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TheCheshireKhajiit
post Sep 7 2018, 10:27 PM
Post #1401


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Bleh. Of course something came up so we aren’t going to make it. Sorry all. sad.gif


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mALX
post Sep 7 2018, 10:34 PM
Post #1402


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QUOTE(TheCheshireKhajiit @ Sep 7 2018, 05:27 PM) *

Bleh. Of course something came up so we aren’t going to make it. Sorry all. sad.gif


Aw, verysad.gif





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Acadian
post Sep 8 2018, 12:18 AM
Post #1403


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From: Las Vegas



Aww, sorry you weren’t able to make it Khajiit.


Buffy just got back from a very fun guild meeting. After some wine and dancing, we had Misa, Jo’Zira, Jerric, Cat Man Dhou, Gosse and Buffy at the guild hall. Then we headed out and Gosse led us through Crimson Cove public dungeon in Malabol Tor, followed by a nearby dolman and world boss. Everyone did great! Darn public dungeons respawn too fast to smoothly get a large group through when some have the quests and some don’t. So there were a few moments of confusion but everyone did great trying to stay together, lol.

Had a great time and thanks to all who made it!


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hazmick
post Sep 16 2018, 04:30 PM
Post #1404


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From: North



Just to let you guys know, the discord invite in the guild's 'about us' section in-game is invalid. Can someone check it so I can join? tongue.gif


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haute ecole rider
post Sep 16 2018, 06:29 PM
Post #1405


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From: The place where the Witchhorses play



Tell me your @name in Discord and I will send you an invite!


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Acadian
post Sep 17 2018, 05:55 PM
Post #1406


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Thanks, Rider. I just double checked the link I had in game and it was indeed wrong. Should be fixed now. smile.gif


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mALX
post Sep 18 2018, 09:21 PM
Post #1407


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From: Cyrodiil, the Wastelands, and BFE TN



QUOTE(Acadian @ Sep 17 2018, 12:55 PM) *

Thanks, Rider. I just double checked the link I had in game and it was indeed wrong. Should be fixed now. smile.gif


Thanks for fixing that Acadian!




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mALX
post Sep 22 2018, 02:51 AM
Post #1408


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I was just at the Guild Hall doing Master Writs and had been there well long enough for everything to render properly = found three tables that wouldn't activate INSIDE the house. This is the first time I've ever had this happen, urk.

If anyone else has any problems, please PM me on here or in game to fix them right away.




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TheCheshireKhajiit
post Sep 22 2018, 03:50 AM
Post #1409


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From: Sheogorath's shrine talking to myselves!



QUOTE(mALX @ Sep 21 2018, 08:51 PM) *

I was just at the Guild Hall doing Master Writs and had been there well long enough for everything to render properly = found three tables that wouldn't activate INSIDE the house. This is the first time I've ever had this happen, urk.

If anyone else has any problems, please PM me on here or in game to fix them right away.

Ok thanks for the heads up mALX, if Khajiit notices a problem he will let you know.


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mALX
post Sep 22 2018, 04:07 PM
Post #1410


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Joined: 14-March 10
From: Cyrodiil, the Wastelands, and BFE TN



QUOTE(TheCheshireKhajiit @ Sep 21 2018, 10:50 PM) *

QUOTE(mALX @ Sep 21 2018, 08:51 PM) *

I was just at the Guild Hall doing Master Writs and had been there well long enough for everything to render properly = found three tables that wouldn't activate INSIDE the house. This is the first time I've ever had this happen, urk.

If anyone else has any problems, please PM me on here or in game to fix them right away.

Ok thanks for the heads up mALX, if Khajiit notices a problem he will let you know.



Thank you, I would appreciate that help. That is the first time I've ever had a problem over there at all, and I was in there well long enough for everything to render properly, I don't understand how that happened. I did fix them, and went through and checked every single table inside and out; those three were the only culprits. (Eternal Hunt and Tava's Favor woodworking, and Armor Master blacksmithing).



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Acadian
post Sep 22 2018, 05:32 PM
Post #1411


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From: Las Vegas



I was in the guild hall this morning and all rendered fine. I only used the Seducer tables and the enchanting table in the front courtyard. Oh, and the banker. All worked fine.


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mALX
post Sep 24 2018, 12:33 AM
Post #1412


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From: Cyrodiil, the Wastelands, and BFE TN



QUOTE(Acadian @ Sep 22 2018, 12:32 PM) *

I was in the guild hall this morning and all rendered fine. I only used the Seducer tables and the enchanting table in the front courtyard. Oh, and the banker. All worked fine.



Whew! Thank you! Just let me know if any ever don't work for you; I really appreciate any help on keeping me informed if ever one doesn't work so I can fix it right away.

We've never had this problem before, it is really irking me that it is suddenly having issues!




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ghastley
post Sep 24 2018, 01:08 AM
Post #1413


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Laurie visited for a couple of writs and didn't have any issues. (Other than remembering where the right stations were). tongue.gif


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mALX
post Sep 24 2018, 02:42 PM
Post #1414


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QUOTE(ghastley @ Sep 23 2018, 08:08 PM) *

Laurie visited for a couple of writs and didn't have any issues. (Other than remembering where the right stations were). tongue.gif


Yeah, everyone I know places them all completely alphabetically instead of just doing the Universal Alliance sets alphabetically like I did; but they have houses with a big enough outdoor space to do it right. I did get on the PTS and try setting them all up outside, but it totally ruined the look and feel of the place. Trying to set them up completely alphabetically inside the house was totally unworkable.

To this day I still have to think of the Provinces they come from to remember where the sets are located (because I do know where each Province is set up, just sometimes have trouble remembering which sets go with which Province).

I originally planned putting up a banner or totem to indicate the Provinces; but we ran out of inventory slots; just couldn't do it.

For a long time I used to have trouble remembering the names of the Hews Bane sets; everytime I thought of "Eternal Hunt" I thought of Wrothgar instead of Hews Bane. Also, I used to get "Trial by Fire" and "Way of the Arena" mixed up as to what Province they are from. (I don't have that problem anymore now).

But associating the set name with their Province is what helped me remember it; because it is pretty easy to remember where the Provinces are in there.

Several times I've thought of buying one of these bigger properties like all the other guilds have done = making the guild hall in a better spot for all those tables and give us 100 extra slots to do it in = but so far these other guilds have had to keep changing guild halls because everywhere they have tried ends up with shifting tables (including Topal Bay, Linchal Manor, Coldharbour, Serenity Falls, Daggerfall Overlook, Hakkvild's High Hall, etc = all of them have had shifting tables issues).

Up until now we have never had our tables shift that I know of; this is the first time that it has happened = so it does worry me that we might end up having trouble here too.







This post has been edited by mALX: Sep 24 2018, 02:43 PM


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ghastley
post Sep 24 2018, 03:16 PM
Post #1415


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As you point out, there's no way to do a simple arrangement in that space. Alphabetical only works if you have an obvious sequential path through the stations, and that doesn't exist.

The only ideas I could come up with involve clustering them by some common characteristic, such as Alliance, DLC, etc. like you did. Perhaps number of traits would be another way to do it? But that only works if you have an easy way to check that, (like Craft Store). The writ itself just gives you a style, which is probably why alphabetical is the popular one - the name is a direct clue, not an indirect one.

QUOTE
To this day I still have to think of the Provinces they come from to remember where the sets are located (because I do know where each Province is set up, just sometimes have trouble remembering which sets go with which Province).

And that trouble comes from the fact that the craftable Alliance zone sets are present in each Alliance. It's the overland dropped sets that differ.

Whatever you do, it has to be re-done every time ZOS add a new style that the writs use. We need to support crown store exclusives that don't participate!

And running around looking for the set is half the fun of doing it, anyway. Being reminded of all the other sets has made me re-think what my characters use a couple of times.

Hopefully, the general clamour for proper Guildhalls will lead to them creating dedicated places with different rules for furnishing. E.g. a smaller number of slots, but which doesn't include the crafting stations, and is intended for decorating the "meeting space". Then you could have Hunding's back as a home.

This post has been edited by ghastley: Sep 24 2018, 03:22 PM


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mALX
post Sep 24 2018, 03:37 PM
Post #1416


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Joined: 14-March 10
From: Cyrodiil, the Wastelands, and BFE TN



QUOTE(ghastley @ Sep 24 2018, 10:16 AM) *

As you point out, there's no way to do a simple arrangement in that space. Alphabetical only works if you have an obvious sequential path through the stations, and that doesn't exist.

The only ideas I could come up with involve clustering them by some common characteristic, such as Alliance, DLC, etc. like you did. Perhaps number of traits would be another way to do it? But that only works if you have an easy way to check that, (like Craft Store). The writ itself just gives you a style, which is probably why alphabetical is the popular one - the name is a direct clue, not an indirect one.

Whatever you do, it has to be re-done every time ZOS add a new style that the writs use. We need to support crown store exclusives that don't participate!

And running around looking for the set is half the fun of doing it, anyway. Being reminded of all the other sets has made me re-think what my characters use a couple of times.

Hopefully, the general clamour for proper Guildhalls will lead to them creating dedicated places with different rules for furnishing. E.g. a smaller number of slots, but which doesn't include the crafting stations, and is intended for decorating the "meeting space". Then you could have Hunding's back as a home.


Agreed, they know they are adding to the problem when they add 6 sets per year (times 4 tables each) but don't increase the slots for furnishing items (but manage to keep increasing slots for trophies/mounts/and pets). Acadian suggested they revamp the tables so you have one set with a drop down list of the crafting sets you have purchased via vouchers; but that would require them revamping the entire system. Your idea is more cost effective because it would just be recategorizing the tables; just making the crafted set tables a category that doesn't take up slots in the house = Awesome idea! Please submit it to ZOS !!!!!!

Also, they need to make the floors/ground the base level furniture sits on consistently. Both Linchal Manor and Coldharbour have places that the base level is below ground/floor level; making the tables not work in those spots; so you have to keep moving them around till they work (ruining any look of order in your tables; it ends up looking like a chimpanzee set them up). Linchal has that issue both inside and out. Coldharbour has a lot of bad spots too, but not nearly as many as Linchal. We actually have a few spots like that too, but putting the tables inside and on those docks kept us from being affected by them up till now.









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Acadian
post Sep 24 2018, 04:10 PM
Post #1417


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I've suggested a couple times on the Zenimax forums that with no end in sight as far as adding sets the answer is to move away from a warehouse/sea of crafting tables and simply incorporate the attunable aspect into one set of tables. One attunable table for each craft. When you upgrade by adding a new set ability, it simply gets added to the menu on your attunable table for that craft.

The only 'hunting around' at a full service guild hall would be navigating the menu of the attunable table for each craft.

This would not only solve the slotting challenge guild halls face but allows for plenty of expandability without a sea or warehouse of tables and all that goes with that.

I believe with just a pinch of ingenuity, Zenimax could 'transition' the old system to such a proposed new system without pain to all the guilds that already have a warehouse stuffed with tables.


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ghastley
post Sep 24 2018, 04:34 PM
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I'll continue pushing for separate guildhall functionality, though, as there's benefit in that apart from crafting. Larger guilds would potentially want multiple tables for concurrent use, even if each one could be attuned to all the sets. They also want meeting space beyond house capacity, and other things that aren't remotely home-like.

ZOS have to make the pricing for adding an attunement match the pricing for a complete new one, or they'll lose money. That's probably the big barrier to multi-set stations.


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mALX
post Sep 24 2018, 05:22 PM
Post #1419


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QUOTE(Acadian @ Sep 24 2018, 11:10 AM) *

I've suggested a couple times on the Zenimax forums that with no end in sight as far as adding sets the answer is to move away from a warehouse/sea of crafting tables and simply incorporate the attunable aspect into one set of tables. One attunable table for each craft. When you upgrade by adding a new set ability, it simply gets added to the menu on your attunable table for that craft.

The only 'hunting around' at a full service guild hall would be navigating the menu of the attunable table for each craft.

This would not only solve the slotting challenge guild halls face but allows for plenty of expandability without a sea or warehouse of tables and all that goes with that.

I believe with just a pinch of ingenuity, Zenimax could 'transition' the old system to such a proposed new system without pain to all the guilds that already have a warehouse stuffed with tables.



I'm sure they COULD, but will they? That would be ideal; but I don't think they will do anything that will cut into their profits and not make them (bigger future money). Revamping the way they already have it set up would cost them plenty and not give them any more future income than the current system that is in place.

Right now they have people scrambling to buy bigger and bigger houses to try to accomodate all those tables. I have even considered changing houses each time; but lucky for me one of my guilds has jumped on every one of them too; so I've learned the houses flaws before spending my own gold buying it, lol.

But I really think that is why they won't give us any more furnishing slots and instead keep upping the "Collectibles" slots = to keep us thinking that the next house will be the one where we can fit in the tables and still have it look nice so we will keep buying everything new they crap out.

I've wondered if maybe that is why they are giving us that Psijic Villa; kind of to give us a guild hall to shut us up? laugh.gif (it has the "base beneath the floors issue already, according to the PTS bug reports on it)

Anyway, I most def agree with you on the "no end in sight." Unless they change how they are doing these crafting tables or give us a reasonable way to house them (like Ghastley suggested; giving them a category that doesn't count toward your inventory total) = it doesn't matter how many places they crank out when the inventory limit isn't being raised to match the size of the place and they keep adding to a guild's needs without giving them a way to place the items.

I really think everything that is in the "Services" category should be set like collectibles are = to not take up inventory slots; because everything in there is needed by guilds to be properly functional for their members.




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mALX
post Sep 24 2018, 06:22 PM
Post #1420


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QUOTE(ghastley @ Sep 24 2018, 11:34 AM) *

I'll continue pushing for separate guildhall functionality, though, as there's benefit in that apart from crafting. Larger guilds would potentially want multiple tables for concurrent use, even if each one could be attuned to all the sets. They also want meeting space beyond house capacity, and other things that aren't remotely home-like.

ZOS have to make the pricing for adding an attunement match the pricing for a complete new one, or they'll lose money. That's probably the big barrier to multi-set stations.


Bold: That is def true; but the "Attunable" ability would still be bought exactly the same way = via Vouchers or Crowns; (so ZOS wouldn't lose that front end money) = and done the exact same way it is now; except instead of getting an actual table you can place out; you would have to just stand next to your one (for example: Clothier station) at home and activate it in your inventory (the exact same way you "attuned" the table to a crafted set) and that set would be added to your Clothier station's drop-down list. Up until that point, everything would remain exactly the same.

(in other words, the exact same way you attune tables now is how you would transfer the attunement to your home table of each type's drop-down list).

Right now the tables are just virtual in your inventory until you place them anyway; and before you attune them to a set they have always been a commodity that can be transferred and sold = that wouldn't change either. (so ZOS doesn't lose any of that backend money they make off the current tables being sold through guild traders either).

The only thing that would cost ZOS doing it this way is the Dev's pay for changing/creating all the new scripts for the new system; possibly a new table itself; and then listening to all the people gripe who have spent millions buying the warehouse of tables that are now stuck on their hands (unless they give us a way to add those already bought to our drop-down list).






This post has been edited by mALX: Sep 24 2018, 06:24 PM


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