Well is pretty obvious that there are pretty adamant views on both sides of the crafting station in player home issue. I was thinking similarly to @paleobonesb14_ESO to where maybe we can only refine materials or research materials.
Those who don't want crafting stations would see this as a compromise, those who want stations would see it as a needless restriction.
paleobonesb14_ESO wrote: »So again I understand wanting houses to be functional but why does functional mean I must have access to absolutely everything!
See I'm all for keeping the cities active; however, I'm willing to argue that player controlled crafting stations (other than alchemy and enchanting) would have little to no effect on this. Let's for instance say that housing is released with the ability to buy crafting stations with a hefty buy-in of in-game gold...(fingers crossed not crown purchasable).
Those players who could afford these stations most likely don't use regular crafting stations anymore anyways but use set crafting stations (located out towns anyhow) to make gear. I can't even tell you the last time I used a regular blacksmith, ww or clothing table. So there is potentially little/no population loss. Limiting this is indeed a needless restriction (in this scenario, ie. high buy-in).
I posted a concept for how personal crafting stations could be implemented in player homes. I'd love some feedback from both sides of this fence!
http://forums.elderscrollsonline.com/en/discussion/208786/player-home-personal-crafting-stations-concepts/p1
Justice31st wrote: »Um, sorry but I have to disagree. Being on PS4 in the Dagger Fall Covenant, Storm Haven is usually a unsocial experience. Well actually scratch that, I was visiting the bank today and someone said they were the real N word, and we were all white geek [snip]. Anyways, I would rather teleport to my guild house to do all my banking needs, knowing that I would be treated better with more respected like minded individuals. Thanks for your time. Take care.
[Moderator Note: Edited per our rules on Cursing & Profanity]
Grymligast wrote: »Anything that takes away from the social areas of people visiting the main cities.
So crafting stations, buying and selling of items, things like that.
Guards should be added, because given the stealing in the game, you should be able to unlock and lock your door. So that if someone is pilfering *** in your home, guards can wreck them or better yet you can.
Grymligast wrote: »Anything that takes away from the social areas of people visiting the main cities...
Personally, I think we are reading on ground that is best left for another thread. ESO could use since vicinity feature overhauls line player created writs, Inn events and incentives, and individual player mercantile systems.
See I'm all for keeping the cities active; however, I'm willing to argue that player controlled crafting stations (other than alchemy and enchanting) would have little to no effect on this. Let's for instance say that housing is released with the ability to buy crafting stations with a hefty buy-in of in-game gold...(fingers crossed not crown purchasable).
Those players who could afford these stations most likely don't use regular crafting stations anymore anyways but use set crafting stations (located out towns anyhow) to make gear. I can't even tell you the last time I used a regular blacksmith, ww or clothing table. So there is potentially little/no population loss. Limiting this is indeed a needless restriction (in this scenario, ie. high buy-in).
And I am willing to argue that they will have an effect on this.
The argument in favour of cities being depopulated by crafting stations in houses, even standard stations, is in-game already. It is the settlement of Rawl'kha.
Rawl'kha continues to be busy, even at the strange hours that I log-in (being in JP on the EU server). Why? Is it an area of outstanding natural beauty? Maybe. Does it possess any material value that any other sufficiently large settlement doesn't possess? I doubt it. So why is it that I would still consider it one of the top 3 locations populated by players at the moment?(the others being the Faction capital [for Undaunted missions] and Craglorn... because Craglorn)
Simple. Because it is easy.
Rawl'kha has been popular since soon after launch because it has everything that people need with very little running around required to move from one point of interest, such as the bank or crafting stations, to another. In my faction, EP, the quests there are exhausted fairly quickly, you can't pick up writs, etc. etc. ... so maybe, as many suggestions to the Crown Store thread would have us believe, convenience really is important.
What then is likely to occur if you introduce housing that fulfills all of these functions with even greater convenience and possibly the chance to choose your own wallpaper?
Personally I think that people will be people. People have jobs and lives and have decided that they only have a very limited amount of time so they are likely take the easiest, quickest option that is presented to them so they can get back to hitting ugly creatures with sharp pieces of metal.
That is why I believe that the settlements will depopulate if housing with thinks like bank access and crafting stations are introduced. It is also why I strongly believe that they shouldn't be.
For the record, I have queried other members of my guild about their responses to such an inclusion and they all had the same view: If it was easier, they would use it instead. Of course I can't claim that to be a representative sample or any such thing (it was only about 20 people) but it seems the only person who was willing to go to a less convenient city was me... and I do it for purely in-character reasons.
It's an illusion of community, sure, but the resulting feeling of community is there. The towns would feel quite different if there weren't anyone in them. I experienced this in the starting islands at VR levels. The game WOULD lose something of the towns were suddenly devoid of other players.
Grymligast wrote: »Anything that takes away from the social areas of people visiting the main cities...
Ok @Grymligast - Question - and answer this honestly.
In the last few days, how many people have you approached in a main city, who you didn't know, and have a conversation with them and add them to your friends list?
I do not want to see player housing become the equivalent of WoW Garrisons where everyone has there own little personal space and does not interact in any way with the rest of the world, because hey, if you're given most things in your house, why would you leave?
paleobonesb14_ESO wrote: »So again I understand wanting houses to be functional but why does functional mean I must have access to absolutely everything!
You bring up some good points @P3ZZL3. I rarely actually talk to strangers in game. I try sometimes, but they're zipping by too fast. Lol. This doesn't mean that I don't like seeing them zip by.
It's an illusion of community, sure, but the resulting feeling of community is there. The towns would feel quite different if there weren't anyone in them. I experienced this in the starting islands at VR levels. The game WOULD lose something of the towns were suddenly devoid of other players.
Grymligast wrote: »Grymligast wrote: »Anything that takes away from the social areas of people visiting the main cities...
Ok @Grymligast - Question - and answer this honestly.
In the last few days, how many people have you approached in a main city, who you didn't know, and have a conversation with them and add them to your friends list?
Honestly? None. In fact i've told people to shut up quite a few times.
However, when I do visit those areas, i'd like them to be populated with people.
When you go in to town on a Saturday or Sunday to do some shopping, how many people do you talk to? My guess would be 0 to occasionally seeing someone you know. Now when you're walking around, would you rather the city you're in be completely desolate or have a bustling vibe when walking about?
The same applies here, imo.
I can count to potato.
WWJLHD?Hypertionb14_ESO wrote: »another topic that cant see past its own farts.
Personally, I think we are reading on ground that is best left for another thread. ESO could use since vicinity feature overhauls line player created writs, Inn events and incentives, and individual player mercantile systems.
I have read this 3 times and I have no idea what you are saying lol
I do not want to see player housing become the equivalent of WoW Garrisons where everyone has there own little personal space and does not interact in any way with the rest of the world, because hey, if you're given most things in your house, why would you leave?
While I understand that concern, what is the actual difference between waiting at the SW bank and waiting at your Garrison? A lot of people tend to think that we spend all day in towns and do something there, but the reality is we only pick up our quests and either idle until the queue pops or we go and do said quests.
I am not sure what those who are afraid of dead cities actually do right now in a town. What am I missing there? All I see people do in towns is stand around, doing nothing, or they harass other players by blocking NPCs
paleobonesb14_ESO wrote: »So again I understand wanting houses to be functional but why does functional mean I must have access to absolutely everything!