Ravensilver wrote: »I have decided *not* to buy the Thieves' Oasis.
Which is a pity, because I really like the fact that it's one of the newer houses that a) isn't moldy, b) isn't falling down and c) isn't so dark as to give anyone using it instant depressions. Yes, the constant sandstorms, which go *through* walls and other items (including items that you place, once you own the thing) are also a factor. They get on my nerves, but they do that in Twin Arches, too.
Let's face it, ESO is not in the investment phase of its life cycle. ESO is in the return of investment phase. I don't expect ZOS to invest something into systems that will not give an equivalent return in the nearest future. Since ZOS has stated that increasing furniture limits is not an option then it is not expected to give considerable enough return.Ravensilver wrote: »Why is ZOS incapable of upgrading their servers? Why does it not invest in the infrastructure needed to keep their customers happy?
ZOS can do other things though. For example, ZOS can change sizes of the new and maybe even existing houses: rename small houses to medium, medium houses to large houses, large houses to manors with appropriate changes of limits.
Another change can be done only with new houses, but I will explain it taking Thieves' Oasis as an example. This change is dividing houses into different instances with independent limits. Thieves' Oasis has outdoors and two interiors. Such layout can be done as three different instances with three different limits. The is likely a drawback that the these three parts should be bought one by one as three different houses. So, instead of 13 000 for the current whole big house there will be 5 000 for exterior, 4 000 for one interior and 4 000 for another (I am keeping the resulting cost but there is no way to know is it the same or not for the new house that is sold separately and not as a whole).
I think they are trying to keep customers happy when they can do it without new investments. I guess there is no point now to expect something more than new houses and maybe a little tweak to the existing system that doesn't require a lot of work.Ravensilver wrote: »Yes, I can see that. However, just how much ROI is ESO going to bring, if people start dropping out or no longer investing in expensive houses (which can only be bought with crowns...)? I'd think it would be in ZOS's interest to keep their customers happy (happier?), just to make sure that ESO *continues* to bring in money... no?
And that is the thing we can realistically get if we continue to ask or a the very least we'll get an answer why not.Ravensilver wrote: »Gods... I don't know *how* often these changes, especially the variant with the different instances, have been suggested to ZOS. In this thread alone there must be several posts (I know they're there, because one of them is mine... ^^;;) that suggested that. The Lunar Hall would have been the *perfect* house for a trial run of exactly that - three, or rather four, parts of a house, three of which are *only* accessable through a glorified wayshrine. Divide them up, give each part a 700 slot limit and people would have been *ecstatic*!
Yes, communication is struggling,I can agree on that. There is a chance they are working on some suggestions that will be implemented on Greymoor chapter or autumn zone DLC.Ravensilver wrote: »My biggest beef with ZOS is the fact that they are not in communication with us. There is no dialogue. Devs like Cullen Lee simply drop a 'we don't have the capacity and we don't feel like doing anything about it, but keep posting meaningless feedback so that you feel like you're being listened to' posts in the forum and then disappear. *This* really gets me angry, because that's *not* the way to treat customers. Perhaps it's because I *do* work in a field where good customer relations are essential to success, so it bothers me more than others. So... there it is...
people need to stop blaming consoles for furnishing limits. if your house glitched to high wrothgar on account of how many furnishings you have, you'd moan about that. so just because there's a limit to stop problems, doesnt mean it's console's fault.
Maybe just reign In the size of these homes a little bit if you absolutely can’t increase the item cap.
Why are you guys still pretending the limit is for performance issues? This has been proven to be untrue over and over again.
VanIliriagon wrote: »In my opinion, the housing system should include the following ideas (some are mine, some aren't but none of those exist at the moment) :
- Ultimate attunable stations (like the ones someone described it in this thread) ;
- The possibility for each house owner to decide if he/she prefers having a high furniture limit with a low person capacity or the opposite (and set it manually by choosing one amongst several proposed limits of person/furniture) ;
- A guildhouse system (which would mean the possibility for certain guilds [regarding their players' number] to buy one from different house sizes [medium to gargantuan sizes] with higher limits of furnitures/persons than for normal houses and the possibility to upgrade it by purchasing some size extensions) ;
- The possibility to create your own house (with the ability to choose amongst a big list of propositions of what you want to build on your left/right/rear wing, if you want several floors etc...) ;
- A better customization system, which would mean fully modular houses (the possibility to unlock size extensions [therefore adding more rooms and upgrading the furniture limit], the possibility to choose if you want a specific room on the right or left side, etc...) ;
- Adding already programmed setups like potion rooms (which would contain empty cabinets, vials, flower/mushroom pots that you could fill), torture rooms (darker ambiance, blood on the floor/walls, cages...), bedding rooms (colourful ambience, more windows...), etc... ;
- Adding some housing quests which would give you the opportunity to find some praxis, blueprints, etc... and upgrading the drop rates (which are kinda really low for epic blueprints/patterns/diagrams...) ;
- The possibility to alter the crafting stations appearance by unlocking (quests/buying) different styles ;
- Improving the overall lighting (too many chandeliers/sconces produce a crappy and weak light and it's annoying to be forced to add lots of lights just to be able to see a little in your house) ;
- Adding some furnitures as ponds, pools, aquariums, wayshrines and the possibility to exhibit mannequins in armour/costumes could boost the players' motivation for the housing system ;
- Adding the "merging items" functionality (therefore reducing the number of used furnitures to a single one for all the items merged together)
I know it takes a loooooong time to program those ideas and make them come true but it would add a lot to the actual housing system and would probably motivate a lot of persons if they were added in the game.
Scion_of_Yggdrasil wrote: »Oh, no... no.. NOOOOOOOO! I am finally getting my Alinor Townhouse where I want it and am approaching the item cap (just 50 more items before capacity, and have already began removing here and there to compensate for here and there...).
Scion_of_Yggdrasil wrote: »Oh, no... no.. NOOOOOOOO! I am finally getting my Alinor Townhouse where I want it and am approaching the item cap (just 50 more items before capacity, and have already began removing here and there to compensate for here and there...).
Wait until you get 700 items in your garden and haven't even touched the inside of your house (or vice versa). Happens all the time. And so pointless since you are zoning into a completely new instance. They should give you a 700 item limit per instance in your house, since they do not overlap or affect the data in the other instance.
I could understand a 700 item limit for each "mini zone" in your home, but 700 items for all the instances in your house (some have 1, some 2, some 3, some more) is just an arbitrary number they came up with and are not budging on, for whatever reason. And it's strange, because they are leaving so much profit on the table if people would be able to buy triple the crown store items so they can populate each zone in their home with furnishings. But I guess all we get is the "Oh no, it's bad for performance to have more than 200 items in a small home zone, but ok to have 700 in a similar sized instance in your manor home...."
Yeah, I don't get it either.
Ravensilver wrote: »I have decided *not* to buy the Thieves' Oasis.
Which is a pity, because I really like the fact that it's one of the newer houses that a) isn't moldy, b) isn't falling down and c) isn't so dark as to give anyone using it instant depressions. Yes, the constant sandstorms, which go *through* walls and other items (including items that you place, once you own the thing) are also a factor. They get on my nerves, but they do that in Twin Arches, too.
That's exactly why I won't buy it. Shame they can't make a toggle for the blowing sand, especially when trying to place items.
goddess2015 wrote: »I went ahead and bought it...the sandstorms are not constant, they come and go just like rain and snow in my other houses. Also, I have never noticed them affecting the inside of my buildings. Maybe they have changed it some?
goddess2015 wrote: »I went ahead and bought it...the sandstorms are not constant, they come and go just like rain and snow in my other houses. Also, I have never noticed them affecting the inside of my buildings. Maybe they have changed it some?
Yes, they do come and go, but if you are sitting at your computer or console waiting for 15 minutes until the storm stops to take a clear screenshot or line up something perfectly without the vision obscuring sand, it's quite annoying and totally unnecessary (if we could turn it off.)
And yes, the sand doesn't blow inside the buildings that come with the house and are a different instance, but many of us like to add and decorate our own buildings as well. And the sandstorms blow right through our custom homes and structures as if they weren't even there. Very disheartening, considering that they don't care enough about our creations or immersion to modify the circumstances. Imagine inviting your friends or guildmates over to sit down and have a meal with you in your temple you spent many hours building, only to have sand come blowing through the solid walls and all over your food, yet somehow the candle flames remain still..... yes, a little RPing going on there, but just imagine a similar scenario, if you will.
It doesn't have to be that way, and would not take much to fix. Just add a /sandoff /sandon toggle, and it's never a problem again.