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My opinion on housing.

  • Katahdin
    Katahdin
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    I was always one of the people that would roll my eyes and say "why would anyone want that?"

    Then we got houses and they looked pretty cool and some of them great wayshrines.
    And I found that I actually enjoy decorating and using my imagination to create something cool.

    The storage is nice and I use the target dummies to become a better player except I have a love/hate relationship with it
    Edited by Katahdin on March 25, 2019 8:55PM
    Beta tester November 2013
  • KyraCROgnon
    KyraCROgnon
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    No, please , don't change anything to housing !
    Last time they tried to "improve" it, you couldn't interact with your crafting stations and other active furnitures anymore for weeks !
    It's kind of working now, so please don't patch break it :s
  • Mintaka5
    Mintaka5
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    I would like it if they could bring the cost of houses down, and add item slot expansion packs in crown store. In fact make expansion packs for everything that's limited in this game. You hear me ZOS!!!! I am waving dollah bills in yo *** face!
  • Sylvermynx
    Sylvermynx
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    Sylvermynx wrote: »
    therift wrote: »
    therift wrote: »
    I agree with your points. They have been brought up before, particularly when Update 13 was released on the PTS, and ZoS provided concrete and detailed reasons why the limits are set as they are.

    The short answers are:

    1) Player limit is at 24, because at 25 or more, performance degrades and players are kicked from the housing instance.

    You can test this yourself by forming a group of 24 and trying to enter a popular public delve. Send some group members in, and have other group member Travel to Player. If the delve has more than a couple other players inside, your group members who enter last will be placed in a different instance on the delve, and those who Travel to Player may get the "Instance is full" error.

    2) 700 Objects

    As ZoS explained back in 2017, the more player-placed objects in a house instance, the greater the number of calculations that must be performed for every single player input, and performance plummets to the point of game crash. They picked a number safely below the threshold at which performance degrades for consoles and most desk-top systems.

    The problem is not that you cannot 'fill the space', the problem is the expensive houses are too large for the number of player-placed objects that your game device can handle.


    There was an in-depth explanation posted a while back in which the mathematics and coding behind player-placed objects. The gist of the explanation is that the calculation load goes up dramatically for each player-placed object. There is a point not much higher than 700 at which the performance begins to erode. There is also a point not much higher than that at which any processor which a consumer can afford cannot handle the load.

    So... the answer is to stop making Psijiic Villas. Make housing instance volume smaller so that 700 objects seems 'full'

    Or they could...ya know...improve an aspect of the game via work

    You did not understand what I wrote. I shall simplify: 700 items is the maximum number that your game machine can handle.

    Hmmm. In this game....

    I played RIFT for 3 years. The game was fun. But what I really loved was the housing. I built out my own houses on the available "plots", or I bought the already in place builds, and customized them. The two main places I built.... I'm guesstimating 4 -5 THOUSAND items - each. I can't go back now to check.... but it was magnitudes more than 700 items.

    RIFT was at the time I played a well-populated MMO. I'm certain there was a "smallish" housing community presence - but it wasn't "vanishingly small". Many housing guilds existed., and made their "excess stock" available to everyone for free.

    I - find - I really miss that dynamic.

    You played RIFT on PC, though, right? Not on consoles?

    Usually, when the issues being cited are performance related, that's not a PC problem. You can keep chucking more hardware at any issue there, but you can't exactly upgrade the graphics card of a PS4, or the CPU of an XB1.

    Yes. I've never bothered with consoles. I started in 1984 with a computer, and never had any interest in consoles for anything.

    Did RIFT even exist for consoles? I have no idea.
  • DenMoria
    DenMoria
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    Sylvermynx wrote: »
    Sylvermynx wrote: »
    therift wrote: »
    therift wrote: »
    I agree with your points. They have been brought up before, particularly when Update 13 was released on the PTS, and ZoS provided concrete and detailed reasons why the limits are set as they are.

    The short answers are:

    1) Player limit is at 24, because at 25 or more, performance degrades and players are kicked from the housing instance.

    You can test this yourself by forming a group of 24 and trying to enter a popular public delve. Send some group members in, and have other group member Travel to Player. If the delve has more than a couple other players inside, your group members who enter last will be placed in a different instance on the delve, and those who Travel to Player may get the "Instance is full" error.

    2) 700 Objects

    As ZoS explained back in 2017, the more player-placed objects in a house instance, the greater the number of calculations that must be performed for every single player input, and performance plummets to the point of game crash. They picked a number safely below the threshold at which performance degrades for consoles and most desk-top systems.

    The problem is not that you cannot 'fill the space', the problem is the expensive houses are too large for the number of player-placed objects that your game device can handle.


    There was an in-depth explanation posted a while back in which the mathematics and coding behind player-placed objects. The gist of the explanation is that the calculation load goes up dramatically for each player-placed object. There is a point not much higher than 700 at which the performance begins to erode. There is also a point not much higher than that at which any processor which a consumer can afford cannot handle the load.

    So... the answer is to stop making Psijiic Villas. Make housing instance volume smaller so that 700 objects seems 'full'

    Or they could...ya know...improve an aspect of the game via work

    You did not understand what I wrote. I shall simplify: 700 items is the maximum number that your game machine can handle.

    Hmmm. In this game....

    I played RIFT for 3 years. The game was fun. But what I really loved was the housing. I built out my own houses on the available "plots", or I bought the already in place builds, and customized them. The two main places I built.... I'm guesstimating 4 -5 THOUSAND items - each. I can't go back now to check.... but it was magnitudes more than 700 items.

    RIFT was at the time I played a well-populated MMO. I'm certain there was a "smallish" housing community presence - but it wasn't "vanishingly small". Many housing guilds existed., and made their "excess stock" available to everyone for free.

    I - find - I really miss that dynamic.

    You played RIFT on PC, though, right? Not on consoles?

    Usually, when the issues being cited are performance related, that's not a PC problem. You can keep chucking more hardware at any issue there, but you can't exactly upgrade the graphics card of a PS4, or the CPU of an XB1.

    Yes. I've never bothered with consoles. I started in 1984 with a computer, and never had any interest in consoles for anything.

    Did RIFT even exist for consoles? I have no idea.

    Since I'm pretty much on a PC for 13 hours a day, the last thing I want to do is spend my precious gaming time using it some more. :)
  • Sylvermynx
    Sylvermynx
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    DenMoria wrote: »
    Sylvermynx wrote: »
    Sylvermynx wrote: »
    therift wrote: »
    therift wrote: »
    I agree with your points. They have been brought up before, particularly when Update 13 was released on the PTS, and ZoS provided concrete and detailed reasons why the limits are set as they are.

    The short answers are:

    1) Player limit is at 24, because at 25 or more, performance degrades and players are kicked from the housing instance.

    You can test this yourself by forming a group of 24 and trying to enter a popular public delve. Send some group members in, and have other group member Travel to Player. If the delve has more than a couple other players inside, your group members who enter last will be placed in a different instance on the delve, and those who Travel to Player may get the "Instance is full" error.

    2) 700 Objects

    As ZoS explained back in 2017, the more player-placed objects in a house instance, the greater the number of calculations that must be performed for every single player input, and performance plummets to the point of game crash. They picked a number safely below the threshold at which performance degrades for consoles and most desk-top systems.

    The problem is not that you cannot 'fill the space', the problem is the expensive houses are too large for the number of player-placed objects that your game device can handle.


    There was an in-depth explanation posted a while back in which the mathematics and coding behind player-placed objects. The gist of the explanation is that the calculation load goes up dramatically for each player-placed object. There is a point not much higher than 700 at which the performance begins to erode. There is also a point not much higher than that at which any processor which a consumer can afford cannot handle the load.

    So... the answer is to stop making Psijiic Villas. Make housing instance volume smaller so that 700 objects seems 'full'

    Or they could...ya know...improve an aspect of the game via work

    You did not understand what I wrote. I shall simplify: 700 items is the maximum number that your game machine can handle.

    Hmmm. In this game....

    I played RIFT for 3 years. The game was fun. But what I really loved was the housing. I built out my own houses on the available "plots", or I bought the already in place builds, and customized them. The two main places I built.... I'm guesstimating 4 -5 THOUSAND items - each. I can't go back now to check.... but it was magnitudes more than 700 items.

    RIFT was at the time I played a well-populated MMO. I'm certain there was a "smallish" housing community presence - but it wasn't "vanishingly small". Many housing guilds existed., and made their "excess stock" available to everyone for free.

    I - find - I really miss that dynamic.

    You played RIFT on PC, though, right? Not on consoles?

    Usually, when the issues being cited are performance related, that's not a PC problem. You can keep chucking more hardware at any issue there, but you can't exactly upgrade the graphics card of a PS4, or the CPU of an XB1.

    Yes. I've never bothered with consoles. I started in 1984 with a computer, and never had any interest in consoles for anything.

    Did RIFT even exist for consoles? I have no idea.

    Since I'm pretty much on a PC for 13 hours a day, the last thing I want to do is spend my precious gaming time using it some more. :)

    When I worked last, I was on a PC at work too, all day. However, I couldn't wait to get home to get into my games.... which helped me remain sane after the work rat-race!
  • Imperial_Voice
    Imperial_Voice
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    Mintaka5 wrote: »
    I would like it if they could bring the cost of houses down, and add item slot expansion packs in crown store. In fact make expansion packs for everything that's limited in this game. You hear me ZOS!!!! I am waving dollah bills in yo *** face!

    This^ and by refusing to improve housing theyre literally throwing money away. How many people refusr to buy houses because they cant fill them? How many dont buy furniture packs because theres no room for new furniture?
  • Imperial_Voice
    Imperial_Voice
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    Checking the PTA reveals yet another set of new giant furnishings that we cant use without deleting many of the deocrations weve already paid for. This needs fixed.
  • Kombinator
    Kombinator
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    This not only hurts players but ZoS profits as well, after all if players have a house with 700/700 items why would they bother buying special new furniture knowing they couldn't show it off?

    If don't do it for the players, then do it for the money. This part is probably the best reason.
  • Imperial_Voice
    Imperial_Voice
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    Kombinator wrote: »
    This not only hurts players but ZoS profits as well, after all if players have a house with 700/700 items why would they bother buying special new furniture knowing they couldn't show it off?

    If don't do it for the players, then do it for the money. This part is probably the best reason.

    Its certainly the one I felt was most likely to get through to ZoS
  • LadySinflower
    LadySinflower
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    Even if they can't increase the large home limit beyond 700 items, what's the excuse for the inn rooms and smaller homes? I can't yet afford a large or even medium sized house but I have quite a few rooms in various locations. Why is a large room like the Golden Gryphon Inn room limited to 15 items? I put down a bed, a couch, a rug, a table, and a few lights with a couple pictures on the wall. I put in my (2) storage trunks. I added pillows to the bed and put in two of my pets. That's it! Limit reached! I can't add a bookcase, night stands, end tables, or any kind of "clutter" to make it look lived in. The room looks sparse and bare-bones, and there's nothing I can do about it. 100 items would easily fit into the room without over crowding it. Yet a much smaller room like the one in Vulkhel Guard has the same limit. Either way the item limits on the smaller dwellings needs to be looked at, at the very least to set item limits in proportion with the size of the dwelling, not based on what category it's in.
  • Imperial_Voice
    Imperial_Voice
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    Even if they can't increase the large home limit beyond 700 items, what's the excuse for the inn rooms and smaller homes? I can't yet afford a large or even medium sized house but I have quite a few rooms in various locations. Why is a large room like the Golden Gryphon Inn room limited to 15 items? I put down a bed, a couch, a rug, a table, and a few lights with a couple pictures on the wall. I put in my (2) storage trunks. I added pillows to the bed and put in two of my pets. That's it! Limit reached! I can't add a bookcase, night stands, end tables, or any kind of "clutter" to make it look lived in. The room looks sparse and bare-bones, and there's nothing I can do about it. 100 items would easily fit into the room without over crowding it. Yet a much smaller room like the one in Vulkhel Guard has the same limit. Either way the item limits on the smaller dwellings needs to be looked at, at the very least to set item limits in proportion with the size of the dwelling, not based on what category it's in.

    Agreed. There is absolutely no reason to not increase the size limit of smaller homes and to separate the largest homes into indoor and outdoor areas at the very least.
  • ghastley
    ghastley
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    Some of the complaints in the opening post could better be fixed by having dedicated guildhalls, with different rules. E.g. "unlimited" slots for crafting stations, higher visitor count etc. but cutting down elsewhere, because nobody needs to "live" there. If the guildhalls had multiple sub-cells for meetings, crafting and combat arenas, then the limits could apply to each section, rather then the whole (and be different from each other).

    Don't knock the housing for not being something else, ask for that as a separate thing.
  • Zypheran
    Zypheran
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    Even if they can't increase the large home limit beyond 700 items, what's the excuse for the inn rooms and smaller homes? I can't yet afford a large or even medium sized house but I have quite a few rooms in various locations. Why is a large room like the Golden Gryphon Inn room limited to 15 items? I put down a bed, a couch, a rug, a table, and a few lights with a couple pictures on the wall. I put in my (2) storage trunks. I added pillows to the bed and put in two of my pets. That's it! Limit reached! I can't add a bookcase, night stands, end tables, or any kind of "clutter" to make it look lived in. The room looks sparse and bare-bones, and there's nothing I can do about it. 100 items would easily fit into the room without over crowding it. Yet a much smaller room like the one in Vulkhel Guard has the same limit. Either way the item limits on the smaller dwellings needs to be looked at, at the very least to set item limits in proportion with the size of the dwelling, not based on what category it's in.

    I asked people about this on the Housing Forum but not many seemed keen on having this option
    https://forums.elderscrollsonline.com/en/discussion/465032/would-you-buy-more-slots-for-small-medium-homes#latest
    Personally, I think it would be great if we had the option to increase the item limits on small and medium houses
    All my housing builds are available on YouTube
    https://www.youtube.com/channel/UCf3oJ_cxuu01HmWZJZ6KK6g?view_as=subscriber
    I am happy to share the EHT save files for most of my builds.
  • Imperial_Voice
    Imperial_Voice
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    ghastley wrote: »
    Some of the complaints in the opening post could better be fixed by having dedicated guildhalls, with different rules. E.g. "unlimited" slots for crafting stations, higher visitor count etc. but cutting down elsewhere, because nobody needs to "live" there. If the guildhalls had multiple sub-cells for meetings, crafting and combat arenas, then the limits could apply to each section, rather then the whole (and be different from each other).

    Don't knock the housing for not being something else, ask for that as a separate thing.

    Except that requires a great deal more work for ZoS and only serves to force GMs to pay even more real money for something they already have. Why ask for a system that works like a slightly improved version of something we already have when Zeni could just work with whats implemented?
  • Imperial_Voice
    Imperial_Voice
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    Zypheran wrote: »
    Even if they can't increase the large home limit beyond 700 items, what's the excuse for the inn rooms and smaller homes? I can't yet afford a large or even medium sized house but I have quite a few rooms in various locations. Why is a large room like the Golden Gryphon Inn room limited to 15 items? I put down a bed, a couch, a rug, a table, and a few lights with a couple pictures on the wall. I put in my (2) storage trunks. I added pillows to the bed and put in two of my pets. That's it! Limit reached! I can't add a bookcase, night stands, end tables, or any kind of "clutter" to make it look lived in. The room looks sparse and bare-bones, and there's nothing I can do about it. 100 items would easily fit into the room without over crowding it. Yet a much smaller room like the one in Vulkhel Guard has the same limit. Either way the item limits on the smaller dwellings needs to be looked at, at the very least to set item limits in proportion with the size of the dwelling, not based on what category it's in.

    I asked people about this on the Housing Forum but not many seemed keen on having this option
    https://forums.elderscrollsonline.com/en/discussion/465032/would-you-buy-more-slots-for-small-medium-homes#latest
    Personally, I think it would be great if we had the option to increase the item limits on small and medium houses

    All houses need a boost in order to actually fill them. Theres no reason to not increase small and medium greatly and seperate indoor and outdoor areas for large houses.
  • Imperial_Voice
    Imperial_Voice
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    With the upcoming addition of a guild finder, guilds will be growing easier than ever which further necessitates a QoL improvment for guild halls. Especially for Roleplay and Social guilds
  • LadySinflower
    LadySinflower
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    Zypheran wrote: »
    Even if they can't increase the large home limit beyond 700 items, what's the excuse for the inn rooms and smaller homes? I can't yet afford a large or even medium sized house but I have quite a few rooms in various locations. Why is a large room like the Golden Gryphon Inn room limited to 15 items? I put down a bed, a couch, a rug, a table, and a few lights with a couple pictures on the wall. I put in my (2) storage trunks. I added pillows to the bed and put in two of my pets. That's it! Limit reached! I can't add a bookcase, night stands, end tables, or any kind of "clutter" to make it look lived in. The room looks sparse and bare-bones, and there's nothing I can do about it. 100 items would easily fit into the room without over crowding it. Yet a much smaller room like the one in Vulkhel Guard has the same limit. Either way the item limits on the smaller dwellings needs to be looked at, at the very least to set item limits in proportion with the size of the dwelling, not based on what category it's in.

    I asked people about this on the Housing Forum but not many seemed keen on having this option
    https://forums.elderscrollsonline.com/en/discussion/465032/would-you-buy-more-slots-for-small-medium-homes#latest
    Personally, I think it would be great if we had the option to increase the item limits on small and medium houses

    I'm not sure either on paying money (crowns or gold) to upgrade the item limit in a dwelling. My solution would be for them to look at the "square footage" of each home and assign it an appropriate item limit. Ok, 700 items is the top limit. But the fact that they've made these immense homes that would look great with thousands of items if not for the limit, does not give them an excuse to expect us to be satisfied with a home that would look great with, say, 250 items but is limited to 25 (just an example) because... Reasons. And they can't say that all houses within a certain category or of the same approximate size have the same limit, because they don't.

    I have the Golden Gryphon Inn room and the Moonmirth House. The house is a single room maybe 25% larger than the inn room. But the item limit is 100 (GG Inn room is 15)! If the inn room was 10x12 I would say the house might be 12x15 (estimate). So I can somewhat adequately decorate the house but not the inn room. Makes no sense.

    And nobody has even brought up the fact that we have to use inventory and bank space for unplaced furnishings. Have to designate at least one home as storage if you want to collect furniture beyond what you're using. Don't get me started there!

    I could go on endlessly about it but ZoS isn't going to change it. It's a shame they've so severely dropped the ball on a game feature that could give so many players more enjoyment. Right now it's a lot of frustration.
  • Imperial_Voice
    Imperial_Voice
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    Zypheran wrote: »
    Even if they can't increase the large home limit beyond 700 items, what's the excuse for the inn rooms and smaller homes? I can't yet afford a large or even medium sized house but I have quite a few rooms in various locations. Why is a large room like the Golden Gryphon Inn room limited to 15 items? I put down a bed, a couch, a rug, a table, and a few lights with a couple pictures on the wall. I put in my (2) storage trunks. I added pillows to the bed and put in two of my pets. That's it! Limit reached! I can't add a bookcase, night stands, end tables, or any kind of "clutter" to make it look lived in. The room looks sparse and bare-bones, and there's nothing I can do about it. 100 items would easily fit into the room without over crowding it. Yet a much smaller room like the one in Vulkhel Guard has the same limit. Either way the item limits on the smaller dwellings needs to be looked at, at the very least to set item limits in proportion with the size of the dwelling, not based on what category it's in.

    I asked people about this on the Housing Forum but not many seemed keen on having this option
    https://forums.elderscrollsonline.com/en/discussion/465032/would-you-buy-more-slots-for-small-medium-homes#latest
    Personally, I think it would be great if we had the option to increase the item limits on small and medium houses

    I'm not sure either on paying money (crowns or gold) to upgrade the item limit in a dwelling. My solution would be for them to look at the "square footage" of each home and assign it an appropriate item limit. Ok, 700 items is the top limit. But the fact that they've made these immense homes that would look great with thousands of items if not for the limit, does not give them an excuse to expect us to be satisfied with a home that would look great with, say, 250 items but is limited to 25 (just an example) because... Reasons. And they can't say that all houses within a certain category or of the same approximate size have the same limit, because they don't.

    I have the Golden Gryphon Inn room and the Moonmirth House. The house is a single room maybe 25% larger than the inn room. But the item limit is 100 (GG Inn room is 15)! If the inn room was 10x12 I would say the house might be 12x15 (estimate). So I can somewhat adequately decorate the house but not the inn room. Makes no sense.

    And nobody has even brought up the fact that we have to use inventory and bank space for unplaced furnishings. Have to designate at least one home as storage if you want to collect furniture beyond what you're using. Don't get me started there!

    I could go on endlessly about it but ZoS isn't going to change it. It's a shame they've so severely dropped the ball on a game feature that could give so many players more enjoyment. Right now it's a lot of frustration.

    I agree with your sentiment about bank space. Its ridiculous that we keep getting these rare collectible furnishings and then have to leave them to waste in our bank which is already cluttered enough as is.

    Im hoping that if we keep the pressing the fact that the housing limit is arbitrary and needs to either be dropped or redesigned to work on a cell by cell basis, that ZoS will actually listen to its players and put in the work.
  • DenMoria
    DenMoria
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    I have no opinion on housing.

    Since I don't collect anything, there is no sleep mechanic, I have a subscription so I have all the room I'll ever need for materials and plenty of bank space.

    I have a total of 10 characters and housing is not shareable and, while I'm not hurting for money, I can't see housing every one of them.

    And, lastly, I really don't care.

    For those who love it, COOL! I'm happy for you, but, I have no opinion.

    Of course, if that's true, why the heck am I even commenting!

    My bad.
  • Artim_X
    Artim_X
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    As an avid collector of cool furnishings I would be more willing to tolerate the item cap if others were able to travel to my alternative residences. For instance, I think it'd be cool if I could permit others to visit my secondary residence and maybe even the tertiary residence, quaternary residence, etc.
    (AD) Artim X/Xirtām/Måtrix |PC/NA| Casual staff wielding vampire sorcerer/templar/arcanist
    Electric-Stun
    https://media.giphy.com/media/Av0zcKH3i2BkaY1GXW/giphy.gif/https://c.tenor.com/jQHdFftrgwMAAAAC/tenor.gif
    • Roleplay Damage Dealing Build.
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (infused/shock enchant), and Kinras's jewelry (bloodthirsty with spell damage enchant)/lightning staff (infused/flame/weapon damage enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath, Lightning Flood, Shocking Soul (Shock damage, Class Mastery Signature Script, and Empower), and Power Overload.
    • Ability-Bar 2: Storm Pulsar, Streak, Shock Reach, Unstable Wall of Storms, Shocking Burst (Shock Damage, remove 1 negative effect, and interrupt) and Thunderous Rage.
      Solo: Use Kinras's chest, replace Mora with Ring of the Pale Order, and use a heavy Slimcraw piece for max critical.
    Electric-Pets
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExNHVjemwxZHI2ZmQ2bTg1ZG0xOTZ3b2QwajBzNGxmaHh6OXRpN3p6YSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/eBgWizk5dmZRS/giphy.gif
    • Stress free one bar pet build .
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants. No chest piece), 1 medium Slimecraw for max spell critical (Divines, medium, Max Mag Enchants), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant ring and necklace (bloodthirsty with spell damage enchant), Oakensoul ring (bloodthirsty with spell damage enchant)
    • Ability-Bar: Daedric Prey, Summon Volatile Familiar, Bound Armaments, Unstable Wall of Storms, Summon Twilight Matriarch, and Greater storm Atronach.
    Electric-Heal
    https://media.giphy.com/media/5ibGIHneWS6ek/giphy.gif
    • My Healer Build.
    • Gear: 5 Spell Power Cure (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (Charged/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/restoration staff (Powered with absorb magicka enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Power Surge, Boundless Storm, Blessing of Restoration, Energy Orb, Twilight Matriarch, and Replenishing Barrier.
    • Ability-Bar 2: Dark Deal, Overflowing Altar, Elemental Drain, Blockade of Storms, Twilight Matriarch, and Aggressive Horn.
    Electric-Ward
    https://media.giphy.com/media/Wa0TGmtDvwW3e/giphy.gif
    • My Meme Tank Build that uses high resistance and variety of wards.
    • Gear: 5 Brands of Imperium (All body pieces except Head and Shoulders, with Divine trait, and with Prismatic Defense Enchants), full Iceheart (1 light and 1 medium. Divines and Prismatic Enchant), and Combat Physician jewelry (bloodthirsty with Prismatic Recovery Enchants), Combat Physician restoration staff (Infused with hardening enchant), and combat physician ice staff (Infused with crusher enchant).
    • Ability-Bar 1: Critical Surge, Bound Aegis, Deep Thoughts, Boundless Storm, Healing Ward, and Replenishing Barrier.
    • Ability-Bar 2: Silver Leash (Elemental Drain if healer isn't running it), Bound Aegis, Frost Clench, Blockade of Frost, Empowered Ward, and Temporal Guard.
    Electric-Vamp
    https://media.giphy.com/media/ukDQiYZzRAxMZKcK86/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (medium chest and body pieces light. All Impenetrable with Prismatic Enchants). Gaze of Sithis and 1 light Mighty Chudan/Pirate Skeleton (light shoulders, and impenetrable with Prismtaic Enchants). Knight Slayer (Swift with spell damage enchant)/lightning staff (infused with oblivion enchant)/restoration staff (infused with oblivion enchant).
    • Ability-Bar 1: Structured Entropy, Boundless Storm, Soul Splitting Trap, Radiating Regeneration, Healing Ward, and Life Giver.
    • Ability-Bar 2: Drain Vigor (Elemental Susceptibility), Race Against Time, Rune Cage, Radiant Magelight, Regenerative Ward, and Shatter Soul.
    Dawnfang
    https://media.tenor.com/ogWfvDdsqBIAAAAd/anime-black-clover.gif
    • My casual one bar heavy attack Templar build that primarily utilizes Aedric Spear abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Puncturing Sweep, Aurora Javelin, Toppling Charge, Blazing Spear, Radiant Ward/Breath of life, and Crescent Sweep.
    Duskfang
    https://media.tenor.com/Jo8aG_ouy_oAAAAd/ac-odyssey.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Radiant Oppression, Race Against Time, Aurora Javelin, Breath of Life, Resolving Vigor, and Life Giver.
    Eye of the Queen
    https://i.pinimg.com/originals/fd/44/1c/fd441c8242af6ec35ada94496feb0901.gif
    • My casual one bar heavy attack Arcanist build that primarily utilizes Herald of the Tome abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Escalating Runeblades, Pragmatic Fatecarver, Cephaliarch's Flail, Rune of Displacement, Inspired Scholarship/Evolving Runemend, and The Languid Eye.
    Eye of the King
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExOTAzdjV1eTgwbDFmM3lrZmxuMXRqdDR3Y3h1ZDRpajR0M3VjZzQ3NSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/zXmbOaTpbY6mA/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Escalating Runeblades, Race Against Time, Rune of Uncanny Adoration, Evolving Runemend, Resolving Vigor, and Life Giver.
    PvE Starter Gear
    https://media.giphy.com/media/6CovzgyTig7M4/giphy.gif
    • Gear: 5 Law of Julianos (heavy chest, gloves/belt light, and the rest can be light or 1 medium piece if you're not wearing medium anywhere else on your body. All in training if grinding for XP or divines), Armor of the Seducer or Magnus' Gift head, shoulder, and staves (light with 1 medium piece if you are not already wearing 1 medium Julianos piece. All in training or divines. The staves should be training or infused), and 3 purple Willpower Jewelry with Arcane trait (can be bought from trading guilds for relatively cheap.
    • Check tamrieltradecentre.com for the best deals if you're not using a price checking addon).
    Race
    https://media.giphy.com/media/sdEkeWpiaGz0A/giphy.gif
    • High elf, since you will not have issues with sustain, but other mag based races are also fine so this is more of a personal choice.
    Mundus Stones
    https://media.giphy.com/media/cT3wMhLGQWdKU/giphy.gif
    • PvP: The Steed for speed. Gotta go fast!
    • PvE Healing/Damage: The Thief for decent crit rate.
    • PvE Tanking: The Lady to get close to resistance cap.
    Current Champion Points
    https://media.giphy.com/media/l4FGDAx6u3hthMhgI/giphy.gif
    • DPS: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Exploiter, Weapons Expert, Fighting Finesse, Master-at-Arms, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Healer Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Hope Infusion, Weapon's Expert, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Tanky Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Ironclad, Enduring Resolve, Reinforced, Duelist's Rebuff, Bastion, Ward Master, Rejuvenation, Fortified.
    • PvP Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, Occult Overload, Arcane Supremacy, Bastion, Rejuvenation, Fortified, Boundless Vitality.
    • PvP Temp/Arcanist: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, From the Brink, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    Favorite Foods and Potions
    https://media.giphy.com/media/3otPoTggaYFNd1FdAI/giphy.gif
    • Parse Food for PvE:(DPS) Ghastly Eye Bowl (increases Max Magicka by 4592 and Magicka Recovery by 459 for 2 hours).
    • Gold/Purple Food for Sorc PvP and Meme Tanking:(PvP) Clockwork Citrus Filet (increases Max Health by 3326, Health Recovery by 406 [useful if stage 1 vampire], Max Magicka by 3080, and Magicka Recovery by 338 for 2 hours). Witchmother's Potent Brew (Increase Max Magicka by 2856, Max Health by 3094, and Magicka Recovery by 315 for 2 hours.
    • Trash Potions when feeling cheap: Regular CP150 Essence of Magicka pots that I obtain frequently from playing the game or Crown Tri-Restoration Potion obtained from dailies.
    • Crafted Potions: Essence of Spell Critical (Bugloss, Lady's Smock, and Water Hyacinth). Without magelight this is my primary means of obtaining Major Prophecy on my Sorc, which increases my Spell Critical Rating. This also heals and restores magicka. Essence of Immovability (Columbine, Corn Flower, and Wormwood). I use this in PvP, since this gives me stealth detection, knockback immunity, and restores magicka (better to use it when competent allies are nearby, since it might reveal that you are surrounded by multiple players in stealth and you will not have an emergency pot available after use). Essence of Invisibility with only 2 ingredients (Blue Entoloma, Namira's Rot, Nirnroot, or Spider Egg). I use this in PvE content that requires stealth and if I need more speed I'll use Rapid Maneuver before using the potion. Essence of Invisibility with 3 ingredients (Blessed Thistle, Blue Entoloma, and Namira's Rot). Very useful in PvP alongside the vampire Dark Stalker passive, since you'll be invisible, ignore movement speed penalty while in Crouch, and you'll have a 30% movement speed boost from Major Expedition (I always have this slotted when riding from point A to B in PvP land, since gankers are always lurking). My templar/arcanist will mostly use Essence of Health (Tri-Stat Potion) Ingredients: (Mountain Flower, Columbine, and Bugloss).
  • Imperial_Voice
    Imperial_Voice
    ✭✭✭✭✭
    DenMoria wrote: »
    I have no opinion on housing.

    Since I don't collect anything, there is no sleep mechanic, I have a subscription so I have all the room I'll ever need for materials and plenty of bank space.

    I have a total of 10 characters and housing is not shareable and, while I'm not hurting for money, I can't see housing every one of them.

    And, lastly, I really don't care.

    For those who love it, COOL! I'm happy for you, but, I have no opinion.

    Of course, if that's true, why the heck am I even commenting!

    My bad.

    This was a confusing comment but thats okay in my books.
  • mystkldrgnb14_ESO
    mystkldrgnb14_ESO
    ✭✭✭
    As much I as I agree with all your statements/requests..

    The idea that you think removing/changing the house item limit (pets, people, or otherwise) is a "simple" or easy fix - tells me you have no idea what goes into that.

    Its an engine/database limitation - as it is in almost every game I've ever seen with housing. The number of guests, number of xyz items of any type, as well as inventory/bank slots themselves - are database/engine management issues.

    WoW explained it waayyy back when people wanted the native backpack to have "4 more slots" - which they eventually added (last expansion I think) but they at least explained why it was so hard to do so - and it comes down to math and engine load. 4 slots across 10 million accounts (picked random number) is 4 million more craps the engine has to deal with.

    TESO isn't making that limit some "random number for no reason." They do it because that's what their engine can handle and still allow people to play the game and not crash out due to lag/load times etc.

    That reality applies to the number of people in an instance, the number of decorations, the number of slots in your inventory - etc.

    To even add 1 more to the item limit with ANY of the houses - you're talking the addition of hundreds of thousands to millions of items-info over the population of the game. Adding in 5 or 10 or however many people you want allowed in an instance - same idea. Across every instances. Hell even the ability to generate MORE instances (as in an idea of putting the outdoor and indoor of the same housing in different instances) is dependent on what that engine's limitations are.

    So no - these aren't simple/easy/or quick fixes. It could take months (or even years...) of dev time on the engine/database to allow another 100 items, or 10 people, or whatever the number - to any of the plots.

    So while yes - I do agree - it would be/will be awesome when they can do this. I don't agree they are being lazy, stupid, or unwilling.

    They added in storage boxes for housing to help with this. So clearly they are aware and, I do believe, probably still working on being able to "get more in" with the engine.

    So I also understand why this all takes a crap ton of time. I understand why they can't just flip a switch and bam - we all get unlimited housing items (i've never known a mmo housing system to NOT have limits).

    And I understand when expectations - such as unlimited items or visitors - are just too high. That's not going to happen.

    I'm hopeful for increases and its easy money for them. It WILL happen - AS it CAN happen.

    But keep the expectations realistic. Look around at all the other successful housing programs in MMOS and you'll find TESO is one of the best left anymore - with many less restrictions than the other MMOs.

    You ain't gonna get "unlimited." Sorry. That game engine doesn't exist I don't think. At least not yet. LOL
  • rotaugen454
    rotaugen454
    ✭✭✭✭✭
    ✭✭✭✭✭
    Housing is OP.

    No, seriously. I have houses in the majority of zones. I made a new character and they can instajump to almost any zone and grab all skyshards. If buying duplicate shards I unlocked on my main is OP, so is this.

    I wish the item limit wasn’t by type of item. I’d like to have all my monster trophies on display or a zoo with all my pets, but I get an error message that the limit on that type of item is reached.
    "Get off my lawn!"
  • Imperial_Voice
    Imperial_Voice
    ✭✭✭✭✭
    As much I as I agree with all your statements/requests..

    The idea that you think removing/changing the house item limit (pets, people, or otherwise) is a "simple" or easy fix - tells me you have no idea what goes into that.

    Its an engine/database limitation - as it is in almost every game I've ever seen with housing. The number of guests, number of xyz items of any type, as well as inventory/bank slots themselves - are database/engine management issues.

    WoW explained it waayyy back when people wanted the native backpack to have "4 more slots" - which they eventually added (last expansion I think) but they at least explained why it was so hard to do so - and it comes down to math and engine load. 4 slots across 10 million accounts (picked random number) is 4 million more craps the engine has to deal with.

    TESO isn't making that limit some "random number for no reason." They do it because that's what their engine can handle and still allow people to play the game and not crash out due to lag/load times etc.

    That reality applies to the number of people in an instance, the number of decorations, the number of slots in your inventory - etc.

    To even add 1 more to the item limit with ANY of the houses - you're talking the addition of hundreds of thousands to millions of items-info over the population of the game. Adding in 5 or 10 or however many people you want allowed in an instance - same idea. Across every instances. Hell even the ability to generate MORE instances (as in an idea of putting the outdoor and indoor of the same housing in different instances) is dependent on what that engine's limitations are.

    So no - these aren't simple/easy/or quick fixes. It could take months (or even years...) of dev time on the engine/database to allow another 100 items, or 10 people, or whatever the number - to any of the plots.

    So while yes - I do agree - it would be/will be awesome when they can do this. I don't agree they are being lazy, stupid, or unwilling.

    They added in storage boxes for housing to help with this. So clearly they are aware and, I do believe, probably still working on being able to "get more in" with the engine.

    So I also understand why this all takes a crap ton of time. I understand why they can't just flip a switch and bam - we all get unlimited housing items (i've never known a mmo housing system to NOT have limits).

    And I understand when expectations - such as unlimited items or visitors - are just too high. That's not going to happen.

    I'm hopeful for increases and its easy money for them. It WILL happen - AS it CAN happen.

    But keep the expectations realistic. Look around at all the other successful housing programs in MMOS and you'll find TESO is one of the best left anymore - with many less restrictions than the other MMOs.

    You ain't gonna get "unlimited." Sorry. That game engine doesn't exist I don't think. At least not yet. LOL

    Just to clarify, by simple I do mean it requires no complex thought or tricks. It just takes work. But to say it would take years to do shows me that you dont really understand how that works. Months is reasonable if they are trying to implement a way to give each house a much higher cap with no loss to performance.
    Edited by Imperial_Voice on April 3, 2019 7:57PM
  • kargen27
    kargen27
    ✭✭✭✭✭
    ✭✭✭✭✭
    Artim_X wrote: »
    As an avid collector of cool furnishings I would be more willing to tolerate the item cap if others were able to travel to my alternative residences. For instance, I think it'd be cool if I could permit others to visit my secondary residence and maybe even the tertiary residence, quaternary residence, etc.

    I want this more than I want to be able to place more items. I have more than twenty homes and no way of letting people visit them as they wish and no way of knowing when people do visit.

    Homes need a visitors log that visitors can leave a message in if they wish.

    We should be able to toggle on a notification that would tell us when someone entered our home. If we are online when the notification comes we could then decide to join them. Even if you choose not to join them at least you know someone visited your home.
    In the menu where it says visit primary residence that needs to open a drop down with all the homes that player owns so you can choose which house to visit.
    In the maps menu the tab where you can see all the houses in the game needs to be expanded. When you right click on a house a menu should appear containing random players homes you can then choose to visit. Players would have to opt in to be included on the list. That way if you were planning on decorating Autumn's Gate you could visit other players homes first and borrow a few ideas. Or you could just hop around looking at what others have done.

    What I want most though is that visitors log.
    and then the parrot said, "must be the water mines green too."
  • Jamdarius
    Jamdarius
    ✭✭✭✭✭
    Trying this in general forums which see more use

    Its not exactly a secret that the Housing community has become the sort of neglected middle child of ESO. Thats not to say that ZoS hasn't thrown us the occassional bone with updates (the last housing update was certainly helpful) and between furniture packs and new houses we certainly get plenty of content.

    Housing suffers from different issues than other game content and these problems are rooted in how fundamental housing has become both to the social aspect of the game and the cash shop.

    We are currently given no more than 700 item slots for the largest houses, many of which cant even be properly filled with that amount and as time moves on ZoS keeps providing us with service items, special/collectible/achievement furnishings and special mounts and pets (limited at a incredibly lowly 10) and yet the vast majority are completely unusable due to a seemingly arbitrary limit on housing items. This not only hurts players but ZoS profits as well, after all if players have a house with 700/700 items why would they bother buying special new furniture knowing they couldn't show it off?

    Speaking of showing off our houses, our current guest limit is set at only 24. This would be fine if housing was only set showcase for close friends, but at this point housing has become a fundamental part of guilds especially within the RP community where guild houses are the center for nearly all events. Often times guilds have to turn members away from events because of the 24 person limit.

    The requirements of guilds to have guild housing is also becoming financially prohibitive as a properly adorned guild house can cost upwards of $300 to $400 of service items are included such as mundus stones and bankers. Leaving Guild Masters to either shell out real world money just to properly run a guild hall or recruit member(s) who are willing to share the financial burden and risk losing their items.

    These issues are all fairly simple fixes and have been brought up frequently since housing was implemented yet ZoS has shown little intent to solve this issues. It is my opinion that because of how ingrained housing is in the social aspects of the game, that neglecting to fix them is detrimental to many players ability to enjoy the housing, social, and guild aspects of the game.

    I propose the following things be changed in housing as a way inprove the housing system.

    *Removal of the item limit in housing, or a sharp increase item limit or simple separate indoor and outdoor areas for item count purposes.

    *A non-real money transaction way of acquiring more houses and the service furnishings.

    *A removal of the limit on collectible pets and mounts allowed in one house or a sharp increase in the limit.

    *A removal of the visitor limit on any house.

    *The addition of an Auctioneer service NPC and Guild Banker service NPC for use with housing.

    *The addition of the option to set a guild hall instead of forcing players to navigate to a guild mates primary residence.

    Well we already thought about it way way way long time ago, however we never truly see any major changes
    https://forums.elderscrollsonline.com/en/discussion/433893/housing-ideas-more-stuff-to-do-in-homes/p1
  • Imperial_Voice
    Imperial_Voice
    ✭✭✭✭✭
    Jamdarius wrote: »
    Trying this in general forums which see more use

    Its not exactly a secret that the Housing community has become the sort of neglected middle child of ESO. Thats not to say that ZoS hasn't thrown us the occassional bone with updates (the last housing update was certainly helpful) and between furniture packs and new houses we certainly get plenty of content.

    Housing suffers from different issues than other game content and these problems are rooted in how fundamental housing has become both to the social aspect of the game and the cash shop.

    We are currently given no more than 700 item slots for the largest houses, many of which cant even be properly filled with that amount and as time moves on ZoS keeps providing us with service items, special/collectible/achievement furnishings and special mounts and pets (limited at a incredibly lowly 10) and yet the vast majority are completely unusable due to a seemingly arbitrary limit on housing items. This not only hurts players but ZoS profits as well, after all if players have a house with 700/700 items why would they bother buying special new furniture knowing they couldn't show it off?

    Speaking of showing off our houses, our current guest limit is set at only 24. This would be fine if housing was only set showcase for close friends, but at this point housing has become a fundamental part of guilds especially within the RP community where guild houses are the center for nearly all events. Often times guilds have to turn members away from events because of the 24 person limit.

    The requirements of guilds to have guild housing is also becoming financially prohibitive as a properly adorned guild house can cost upwards of $300 to $400 of service items are included such as mundus stones and bankers. Leaving Guild Masters to either shell out real world money just to properly run a guild hall or recruit member(s) who are willing to share the financial burden and risk losing their items.

    These issues are all fairly simple fixes and have been brought up frequently since housing was implemented yet ZoS has shown little intent to solve this issues. It is my opinion that because of how ingrained housing is in the social aspects of the game, that neglecting to fix them is detrimental to many players ability to enjoy the housing, social, and guild aspects of the game.

    I propose the following things be changed in housing as a way inprove the housing system.

    *Removal of the item limit in housing, or a sharp increase item limit or simple separate indoor and outdoor areas for item count purposes.

    *A non-real money transaction way of acquiring more houses and the service furnishings.

    *A removal of the limit on collectible pets and mounts allowed in one house or a sharp increase in the limit.

    *A removal of the visitor limit on any house.

    *The addition of an Auctioneer service NPC and Guild Banker service NPC for use with housing.

    *The addition of the option to set a guild hall instead of forcing players to navigate to a guild mates primary residence.

    Well we already thought about it way way way long time ago, however we never truly see any major changes
    https://forums.elderscrollsonline.com/en/discussion/433893/housing-ideas-more-stuff-to-do-in-homes/p1

    Oh i know, its just that it seems that the only way to get through to Zenimax is to just keep plugging.
  • DR4GONFL1
    DR4GONFL1
    ✭✭✭✭
    PLEASE - Would you just turn off the sunlight at the Psijic Villa at night. I haven't slept since I moved in, so tired.

    Seriously though I just want to see all the great Alinor lighting I've placed. Its the best lighting in the game IMO and I can't even tell any of it is on. Just add a daytime / nighttime mode or let it cycle.
    Edited by DR4GONFL1 on April 4, 2019 2:41PM
  • Imperial_Voice
    Imperial_Voice
    ✭✭✭✭✭
    DR4GONFL1 wrote: »
    PLEASE - Would you just turn off the sunlight at the Psijic Villa at night. I haven't slept since I moved in, so tired.

    Seriously though II just want to see all the great aligner lighting I've placed. Its the best lighting in the game IMO and I can't even tell any of it is on. Just and a daytime / nighttime mode or let it cycle.

    See Ive never used my Psijic Villa so I wasnt aware this was even a thing. This sucks because there a ton of great outdoor lighting options in game.
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