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Crafting at guildhalls

ghastley
ghastley
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We've reached the point where all the attuned crafting stations are filling the available housing, and leaving very few slots for decoration. Isn't it about time that specialized buildings became available as guildhalls to address this?

You need a large open space to fit in all the stations, and arrange them logically, so crafters can find the right set. Guilds also want similar spaces for meetings, so a guildhall building would have more than one "hall" to meet those needs. Separating guild activities from housing is coming due.
  • EliteWarrior
    EliteWarrior
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    If a specialised 'Guild Hall' property every came up for sale in the crown store, I wonder if having a furnished version would come with different types of crafting stations, target dummies etc. :neutral:
    PC | EU | @Elite-Warrior
    Main: Elite-Warrior - Stamina DK, Imperial, Pact - Switches between PvE and PvP setup
  • dan958
    dan958
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    A guild hall is something I've been saying I'd live since day 1.

    I used to play a lot of Guild Wars 1 when that came out, and they have guild halls. you can go in there and meet up with your guild, and you can do guild VS guild battles in each persons guild hall.

    I'd love ESO to have this. Let it be that there is a checkbox in permissions for if a user can make changes to guild halls or not, people can customise guild halls in the same way as they can in the housing system. Let there be guild VS guild battles with leader-boards.
    @dan958 - PC/EU
    Sir Dan - Nightblade - Vampire - Bosmer - CP568

    For the Queen!

    ⋐-The Hallowed Ground Guild-⋑
  • Feric51
    Feric51
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    The situation with so many craftable sets is bringing around another problem, on console at least. When loading into a guild house with every available attunable station currently, a majority of the time (50-75%), a portion of the attunable crafting stations do not render properly and are not able to be interacted with. The bandaid fix is to leave the home via the front door, then travel back in (3-4 minutes of load screens here I come) and this only sometimes fixes the problem.

    It's getting to the point where the guild leaders are going to have to split up crafting stations into two, or more, houses with guild notes directing you to "so and so's primary residence for crafting stations A-H," "guild VP's primary residence for stations I-R," etc....

    Something needs to be done.
    Feric51
    Xbox NA

    Darkness Falls: The Crusade survivor (you young kids will never know the struggle of text-based games)


  • wtlonewolf20
    wtlonewolf20
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    Maybe what they should do is once you have 4 stations for a set you are then able to combine them into a set station ie all 4 linked together and it counts as 1 item. Or something like that
  • ghastley
    ghastley
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    If you're going to combine stations, then it would make more sense to have attunable stations be able to do multiple sets, with a drop-down list. Then your guild would only need as many of each type as are needed to be used at one time. It could just be one Blacksmith, one Clothier, one Woodworker, and one Jeweler if you don't mind a queue at busy times.

    The main benefit of that way is that you don't have to re-arrange the place when a new style comes out. And the fact that extra styles don't mean extra building slots any more.
  • silvermistktralasub17_ESO
    the problem, as near as we can tell on pc about the tables and rendering is that if they are placed on a player made surface, when the characters enter, it opens the instance, and things render at different times. Z-axis seems to relate strictly to the 'ground' (or floor) as set within the house when empty. It does not take into account the surface you might have put the table on. Hence, if the table renders before the floor below it does, it could render partially 'sunk' into the surface, making it unusable. A few guildmates have worked with coldharbour estate because of this, and my primary guild, and myself (operating one for another guild) are using Linchal, and keeping out tables flat on the ground to prevent the problems.

    @Alassirana
    SneakyBo, ExSO_Gold, Demure Dragon Dealings
  • Feric51
    Feric51
    ✭✭✭✭✭
    the problem, as near as we can tell on pc about the tables and rendering is that if they are placed on a player made surface, when the characters enter, it opens the instance, and things render at different times. Z-axis seems to relate strictly to the 'ground' (or floor) as set within the house when empty. It does not take into account the surface you might have put the table on. Hence, if the table renders before the floor below it does, it could render partially 'sunk' into the surface, making it unusable. A few guildmates have worked with coldharbour estate because of this, and my primary guild, and myself (operating one for another guild) are using Linchal, and keeping out tables flat on the ground to prevent the problems.

    @Alassirana
    SneakyBo, ExSO_Gold, Demure Dragon Dealings

    Yeah, I wondered as much, but two guild houses that regularly have this problem are the Linchal Grand Manor and Earthtear Cavern. All the stations are set upon the "ground" and not any player constructed platforms, though at LGM they are placed on the raised terrace on either side of the house.

    The one guild house that never seems to have any problems is the Grand Topal Hideaway, with the stations scattered among the shoreline. Granted, these stations are strung out over a much greater surface area and not aligned in neat rows/packed together like in the former two.

    Either way... it's very frustration to travel in to do a master writ and be able to interact with say: Juliano's woodworking and clothing stations, but not the blacksmithing station two feet away.
    Feric51
    Xbox NA

    Darkness Falls: The Crusade survivor (you young kids will never know the struggle of text-based games)


  • Dkudo
    Dkudo
    I own LGM and have the table's placed on the sidewalk in abc order left to right and never have had problems. On the other hand had problems with some of the mundus stones sitting on top of that alinor ballroom floor, I wasn't thinking it might be some rendering issue but it might be!
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