It is going to be so difficult to choose...
30 bland cups (which are actually goblets, since there is a stem), or;
30 King Kurog-sized beds.
Never mind, I'm sure it will work out fine. Quite fine. They probably have the same number of style materials anyway.
It is going to be so difficult to choose...
30 bland cups (which are actually goblets, since there is a stem), or;
30 King Kurog-sized beds.
Never mind, I'm sure it will work out fine. Quite fine. They probably have the same number of style materials anyway.
It would be complicated to come up with a system whereby tiny items take up a smaller percentage of housing space than larger items, but I think that would be preferable. Either that, or simply give small items a separate housing slot allocation that is a lot higher. So, for example, a house that might have 300/600 housing slots would also have 500/1,000 'accessories' slots for small items such as spoons, forks, bowls, etc.
I also feel strongly that all houses should be upgradeable in terms of housing slots, through paying a fee or performing some sort of quest or task.
So, for example, a house that might have 300/600 housing slots would also have 500/1,000 'accessories' slots for small items such as spoons, forks, bowls, etc.
example : 1 cup = 1 slot. King Kurog bed costs 50 slots.
willlienellson wrote: »I'm not talking about commerce between players. I'm afraid you misunderstood #6. Give it a reread.
Giles.floydub17_ESO wrote: »willlienellson wrote: »I'm not talking about commerce between players. I'm afraid you misunderstood #6. Give it a reread.
Regardless, not needed. The smaller houses are cheap. Consider it a guest or summer home if one decides to upgrade. Also70% would be super high for that idea. more like 30% would be reasonable if Zos decided to bring it up.
Again, not needed. Housing is virtual and we get to virtually decide if we will continue to use a home or not.
Surprised that was the only point you mentioned though.
I also feel strongly that all houses should be upgradeable in terms of housing slots, through paying a fee or performing some sort of quest or task.
5. Actually, you can pick some specific houses to get easy access to bank and merchant. When we exit home, we appear in location where house is, not where we port from (like if we exit dungeon). So, if you need repair, get to the bank or decon loot, you can port to house, exit it and get everything you need, if house is placed in city. Another reason why Hundings hall is the best house in Tamriel
I'm assuming ESO+ as a baseline. I can't even begin to imagine how restrictive it would be without the sub.a_salty_pirate wrote: »In regard to #9 I believe they already said that you can increase the cap on the items in your house by having an ESO+ membership
I mean, if ZOS can technically
OrphanHelgen wrote: »Just found two epic quality treasures from lockboxes. Should I sell it to fence, launder it or wait?
willlienellson wrote: »OrphanHelgen wrote: »Just found two epic quality treasures from lockboxes. Should I sell it to fence, launder it or wait?
It depends on if you think Zos will make any changes we are asking for. Currently on the PTS they have no practical use. They have no physical presence. If you don't fence them, they will sit in your inventory rotting. That is the current state of things on both live and PTS.
OrphanHelgen wrote: »Thank you:) I will wait until patch notes today atleast. If no changes, I sell them. Working on the 1 mill gold achievement
willlienellson wrote: »OrphanHelgen wrote: »Thank you:) I will wait until patch notes today atleast. If no changes, I sell them. Working on the 1 mill gold achievement
Good luck. It's too bad this housing update makes having 1 million gold feel like being a pauper.
arkansas_ESO wrote: »5. Actually, you can pick some specific houses to get easy access to bank and merchant. When we exit home, we appear in location where house is, not where we port from (like if we exit dungeon). So, if you need repair, get to the bank or decon loot, you can port to house, exit it and get everything you need, if house is placed in city. Another reason why Hundings hall is the best house in Tamriel
Why not just port directly to the city?
Already posted huh?Fudly_budly wrote: »has already been posted you say? Well, What d'ya know..? LOL
The "fixes/suggestions" post no one saw:
https://forums.elderscrollsonline.com/en/discussion/comment/3687899/#Comment_3687899
I mean, if ZOS can technically increase the amount of slots, they should just do it. I don't see why it should be locked behind an upgrade fee or something similar: the fun part of Housing, decorating your properties, is by nature of how ZOS set up furniture crafting an expensive hassle as it is, if not too much so. Putting up further barriers are not needed or wanted.
Exactly. Zos wants to make money in the crown store. Zos wants to have (at least) some grind in the game to keep people playing. Zos wants to remove gold from the game economy.I don't have a problem with houses being a further gold sink in this way..... Particularly if the alternative is not having more available slots.
willlienellson wrote: »Already posted huh?Fudly_budly wrote: »has already been posted you say? Well, What d'ya know..? LOL
The "fixes/suggestions" post no one saw:
https://forums.elderscrollsonline.com/en/discussion/comment/3687899/#Comment_3687899
That post is on the 14th. Mine was on the 11th.
So, sorry I stole your thunder buddy.
lol winky face.
I had an idea, which I didn't include in the list because I wanted to keep the list simple and there are tons of people with tons of really great ideas that are frankly too elaborate to expect any time soon.everseeing_njpreub18_ESO wrote: »As for critters, if ZOS needs a way to do so that also adds some grind/cost, why not make them craftable? I've seen in game things brought back from the dead after years, so its not outside the realm of possibility in game (for RP and such). Maybe 5 small game, 1 filled soul crystal and poof... a squirrel... Same thing with foul hide for a rat, large game for a deer, carapace for a scorpion or spider, etc. A use for some of that stored away garbage. With a high enough crafting cost (maybe 50 instead of 5) some people would choose to buy them for gold (money sink) or if they don’t have or want to spend gold, the crown store (if cheap enough).
"Once you replace negative thoughts with positive ones, you'll start having positive results."Fudly_budly wrote: »ha ha. yep! ZOS ignored that thread as well they did this one.
"Only a fool fights in a burning house!"
Kang
peace.
willlienellson wrote: »I want to elaborate on something I said in #11.
Here is a screen cap of a bunch of items I stole and then fenced which seem like things someone could place in their home. None of them can be used as furnishings and so far, I haven't found a single item that can be.
SOLUTION:I really want to focus on giving Zos affordable, low man-hour, easy to implement solutions. (something I think we should all do more often) If it's not cost effective to create models for some of these items, then I have a super easy obvious solution:
Add the crafted furnishings into the loot table for stolen items with a very low drop rate.
Please consider this and how easy it would be to implement. The drop rate can still be very low and have very little impact on the economy and demand of, and reward for, crafting.
Once upon a time this game was marketed as "play how you want", but this update continues in the other direction. Heck, I'm even severely penalized because I CHOSE to split up my crafting duties between multiple characters. What a basic decision to be penalized for considering the context of how the game was presented.
But here is an opportunity to add a little of that original idea back into the game with no downside. If someone would rather spend 90 minutes stealing than 30 minutes farming nodes, why not give them a way to gain some furnishings in that way? Besides the fact that so many stolen items just seem to obviously be furnishings in name, this would one small thing that would bring continuity to the next update and make it more enjoyable for ALL players.
MornaBaine wrote: »I, like everyone else, wold love to see stolen items become ACTUAL items in game. But this will require a LOT of man hours for the art staff modeling these things and making sure they work in the case of useable furniture. We all WISHED they would have thought of this and implemented it when they started working on housing but now, at best, we'll have to hope it happens somewhere in the future.
MornaBaine wrote: »willlienellson wrote: »I want to elaborate on something I said in #11.
Here is a screen cap of a bunch of items I stole and then fenced which seem like things someone could place in their home. None of them can be used as furnishings and so far, I haven't found a single item that can be.
SOLUTION:I really want to focus on giving Zos affordable, low man-hour, easy to implement solutions. (something I think we should all do more often) If it's not cost effective to create models for some of these items, then I have a super easy obvious solution:
Add the crafted furnishings into the loot table for stolen items with a very low drop rate.
Please consider this and how easy it would be to implement. The drop rate can still be very low and have very little impact on the economy and demand of, and reward for, crafting.
Once upon a time this game was marketed as "play how you want", but this update continues in the other direction. Heck, I'm even severely penalized because I CHOSE to split up my crafting duties between multiple characters. What a basic decision to be penalized for considering the context of how the game was presented.
But here is an opportunity to add a little of that original idea back into the game with no downside. If someone would rather spend 90 minutes stealing than 30 minutes farming nodes, why not give them a way to gain some furnishings in that way? Besides the fact that so many stolen items just seem to obviously be furnishings in name, this would one small thing that would bring continuity to the next update and make it more enjoyable for ALL players.
I, like everyone else, wold love to see stolen items become ACTUAL items in game. But this will require a LOT of man hours for the art staff modeling these things and making sure they work in the case of useable furniture. We all WISHED they would have thought of this and implemented it when they started working on housing but now, at best, we'll have to hope it happens somewhere in the future.