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Unread 01-08-2009, 10:40 PM   #1
Zehl_Ice-Fire

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The Guild Translocation Beacon is an utterly rediculous thing to make players buy for guild halls. Why would you not make this a static part of EVERY guild hall and not make people waste a slot on it? What is the point of a guild hall if you can't call to it?

If anyone doesn't know what it is: A beacon item that when clicked can attune your soul to the guild hall and offers you the Call to Guild Hall spell with a 15 minute reuse timer. It has to be activated by a guild leader first. It costs 1p 250,000 status to buy,    2g 1,250 status a week upkeep.

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Unread 01-08-2009, 10:49 PM   #2
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Guild halls are expensive, and so are the amenities. A Call of the Guild Hall is NOT a necessity - it's a convenience. You can go the old-fashioned way, by walking. You can use a Magic Guild Hall Door from the city merchant.

My guild is level 80, but after careful calculation about how expensive everything was, we selected the T2 guildhall in South Qeynos. That means we had to make some hard choices about which amenities to get. And we are limited to 25 amenities. We CHOSE the Guild Translocation Beacon, and all the transportation options except the Guild Hall Strategist. We also chose a bunch of options to benefit our crafters.

There are other things we'd have loved to have. But it was a choice, and we chose as wisely as we could, given our budget and the size guild hall. Everyone else has to do the same, whether you have a T1, T2, or T3 guildhall.

The POINT of a guild hall is to have a place that serves as a gathering point for guild members that provides amenities that serve your members. And you can have plenty of useful amenities without the Guild Translocation Beacon.

If you want it, pay for it!

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Unread 01-08-2009, 11:12 PM   #3
Zehl_Ice-Fire

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Sigrdrifa@Lucan DLere wrote:

Guild halls are expensive, and so are the amenities. A Call of the Guild Hall is NOT a necessity - it's a convenience. You can go the old-fashioned way, by walking. You can use a Magic Guild Hall Door from the city merchant.

The POINT of a guild hall is to have a place that serves as a gathering point for guild members that provides amenities that serve your members. And you can have plenty of useful amenities without the Guild Translocation Beacon.

There are PLENTY of other VERY expensive amenities to use up slots.

I can't imagine any guild not getting this. Sucks to be you if your guild passes on this and the hall is in commonlands and you live in Neriak. Walking? Why do I want to waste my life walking around for a half hour in realtime in a video game?

My raid guild was only for the raid force, no alts, since my alts couldn't go to the guild hall easily, I didn't use it much with my raider because I needed to easily get things to and from my others (some of whom are in different accounts). If I didn't have a call to guild hall for raid time I would have never stepped foot in it other than the first day.

(I wasn't sure where to post this, and believe it or not my FIRST place of thought was Zones lol.)

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Unread 01-09-2009, 06:54 AM   #4
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Considering how powerfull "Call of the guild hall" is, I think it is only fair to pay a fair amount of cash for it!

You get a 15 min call to a single zone which allows you to almost get anywhere in the world by zoning once, if you buy the right amenities ... direct spire to KoS, Bell to all old worlds, access to your house, Druid ring! And for what ?!?!

A lame 3g upkeep a week ... seriously, Call of the GH is one of the nicest amenities

If it would be a freebie then you could expect SoE to change it to one hour like call to FP/Q ... so stop b|tching imho!

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Unread 01-09-2009, 09:04 AM   #5
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Durancer@Runnyeye wrote:

Considering how powerfull "Call of the guild hall" is, I think it is only fair to pay a fair amount of cash for it!

You get a 15 min call to a single zone which allows you to almost get anywhere in the world by zoning once, if you buy the right amenities ... direct spire to KoS, Bell to all old worlds, access to your house, Druid ring! And for what ?!?!

A lame 3g upkeep a week ... seriously, Call of the GH is one of the nicest amenities

If it would be a freebie then you could expect SoE to change it to one hour like call to FP/Q ... so stop b|tching imho!

Accually Call to Hall was originally on a 1hr timer... at the same price... It was reduced in part because of the cost involved, so if they ever did reduce or eliminate the Translocation Beacon cost then you DEFINATLY would see it's timer go up... to atleast 1hr.

Like others have said it's not like there are not other FAST ways to get to your guild hall.

For exsample you are an Evil Toon From Gorrowin and your guild has a T3 Guild hall in Ant(just about as far from your toon's home as you can get). How do you get to your guild hall... well the easiest way(without a call)... go to your City Merchant Buy a Door and then place it in your house. Now all you have to do is Call To Gorrowin -> Zone into your house -> Zone into Ant Guild hall... that's it 2 load screens, I don't see an issue there if you find some other amenity more importaint then the ablity to skip a whole 2 load screens to get between the 2 zones that are about as far from each other as you can get.

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Unread 01-09-2009, 10:09 AM   #6
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These kinds of posts make me LOL at the laziness modern-day instant-gratification-gamers show.

*waaa* it takes me longer than 5 seconds to get somewhere.

*waaa* I want it even easier. *waaa*

The guild hall beacon is fluff. It's convenience. It's like a cell phone. You don't HAVE to have one, but it sure as heck makes life easier. It's not wasting an extra slot. If you don't want it in your spellbook...don't get it.

As it stands now if you don't have a guild recall you have only your regular recall. Which is on a one hour time. Which means you have to hoof it/use teleports/bells/whatever to get around the game. At no point does it take the "thirty minutes" someone else posted in here to get to any location in this game. At the very MOST the longest it takes to get somewhere is around 5 minutes, tops, and that's if you go to some remote area like Cazik Thule that is completely out of the way across the far end of some ridiculously pain-in-the-neck-to-traverse zone.

This is almost as bad as those players who are complaining over in the other section that "it's too hard to get to 200 AA". Are you serious? The expansion hasn't even been out for 2 months and there are people whining that they aren't capped yet. I can remember taking 6 months to get all of the new AA out of an expansion in EQ1. Now people complain if it takes longer than a week to cap their character. Talk about lazy.

The guild hall recall is a wonderful feature that does drastically improve travel times for the players in a guild. It should NOT be offered free with the guild hall because it's a gameplay-improving feature that can help players get ahead. It's not necessary, but it's awfully darn cool. I love it because it makes transportation on my alts instantaneous. No more worrying about having to traverse dangerous areas that might leave me dead. And it's great on my mains because I can zip around from zone to zone without having to take the long way. And the guild flag? Sweeeeeeeeeeeet feature.

The guild recall + other travel ameneties were the first things our guild went for. Why? Because it's instant transportation. Which means enhanced enjoyability. But mandatory it is NOT! It's a BONUS for guilds who work hard and work together to farm the status necessary to buy those extras.

You don't need to be spoon fed. Earn your rewards, folks.

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Unread 01-09-2009, 12:50 PM   #7
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I have no problem with the Guild Hall Beacon being an amenity. Let's talk about an amenity that makes NO SENSE: The Isle of Mara bell. So we have 1 bell that combines 9 different bells (from different zones) into one. Antonica, Everfrost, Lavastorm, Nek Forest, Commonlands, Enchanted Lands, Feerrott, TS, and Zek. But we needed a whole separate bell for Mara? Um... k?

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Unread 01-09-2009, 02:58 PM   #8
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I wouldn't mind if the Mara bell was rolled into the other bell, but I'm use the Mara bell very often. For a crafter working on the Far Sea faction, this has proven to be quite useful.

Be nice if it did something more, but I'll happily help pay for it the way it is.

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Unread 01-09-2009, 03:01 PM   #9
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feldon30 wrote:

I have no problem with the Guild Hall Beacon being an amenity. Let's talk about an amenity that makes NO SENSE: The Isle of Mara bell. So we have 1 bell that combines 9 different bells (from different zones) into one. Antonica, Everfrost, Lavastorm, Nek Forest, Commonlands, Enchanted Lands, Feerrott, TS, and Zek. But we needed a whole separate bell for Mara? Um... k?

Separate bell for Kunark (druid portal gets you to the same zone).  Separate bell for Faydwer (druid portal gets you to the same zone).   The Isle of Mara bell was quite useful for doing the tradeskill quests that came out with TSO. 

Not complaining btw.  We own all 4 bells and are quite happy to have them.  I wouldn't mind if they upped the amount of amenities we were allowed to have (lvl 80 guild, hall in Antonica) but I don't mind the ones that exist being individual amenities.

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Unread 01-09-2009, 03:16 PM   #10
Zehl_Ice-Fire

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Thanon@Runnyeye wrote:

These kinds of posts make me LOL at the laziness modern-day instant-gratification-gamers show.

*waaa* it takes me longer than 5 seconds to get somewhere.

*waaa* I want it even easier. *waaa*

Some of us have real life things to do, you know, jobs, pets, family, we dont want to spend half of our playtime (believe it or not some people who play this game actually don't play 20 hours a day) walking in a video game.  I am all for Tons of ports. I was really happy everytime I was able to get some sort of porting spell (call to splitpaw, call to ro). Porting doesn't make the game easier, it allows me to play MORE, not walk around and do nothing more.  I don't recall saying it's too difficult to walk around in a video game, I guess I should clear that up since you think I did. If you think that makes it too easy you should petition daily to remove druids porting because they never have to walk anywhere.

I can call home to south freeport, which I do, and I have broker, bank, every tradeskill station, mender, vender to sell to at max price all within 10 feet. Maybe that is too easy too.

I've played this game since launch, I know what it was like in the suckiest days. A big issue is call to guild hall using up an amenity slot. Not everyone has a top level guild, or a T3 guild hall.

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Unread 01-09-2009, 03:17 PM   #11
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feldon30 wrote:

I have no problem with the Guild Hall Beacon being an amenity. Let's talk about an amenity that makes NO SENSE: The Isle of Mara bell.

True! The only people who would really care about going there repeatedly is tradeskillers. We can buy a lore token that calls us there for 6g. Using that daily even doesn't add up to the cost of that bell.

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Unread 01-09-2009, 03:39 PM   #12
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Thanon@Runnyeye wrote:

These kinds of posts make me LOL at the laziness modern-day instant-gratification-gamers show.

*waaa* it takes me longer than 5 seconds to get somewhere.

*waaa* I want it even easier. *waaa*

The guild hall beacon is fluff. It's convenience. It's like a cell phone. You don't HAVE to have one, but it sure as heck makes life easier. It's not wasting an extra slot. If you don't want it in your spellbook...don't get it.

As it stands now if you don't have a guild recall you have only your regular recall. Which is on a one hour time. Which means you have to hoof it/use teleports/bells/whatever to get around the game. At no point does it take the "thirty minutes" someone else posted in here to get to any location in this game. At the very MOST the longest it takes to get somewhere is around 5 minutes, tops, and that's if you go to some remote area like Cazik Thule that is completely out of the way across the far end of some ridiculously pain-in-the-neck-to-traverse zone.

This is almost as bad as those players who are complaining over in the other section that "it's too hard to get to 200 AA". Are you serious? The expansion hasn't even been out for 2 months and there are people whining that they aren't capped yet. I can remember taking 6 months to get all of the new AA out of an expansion in EQ1. Now people complain if it takes longer than a week to cap their character. Talk about lazy.

The guild hall recall is a wonderful feature that does drastically improve travel times for the players in a guild. It should NOT be offered free with the guild hall because it's a gameplay-improving feature that can help players get ahead. It's not necessary, but it's awfully darn cool. I love it because it makes transportation on my alts instantaneous. No more worrying about having to traverse dangerous areas that might leave me dead. And it's great on my mains because I can zip around from zone to zone without having to take the long way. And the guild flag? Sweeeeeeeeeeeet feature.

The guild recall + other travel ameneties were the first things our guild went for. Why? Because it's instant transportation. Which means enhanced enjoyability. But mandatory it is NOT! It's a BONUS for guilds who work hard and work together to farm the status necessary to buy those extras.

You don't need to be spoon fed. Earn your rewards, folks.

Zaneluke and Bliz give this post 5 stars!

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Unread 01-09-2009, 04:00 PM   #13
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Decimatr@Kithicor wrote:

feldon30 wrote:

I have no problem with the Guild Hall Beacon being an amenity. Let's talk about an amenity that makes NO SENSE: The Isle of Mara bell. So we have 1 bell that combines 9 different bells (from different zones) into one. Antonica, Everfrost, Lavastorm, Nek Forest, Commonlands, Enchanted Lands, Feerrott, TS, and Zek. But we needed a whole separate bell for Mara? Um... k?

Separate bell for Kunark (druid portal gets you to the same zone).  Separate bell for Faydwer (druid portal gets you to the same zone).   The Isle of Mara bell was quite useful for doing the tradeskill quests that came out with TSO. 

Not complaining btw.  We own all 4 bells and are quite happy to have them.  I wouldn't mind if they upped the amount of amenities we were allowed to have (lvl 80 guild, hall in Antonica) but I don't mind the ones that exist being individual amenities.

Check out the lists for bell access.

1 bell for Ant, EF, LS, Nek, CL, EL, Feer, TS, and Zek

1 Bell for for Mara

1 Bell for Kunark

1 Bell for Faydwer

Do you see a commin thread here?

the Multi-zone bell consists of the zones available at launch, and the ones everyone has no matter what expainsion they own.

The Mara, Kunark, and Faydwer bells all go to places that where added as addtional content people have to pay for and are not "Base game" zones. Sence that is the case, my guess is the reason they are seperate bells is because they have to be to work properly as far as checking for expainsion tags goes, and keeping people out that don't have those expainsions.

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Unread 01-09-2009, 04:19 PM   #14
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Zehl_Ice-Fire wrote:

Thanon@Runnyeye wrote:

These kinds of posts make me LOL at the laziness modern-day instant-gratification-gamers show.

*waaa* it takes me longer than 5 seconds to get somewhere.

*waaa* I want it even easier. *waaa*

Some of us have real life things to do, you know, jobs, pets, family, we dont want to spend half of our playtime (believe it or not some people who play this game actually don't play 20 hours a day) walking in a video game.  I am all for Tons of ports. I was really happy everytime I was able to get some sort of porting spell (call to splitpaw, call to ro). Porting doesn't make the game easier, it allows me to play MORE, not walk around and do nothing more.  I don't recall saying it's too difficult to walk around in a video game, I guess I should clear that up since you think I did. If you think that makes it too easy you should petition daily to remove druids porting because they never have to walk anywhere.

I can call home to south freeport, which I do, and I have broker, bank, every tradeskill station, mender, vender to sell to at max price all within 10 feet. Maybe that is too easy too.

I've played this game since launch, I know what it was like in the suckiest days. A big issue is call to guild hall using up an amenity slot. Not everyone has a top level guild, or a T3 guild hall.

There is a differance between working to get a benfits that make travel quicker and demanding that you get it for free, wich is what this post is asking for. They want a very usful spell that lots of people work hard to get the equivilant of, without doing any work to get it.

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Unread 01-09-2009, 05:54 PM   #15
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Zehl_Ice-Fire wrote:

A big issue is call to guild hall using up an amenity slot. Not everyone has a top level guild, or a T3 guild hall.

Call to Guild Hall is one of the most amazingly useful abilities introduced in this game. Every 15 minutes, I can re-call to my guild hall, run up our little staircase, & teleport to the Overrealm, bell all over the Shattered Lands, or open a Druid portal all over the world. The amount of time & effort this saves in transport can not be beaten, & I wouldn't trade it for anything.

Yes, I think that's definitely worthy of an amenity slot & the amount of necessary upkeep. An ability that useful should not come "free." Finally, my guild is only 51st level or so, & we only have a T1 guild hall, so I'm not sure where "top level guilds" or T3 halls come into the discussion at all.

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Unread 01-09-2009, 07:58 PM   #16
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Yeah. I don't get where the "20 hours  a day" comment came into play either. This thread has NOTHING to do with top-tier guilds or hardcore gamers. The amount of coin + status this feature costs is almost nill in comparison to some.

I play 3 days a week. Sometimes 4. Those sessions are roughly 3 hours per. On weekends the wife and I play longer.

I, too, have played the game since launch. I also played EQ1 from its launch until EQ2 went live. *I've* been there when it literally took 30 minutes to get from point A to point B. There is ZERO content in EQ2 that takes longer than 5 minutes to get to. Complaining that it takes forever to get around is pure whine, and pure laziness.

The guild hall recall is a convenience. I love it. And I'm happy to have it. And I'm glad it costs coin + status. It's a feature that requires some effort to get, and helps everyone out. It shouldnt' be a standard feature.

Instant gratification generation makes me /gag

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Unread 01-09-2009, 09:13 PM   #17
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kela wrote:

Check out the lists for bell access.

1 bell for Ant, EF, LS, Nek, CL, EL, Feer, TS, and Zek

1 Bell for for Mara

1 Bell for Kunark

1 Bell for Faydwer

Do you see a commin thread here?

the Multi-zone bell consists of the zones available at launch, and the ones everyone has no matter what expainsion they own.

The Mara, Kunark, and Faydwer bells all go to places that where added as addtional content people have to pay for and are not "Base game" zones.

Does anyone actually buy the Kunark or Faydwer bells? They seem a poor choice cost-wise and for amenity slots unless you are in a T3 hall and have amenity slots to burn.

The druid ring gives us Butcherblock, Greater Fay, Kunzar Jungle and Kylong Plains. The carpet gives us Greater Fay (Kelethin) and Butcherblock (Docks) with 2 clicks.

Mara is now required expansion to do tradeskilling in The Shadow Odyssey and came with Kunark and TSO. Only people who have not bought an upgrade for EQ2 since November 2007 are missing it.

For those very few people who do not have Mara, I have no problem with the main bell having Mara on the list and generating an error message or kicking them back to the hall if they don't have that destination.

I wonder if you are presented with the option of going to the Fanged Sea if you are on that quest by clicking on the Bell. Would it appear under Everfrost as a choice?

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Unread 01-09-2009, 09:36 PM   #18
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feldon30 wrote:

kela wrote:

Check out the lists for bell access.

1 bell for Ant, EF, LS, Nek, CL, EL, Feer, TS, and Zek

1 Bell for for Mara

1 Bell for Kunark

1 Bell for Faydwer

Do you see a commin thread here?

the Multi-zone bell consists of the zones available at launch, and the ones everyone has no matter what expainsion they own.

The Mara, Kunark, and Faydwer bells all go to places that where added as addtional content people have to pay for and are not "Base game" zones.

Does anyone actually buy the Kunark or Faydwer bells? They seem a poor choice cost-wise and for amenity slots unless you are in a T3 hall and have amenity slots to burn.

The druid ring gives us Butcherblock, Greater Fay, Kunzar Jungle and Kylong Plains. The carpet gives us Greater Fay (Kelethin) and Butcherblock (Docks) with 2 clicks.

Mara is now required expansion to do tradeskilling in The Shadow Odyssey and came with Kunark and TSO. Only people who have not bought an upgrade for EQ2 since November 2007 are missing it.

For those very few people who do not have Mara, I have no problem with the main bell having Mara on the list and generating an error message or kicking them back to the hall if they don't have that destination.

I wonder if you are presented with the option of going to the Fanged Sea if you are on that quest by clicking on the Bell. Would it appear under Everfrost as a choice?

The person I quoted did buy those bells, and as far as having the expainsion goes, I don't think it matters if 99.9% have the expainsion or not. My guess is that if they had included it on the main bell then it would not be able to DO the check and then they would zone into an area that they don't have the files for(you don't download a zone unless you are flagged for it) wich means zoning into a black zone that they can't escape from... save calling... that could cause some CS issues... it also would possably give access to those zones to people without the expainsion, who share thier comp with people that do... then they would have the file and with no check, still be able to get to the zone.

It's only a possable reason why they did that, but it makes logical sence consitering the zone lists on those bells.

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Unread 01-09-2009, 10:30 PM   #19
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Zehl_Ice-Fire wrote:

Some of us have real life things to do, you know, jobs, pets, family, we dont want to spend half of our playtime (believe it or not some people who play this game actually don't play 20 hours a day) walking in a video game. 

OK, that deserves THIS:

I have a job. I commute 40 miles one way every day. I have pets AND livestock for cry-ay-ay. I go to work, do my job, and drag my rump home where I enjoy my time in Norrath. My guild folk are much the same.

You have a choice as to which amenities you get. Get the ones you need most. And stop whining... the rest of us have real lives too, and we managed to make these same choices for our own guilds.

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Unread 01-10-2009, 02:58 PM   #20
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My guild has a T1 hall in NQ.  The call to GH was the first amenity we bought. We then ran around grabbing all our ebil alt crafters, buying the magic door,  and  then parking them in the guild hall. POOF safe at last!

For our adventuring toons, this amenity is the best ever and more than worth the price!

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Unread 01-11-2009, 05:21 AM   #21
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Sigrdrifa@Lucan DLere wrote:

OK, that deserves THIS:

LOL OMG thank you for that post. You made my night/day/whatever!!

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Unread 01-11-2009, 12:59 PM   #22
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feldon30 wrote:

Does anyone actually buy the Kunark or Faydwer bells? They seem a poor choice cost-wise and for amenity slots unless you are in a T3 hall and have amenity slots to burn.

I can see a use for them, though. Characters who haven't visited those zones and harvested the bushes at the rings can't use the druid portals. I can see a guild buying those bells for the use of members who dont' have druid-portal access yet. Though personally I'd take the boat (or the carpet through Sinking Sands) the one time needed to get access.

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Unread 01-12-2009, 04:59 PM   #23
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TBH, I think the OP is completely off base.....Frankly, yes, every guild worth their salt that has the ability to purchase a guild hall is going to make the Call to Guild Hall their first choice.  It was the first thing we bought when we got our guild hall and it is easily the most convenient and most-used item we've purchased.  It is certainly worth the small (comparitavely speaking) price we pay every week to have it.  Would we like to have the extra amenity slot?  sure!  I've got guildies complaining that they want the portal to member housing.  but, would we like the price we would have to pay?  probably not.  The Call would not be as useful/valuable/ if we could only use it once every hour.

Everything of quality in this game is worth something.  Everything has a price tag.  Without the price of the Call (albiet a small one) it would be taken for granted.  It's worth what we paid for it.  Considering it's power, I'd say it would be worth more, but I won't go giving the devs any ideas.

And just for my two cents......on the topic of the bells.  I understand one poster's speculation that being from separate expansions requires different bells.  I can buy that.  What I can't buy is a bell that takes you to one location for the same price as another bell that takes you to 9........At the very least, lower the price a bit......We decided on the Shattered Lands bell for that very reason.  It gives us the most bang for our buck.  Would I like a bell to the Isle of Mara?  sure!  am I willing to jump into Nek Docks to get there if it means not paying a boatload of plat and status......hells yeah.

Ultimately, you have to decide.....do you want to pay what the devs tell you to?  or do you want to hoof it?

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Unread 01-12-2009, 06:38 PM   #24
Mary the Prophetess

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Just word of caution:

I recently moved into the South Qeynos Mage Tower with one of my alts.  Bering in a hurry, I mistakenly clicked on the name just above mine, and walked into their apartment. 

No greast problem, I just turned around to leave, and found that the owner had placed his guild portal door over the normal door masking it.  I couldn't leave, and as I was not part of his guild, I couldn't transport into his guild hall.  As luck would have it, he was not on line either, and my Call of Qyenos was down as well.  I was trapped like a rat, and had to log that character for an hour.

Make sure that if you are going to place your guild portal over the normal door that you turn off the Visitor's Access.

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Unread 01-12-2009, 06:47 PM   #25
Telden

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If you want to leave a house that has had its door blocked, just type /house to bring up the access window. This works even when your access is only Visitor, and will have at the minimum a button for zoning out.

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Unread 01-14-2009, 01:56 AM   #26
ke'la

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Mary the Prophetess wrote:

Just word of caution:

I recently moved into the South Qeynos Mage Tower with one of my alts.  Bering in a hurry, I mistakenly clicked on the name just above mine, and walked into their apartment. 

No greast problem, I just turned around to leave, and found that the owner had placed his guild portal door over the normal door masking it.  I couldn't leave, and as I was not part of his guild, I couldn't transport into his guild hall.  As luck would have it, he was not on line either, and my Call of Qyenos was down as well.  I was trapped like a rat, and had to log that character for an hour.

Make sure that if you are going to place your guild portal over the normal door that you turn off the Visitor's Access.

Eventhough Scurray is right and you can get out that way. Blocking the door in the manor this person did... or in anyway for that matter upsets the devs... so I would advise against it.

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Unread 01-14-2009, 03:43 PM   #27
Valdaglerion

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Guild Halls in and of themselves are not necessary to play this game, period. They were finally, after 4 years of complaining by the player base for something which was supposed to be in at launch, put in the game as a major coin sink for convenience only.

While I as well wish there wasnt a cap on amenity slots that, at some point, dictate you can not use all the amenities offered, regardless of what type of hall you have, they exist for one reason or another at the moment. (Yes, at level 80 in a T3 hall you only get 30 slots and there are more than 30 amenities so you still have to pick and choose). No, we opted not to get a T3 Hall, the T2 is just fine for our guild with 25 amenities.

The amenities in the guild halls generally fit into 1 of 2 categories: Useful Convenience Or Fluff (think MajDul orbiting statue thing which any hall can get).

Of all the useful conveniences you then must determine which ones are the most desired by the members of your guild. This becomes somewhat challenging in the T1 halls and to an extent in the T2 halls when coupled with diverse playstyle guilds.

The Call to Guild Hall is a HUGE timesaver, especially when coupled with the other transportation items. If you are a questing type of guild even in a T1 hall, forego some of the frivolous luxuries like banker, broker, mender, etc that are right outside your guild door anyway in their main city area and use the things which are more difficult to come by such as Beacon, Bell System (there are 4 total), Spires, Druid Port, Carpet to SS, Guild Strategist. So far we are only at 9 slots with 6 more possible in the T1 hall.

I personally dont see an issue with the beacon being a slot item with an upkeep on it. If you find it that useful you are willing to complain about the cost of it, look at hte other amenities and ditch something less important. There is really no reason for a good guild with a T1 hall to have crafting stations, broker, banker, fuel merchant, tradeskilling, etc considering if you walk out the door in NQ you have all of those things within view.

Here is the other option, join a larger guild or at least a better financed one with a better guild hall. I personally think that is where SOE wants this to go anyway, consolidation of guilds. Now, if they actually would provide some decent merger and acquisition tools this would happen a lot faster I think.

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