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Old 07-21-2008, 08:02 AM  
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Default Re: Guild hall for antonica?

I just hope we have to work as a guild to buy, build, and customize them.

Being a lvl 80 guild should not equal instant win and completion of the guild hall.

I hate being handed things.
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Old 07-21-2008, 01:43 PM  
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Default Re: Guild hall for antonica?

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Originally Posted by Pitty View Post
I just hope we have to work as a guild to buy, build, and customize them.

Being a lvl 80 guild should not equal instant win and completion of the guild hall.

I hate being handed things.

STFU EZ MODE EQ2 FTW
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Old 07-21-2008, 03:01 PM  
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Default Re: Guild hall for antonica?

GUILD HALLS......just another reason for the whiners and complainers on this site to bitch for the next couple months...sigh

Last edited by Phrogg; 07-21-2008 at 03:11 PM.
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Old 07-21-2008, 07:55 PM  
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Default Re: Guild hall for antonica?

Just to clarify a few things:
I don't read the official forums but maybe once in a blue moon, and I know many other people on this site are the same way, so to say that we knew where they were going to be since 2007 is rather silly.

Yes, there are people complaining that this should have been done years ago and be completely customized and whatever. You could make an argument for that. However I prefer any progress to nothing, and that generally serves me well when dealing with SOE (and life). However that doesn't mean that when progress happens that is in a direction that most people agree SUCKS, that we can't speak up and try to be proactive about what we would like to see. In fact, I remember a thread on this very forum where we gave them a whole laundry list of things we'd like to see in the guild halls. I'm pretty sure that high up on the list was the idea that they should be part of the city themselves.

To whoever said that we were asking too much to expect a living breathing world: NO WE AREN'T. Originally this game was billed to have that. I remember a beta interview where they were talking about exactly how this game was supposed to be just that. I distinctly remember them showing how a class of apprentice mages being taught outside of the Qeynos Mage tower. It was a complete scripted event, and I remember thinking how cool it was (and in fact when I started playing I hung around there and saw that this script did indeed happen). NPCs did have schedules and whatnot that they kept to, characters would greet you or insult you accordingly, and they all looked to have things to do; shopping, learning, LIVING. This was actually one of the features of the game that was in at launch to a fair degree.

The city was built as the center of the game. I remember getting quests within the city all the way up through the 30s. (Newb quests, mentors, AQs, heritage quests, random ones that would pop up as you leveled; I for one appreciated that you had to go back to an inn in the cities to start your claymore... how very reminiscent of D&D!) This is the type of thing I think people are looking for.

Now unfortunately, they cut a large part of the regular NPCs out due to multiple complaints of lag in the cities, and the ones that are left tend to just stand around in clumps looking stupid. I understand the reasoning, but it sucks. What I would like to see is a slow addition of some of those NPCs back, with some new optimized scripts and maybe a new quest or two. Make them for house items or something; have some fun, and make them scale if there's killing to be done. Don't make them generic. And do it slowly, 1-2 per LU perhaps, so that server loads can be watched.

I think that things like that and putting the guild halls in the city are not unreasonable to ask. Like I mentioned in my first post, I commend them for the improvements they are adding to the cities slowly but surely. I want to continue that trend, and I will continue to ask for it. That doesn't make me a whiner; it just makes me a person who loves this game and wants to see it live up to its potential.
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Old 07-21-2008, 08:09 PM  
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Default Re: Guild hall for antonica?

The only problem that I have with the guild halls in the cities, is which city?

In most guilds (with the exception of PvP I guess) there are toons from all alignments - Good/Evil/Neutral. If the guild hall is in, say Qeynos, how will my Evil toons visit it without getting spanked by the Epic 75^^^ guards?

I suspect that this is why they have placed them outside the city walls.

Maybe there could be an entrance from any city - but that would be a little strange I guess - visiting a shared zone from either city would be... wierd...
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Old 07-21-2008, 08:40 PM  
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Default Re: Guild hall for antonica?

It's not that hard to sneak in... you are required to do this for several heritage quests, so they couldn't make it very hard - in fact that's been dumbed down quite a bit since launch. Also, the guards in the harbor areas are extremely low level (25-35 iirc).

I wouldn't be opposed to letting you bind inside the guild halls, though I am not sure that mechanic exists (binding inside an instance). Honestly, if they really wanted to, they could just make it like the carpet in SS or the arena - you can get there from either city, but it will only let you out in your city. It doesn't make total sense, but I think it would better serve the point of the game.
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Old 07-21-2008, 09:14 PM  
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Default Re: Guild hall for antonica?

Why should you have to sneak in? Its your own guild hall for fucks sake.
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Old 07-22-2008, 12:20 AM  
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Default Re: Guild hall for antonica?

Will exile guilds on PVP servers get halls... somehow?
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Old 07-22-2008, 01:00 AM  
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Default Re: Guild hall for antonica?

Quote:
Originally Posted by Elvbryn View Post
STFU EZ MODE EQ2 FTW
Fuck that shit, i want peoples fingers to bleed from harvesting 10,000 timber from each tier
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Old 07-22-2008, 03:17 AM  
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Default Re: Guild hall for antonica?

10,000. Fir. Cedar. Oak. Ironwood. Ebony. Magohony. And that's just for the fucking entrance door.
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