c.p.garrett1993_ESO wrote: »c.p.garrett1993_ESO wrote: »@Heromofo
Total support. I think this is a feature that plenty of players have already decided on.
You've gone the extra mile and provided plenty of other features that could go with it.
Thanks bud garrett i really need feedback on the possible pvp side any chance your a pvper?.
I haven't tried PvP yet, but I may in the future.
Both player housing and guild halls could work in a similar manner, though.
A set area in the home/ guild hall would have to be built for PvP.
This could be done either with an entire room or a simple ring.
PvP would only be allowed by entering this specific area of the building.
Players could offer wagers on who would win and the combatants could each put up gold an an item/ items.
A player home may, in concept, over up to 2v2 combat.
A guild hall, as it would be bigger, could offer up to 12v12.
Other guilds could be invited to your guild hall to participate in PvP.
A guild hall could also include various resources that must be harvested to upgrade, providing experience in the relevant skill. These resources would be separate from those already in the game and go to a guild resource pool, rather than become actual items anybody could use.
darkspyro92_ESO wrote: »c.p.garrett1993_ESO wrote: »c.p.garrett1993_ESO wrote: »@Heromofo
Total support. I think this is a feature that plenty of players have already decided on.
You've gone the extra mile and provided plenty of other features that could go with it.
Thanks bud garrett i really need feedback on the possible pvp side any chance your a pvper?.
I haven't tried PvP yet, but I may in the future.
Both player housing and guild halls could work in a similar manner, though.
A set area in the home/ guild hall would have to be built for PvP.
This could be done either with an entire room or a simple ring.
PvP would only be allowed by entering this specific area of the building.
Players could offer wagers on who would win and the combatants could each put up gold an an item/ items.
A player home may, in concept, over up to 2v2 combat.
A guild hall, as it would be bigger, could offer up to 12v12.
Other guilds could be invited to your guild hall to participate in PvP.
A guild hall could also include various resources that must be harvested to upgrade, providing experience in the relevant skill. These resources would be separate from those already in the game and go to a guild resource pool, rather than become actual items anybody could use.
I think there should be some sort of Guild Wars where two guilds can duke it out. However, since we can be in five guilds at one time, it might be complicated if there is someone who is a member of both guilds.
Could be that they are not allowed to participate, as this would probably lower guild war farming if you can get unique stuff and rewards from them.
I honestly think player housing might be nice add, but it totally don't save the game, People complain over real problems and if those problems/bugs aren't fixed they will leave anyway. They don't complain over player housing. Because such thing doesn't exist. When it doesn't exist there are no problems. Leave it out.
For pvp, I would suggest to improve that claiming a resource or keep in your guild name. It might give a boost for guild teamwork in pvp.
RDMyers65b14_ESO wrote: »Player /guild housing is a MUST if no other reason than us RPers are getting tired of the trolls. It would make ZOS 'live easier as they wouldn't have to deal with so many reports about the so called adults who think that it is funny to interrupt RP. It /IS / a mmoRPG after all.
Yeah you guys should be able to rp if you wish also what did you think of the pve and pvp options from an rp players point of view.
I love the idea of player housing in general! Having your own space to call yours not only feels nice, but it also gives an extra activity to do in the game, and also lets you show off your awesome interior decorating skills . But on a more serious note, I'm glad they haven't added it yet to the game, many games have done housing in their own ways, and while some are great, I found that many are underwhelming or flawed... I want ZoS to take some serious time working out a housing/guild hall system, that is both straight forward and and easy to get into for all, but at the same time become something very in depth, and fun. They need to implement it right, I know some people who play other MMOs solely just because they love decorating their home(s) and guild hall(s), that's all they do. EQ2 had a very fun and in depth, guild hall/housing system, one of the best on the market I feel, same with Wildstar. Not saying ZoS shouldn't try something unique or add their own twist though.
If ZoS does it right, then I am all for having customizable halls and player houses.
MercyKilling wrote: »The only problem I have with neighborhood instancing is that I don't want to hear the people in the house next to me ERP'ing.
Hence my desire for single instancing for housing. Only my house, only my business. Don't need to hear what others are doing.
Just make sure you buy a house with thick wallsMercyKilling wrote: »The only problem I have with neighborhood instancing is that I don't want to hear the people in the house next to me ERP'ing.
Hence my desire for single instancing for housing. Only my house, only my business. Don't need to hear what others are doing.
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Giles.floydub17_ESO wrote: »I have nothing against housing and guild balls but they are certainly not first on the list for saving ESO. Again, I don't object to housing but it's hardly a top priority.
Content is first. Housing is artificial content.
MercyKilling wrote: »The only problem I have with neighborhood instancing is that I don't want to hear the people in the house next to me ERP'ing.
Hence my desire for single instancing for housing. Only my house, only my business. Don't need to hear what others are doing.
Just to show a few ways mmos had housing
SWG very very old mmo but still had it
MercyKilling wrote: »The only problem I have with neighborhood instancing is that I don't want to hear the people in the house next to me ERP'ing.
Hence my desire for single instancing for housing. Only my house, only my business. Don't need to hear what others are doing.
ok. We can have neighbourhood instancing and ZOS can put PERSONAL HOUSE PERSONAL INSTANCE item in the crown store.Just to show a few ways mmos had housing
SWG very very old mmo but still had it
SWG had a whole lot more than housing lol you can fill up an entire planet with major cities complete with player-selected mayors.
but SWG had that planned from the beginning. non-instanced can't happen in ESO due to the world design already existed.
MercyKilling wrote: »The only problem I have with neighborhood instancing is that I don't want to hear the people in the house next to me ERP'ing.
Hence my desire for single instancing for housing. Only my house, only my business. Don't need to hear what others are doing.
ok. We can have neighbourhood instancing and ZOS can put PERSONAL HOUSE PERSONAL INSTANCE item in the crown store.Just to show a few ways mmos had housing
SWG very very old mmo but still had it
SWG had a whole lot more than housing lol you can fill up an entire planet with major cities complete with player-selected mayors.
but SWG had that planned from the beginning. non-instanced can't happen in ESO due to the world design already existed.
Yup that is a bummer but atm i will just be happy with any sort of player housing lol.
Also DAV as you may have read on my thread the bit about pve and pvp i believe this is a must to get all player sides happy.
...
In general, I think instanced areas within each zone should be used for housing, in addition to possible preset neighborhoods or just a couple houses per city. This gives room for both city dwellers as well as people who'd rather be out in the wilds.Instanced Areas:Within each zone, there are six specific areas relatively 'closed off' (as in only one open entrance/exit). Each of these will be placed at random across the zone, possibly changing with the environment, such as mountainous or on the beach. These 'plots of land' can be purchased for a good sum from the nearest city, or wherever the jurisdiction resides. Upon purchase of this land you are given your own instance of the zone, which becomes fully customizable. The plot may be purchased by an individual for their personal use or a guild for a guild's total use and access. Both parties may limit their access to public or private, or by-name only. (Public= Anyone can come into the plot through a given list that is provided at the entrance to the plot (more further down), Private= Only allowance to include specified persons, possibly contacts, or possible guildmates, by-name= public, but can only be accessed by inputting the name of the plot exactly)
Upon first entering the plot, it will be entirely wilderness. The plot can be fully customized, allowing anything from a small cabin to a mini-fort to be built, the placing, design and creation entirely determined by the owner. The actual creation of the buildings would require a certain amount of types of materials (added) and found throughout the world. The acquiring of the materials should be through a multitude of ways. Ways such as purchasing lumber from a carpenter (medium price), chopping one's own lumber (low price), or hiring a carpenter to craft the wood structures (Highest price), or along such lines. Homes (if enough Dev manpower is present) could be built in stages, or 'at once'. However the 'at once' option should work along the lines of: 'This building will take xdays/xhours to build in game' to prevent 'insta-cities', as well as adding a level of immersion.
The plot should be large enough to accommodate multiple buildings, each separately build and placement decided by the owner(An overview mode may need to be implemented, or simply an outline similar to setting up a siege engine in PvP). This, coupled with possible guild ownership, will allow guild halls, guild towns, even keeps or farmsteads to be built. The naturally occurring environment may be altered given the buildings, things such as the removal of rocks/trees/ and misc within a certain radius of a built building (if such a thing is available).
To encourage people to make the public plots 'public', incentives should be given such as the ability to hire merchants to sell ones goods to travelers while they're away, or whatever works that does not cause discomfort. Each plots position will give it a single path to and from, of which along the way a player will be given a dialog choice, "The road here departs, where do you wish to trek to?", going further given a list of public plots, the players accessible private plots, and a 'search by name' choice. The naming of each plot is determined by the owner, the naming process with a single first name open to the player's choice, and a surname from a given list to describe the players plot of land. An example of this would be [Player Name]'s [Farmstead], or [Player decided name] [Hall] (Brackets removed ofc).
In addition to this, zones may need to be enlarged slightly to provide enough space, or areas that were otherwise inaccessible could become accessible in each zone (such as a massive part of the southern Bangkorai, mid Alik'r, and in Rivenspire as examples).City HomesWithin each major city and possibly a few minor cities in each zone a few houses/neighborhoods could be open to purchase from the city's respective 'steward' (or whatever name is needed for each culture). The exterior cannot be customized and are not instanced, as they are public given the city atmosphere, however the interiors may be decorated to one's own tastes. A similar merchant option may be given from the plot.
One may set their home from public to private if they wish and function similarly to the above, instead however when clicking on the door a dialog along the lines of, "You're trying to remember who's house this is. Is this: (List)?"
In addition to this, additional houses may need to be added to each city.
Overall, if implemented well, both could exist. The only issues with these, possibly large as well, would be the data required for them. Especially the built plots, it could be a heavy addition to the game.
Well, this is just what I'd like to see generally. Even if all we get is some minor housing I'd be relatively happy, but I feel the above would be quite exceptional as a system if implemented.
That they are swtor was also a killer for me and i am ashamed to say i spent alot and alot of real money on housing lol.Gandrhulf_Harbard wrote: »I know how many Cartel Coins I have spent on my (originally free) house in SWTOR.
I know how much I would be prepared to spend (Turbine Points & Real Money) in LotRO if ever they do a housing revamp.
I know what I would be prepared to spend in ESO to get a House to look the way I wanted it to look.
It's more than I am prepared to spend on an Expac or content DLC.
In fact its a LOT more.
ZoS are missing out on a very lucrative revenue stream here.
All The Best
Interesting idea mate but i am always for instance housing for all people.A quote from another thread of my opinion on player housing and how it could be implemented....
In general, I think instanced areas within each zone should be used for housing, in addition to possible preset neighborhoods or just a couple houses per city. This gives room for both city dwellers as well as people who'd rather be out in the wilds.Instanced Areas:Within each zone, there are six specific areas relatively 'closed off' (as in only one open entrance/exit). Each of these will be placed at random across the zone, possibly changing with the environment, such as mountainous or on the beach. These 'plots of land' can be purchased for a good sum from the nearest city, or wherever the jurisdiction resides. Upon purchase of this land you are given your own instance of the zone, which becomes fully customizable. The plot may be purchased by an individual for their personal use or a guild for a guild's total use and access. Both parties may limit their access to public or private, or by-name only. (Public= Anyone can come into the plot through a given list that is provided at the entrance to the plot (more further down), Private= Only allowance to include specified persons, possibly contacts, or possible guildmates, by-name= public, but can only be accessed by inputting the name of the plot exactly)
Upon first entering the plot, it will be entirely wilderness. The plot can be fully customized, allowing anything from a small cabin to a mini-fort to be built, the placing, design and creation entirely determined by the owner. The actual creation of the buildings would require a certain amount of types of materials (added) and found throughout the world. The acquiring of the materials should be through a multitude of ways. Ways such as purchasing lumber from a carpenter (medium price), chopping one's own lumber (low price), or hiring a carpenter to craft the wood structures (Highest price), or along such lines. Homes (if enough Dev manpower is present) could be built in stages, or 'at once'. However the 'at once' option should work along the lines of: 'This building will take xdays/xhours to build in game' to prevent 'insta-cities', as well as adding a level of immersion.
The plot should be large enough to accommodate multiple buildings, each separately build and placement decided by the owner(An overview mode may need to be implemented, or simply an outline similar to setting up a siege engine in PvP). This, coupled with possible guild ownership, will allow guild halls, guild towns, even keeps or farmsteads to be built. The naturally occurring environment may be altered given the buildings, things such as the removal of rocks/trees/ and misc within a certain radius of a built building (if such a thing is available).
To encourage people to make the public plots 'public', incentives should be given such as the ability to hire merchants to sell ones goods to travelers while they're away, or whatever works that does not cause discomfort. Each plots position will give it a single path to and from, of which along the way a player will be given a dialog choice, "The road here departs, where do you wish to trek to?", going further given a list of public plots, the players accessible private plots, and a 'search by name' choice. The naming of each plot is determined by the owner, the naming process with a single first name open to the player's choice, and a surname from a given list to describe the players plot of land. An example of this would be [Player Name]'s [Farmstead], or [Player decided name] [Hall] (Brackets removed ofc).
In addition to this, zones may need to be enlarged slightly to provide enough space, or areas that were otherwise inaccessible could become accessible in each zone (such as a massive part of the southern Bangkorai, mid Alik'r, and in Rivenspire as examples).City HomesWithin each major city and possibly a few minor cities in each zone a few houses/neighborhoods could be open to purchase from the city's respective 'steward' (or whatever name is needed for each culture). The exterior cannot be customized and are not instanced, as they are public given the city atmosphere, however the interiors may be decorated to one's own tastes. A similar merchant option may be given from the plot.
One may set their home from public to private if they wish and function similarly to the above, instead however when clicking on the door a dialog along the lines of, "You're trying to remember who's house this is. Is this: (List)?"
In addition to this, additional houses may need to be added to each city.
Overall, if implemented well, both could exist. The only issues with these, possibly large as well, would be the data required for them. Especially the built plots, it could be a heavy addition to the game.
Well, this is just what I'd like to see generally. Even if all we get is some minor housing I'd be relatively happy, but I feel the above would be quite exceptional as a system if implemented.
For those who don't want to read it all:
Add plots in each zone that can become instanced, 6 suggested. Plots may be bought (in some way) and owned by a player, a guild, or a guildmaster, the direct owner being complete overlord of the plot. Others may see these instanced plots if the owner flags them as public, by invite only, or etc. Each plot will be approx. the size of Crosswych able to accommodate a small keep or a simple farming village. Buildings can be built, made, placed anywhere on the plot, and require materials to do so.
Also, add a few misc. houses per each town that may act as an instanced apartment, be bought, and decorated as customizable as the plots, only on the interior.
Of course the specific details of everything could be fleshed out more if needed.
(Such as property may only be purchased through the Banks, new house specific items could be implemented, like armor stands, weapon racks, manequins, etc.)
Just to show a few ways mmos had housing
SWG very very old mmo but still had it
Just to show a few ways mmos had housing
SWG very very old mmo but still had it
I hope to goodness that however it's done it doesn't look like that. It needs to blend into the landscape naturally, not stick out like a sore thumb.
I personally like the EQ2 way of using player housing to give a purpose to otherwise sealed doors in existing buildings that form part of the architecture of the cities they're in.
Right now, I don't mind either way. I am still playing through on my very first character and enjoying it so far. At end game however, player housing is something I know I would like to see. Depending on how the game develops post console launch, may even become a key factor on whether or not I subscribe. That said, ZOS cannot go wrong to implement some kind of player housing.