So, no status update, just the same old excuses we are told over and over again. I hope with the performance improvements this year, zos will upper the system requirements and we will get more furnishing slots.
Nomadic_Atmoran wrote: »What makes no sense is this excuse that they can not increase the item limit yet continue to release these overly large homes that players can not imagine to fully furnish under the current limits. So either there is a hypocritical approach here in regards to housing where its okay to sell us mega-mansions even though we cant possibly furnish it. Or its an intentional limitation with the hope of creating an artificial demand for larger limits so they can sell it at top dollar in the future.
I don't buy for one moment that they are limited by as much as they claim. The fact that players are given a sizeable difference in limitations based on their monetary involvement in the game is a pretty good indication that they aren't being completely honest with us. But if you want to see prime examples of the game showing off the ability to host a large number of furnishing being rendered go look at Scarp Keep or the Thieves Den. The Thieves Den alone has well over 100 items laying about in the first area you enter in if you were to take the entrance from outside the city.
The argument that the limitation is to maintain stability may be true at a certain value. But we are no where near that point if we look closely at instanced areas that ZOS has gladly shown off as examples of how much filler you can pack into.
VaranisArano wrote: »Nomadic_Atmoran wrote: »What makes no sense is this excuse that they can not increase the item limit yet continue to release these overly large homes that players can not imagine to fully furnish under the current limits. So either there is a hypocritical approach here in regards to housing where its okay to sell us mega-mansions even though we cant possibly furnish it. Or its an intentional limitation with the hope of creating an artificial demand for larger limits so they can sell it at top dollar in the future.
I don't buy for one moment that they are limited by as much as they claim. The fact that players are given a sizeable difference in limitations based on their monetary involvement in the game is a pretty good indication that they aren't being completely honest with us. But if you want to see prime examples of the game showing off the ability to host a large number of furnishing being rendered go look at Scarp Keep or the Thieves Den. The Thieves Den alone has well over 100 items laying about in the first area you enter in if you were to take the entrance from outside the city.
The argument that the limitation is to maintain stability may be true at a certain value. But we are no where near that point if we look closely at instanced areas that ZOS has gladly shown off as examples of how much filler you can pack into.
Something to consider is that the furnishings ZOS uses as filler for scenes or buildings likely aren't the exact same as players do. This doesn't excuse the hypocrisy of Housing loading screens, but may help explain the normal buildings like Outlaw's Refuges.
This is something you see with Skyrim modding. You build a scene with objects, and then you simplify it for rendering. You essentially "group" your objects into one object, which enormously simplifies what you have to render. It works great with clutter that's non-interactable because now the server/client only has to render whatever is visible. All the nonvisible parts that may be buried in other objects no longer have to be rendered.
That's something players can't do yet. We can group objects for movement purposes, but we can't group, say, a shelf full of items into one single item. The server/client have to render each item discretely. If you make your own basket of yarn, each yarn ball has to be rendered individually including the parts no one can see.
In other words, ZOS developers almost certainly don't use the vanilla housing interface as the be all, end all of decorating the interior of their DLC buildings. That would be impractical, at best. They've almost certainly got better tools that let them create scenes from items and then simplify it enormously so only the visible portions have to be rendered.
This is one reason I want ZOS to release more "pre-grouped" items because they've got the tools to do it. Its the most effective way to create large conglomerations of items with minimal performance impacts.
MornaBaine wrote: »VaranisArano wrote: »Nomadic_Atmoran wrote: »What makes no sense is this excuse that they can not increase the item limit yet continue to release these overly large homes that players can not imagine to fully furnish under the current limits. So either there is a hypocritical approach here in regards to housing where its okay to sell us mega-mansions even though we cant possibly furnish it. Or its an intentional limitation with the hope of creating an artificial demand for larger limits so they can sell it at top dollar in the future.
I don't buy for one moment that they are limited by as much as they claim. The fact that players are given a sizeable difference in limitations based on their monetary involvement in the game is a pretty good indication that they aren't being completely honest with us. But if you want to see prime examples of the game showing off the ability to host a large number of furnishing being rendered go look at Scarp Keep or the Thieves Den. The Thieves Den alone has well over 100 items laying about in the first area you enter in if you were to take the entrance from outside the city.
The argument that the limitation is to maintain stability may be true at a certain value. But we are no where near that point if we look closely at instanced areas that ZOS has gladly shown off as examples of how much filler you can pack into.
Something to consider is that the furnishings ZOS uses as filler for scenes or buildings likely aren't the exact same as players do. This doesn't excuse the hypocrisy of Housing loading screens, but may help explain the normal buildings like Outlaw's Refuges.
This is something you see with Skyrim modding. You build a scene with objects, and then you simplify it for rendering. You essentially "group" your objects into one object, which enormously simplifies what you have to render. It works great with clutter that's non-interactable because now the server/client only has to render whatever is visible. All the nonvisible parts that may be buried in other objects no longer have to be rendered.
That's something players can't do yet. We can group objects for movement purposes, but we can't group, say, a shelf full of items into one single item. The server/client have to render each item discretely. If you make your own basket of yarn, each yarn ball has to be rendered individually including the parts no one can see.
In other words, ZOS developers almost certainly don't use the vanilla housing interface as the be all, end all of decorating the interior of their DLC buildings. That would be impractical, at best. They've almost certainly got better tools that let them create scenes from items and then simplify it enormously so only the visible portions have to be rendered.
This is one reason I want ZOS to release more "pre-grouped" items because they've got the tools to do it. Its the most effective way to create large conglomerations of items with minimal performance impacts.
I think we all are in agreement that more "pre-cluttered" items are a must. But surely there must also be a way for us to do exactly what you are saying ZOS most likely does. Group things like items on a table and use a command to "fuse" them, creating a single object. It would be fine if these items are then "consumed" and cannot be broken apart again and can only be used in the house you created the item for. Though it would be nice if you'd be able to move it around inside that house. Or even have a special storage box for JUST these types of items that would then let you move them from house to house but they'd be bound to you and you couldn't sell them. It'd be great if we could but then we probably couldn't use bound items as part of these creations and I think the complexity would be beyond what the trade system can handle. However I'm fairly certain ZOS COULD give us this functionality if they tried.
MornaBaine wrote: »VaranisArano wrote: »Nomadic_Atmoran wrote: »What makes no sense is this excuse that they can not increase the item limit yet continue to release these overly large homes that players can not imagine to fully furnish under the current limits. So either there is a hypocritical approach here in regards to housing where its okay to sell us mega-mansions even though we cant possibly furnish it. Or its an intentional limitation with the hope of creating an artificial demand for larger limits so they can sell it at top dollar in the future.
I don't buy for one moment that they are limited by as much as they claim. The fact that players are given a sizeable difference in limitations based on their monetary involvement in the game is a pretty good indication that they aren't being completely honest with us. But if you want to see prime examples of the game showing off the ability to host a large number of furnishing being rendered go look at Scarp Keep or the Thieves Den. The Thieves Den alone has well over 100 items laying about in the first area you enter in if you were to take the entrance from outside the city.
The argument that the limitation is to maintain stability may be true at a certain value. But we are no where near that point if we look closely at instanced areas that ZOS has gladly shown off as examples of how much filler you can pack into.
Something to consider is that the furnishings ZOS uses as filler for scenes or buildings likely aren't the exact same as players do. This doesn't excuse the hypocrisy of Housing loading screens, but may help explain the normal buildings like Outlaw's Refuges.
This is something you see with Skyrim modding. You build a scene with objects, and then you simplify it for rendering. You essentially "group" your objects into one object, which enormously simplifies what you have to render. It works great with clutter that's non-interactable because now the server/client only has to render whatever is visible. All the nonvisible parts that may be buried in other objects no longer have to be rendered.
That's something players can't do yet. We can group objects for movement purposes, but we can't group, say, a shelf full of items into one single item. The server/client have to render each item discretely. If you make your own basket of yarn, each yarn ball has to be rendered individually including the parts no one can see.
In other words, ZOS developers almost certainly don't use the vanilla housing interface as the be all, end all of decorating the interior of their DLC buildings. That would be impractical, at best. They've almost certainly got better tools that let them create scenes from items and then simplify it enormously so only the visible portions have to be rendered.
This is one reason I want ZOS to release more "pre-grouped" items because they've got the tools to do it. Its the most effective way to create large conglomerations of items with minimal performance impacts.
I think we all are in agreement that more "pre-cluttered" items are a must. But surely there must also be a way for us to do exactly what you are saying ZOS most likely does. Group things like items on a table and use a command to "fuse" them, creating a single object. It would be fine if these items are then "consumed" and cannot be broken apart again and can only be used in the house you created the item for. Though it would be nice if you'd be able to move it around inside that house. Or even have a special storage box for JUST these types of items that would then let you move them from house to house but they'd be bound to you and you couldn't sell them. It'd be great if we could but then we probably couldn't use bound items as part of these creations and I think the complexity would be beyond what the trade system can handle. However I'm fairly certain ZOS COULD give us this functionality if they tried.
ZOS_CullenLee wrote: »Howdy everyone,
One of the most frequent requests we receive in regards to housing is the desire to increase the furnishing cap. While we have touched on this before, we just wanted to reiterate that the upper-most furnishing limits are in place to avoid serious performance issues. While the core design philosophy behind housing is to give you the creative freedom to decorate the way you want to, we have to ensure that it is a stable experience for you and your visitors as well, regardless of anyone’s platform or hardware specifications.
That being said, improving performance is not a magic bullet solution for raising the furnishing cap in houses. “Performance” is a blanket term that encompasses frame rate, stability, memory usage, and other metrics related to how the game runs. Right now, setups that hit the minimum specifications can still struggle with homes that are fully decorated with relatively high impact furnishings.
So, @ZOS_CullenLee are you going to bother to come back and respond to many of the ideas posted here or was your post just the, hey we should say something to make it look like we actually listen post. So now that the post is done you go back to ignoring us?
If you want to prove you listen and value us as customers, you should have already been back in this thread. It is called communication. I know communication is a bit of a unknown to Zos but you should give it a your best try since we spend a crapload of money on your game which keeps you and everyone there employed.
VaranisArano wrote: »Nomadic_Atmoran wrote: »What makes no sense is this excuse that they can not increase the item limit yet continue to release these overly large homes that players can not imagine to fully furnish under the current limits. So either there is a hypocritical approach here in regards to housing where its okay to sell us mega-mansions even though we cant possibly furnish it. Or its an intentional limitation with the hope of creating an artificial demand for larger limits so they can sell it at top dollar in the future.
I don't buy for one moment that they are limited by as much as they claim. The fact that players are given a sizeable difference in limitations based on their monetary involvement in the game is a pretty good indication that they aren't being completely honest with us. But if you want to see prime examples of the game showing off the ability to host a large number of furnishing being rendered go look at Scarp Keep or the Thieves Den. The Thieves Den alone has well over 100 items laying about in the first area you enter in if you were to take the entrance from outside the city.
The argument that the limitation is to maintain stability may be true at a certain value. But we are no where near that point if we look closely at instanced areas that ZOS has gladly shown off as examples of how much filler you can pack into.
Something to consider is that the furnishings ZOS uses as filler for scenes or buildings likely aren't the exact same as players do. This doesn't excuse the hypocrisy of Housing loading screens, but may help explain the normal buildings like Outlaw's Refuges.
This is something you see with Skyrim modding. You build a scene with objects, and then you simplify it for rendering. You essentially "group" your objects into one object, which enormously simplifies what you have to render. It works great with clutter that's non-interactable because now the server/client only has to render whatever is visible. All the nonvisible parts that may be buried in other objects no longer have to be rendered.
That's something players can't do yet. We can group objects for movement purposes, but we can't group, say, a shelf full of items into one single item. The server/client have to render each item discretely. If you make your own basket of yarn, each yarn ball has to be rendered individually including the parts no one can see.
In other words, ZOS developers almost certainly don't use the vanilla housing interface as the be all, end all of decorating the interior of their DLC buildings. That would be impractical, at best. They've almost certainly got better tools that let them create scenes from items and then simplify it enormously so only the visible portions have to be rendered.
This is one reason I want ZOS to release more "pre-grouped" items because they've got the tools to do it. Its the most effective way to create large conglomerations of items with minimal performance impacts.
Nomadic_Atmoran wrote: »VaranisArano wrote: »Nomadic_Atmoran wrote: »What makes no sense is this excuse that they can not increase the item limit yet continue to release these overly large homes that players can not imagine to fully furnish under the current limits. So either there is a hypocritical approach here in regards to housing where its okay to sell us mega-mansions even though we cant possibly furnish it. Or its an intentional limitation with the hope of creating an artificial demand for larger limits so they can sell it at top dollar in the future.
I don't buy for one moment that they are limited by as much as they claim. The fact that players are given a sizeable difference in limitations based on their monetary involvement in the game is a pretty good indication that they aren't being completely honest with us. But if you want to see prime examples of the game showing off the ability to host a large number of furnishing being rendered go look at Scarp Keep or the Thieves Den. The Thieves Den alone has well over 100 items laying about in the first area you enter in if you were to take the entrance from outside the city.
The argument that the limitation is to maintain stability may be true at a certain value. But we are no where near that point if we look closely at instanced areas that ZOS has gladly shown off as examples of how much filler you can pack into.
Something to consider is that the furnishings ZOS uses as filler for scenes or buildings likely aren't the exact same as players do. This doesn't excuse the hypocrisy of Housing loading screens, but may help explain the normal buildings like Outlaw's Refuges.
This is something you see with Skyrim modding. You build a scene with objects, and then you simplify it for rendering. You essentially "group" your objects into one object, which enormously simplifies what you have to render. It works great with clutter that's non-interactable because now the server/client only has to render whatever is visible. All the nonvisible parts that may be buried in other objects no longer have to be rendered.
That's something players can't do yet. We can group objects for movement purposes, but we can't group, say, a shelf full of items into one single item. The server/client have to render each item discretely. If you make your own basket of yarn, each yarn ball has to be rendered individually including the parts no one can see.
In other words, ZOS developers almost certainly don't use the vanilla housing interface as the be all, end all of decorating the interior of their DLC buildings. That would be impractical, at best. They've almost certainly got better tools that let them create scenes from items and then simplify it enormously so only the visible portions have to be rendered.
This is one reason I want ZOS to release more "pre-grouped" items because they've got the tools to do it. Its the most effective way to create large conglomerations of items with minimal performance impacts.
If the limitations are real then the cold hard fact is that they are cashing in on their communities hopes for a furnishing slot increase. Players continue to buy these mega-mansions on the hope that eventually ZOS does something about the limitations. But this post is telling us that this is not going to happen.
Nomadic_Atmoran wrote: »VaranisArano wrote: »Nomadic_Atmoran wrote: »What makes no sense is this excuse that they can not increase the item limit yet continue to release these overly large homes that players can not imagine to fully furnish under the current limits. So either there is a hypocritical approach here in regards to housing where its okay to sell us mega-mansions even though we cant possibly furnish it. Or its an intentional limitation with the hope of creating an artificial demand for larger limits so they can sell it at top dollar in the future.
I don't buy for one moment that they are limited by as much as they claim. The fact that players are given a sizeable difference in limitations based on their monetary involvement in the game is a pretty good indication that they aren't being completely honest with us. But if you want to see prime examples of the game showing off the ability to host a large number of furnishing being rendered go look at Scarp Keep or the Thieves Den. The Thieves Den alone has well over 100 items laying about in the first area you enter in if you were to take the entrance from outside the city.
The argument that the limitation is to maintain stability may be true at a certain value. But we are no where near that point if we look closely at instanced areas that ZOS has gladly shown off as examples of how much filler you can pack into.
Something to consider is that the furnishings ZOS uses as filler for scenes or buildings likely aren't the exact same as players do. This doesn't excuse the hypocrisy of Housing loading screens, but may help explain the normal buildings like Outlaw's Refuges.
This is something you see with Skyrim modding. You build a scene with objects, and then you simplify it for rendering. You essentially "group" your objects into one object, which enormously simplifies what you have to render. It works great with clutter that's non-interactable because now the server/client only has to render whatever is visible. All the nonvisible parts that may be buried in other objects no longer have to be rendered.
That's something players can't do yet. We can group objects for movement purposes, but we can't group, say, a shelf full of items into one single item. The server/client have to render each item discretely. If you make your own basket of yarn, each yarn ball has to be rendered individually including the parts no one can see.
In other words, ZOS developers almost certainly don't use the vanilla housing interface as the be all, end all of decorating the interior of their DLC buildings. That would be impractical, at best. They've almost certainly got better tools that let them create scenes from items and then simplify it enormously so only the visible portions have to be rendered.
This is one reason I want ZOS to release more "pre-grouped" items because they've got the tools to do it. Its the most effective way to create large conglomerations of items with minimal performance impacts.
If the limitations are real then the cold hard fact is that they are cashing in on their communities hopes for a furnishing slot increase. Players continue to buy these mega-mansions on the hope that eventually ZOS does something about the limitations. But this post is telling us that this is not going to happen.
Nomadic_Atmoran wrote: »VaranisArano wrote: »Nomadic_Atmoran wrote: »What makes no sense is this excuse that they can not increase the item limit yet continue to release these overly large homes that players can not imagine to fully furnish under the current limits. So either there is a hypocritical approach here in regards to housing where its okay to sell us mega-mansions even though we cant possibly furnish it. Or its an intentional limitation with the hope of creating an artificial demand for larger limits so they can sell it at top dollar in the future.
I don't buy for one moment that they are limited by as much as they claim. The fact that players are given a sizeable difference in limitations based on their monetary involvement in the game is a pretty good indication that they aren't being completely honest with us. But if you want to see prime examples of the game showing off the ability to host a large number of furnishing being rendered go look at Scarp Keep or the Thieves Den. The Thieves Den alone has well over 100 items laying about in the first area you enter in if you were to take the entrance from outside the city.
The argument that the limitation is to maintain stability may be true at a certain value. But we are no where near that point if we look closely at instanced areas that ZOS has gladly shown off as examples of how much filler you can pack into.
Something to consider is that the furnishings ZOS uses as filler for scenes or buildings likely aren't the exact same as players do. This doesn't excuse the hypocrisy of Housing loading screens, but may help explain the normal buildings like Outlaw's Refuges.
This is something you see with Skyrim modding. You build a scene with objects, and then you simplify it for rendering. You essentially "group" your objects into one object, which enormously simplifies what you have to render. It works great with clutter that's non-interactable because now the server/client only has to render whatever is visible. All the nonvisible parts that may be buried in other objects no longer have to be rendered.
That's something players can't do yet. We can group objects for movement purposes, but we can't group, say, a shelf full of items into one single item. The server/client have to render each item discretely. If you make your own basket of yarn, each yarn ball has to be rendered individually including the parts no one can see.
In other words, ZOS developers almost certainly don't use the vanilla housing interface as the be all, end all of decorating the interior of their DLC buildings. That would be impractical, at best. They've almost certainly got better tools that let them create scenes from items and then simplify it enormously so only the visible portions have to be rendered.
This is one reason I want ZOS to release more "pre-grouped" items because they've got the tools to do it. Its the most effective way to create large conglomerations of items with minimal performance impacts.
If the limitations are real then the cold hard fact is that they are cashing in on their communities hopes for a furnishing slot increase. Players continue to buy these mega-mansions on the hope that eventually ZOS does something about the limitations. But this post is telling us that this is not going to happen.
LadyNalcarya wrote: »Nomadic_Atmoran wrote: »VaranisArano wrote: »Nomadic_Atmoran wrote: »What makes no sense is this excuse that they can not increase the item limit yet continue to release these overly large homes that players can not imagine to fully furnish under the current limits. So either there is a hypocritical approach here in regards to housing where its okay to sell us mega-mansions even though we cant possibly furnish it. Or its an intentional limitation with the hope of creating an artificial demand for larger limits so they can sell it at top dollar in the future.
I don't buy for one moment that they are limited by as much as they claim. The fact that players are given a sizeable difference in limitations based on their monetary involvement in the game is a pretty good indication that they aren't being completely honest with us. But if you want to see prime examples of the game showing off the ability to host a large number of furnishing being rendered go look at Scarp Keep or the Thieves Den. The Thieves Den alone has well over 100 items laying about in the first area you enter in if you were to take the entrance from outside the city.
The argument that the limitation is to maintain stability may be true at a certain value. But we are no where near that point if we look closely at instanced areas that ZOS has gladly shown off as examples of how much filler you can pack into.
Something to consider is that the furnishings ZOS uses as filler for scenes or buildings likely aren't the exact same as players do. This doesn't excuse the hypocrisy of Housing loading screens, but may help explain the normal buildings like Outlaw's Refuges.
This is something you see with Skyrim modding. You build a scene with objects, and then you simplify it for rendering. You essentially "group" your objects into one object, which enormously simplifies what you have to render. It works great with clutter that's non-interactable because now the server/client only has to render whatever is visible. All the nonvisible parts that may be buried in other objects no longer have to be rendered.
That's something players can't do yet. We can group objects for movement purposes, but we can't group, say, a shelf full of items into one single item. The server/client have to render each item discretely. If you make your own basket of yarn, each yarn ball has to be rendered individually including the parts no one can see.
In other words, ZOS developers almost certainly don't use the vanilla housing interface as the be all, end all of decorating the interior of their DLC buildings. That would be impractical, at best. They've almost certainly got better tools that let them create scenes from items and then simplify it enormously so only the visible portions have to be rendered.
This is one reason I want ZOS to release more "pre-grouped" items because they've got the tools to do it. Its the most effective way to create large conglomerations of items with minimal performance impacts.
If the limitations are real then the cold hard fact is that they are cashing in on their communities hopes for a furnishing slot increase. Players continue to buy these mega-mansions on the hope that eventually ZOS does something about the limitations. But this post is telling us that this is not going to happen.
Yeah, but I'm pretty sure that many more people just don't buy those giant mansions because of slot limitations. They're pretty expensive, and buying a $100 digital item that you can maybe use some time in the future is stupid.
Then again, Star Citizen is a thing so I guess there's audience for this kind of stuff.
Nomadic_Atmoran wrote: »LadyNalcarya wrote: »Nomadic_Atmoran wrote: »VaranisArano wrote: »Nomadic_Atmoran wrote: »What makes no sense is this excuse that they can not increase the item limit yet continue to release these overly large homes that players can not imagine to fully furnish under the current limits. So either there is a hypocritical approach here in regards to housing where its okay to sell us mega-mansions even though we cant possibly furnish it. Or its an intentional limitation with the hope of creating an artificial demand for larger limits so they can sell it at top dollar in the future.
I don't buy for one moment that they are limited by as much as they claim. The fact that players are given a sizeable difference in limitations based on their monetary involvement in the game is a pretty good indication that they aren't being completely honest with us. But if you want to see prime examples of the game showing off the ability to host a large number of furnishing being rendered go look at Scarp Keep or the Thieves Den. The Thieves Den alone has well over 100 items laying about in the first area you enter in if you were to take the entrance from outside the city.
The argument that the limitation is to maintain stability may be true at a certain value. But we are no where near that point if we look closely at instanced areas that ZOS has gladly shown off as examples of how much filler you can pack into.
Something to consider is that the furnishings ZOS uses as filler for scenes or buildings likely aren't the exact same as players do. This doesn't excuse the hypocrisy of Housing loading screens, but may help explain the normal buildings like Outlaw's Refuges.
This is something you see with Skyrim modding. You build a scene with objects, and then you simplify it for rendering. You essentially "group" your objects into one object, which enormously simplifies what you have to render. It works great with clutter that's non-interactable because now the server/client only has to render whatever is visible. All the nonvisible parts that may be buried in other objects no longer have to be rendered.
That's something players can't do yet. We can group objects for movement purposes, but we can't group, say, a shelf full of items into one single item. The server/client have to render each item discretely. If you make your own basket of yarn, each yarn ball has to be rendered individually including the parts no one can see.
In other words, ZOS developers almost certainly don't use the vanilla housing interface as the be all, end all of decorating the interior of their DLC buildings. That would be impractical, at best. They've almost certainly got better tools that let them create scenes from items and then simplify it enormously so only the visible portions have to be rendered.
This is one reason I want ZOS to release more "pre-grouped" items because they've got the tools to do it. Its the most effective way to create large conglomerations of items with minimal performance impacts.
If the limitations are real then the cold hard fact is that they are cashing in on their communities hopes for a furnishing slot increase. Players continue to buy these mega-mansions on the hope that eventually ZOS does something about the limitations. But this post is telling us that this is not going to happen.
Yeah, but I'm pretty sure that many more people just don't buy those giant mansions because of slot limitations. They're pretty expensive, and buying a $100 digital item that you can maybe use some time in the future is stupid.
Then again, Star Citizen is a thing so I guess there's audience for this kind of stuff.
When is the last time that you saw a new house up for sale that was not extremely large? This isn't ZOS slamming their heads against the wall and just hoping we will take the bait. If mega-mansions weren't selling they wouldnt continue to invest resources into it. They would move to whatever was actually making a profit.
MacMurroughTheFirst wrote: »I'm glad I took the time to browse this thread, though, cause there's some great ideas here that I pray by the eight find their way into the right hands. I didn't even know I needed NPCs wandering around til I read the suggestion and now it's all I can think about!
SantieClaws wrote: »This one has another idea. Maybe she has mentioned it before?
There are presently furnished and unfurnished options for most properties.
Why not a third option where we just get the landmass? Basically the house with the house removed and obviously the empty ground covered with a suitable something so we do not fall through into a big endless empty space.
This one can think of a few places she would have additionally enjoyed purchasing if this option has been there but which she did not purchase because mostly the house was too dark inside.
Not a stay indoors sort of house cat this one ...
Yours with paws
Santie Claws
SantieClaws wrote: »This one has another idea. Maybe she has mentioned it before?
There are presently furnished and unfurnished options for most properties.
Why not a third option where we just get the landmass? Basically the house with the house removed and obviously the empty ground covered with a suitable something so we do not fall through into a big endless empty space.
This one can think of a few places she would have additionally enjoyed purchasing if this option has been there but which she did not purchase because mostly the house was too dark inside.
Not a stay indoors sort of house cat this one ...
Yours with paws
Santie Claws
SantieClaws wrote: »This one has another idea. Maybe she has mentioned it before?
There are presently furnished and unfurnished options for most properties.
Why not a third option where we just get the landmass? Basically the house with the house removed and obviously the empty ground covered with a suitable something so we do not fall through into a big endless empty space.
This one can think of a few places she would have additionally enjoyed purchasing if this option has been there but which she did not purchase because mostly the house was too dark inside.
Not a stay indoors sort of house cat this one ...
Yours with paws
Santie Claws