What's important for a guild hall?

ezmaye
ezmaye
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Hi,
Recently started a guild (social PVE) and wanted to put together a guild hall. I have the cold harbour Estate so I have space to work with.

What should be the priority?

Most guilds I see in zone chat say they have guild halls so I feel like it's a must have.

I'm in a trading guild and they have all the crafting tables, but that would be something for later as it's very expensive to get all the tables.

If crafting tables are a must then is there a list of the most essential ones?

Thanks so much!

Best Answer

  • Khenarthi
    Khenarthi
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    It's not mandatory to have a guild hall but as your guild grows, people joining may expect to have a place to meet up. That is what I personally would consider essential.

    Most guild halls from large guilds will have the special set crafting stations and some will also have Crown Store Mundus Stones for convenience, and many other things. That said, since people can join 5 guilds, *your* guild hall does not have to offer all that. As you said, it's very expensive.

    I set up my main house as "convenience for beginners" so that guildies can port in, use banker and merchant and the basic stations just to deconstruct stuff or to craft the provisioning/alchemy/enchanting Master Writs, then step out and use the stables or wayshrine at Elden Root. The house is Snugpod and it's tiny but useful enough, particularly for people without ESO+ because your inventory will fill up fast.
    Edited by Khenarthi on July 26, 2021 12:02PM
    PC-EU
    Answer ✓
  • zvavi
    zvavi
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    Trial dummy. Smaller dummy. Ulti well. Crafting tables of the most common crafted sets. Transmute station. Banker and Merchant. This is basic utility wise I think
    Edited by zvavi on July 26, 2021 11:54AM
  • Marillea
    Marillea
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    Most guilds provide a fully kitted guild house, meaning mundus stones, all crafting stations, possibly banker/merchant, transmute station and dummies for traning.

    It isn't necessary in my eyes, as it can and will get expensive though, and I feel like even just providing a house for players to meet up is a nice enough thing.

    If you really want to get started, look into what you are interested in first, and invest into reasons for YOU to go back to your house often, such as transmuting or training.
    she/her

    Marillea - Magden - AD 🐻
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    Marillea on PC EU
  • aaisoaho
    aaisoaho
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    I'd say it depends on your guild. What would your guildies need? Do you do veteran PVE content? Target Iron Atronach could be a good fit. Trading? Maybe the attuned crafting tables. Housing? Maybe some example ideas about custom builds.
  • Wolfenbelle
    Wolfenbelle
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    In no particular order, I would think the following are very useful for a guild hall:

    Crafting tables
    Mundus stones
    Training dummies
    Transmutation station
    Banker
    Thief trader
    Merchant
    Space for activities such as duels
    Maybe some fun things, such as a parkour run (the more 'dangerous' the better)
    Maybe a large table with interactive chairs so player characters can sit while they chat
  • whitecrow
    whitecrow
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    Comfy chairs and relaxing music.
  • Tyralbin
    Tyralbin
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    Putting in your banker, merchant and fence are useful for those that don't have them.

    They can port there for free to use them :)
    Live a little love a lot send all your gold to this Imperials pot.
  • Ilithyania
    Ilithyania
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    A wall with all ACHIEVEMENT DECO you get with your guildpartners :)

    to tremble and behold
    PC
  • ezmaye
    ezmaye
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    Ok thanks everyone!

    For those that mentioned craft tables, could you recommend maybe 4 or 5 sets that you think would be a good starting point?
  • fizl101
    fizl101
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    I'd start with the standard stam, mag, healer tank sets.

    I don't know for healer and tank, but stam and mag I would think Hundings Rage and Law of Julianos
    Soupy twist
  • aaisoaho
    aaisoaho
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    I'd say important crafting stations could be:
    - Diamond's Victory
    - Hunding's Rage
    - Law of Julianos
    - New Moon Acolyte
  • Naftal
    Naftal
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    Mundus stones and ulti well must be there right next to the entrance and not somewhere further away. Another ulti well next to trial dummy.
  • Danikat
    Danikat
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    Since getting everything all players might want in a guild hall is an expensive and time consuming process I think a good start would be to ask your guild members what their top priorities are for their hall, since they're the ones who will be using it. You'll likely have some idea of the answers based on the type of guild it is, but they could help you narrow it down, for example maybe they're all in trading guilds as well and those already provide set crafting stations but maybe don't offer training dummies.
    PC EU player | She/her/hers | PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

    "Remember in this game we call life that no one said it's fair"
  • Tyralbin
    Tyralbin
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    Only issue with the mundas stones is you can only get them with crowns and they are 5k each.

    So you either need a guild benefactor or have plenty of dosh.
    Live a little love a lot send all your gold to this Imperials pot.
  • Vevvev
    Vevvev
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    • Blood fountain and thrall (For your vampires to de-vamp, or vamp up if that's their thing)
    • Crafting stations
    • Outfitting station (Mandatory for a Social or RP Hall)
    • Banker
    • Merchant
    • A couple of social areas ranging from gardens, bars, arenas, and living rooms.
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • waterfairy
    waterfairy
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    All attuneables in a neat and easily accessed location is the ideal guildhouse for writs sake. Mundus stones are nice too but not needed along with combat dummies as I have those in my personal home

    transmute station is nice to have as well
    Edited by waterfairy on July 26, 2021 3:44PM
  • Oreyn_Bearclaw
    Oreyn_Bearclaw
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    Must Haves:

    -A basic set of crafting stations (Blacksmith, Cloth, Woodwork, enchant, Alchemy, Provisioning, Jewelry).
    -Transmute Station
    -Outfit Station
    -Banker and Merchant (Fence optional)
    -3/6 mil Target Dummy (prob dont need both)
    -Trial Dummy

    Nice to Have:
    -All Mundus Stones
    -Aetherial Well
    -Fence

    Something to work for:
    -All Set crafting stations
    -A nice Dueling Arena

    Pretty sure the only must have that costs crowns are the trial Dummy and assistants, but if you have any aspirations of making your guild members better players, the trial Dummy is must have. Mundus stones are nice, but can be expensive. The well is relatively new, but once you get used to it, you cant go without.

    Obviously, the massive endeavor here is all the set crafting stations. For a lot of seasoned players like myself, these are the only reason I would need to leave my own house, at least from a service/utiltiy standpoint, because I have everything else. LOTS of guild halls, and several people on my friends list have them all at this point. Hard to call yourself a real guild hall without them, at least IMO.

    Now if you are just looking for a place to meet and RP, or whatever, maybe you don't need any of that.

    My house was once a quasi Guild hall and it still gets a reasonable amount of use from my buddies. They mostly come for Transmute, Mundus Stones, and the multiple Trial Dummies.

    Edited by Oreyn_Bearclaw on July 26, 2021 4:24PM
  • cyclonus11
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    Some attuned crafting sets to consider:

    - PVP set stations. Many people avoid PVP zones and will pass on master writs that call for these, unless they are available in the guild hall.
    - Popular DLC stations. Folks who don't have specific DLC access might inquire about these. New Moon Acolyte (Southern Elsweyr) is the biggest at the moment. Others to consider: Law of Julianos (Orsinium), Mechanical Acuity (Clockwork City), Shacklebreaker (Morrowind), Fortified Brass (Clockwork City)
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