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We have been asking for....

Pixiepumpkin
Pixiepumpkin
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....the ability to deconstruct furniture.

If ZOS servers can not handle the additional data required for a furnishing bag (which is why I assume we are getting the vault), why not instead just allow for us to deconstruct furniture?

• This has been a requested feature since housing released as evidence of a forum search for "deconstruct furniture".
• This would reduce data load on servers.
• The deconstructed materials would go into the craft bag.
• Bound/antiquity furnishings should also be allowed to be deconstructed. There is no difference between deconstrucing a farmed furniture item and getting back resources as there is in farming a piece of gear and getting back resources.

Part of what we pay for as customers is continued development. People have been asking for the abilty to deconstruct furniture since housing was implemented. Those folks had forsight to realize the issues we would eventually be facing with furniture. This should have been nipped in the bud way back in the day and not allowed it to metastasize into the issue that has plagued the housing community (arguably some of the biggest spenders in game) that it has become.


EDIT:
AI Art for visual inspiration/eye candy to inspire debate in the thread. This image is not meant to inpsire the look of an actual "Furniture Deconstruction Table".
77vjocxnrbqq.jpg

[edited for baiting]
Edited by ZOS_Icy on 21 April 2025 15:26
"Class identity isn’t just about power or efficiency. It’s about symbolic clarity, mechanical cohesion, and a shared visual and tactical language between players." - sans-culottes
  • DenverRalphy
    DenverRalphy
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    <snip>
    • Bound/antiquity furnishings should also be allowed to be deconstructed. There is no difference between deconstrucing a farmed furniture item and getting back resources as there is in farming a piece of gear and getting back resources.
    <snip>

    I was in agreement with you up to this point.

    Bound/Antiquities shouldn't allow for deconstruction because the purpose of deconstruction is to recoup a portion of your materials investment. In the case of antiquities, those have an infinite supply and as a result could be used to farm mats (ie.. heartwood from the aylied tree in West Weald).
  • Pixiepumpkin
    Pixiepumpkin
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    <snip>
    • Bound/antiquity furnishings should also be allowed to be deconstructed. There is no difference between deconstrucing a farmed furniture item and getting back resources as there is in farming a piece of gear and getting back resources.
    <snip>

    I was in agreement with you up to this point.

    Bound/Antiquities shouldn't allow for deconstruction because the purpose of deconstruction is to recoup a portion of your materials investment. In the case of antiquities, those have an infinite supply and as a result could be used to farm mats (ie.. heartwood from the aylied tree in West Weald).

    Which is no different than farming a piece of gear in a dungeon or trial.

    Except that with antiquities you have to at least farm the lead first, some are easier than others.

    Its a total non issue.
    "Class identity isn’t just about power or efficiency. It’s about symbolic clarity, mechanical cohesion, and a shared visual and tactical language between players." - sans-culottes
  • Orbital78
    Orbital78
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    People have been asking for spell crafting forever. Between Scribing and subclassing, that is probably the closest we will get.
  • Artim_X
    Artim_X
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    Maormer (high elf passives), Naga (argonian passives), and some of the alternative Khajiit types should be included as playable races.
    (AD) Artim X/Xirtām/Måtrix |PC/NA| Casual staff wielding vampire sorcerer/templar/arcanist
    Electric-Stun
    https://media.giphy.com/media/Av0zcKH3i2BkaY1GXW/giphy.gif/https://c.tenor.com/jQHdFftrgwMAAAAC/tenor.gif
    • Roleplay Damage Dealing Build.
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (infused/shock enchant), and Kinras's jewelry (bloodthirsty with spell damage enchant)/lightning staff (infused/flame/weapon damage enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath, Lightning Flood, Shocking Soul (Shock damage, Class Mastery Signature Script, and Empower), and Power Overload.
    • Ability-Bar 2: Storm Pulsar, Streak, Shock Reach, Unstable Wall of Storms, Shocking Burst (Shock Damage, remove 1 negative effect, and interrupt) and Thunderous Rage.
      Solo: Use Kinras's chest, replace Mora with Ring of the Pale Order, and use a heavy Slimcraw piece for max critical.
    Electric-Pets
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExNHVjemwxZHI2ZmQ2bTg1ZG0xOTZ3b2QwajBzNGxmaHh6OXRpN3p6YSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/eBgWizk5dmZRS/giphy.gif
    • Stress free one bar pet build .
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants. No chest piece), 1 medium Slimecraw for max spell critical (Divines, medium, Max Mag Enchants), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant ring and necklace (bloodthirsty with spell damage enchant), Oakensoul ring (bloodthirsty with spell damage enchant)
    • Ability-Bar: Daedric Prey, Summon Volatile Familiar, Bound Armaments, Unstable Wall of Storms, Summon Twilight Matriarch, and Greater storm Atronach.
    Electric-Heal
    https://media.giphy.com/media/5ibGIHneWS6ek/giphy.gif
    • My Healer Build.
    • Gear: 5 Spell Power Cure (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (Charged/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/restoration staff (Powered with absorb magicka enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Power Surge, Boundless Storm, Blessing of Restoration, Energy Orb, Twilight Matriarch, and Replenishing Barrier.
    • Ability-Bar 2: Dark Deal, Overflowing Altar, Elemental Drain, Blockade of Storms, Twilight Matriarch, and Aggressive Horn.
    Electric-Ward
    https://media.giphy.com/media/Wa0TGmtDvwW3e/giphy.gif
    • My Meme Tank Build that uses high resistance and variety of wards.
    • Gear: 5 Brands of Imperium (All body pieces except Head and Shoulders, with Divine trait, and with Prismatic Defense Enchants), full Iceheart (1 light and 1 medium. Divines and Prismatic Enchant), and Combat Physician jewelry (bloodthirsty with Prismatic Recovery Enchants), Combat Physician restoration staff (Infused with hardening enchant), and combat physician ice staff (Infused with crusher enchant).
    • Ability-Bar 1: Critical Surge, Bound Aegis, Deep Thoughts, Boundless Storm, Healing Ward, and Replenishing Barrier.
    • Ability-Bar 2: Silver Leash (Elemental Drain if healer isn't running it), Bound Aegis, Frost Clench, Blockade of Frost, Empowered Ward, and Temporal Guard.
    Electric-Vamp
    https://media.giphy.com/media/ukDQiYZzRAxMZKcK86/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (medium chest and body pieces light. All Impenetrable with Prismatic Enchants). Gaze of Sithis and 1 light Mighty Chudan/Pirate Skeleton (light shoulders, and impenetrable with Prismtaic Enchants). Knight Slayer (Swift with spell damage enchant)/lightning staff (infused with oblivion enchant)/restoration staff (infused with oblivion enchant).
    • Ability-Bar 1: Structured Entropy, Boundless Storm, Soul Splitting Trap, Radiating Regeneration, Healing Ward, and Life Giver.
    • Ability-Bar 2: Drain Vigor (Elemental Susceptibility), Race Against Time, Rune Cage, Radiant Magelight, Regenerative Ward, and Shatter Soul.
    Dawnfang
    https://media.tenor.com/ogWfvDdsqBIAAAAd/anime-black-clover.gif
    • My casual one bar heavy attack Templar build that primarily utilizes Aedric Spear abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Puncturing Sweep, Aurora Javelin, Toppling Charge, Blazing Spear, Radiant Ward/Breath of life, and Crescent Sweep.
    Duskfang
    https://media.tenor.com/Jo8aG_ouy_oAAAAd/ac-odyssey.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Radiant Oppression, Race Against Time, Aurora Javelin, Breath of Life, Resolving Vigor, and Life Giver.
    Eye of the Queen
    https://i.pinimg.com/originals/fd/44/1c/fd441c8242af6ec35ada94496feb0901.gif
    • My casual one bar heavy attack Arcanist build that primarily utilizes Herald of the Tome abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Escalating Runeblades, Pragmatic Fatecarver, Cephaliarch's Flail, Rune of Displacement, Inspired Scholarship/Evolving Runemend, and The Languid Eye.
    Eye of the King
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExOTAzdjV1eTgwbDFmM3lrZmxuMXRqdDR3Y3h1ZDRpajR0M3VjZzQ3NSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/zXmbOaTpbY6mA/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Escalating Runeblades, Race Against Time, Rune of Uncanny Adoration, Evolving Runemend, Resolving Vigor, and Life Giver.
    PvE Starter Gear
    https://media.giphy.com/media/6CovzgyTig7M4/giphy.gif
    • Gear: 5 Law of Julianos (heavy chest, gloves/belt light, and the rest can be light or 1 medium piece if you're not wearing medium anywhere else on your body. All in training if grinding for XP or divines), Armor of the Seducer or Magnus' Gift head, shoulder, and staves (light with 1 medium piece if you are not already wearing 1 medium Julianos piece. All in training or divines. The staves should be training or infused), and 3 purple Willpower Jewelry with Arcane trait (can be bought from trading guilds for relatively cheap.
    • Check tamrieltradecentre.com for the best deals if you're not using a price checking addon).
    Race
    https://media.giphy.com/media/sdEkeWpiaGz0A/giphy.gif
    • High elf, since you will not have issues with sustain, but other mag based races are also fine so this is more of a personal choice.
    Mundus Stones
    https://media.giphy.com/media/cT3wMhLGQWdKU/giphy.gif
    • PvP: The Steed for speed. Gotta go fast!
    • PvE Healing/Damage: The Thief for decent crit rate.
    • PvE Tanking: The Lady to get close to resistance cap.
    Current Champion Points
    https://media.giphy.com/media/l4FGDAx6u3hthMhgI/giphy.gif
    • DPS: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Exploiter, Weapons Expert, Fighting Finesse, Master-at-Arms, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Healer Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Hope Infusion, Weapon's Expert, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Tanky Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Ironclad, Enduring Resolve, Reinforced, Duelist's Rebuff, Bastion, Ward Master, Rejuvenation, Fortified.
    • PvP Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, Occult Overload, Arcane Supremacy, Bastion, Rejuvenation, Fortified, Boundless Vitality.
    • PvP Temp/Arcanist: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, From the Brink, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    Favorite Foods and Potions
    https://media.giphy.com/media/3otPoTggaYFNd1FdAI/giphy.gif
    • Parse Food for PvE:(DPS) Ghastly Eye Bowl (increases Max Magicka by 4592 and Magicka Recovery by 459 for 2 hours).
    • Gold/Purple Food for Sorc PvP and Meme Tanking:(PvP) Clockwork Citrus Filet (increases Max Health by 3326, Health Recovery by 406 [useful if stage 1 vampire], Max Magicka by 3080, and Magicka Recovery by 338 for 2 hours). Witchmother's Potent Brew (Increase Max Magicka by 2856, Max Health by 3094, and Magicka Recovery by 315 for 2 hours.
    • Trash Potions when feeling cheap: Regular CP150 Essence of Magicka pots that I obtain frequently from playing the game or Crown Tri-Restoration Potion obtained from dailies.
    • Crafted Potions: Essence of Spell Critical (Bugloss, Lady's Smock, and Water Hyacinth). Without magelight this is my primary means of obtaining Major Prophecy on my Sorc, which increases my Spell Critical Rating. This also heals and restores magicka. Essence of Immovability (Columbine, Corn Flower, and Wormwood). I use this in PvP, since this gives me stealth detection, knockback immunity, and restores magicka (better to use it when competent allies are nearby, since it might reveal that you are surrounded by multiple players in stealth and you will not have an emergency pot available after use). Essence of Invisibility with only 2 ingredients (Blue Entoloma, Namira's Rot, Nirnroot, or Spider Egg). I use this in PvE content that requires stealth and if I need more speed I'll use Rapid Maneuver before using the potion. Essence of Invisibility with 3 ingredients (Blessed Thistle, Blue Entoloma, and Namira's Rot). Very useful in PvP alongside the vampire Dark Stalker passive, since you'll be invisible, ignore movement speed penalty while in Crouch, and you'll have a 30% movement speed boost from Major Expedition (I always have this slotted when riding from point A to B in PvP land, since gankers are always lurking). My templar/arcanist will mostly use Essence of Health (Tri-Stat Potion) Ingredients: (Mountain Flower, Columbine, and Bugloss).
  • SilverIce58
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    I agree. Furniture deconstruction is the best way to deal with excess furniture as many of these items are hardly worth anything on the traders. This should be the next feature regarding housing.

    Edit: I only agree that we need furniture deconstruction. It would have to come with something else as this would just be a small feature, and not a major selling point. But, an update to housing with a bunch of features including deconstruction would be great.
    Edited by SilverIce58 on 19 April 2025 14:00
    PC - NA
    CP 1125
    Veric Blackwood - Breton Magsorc DC
    Xhiak-Qua'cthurus - Argonian Frost Warden EP
    Kujata-qa - Khajiit Magplar AD
    Suunleth-dar - Khajiit Stamblade AD
    Teldryn Antharys - Dunmer Flame DK EP
    Strikes-With-Venom - Argonian Poison DK EP
    Rur'san-ra - Khajiit WW Stamsorc AD
    Ilianos Solinar - Altmer Stamplar AD
    Iscah Silver-Heart - Reachman Magden DC
  • DenverRalphy
    DenverRalphy
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    <snip>
    • Bound/antiquity furnishings should also be allowed to be deconstructed. There is no difference between deconstrucing a farmed furniture item and getting back resources as there is in farming a piece of gear and getting back resources.
    <snip>

    I was in agreement with you up to this point.

    Bound/Antiquities shouldn't allow for deconstruction because the purpose of deconstruction is to recoup a portion of your materials investment. In the case of antiquities, those have an infinite supply and as a result could be used to farm mats (ie.. heartwood from the aylied tree in West Weald).

    Which is no different than farming a piece of gear in a dungeon or trial.

    Except that with antiquities you have to at least farm the lead first, some are easier than others.

    Its a total non issue.

    The gear you farm from dungeons/trials don't drop precious mats like heartwood/mundane runes/etc..

    I get it. Deconstructing furniture would be great! But let's not get greedy if what we ask for is ever to see the light of day.

    Deconstructing crafted furnishings is fair, because the player has mats and style materials invested into them. Bound/Antiquity items are bound for a reason, to prevent or mitigate exploitation/gold selling/real world money exchanges/etc.. You may not like it, but if you want furnishing deconstruction to ever come to pass, you've gotta manage your expectations.
    Edited by DenverRalphy on 19 April 2025 13:43
  • Cooperharley
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    There is no world, in my opinion, where simply allowing for the deconstruction of furniture equates to a release as big as subclassing. It'd be a welcome feature for sure, but they are not going to sell virtually anywhere near the same amount of year content passes for that.

    Again, it'd be cool and i'd love that, but the comparison there is bewildering.
    PS5-NA. For The Queen!
  • LunaFlora
    LunaFlora
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    Furniture Deconstruction would be nice sure, but it just is not comparable to Subclassing.
    miaow! i'm Luna ( she/her ).

    🌸*throws cherry blossom on you*🌸
    "Eagles advance, traveler! And may the Green watch and keep you."
    🦬🦌🐰
    PlayStation and PC EU.
    LunaLolaBlossom on psn.
    LunaFloraBlossom on pc.
  • xylena_lazarow
    xylena_lazarow
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    I've been asking for subclassing (or something similar) for years, no interest in furniture.
    PC/NA || Cyro/BGs || retired until Dagon brings a new dawn of PvP metas
  • AlwaysDancing
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    Furniture deconstruction would be a nice QoL upgrade, but should never be considered a feature.


    And AI art is absolutely not inspiring. Art created by an actual human being is inspirational.
  • virtus753
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    <snip>
    • Bound/antiquity furnishings should also be allowed to be deconstructed. There is no difference between deconstrucing a farmed furniture item and getting back resources as there is in farming a piece of gear and getting back resources.
    <snip>

    I was in agreement with you up to this point.

    Bound/Antiquities shouldn't allow for deconstruction because the purpose of deconstruction is to recoup a portion of your materials investment. In the case of antiquities, those have an infinite supply and as a result could be used to farm mats (ie.. heartwood from the aylied tree in West Weald).

    Which is no different than farming a piece of gear in a dungeon or trial.

    Except that with antiquities you have to at least farm the lead first, some are easier than others.

    Its a total non issue.

    The gear you farm from dungeons/trials don't drop precious mats like heartwood/mundane runes/etc..

    I get it. Deconstructing furniture would be great! But let's not get greedy if what we ask for is ever to see the light of day.

    Deconstructing crafted furnishings is fair, because the player has mats and style materials invested into them. Bound/Antiquity items are bound for a reason, to prevent or mitigate exploitation/gold selling/real world money exchanges/etc.. You may not like it, but if you want furnishing deconstruction to ever come to pass, you've gotta manage your expectations.

    There is a 40% chance of getting heartwood or mundane rune from their respective nodes in the wild. They are not exactly a rare resource.

    Gear doesn’t drop furnishing mats because furnishing mats are not used to make gear.

    But dropped gear does give base mats, style mats, and trait mats - none of which we put in to the dropped gear, but which would have been required had we crafted the item. That is the game’s way of giving back the time we spent acquiring the dropped gear.

    (ETA: we also get back mats from bound gear, so that’s not an exception.)

    Antiquity furnishings likewise require time, not mats - time to get the lead and time to dig it up. On the analogy of dropped gear, they would give back mats that would have been required to craft those items had we made them, which includes furnishing mats.
    Edited by virtus753 on 19 April 2025 15:44
  • DenverRalphy
    DenverRalphy
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    virtus753 wrote: »
    <snip>
    • Bound/antiquity furnishings should also be allowed to be deconstructed. There is no difference between deconstrucing a farmed furniture item and getting back resources as there is in farming a piece of gear and getting back resources.
    <snip>

    I was in agreement with you up to this point.

    Bound/Antiquities shouldn't allow for deconstruction because the purpose of deconstruction is to recoup a portion of your materials investment. In the case of antiquities, those have an infinite supply and as a result could be used to farm mats (ie.. heartwood from the aylied tree in West Weald).

    Which is no different than farming a piece of gear in a dungeon or trial.

    Except that with antiquities you have to at least farm the lead first, some are easier than others.

    Its a total non issue.

    The gear you farm from dungeons/trials don't drop precious mats like heartwood/mundane runes/etc..

    I get it. Deconstructing furniture would be great! But let's not get greedy if what we ask for is ever to see the light of day.

    Deconstructing crafted furnishings is fair, because the player has mats and style materials invested into them. Bound/Antiquity items are bound for a reason, to prevent or mitigate exploitation/gold selling/real world money exchanges/etc.. You may not like it, but if you want furnishing deconstruction to ever come to pass, you've gotta manage your expectations.

    There is a 40% chance of getting heartwood or mundane rune from their respective nodes in the wild. They are not exactly a rare resource.

    Note that I did not say rare. I said precious. Sure the furnishiing mats are relatively common drops. But the amount they drop compared to how much is required to craft furnishings makes them noticeably valuable. Thus precious.
  • Reginald_leBlem
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    virtus753 wrote: »
    <snip>
    • Bound/antiquity furnishings should also be allowed to be deconstructed. There is no difference between deconstrucing a farmed furniture item and getting back resources as there is in farming a piece of gear and getting back resources.
    <snip>

    I was in agreement with you up to this point.

    Bound/Antiquities shouldn't allow for deconstruction because the purpose of deconstruction is to recoup a portion of your materials investment. In the case of antiquities, those have an infinite supply and as a result could be used to farm mats (ie.. heartwood from the aylied tree in West Weald).

    Which is no different than farming a piece of gear in a dungeon or trial.

    Except that with antiquities you have to at least farm the lead first, some are easier than others.

    Its a total non issue.

    The gear you farm from dungeons/trials don't drop precious mats like heartwood/mundane runes/etc..

    I get it. Deconstructing furniture would be great! But let's not get greedy if what we ask for is ever to see the light of day.

    Deconstructing crafted furnishings is fair, because the player has mats and style materials invested into them. Bound/Antiquity items are bound for a reason, to prevent or mitigate exploitation/gold selling/real world money exchanges/etc.. You may not like it, but if you want furnishing deconstruction to ever come to pass, you've gotta manage your expectations.

    There is a 40% chance of getting heartwood or mundane rune from their respective nodes in the wild. They are not exactly a rare resource.

    Note that I did not say rare. I said precious. Sure the furnishiing mats are relatively common drops. But the amount they drop compared to how much is required to craft furnishings makes them noticeably valuable. Thus precious.

    So? Again, farmed gear drops mats. Not a 1-1 for how much it costs to make, but some. Really no reason furniture can't operate the same way.
  • spartaxoxo
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    virtus753 wrote: »
    <snip>
    • Bound/antiquity furnishings should also be allowed to be deconstructed. There is no difference between deconstrucing a farmed furniture item and getting back resources as there is in farming a piece of gear and getting back resources.
    <snip>

    I was in agreement with you up to this point.

    Bound/Antiquities shouldn't allow for deconstruction because the purpose of deconstruction is to recoup a portion of your materials investment. In the case of antiquities, those have an infinite supply and as a result could be used to farm mats (ie.. heartwood from the aylied tree in West Weald).

    Which is no different than farming a piece of gear in a dungeon or trial.

    Except that with antiquities you have to at least farm the lead first, some are easier than others.

    Its a total non issue.

    The gear you farm from dungeons/trials don't drop precious mats like heartwood/mundane runes/etc..

    I get it. Deconstructing furniture would be great! But let's not get greedy if what we ask for is ever to see the light of day.

    Deconstructing crafted furnishings is fair, because the player has mats and style materials invested into them. Bound/Antiquity items are bound for a reason, to prevent or mitigate exploitation/gold selling/real world money exchanges/etc.. You may not like it, but if you want furnishing deconstruction to ever come to pass, you've gotta manage your expectations.

    There is a 40% chance of getting heartwood or mundane rune from their respective nodes in the wild. They are not exactly a rare resource.

    Note that I did not say rare. I said precious. Sure the furnishiing mats are relatively common drops. But the amount they drop compared to how much is required to craft furnishings makes them noticeably valuable. Thus precious.

    That's just because there's no furnishing passives. The amount required to make gear is a lot too. You can also deconstruct gold gear and get gold mats, which are rarer.

    There's no reason to treat deconstructing furniture any different to deconstructing gear, IMO
  • DenverRalphy
    DenverRalphy
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    spartaxoxo wrote: »
    virtus753 wrote: »
    <snip>
    • Bound/antiquity furnishings should also be allowed to be deconstructed. There is no difference between deconstrucing a farmed furniture item and getting back resources as there is in farming a piece of gear and getting back resources.
    <snip>

    I was in agreement with you up to this point.

    Bound/Antiquities shouldn't allow for deconstruction because the purpose of deconstruction is to recoup a portion of your materials investment. In the case of antiquities, those have an infinite supply and as a result could be used to farm mats (ie.. heartwood from the aylied tree in West Weald).

    Which is no different than farming a piece of gear in a dungeon or trial.

    Except that with antiquities you have to at least farm the lead first, some are easier than others.

    Its a total non issue.

    The gear you farm from dungeons/trials don't drop precious mats like heartwood/mundane runes/etc..

    I get it. Deconstructing furniture would be great! But let's not get greedy if what we ask for is ever to see the light of day.

    Deconstructing crafted furnishings is fair, because the player has mats and style materials invested into them. Bound/Antiquity items are bound for a reason, to prevent or mitigate exploitation/gold selling/real world money exchanges/etc.. You may not like it, but if you want furnishing deconstruction to ever come to pass, you've gotta manage your expectations.

    There is a 40% chance of getting heartwood or mundane rune from their respective nodes in the wild. They are not exactly a rare resource.

    Note that I did not say rare. I said precious. Sure the furnishiing mats are relatively common drops. But the amount they drop compared to how much is required to craft furnishings makes them noticeably valuable. Thus precious.

    That's just because there's no furnishing passives. The amount required to make gear is a lot too. You can also deconstruct gold gear and get gold mats, which are rarer.

    There's no reason to treat deconstructing furniture any different to deconstructing gear, IMO

    I never said I was against deconstructing furnishings. I only said that if it ever comes to pass, that it'd likely only be for craftable gear and not bound/antiquities/crown-purchased furnishings. And I was emphasizing why crafted gear should be deconstructed to get a return on the mats.

    Bound gear from dungeons/trials are technically only semi-bound. The only reason for the bound state is to limit who gets to keep the final product. Bound furnishings are bound for an entirely different reason.

    Edited by DenverRalphy on 19 April 2025 16:18
  • spartaxoxo
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    spartaxoxo wrote: »
    virtus753 wrote: »
    <snip>
    • Bound/antiquity furnishings should also be allowed to be deconstructed. There is no difference between deconstrucing a farmed furniture item and getting back resources as there is in farming a piece of gear and getting back resources.
    <snip>

    I was in agreement with you up to this point.

    Bound/Antiquities shouldn't allow for deconstruction because the purpose of deconstruction is to recoup a portion of your materials investment. In the case of antiquities, those have an infinite supply and as a result could be used to farm mats (ie.. heartwood from the aylied tree in West Weald).

    Which is no different than farming a piece of gear in a dungeon or trial.

    Except that with antiquities you have to at least farm the lead first, some are easier than others.

    Its a total non issue.

    The gear you farm from dungeons/trials don't drop precious mats like heartwood/mundane runes/etc..

    I get it. Deconstructing furniture would be great! But let's not get greedy if what we ask for is ever to see the light of day.

    Deconstructing crafted furnishings is fair, because the player has mats and style materials invested into them. Bound/Antiquity items are bound for a reason, to prevent or mitigate exploitation/gold selling/real world money exchanges/etc.. You may not like it, but if you want furnishing deconstruction to ever come to pass, you've gotta manage your expectations.

    There is a 40% chance of getting heartwood or mundane rune from their respective nodes in the wild. They are not exactly a rare resource.

    Note that I did not say rare. I said precious. Sure the furnishiing mats are relatively common drops. But the amount they drop compared to how much is required to craft furnishings makes them noticeably valuable. Thus precious.

    That's just because there's no furnishing passives. The amount required to make gear is a lot too. You can also deconstruct gold gear and get gold mats, which are rarer.

    There's no reason to treat deconstructing furniture any different to deconstructing gear, IMO

    I never said I was against deconstructing furnishings. I only said that if it ever comes to pass, that it'd likely only be for crafted gear and not bound/antiquities/crown-purchased furnishings. And I was emphasizing why crafted gear should be deconstructed to get a return on the mats.

    ...which would be treating deconstructing furniture different to different deconstructing gear.

    You can farm and deconstruct gear. I don't agree you should be unable to deconstruct farmed furniture.
    Edited by spartaxoxo on 19 April 2025 16:18
  • MoonPile
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    I agree with the premise of decon, and agree, @AlwaysDancing - the inclusion of "AI" imagery is unfortunate. Many of us in housing are in the arts outside of this game: I would rather not to see the thing that was developed on my peers' stolen work, actively making our careers worse in every way, is incredibly environmentally damaging, and is engendered primarily by companies/billionaires whose primary goal is not to help regular people, but to profit even more.
    Edited by MoonPile on 19 April 2025 16:22
  • DenverRalphy
    DenverRalphy
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    spartaxoxo wrote: »
    spartaxoxo wrote: »
    virtus753 wrote: »
    <snip>
    • Bound/antiquity furnishings should also be allowed to be deconstructed. There is no difference between deconstrucing a farmed furniture item and getting back resources as there is in farming a piece of gear and getting back resources.
    <snip>

    I was in agreement with you up to this point.

    Bound/Antiquities shouldn't allow for deconstruction because the purpose of deconstruction is to recoup a portion of your materials investment. In the case of antiquities, those have an infinite supply and as a result could be used to farm mats (ie.. heartwood from the aylied tree in West Weald).

    Which is no different than farming a piece of gear in a dungeon or trial.

    Except that with antiquities you have to at least farm the lead first, some are easier than others.

    Its a total non issue.

    The gear you farm from dungeons/trials don't drop precious mats like heartwood/mundane runes/etc..

    I get it. Deconstructing furniture would be great! But let's not get greedy if what we ask for is ever to see the light of day.

    Deconstructing crafted furnishings is fair, because the player has mats and style materials invested into them. Bound/Antiquity items are bound for a reason, to prevent or mitigate exploitation/gold selling/real world money exchanges/etc.. You may not like it, but if you want furnishing deconstruction to ever come to pass, you've gotta manage your expectations.

    There is a 40% chance of getting heartwood or mundane rune from their respective nodes in the wild. They are not exactly a rare resource.

    Note that I did not say rare. I said precious. Sure the furnishiing mats are relatively common drops. But the amount they drop compared to how much is required to craft furnishings makes them noticeably valuable. Thus precious.

    That's just because there's no furnishing passives. The amount required to make gear is a lot too. You can also deconstruct gold gear and get gold mats, which are rarer.

    There's no reason to treat deconstructing furniture any different to deconstructing gear, IMO

    I never said I was against deconstructing furnishings. I only said that if it ever comes to pass, that it'd likely only be for crafted gear and not bound/antiquities/crown-purchased furnishings. And I was emphasizing why crafted gear should be deconstructed to get a return on the mats.

    ...which would be treating deconstructing furniture different to different deconstructing gear.

    You can farm and deconstruct gear. I don't agree you should be unable to deconstruct farmed furniture.

    Sure you can farm and deconstruct gear. But when was the last time you saw gear dropping that yields mats anywhere near as valuable as furnishing mats? Yeah sure, you can get a gold mat from deconstructing gold gear. But I don't see gold gear dropping anywhere that you can farm it.

    There's simply no way ZOS will ever allow a mechanic that can be exploited for real world currency.
  • Jimbru
    Jimbru
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    Yep. Subclassing is yet another BLEEPing thing that we did not ask for, along with scribing, Tales of Tribute, the Infinite Archive et al. Meanwhile, the things we have wanted for years are still being ignored. Oh, they're finally giving us more furniture storage? Do they even understand housing? Many of us have several entire houses that are just warehouses and our home chests already full; 500 slots is not NEARLY enough. Why are we still giving ZOS our money?
  • spartaxoxo
    spartaxoxo
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    spartaxoxo wrote: »
    spartaxoxo wrote: »
    virtus753 wrote: »
    <snip>
    • Bound/antiquity furnishings should also be allowed to be deconstructed. There is no difference between deconstrucing a farmed furniture item and getting back resources as there is in farming a piece of gear and getting back resources.
    <snip>

    I was in agreement with you up to this point.

    Bound/Antiquities shouldn't allow for deconstruction because the purpose of deconstruction is to recoup a portion of your materials investment. In the case of antiquities, those have an infinite supply and as a result could be used to farm mats (ie.. heartwood from the aylied tree in West Weald).

    Which is no different than farming a piece of gear in a dungeon or trial.

    Except that with antiquities you have to at least farm the lead first, some are easier than others.

    Its a total non issue.

    The gear you farm from dungeons/trials don't drop precious mats like heartwood/mundane runes/etc..

    I get it. Deconstructing furniture would be great! But let's not get greedy if what we ask for is ever to see the light of day.

    Deconstructing crafted furnishings is fair, because the player has mats and style materials invested into them. Bound/Antiquity items are bound for a reason, to prevent or mitigate exploitation/gold selling/real world money exchanges/etc.. You may not like it, but if you want furnishing deconstruction to ever come to pass, you've gotta manage your expectations.

    There is a 40% chance of getting heartwood or mundane rune from their respective nodes in the wild. They are not exactly a rare resource.

    Note that I did not say rare. I said precious. Sure the furnishiing mats are relatively common drops. But the amount they drop compared to how much is required to craft furnishings makes them noticeably valuable. Thus precious.

    That's just because there's no furnishing passives. The amount required to make gear is a lot too. You can also deconstruct gold gear and get gold mats, which are rarer.

    There's no reason to treat deconstructing furniture any different to deconstructing gear, IMO

    I never said I was against deconstructing furnishings. I only said that if it ever comes to pass, that it'd likely only be for crafted gear and not bound/antiquities/crown-purchased furnishings. And I was emphasizing why crafted gear should be deconstructed to get a return on the mats.

    ...which would be treating deconstructing furniture different to different deconstructing gear.

    You can farm and deconstruct gear. I don't agree you should be unable to deconstruct farmed furniture.

    Sure you can farm and deconstruct gear. But when was the last time you saw gear dropping that yields mats anywhere near as valuable as furnishing mats? Yeah sure, you can get a gold mat from deconstructing gold gear. But I don't see gold gear dropping anywhere that you can farm it.

    There's simply no way ZOS will ever allow a mechanic that can be exploited for real world currency.

    We can farm gold and that's exploited for real world currency.

    Also, if the mats became more abundant the price would go down which would make them LESS exploitable for real world currency.
  • Pixiepumpkin
    Pixiepumpkin
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    Furniture deconstruction would be a nice QoL upgrade, but should never be considered a feature.


    And AI art is absolutely not inspiring. Art created by an actual human being is inspirational.
    MoonPile wrote: »
    I agree with the premise of decon, and agree, @AlwaysDancing - the inclusion of "AI" imagery is unfortunate. Many of us in housing are in the arts outside of this game: I would rather not to see the thing that was developed on my peers' stolen work, actively making our careers worse in every way, is incredibly environmentally damaging, and is engendered primarily by companies/billionaires whose primary goal is not to help regular people, but to profit even more.

    You are both reading more meaning into this than is necessary.

    By "inspiration" I mean to inspire debate in this thread, not as inspiration for the actual furnishing table. Think of it as "advertising". Pictures sell, marketing 101.

    Secondly, Moonpie, I am an artist/designer by trade and AI art has its place. For one, AI amalgamates different ideas into a visual medium that far surpasses in most cases what most humans come up with. It's a tool, how its used as a tool is the determination on how it affects artists.

    By your logic Maya, Photoshop, After Effects, anything inside of Substance 3D, Z Brush, CorralDRAW, and the rest of the entire list of computer software that exists to make models/art, should also be brushed off as environmentally damaging, especially for what they have done to traditional media such as pen and paper, oil, acrylic and on and on.

    Don't confuse the tool for the person wielding it.
    Edited by Pixiepumpkin on 19 April 2025 19:03
    "Class identity isn’t just about power or efficiency. It’s about symbolic clarity, mechanical cohesion, and a shared visual and tactical language between players." - sans-culottes
  • katanagirl1
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    I think the intention of calling AI environmentally damaging is because it requires vast amounts of computing resources and energy to produce. It’s a huge money sink too, potentially diverting monetary resources that could be better spent elsewhere.
    Khajiit Stamblade main
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  • Elvenheart
    Elvenheart
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    What about simply making it so that deconstructing antiquities just drops regular mats but not furnishing mats like heartwood or mundane runes?
    Edited by Elvenheart on 21 April 2025 04:54
  • MreeBiPolar
    MreeBiPolar
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    • Bound/antiquity furnishings should also be allowed to be deconstructed. There is no difference between deconstrucing a farmed furniture item and getting back resources as there is in farming a piece of gear and getting back resources.

    The problem with this part is, lots of furniture is non-craftable (actually, SIGNIFICANTLY more than 3068 craftable at the moment), so they'd need to put a crafting cost on everything. Including onto stuff that was never meant to have it like store exclusives, antiquities, etc.
  • MreeBiPolar
    MreeBiPolar
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    I think the intention of calling AI environmentally damaging is because it requires vast amounts of computing resources and energy to produce. It’s a huge money sink too, potentially diverting monetary resources that could be better spent elsewhere.

    Isn't the same kind of true for other things like, um, MMOs as well, too, though, word-for-word? ;)
  • barney2525
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    <snip>
    • Bound/antiquity furnishings should also be allowed to be deconstructed. There is no difference between deconstrucing a farmed furniture item and getting back resources as there is in farming a piece of gear and getting back resources.
    <snip>

    I was in agreement with you up to this point.

    Bound/Antiquities shouldn't allow for deconstruction because the purpose of deconstruction is to recoup a portion of your materials investment. In the case of antiquities, those have an infinite supply and as a result could be used to farm mats (ie.. heartwood from the aylied tree in West Weald).

    Which is no different than farming a piece of gear in a dungeon or trial.

    Except that with antiquities you have to at least farm the lead first, some are easier than others.

    Its a total non issue.

    The gear you farm from dungeons/trials don't drop precious mats like heartwood/mundane runes/etc..

    I get it. Deconstructing furniture would be great! But let's not get greedy if what we ask for is ever to see the light of day.

    Deconstructing crafted furnishings is fair, because the player has mats and style materials invested into them. Bound/Antiquity items are bound for a reason, to prevent or mitigate exploitation/gold selling/real world money exchanges/etc.. You may not like it, but if you want furnishing deconstruction to ever come to pass, you've gotta manage your expectations.

    Wait. Let's not get greedy?

    Aaawwwwww. Rats.

    :#
  • redlink1979
    redlink1979
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    You may not recall many customers asking for "Subclassing" but there were a lot of players asking for a class token.
    This will kinda answer that.
    Edited by redlink1979 on 21 April 2025 09:03
    "Sweet Mother, sweet Mother, send your child unto me, for the sins of the unworthy must be baptized in blood and fear"
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  • Ragnarok0130
    Ragnarok0130
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    LunaFlora wrote: »
    Furniture Deconstruction would be nice sure, but it just is not comparable to Subclassing.

    I believe Pixie's point was that there are a lot of features that the player base has been clamoring for years and ZoS went with this when there hasn't been much demand for this at all beyond the odd thread.
    You may not recall many customers asking for "Subclassing" but there were a lot of players asking for a class token.
    This will kinda answer that.

    And that's what many of us would have preferred getting instead of subclassing. Subclassing will not replace a class change token in any meaningful way. It's painting water damage without fixing the leak.
  • NotaDaedraWorshipper
    NotaDaedraWorshipper
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    Furniture deconstruction would be a nice QoL upgrade, but should never be considered a feature.


    And AI art is absolutely not inspiring. Art created by an actual human being is inspirational.
    MoonPile wrote: »
    I agree with the premise of decon, and agree, @AlwaysDancing - the inclusion of "AI" imagery is unfortunate. Many of us in housing are in the arts outside of this game: I would rather not to see the thing that was developed on my peers' stolen work, actively making our careers worse in every way, is incredibly environmentally damaging, and is engendered primarily by companies/billionaires whose primary goal is not to help regular people, but to profit even more.

    You are both reading more meaning into this than is necessary.

    By "inspiration" I mean to inspire debate in this thread, not as inspiration for the actual furnishing table. Think of it as "advertising". Pictures sell, marketing 101.

    Inspire debate about the horribleness of AI replacing art and not your actual topic?

    A discussion about your topic would be much better without a pointless image. An imagine that wasted water and power to be made.
    [Lie] Of course! I don't even worship Daedra!
  • Mayrael
    Mayrael
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    I love subclassing so far on PTS and can't wait to use it on live, while I don't care about furnishings deconstruction. The "furniture bag" introduced in this patch is more welcomed for me TBH.

    But it's just a matter of perspective I suppose.
    Say no to Toxic Casuals!
    I am doing my best, but I am not a native speaker, sorry.


    "Difficulty scaling is desperately needed. 9 years. 6 paid expansions. 24 DLCs. 40 game changing updates including A Realm Reborn-tier overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver&Gold as a "you think you do but you don't"-tier deflection to any criticism regarding the lack of overland difficulty in the game." - @AlexanderDeLarge
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