Phase 2: Pre-existing In-World Wilderness housing with material farms.
Wilderness housing would function similarly to the City Housing but would differ in a few ways. Purchasing the home may be a bit more difficult. Sometimes the homeowner may be in the house and might need some incentive to sell their home. Perhaps you rough them up a bit or make better arrangements for them in a nearby town, or track down their long lost lover so they want to leave. Perhaps these actions bring the asking price down a bit.
If the homeowner is not in or near the home, the player could receive a quest in the home, via a book or a note, which will take the player to the location of the Homeowner. In these instances the home may be overrun with creatures that the player will have to clear out in order to occupy the space.
The Incentive to these wilderness homes will be the “farming” aspect. Each home will be near a mine, a clearing, or will have a garden attached to the home.
The homes with mines will include a mine key, which the player receives upon purchasing the home. The player can then go into the mine and dig up Ore and Runes (for Blacksmithing and Enchanting). Mines could have multiple levels or areas that the player must work to reach. Perhaps there is an ore rich wall that must be mined many times in order to be broken down. Each of these mining sessions will yield ore, but not as much as an ore deposit. Additionally the wall could be mined a limited number of times a day depending on their rank in blacksmithing and/or Enchanting. Each new area would provide better ore and better runes and would allow the player to access the next ore wall to mine.
The clearings would operate similarly to the mine but perhaps it’s a scroll or an amulet that opens a magical door or portal to the clearing instead of a key. The clearing would be used to gather wood and reagents (for Woodworking and Alchemy). There should be a stream that runs through the clearing and multiple types of trees. Not every wood type is available in the clearing and the different tree types must be chopped down in order for the clearing to automatically yield better wood types. Each different type of tree could take a different amount of chops to activate. The same concept could be applied to aquifer springs around the clearing. The player could open aquifers that could allow the clearing to automatically yield better reagents for alchemy. These springs could also themselves yield different purities of water for the alchemic potions.
As for the gardens, which would be attached to the actual house, there should be a fence or wall around the garden that is high enough so that players cannot jump into the garden from the outside world. A gate should separate the garden from the main world since the garden would technically be part of the instanced home. Even so, they garden environment should reflect the day/night/weather of the zone to give the illusion of being “outside.” In these gardens, plants of the player’s choosing should be able to be grown. The plant types could be for either the provisioning or clothier line and players should be allowed to use a plant they currently have in their inventory to plant their crop. Let’s say the garden would have 10 rows of crops that can be planted. Each row must be tilled to increase that row’s production ability. While the row is being tilled, no crop can be planted. The higher the production ability of the row, the better the plant that can be cultivated.
It should take a very long time to bring each farming station to the next level of production. With daily limits to the activities a diligent player should be able to get to level 2/3/4/5 in 10/30/90/120 days respectively (this suggestion would have the player take total of 250 days to get their farm to max-yield).
There could also be regression tasks that, if not done regularly, could cause the farm to decrease in yield level. The mine could require reinforcements, the clearing could require the removal of leaves, and the garden could require pulling of weeds.
Katsibrokos wrote: »I dont like single player instanced content. Give us open world & group content instead of spending resources for housing etc. Also fix latency in EU, make a better LFG tool, fix Cyrodiil performance etc. This is what we mostly need, not housing...
TequilaFire wrote: »A place to farm AP?
kkravaritieb17_ESO wrote: »Where is the i dont like option...such a biased poll.
kkravaritieb17_ESO wrote: »Where is the i dont like option...such a biased poll.
Pretty much says it all.
Also, not sure if he is saying he wants his "neat idea" to come before anything/everything else or not... would be interesting to know.
I suggested farm type houses to be included in phase 2 of my 3 phase release plan for Player Housing.
kkravaritieb17_ESO wrote: »Where is the i dont like option...such a biased poll.
Pretty much says it all.
Also, not sure if he is saying he wants his "neat idea" to come before anything/everything else or not... would be interesting to know.
Moonscythe wrote: »I liked being able to grow alchemy ingredients and fish in Skyrim. It didn't replace gathering in the wild or swimming in the lake at Riften but having a central location for all my crafting when all I felt like doing was crafting was good.