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Post by phantomessa on Jan 14, 2009 12:48:00 GMT -5
Ok The Maj'Dulian Orrey was nixed from this list because it does not count to the total number of amenities we can have...please vote on your 13 faves and if you have a hard time voting or registering or logging in please let me know in game by mail or tell...thanks in advance.
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chiel
New Member
Posts: 36
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Post by chiel on Jan 14, 2009 15:32:55 GMT -5
Ah...little note you may want to look into...
When I was perusing the amenities list last night, I noticed that the Maj'dul Orrey was on the list, but that it said "Not Available"...I think this means that we can't actually have one of those in a tier 2 hall. Unsure on that, but I wanted to point it out so that you could look into it.
Chiel
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trab
New Member
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Post by trab on Jan 14, 2009 17:50:40 GMT -5
Hi, I wanted to give a bit more explanation for how I voted. My experience is based on Lydel's use of the Pride and Passion Tier 2 Qeynos hall. The number one thing I love about the P&P hall is the teleportation amenities. So - Call to Guild hall (which we already have)
- Druid portal (this covers Kunark and Moors)
- Mariner's Bell: Shattered Lands (This gets you to Nek docks, so you have one more zone to get to Mara)
- Teleportation Spire to the Overrealm (This is a huge win!)
- Magic Carpet to SS (Also useful)
get my top votes. I could see TC using the strategy flag a fair bit also, but it is very expensive. These amenities make life so much easier. No waiting for boats or spires. With the 15 min recast on Call to Guild Hall it makes it really easy to meet up with people and get to scattered zones. The next batch of amenities I would get are the ones that you use all the time - Mender (I believe mending fees are 10% cheaper with a guild mender)
- Broker (you get best rates 10/20% no matter which city the seller is in)
- Banker
- Commodities Exporter (Fancy name for the guy you sell all your vendor trash to)
- Mailbox
With these you have a one stop shop and get pretty much all you daily needs dealt with in one easily accessible location The third batch depends on the guild. Since TC does a lot of crafting I'd vote for - Harvesting Supply Depot
- Fuel merchant
- TS Rush Order Agent
There are some others like the npc that sells the recipe book, regular writ agent and the automatic harvesters, but since we have limited space, i would stick with these three since they cover most of what you need for uninterrupted crafting sessions The last one I would really like to get is Most of my characters need to skillup on various combat skills, plus I really want to work on optimizing CA/Spell orders and autoattack hits. I could live without it, but several times I've resorted to asking in chat channels for some guild to let me use theirs. Anyway I hope this helps. Trab/Bano/Apoji
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chiel
New Member
Posts: 36
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Post by chiel on Jan 15, 2009 14:02:20 GMT -5
I definitely agree with most of those Trab. We are still growing and leveling of course and that will get us more amenities later. I didn't make these exact choices for my votes, but it comes very close. I agonized for almost a whole day over which ones to vote for, and since all people are different, mine were of course different as well. But not by much lol. So keep that in mind when you all vote! We will get more later, in fact...Once we hit Guild Level 55 we'll be able to place 2 more. That gives some of you who are excited about amenities and are agonizing over choices some incentive and some hope. A tier 2 hall can hold a total of 25 amenities, but we aren't there yet. Right now our choices will be limited but that will change. Again thank you Trab for your explanations and for giving us a decent description of some of the better ones on the list. Another thing I would like to point out is that if we get the Harvesting Supply Depot, I'll be rearranging our guild bank yet again, but don't worry. It will be for the better. That depot can hold 150 different tradeskill mats...and each "stack" if you want to call them that can hold 20,000 of that item. That means that we'll be able to make sure we have mats available, as soon as I get up off my lazy butt and get some. Also, as an added bonus, we can set up that depot in such a way that crafting automatically takes from that supply first without the need to remove it. The reasons for not having the harvesting npc's in there right away is that honestly...we don't need them. I've researched it a bit, and most people agree that if you want the materials you can get them faster all on your own. And isn't the fun part of harvesting getting the rares? Most of us go rare farming anyway, and therefore get lots of common mats we might not need or want, and it would be a great idea to add those to this depot, if we get it. So what do we need a harvesting npc for? Maybe later, this will be more needful, to save time and such in resupplying our depot, but early on there's no need to take up 3 amenities for something we can do ourselves at first. This doesn't mean you shouldn't vote for what you want. If you want the harvesters, vote for em! I'm just giving some info that might help, and as guild banker, there is a slight amount of bias in my desicions. So please, by all means, ignore me if you wish. It won't hurt my feelings lol. And maybe you can come up with even better reasons why we DO need them. Oops...I got talky again...I'll stop that now.
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