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Well Rested Perk, Beds, and Logging Off

Tomasius
Tomasius
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It seems to me that there might be a missing opportunity with beds made only as statics and serving no function. Why bring your character home at the end of the day?

Something that I think would add to the utility of homes and, specifically, beds would be to set beds up as Furniture items which can be activated to lie the character down on them and, if logging out with character lying down on the bed, the next time the character logs in, a Well Rested Perk or buff is added (e.g. maybe more experience, and a small buff to stamina, magica and health).

It would give the user reason to bring that character home at the end of a long day toiling in the fields and deepen the broader gamut of gameplay just that little bit more...
Ex dubium scientia.
From doubt [comes] knowledge
  • derkaiserliche
    derkaiserliche
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    Yea they are still some missins opportunities in eso to make the housing more lifelike. Laying in a bed (without having to roleplay with controls) is one of them.
  • Daoin
    Daoin
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    would be nice to see this, especially the well rested perk !
  • phaneub17_ESO
    phaneub17_ESO
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    Homes should be purely cosmetic. I get there are furniture that can change your vampiric stage and instant ultimate recharge, these are speeding up actions you can normally do in the game.
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
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    Problem is some of us have custom built beds and some of us use Coffins instead of beds.
  • Tomasius
    Tomasius
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    Problem is some of us have custom built beds and some of us use Coffins instead of beds.

    Nice :+1:

    I'd never have thought about that as a problem @TX12001rwb17_ESO . The way I see it, a custom build is effectively a user item record which is separate and independent from the reference array for the base object modified by that custom build. That reference array or object reference, on the other hand, is used to call the assets for the object and it's this array which may need to be modified, not the user data stored for the object (i.e the custom build data).

    The object reference has an array element for each of the modifications which can be made by users and those point to the corresponding field in the user's ownership/build record for the object (as opposed to invoking countless trillions of object references to account for every possible customisation). This wouldn't need to be impacted or even disrupted because it would only be necessary to take the same base object reference page, such as the one for the bed you modified, and simply add a field to include an activation box - if there isn't already a checkbox for that. That's it, so far as modifying the base object is concerned. From there, only the activation box would need to be scripted to invoke the appropriate options and the correct mounting and dismounting animations - when rendered in a player-character house.

    This wouldn't impact your modifications because the changes to the object reference don't alter the data stored for your customisation or any data structure employed for storing user data; provided null-value checks are employed (i.e. one line of code which ignores a field if it's empty or null).

    So I think it'd be rather easy to implement using the existing game assets and design tools - without having to make alterations to user data structures or disrupt user customisation.
    Ex dubium scientia.
    From doubt [comes] knowledge
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