INTRODUCTION
The purpose of this post is to share my vision of ESO's housing system with all of you. My goal was to come up with a system that follows ESO's internal logic, fits the game's atmosphere and lore, provides long term motivation, creates new activities and is just an enjoyable addition to a great game.
This is a
very long post, so I would not blame anyone for just skipping to the summary at the end to get the general picture.
Table of Contents
- Basics
- Instancing
- Locations
- Home Economics Skill Line
- Carpentry
- Purchasing Deeds & Building Homes
- Rested Bonus
- Types of Houses
- The Cabin
- The Country Estate
- The City House
- Summary
1. BASICSInstancing
I believe instancing player houses is the only viable option. A possibility for letting your friends spend time in your home could be grouping up and having them "travel to player" while you are at home. An "Open Door" checkbox makes unwelcome visitors - PUG members for instance - impossible.
Locations
Each zone of an alliance territory has three instanced housing areas. One in the wilds (Cabin) , one in the countryside (Country Estate) and one in the zone capital (City Home).
Cabins and Country Estates come with land and a wayshrine by the roadside, just on the instance's border. City Houses are located in the new residential districts, which are brought to life with NPCs, many of which were seemingly homeless up until now (judging by the number of citizens in cities vs. the number of residential buildings.)
Each housing type comes with its own set of possible expansions, the availability or usefulness of which also depends on the zone's climate, but more on that later.
Home Economics Skill Line
The number of homes a player can own depends on his skill in home economics. This skill line is unlocked once a character has completed the main story.
Skills
- Home Economics (Main Skill Level): Jumps to 1 when a character completes the main story. Determines the amount of skill points that can be invested in the Landlord Skill (below). Once a deed is purchased, a 30 day timer starts, at the end of which it increases to the next level.
- Landlord: One skill point per Home Economics Skill Level can be placed here. The number of Skill points spent equals the amount of total deeds a character can own.
The following skills are needed for house expansions.
- Forester: 1/3: Enables expansion. 2/3 & 3/3: Increases yield by 50/100 percent
- Huntsman:1/3: Enables expansion. 2/3 & 3/3: Increases yield by 50/100 percent
- Herbalist: 1/3: Enables expansion. 2/3 & 3/3: Increases yield by 50/100 percent
- Miner: 1/3: Enables expansion. 2/3 & 3/3: Increases yield by 50/100 percent
- Quarrier: 1/3: Enables expansion. 2/3 & 3/3: Increases yield by 50/100 percent
- Breeder
- Pastures: 1/3: Enables expansion. 2/3 & 3/3: Increases yield by 50/100 percent
- Farmer: 1/3: Enables expansion. 2/3 & 3/3: Increases yield by 50/100 percent
- It's good to have land: 1/3: Enables expansion. 2/3 & 3/3: Increases yield by 50/100 percent
- Workshop
- Storekeep
- Private Museum
- Hoarder
This means a character can own multiple homes and each character can own his own set of homes. There will not be much of a head start for players with massive amounts of gold saved up, as only one additional deed per month and character can be purchased. The timer starts its countdown only once a deed has been purchased (every time after an increase) to avoid inactive players having the skill stack up beyond +1.
The reason homes are not account wide is that I believe you should only be able to buy houses within a character's alliance's territory.
Carpentry
The Carpentry skill line allows the creation of furniture and building materials and provides boons to those activities.
Building Materials
All building materials except stone are gained by converting processed materials, such as sanded maple, iron ingots and rawhide. Carpenters of all skill levels can produce building materials, but the efficiency of the conversion is increased by investing skill points in the relevant perks.
Certain NPCs also sell building materials at a high price. This way, if there aren't enough materials for sale by other players, you are not forced to become a carpenter yourself. At the same time, the NPC prices will be high enough for players to make a profit by producing and selling building materials, even if there is a price softcap.
- Stone: Is added to mining node loot tables and can be bought from NPCs or gained from quarries (House Expansion).
- Wood / Metal / Leather: Gained by converting 100-Stacks of processed materials. All tiers will return building materials, but the amount returned increases with the tier. E.g. 100 sanded maple will convert to 5 construction wood, while 100 Nightwood will convert to 50 construction wood. Can also be bought from NPCs.
Furniture
Beds, Cabinets, Chests, Bookshelves, Trophy Displays etc. are created by Carpenters, using processed materials.
Most furniture requires a combination of different materials, the ratio of which depends on the item in question. A Bed, for example, will need more wood and fabric than leather or metal, while a chair requires mostly wood and leather.
The tier of the used materials does not influence the crafted furniture's quality but the color of its parts and its general look. There are no quality differences in furniture. A homemaker should not be punished for preferring the look of oak over nightwood.
E.g. A chair could be constructed from 10 sanded oak, 5 hide and 1 steel ingot and the relevant parts would look different than if sanded maple, leather and an ebony ingot had been used.
The amount of different furniture types that can be produced by a carpenter is determined by his skill level. They are not automatically learned in a specific order. Furniture blueprints can be bought from NPCs for a moderate fee. This allows the Carpenter to decide which type of furniture he wants to produce first.
Skills
- Carpentry (Main Skill Level): Determines which Carpentry skills can be learned. Determines how many types of furniture can be learned. Increases by producing/deconstructing furniture and by producing building materials via conversion.
- Manufacturing: Increases the amount of available furniture type slots. 5 levels, learned at Carpentry level 10/20/30/40/50. I dont know how many furniture types there will be, but the skill levels should lead to 100% of all types available to be learned at level 5
- Material Efficiency: Increases the amount of building materials gained from conversion by 25/50/75/100 percent. Reduces the amount of materials needed (wasted) when producing Furniture by 5/10/15/20 percent. Learned at Carpentry level 20/30/40/50.
Note: Carpentry could also be added to the Woodworking Skill line.
Purchasing Deeds & Building Homes
Deeds can be purchased in the castle/main building of the relevant zone's capital. Once acquired you can visit your new personal housing instance and start building your home.
To start the construction process for the main building, you need to have the necessary amounts of building materials ready. These can be stored on the empty plot, in case inventory space is scarce. A contractor is then hired to build your new home. This process takes three to seven days, during which you can visit your plot and watch your home being built (Each stage takes a day to complete.)
City Houses are bought pre-built, of course unfurnished. Their initial gold cost is higher.
Rested Bonus
Logging out in an owned home that includes a bed gives you a rested (XP-) bonus. The rested bonus increases XP gain by 15% for a portion of the character's current xp bar. For each hour following that logout the bonus duration will increase by 3.75% of the character's level's maximum xp, up to 150% after 40 hours. E.g. a fresh VR 1 character's maximum bonus duration is VR1.0 - VR 2.5
Note: A weaker form of the same bonus could be added for logging out in a tavern, after paying the owner a fee.
Types of Houses
Depending on the type and racial style of a building, the amounts and ratios of building materials vary. An Orc-style building will require more wood and leather than stone and metal, a Breton house will require lots of Stone, some wood and metal and very little leather.
Racial architecture styles can be chosen freely for Cabins and Country Estates, but are locked for City Houses.
Note: The availability of racial styles could be linked to crafting motifs
Each building type comes with its own set of possible expansions, of which one or two per building may be chosen. You can change your mind later, but tearing down the old expansion and building a new one will cost time, materials and gold.
Expansions take three days to construct and their gold/material cost is 50% of the main building's requirements.
Unless otherwise specified, workers expect a weekly salary of 5'000G up front. This amount will be subtracted from the player's wallet automatically. If the player's wallet holds insufficient funds, the amount will be taken from their bank account. If the player's bank account also holds insufficient funds, workers will leave the premises until the player rehires them.
Depending on the zone's climate, some expansions are more efficient than others, while some are not possible at all.
Note: I'm not entirely sure how the construction of Bosmer houses would work, as these are grown, not built. Maybe small and large tree house seeds could very rarely drop from refining raw wood and/or they could be bought from NPCs.
2. THE CABIN
Cabins are located in remote regions, usually woodlands.
The basic building includes a main floor (living area) and an attic (50 slots general storage). Interacting with any container brings up the house's entire inventory.
Construction takes three days.
Costs
- Deed: 50'000G
- Contractor: 25'000G
- Building Materials (Breton Example): 2'000 Construction Wood; 300 Stones; 200 Metal; 100 Leather
Expansions(One may be chosen)
- Forester's Lodge: Enabled by the skill "Forester". A laborer will work your forest and return a base value of 50 raw wood per day. The tier of wood returned depends on the zone in which the cabin is located. The lumberjack can be told to replant a tree of choice, sometime after which the requested tier of wood will be the one returned. The Lodge will store a maximum of 10 stacks of raw wood, after that, work will cease until the player moves the goods. [Only possible in woodland zones / Not allowed in Valenwood]
- Hunter's Lodge: Enabled by the skill "Huntsman". A laborer will work your land and return a base value of 50 raw meats per day. The hunter is content with 1'000G per week. The kind of meat returned depends on the climate in which the cabin is located (temperate or arid). The Lodge will store a maximum of 10 stacks of raw meats, after that, work will cease until the player moves the goods.
- Herbalist's Hut: Enabled by the skill "Herbalist". A laborer will work your land and return a base value of 50 assorted alchemy ingredients per day. The Hut will store a maximum of 20 stacks (because of the number of different ingredients), after that, work will cease until the player moves the goods. [Productivity reduced by 50% in Valenwood / Weekly cost doubled in arid zones]
Note: I could not think of an arid zone specialty for the Cabin, so I did not reduce Herbalist return by 50% in arid zones as planned
3. THE COUNTRY ESTATE
Country Estates are located near main roads. Close to civilization, but not swallowed by it.
The basic building includes two floors (providing spacious living areas to be filled with furniture, armor stands, displays etc.), an attic (100 slots general storage) and a basement (200 slots general storage).
Construction takes seven days
Costs
- Deed: 100'000G
- Contractor: 50'000G
- Building Materials (Breton Example): 2'000 Construction Wood; 5'000 Stones; 1'000 Metal; 500 Leather
Expansions(One may be chosen)
- Miner's Quarters: Enabled by the skill "Miner". Complementary mine shaft included. Laborers will work your mine and return a base value of 25 raw ore and 25 stones per day. The ore native to the zone in which the estate is located will be prevalent, while other tiers are also returned at a lesser amount. The miners can be told to refocus their attention on a specific ore. The stockpile will store a maximum of 20 stacks, after that, work will cease until the player moves the goods. [Productivity increased by 100% in arid zones]
- Quarrier's Quarters: Enabled by the skill "Quarrier". Complementary Quarry included. Laborers will work your quarry and return a base value of 100 stone per day. The stockpile will store a maximum of 50 stacks, after that, work will cease until the player moves the goods. [Productivity increased by 100% in arid zones]
- Horse Ranch: Enabled by the skill "Breeder". Finally, an appropriate stable for your currently unused horses.
If you have two or more horses stabled, you may breed them. Breeding horses will result in offspring with combined or improved attributes. Pregnancy lasts one week and the foal will mature within one week.
If the breeding pair's attributes are identical, the offspring will have those attributes increased by 1.
If the breeding pair's attributes are different, the offspring will have those attributes averaged.
Examples:
Horse 1: Speed - 75; Stamina - 11; Carrying Capacity - 1
Horse 2: Speed - 75; Stamina - 11; Carrying Capacity - 1
Offspring: Speed - 76; Stamina - 12; Carrying Capacity - 2
Horse 1: Speed - 65; Stamina - 11; Carrying Capacity - 10
Horse 2: Speed - 15; Stamina - 11; Carrying Capacity - 60
Offspring: Speed - 40; Stamina - 12; Carrying Capacity - 35
This process is repeatable. You may have a maximum of ten horses in your stables. Attributes will cease to increase at 140 points. A stablehand will tend to your horses for a 1'000G per week. [Weekly cost doubled in arid zones]
Note: I would prefer it if we were able to sell horses to other players, but I don't think that will happen. I still think the horse ranch should be included, even if we can only use the horses ourselves
- Cattle Pasture: Enabled by the skill "Pastures". A laborer will tend to your cattle for 2'500G a week. Each day, the cows are milked and cheese is produced, returning a base 25 cheese. Also, one cow a day is processed, returning a base 25 beef and a base 25 leather. The barn will store a maximum of 20 stacks, after that, work will cease until the player moves the goods. The attic is adjusted for food storage and offers 250 slots for provisioning material storage only. [Productivity reduced by 50% in arid zones]
- Farmland: Enabled by the skill "Farmer". A laborer will tend to your farmland for 1'000G a week. Five fields can be sown using one farmable item each (onions, tomatoes, barley, etc.). They will each return a base value of 10 of the sown item per day and will repeat the process automatically until a different seed is sown. The barn will store a maximum of 20 stacks, after that, work will cease until the player moves the goods. The attic is adjusted for food storage and offers 250 slots for provisioning material storage only. [Productivity reduced by 50% in arid zones / Not allowed in Valenwood]
- Plantation: Enabled by the skill "It's good to have land". A laborer will tend to your plantation. Five fields can be sown using one textile plant each (jute, cotton, kresh, etc.). They will each return a base value of 10 of the sown item per day and will repeat the process automatically until a different seed is sown. The barn will store a maximum of 20 stacks, after that, work will cease until the player moves the goods. The attic is adjusted for textile storage and offers 250 slots for clothing material storage only. [Productivity reduced by 50% in arid zones / Not allowed in Valenwood]
4. THE CITY HOUSE
City houses are located in instanced residential districts, within a zone's capital city.
All players have access to these residential districts, but the player house appears as a locked building if you don't own one yet.
The basic building includes a ground floor (for expansions), a second floor (living area) an attic (100 slots general storage) and a basement (for expansions)
Costs
- Deed (Includes Empty House): 250'000G
- Contractor: N/A
- Building Materials: N/A
Expansions(Two may be chosen. One for the ground floor, one for the basement)
- Workshop: [Ground Floor] Enabled by the skill "Workshop". The street facing wall of the ground floor is torn down to allow a healthy ventilation, a smithy and a dye station are constructed outside under a porch roof and work stations for each of the remaining professions are added inside. These come with special bonuses none of the public ones offer:
- Smithy, Clothing- and Woodworking stations: The required number of upgrade tempers is reduced by 1 for each type except -by 2 for legendary tempers. E.g. In blacksmithing, at temper expertise 3/3, you will now need 1 [Honing Stone], 2 [Dwarven Oil], 3 [Grain Solvent] and 6 [Tempering Alloy] to upgrade an item to legendary.
- Alchemy- and Provisioning Stations: One extra serving or potion is created, this brings the maximum up to five.
- Carpentry Station: Reduces the amount of materials needed for furniture by 20%, increases the amount of construction materials converted by 20%
- Enchanting Table: Gives a 20% chance for an extra glyph to be created.
A helper will sweep the floors and keep all those stacks of materials and tools nice and tidy for a mere 1'000G a week.
- Store Front: [Ground Floor] Enabled by the skill "Storekeep". Your ground floor now houses a storefront where you can offer your wares for sale.
There is always a house with a storefront in your residential area, which acts as a combination of all player house store fronts within that zone. Meaning, interacting with that storekeeper will allow all players to buy from store front owners (All offers are mixed into one anonymous inventory).
Your shopkeeper does not require a weekly salary, but will instead work on a 10% commission.
- Trophy Room: [Ground Floor or Cellar] Enabled by the skill "Private Museum". Fill a room with a multitude of display cases, wall mounts, trophy stands and mannequins to display your most treasured possessions, favorite weapons and sets of armor or dresses, the most impressive fish you caught and the trophies you collected in your adventures. A servant will spend his days dusting your jewels. He takes pride in his work and is satisfied with 1'000G a week.
- Storage Room: [Ground Floor or Cellar] Enabled by the skill "Hoarder". Increase the base capacity (200) of this room to a maximum of 500 by adding enough storage furniture. Someone needs to keep inventory of all that junk. You hire a servant for that. You suspect he spends most of his working day "quality testing" your wine, so you only pay 1'000G for his services.
5. SUMMARY
Three types of player housing are available: Cabins, Country Estates and City houses. Every alliance territory zone has an instanced area for each housing type.
Characters can only purchase houses in their own faction's territory, but each character that has completed the main story can own their own set of homes. The number of homes a player can own is theoretically 144-168 per account (8 characters x 6 or 7 zones x 3 houses), but the high initial cost, the running costs and the skill point requirement make this unlikely. Also, it would take at least 18 months to reach that number, because a character can only purchase one house every 30 days.
The three housing types each come with their own set of possible expansions, which offer individual benefits like farmland, workshops or mines.
A new Profession is added: The Carpenter provides building materials and furniture to homemakers.
I hope you enjoyed the read and I'm eager to hear your opinion.
Note: All specified amounts, be they resources, gold, yields, have been added as examples and to clarify the intended ratio. These can easily change, should they not be adequate. I do believe a house should cost more than a horse though.
Note: All designations, especially some skill names, are subject to change once I think of better ones.