hydrocynus wrote: »If i understand correctly the crafters should love this. They get to put (as an example) Julianos clothing crafting station in their house and right next to it twice born star etc etc. It will make their traveling a lot less.
That is how I understood it but could be wrong.
I'm going to buy one purely for a DPS dummy.
Think my guild will buy a manor. Not sure what we'll do with it though. Duels I guess?
For guild we are thinking crafting will be handy. We have several nine trait crafters but a couple of them have most of the motifs so we are thinking set up the crafting for them.
Wolfchild07 wrote: »Yes, you can attune sets out in the world to the ones in your house.
Wolfchild07 wrote: »Yes, you can attune sets out in the world to the ones in your house.
So I can have say 4 smithies, 4 woodworker tables and 4 clothier tables and choose which sets I want to able to craft easily?
Why would you have a house if it DOESN'T add to storage space?Is the issue that people just want more storage space? I think this is a separate issue to housing. If people were intending to buy houses solely to upgrade their inventory space then it undermines the whole purpose of player houses as increases to bank space or riding capacity could provide the same functionality.
CosmicSoul wrote: »I see... Thanks for the answers!
I guess I won't be buying any for while... (Till it gets more interactions at least)
Would be fun for while decoring it but after I'm done doing it would be really boring since I wouldn't be able to interact with most objects in the house, it still far from skyrim housing... About crating, well, there are houndreds in tamriel, I can just tp to one easily, I'm not going to spend crowns only for that ^^
Why not just get a decent home for crafting stations and instead of having to use a waypoint you will be able to just travel to your home, your saving yourself tons of time considering houses are account bound, who knows they may even let you have a bank area as well in the near future.
Some limits on the functionality:
A.) acquiring attunement stations, a crafting dummy, and an assortment of higher quality housing stuff will be somewhat tedious and expensive. To acquire, you need to get X amount of writ vouchers, which we don't know yet because the cost is set to 1 voucher for everything in the pts. To get a voucher, you'll need to do about 20 normal writs and spend a little money getting motif pages to increase your odds of getting a master writ. In the master writ, you will be asked to make a high quality item. For the main three, it will likely be a gold quality (8 tempers anyone?) item of a specific set and specific style. Turning that in will award you x amount of vouchers. Thus, it will cost, give or take, about 200k gold per 'functional' item.
B.) Guild parties and guild halls can totally be a thing, especially in the manors and islands. Unfortunately, the limit for manors has been set to a non-negotiable 24 players plus yourself. I say non-negotiable because Gina has already stated that the decision on caps was made for performance reasons. I'd think it'd be hard to incentive players in a guild to donate if they're not even guaranteed a space in the home. Similarly, this is a huge limit for the RPers who might want to have a bigger event. On a related note, ERPers, you might want to know, you can't interact with the beds.
C.) want a place to store your mount, have access to your expensive crown bought merchant and banker? Well even if you have a manor, the max number of collectibles you can have is 5. That means your banker, merchant, smuggler, one pet and one mount. You'll have to pot something else in your stable.
D.) Dueling is something not mentioned much. I'm guessing you can do it inside. Would be nice for dueling tournaments, but I can again see how the population cap might be a problem.
E.) Another less mentioned functionality feature is the dye station. Just don't make the same mistake as I did. If it has a border, it means its colliding with a wall or some other object and you'll have to move it or you won't be able to use it.
F.) inventory management is going to be a real problem. More than it already is. Even a single apple or banana decoration is going to take up one spot. Might want to consider getting smaller homes to use as vaults for decorations and when you need something, you can just go from house 1 to house 2 to house 3 and so on until you find that one item you misplaced.
G.) small decorations like flowers, stones, and food ingredients are going to eat at your item limit really fast. Manors have a 600 limit with a sub. Keep this in mind when choosing between a measly candle or a lantern, a measly banana compared to a tent.
All in all, housing still has bugs at every corner. Expect that not all of them will be corrected by the time it hits live. It would be really disheartening for someone if they spent hours upon hours decorating a home only to find it shifted or returned to their inventory the next time they visit.
Prof_Bawbag wrote: »
It really wouldn't be a TES game if it somehow didn't have a disappearing item bug when it comes to housing. I'd half expect to see all the items I've spent hours and days placing just so to go shooting in all directions when I enter the cell. That too is something I've come to expect when playing a TES game.

Prof_Bawbag wrote: »
It really wouldn't be a TES game if it somehow didn't have a disappearing item bug when it comes to housing. I'd half expect to see all the items I've spent hours and days placing just so to go shooting in all directions when I enter the cell. That too is something I've come to expect when playing a TES game.
It would be a lot skyrim-ish if we put our horses on the wall...