Guild Hall expansions

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pandorae
Posts: 218
Joined: Thu Sep 23, 2004 11:27 pm

Guild Hall expansions

Post by pandorae »

Guild halls are something that could use addressing. We need options to expand our halls and allow for greater inventory. The issue of guild missions has been beaten nearly to death, but no real information has been forthcoming. Please give us some sort of idea of when our investments will begin to pay for themselves ...

Thank you!

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neiana
Posts: 256
Joined: Thu Sep 23, 2004 1:10 am

Re: Guild Hall expansions

Post by neiana »

pandorae wrote:Guild halls are something that could use addressing. We need options to expand our halls and allow for greater inventory. The issue of guild missions has been beaten nearly to death, but no real information has been forthcoming. Please give us some sort of idea of when our investments will begin to pay for themselves ...

Thank you!

I believe that is what you purchase with guild points - which you get by completing guild missions - which aren't in game (or working right?)

So the REAL question is.. when do we get guild missions? :D

- N
Fred1l1
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Joined: Thu Sep 16, 2004 6:50 pm

Re: Guild Hall expansions

Post by Fred1l1 »

neiana wrote:I believe that is what you purchase with guild points - which you get by completing guild missions - which aren't in game (or working right?)

So the REAL question is.. when do we get guild missions? :D

- N
Yea im pretty sure thats it...guild halls get their own special cool trainers as well from what ive heard...don't know though :|
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svayvti
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Re: Guild Hall expansions

Post by svayvti »

Extra rooms, a variety of NPCs including trainers. We don't have a complete list, and personally I'd rather people were able to discover them on their own rather than have it all spoiled. Each guild will really be unique that way instead of all trying to pick the most uber thing they can work towards.

As said, the important question is WHEN will we see the guild missions?
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Mekos
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Re: Guild Hall expansions

Post by Mekos »

Devs, I wouldn't mind knowing now :o
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Fred1l1
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Re: Guild Hall expansions

Post by Fred1l1 »

Any word on this cerest? Are there going to be any types of guild missions in patch one or are we waiting even longer?
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jdiegel
Posts: 375
Joined: Sat Sep 25, 2004 1:19 am

Re: Guild Hall expansions

Post by jdiegel »

I thought expansions were laid out several ways and could be acquired via cash, attaining a certain fame rating, and/or guild points.

A while back there was a discussion that pretty much concluded that the guild hall expansions were the closest thing we had to a real money sink. Of course, I'm not sure anyone had a guild hall back then...
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oloriun
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Re: Guild Hall expansions

Post by oloriun »

trainers with unique skills, I believe was originally said? Somehow I can't imagine there being any new skills coming, hope im wrong though, most things are so samey [especially melee].
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ctusk
Posts: 98
Joined: Fri Sep 24, 2004 5:38 am

Re: Guild Hall expansions

Post by ctusk »

svayvti wrote:Extra rooms, a variety of NPCs including trainers. We don't have a complete list, and personally I'd rather people were able to discover them on their own rather than have it all spoiled. Each guild will really be unique that way instead of all trying to pick the most uber thing they can work towards.

As said, the important question is WHEN will we see the guild missions?
Will we get something useful too? There are already too many rooms in there with nothing useful in them and the trainers are right in front of the guildhall.
Where is the point if that is it?
billg1
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Joined: Wed Sep 22, 2004 9:37 pm

Re: Guild Hall expansions

Post by billg1 »

For the cost of a guild hall...Inventory space should be equal to 3 packers per person in the guild. And the sooner the better ;)

Trainers? Not needed unless they give some type of special skill. You have easier access to them outside and you dont have to deal with the unable to exit bug or exiting and ending up in some other land.
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