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Players need new worthy notable house designed as a guildhouse from the scratch

deleted220614-000183
I would like to specify what "worthy guildhouse" means to me

1. a lot of slots and free space for crafting stations - must be notable house only
2. good entrance point -no obstacles, corridors, walls etc and prefereably something visible which makes orientation easy (boat on Grand Topal for example)
3. one dimensional house - no complex map with multiple loading screens
4. prefereably plain terrain, no stairs, no rocks, no holes, no unmovable things near entrance point
5. decent look no Coldharbor design !!!!!
6. a lot of good light, prefereably all the day long
7. prefereably high invisible ceiling and distant invisibe walls
8. a lot of water as it can't be added by any means
9. should be available all the time, not once per two years as the vast majority of limited houses
10. must be designed that it doesn't scream "this house is not very good" (majority of houses usable as guildhouses has something ugly and disturbing which makes them less attractive, hence the players are buying more and more houses to compensate the problem)

If you look at it, The Grand Topal is probably the only house having at least majority of the features.
But even very limited Grand Topal has it's own problems because you have to place around 60 platforms into the sea to make it worthy guildhouse and these slots are desperatelly needed for something else.
Coldharbor would be OK if it is not absolutely ugly which can't be fixed without spending tons of slots.
The most issues is with entrance area because ZOS likes to create new houses multidimensional with small and unusable entrance.
Some exceptions exist for example Doomchar would be usable if it is not nearly as ugly as Coldharbor. But COldharbor has plain terrain and Doomchar has rough terrain and it means a lot of platforms (and additional slots - the same issue as Grand Topal) because crafting stations must placed on something solid and geometrically perfect.

So the question is:
as the number of crafting stations is increasing and the problem with slots is worsening would it be really so big problem for ZOS to design at least one new decent guildhouse instead of tons of unusable things? SOmething that doesn't need to spent around 60 slots to make a room for crafting stations and doesnt look like a scrapyard after a nuclear war ?
  • PeacefulAnarchy
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    So moonsugar meadow then? It's not perfect, but seems like it meets most of your requests.

    Edit: One thing I think would help in relation to #2 would be the ability to set an entrance point to a house. Being able to port in directly to the crafting room for example would make a number of interesting homes more accessible for popping in and out.
    Edited by PeacefulAnarchy on January 25, 2022 10:12PM
  • wenchmore420b14_ESO
    wenchmore420b14_ESO
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    Have been asking for Guild Housing ever since Housing was launched.
    I had the Stonefalls estate as a guild house until we ran out of room for crafting tables and stuff.
    So now I moved EVERYTHING to Earthtear Cavern, and have everything we need with a "Little" room for more tables coming this year.

    YES, I would love them to let us designate a "Guild House", but NO, I really DO not want to have to move and reset everything again.

    Just my 2 drakes... :)
    Drakon Koryn~Oryndill, Rogue~Mage,- CP ~Doesn't matter any more
    NA / PC Beta Member since Nov 2013
    GM~Conclave-of-Shadows, EP Social Guild, ~Proud member of: The Wandering Merchants, Phoenix Rising, Imperial Trade Union & Celestials of Nirn
    Sister Guilds with: Coroner's Report, Children of Skyrim, Sunshine Daydream, Tamriel Fisheries, Knights Arcanum and more
    "Not All Who Wander are Lost"
    #MOREHOUSINGSLOTS
    “When the people that can make the company more successful are sales and marketing people, they end up running the companies. The product people get driven out of the decision making forums, and the companies forget what it means to make great products.”

    _Steve Jobs (The Lost Interview)
  • LadySinflower
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    I just love the space in the new house we just got with event tickets. Is that Doomchar? It's got so much room to put crafting stations. But they ruined it with that red aesthetic! I was going to set up a space to put furniture I've crafted but will not use and want to sell. I had this crazy idea to separate all the platforms with walls around them,and everything in each area would be the same price. Then I would put up signs stating the price of the stuff in each area and invite players in to my "furniture store." I started to design it and realized that everything looks so ugly there! So now it's going to be the storage yard for stuff I'm not currently using and need out of my inventory. I was pretty disappointed but the house was free so I'm not going to put it down too much.
  • lillybit
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    Coldharbour and Doomchar both make reasonable guild houses (I've used both). Ugly is subjective; they aren't pretty but I wouldn't say ugly. On the other hand, I've disliked most I've seen using Grand Topal. Too many little platforms that are either cluttered or ignored. If you're just building a platform you might as well use any notable and build up!

    Not saying that they aren't good suggestions that would make great guild houses, but I'd rather just see a solution to needing hundreds of stations in the first place. It's past time they introduced some sort of master stations. That would open up so many more options for houses!


    Edit for typos
    Edited by lillybit on January 25, 2022 10:37PM
    PS4 EU
  • Nestor
    Nestor
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    I am all for a guild house. And, by that, I mean a Guild House, not a player house that serves as one.

    1. Seperate Instanced Crafting Room, hopefull with a direct port option on the map marker
    2. A Guild Banker/Guild Store Merchant
    3. Ability to port to a Wayshrine from House or Crafting area.

    All the rest i will leave up to you.
    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
    Gary Gravestink "I am glad you died, I needed the help"

  • deleted220614-000183
    Yeah hundreds of crafting stations is the core of the problem.
    All other problems are mainly caused by this.

    Aesthetics is very important as guildhouses tend to be visited thousand times per week by hundreds of players.
    It must be pretty awesome so Coldharbor aesthetics is out of the table.

    Platforms are very important as people are not happy jumping day after day because of branches and rocks and holes ZOS created on purpose to make our living harder.
    They never tried repeating something thousand times, for examle looking for a crafting station to make a single master writ.
    They tested it once and said, OK, it works.
    No, it doesn't work. Thousand people lost millions of gaming hours just by looking for a single crafting station among hundreds of others because ZOS was not able to give us good guidhouse and one slot letters to label stations properly.

    Separated room for merchant banker and training dummies can be created but it would be nice of course to have it predesigned as every slot counts.

    And yes I'm not satisfied in any guildhouse I ever visited because we have too many stations in poor and fast and easy and neglectly designed houses by ZOS !



    Edited by deleted220614-000183 on January 26, 2022 12:26PM
  • DragonRacer
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    My main concern at some point in the future is the 700 furnishing limit on even the largest houses, while they keep adding more and more crafting sets.

    When your hall has everything - all attunable tables, all training dummies, transmute station, banker, merchant, fence, the vampire fountain and thrall, the Ayelid well, the armory, and whatever other type of accessories ZOS wants to add, eventually even the barest guild hall stripped of all aesthetic decorations and platforms to hold all those tables will STILL run out of literal furnishing slots when ZOS adds enough crafting sets in the future.

    Kinda wondering if they have any plan whatsoever for this inevitable event horizon or if we're all gonna simply be told to ensure a second guild officer decides to use their primary as a secondary guild hall. Which, while all well and good maybe, still presents the problem for guilds who have put attunables in alphabetical order as a convenience to their guilds, because then you'd have to start trading tables back and forth between two houses to maintain alphabetical order but can't because attunable tables are bound to that person's account.

    It's gonna be rough, and a potential waste of resources when having to duplicate tables unnecessarily.

    Have the devs considered any of this for future updates, @ZOS_Kevin
    PS5 NA. GM of The PTK's - a free trading guild (CP 500+). Also a werewolf, bites are free when they're available. PSN = DragonRacer13
  • AcadianPaladin
    AcadianPaladin
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    As @trpajzla said, the root of the problem is the 'sea of crafting tables' problem that just keeps getting worse. The current system has scaled horribly as jewelry crafting was added and the number of sets just keep growing with no end in sight.

    For a long time, I've said the solution is one master attunable table for each crafting profession. The 'deliverable' you would then buy in terms of new tables would be the ability to add that set to a drop down menu on your appropriate master table. Imagine a full service guild hall with only one crafting station per profession. Just a modicum of creative ingenuity could readily figure out how to transition the game from the old 'sea of tables' concept to this improved manner of managing attunable tables.
    PC NA(no Steam), PvE, mostly solo
  • Dark_Lord_Kuro
    Dark_Lord_Kuro
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    My guild used 2 with success
    We used to be in the linchal manor, the huge court yard right at the entance was amzing

    We currently are in sweet water cascade
    The main house is used for consumable crafting, bank, merchant and decoration
    Thie smaller house as the 3 and 5 million dummy
    The pool between the 2 building has been covered up by some sort of floor pannel, this place and the path around it is where all our crafting station are.(yes they work on floor pieces)
    The river on the blackwood side is where the mondus stone are located
    The elsweyr side is where the bigger dummy are
    We even have a skyshard down the cliff

    Other house can be used, like the 3 plots type of home

    All depend on how you plan it
  • SeaUnicorn
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    Main issue with guild houses is that guilds usually outlive guild leaders and leadership can be passed on but "guildhouse" not. So when the guild leader quits - you have to go through the struggle of collecting all existing and new crafting stations all over again. Communal space attached to the GUILD not a person should be a thing. And there should be a permission to decorate the space for some of the roles within a guild.
  • DragonRacer
    DragonRacer
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    SeaUnicorn wrote: »
    Main issue with guild houses is that guilds usually outlive guild leaders and leadership can be passed on but "guildhouse" not. So when the guild leader quits - you have to go through the struggle of collecting all existing and new crafting stations all over again. Communal space attached to the GUILD not a person should be a thing. And there should be a permission to decorate the space for some of the roles within a guild.

    Also very much agree with all this!

    PS5 NA. GM of The PTK's - a free trading guild (CP 500+). Also a werewolf, bites are free when they're available. PSN = DragonRacer13
  • deleted220614-000183
    2 guildhouses will be very soon reality if ZOS doesnt increase 700 slots for notable houses.
    I think it would be easier for us all just adjust existing guildhouses somehow then force people to build (and learn the layout) of new guildhouses .

    There are more solutions how to achieve this in my mind.

    1. Solution - lock 4 attuned stations of the same set to one formation (row or square) consuming one slot
    2. Solution- lock multiple platforms of the same type connected each other to consume one slot (should be limited and reversible)
    3. Solution- stop adding new craftable sets
    4. Solution- count attunable station as special furnishing and increase number of special furnishing slots for guildhouses accordingly
    5. Solution - create transfer system of guildhouses so they can change owners as long as they are dedicated to one existing guild, hence the two guildhouses system will not be so painful for the guild members
    Edited by deleted220614-000183 on January 26, 2022 7:09PM
  • WiseSky
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    Conquest of Tamriel has the best GH of any guild I have been in, it’s set on the island of Grand Topal.

  • Amottica
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    I would suggest Zenimax create actual guild homes/manors that are owned by the guild. All we have currently is player homes that are really still just player homes.
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