Fellow Adventurers,
As an old fart with previous careers in both the programming and animation arenas and even having run an animation company for almost a decade, I understand the complexities of developing player residences.
That said, ESO is the best audience for such content for a number of reasons which isn't the scope of my comments.
My thoughts are assuming this content will eventually be added and I hope to open a thread to those interested to give their advice as to the HOW it should be done.
My initial thoughts are this:
- Give the option for either static residence or sailing craft
- The size of either type of residence should be dependent only upon your coin
- Give these options to single players or groups of players (e.g., guilds)
- Give the ability to develop furniture (future trade craft specialities for woodcrafting (desk, chairs, etc.), blacksmithing (cooking pots that do special things, special cooking racks, etc. that aid provisioning), clothing (curtains, bedding, etc.)
- Provide the ability to buy and sell these homes (thus creating a new tradecraft called speculation which would give you abilities to enhance your craft by broadening your audience, geographic areas you can trade in, etc.)
- Provide the opportunity to set up neighborhoods where people of like purpose can actually do events within this neighborhood area
- Provide in-game activities that would support these neighborhood events
- Of course, the ability to put your trophies in these residences (similar to LoTRO, but with improvements of course:)
- If a sailing craft is chosen, the eventual ability to sail your craft "around the horn" or some cool event where you weather storms, etc. and get trophies for doing so
- If a sailing craft is chosen, the ability to move it from one port to another
- If a static home is chosen, the ability to upgrade and expand it so long as your lot supports the expansion (thus creating the "builder" tradecraft (similar to Age of Conan, but with improvements of course:)
- These homes should come with a monthly cost of upkeep of course that is dependent upon the size, location, etc. (costs should be monthly I feel as weekly is too often for a game of adults (mostly) that have lives outside the game)
- These repairs costs should be totally removed (if desired) by the builder using resources available to actually do the repairs and/or expansions with that trade craft
Ok, knowing what work goes into even a few of these items, I understand it would need to be phased in, but I would appreciate this thread being used only by those that want to have it and suggestions and pros/cons for discussion.
One thing that I am unsure of is how it have it interact with the game world - instancing is one approach, but I think that is limiting and this part needs further exploration because it SHOULD have some interaction with the world, just unsure of how much is appropriate.
Thoughts?
Semper Fidelis!
Old, Broken Down US Marine ...