Look at all the love here.
Back to the topic at hand... I think the portal idea for guild halls would be pretty cool. I actually think the idea of using the Daedric Realms could provide some interesting community building/creating concepts.
What if... now... stay with me on this…
We eventually gain access a plane of oblivion that is NOT associated with a Daedra (that we know of). Your "plot of land" is randomly paired with other random plots of land so that whenever you visit your home you are randomly paired with other faction players that are currently online. When a character goes offline, their home disappears from this land. If you have friends that are online (and are the same faction), and their neighborhood has room, you will automatically be placed in a neighborhood with that friend. This is done randomly when you log on so there may be security concerns… more on that later.
Taking this further:
When a player buys the ability to travel to their home, they receive a scroll that they must “use” to open a portal to their home. This will allow a player to own multiple homes if they so desire and choose which home they visit. These portals will dump the player at their home, but to return to Tamriel players will need to access the Neighborhood’s portal, which will dump players out at any discovered Wayshrine.
Each neighborhood will be situated around a central portal which plays a pivotal roll in building lasting neighborhoods.
Each plot of land has a Brazier with a Sigil Stone anchoring it to the plane. Braziers can be moved around the plot of land but cannot be removed. Players can, at any time, take their Sigil Stone from their plot and place it in the neighborhood portal’s base. This will lock the player’s plot of land to that specific instance. Any unclaimed plots will continue to be filled with friends of players that are locked into that neighborhood instance or, if friends are unavailable, random players. It might even be a good idea for the maximum number of locked plots of land to be less than the total number of plots in a neighborhood so there will always be the dynamic of there being random neighbors.
When a Sigil Stone is kept in a Brazier, players are able to access the Stone to move their plot of land to any online friend that is in a neighborhood that has the room or to “roll the dice” to be reinserted into another random spot in a random faction neighborhood. The Sigil Stone should also include the option for players to move their plot of land to an empty Neighborhood that will not begin to be filled with random players for a set period of time, this would allow players and their friends some time to gather their homes together.
The faction of the player that initiates the neighborhood instance becomes the default faction for the neighborhood, but this faction assignment only determines the random assigning of plots to the neighborhood. Anyone who chooses the option to manually move their plot of land to a friend’s neighborhood is not limited to moving to a neighborhood of their faction.
Odds and ends:
As stated before, these plots of land will exist only while the player is online. This will leave it open to the possibility of thieving and a little bit of B&E action that can factor into the upcoming Justice System. Players should be able to add locks, security & traps to their homes to deter would-be thieves.
Guilds of a certain size should be able to create neighborhoods with a large plot of land reserved for the Guild Hall. These Guilds should have their own Brazier where they collect the Sigil Stones of their members, locking the member’s land to the neighborhood surrounding the guild hall. Guild Neighborhoods shouldn’t have any random assignments and should only be filled by members invited into the neighborhood by guild officials.
Multiple Plots of land could be bought by one player and the Sigil Stones from each plot of land could be combined together into one sigil stone to allow the player to link multiple plots of land together. By doing this, one player could have a home, a small farm, a workshop, etc. etc. This could open up this neighborhood concept to allow greater functionality, creating services and jobs within the neighborhood.
These neighborhoods could be a place for open PvP to exist. Players could, through their Sigil Stone, set their plot of land to be PvP. Players in these PvP neighborhoods are open to attack others or to be attacked by others. Allowing players the ability to add siege weapons could enhance the neighborhood PvP. The Sigil Stones could be used to create a sort of capture-the-flag/king-of-the-hill gameplay to where a player that has their Sigil Stone stolen while in a PvP Neighborhood has a limited amount of time to take back their Sigil Stone until their plot of land gets kicked from the neighborhood. PvP neighborhoods shouldn’t be able to be anchored to.
PvP and non-PvP neighborhoods SHOULD be open to random Daedric attacks… you know… for fun.
Thoughts?
MornaBaine wrote: »I think it would be a really awesome OPTION. However, I know that, for myself, I want my Breton characters to actually live in Rivenspire and my Red Guard characters to actually live in Aliki'r. I can see the appeal of an evil wizard type character living in some sort of Oblivion pocket or maybe just mages in general might find it appealing but it just wouldn't be my thing. I do think some of your other ideas would work very well even with a more "traditional" housing system. And I would LOVE to be able to have housing located in Eyevea!
I should have included that I think housing should first and foremost be offered at pre-existing Homes in each city that is instanced to each player. I would personally prefer this....I want to live IN Tamriel. I was just trying to expand on the original concept with my ideas. Outlining how a robust Guildhall could be part of a larger Neighborhood concept.
diabeticDemon18 wrote: »That all sounds cool and very lore friendly, which I love. The only thing, though, is that I wish to live in... let's say Auridon (I like the landscape or something)... why can't shouldn't I be able to have an isolated house there? Even then, it doesn't have to be isolated. They could simply add another "city" somewhere into the map that has a fence all the way around it, as to not being able to get in other than through the gate. The gate then instances the entire village/neighborhood that you live in, that way you can still have the neighborhood idea but not have to live in oblivion? What do you guys think of that?
robertgraberub17_ESO wrote: »Would like to have player housing in all cities, towns even villages. All pre-made with sizes ranging from rooms to guild halls with limited numbers i.e. a small village may have 1 house and a couple of rooms at the inn. We'd need strict rules concerning lapsed players / owed rent - In the Justice system the landlord could hire a few heavy's to get their owed coin!
Choice to have vendor in your house with maybe an advertisement board in major cities (not pricing but info to entice customers).
Maybe tie this in to a merchant skill line and of course the chance of stealing from the house / store with the justice system (pay the local guards to be more vigilant around your house or maybe a payment to the local thieves guild?) I guess limiting what can be stolen to stop rage quitting??
The sizing of rooms at the inn, to guild halls sounds good, however I do not like that your are dictating who gets what here. Just because someone is a casual player should not limit access.
Vendor in your own "house" would take away from immersion.
Access should be player phased so as to not worry about thievery at all...
diabeticDemon18 wrote: »That all sounds cool and very lore friendly, which I love. The only thing, though, is that I wish to live in... let's say Auridon (I like the landscape or something)... why can't shouldn't I be able to have an isolated house there? Even then, it doesn't have to be isolated. They could simply add another "city" somewhere into the map that has a fence all the way around it, as to not being able to get in other than through the gate. The gate then instances the entire village/neighborhood that you live in, that way you can still have the neighborhood idea but not have to live in oblivion? What do you guys think of that?
The problem with adding cities in the world is that those cities don't exist in any of the other TES games... I'm sure there are other cities in ESO that don't exist in any other game but many of them do. If there is a huge high-walled neighborhood in the middle of the province of Skyrim in ESO with a huge guild hall... but that cityscape is no where to be seen in the game TES V: Skyrim, there is a disconnect there that Bethesda might not like.
Tamriel is THEIR world.... we're just playing in it. I'm sure they would like it as un-scathed as possible.
I do think, however, the idea of high city walls is a good way to "separate" the city from the world. While structurally, it's the same concept as placing the city in a pocket dimension, it makes the whole thing more friendly and open. How would you suggest we form the neighborhood? like, what decides who's in your neighborhood?
Even though I think it would be cool and would have its own advantages, I'm not particularly fond of the idea of randomly dynamic neighborhoods... would each player be able to create their own neighborhood and invite others to join? I think this might lead to a good deal of very empty instanced cities where one or two players get together to make their city and never invite anyone else to join.
Would we have to be part of a guild in order to be in a city? It might make sense to set it up so that if we want an individual house we can get one by buying it in a pre-made city, or an instanced plot of land in some clearing somewhere that isn't accessible by anyone but the player and those the player invites. We could also choose to be in a neighborhood if we join a guild and all player neighborhoods are "owned" by guilds. I quite like that possibility.... it would definitely foster community and encourage guild-membership!
OH! THEN guilds could bid and PAY to be the "accessible" guild city for passer-bys much in the same way they bid and pay to be in the guild stores today... I like that... I like that a lot.
Well been there done that in Age of Conan you basic build a guild city where you could craft and be bonus and even fight other guilds in pvp zone to take over there pvp city the have both a pvp and pve city you could build in that game.
Sound cool right but it was just one big problem no one hardly use the guild city once it was build so it was real waste of time and resource you need to farm.
Even if a guild city should cool on paper in longer run it will just be a waste of time for most people will not use them for most of time people will be out in world do other thing so basically it will be empty most of time beside NPC ofc.
But a player house will work better i think or maybe do as WoW have done with there garrison but i don't know but the should not do playerhouse like have done in SWTOR it is just place where you can show off thing for other player no real use for it.
Well been there done that in Age of Conan you basic build a guild city where you could craft and be bonus and even fight other guilds in pvp zone to take over there pvp city the have both a pvp and pve city you could build in that game.
Sound cool right but it was just one big problem no one hardly use the guild city once it was build so it was real waste of time and resource you need to farm.
Even if a guild city should cool on paper in longer run it will just be a waste of time for most people will not use them for most of time people will be out in world do other thing so basically it will be empty most of time beside NPC ofc.
But a player house will work better i think or maybe do as WoW have done with there garrison but i don't know but the should not do playerhouse like have done in SWTOR it is just place where you can show off thing for other player no real use for it.
Player housing can easily be implemented in the Inn's & taverns of the racial cities, however, guild cities must be in a neutral location.
diabeticDemon18 wrote: »Player housing can easily be implemented in the Inn's & taverns of the racial cities, however, guild cities must be in a neutral location.
True, but I don't want a cookie cutter house. If I get player housing, I would like it to be at least somewhat customizable. A simple new skill tree called Construction under the "Crafting" Category would suffice. In there you could have traits such as:
- "Framing Proficiency" which allows you to use less and better wood to create rooms
- "Carpentry" which allows you to make newer and more intricate furniture
- "Industrialization" which allows you to use some metals for creating walls and other things
- "Fabrication" which allows for making metal housing utilities (ie. a stove)
- "Architecture" which allows you to make new types of rooms
- "Engineering Prowess" which allows you to learn better blueprints
That way your character doesn't just know how to make a stove, he has to see a blueprint and read it to learn it. Much like recipes! Does anyone else have ideas on what the passives should be when it comes to this category???
SteveCampsOut wrote: »diabeticDemon18 wrote: »Player housing can easily be implemented in the Inn's & taverns of the racial cities, however, guild cities must be in a neutral location.
True, but I don't want a cookie cutter house. If I get player housing, I would like it to be at least somewhat customizable. A simple new skill tree called Construction under the "Crafting" Category would suffice. In there you could have traits such as:
- "Framing Proficiency" which allows you to use less and better wood to create rooms
- "Carpentry" which allows you to make newer and more intricate furniture
- "Industrialization" which allows you to use some metals for creating walls and other things
- "Fabrication" which allows for making metal housing utilities (ie. a stove)
- "Architecture" which allows you to make new types of rooms
- "Engineering Prowess" which allows you to learn better blueprints
That way your character doesn't just know how to make a stove, he has to see a blueprint and read it to learn it. Much like recipes! Does anyone else have ideas on what the passives should be when it comes to this category???
Green Thumb for those houses made from giant trees and mushrooms!
Green Thumb for those houses made from giant trees and mushrooms!
phreatophile wrote: »Green Thumb for those houses made from giant trees and mushrooms!
Oh hell ya! I want a Telvanni mushroom house and a levitate spell to rise up the inside of the stalk.
I love the idea of using motifs for architecture and discovering different blueprints. You could find a blueprint that can be used to create a fort and/or a cave home and/or a stone tower and/or a cabin.
diabeticDemon18 wrote: »Player housing can easily be implemented in the Inn's & taverns of the racial cities, however, guild cities must be in a neutral location.
True, but I don't want a cookie cutter house. If I get player housing, I would like it to be at least somewhat customizable. A simple new skill tree called Construction under the "Crafting" Category would suffice. In there you could have traits such as:
- "Framing Proficiency" which allows you to use less and better wood to create rooms
- "Carpentry" which allows you to make newer and more intricate furniture
- "Industrialization" which allows you to use some metals for creating walls and other things
- "Fabrication" which allows for making metal housing utilities (ie. a stove)
- "Architecture" which allows you to make new types of rooms
- "Engineering Prowess" which allows you to learn better blueprints
That way your character doesn't just know how to make a stove, he has to see a blueprint and read it to learn it. Much like recipes! Does anyone else have ideas on what the passives should be when it comes to this category???
eric22santiago_ESO wrote: »I have tried to read as much of everyone's posts I could but I just don't have the time so forgive me if I repeat anything anyone else has said. This is just my take on housing/guild housing. First let's start off with the base of this concept;
For any and all of this content I like the idea of non-instanced plots of land. IF the player base is really THAT huge that there is just not enough land to house everything individually then yes implement instanced housing but that would subtract from the immersion. Other games HAVE done this successfully.
Guildhalls and player housing would require a player(s) to obtain a plot of land to officially start building their structure on. This 'lease of land' could be bought from vendors located in various cities surrounding the locale of the plot of land. These vendors could also be who you pay for an upkeep of the lease.
Both would require crafters to build the entirety of the structures from the wood to the cement to the cloth and leather to the enchanted lighting, or natural lighting, that fills the place. Guildhalls would obviously require MUCH more time and materials to create than player housing. Guidhall motifs could dictate the style of guildhalls and could be found in harder content such as trials and could also be traded and sold. Player housing motifs could be found in smaller group content and sold as well. This would also create a time-sink for furniture to be made. Lots and lots of different furniture for crafters to sink there grubby little paws into. For both guildhalls AND player housing!
GUILDHALLS, once built, will need a reason for players to USE the structure or it will be a gigantic waste of resources and space. Guilds could place multiple crafting stations throughout with land to plant crops, trees, gardens, and have access to either caves nearby or cellarways to an underground area where they could mine materials. Also in these caves/undergrounds along with other areas around the hall they could add in portals to fast travel to areas such as cities/dungeons/trials/Cyrodil/etc. they have either cleared or been to. Upon clearing certain content (bosses, trials, crazy crafting writs, etc) guilds could obtain artifacts or trophies to place in their halls that buff their guildies. Guildhalls could contain guild banks which would allow the removal of guild banks found already in Tamriel's cities. Training grounds with dummies and targets and what-not for players to practice their skills and work on areas such as DPS and tanking could be found here. Guildhalls could hire merchants and vendors for various necessities. All of this will not detract from any of said stuff found in towns because not every player will be part of a guild and not even all guild members would strictly use these guildhall facilities. AND once built, if said guild wanted to say move to a new area, purchase a new plot of land and start building a new and improved guildhall they could leave the old hall for someone else to move into.
PLAYER HOUSING would be mainly a smaller version of these guildhalls without a lot of the bells and whistles but with their own charm. With one huge difference POSSIBLY Allow player housing to be made without the requirement of crafters. Maybe allow the player to build their house strictly by an NPC vendor to which they can assemble the structure themselves. Player housing could have the option of being built by crafters or by a vendor NPC. OR restrict the creation of ALL housing to crafters and use the profession called 'Construction' mentioned in surrounding posts. Only allow one or two crafting stations along with a cooking fire, maybe one portal to certain cities or something, and a small garden. Guildhalls are not meant for players personal lives so players homes are where you can find their personal storage, their wardrobes, their pets, (although guildhalls could potentially contain larger 'pets') their beds which give sleeping bonuses/buffs, special food and drink could be made specifically at home to give unique buffs and benefits, etc.
Developers of these games NEED to create time-sinks for their player base. It's a must! With what has been stated within this post crafters would now have a LOT more to do. Woodworkers could now make support beams, flooring, roofing, doors, tables, chairs, target practice dummies, etc. Blacksmiths could now make walls, foundations, stone roofing?, furniture, cutlery, utensils, etc. Clothiers could make rugs, bedding, furniture, decorations, target practice dummies, etc. Enchanters could add magical charm to a home or hall such as magical lighting, magical decorations, magical toys for players to interact with, etc. Provisioners and alchemists could again have unique recipes that can only be prepared at a player's home or guildhall.
Much more could be done but I'd love to see some of this implemented.
edit. Made a few small changes concerning the idea of the new profession called 'construction' mentioned in surrounding posts by a fellow player whose name I believe is 'diabeticDemon18'. Also fixed a few grammatical errors.
eric22santiago_ESO wrote: »snip
For any and all of this content I like the idea of non-instanced plots of land. IF the player base is really THAT huge that there is just not enough land to house everything individually then yes implement instanced housing but that would subtract from the immersion. Other games HAVE done this successfully.
Guildhalls and player housing would require a player(s) to obtain a plot of land to officially start building their structure on. This 'lease of land' could be bought from vendors located in various cities surrounding the locale of the plot of land. These vendors could also be who you pay for an upkeep of the lease.
Both would require crafters to build the entirety of the structures from the wood to the cement to the cloth and leather to the enchanted lighting, or natural lighting, that fills the place. Guildhalls would obviously require MUCH more time and materials to create than player housing. Guidhall motifs could dictate the style of guildhalls and could be found in harder content such as trials and could also be traded and sold. Player housing motifs could be found in smaller group content and sold as well. This would also create a time-sink for furniture to be made. Lots and lots of different furniture for crafters to sink there grubby little paws into. For both guildhalls AND player housing!
snip
eric22santiago_ESO wrote: »diabeticDemon18 wrote: »Player housing can easily be implemented in the Inn's & taverns of the racial cities, however, guild cities must be in a neutral location.
True, but I don't want a cookie cutter house. If I get player housing, I would like it to be at least somewhat customizable. A simple new skill tree called Construction under the "Crafting" Category would suffice. In there you could have traits such as:
- "Framing Proficiency" which allows you to use less and better wood to create rooms
- "Carpentry" which allows you to make newer and more intricate furniture
- "Industrialization" which allows you to use some metals for creating walls and other things
- "Fabrication" which allows for making metal housing utilities (ie. a stove)
- "Architecture" which allows you to make new types of rooms
- "Engineering Prowess" which allows you to learn better blueprints
That way your character doesn't just know how to make a stove, he has to see a blueprint and read it to learn it. Much like recipes! Does anyone else have ideas on what the passives should be when it comes to this category???
This isn't a bad idea but I'd like to see the other crafting skills used to create the materials needed for the structure. THEN this new 'Construction' profession could utilize all the material and create the building. The same way we have combat groups of 4 to crawl through dungeons we could have crafting groups of say 7 to build homes and guildhalls and/or structures. Could require 2 woodworker, 2 blacksmith, 2 enchanter, and 1 constructor to group at the same time to build the home or structure over a certain period of time.
NEW profession: Construction
[*] "Leadership" ability to lead more crafters successfully 0/3 2,4,6 crafters grouped
[*] "Landscaping" ability to add gardens, crops, trees, caves/mines 0/3 1,2,4 harvest zones
[*] "Industrialization" ability to construct crafting stations 0/3 2,4,6 crafting stations allowed
[*] "Fabrication" constructs utilities and miscellaneous 0/3 2,4,6 misc zones (ie. guild/player bank/storage, fast travel portals, wardrobe, training dummies/targets/grounds, etc)
[*] "Architecture" allows you to build bigger structures 0/3 small, medium, large structure
Using this new Construction class along with other crafters GROUPED to create structures using ideas such as my previous post or with ideas as others have thought of would be an awesome game mechanic and a great way for players to spend their time!
MornaBaine wrote: »
I like these ideas a lot. However, I don't think banks, merchants and crafting stations should be in guild cities because then that reduces the reasons for people to go to the town hubs and cities become ghost towns. I don't want to see that. Guild cities/halls need to offer things that are NOT already available in towns. I like the idea of training dummies, especially if they give you a breakdown by the numbers on the damage you do...bonus if you can "equip" them with various armors to see how that changes things. I also really like the idea of guildcities having arenas where you can actually PvP against your guildmates for training purposes. Plus it would give you the ability to hold tournaments which would be fantastic!
I like the idea of building on your own plot of land and creating your home from scratch but I've tried this in 2 different games - SWG and Mortal Online. In SWG you could build pretty much anywhere outside of an existing city and you ended up with swathes of ghost towns.
In Mortal Online the number of available plots were limited meaning newcomers found it hard to find a plot for their house.
The level of detail needed to craft in these games was incredible
If there could be a middle ground between the 2 I would love to have a builder skill set and gather for & build a house when I really don't want to quest