Hello, I am writing a post here today on a rework on what housing should look like in ESO, after a overhaul (design pass) of the system.Sizes
Land plots will now be broken into 3 sizes. Small Land Plot, Medium Land Plot, Large Land Plot. Each size will be broken into their own bracket cost, and each size will have a preset amount of
room that will be consistent across all of that category size. This means in some small land plots you will have 20x20sq area to work with but all plots of a small size will all be 20x20. Terrain, Water, and so forth may differ slightly, but always in the end the buildable space will be 20x20 (or what ever size is elected for each category size).Land
First houses will no longer be pre-constructed buildings (models), now they will consist of land-plots, with various sizes. All tree's, shrubs, bushes, and so forth will be removed and nothing will
remain on the plot of land out side of the terrain, water, and natural barriers (mountains, border walls etc).Construction
A new tool will be build in game which will work similar to the add-on "essential guild tools" Enabling the rotation of objects on x,y,z axis as well as raising or lowering it (aka pushing or pulling).
In additional this a set of "sections" will be set to select things from these. Players will construct houses using "models" and then will be able to select a target model and then select acceptable textures that fit that model. The art team can set it up so that "walls" may have the same "models (ie molding on the walls, etc) and enable various types of textures (graphics) to fit on that wall model. This will enable players to literally build any house with their desired shape, various types of walls to go with that, and then various types of textures to apply to t hat. So i could use the same "model" design for a wall but different textures like this.
It should be noted that walls will have to have 1 model per a style for the east-west direction, and connector points for the corners. In theory if done right this will require 2, or 4 pieces to a houses walls. This depends on if you wish to work into the system non-square related walls, for example corner pieces which will then require up to 4 pieces for a circle structure.
Floors, and roof styles can be applied from there.
From here Players will buid these houses with walls, and floors with objects we will label "simi-permanent" materials. Meaning they will last until deleted / restored. Some work can be done later to help influence shading for these objects to help graphical looks later.Doodads
these are things like chairs, tables, plants, tree's etc and will be placed and moved/edited accordingly to how they are now.Lighting
This one is a little tricky as i do not understand how the current engine handles its lightning. In most cases a "light" is dropped that applies an ambient lightsource to the scene (the map you loaded). This single light source should remain constant and we should be able to cycle night and day in the scene, but we can also enable additional lights to help influence the land plot.Weather
Depending on the engine it may also be able to apply some "weather" effects to the land plot, like snow on the ground (by texture swapping) and falling (animations), which can be added as a new sub-section on the store and sold accordingly for crowns only.Marketing
Houses will be priced accordingly to each plot of land. 2,500 Crowns, or 500,000 gold, 5,000 crowns, or 1 million gold, and 10,000 crowns, or 2 million gold. In addition to this the crown store will now be expanded to have other sub-categories for "Housing". These will be "animations", "walls", "textures", "doodads", "lighting", "special effects", and "furniture".
Each sub section will now include various things in it which will be sold specifically by crowns in the store, and all current objects in games (lighting, furniture, etc) will be converted into a crown value in the store (in most cases these will be bundled with current and new assets).
Additionally, once this tool is build with another patch we can introduce the same system building for guilds and a guild hall further expanding the store and ultimately the income for the game (which leads to more goodies for us players).