Player Housing
Ideas on what the future of housing could be. This is just a brainstorm. Many of these ideas might affect the game in negative ways that I can’t foresee or just not worth spending development time. Who cares, we’re having fun.... Its armchair developing.
The Obvious: Multiple sizes of homes (shacks to estates), plenty of furniture to decorate, and a way to display trophies.
Loot Chests: Well, one of these should just come with the DLC. A chest that is NOT connected to the bank, that you can safely story loot in. Maybe you could buy extras in the crown store (let’s be honest, we all know bag space/bank space is something people are willing to pay for and all MMO’s people know this).
Blue Prints: All furniture pieces, and other housing functionality must be crafted or found. In order to craft/build them, “blueprints” must be found. This would be dropped just like motifs or recipes.
Crafting Station Modules: I have mixed feelings about this one. I don’t think the functionality of housing should reduce the population of the cities. Cities should still feel like vibrant, social, functioning, populated places. BUT!! Maybe one or two crafting stations could be slotted into a home, after blueprints for the particular station is found.
Small house: no crafting stations
Medium house: one crafting station may be built
Large house: Two crafting stations may be built.
Combat Dummies: Dummies that will allow you to attack and maybe even heal. Just something to get the numbers flying so you can test your character builds.
Farming: Large houses have enough land to farm food. Two-five plots can be used to either grow a certain type of plant or raise a certain type of animal. Each type of food has a timer (ala researching), that will produce the items. Rare food items take longer to grow.
Farming mini game: Maybe make the farming more interactive (this might drive people nuts).
Weeds: weeds will slowly grow in each garden slowing the production of food down 10% per weed. Weeds must be pulled.
Feeding: Animals that are not fed regularly, will see a decrease in procreation.
Harvesting: players must pick the plants or slaughter the animals to get food items.
Building features to increase Production: Finding blueprints to build, wells, feeding bins, shelters, storage sheds… etc, will increase production time, production output, and decrease maintenance times.
Secret rooms, Passages, Basements: buying/crafting trap-doors, and wardrobes with hidden entrances that lead to underground passages and secret areas expanding the home. Each one would have a separate function, like transport you to the nearest outlaw heaven, or lead to a personal secret wayshrine, or add one additional secret armor-set crafting station, or elemental pet summoning shrine, Soul gem mine (produces soul games each day), or underground fight pit for dueling, or secret guild meeting room, or underground forest that produces random potion crafting items. (again, nothing that will draw to many people from the city.)
Visiting Guest Loot Crate: I feel like it would be cool if visiting guest could get a small gift while in your house. Maybe a small cash box that players can open that would hand out potions, soul-gems, poisons, lockpicks, crafting supplies, etc) Maybe a limit of 4 per day.