite  65

Rough Kunzite  39

Mineral Salt Loam  37

It is really a tough call on the harvester guys. One question I would have is - will these harvest droids automatically add a choice for T9, if and when they do add a T9 (cap increase), or will they be locked at a max of T8 regardless?

For us it is basically a case of why not get them. The amenity choices start to get a little thin around 20 or so amenities chosen anyway. If you can afford them without putting yourself out they may be useful at times. I doubt they would hold up in a cost vs. benefit analysis  though, in my estimation.

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Unread 10-02-2008, 12:03 PM   #164
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OK - My main(good) on the text copy server bought a guild hall in NQ.  My wife copied her main over (evil). I invited her into the guild.She bought a guild hall portal door from the city merchants in Neriak and placed it in her room at 3 Walk of the Dead in Neriak.Everytime she uses the door she gets sent to the guild hall in NQ for a few seconds and then right back to an (empty) set of rooms in Neriak.Am I to understand that mixed guilds might as well forget guild halls?
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Unread 10-02-2008, 12:47 PM   #165
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Zaggan wrote:
OK - My main(good) on the text copy server bought a guild hall in NQ.  My wife copied her main over (evil). I invited her into the guild.She bought a guild hall portal door from the city merchants in Neriak and placed it in her room at 3 Walk of the Dead in Neriak.Everytime she uses the door she gets sent to the guild hall in NQ for a few seconds and then right back to an (empty) set of rooms in Neriak.Am I to understand that mixed guilds might as well forget guild halls?
Hi,I hope you did a /bug on this, the doors were added specifically for the differently aligned guild members to get there safely without having to sneak there. Once there you can attune yoruself to the call to guild amenity, if you have it, and then use that from wherever you are.It worked fine for me with good characters in a good guild, so I would have to think that your wife is experiencing a bug. The begining to zone to GH then staying in your house is what happened to my character before I invited her to guild, she started to do the magic thing then just stayed in her house.
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Unread 10-02-2008, 03:16 PM   #166
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I DID bug this. I also noticed that when my main left the guild hall this morning in order to enter NQ, she wound up in the Temple of Life which was a little disorientating. I bugged that one too. I was wondering if anyone else has had this happen to them.Or, if anyone had had it work (between evil and good) before.
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Unread 10-02-2008, 03:43 PM   #167
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Any news on whether or not the GUILD Market broker will go live with guild halls, later or has it been scrapped all together? Our guild was really looking forward to being able to sell items to the guild easily at cost, such as potions for raids, food/drink, poisons. For one it would give us space in our guild bank for other things. For another, it would go along with the family spirit we have in our guild of supporting each other. Thanks for any information.
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Unread 10-02-2008, 04:12 PM   #168
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Sydne@Befallen wrote:
Any news on whether or not the GUILD Market broker will go live with guild halls, later or has it been scrapped all together? Our guild was really looking forward to being able to sell items to the guild easily at cost, such as potions for raids, food/drink, poisons. For one it would give us space in our guild bank for other things. For another, it would go along with the family spirit we have in our guild of supporting each other. Thanks for any information.
While I like you would LOVE to have this, from what I understand this isn't happening till the 2nd or so round for guild hall amentities. When it will actually be implemented all i can say with certainty is "Soon"(tm).
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Unread 10-02-2008, 05:45 PM   #169
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Zaggan wrote:
OK - My main(good) on the text copy server bought a guild hall in NQ.  My wife copied her main over (evil). I invited her into the guild.She bought a guild hall portal door from the city merchants in Neriak and placed it in her room at 3 Walk of the Dead in Neriak.Everytime she uses the door she gets sent to the guild hall in NQ for a few seconds and then right back to an (empty) set of rooms in Neriak.Am I to understand that mixed guilds might as well forget guild halls?

Does your wife have sufficient rank to be allowed in the hall? If she is still at recruit level it will not let her in but may start the zone in process and abort it. I have found that when that happens, you will normally end up in an empty dwelling if you started from a house to begin with. Fix the ranks problem and the issue goes away, at least for us.

Either promote her or change permissions to allow recruits in hall.

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Unread 10-02-2008, 06:23 PM   #170
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She has sufficient rank to invite people into the guild which, for us, is 2 steps below leader.However, I will check on that. And on the GH permissions in general.
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Unread 10-02-2008, 11:27 PM   #171
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With regard to my earlier post having to do with access to a "good" GH in NQ by an "evil" guild member, the problem was entirely a matter of access.There are two sets of access rights.One in the "door" of the GH.And one in the Guild Management tool.I had the door set to None, None and no one selected in the Guild Management tool.Once I fixed that, it worked fine.
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Unread 10-03-2008, 12:30 AM   #172
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Rqron wrote:
Why would any guild want a guild hall at lvl 30? I.M.H.O. they are absolutely useless at that lvl and I have seen better and more done with simple high end (5 room ) homes.
I have one word for you: Amenities.Our guild has a "guild hall" in qeynos and freeport. NOBODY visits them because there is no functionality or reason to go other than sightseeing.Without writ giver, fuel merchant, recipe merchant, broker, and banker, how many people actually tradeskill at home?And this is not to mention that with the purchase of 3 amenities, you can port to virtually every major zone in the game.A 5 room house might look better decorated than a guild hall (the guild hall's bright blue and white walls and intense lighting somewhat limit the options for decoration), but without Amenities, few will visit more than once.
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Unread 10-03-2008, 12:40 AM   #173
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Qandor wrote:
When you cut to the chase, almost every single amenity is a convenience item. So it is just a matter of how much convenience you want or can afford. We can live without any of them really. Running out to the mender is frankly not much different than running out to the banker, broker, or fuel merchant.
I will just say that without tradeskilling npcs, banker, broker, and bells to other zones, the guild hall is just an overblown house and don't expect many in your guild to actually use it. Unless people have a REASON to go there, stay there, and come back, they won't use it and won't want to pay for it.I am hopeful that when our guild members see that they can do all their tradeskilling at the hall, as well as get to zones faster than most other means of transport, they'll really use it. Also the forthcoming intraguild broker will further allow members to take advantage of the tradeskillers in the guild because we'll be able to put items up at cost and let people buy them without paying a fee and "get into the habit" of buying things through the guild.Just my opinion of course.
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Unread 10-03-2008, 03:42 AM   #174
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feldon30 wrote:
Qandor wrote:
When you cut to the chase, almost every single amenity is a convenience item. So it is just a matter of how much convenience you want or can afford. We can live without any of them really. Running out to the mender is frankly not much different than running out to the banker, broker, or fuel merchant.
I will just say that without tradeskilling npcs, banker, broker, and bells to other zones, the guild hall is just an overblown house and don't expect many in your guild to actually use it. Unless people have a REASON to go there, stay there, and come back, they won't use it and won't want to pay for it.I am hopeful that when our guild members see that they can do all their tradeskilling at the hall, as well as get to zones faster than most other means of transport, they'll really use it. Also the forthcoming intraguild broker will further allow members to take advantage of the tradeskillers in the guild because we'll be able to put items up at cost and let people buy them without paying a fee and "get into the habit" of buying things through the guild.Just my opinion of course.
I actually agree with you. A hall without any amenities is quite pointless. I was just pointing out that having or not having a particular amenity was not game shattering. they are convenience features, nothing more. We could live without any of the amenities but of course, we would not bother with a hall if we were going to do that.
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Unread 10-03-2008, 09:53 AM   #175
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feldon30 wrote:
Without writ giver, fuel merchant, recipe merchant, broker, and banker, how many people actually tradeskill at home?

For the record, I've made thousands of plat and 3 Master crafters crafting in the basement of a house where I am Trustee (the owner only sells the stuff).   I don't do writs, obviously, I stock up on fuel and recipes before I go in, store the excess materials in my house vault.  Then, with a market bulletin board over each table I have everything I need to craft and put items up for sale.  And I can access my house vault for extra supplies without moving.  (That is why I pushed for market bulletin boards to be allowed in guild halls - Yay!).

That being said, I have volunteered to create the crafting room for the guild hall.  I will add the writ givers, fuel merchant, and recipe sales to a center bullpen.  And then I plan to use the area in my GH instead of staying locked away in my basement.  (Visit the Vindicators Antonica guild hall on Test Copy, go 3 rooms in through the East door, to see what I've created so far.)

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Unread 10-03-2008, 01:02 PM   #176
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Right now if you have a guild rank, say recruit, set to "Visitor" they can only use the Banker and Broker amenities in the Guild Hall. I really think there should be something else between "Visitor" and "Trustee" that you can set guild ranks to, that will allow your recruits to use the basic amenities without being able to grief a guild by moving stuff around (which you can at "Trustee&quotSMILEY. Does that make sense? Basically, I'd like my guild members to be able to get rush order writs, or use the mailbox etc without having to set all ranks at Trustee.Another thing, there seems to be a bad memory leak, at least in the T2 Freeport Guild Hall.  I have a RAM monitor, and as I spend a lot of time in the hall crafting and decorating, not zoning anywhere else or switching characters or anything, I'm noticing my RAM steadily dropping the longer I'm there. My guildmates have also reported becoming more and more laggy as they spend more time in the Hall.
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Unread 10-04-2008, 12:22 PM   #177
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A guildie informed me that alters could not be placed in the guild hall.  He said he tried it on test yesterday.I hope this is a bug and not working as designed.  We really wanted to have a room dedicated to dieties and have mastercrafted alters of all of them in one place.  I don't see why this would be blocked.
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Unread 10-04-2008, 02:42 PM   #178
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I came here to search for an answer regarding the deity altars, too... Is this an oversight, or is there a reason why the altars are not placeable in the guild halls? SMILEY
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Unread 10-04-2008, 03:16 PM   #179
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I just tried it amd you cannot place any crafted or looted altars in teh guild hall :

I wonder why this is, I can think of no reason myself as it is already possible to use anybody elses altar if you can enter their house/room.

I was planning on dropping one of each M/C altar into the Guild hall SMILEY

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Unread 10-04-2008, 03:42 PM   #180
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Kalyyn@Splitpaw wrote:

I just tried it amd you cannot place any crafted or looted altars in teh guild hall :

I wonder why this is, I can think of no reason myself as it is already possible to use anybody elses altar if you can enter their house/room.

I was planning on dropping one of each M/C altar into the Guild hall SMILEY

Maybe they can let us craft nonfunctioning alters for use in decorating since they seem to not want the functioning ones in the guild halls.I don't care if they function or not, I would just like something to decorate with.
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