More going on about EverQuest II.
I was on about leveling up crafting in EverQuest II last, but I decided to cut out a portion of the post where I drifted off into how much having a guild hall helped out.
EQII had housing… good, game integrated, flexible housing… at launch, but it took four years for the game to get guild halls. In 2008 Game Update #48 kicked off an event that culminated in guild halls being released into the game.
And some of the guild halls are quite impressive. I still have a character in the Revelry & Honor guild from way back in 2009… they never kick anybody I guess… and I can recall being quite impressed with their guild hall. I mean, it was on an island visible from the shores of Antonica. I wrote a post about it even.
So back in 2011 when the instance group made their one attempt to adapt to Norrath, a guild hall was on the shopping list… once we made a guild.
Guilds have been around since day one as well, and were considerably more complex than the World of Warcraft guild features, which consisted mostly of a chat channel, a guild roster, and a MOTD. EQII guilds had levels and ranks and access to special perks like subsidized housing and early mounts and such, to the extent that there was a lot of whining in the forums about how you had to be in a guild to get some of these special things. But there is always a lot of whining in the forums about everything, so welcome to the club.
So being in a guild was very much a thing, if you could form one.
There is always a barrier and it is amusing to go back a read some of the posts from that time as they are, like my current day posts about EQII, rife with confusion as to how to get things done… like how to make a guild.
At the time, because we were in EverQuest II Extended, the free to play experiment before the whole game went that route, you needed the following to create a guild:
- A guild charter – 450 SC from the Station Store (60 silver won’t cut it)
- Guild leader/charter buyer must be a subscriber
- A full group – that means 6 people
- The whole group in the same zone with the guild registrar
- Everybody the same alignment (no mixed Qeynos and Freeport, even in New Halas)
- A guild name that hasn’t been taken and meets the filer standards
According to the wiki we’re back to just 60 silver for the guild charter, but the other items still apply, the most difficult of which, for the random individual, is probably forming a full group of six and getting them together in the zone with the guild registrar. Still, we managed to do it back in the day.
That gets you a guild. But for a guild hall your guild must be level 30. Having divided up labor for crafting (to do trade skill writs) and set our eyes on some heritages quests, we went to work to level up the guild. It took us about a month, though almost two weeks of that time SOE was offline due to the great 2011 hacking of their (our) data. (Though the post hack exp boost that SOE gave people probably helped us along.) Anyway, the we got the guild to level 30. We could buy a guild hall.
In hindsight it is amusing how much of a burden the cost of buying the hall and playing for the upkeep seemed to be. Now, with the usual ongoing inflation, the sums, both in coin and status, seem laughably small. But that is what time will do.
We bought the standard guild hall in New Halas, which turned out to be a boon in the long term as that allows both Qeynos and Freeport players to get to it, and started setting it up. While decor was on the list, amenities were the key item.
Amenities added to the upkeep cost… you buy the hall then have to pay for upkeep every seven days… but were essential to making the whole venture worthwhile. We setup a whole crafting room down in the basement with all of the crafting stations. (We did have to push the guild to level 40 to unlock enough amenity slots to get all the things we wanted, and some amenities require a specific guild level.)
The harvest supply depot, which lets you store crafting materials that you can automatically draw from if you craft in the guild, was placed in the center of the room. This is perhaps the most handy feature, as you don’t have to keep raw materials on your person.
We also opted for a fuel merchant, as crafting requires a fuel component for each run.
Then, behind a counter are the gathering hirelings, which which can be sent out harvest common crafting materials every two hours (you get to pick which level range you want them to harvest), and which Gaff and I shepherded pretty regularly in order to build up a healthy store of materials.
Then there were the two trade skill writ NPCs, one for normal and one for rush orders, with their clipboards on the wall behind them, which is where you pick up your crafting assignments. And, of course, a banker and a broker NPC so that stored items and the market were only a few steps away.
As I said, all of this cost coin and status and, at the time, it was a bit of work to keep it open.
Fortunately, nothing goes away if you don’t pay the bill, and for a long stretch when 136K status seemed like a lot, we would let the guild hall sit idle, locked, waiting for our need. A feature of my return to the game every year or two would be the unlocking of the guild hall to do a bit of crafting.
The years have helped out when it comes to paying for the guild hall. back in the day that price was something I had to think about. Now, with the usual amount of inflation that goes on between expansions, keeping it open is a no brainer. The signature and crafting quest lines hand out an abundance of status. While it is pegged to the pricing of status items that come with the newer expansions, older items have become quite affordable. The status is so free flowing at times that the guild has leveled up a few times.
So with the guild hall open and the NPC gatherers filling the supply depot every two hours… at least when I remember to go speak to them, as it is not automated… I managed to build up quite a supply of raw materials to draw on.
For items that I need to craft inside of an instance I look at the wiki about the quest line, specifically the supply list, and pull the items from the supply depot.
If there are items I can craft outside of an instance, and there are a number of steps that just have you craft items that get used as part of the crafting quest lines, I use one more feature of the guild hall.
The guild hall homing beacon is one of the amenities, but it is a nice one. You got in and attune yourself to the beacon… click on it… and then you get the skill that brings you straight into the guild hall. And to compliment that we also have a mini spire for the in-game transport system so I can finish up and head straight back to Luclin. (The Luclin spire is not on the “I’m a subscriber, teleport me at will” list of options yet. At least not for me. You might have to finish the signature quest line to get that.)
Anyway, the work we did back in 2011 keeps paying off for me whenever I return to play. If nothing else, I spend a lot less time out harvesting raw material for crafting than I used to back in the day.