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The Great Guild Hall Debate

#1 {lang:macro__useroffline}   Cspace {lang:icon}

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Posted 28 July 2005 - 07:17 PM

Yep, I found a place with screenshots of all the halls, so anyone who hasn't yet reached Lion's Arch can still have input (although you won't see all the aspects of the halls).

- Warrior's Isle

- Hunter's Isle

- Frozen Isle

- Nomad's Isle

- Druid's Isle

- Isle Of The Dead

- Burning Isle

- Wizard's Isle


Note: I'm not making this a poll because most don't have absolute favorites or anything, just figuring that maybe this could help spark discussion now that the sigil isn't quite as far away as before. It is also a little risky to have this rest on a poll, for anyone can vote, and those not in this faction could anonymously vote without even playing the game or caring about the outcome.
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#2 {lang:macro__useroffline}   Goto {lang:icon}

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Posted 29 July 2005 - 10:27 AM

Hmm.. Lets see. The only difference between the Warrior, Hunters and Wizards isle is the look of the place, they've got the same layout. They're a nice basic hall, plus they've got lockable gates and catapults that can be used for strategic advantage. They're probably a little on the plain side though, because they tend to be what most guilds would choose.

Frozen is a nice wide open area, with gates on a pulley system so you can only have one gate open at a time. It also has areas of ice, which slows you down 70% if you stop moving on it. I quite like the look of this place, and it fulfills most of what we'd need.

Nomad's Isle is probably my favourite. I like the desert look it has, sort of like ancient ruins preserved in the desert. It's also quite wide open, and it has a big pit of quicksand between the two bases. It's necessary to cross this to reach the flag stand, and it's also the most direct way to reach the opposing base. However it's also possible to use the teleporters situated near the quicksand to get across, if you don't mind a more roundabout route. This brings up some tactical issues, whether to take your chances rushing across the quicksand, since it slows you down and you'll lose energy if you attack anyone while standing on it. I also think this area would be quite good for practice matches.

I'm not such a big fan of the Druids Isle, although there's an interesting idea behind it. You have to grow bridges out of vines using vine seeds you find in your base, and it's a shortcut to the other base. Alternatively you can take the long and winding route there. You can also drop seeds at enemies feet to temporarily get a 'knockdown' effect, because the vines grasp on to their legs for a few seconds.

Isle of the Dead isn't really a favourite of mine, although others seem to quite like it. It does look pretty cool, but it's mostly made up of narrow winding passages, not very well made for battles. It has some gates, one for each team which lead to a lever you can use to unlock the other teams gate for a surprise attack.

The Burning Isle is quite a small hall, and not one I've seen all that much support for. Basically the trick is finding a way to the enemy base that doesn't involve having to walk through lava, if you do it hits you with 'Burning' and 'Crippled' conditions for ridiculously long times. I am a fan of fairly complex and treacherous areas, but this just didn't appeal to me in this case, possibly because of the scenery.


They all have good and bad points, really. What do the rest of you think?


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#3 {lang:macro__useroffline}   Cspace {lang:icon}

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Posted 29 July 2005 - 06:24 PM

I also like Nomad's the most, both for the look and for the openness. I don't think any of the halls surpass it in terms of how open it is, and it will have a lot of tactics involved in battle as Goto said. There is a lot of area that is not quicksand that wraps around the whole arena, and in terms of the halls with stat-affecting terrain I think the quicksand is the least harmful but the most tactical (as opposed to 75% speed reduction or the nasty effects of lava). It also has portals which can make things interesting, as well as allow for quick access everywhere when we're just practicing or whatever. It's also unique, I don't think most guilds pick it which (in my opinion) is a plus for choosing it as ours since it is a decent hall. It also looks good, and when you're fighting you kinda feel like you're surrounded by the hall instead of in front of it.

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As for my second choice (which has changed since the poll), I think I like the Hunter's hall. It seems like a good all-around hall like Warrior's and Wizard's, but it seems to have a cooler appearance. Wizard's is also pretty good.

I also like the look of Frozen... But, I dunno, I just think the ice would be a little oppressive in battle where you probably won't be running constantly. 75% speed reduction when you stop for a moment is like walking and the ice can't really be avoided easily unless you're on one of the two sides of the arena.

The druid's hall is alright, but for some reason I don't care for the look as much (although it is fairly open). I guess the battles there could be interesting though, just not high on my list.

The dead hall does look pretty cool, but I think it is just too confined. A labrynth of halls may not make for the best battle, as opposed to the outdoor arenas. For this reason it is not very high in my choice for a hall, since the hall would be for GvG battles after all.

Burning... Dunno, it has the worst stat-affecting terrain and it doesn't seem as large.

I will be happy with whatever is chosen, none of them are really bad, just getting nitpicky I think.
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#4 {lang:macro__useroffline}   Traver {lang:icon}

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Posted 29 July 2005 - 07:12 PM

The thing I really dislike about Nomad's is that it's SO open. I mean, there isn't really anything. Lots of sand, and some weird buildings far off into the distance. Then there's the odd ruin here and there. I just don't see what it has to do with a hall. If they called it Guild Sandpit, sure, but it's supposed to be a hall. The Isle of the Dead seemed to me as the only actual hall, maybe Warrior's too.
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#5 {lang:macro__useroffline}   Final F8 {lang:icon}

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Posted 30 July 2005 - 03:16 AM

Guild sandpit, lmao biglaugh.gif

I'll get on in a minute and have a better look at them all.
It looks like we're leaning towards Nomads, but I'll check em all out and see what I think. TheSmile.gif


::EDIT::
ok, I just had another look at them all........and I don't really like any of them icon_sweatdrop.gif

I'll just get used to whatever we go with thumb.gif
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#6 {lang:macro__useroffline}   Cspace {lang:icon}

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Posted 30 July 2005 - 04:15 AM

Truthfully, I don't think we should make the decision so much on looks. After a while whatever hall we choose will probably lose the cool factor, regardless of which one, and then it will probably be the battle situation that would matter more. I'm just afraid that the dead hall will eventually become tedious, since it is confined and not as suitable for open or tactical battles. That's why I'm leaning toward the Nomad's hall, because it is a more tactical map and also looks cool (at least in my opinion). It would also be more unique to us, for I believe that the undead hall is up there with the most common halls in other guilds.
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#7 {lang:macro__useroffline}   masterlineman {lang:icon}

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Posted 03 August 2005 - 06:24 AM

honestly i think everyone will get used to watever one smone chooses so for me go with watever

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#8 {lang:macro__useroffline}   Cspace {lang:icon}

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Posted 03 January 2006 - 07:45 AM

Reviving to save Tan the trouble. bluetongue.gif
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#9 {lang:macro__useroffline}   JGJTan {lang:icon}

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Posted 03 January 2006 - 01:13 PM

*worships Cspace*

Man good thing you did this... I'd probably have been too lazy to do anything anyway. bluetongue.gif

Anyway for me, my favourite choice would have to be the Frozen Isle. It's a nice area and the ice can be a good advantage if used in the right way. I tend to use the ice as a big strategy for me in PvP battles to I'm used to it. Monks (and maybe Mesmers... I can't remember what kind of a status effect freezing is) can remove the Frozen status and it's got a nice layout... well to me anyway. Don't forget, the Frozen status only occurs once you stop moving on the ice so you can run straight over it without fear.

The Frozen Isle is a pretty cool map (Yes, extremely bad pun! Hit me if you must) and it has a nice feel to it. Of course, I'm not saying this just because I like cold weather. biglaugh.gif

As with the Nomad's Isle, I'm with Traver saying that the area seems a little too vast however it does have very nice strategical points which can lead to quick battles so if the Nomad's Isle were to be picked, I wouldn't have any problem with it. The terrain also means that you can develop heaps of tactics without fear of anything apart from maybe the quicksand. This Guild would probably be my second or third choice if I were to rank them all.

However I am totally against the idea of the Isle of the Dead... maybe it's just my claustrophobia kicking in but I just don't like how there isn't much natural light and it feels too enclosed to my liking.



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#10 {lang:macro__useroffline}   Raktor {lang:icon}

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Posted 03 January 2006 - 09:13 PM

*Hits*

Nomads sounds good, or whatever it is... bluetongue.gif
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#11 {lang:macro__useroffline}   Moogalite {lang:icon}

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Posted 06 January 2006 - 09:08 PM

i have to say that nomads is the most common hall so many guilds know the strategies but by picking the ice it gives us a more of an advantage.

This post has been edited by Leviathanmoo: 06 January 2006 - 09:08 PM


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#12 {lang:macro__useroffline}   Cspace {lang:icon}

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Posted 06 January 2006 - 10:51 PM

QUOTE(Leviathanmoo @ Jan 6 2006, 04:08 PM)
i have to say that nomads is the most common hall so many guilds know the strategies but by picking the ice it gives us a more of an advantage.
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Just wondering, where are you getting this?

I checked through Google and found these polls and opinions relating to hall popularity:

http://www.evilavata...read.php?t=2038

http://www.guildwars...ead.php?t=90905

http://forums.extrem...ad.php?t=176603

http://www.ins-guild...d0bc8528d91beb0

Comments: http://www.guildwars...ead.php?t=20419

Comments: http://realmsbeyond....30&page=1&pp=10

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Adding up the votes in all the polls...

- Warrior: 14 + 17 + 5 + 3 = 39
- Hunter: 1 + 2 + 1 + 0 = 4
- Wizard: 1 + 8 + 1 + 0 = 10
- Frozen: 1 + 3 + 4 + 0 = 8
- Nomad: 1 + 4 + 1 + 0 = 6
- Druid: 0 + 2 + 0 + 0 = 2
- Dead: 18 + 8 + 4 + 3 = 33
- Burning: 2 + 2 + 2 + 0 = 6

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So from what I could find, the most common guild halls are (in order):

- Warrior: 39
- Dead: 33
- Wizard: 10
- Frozen: 8
- Burning & Nomad: 6
- Hunter: 4
- Druid: 2

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I've always seen Warrior and Dead as the most popular, but I'm actually a little surprised about the Wizard hall. As for all of the halls other than Warrior and Dead though, I don't think how common they are should have any real impact on the decision since they're fairly close.

*********************************

By the way, Moog, would you like an invite back into the guild? I can send one if you're interested.
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#13 {lang:macro__useroffline}   Moogalite {lang:icon}

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Posted 06 January 2006 - 11:02 PM

from my common experience i have found nomad to be most popular but these polls are based on average. im back in im kryner death blaze now but im on monk is power allowing us some tactical healing bluetongue.gif which we seem to be lacking according to tanny
feel free to help bluetongue.gif take me on some farming trips or something lol

This post has been edited by Leviathanmoo: 06 January 2006 - 11:04 PM


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#14 {lang:macro__useroffline}   Cspace {lang:icon}

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Posted 06 January 2006 - 11:28 PM

QUOTE
from my common experience i have found nomad to be most popular but these polls are based on average.

But what numbers or source is there for this other than opinion? These polls give a very strong and tangible trend putting Warriors almost four times higher and Dead more than three times higher than the third most popular. With this trend existent in 108 total votes it's a little overwhelming in my opinion. Of the 108 votes only 6 were for Nomad's, and only 8 were for Frozen. If Nomad's were so overwhelmingly popular, it would probably have more than 5.5% of the votes.

Both Frozen and Nomad are about the same in terms of popularity; both well below Warrior and Dead, but only within two votes of each other. I think the difference, even though it favors Frozen as more popular, should be considered negligible.

.. And with regards to making a decision, negligible enough to not even be considered when comparing the two. Don't get me wrong, I like both, but I just find the ice effect oppressive in my personal opinion. icon_sweatdrop.gif For the cool factor Frozen could be better (no pun intended bluetongue.gif), but since we have to keep fighting there, I think the ice will get old really quick.

QUOTE
im back in im kryner death blaze now

Oooh, nice to have you back! thumb.gif

Didn't recognize your name, hehe, but I remember seeing you on. bluetongue.gif

Perhaps I can help you out if we're on at the same time.
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#15 {lang:macro__useroffline}   Moogalite {lang:icon}

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Posted 06 January 2006 - 11:34 PM

hehe i appear to have got abuse off some person called equal333 hes calling me a noob i may be one but i dont appreciate it

i just dont like nomads ;p hehe and frozen is just a fun effect
when they stop moving they get frozen so if tanny cripples they will get frozen on top i think.

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