I would wager this is the most popular housing opinion.
Maybe it is not about poly count, but data base limitations?
they have talked about it as recently as May 2024:
https://forums.elderscrollsonline.com/en/discussion/658726/follow-up-q-a-from-eso-10-year-celebration-event-community-roundtable/p1
Q: Will we ever get proper guild halls in ESO?
A: We love the idea of guild halls in ESO and recognize that our community has asked for them since the game launched. We have had many internal conversations about them over the years. The current challenge is the necessary caps. Much like the item limit caps in player housing, there is also a limit to how many characters can simultaneously be in a player home (it’s 25). As with items, these caps are in place to ensure that players on lower spec machines don’t encounter significant performance issues while in player homes.
they are unlikely to change it until they again increase hardware and software requirements for PC like they did with update 41 which increased it to Windows 10 and hardware about the same age as PS4 and XBox 1.
i am guessing that won't happen until probably something like 2027, because:
console eso anniversary is july 2025 and i doubt zos would zos would increase requirements so soon after that, same with merely a year after they just increased requirements for pc.
It's not an unpopular opinion, it's just that we know from ZOS that the reason it isn't implemented is because of performance limitations.
JiubLeRepenti wrote: »Remember Skyrim? We all thought open cities were not possible, until a modder made it in his bedroom in a few days/weeks (maybe I'm not very clear, as English isn't my mothertongue).
JiubLeRepenti wrote: »Remember Skyrim? We all thought open cities were not possible, until a modder made it in his bedroom in a few days/weeks (maybe I'm not very clear, as English isn't my mothertongue).
As far as I understand, the cities in Skyrim were closed off to conserve memory on older consoles (XBox 360 and PS3). So this wasn't a matter of technical feasibility or devs hiding behind stuff, but a deliberate choice to ensure performance on older hardware. Sounds kinda familiar
Hate to break it to ya, but it's not just consoles. There is a significantly large number of PC players on older sub-standard machines as well.JiubLeRepenti wrote: »JiubLeRepenti wrote: »Remember Skyrim? We all thought open cities were not possible, until a modder made it in his bedroom in a few days/weeks (maybe I'm not very clear, as English isn't my mothertongue).
As far as I understand, the cities in Skyrim were closed off to conserve memory on older consoles (XBox 360 and PS3). So this wasn't a matter of technical feasibility or devs hiding behind stuff, but a deliberate choice to ensure performance on older hardware. Sounds kinda familiar
I mean... PS4/Xbox One have 10 years old. I fully understand it would be penalizing for players on these machines but, on the other hand, it's kinda frustrating to see/hear the whole technical part of the game is being limited due to these consoles.
DenverRalphy wrote: »Hate to break it to ya, but it's not just consoles. There is a significantly large number of PC players on older sub-standard machines as well.JiubLeRepenti wrote: »JiubLeRepenti wrote: »Remember Skyrim? We all thought open cities were not possible, until a modder made it in his bedroom in a few days/weeks (maybe I'm not very clear, as English isn't my mothertongue).
As far as I understand, the cities in Skyrim were closed off to conserve memory on older consoles (XBox 360 and PS3). So this wasn't a matter of technical feasibility or devs hiding behind stuff, but a deliberate choice to ensure performance on older hardware. Sounds kinda familiar
I mean... PS4/Xbox One have 10 years old. I fully understand it would be penalizing for players on these machines but, on the other hand, it's kinda frustrating to see/hear the whole technical part of the game is being limited due to these consoles.
JiubLeRepenti wrote: »Remember Skyrim? We all thought open cities were not possible, until a modder made it in his bedroom in a few days/weeks (maybe I'm not very clear, as English isn't my mothertongue).
As far as I understand, the cities in Skyrim were closed off to conserve memory on older consoles (XBox 360 and PS3). So this wasn't a matter of technical feasibility or devs hiding behind stuff, but a deliberate choice to ensure performance on older hardware. Sounds kinda familiar
DenverRalphy wrote: »Hate to break it to ya, but it's not just consoles. There is a significantly large number of PC players on older sub-standard machines as well.JiubLeRepenti wrote: »JiubLeRepenti wrote: »Remember Skyrim? We all thought open cities were not possible, until a modder made it in his bedroom in a few days/weeks (maybe I'm not very clear, as English isn't my mothertongue).
As far as I understand, the cities in Skyrim were closed off to conserve memory on older consoles (XBox 360 and PS3). So this wasn't a matter of technical feasibility or devs hiding behind stuff, but a deliberate choice to ensure performance on older hardware. Sounds kinda familiar
I mean... PS4/Xbox One have 10 years old. I fully understand it would be penalizing for players on these machines but, on the other hand, it's kinda frustrating to see/hear the whole technical part of the game is being limited due to these consoles.
alternatelder wrote: »JiubLeRepenti wrote: »Remember Skyrim? We all thought open cities were not possible, until a modder made it in his bedroom in a few days/weeks (maybe I'm not very clear, as English isn't my mothertongue).
As far as I understand, the cities in Skyrim were closed off to conserve memory on older consoles (XBox 360 and PS3). So this wasn't a matter of technical feasibility or devs hiding behind stuff, but a deliberate choice to ensure performance on older hardware. Sounds kinda familiar
PS4 was new 2 years after Skyrim released on (then current) hardware. This makes no sense.
alternatelder wrote: »DenverRalphy wrote: »Hate to break it to ya, but it's not just consoles. There is a significantly large number of PC players on older sub-standard machines as well.JiubLeRepenti wrote: »JiubLeRepenti wrote: »Remember Skyrim? We all thought open cities were not possible, until a modder made it in his bedroom in a few days/weeks (maybe I'm not very clear, as English isn't my mothertongue).
As far as I understand, the cities in Skyrim were closed off to conserve memory on older consoles (XBox 360 and PS3). So this wasn't a matter of technical feasibility or devs hiding behind stuff, but a deliberate choice to ensure performance on older hardware. Sounds kinda familiar
I mean... PS4/Xbox One have 10 years old. I fully understand it would be penalizing for players on these machines but, on the other hand, it's kinda frustrating to see/hear the whole technical part of the game is being limited due to these consoles.
If I remember correctly, there was an interview where Zos basically said old gen actually isn't the reason for not having new systems, new class, etc. And that was proven because we got a new class, new skill lines and other stuff everyone claimed old gen was preventing from happening.
It's not an unpopular opinion, it's just that we know from ZOS that the reason it isn't implemented is because of performance limitations.
Please stop calling popular opinions unpopular opinions.
alternatelder wrote: »JiubLeRepenti wrote: »Remember Skyrim? We all thought open cities were not possible, until a modder made it in his bedroom in a few days/weeks (maybe I'm not very clear, as English isn't my mothertongue).
As far as I understand, the cities in Skyrim were closed off to conserve memory on older consoles (XBox 360 and PS3). So this wasn't a matter of technical feasibility or devs hiding behind stuff, but a deliberate choice to ensure performance on older hardware. Sounds kinda familiar
PS4 was new 2 years after Skyrim released on (then current) hardware. This makes no sense.
Not sure what doesn't make sense to you. I'm not talking about the PS4, but the XBox360 and PS3, which were 5-6 years old when Skyrim came out (that's why I called them "older", if that's the issue). By comparison, the PS4 and XBox One were less than 2 years old at the console release of ESO.
Who is correct, remember PS3 and 360 only had 512 MB memory including graphic memory, this was very low for pc then released.JiubLeRepenti wrote: »Remember Skyrim? We all thought open cities were not possible, until a modder made it in his bedroom in a few days/weeks (maybe I'm not very clear, as English isn't my mothertongue).
As far as I understand, the cities in Skyrim were closed off to conserve memory on older consoles (XBox 360 and PS3). So this wasn't a matter of technical feasibility or devs hiding behind stuff, but a deliberate choice to ensure performance on older hardware. Sounds kinda familiar
alternatelder wrote: »
If I remember correctly, there was an interview where Zos basically said old gen actually isn't the reason for not having new systems, new class, etc. And that was proven because we got a new class, new skill lines and other stuff everyone claimed old gen was preventing from happening.
Matt Firor: We’ll definitely do more classes. The question is when and there are some technical reasons why we can’t just keep adding new classes. We still very much support the original consoles we launched on, and they are a little more limited in memory.
Whenever you add a new class, you add massive amounts of animations and new effects, which take a lot of memory. However, we have done a lot of work over the last year and a half to refine our memory usage in the game so we freed enough memory for the Arcanist, and we’re trying to see if we can do that for the next new class. Don’t know when that will come out, but in that way, we can keep running on the old platforms.
alternatelder wrote: »
If I remember correctly, there was an interview where Zos basically said old gen actually isn't the reason for not having new systems, new class, etc. And that was proven because we got a new class, new skill lines and other stuff everyone claimed old gen was preventing from happening.Matt Firor: We’ll definitely do more classes. The question is when and there are some technical reasons why we can’t just keep adding new classes. We still very much support the original consoles we launched on, and they are a little more limited in memory.
Whenever you add a new class, you add massive amounts of animations and new effects, which take a lot of memory. However, we have done a lot of work over the last year and a half to refine our memory usage in the game so we freed enough memory for the Arcanist, and we’re trying to see if we can do that for the next new class. Don’t know when that will come out, but in that way, we can keep running on the old platforms.
they have talked about it as recently as May 2024:
https://forums.elderscrollsonline.com/en/discussion/658726/follow-up-q-a-from-eso-10-year-celebration-event-community-roundtable/p1
Q: Will we ever get proper guild halls in ESO?
A: We love the idea of guild halls in ESO and recognize that our community has asked for them since the game launched. We have had many internal conversations about them over the years. The current challenge is the necessary caps. Much like the item limit caps in player housing, there is also a limit to how many characters can simultaneously be in a player home (it’s 25). As with items, these caps are in place to ensure that players on lower spec machines don’t encounter significant performance issues while in player homes.
they are unlikely to change it until they again increase hardware and software requirements for PC like they did with update 41 which increased it to Windows 10 and hardware about the same age as PS4 and XBox 1.
i am guessing that won't happen until probably something like 2027, because:
console eso anniversary is july 2025 and i doubt zos would zos would increase requirements so soon after that, same with merely a year after they just increased requirements for pc.
People here pointing out (and supporting) the dev argument about technical limitations are completely ignoring the very valid and honestly quite staggering fact the OP brought up:
Why does a damn fork have the same budget AS A FRICKEN MOONGATE for crying out loud?
One of the OP's suggestions is quite valid IMO: Change the budget of certain items, perhaps even recode the economy (this would require more work).
For example, a new housing "currency" could be implemented over something like roomspace, size etc.
I.e. a fork would only cost you 1 of these "points" whereas a moongate requires 10 "points". Instead of having 600 item limit on your settlement, you would have a limit of 2000 "points" (or whatever you'd want to call this currency).
So go ahead and make Forkland Castle with 2000 forks if you want.... Or you could make a crazy Moongate Haven Resort and Spa with 200 Moongates.