James-Wayne wrote: »I'm just here to say that I need more than 700 slots to finish my home... 2 years of building so far and afraid I can't finish because of the cap 300 slots is all I need!
mnemoniclights wrote: »While I do agree with the idea of a lot of houses being way too big and not having enough room to fill, I honestly see Jode's Embrace as a sign of moving away from that. While the House itself is huge it's also reasonably spaced. The courtyard being mostly rock gardens helps this imo as it's a fixture that adds in a good aesthetic and the parts of the grass designed for plants can easily fill in.
Though this is my opinion. I feel the main function of the larger homes is that you're suppose to use large furnishings and structures, a good example of this is Pariah's Pinnacle which is really easy for building in if you put the time and energy. I've even seen someone make an ayleid themed battleground in Hunter's Glade.
In the end it's more of an issue of not every house is suited to do what you want with it nor is it suited for everyone.
Imperial_Voice wrote: »vesselwiththepestle wrote: »I love housing in several other games. However, I can't really get into it in ESO. I like to build the stuff myself but it is a never-ending grind to get the recipes. Additionally and possible my main problem is, it is ressource consuming to manage. You need lots of inventory space (including bank and chests) for the furniture. If you don't have ESO Plus and the crafting bag it's even worse because of the materials (I wouldn't even think of building furniture on my own without crafting bag). Lastly I am missing some nice features to make housing more interesting and worthwhile. (Adding chests, music boxes and the combat arena was a step in the right direction. I think we even got a house with a cellar lateley, which was asked for, too, in my opinion we should even get cellars for some older houses or the possibility to add a cellar everywhere, we would just need a special item which looks like a trap door and acts as a teleport in another "zone" which would be the cellar. I honestly think ZOS *does* listen to player suggestions, but some things seem to not be viable/possible, like increasing the caps, else it would have been done long time ago, and everything else just takes much longer, I guess the housing team is pretty small.)
So my pain points and suggestions are:
1. Add a furniture bag, where we can store all our furniture without taking up inventory space. This furniture bag shouldn't be a ESO Plus thing, it should be able to obtain either via means in the game (buying with gold, doing a quest etc.) or by crown store.
2. Add more housing-related features.
2.1. ZOS is adding non-combat pets and mounts like there is no tomorrow. Why aren't there more NPC to put in your house? Make those NPC in a way, they can interact either with you, guests or your furniture. Like a NPC which runs to a random guest and speaks to him. This could be huge if you would allow famous NPC to live in your house, like Cadwell, Stibbons or Stuga. Just look at the music box. It's great and now it is easy to make more and more music boxes and sell all of them. Just do a test-run with ONE NPC who can do things in a house. If it sells well in the crown store, imagine all the NPCs which you already have animations etc. for you can put easily there, too.
2.2. Allow NPC, mounts and non-combat pets to interact with furniture. Let us make a NPC sit on a chair, a mount eating hay instead of just standing there and add more animations/behaviour to non-combat pets. Or let us use emotes on NPC, like make the banker do /situps or /read or /sitchair.
2.3. Lets us change the weather in our housings, it's client based anyway. Although it would be great to change the weather for the guests, too. This would be great for role-playing. It could be done by adding a weather control furniture piece, if it has to be by crown store...
3. Add a "build your own house" player home.
Many players enjoy building a house from the ground up. I've seen some great places, one I like very much used the free Summerset palace/cathedral, but blocked the way to the actual palace and build a nice house at the water with a cave and pirate treasure etc. Hacking is great and many like to do it. I like to get just free space and build on my own. To do this I am missing tools. There are some houses which would make it possible by having some free space, but it could be done even better with a player house which is actually made for this. Additionally there would be high demand of more furniture, like walls and roofs. Of course this would need an increase of the furniture cap. Also it would probably so huge, it could be done as a DLC.
Gods what id give for a furniture bag
bayushi2005 wrote: »Imperial_Voice wrote: »
I disagree entirely. It isnt an issue of whether or not you can do cool stuff with housing, the issue is that limits placed by ZoS prevent their use for genuine guildhalls and severely limits the ability to decorate them while ZoS keeps charging us an arm and leg for "limited offer" houses and furniture packs that they know we cant fully use.
And Jodes Embraces interior isnt the issue. Its its giant extra dimension which exists as a huge open flat area, players will basically either be decorating the interior or the plane of Jode but not both.
I agree with this. You can create cool stuff in any of the houses.
We are talking utility and comfort here. Huge yards are cool, honest, but I would rather have a huge backyard than a frontyard. If it comes to Jode's Embrace - I absolutely adore that extra dimension and I would love to have "just that" without having to go through the whole house first.
The problem with the biggest houses is that ... they are too big, you can do one thing or the other, there will always be a part which looks neglected unless you cut off some parts of the area and sometimes it just looks wrong (see Psijic Villa - you can't really cut off the garden part even if you want to, if you block the entrance to the house it looks strange as it is still the main feature). This is also the reason why I will never buy Grand Topal Hideaway (I love the volcano!), I would have to be able to bomb that argonian reed village first.
mnemoniclights wrote: »While I do agree with the idea of a lot of houses being way too big and not having enough room to fill, I honestly see Jode's Embrace as a sign of moving away from that. While the House itself is huge it's also reasonably spaced. The courtyard being mostly rock gardens helps this imo as it's a fixture that adds in a good aesthetic and the parts of the grass designed for plants can easily fill in.
Though this is my opinion. I feel the main function of the larger homes is that you're suppose to use large furnishings and structures, a good example of this is Pariah's Pinnacle which is really easy for building in if you put the time and energy. I've even seen someone make an ayleid themed battleground in Hunter's Glade.
In the end it's more of an issue of not every house is suited to do what you want with it nor is it suited for everyone.
I also really like the rock gardens, by the way.
Having said that, it would be good if you could choose to remove structures, if you wanted to.
bayushi2005 wrote: »Having said that, it would be good if you could choose to remove structures, if you wanted to.
This.
Reed huts just spoil the view and the huge potential of the island for me. Can't really cover them, can't bomb them, can't put argonian slaves inside so they produce microchips for a bowl of rice. Not a proper place for an evil mastermind.
bayushi2005 wrote: »Having said that, it would be good if you could choose to remove structures, if you wanted to.
This.
Reed huts just spoil the view and the huge potential of the island for me. Can't really cover them, can't bomb them, can't put argonian slaves inside so they produce microchips for a bowl of rice. Not a proper place for an evil mastermind.
Best use I've seen of Grand Topal, and the ghetto reed village is nowhere to be seen:
https://forums.elderscrollsonline.com/en/discussion/426380/the-great-library
bayushi2005 wrote: »Having said that, it would be good if you could choose to remove structures, if you wanted to.
This.
Reed huts just spoil the view and the huge potential of the island for me. Can't really cover them, can't bomb them, can't put argonian slaves inside so they produce microchips for a bowl of rice. Not a proper place for an evil mastermind.
Best use I've seen of Grand Topal, and the ghetto reed village is nowhere to be seen:
https://forums.elderscrollsonline.com/en/discussion/426380/the-great-library
bayushi2005 wrote: »bayushi2005 wrote: »Having said that, it would be good if you could choose to remove structures, if you wanted to.
This.
Reed huts just spoil the view and the huge potential of the island for me. Can't really cover them, can't bomb them, can't put argonian slaves inside so they produce microchips for a bowl of rice. Not a proper place for an evil mastermind.
Best use I've seen of Grand Topal, and the ghetto reed village is nowhere to be seen:
https://forums.elderscrollsonline.com/en/discussion/426380/the-great-library
The village actually pops through the window for a moment... It's impressive, huge, yet empty. I blame the cap...
Imperial_Voice wrote: »So lets talk a bit about pricing really quick in regards to guild halls. For this were going to assume a full service guild hall with appropriate amenities. Were also going to assume that crowns are not on sale since thats not the norm, and prices in USD.
First well start with the house itself. Now most guild halls are done using one of the notable homes though some are done using medium size housing to save on cost. The cost of a medium/notable house ranges roughly between 5K-11K crowns on average. This means that purchasing the house alone will cost a guild master between $40 and $90, it bought with in gamegl gold around 3-4 million. It is worth mentioning that its currently possible that a GM may have the psijic villa that was given for free for a limited event but it is also very likely that they do not.
...
Then we have crafting stations which mercifully can be earned with writs but assuming you purchase them youre looking at 100K each for an enchanting, cooking, and alchemy station, youll also want attunable stations for blacksmithing, woodworking, clother, and jewelcrafting which will run you roughly 500-700K gold per set and since there are an ever expanding list of sets and an ever changing meta the more sets you have the better off you are. Personally I went with only Hundings and Julianos as basic crafted gear for fresh 160s which means a cost of around 1.5 Million gold for the attunables and for stations.
This means that for a guild hall youre looking at something like $370 USD and 2 million gold or about $250 and 5 million gold, and what you get for this is a house where 21 or more item slots are already taken and you can host a total of 24 out of a possible 500 guildmates, or less than 1/8th your membership.
WolfStar07 wrote: »Imperial_Voice wrote: »So lets talk a bit about pricing really quick in regards to guild halls. For this were going to assume a full service guild hall with appropriate amenities. Were also going to assume that crowns are not on sale since thats not the norm, and prices in USD.
First well start with the house itself. Now most guild halls are done using one of the notable homes though some are done using medium size housing to save on cost. The cost of a medium/notable house ranges roughly between 5K-11K crowns on average. This means that purchasing the house alone will cost a guild master between $40 and $90, it bought with in gamegl gold around 3-4 million. It is worth mentioning that its currently possible that a GM may have the psijic villa that was given for free for a limited event but it is also very likely that they do not.
...
Then we have crafting stations which mercifully can be earned with writs but assuming you purchase them youre looking at 100K each for an enchanting, cooking, and alchemy station, youll also want attunable stations for blacksmithing, woodworking, clother, and jewelcrafting which will run you roughly 500-700K gold per set and since there are an ever expanding list of sets and an ever changing meta the more sets you have the better off you are. Personally I went with only Hundings and Julianos as basic crafted gear for fresh 160s which means a cost of around 1.5 Million gold for the attunables and for stations.
This means that for a guild hall youre looking at something like $370 USD and 2 million gold or about $250 and 5 million gold, and what you get for this is a house where 21 or more item slots are already taken and you can host a total of 24 out of a possible 500 guildmates, or less than 1/8th your membership.
Your overall cost is possibly correct, depending of course on how much a GM decides to put into the guild hall. I think you may need to increase the cost of the notable homes as both I've used as a guild hall were more than 11k crowns. I think only the attunable stations costs ~100k each, but the basic craft stations (and I see you're on NA as well) are 30k-50k a piece. It's fortunate that crown gifting is now possible so that other members can contribute by buying mundus stones and take some of the burden off a single person. I was lucky to get them during the sale earlier this year, and paid less in both crowns and gold for them.
I find the items slots, more than the visitor slots, to be an unavoidable issue. I don't have attunables at my guild hall because as you said, more sets are always being added. The guild halls I have access to will add them, but the more craft stations they need, the less room they have for decoration. Which is a shame since we've spent real money on these homes and should be able to do both with them. With the use of the EHT or Port to Friends addons, I'm able to give guildmates not in those guilds access to them if required. I also like to host events at my guild hall, and crafting stations would've gotten in the way at my original home and would not have allowed me to fully execute the fun activities at either place. I don't find the population of the homes to be as big an issue because you're never going to have all 500 members on at once. That said, because I do insist on activities there, we come up on the cap quite often. The same goes for another guild I'm in. For all the homes (minus the inn rooms), we could stand to at least double the population as well, even if it's solely due to being a subscriber. The homes are generally large enough to handle more guests.
Wildberryjack wrote: »I remember them saying they were working on increasing the item cap but that load was the issue. Ok, then please stop making all these HUGE houses and give us some smaller ones that don't look mostly empty even when at the cap. With smaller houses it isn't nearly as bad as the space looks more filled. But with these huge houses we end up with massive areas that hardly have anything in them at all.
Yeah, as someone who has bought almost all of the limited time notable homes, it's quite disappointing to see ZOS not care about this community. They are really taking advantage of a system they have barely put any time or thought into, despite it making them bookoo amounts of money.
For my psijic villa, I had to neglect/block off areas so much of it to even make it look similar to the vision I had for it. I ended up emptying it, because it made me mad what I couldn't do with it. https://forums.elderscrollsonline.com/en/discussion/458132/my-grand-psijic-villa-magical-nature-700-700-slots
Wildberryjack wrote: »I remember them saying they were working on increasing the item cap but that load was the issue. Ok, then please stop making all these HUGE houses and give us some smaller ones that don't look mostly empty even when at the cap. With smaller houses it isn't nearly as bad as the space looks more filled. But with these huge houses we end up with massive areas that hardly have anything in them at all.
Wildberryjack wrote: »I remember them saying they were working on increasing the item cap but that load was the issue. Ok, then please stop making all these HUGE houses and give us some smaller ones that don't look mostly empty even when at the cap. With smaller houses it isn't nearly as bad as the space looks more filled. But with these huge houses we end up with massive areas that hardly have anything in them at all.
WolfStar07 wrote: »Wildberryjack wrote: »I remember them saying they were working on increasing the item cap but that load was the issue. Ok, then please stop making all these HUGE houses and give us some smaller ones that don't look mostly empty even when at the cap. With smaller houses it isn't nearly as bad as the space looks more filled. But with these huge houses we end up with massive areas that hardly have anything in them at all.
I believe they "resolved" that by recategorizing some furnishings into special collectibles and such, and increasing those amounts. Not saying I agree with that solution, just that it's what they did.
menathradiel wrote: »WolfStar07 wrote: »Wildberryjack wrote: »I remember them saying they were working on increasing the item cap but that load was the issue. Ok, then please stop making all these HUGE houses and give us some smaller ones that don't look mostly empty even when at the cap. With smaller houses it isn't nearly as bad as the space looks more filled. But with these huge houses we end up with massive areas that hardly have anything in them at all.
I believe they "resolved" that by recategorizing some furnishings into special collectibles and such, and increasing those amounts. Not saying I agree with that solution, just that it's what they did.
But that is part of the problem. Take for example the Linchal Grand Manor - it has space for 110 "collectible furnishings" - and it just makes me wonder, if there's room for 110 extra items in the form of collectibles, why can I not use that count on normal furnishings instead?
WolfStar07 wrote: »Wildberryjack wrote: »I remember them saying they were working on increasing the item cap but that load was the issue. Ok, then please stop making all these HUGE houses and give us some smaller ones that don't look mostly empty even when at the cap. With smaller houses it isn't nearly as bad as the space looks more filled. But with these huge houses we end up with massive areas that hardly have anything in them at all.
I believe they "resolved" that by recategorizing some furnishings into special collectibles and such, and increasing those amounts. Not saying I agree with that solution, just that it's what they did.
Imperial_Voice wrote: »Im still hoping that will ZoS will make its first genuine post here in, what? A year? And at least acknowledge that they're aware of thid problem. Its ridiculous that they ignore this.
WolfStar07 wrote: »Wildberryjack wrote: »I remember them saying they were working on increasing the item cap but that load was the issue. Ok, then please stop making all these HUGE houses and give us some smaller ones that don't look mostly empty even when at the cap. With smaller houses it isn't nearly as bad as the space looks more filled. But with these huge houses we end up with massive areas that hardly have anything in them at all.
I believe they "resolved" that by recategorizing some furnishings into special collectibles and such, and increasing those amounts. Not saying I agree with that solution, just that it's what they did.
Not really. Collectible furnishings were in the game when housing launched. It only had dungeon trophies/busts at the time, but they have added some collectible furnishings to that category, including storage containers. Then there were the special collectibles, which were mounts/pets/assistants. Special FX furnishings are a newer category that encompasses a small number of new specialty furnishings.
These collectible categories do not help alleviate any issues with item caps, as these categories have only had new things added to them (and the collectible cap on notables was increased). They did not, however, move existing furnishings into those categories to help with item counts. So, no, they haven't done anything to help us with that, other than adding a small number of structural furniture and an even smaller number of clutter or pre-filled furnishings.
WolfStar07 wrote: »WolfStar07 wrote: »Wildberryjack wrote: »I remember them saying they were working on increasing the item cap but that load was the issue. Ok, then please stop making all these HUGE houses and give us some smaller ones that don't look mostly empty even when at the cap. With smaller houses it isn't nearly as bad as the space looks more filled. But with these huge houses we end up with massive areas that hardly have anything in them at all.
I believe they "resolved" that by recategorizing some furnishings into special collectibles and such, and increasing those amounts. Not saying I agree with that solution, just that it's what they did.
Not really. Collectible furnishings were in the game when housing launched. It only had dungeon trophies/busts at the time, but they have added some collectible furnishings to that category, including storage containers. Then there were the special collectibles, which were mounts/pets/assistants. Special FX furnishings are a newer category that encompasses a small number of new specialty furnishings.
These collectible categories do not help alleviate any issues with item caps, as these categories have only had new things added to them (and the collectible cap on notables was increased). They did not, however, move existing furnishings into those categories to help with item counts. So, no, they haven't done anything to help us with that, other than adding a small number of structural furniture and an even smaller number of clutter or pre-filled furnishings.
Furthermore, I feel I've made it clear that it wasn't a fix. However, being that they've already made 1 change to the item caps, history and experience shows us that ZOS feels this is resolved and a closed issue.
Having said that, it would be good if you could choose to remove structures, if you wanted to.