anitajoneb17_ESO wrote: »
I fixed it for you.
anitajoneb17_ESO wrote: »anitajoneb17_ESO wrote: »
I fixed it for you.
The guild trading system is so bad, its very difficult and time consuming running to different vendors in hope I could find the itemnI amnlooking for that is not insanely over priced.
See I'm all for keeping the cities active; however, I'm willing to argue that player controlled crafting stations (other than alchemy and enchanting) would have little to no effect on this. Let's for instance say that housing is released with the ability to buy crafting stations with a hefty buy-in of in-game gold...(fingers crossed not crown purchasable).
Those players who could afford these stations most likely don't use regular crafting stations anymore anyways but use set crafting stations (located out towns anyhow) to make gear. I can't even tell you the last time I used a regular blacksmith, ww or clothing table. So there is potentially little/no population loss. Limiting this is indeed a needless restriction (in this scenario, ie. high buy-in).
And I am willing to argue that they will have an effect on this.
The argument in favour of cities being depopulated by crafting stations in houses, even standard stations, is in-game already. It is the settlement of Rawl'kha.
Rawl'kha continues to be busy, even at the strange hours that I log-in (being in JP on the EU server). Why? Is it an area of outstanding natural beauty? Maybe. Does it possess any material value that any other sufficiently large settlement doesn't possess? I doubt it. So why is it that I would still consider it one of the top 3 locations populated by players at the moment?(the others being the Faction capital [for Undaunted missions] and Craglorn... because Craglorn)
Simple. Because it is easy.
Rawl'kha has been popular since soon after launch because it has everything that people need with very little running around required to move from one point of interest, such as the bank or crafting stations, to another. In my faction, EP, the quests there are exhausted fairly quickly, you can't pick up writs, etc. etc. ... so maybe, as many suggestions to the Crown Store thread would have us believe, convenience really is important.
What then is likely to occur if you introduce housing that fulfills all of these functions with even greater convenience and possibly the chance to choose your own wallpaper?
Personally I think that people will be people. People have jobs and lives and have decided that they only have a very limited amount of time so they are likely take the easiest, quickest option that is presented to them so they can get back to hitting ugly creatures with sharp pieces of metal.
That is why I believe that the settlements will depopulate if housing with thinks like bank access and crafting stations are introduced. It is also why I strongly believe that they shouldn't be.
For the record, I have queried other members of my guild about their responses to such an inclusion and they all had the same view: If it was easier, they would use it instead. Of course I can't claim that to be a representative sample or any such thing (it was only about 20 people) but it seems the only person who was willing to go to a less convenient city was me... and I do it for purely in-character reasons.
Well constructed argument... much appreciated
I do think it stretches a little on why a lot of players are in Rawl'kha. The real reason is not the standard crafting stations, it is simply because the bank, guild traders and wayshrine are within a jumping distance of each other. That is why I stated banks, writs and wayshrines should not be in player houses. I frequent Rawl all the time, is it for the crafting stations? Nope. It's because I can port in, take two steps buy anything I need, take two more steps and be at the bank. You do bring up a good point however. The layout of certain cities is a major factor in their activity, which has more of an effect on their popularity than standard crafting stations being there or not.
There are certainly may different playstyles and I won't pretend to understand what everyone does in cities but I do know that I'm there only briefly to make potions (5-10 min tops), do writs (30 min), wts in zone or go to the bank. I still fail to see how players in my situation would "break the game" by being able to craft in seclusion. Again I'm not for adding everything, there has to be limits of course, but crafting stations specifically don't play as large a role as some here are leading to believe imo. At least where I'm at in the game.
Moonscythe wrote: »I don't want anyone or anything able to walk in my front door without my permission.
NewBlacksmurf wrote: »If it's somehwat like DAoC housing I'd say cool or even as they mentioned Skyrim it's cool but can't think of anything crazy that I've seen
I think you misread. What we don't want is unusable furniture. As in, useless static objects. Cancel the double-negative and you get "We want usable furniture".Asherons_Call wrote: »Did someone seriously mention no furniture? What do you want four walls and a floor? The whole fun of getting your own player housing in every game I've played has been the decor