You are correct about Morrowind being beloved, but incorrect about housing. http://www.uesp.net/wiki/Morrowind:Houses
Copied below for your convenience.
In Morrowind you cannot own your own house. Sometimes, the owner, or a person with the right connections, will offer a task that may give the player a place to call home upon completion. You can also kill the owner in order to get pretty much the same results. Be advised the latter method may sometimes lead to not being able to complete certain quests.
Listed below are the towns and other areas from which a house can be made, so you may simply choose the place, finish the related quest or kill the owner, then make it your own. You may also join a Great House and use their hostel for free, and other factions also provide beds for members, often in quite comfortable rooms with some means for safe, non-volatile storage of items. Furthermore, every Great House allows you to possess a house in the form of a Stronghold, at either Rethan Manor, Indarys Manor, or Tel Uvirith. In addition, the Bloodmoon expansion provides you with two permanent houses - the Factor's Estate, and the Blodskaal's House (formerly Rigmor's hut).
Cities
Caldera — Small mining town at the foothills of Red Mountain
Ald'ruhn — The council seat of House Redoran in the dusty Ashlands
Sadrith Mora — The large, Telvanni-influenced mushroom town on Azura's Coast
Balmora — The council seat of House Hlaalu on the Bitter Coast
Pelagiad — The small village that has grown up near an Imperial Fort.
Suran — Relatively small Hlaalu governed city in Southern Morrowind
Seyda Neen — Live the small-town life in the entry point of Seyda Neen
Vivec — The largest city in Vvardenfell, a canaled metropolis composed of nine cantons.
Other Areas
Boat Homes — The various boats that provide fast travel around Vvardenfell have a new use.
Abandoned Houses — Unoccupied/abandoned houses throughout Vvardenfell.
Dunmer Strongholds — Ever wondered how it would feel to own your own fortress?
Dwemer Ruins — Ever wanted to live like a dwarf? Well, now you can.
ruze84b14_ESO wrote: »Quite honestly, if ESO never gets player housing, I can't really see myself investing more than the time it takes to level a character up and do some of the end-game content once or twice.
Which I've already accomplished, and which is why I left the first time.
But if it gets player housing, it's entirely possible I'll be playing this game like I did Star Wars Galaxies ... years and years after all the content has been run through at least ten times, for no better reason than to keep improving my house and collecting.
It's amazing what a little thing like this can do to help players stick around.
Giles.floydub17_ESO wrote: »Played housing is very much secondary, if not tertiary, to game content, gaming systems and overall performance of the game itself. It's good for storage of done right and I understand RPers could use it but I cannot see it as a must have for either or any use.
Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.
He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.
ruze84b14_ESO wrote: »Giles.floydub17_ESO wrote: »Played housing is very much secondary, if not tertiary, to game content, gaming systems and overall performance of the game itself. It's good for storage of done right and I understand RPers could use it but I cannot see it as a must have for either or any use.
Beyond storage and roleplay, it is a private social atmosphere, and can go a very long way to cause players to form rather unnatural attachments to a virtual game world, causing them to stay in that world well after they would otherwise have gotten bored, frustrated, or simply moved on to something new.
In short, it can be a very sound business decision with almost no long-term overhead cost for the company.
Giles.floydub17_ESO wrote: »ruze84b14_ESO wrote: »Giles.floydub17_ESO wrote: »Played housing is very much secondary, if not tertiary, to game content, gaming systems and overall performance of the game itself. It's good for storage of done right and I understand RPers could use it but I cannot see it as a must have for either or any use.
Beyond storage and roleplay, it is a private social atmosphere, and can go a very long way to cause players to form rather unnatural attachments to a virtual game world, causing them to stay in that world well after they would otherwise have gotten bored, frustrated, or simply moved on to something new.
In short, it can be a very sound business decision with almost no long-term overhead cost for the company.
I know what game housing can do. Players can spend time decorating their house and such rather than play the actual game, as you suggest. Actual game content would go further to prevent boredom.
Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.
He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.
But that is the only way they can justify adding development resources to implement housing/halls in the face of this argument:Psychobunni wrote: »I wanted it until they mentioned it in the same sentence as crown store systems on Live
I refuse to pay for what other f2p games offer completely free
Huggernaut wrote: »Player housing and Guild halls are a waste of time and resources.
Time and resources that could be far better spent giving us actual real content in the game and not something silly that the majority of people are never going to do anything with.
I mean lets look at it like this:
- You have a house/ guild hall, now what? are you going to sit in it and chat all day? You could do that from anywhere and why are you turning a MMO into a chat room? why not actually go out and do something, like maybe ... play the game?
The only way I could even remotely see a house being useful is if it had an unlimited storage bank in it and you could just throw stuff in there all day long AND it was free to teleport to it from anywhere in the world AND you had a teleport spot so you could get back to where you roughly where without it costing as well.
Other than that, it's a pointless gimmick and even then ... all of that could be solved with a better banker. Tired of having 6 mules to hold mats, etc.
Want to play house? go buy a copy of one of the SIMs games.
I agree. I couldn't even begin to count the number of people who blow through content like tissues and then complain loudly in the forum new content isn't coming fast enough, and within a month they're gone. Even more casual players get into a rut from time to time. Housing (both individual and guild) would go a long way toward keeping people connected to the game.ruze84b14_ESO wrote: »Giles.floydub17_ESO wrote: »ruze84b14_ESO wrote: »Giles.floydub17_ESO wrote: »Played housing is very much secondary, if not tertiary, to game content, gaming systems and overall performance of the game itself. It's good for storage of done right and I understand RPers could use it but I cannot see it as a must have for either or any use.
Beyond storage and roleplay, it is a private social atmosphere, and can go a very long way to cause players to form rather unnatural attachments to a virtual game world, causing them to stay in that world well after they would otherwise have gotten bored, frustrated, or simply moved on to something new.
In short, it can be a very sound business decision with almost no long-term overhead cost for the company.
I know what game housing can do. Players can spend time decorating their house and such rather than play the actual game, as you suggest. Actual game content would go further to prevent boredom.
The emotianal attachment and sentimental connections of player housing, causing players to stick with a game well after all content has been run through, is what I'm talking about.
New content is nice, and I want it, but unless it has some type of daily repetition, it will become stale soon after release. Nature of the business.
As players, we have a tendency to consume everything very fast.
Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.
He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.
Someone who doesn't PvP won't see the benefit of adding and enhancing the PvP element in the game. Someone who doesn't endgame PvE might chuckle and say, "Just go to Cyrodiil" when someone else brings up the need for more trials or endgame. Housing is much the same; there are people who might not find it necessary.
However, there are still quite a few players who do, and not all of them are RPers. There was an entire Skyrim DLC for housing, and that's even in a game where you can't share your house with anyone, show it off or invite friends in. Housing is important for a lot of people, and for ZOS, that means more money- and relatively easy money once finished- to keep other content and fixes coming. (Special pieces of furniture, for example, could be made and then sold in the crown store). I actually think it would benefit ZOS to add this in sooner rather than later for that very reason. Are players going to buy gaming systems and performance, or do they expect it in the base game? Personally I expect it in the base game. Those fixes are extremely important, but so is housing.
Still, I expect them to do it well, and hope they go the instanced neighborhoods route where you can buy and build on a plot of land, instead of just random houses in the world with an instanced front that you can go in and only customize the interior. And certainly not uninstanced world housing, because I don't see how that could work with megaservers AND how cluttered it might end up looking.
And, hopefully, everything will be a lot more customizable than Skyrim was.
Here's the thing about that. There are 2 types of content (and I'm using the term "content" very loosely here) in a game. The content that you play through and complete, and the sticky content.Giles.floydub17_ESO wrote: »ruze84b14_ESO wrote: »Giles.floydub17_ESO wrote: »Played housing is very much secondary, if not tertiary, to game content, gaming systems and overall performance of the game itself. It's good for storage of done right and I understand RPers could use it but I cannot see it as a must have for either or any use.
Beyond storage and roleplay, it is a private social atmosphere, and can go a very long way to cause players to form rather unnatural attachments to a virtual game world, causing them to stay in that world well after they would otherwise have gotten bored, frustrated, or simply moved on to something new.
In short, it can be a very sound business decision with almost no long-term overhead cost for the company.
I know what game housing can do. Players can spend time decorating their house and such rather than play the actual game, as you suggest. Actual game content would go further to prevent boredom.
Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
Here's the thing about that. There are 2 types of content (and I'm using the term "content" very loosely here) in a game. The content that you play through and complete, and the sticky content.Giles.floydub17_ESO wrote: »ruze84b14_ESO wrote: »Giles.floydub17_ESO wrote: »Played housing is very much secondary, if not tertiary, to game content, gaming systems and overall performance of the game itself. It's good for storage of done right and I understand RPers could use it but I cannot see it as a must have for either or any use.
Beyond storage and roleplay, it is a private social atmosphere, and can go a very long way to cause players to form rather unnatural attachments to a virtual game world, causing them to stay in that world well after they would otherwise have gotten bored, frustrated, or simply moved on to something new.
In short, it can be a very sound business decision with almost no long-term overhead cost for the company.
I know what game housing can do. Players can spend time decorating their house and such rather than play the actual game, as you suggest. Actual game content would go further to prevent boredom.
The stuff that you play through and complete is important, because without it nobody would get the game in the first place, but the problem with it is that you have to keep producing more and more, because when people complete it, if there's nothing else for them to do, then they'll stop playing the game. For a significant portion of the player base, there's an excellent chance that they'll complete this content far faster than new content is released.
Sticky content is the content that gives players a sense of connection to the game, and makes them want to keep coming back even if they've completed all the "play through" content. It's not a replacement for the "play through" content, but it builds loyalty.
For a game to succeed in the long term, both types of content are needed. Housing is sticky content. Solid PVP is sticky content. Most PVE is "play through" content. The Undaunted Pledges straddle the line between the 2 types of content (I'd call them "somewhat sticky" content).
By the way, my use of the term "sticky" here is because that's the term that the marketing folks at my work use to refer to products that make it more likely for customers to stick with us rather than just go rate shopping and switch from bank to bank based on whoever has the best rates at the time.
Here's the thing about that. There are 2 types of content (and I'm using the term "content" very loosely here) in a game. The content that you play through and complete, and the sticky content.Giles.floydub17_ESO wrote: »ruze84b14_ESO wrote: »Giles.floydub17_ESO wrote: »Played housing is very much secondary, if not tertiary, to game content, gaming systems and overall performance of the game itself. It's good for storage of done right and I understand RPers could use it but I cannot see it as a must have for either or any use.
Beyond storage and roleplay, it is a private social atmosphere, and can go a very long way to cause players to form rather unnatural attachments to a virtual game world, causing them to stay in that world well after they would otherwise have gotten bored, frustrated, or simply moved on to something new.
In short, it can be a very sound business decision with almost no long-term overhead cost for the company.
I know what game housing can do. Players can spend time decorating their house and such rather than play the actual game, as you suggest. Actual game content would go further to prevent boredom.
The stuff that you play through and complete is important, because without it nobody would get the game in the first place, but the problem with it is that you have to keep producing more and more, because when people complete it, if there's nothing else for them to do, then they'll stop playing the game. For a significant portion of the player base, there's an excellent chance that they'll complete this content far faster than new content is released.
Sticky content is the content that gives players a sense of connection to the game, and makes them want to keep coming back even if they've completed all the "play through" content. It's not a replacement for the "play through" content, but it builds loyalty.
For a game to succeed in the long term, both types of content are needed. Housing is sticky content. Solid PVP is sticky content. Most PVE is "play through" content. The Undaunted Pledges straddle the line between the 2 types of content (I'd call them "somewhat sticky" content).
By the way, my use of the term "sticky" here is because that's the term that the marketing folks at my work use to refer to products that make it more likely for customers to stick with us rather than just go rate shopping and switch from bank to bank based on whoever has the best rates at the time.
Yar this i have spent more time setting up my houses in skyrim than i have played.
I find it brings a connection to the game on a personal level.
Don't ask me why but i feel my characters are just Drifters that dont belong in the game.
If anyone remembers SWG they know how important housing is hence most mmos make it so these days.
Most of us figured eso would have it since it is a elder scrolls game but nope what a let down.
Here's the thing about that. There are 2 types of content (and I'm using the term "content" very loosely here) in a game. The content that you play through and complete, and the sticky content.Giles.floydub17_ESO wrote: »ruze84b14_ESO wrote: »Giles.floydub17_ESO wrote: »Played housing is very much secondary, if not tertiary, to game content, gaming systems and overall performance of the game itself. It's good for storage of done right and I understand RPers could use it but I cannot see it as a must have for either or any use.
Beyond storage and roleplay, it is a private social atmosphere, and can go a very long way to cause players to form rather unnatural attachments to a virtual game world, causing them to stay in that world well after they would otherwise have gotten bored, frustrated, or simply moved on to something new.
In short, it can be a very sound business decision with almost no long-term overhead cost for the company.
I know what game housing can do. Players can spend time decorating their house and such rather than play the actual game, as you suggest. Actual game content would go further to prevent boredom.
The stuff that you play through and complete is important, because without it nobody would get the game in the first place, but the problem with it is that you have to keep producing more and more, because when people complete it, if there's nothing else for them to do, then they'll stop playing the game. For a significant portion of the player base, there's an excellent chance that they'll complete this content far faster than new content is released.
Sticky content is the content that gives players a sense of connection to the game, and makes them want to keep coming back even if they've completed all the "play through" content. It's not a replacement for the "play through" content, but it builds loyalty.
For a game to succeed in the long term, both types of content are needed. Housing is sticky content. Solid PVP is sticky content. Most PVE is "play through" content. The Undaunted Pledges straddle the line between the 2 types of content (I'd call them "somewhat sticky" content).
By the way, my use of the term "sticky" here is because that's the term that the marketing folks at my work use to refer to products that make it more likely for customers to stick with us rather than just go rate shopping and switch from bank to bank based on whoever has the best rates at the time.
Giles.floydub17_ESO wrote: »Here's the thing about that. There are 2 types of content (and I'm using the term "content" very loosely here) in a game. The content that you play through and complete, and the sticky content.Giles.floydub17_ESO wrote: »ruze84b14_ESO wrote: »Giles.floydub17_ESO wrote: »Played housing is very much secondary, if not tertiary, to game content, gaming systems and overall performance of the game itself. It's good for storage of done right and I understand RPers could use it but I cannot see it as a must have for either or any use.
Beyond storage and roleplay, it is a private social atmosphere, and can go a very long way to cause players to form rather unnatural attachments to a virtual game world, causing them to stay in that world well after they would otherwise have gotten bored, frustrated, or simply moved on to something new.
In short, it can be a very sound business decision with almost no long-term overhead cost for the company.
I know what game housing can do. Players can spend time decorating their house and such rather than play the actual game, as you suggest. Actual game content would go further to prevent boredom.
The stuff that you play through and complete is important, because without it nobody would get the game in the first place, but the problem with it is that you have to keep producing more and more, because when people complete it, if there's nothing else for them to do, then they'll stop playing the game. For a significant portion of the player base, there's an excellent chance that they'll complete this content far faster than new content is released.
Sticky content is the content that gives players a sense of connection to the game, and makes them want to keep coming back even if they've completed all the "play through" content. It's not a replacement for the "play through" content, but it builds loyalty.
For a game to succeed in the long term, both types of content are needed. Housing is sticky content. Solid PVP is sticky content. Most PVE is "play through" content. The Undaunted Pledges straddle the line between the 2 types of content (I'd call them "somewhat sticky" content).
By the way, my use of the term "sticky" here is because that's the term that the marketing folks at my work use to refer to products that make it more likely for customers to stick with us rather than just go rate shopping and switch from bank to bank based on whoever has the best rates at the time.
Categorically wrong. Player housing is created to force everyone to do the same content over and over in order to get things to put into your home. It's content on the cheap. A means to trick some players to stay in the game and do the same tired content. It's just a cheap trick some fall for. Paint it however you wish, doesn't change the structure.
No, it's really not. Giving people a place where they can say "this is mine" has literally nothing to do with forcing people to do something else over and over. I mean, it could be implemented the way you describe so that you have to go out and collect certain items over and over, or it could just be "pay X gold to get Y for your home" in which case there's nothing like what you claim.Giles.floydub17_ESO wrote: »Here's the thing about that. There are 2 types of content (and I'm using the term "content" very loosely here) in a game. The content that you play through and complete, and the sticky content.Giles.floydub17_ESO wrote: »ruze84b14_ESO wrote: »Giles.floydub17_ESO wrote: »Played housing is very much secondary, if not tertiary, to game content, gaming systems and overall performance of the game itself. It's good for storage of done right and I understand RPers could use it but I cannot see it as a must have for either or any use.
Beyond storage and roleplay, it is a private social atmosphere, and can go a very long way to cause players to form rather unnatural attachments to a virtual game world, causing them to stay in that world well after they would otherwise have gotten bored, frustrated, or simply moved on to something new.
In short, it can be a very sound business decision with almost no long-term overhead cost for the company.
I know what game housing can do. Players can spend time decorating their house and such rather than play the actual game, as you suggest. Actual game content would go further to prevent boredom.
The stuff that you play through and complete is important, because without it nobody would get the game in the first place, but the problem with it is that you have to keep producing more and more, because when people complete it, if there's nothing else for them to do, then they'll stop playing the game. For a significant portion of the player base, there's an excellent chance that they'll complete this content far faster than new content is released.
Sticky content is the content that gives players a sense of connection to the game, and makes them want to keep coming back even if they've completed all the "play through" content. It's not a replacement for the "play through" content, but it builds loyalty.
For a game to succeed in the long term, both types of content are needed. Housing is sticky content. Solid PVP is sticky content. Most PVE is "play through" content. The Undaunted Pledges straddle the line between the 2 types of content (I'd call them "somewhat sticky" content).
By the way, my use of the term "sticky" here is because that's the term that the marketing folks at my work use to refer to products that make it more likely for customers to stick with us rather than just go rate shopping and switch from bank to bank based on whoever has the best rates at the time.
Categorically wrong. Player housing is created to force everyone to do the same content over and over in order to get things to put into your home. It's content on the cheap. A means to trick some players to stay in the game and do the same tired content. It's just a cheap trick some fall for. Paint it however you wish, doesn't change the structure.
Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
Giles.floydub17_ESO wrote: »Here's the thing about that. There are 2 types of content (and I'm using the term "content" very loosely here) in a game. The content that you play through and complete, and the sticky content.Giles.floydub17_ESO wrote: »ruze84b14_ESO wrote: »Giles.floydub17_ESO wrote: »Played housing is very much secondary, if not tertiary, to game content, gaming systems and overall performance of the game itself. It's good for storage of done right and I understand RPers could use it but I cannot see it as a must have for either or any use.
Beyond storage and roleplay, it is a private social atmosphere, and can go a very long way to cause players to form rather unnatural attachments to a virtual game world, causing them to stay in that world well after they would otherwise have gotten bored, frustrated, or simply moved on to something new.
In short, it can be a very sound business decision with almost no long-term overhead cost for the company.
I know what game housing can do. Players can spend time decorating their house and such rather than play the actual game, as you suggest. Actual game content would go further to prevent boredom.
The stuff that you play through and complete is important, because without it nobody would get the game in the first place, but the problem with it is that you have to keep producing more and more, because when people complete it, if there's nothing else for them to do, then they'll stop playing the game. For a significant portion of the player base, there's an excellent chance that they'll complete this content far faster than new content is released.
Sticky content is the content that gives players a sense of connection to the game, and makes them want to keep coming back even if they've completed all the "play through" content. It's not a replacement for the "play through" content, but it builds loyalty.
For a game to succeed in the long term, both types of content are needed. Housing is sticky content. Solid PVP is sticky content. Most PVE is "play through" content. The Undaunted Pledges straddle the line between the 2 types of content (I'd call them "somewhat sticky" content).
By the way, my use of the term "sticky" here is because that's the term that the marketing folks at my work use to refer to products that make it more likely for customers to stick with us rather than just go rate shopping and switch from bank to bank based on whoever has the best rates at the time.
Categorically wrong. Player housing is created to force everyone to do the same content over and over in order to get things to put into your home. It's content on the cheap. A means to trick some players to stay in the game and do the same tired content. It's just a cheap trick some fall for. Paint it however you wish, doesn't change the structure.
Alot of us like that you may want to see the poll results. Housing is part of the elder scrolls series not sure how anyone could disagree.
Please have a look at the front page i updated it heaps bud.