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#31 |
Loremaster
Join Date: Dec 2007
Posts: 641
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![]() Pauly@Befallen wrote:
Ok, if we'd like to go back on topic. Let me give you a choice: 1) New guild hall layouts or 2) More dungeon layouts and less using the same zone for 3-4 different 'dungeons' Given its the same resources and effort, I really prefer 2. I'm tired of seeing the same 'zone' recycled over and over. Those 9 'different' drunder zones got really old. Then we look at SS and how much of the same artwork is persisted thru exactly how many permutations? Given the finite resources, I'd like more effort on adventure zones and much less effort on cities and guild halls. This is an adventure game, right?
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#32 |
Champion
Join Date: May 2012
Posts: 160
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![]() Ulrichvon wrote:
It's a RPG (Role Playing Game) as well. The reason this game is different than most is because of the depth and awesome gameplay which includes awesome housing and guild halls. We value those things as much or more than adventuring otherwise we could just go play Wow and hack and slash our hearts out.
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#33 |
Champion
Join Date: May 2012
Posts: 160
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![]() Koleg@Unrest_old wrote:
My house doesn't have a bank, a fuel vendor and a writ giver. This is why some people start guild halls. I enjoy crafting at home alot and I can do that in my house, but filling a box with all the fuels gets expensive and redundant.
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92 Provisioner 92 Carpenter 92 Weaponsmith 92 Woodworker 92 Tailor 92 Armorsmith 92 Scribe |
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#34 |
Loremaster
Join Date: Dec 2007
Posts: 641
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![]() decator666 wrote:
Speak for yourself, I log in to punch mobs in the face and take their loot. No other reason really.
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#35 |
Server: Lucan DLere
Guild: Fourth Wall
Rank: Emperor
Loremaster
Join Date: Jun 2008
Posts: 1,302
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![]() I've always wanted to see guild halls that fit the theme of the city they're located in. |
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#36 |
Server: Oasis
Guild: Tyranny
Rank: Champion
Loremaster
Join Date: Dec 2005
Posts: 2,035
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![]() I say the cost of guild halls, should remain as is. Time has made it much easier to accumulate the status+plat to pay the guild hall upkeep fees, so if any cost adjustment was done, the prices should go up.The idea of new guild halls is great. SOE could work on prestigious/opulent guild halls, which would naturally come with a much higher plat+status expense each week. As others have touched on, SOE could even provide top line (most expensive) guild halls with additional perks for guild members, thus rewarding them for being a part of an actual active community.I want to play an MMO, not single player skyrim with IRC embedded.
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Templar of Oasis |
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#37 |
Loremaster
Join Date: Sep 2005
Posts: 1,593
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![]() Ulrichvon wrote:
1 would have my support. I've been to 3 of the zones you mention. I could care less if the artwork had more variation in that respect. |
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#38 |
Loremaster
Join Date: Sep 2005
Posts: 1,593
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![]() Avirodar@Oasis wrote:
isn't that what you are doing now, even with the amount of small/solo guilds? On the flipside of that arguement, if I wanted to just grindfest with 1000 people, I'd go play WoW. This game is Multiplayer yes? So if I have a guild that includes my wife and myself, isn't that multiplayer? Thought so. I guess people not into joining your raids shouldn't play your game right? |
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#39 |
Server: Oasis
Guild: Tyranny
Rank: Champion
Loremaster
Join Date: Dec 2005
Posts: 2,035
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![]() Pauly@Befallen wrote:
No, it is not.Every day, my characters interact with numerous other players, in a world where the actions/choices of others can influence options available to me. There is no "pause" button, and the EQ2 realm does not stop when I log out. A persistent world actively supporting a volume of players worthy of being deemed "massive", is a key feature of an MMO. Skyrim is not. Big differences.I suggest you educate yourself on what an MMO (EQ2) is: http://en.wikipedia.org/wiki/Massiv...yer_online_gamePeople who think they are entitled to everything in an MMO simply because they pay a sub (and only play a few hours each week), are no better than people who think they are entitled to look incredibly buff, because they pay a gym membership (and only go a few hours each week). News flash for them, it is nothing short of ignorant when someone believes that simply paying a gym membership entitles them to the rewards. It still takes (a lot of) effort to achieve the goal of becoming incredibly buff.The best guild halls, ammenities, and features in EQ2, should be designed to require genuine effort from respectably populated and active guilds (at least 6 highly active members). If this makes the rewards out of the reach of duo's, even better. It might encourage them to... interact with other people in an MMO, to achieve desired common goals! *gasp* The humanity!
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Templar of Oasis |
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#40 |
Loremaster
Join Date: Dec 2008
Posts: 632
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![]() Avirodar@Oasis wrote:
Some people foolishly take one word out of 6 in MMORPG and think that it is the only one that matters. This kind of game has been around for a couple of decades now, and for a lot of that time, the word massive didn't apply. The apex of guild size was Everquest, and the subsequent move has been to smaller groups and raids. Most other games have 4 or 5 man groups and a lot more 2 group raiding. While maintaining a large guild and raid force is a challenge, it is becoming quite obvious that it isn't one that most people actually enjoy. You should maybe consider the posibility that your view isn't the definition of what online RPGs are anymore. |
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#41 |
Server: Oasis
Guild: Tyranny
Rank: Champion
Loremaster
Join Date: Dec 2005
Posts: 2,035
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![]() gourdon wrote:
Whether you like it or not, the first M is there. And it is relevant.MMO's have been around for quite some time now. The seeds were planted back in the 70s, where a game called "Dungeon" made use of CRT monitors, instead of dot matrix style printers for players to communicate and interact. As time and technology moved forward, the inevitable happened, a word known as progress. Titles such as Air Warrior, NeverWinter Nights, Ultima Online and EverQuest also made profound leaps forward, and stamped the significance of the first "M" in "MMORPG".EQ2 is an MMORPG, not an MORPG. Just because the first M may not suit your personal agenda, does not entitle you to ignore it. Sure, making the game more "solo friendly" may bring in a few recluses with limited attention span, and poor social skills, but it does not help make the persistent world thrive (which is the fundamental component of an MMORPG), nor does it help with overall player retention.Between the above, and that it is now easier than ever to accumulate status + plat, any new guild halls should be superior, prestige options that come at a higher price (including general upkeep). This would help ensure that active guilds can cover the expenses without problems, and the duo's etc who hole-up in otherwise empty guild halls, might be encouraged to actually interact with other players on an MMO.
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Templar of Oasis |
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#42 |
Loremaster
Join Date: Dec 2007
Posts: 641
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![]() gourdon wrote:
Having managed raid guilds since the very early days of EQ1, I can empathize some with the point your trying to make, but I don't agree with it. For example, I agree no one wants to manage guilds anymore that have to be big enough to field 72 person raids 3-4 nights a week. This was simply too much darn work to do well. Sure, there are those of us who did it, but it is NOT what I ever want to do again. Now, EQ2 raiding with max 24 players is an order of magnitude easier to manage. it is very easy to find 30 players with similar play schedules and play-styles, be that hardcore or casual in nature. Its also a cake-walk to handle from a guild management perspective. So much so that I now run multiple raid forces for multiple playstyles. Now certainly, when you make max group size smaller, and max raid size smaller, it might make things easier. I question this, as I think you turn into roles being more specialized, and when you lose a key component of a 10 man roster, it may be difficult to replace them as you need a very specific 'cog' to fill that spot. EQ2 feels close to right with the number of roles needed to do things, and how many redundant people you can field with that role. So that when a person isn't available it usually doesn't stop you from doing anything and you can easily have enough coverage to work thru it. Now this thread and siloing isn't just about raiding, its about all aspects of gameplay, but your comments sended to lend to raiding and the 'larger M' as someone put it. I think regardless players are looking for more interaction (whether they admit it or not), they find more enjoyment and stick with a game longer when they find community and interact with a larger group of regular people, as the game becomes as much about spending time with friends as it does about punching mobs in the face and taking their loot. The issue I find are some people that play MMO's are introverts and are afraid of engaging in social activities, however once you get them to take the first step, they really latch on to it. Again, just my observatoin from leading these guilds for so many years, seems like soon I'll say decades...
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#43 |
Loremaster
Join Date: Sep 2005
Posts: 1,593
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![]() Avirodar@Oasis wrote:
Your game wouldn't be changed or improved at all if I deleted my lvl 50+ guild and joined some random guild of 100 that has members added and leaving continuously. I prefer my guild of 3. I don't think it would be remotedly smart to say that is how everyone else should play. But that is what you do. You want everyone to play your way. It'll never happen. Would you like to hear one reason that there are so many small guilds? There are a lot of people playing this game that have zero tolerance for people that don't put out 100% in all situations. OMG he's not adorned!! Don't ever group with him. OMG bad pull!! Noob! Don't ever group with them. Then people wonder why they don't want anything to do with their guilds. Take a mentor role, help newbs learn without calling them out on everything you don't like and maybe more people would be willing to interact. |
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#44 |
Loremaster
Join Date: Dec 2007
Posts: 641
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![]() Pauly@Befallen wrote:
While people talk big on forums and channel chat, there simply are not very many communities in game that are actually this way. There are 100's of casual guilds that would never have something like this come up, ever. The number of guilds that actually treat people as you describe are a tiny minority, and obviously not the desired place to hang out for most players. Sure, if someone was looking to be in my hardcore raid force and didn't have any adornments, they wouldn't have a successful recruitment period if they didn't resolve that, but hardcore is a small portion of the player base. That same person would be welcomed and given no grief in my casual group.
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#45 |
Philosopher
Join Date: Dec 2011
Posts: 488
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![]() Pauly@Befallen wrote: Some of the SC houses would make very nice guild halls. I'm a little uneasy on this. I'm afraid that someone will read that as "I just want to pay real money for a guild hall" and then they'll come on the marketplace at $50 each. Doesn't feel like you earned it that way..
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#46 |
Loremaster
Join Date: Sep 2005
Posts: 1,593
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![]() Lizabethan wrote:
What I meant and would like to see is additional guild halls in the game with the same layouts as some of the SC houses while still having all the current gh requirements and costs associated with it. At no point should someone just be able to buy a guild hall without meeting the xp/status requirements. My little guild doesn't need more square footage then the current T1 guild hall that we currently have. I'd just like an optional floorplan, maybe even smaller than what I have now. |
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#47 |
Lord
Join Date: Feb 2011
Posts: 14
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![]() I think some outdoor spots would make cool GHs. Danak Shipyard, city of mist, temple of the white lady, Baubleshire (any of the neigborhoods actually), something Paineelish etc |
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#48 |
Loremaster
Join Date: Apr 2008
Posts: 16
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![]() I'd just like to see an increase in the current item limit in guild halls. |
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#49 |
Lord
Join Date: Jun 2011
Posts: 658
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![]() Ibuki wrote:
Prestige guildhalls coming to a marketplace near you! (lol) though it would be awesome to have baubleshire as a GH with the doors on the unenterable houses used as the housing portal anemity. |
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#50 |
Loremaster
Join Date: Dec 2004
Location: Tampa, FL
Posts: 2,157
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![]() I'd support any of the old neighborhoods as a "guild town" style guild hall. I'd also support the idea of having a version of the Isle of Refuge as a t4 or even t5 "guild island". |
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#51 |
Loremaster
Join Date: Jul 2008
Posts: 625
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![]() Just give me Mistmoore Castle....The entire Castle....
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#52 |
Server: Oasis
Guild: Tyranny
Rank: Champion
Loremaster
Join Date: Dec 2005
Posts: 2,035
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![]() Deago wrote:
Mistmoore castle would make a great T4 (premium) GH. Another great one would be a Shard of Hate style zone. Or the Crushbone Keep, or the instance near Crushbone Keep. Really, there is a -lot- of options that could be used.We would not need "rent free" or "rent reduced" guild halls either. With mudflation, we actually need things to be more expensive (in plat). If SOE releases T4 guild halls, they could make the upkeep cost around 500-1000 plat per week, but in turn, the hall (depending on which hall is used) would grant the guild some kind of bonus. As for what the bonus would be? Could be anything that provides some incentive, but is not game breaking.I would love a Mistmoore Castle GH
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#53 |
Lord
Join Date: May 2011
Posts: 56
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![]() Personally I would just like for 2 things to happen. 1) At least T2 access in the other citys, this would be nice and with the more then one style at housing doors being used, I can see this as possible now. 2) City specfic guild hall designs. I know this might be harder, but it would make for alot of RP'rs happy, not to mention the creative ideas for such places might go through the roof. Houses aren't the only place decorators like to work on after all. |
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#54 |
Lord
Join Date: May 2011
Posts: 56
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![]() Meaghan@Lucan DLere wrote:
I don't see this as happening as with a T3 you can have all of Antonica or the Commonlands to play with. All you need to do is break out of the place. |
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#55 |
Loremaster
Join Date: Nov 2004
Posts: 907
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![]() Ceebia wrote:
I would like to see guild halls with theme which matches that of the individual apartments you can get in the same city. Not some over the top monstrosity but just a bigger version of the apartments for that city. So they'd be city specific, although perhaps not exactly what you were thinking of. Barring that I think more guild hall layouts would be good. The current ones are somewhat done to death. But please, no more SC monstrosities only as guild halls. Virtually every one of the SC houses is over the top as far as I'm concerned. For my personal residences I've started renting rooms in the city. Even though I have tons of SC and could easily buy anything, even though I have to pay rent in both cash and status, I vastly prefer the regular city apartments. I especially like the old ones in Freeport and Qeynos where you can customize your floor, ceiling, and wall paneling. Plus I like living somewhere with an address which actually looks like it's part of the landscape -- instead of some extradimensional over the top monstrosity which doesn't look like it even belongs on my plane of existance, let alone my city. Or any city for that matter. |
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#56 |
Champion
Join Date: May 2012
Posts: 160
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![]() Gilasil wrote:
So true. The only SC house that isn't stupid big is the uncanny house. I just wish there was an outside area to it.
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#57 |
Loremaster
Join Date: Mar 2005
Posts: 231
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![]() Torryn@Antonia Bayle wrote: Do I want free guild halls? No. Free guild halls offer no incentive. However, I -would- like to see status items lower guild hall status cost. Perhaps reducing status as low as 10% of normal, without eliminating status cost completely. Let's face it, coin is easy to get even if your guild is a guild of one. Status, that's hard to accumulate, especially when you consider that people want to spend status on themselves as well as dump it into GH escrow. While I am neutral on the subject of "free" guild halls, I totally agree with you on status items reducing the status cost. I find it very frustrating that the status reducing items in my guild hall do not reduce the status cost. |
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#58 |
Lord
Join Date: May 2011
Posts: 56
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![]() Zarandar@Oasis wrote:
Honestly I don't find status that hard to get. Here is why.
As for the status cost, yea I would like to see that myself.. and I think making it about 10% reduction would be nice as well. But the drawback could be making some halls look like a overgrown fleamarket. |
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