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11 Obvious Flaws (and 11 easy fixes) - Housing

  • Tannus15
    Tannus15
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    The big one for me is pets and assistants moving around.

    Secondly having a separate furnishing inventory would be awesome. As it is I think i'll need to ditch everything on one of my characters just so I can manage the furnishing.
  • Lifsteinn
    Lifsteinn
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    Agreed!
  • Vudokan
    Vudokan
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    Morimizo wrote: »
    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.
    Edited by Vudokan on January 15, 2017 11:47PM
  • Tannus15
    Tannus15
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    Vudokan wrote: »
    Morimizo wrote: »
    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.

    increase the number of slots available.
    items can cost more than 1 slot.

    example : 1 cup = 1 slot. King Kurog bed costs 50 slots.
  • willlienellson
    willlienellson
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    Vudokan wrote: »
    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.

    That's great. "Furnishings" is too broad a classification. I would love to see a bunch of smaller items reclassified as "accessories" and given a separate limit.
  • willlienellson
    willlienellson
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    Tannus15 wrote: »
    example : 1 cup = 1 slot. King Kurog bed costs 50 slots.

    Not a fan of this idea, because it would discourage some of the more "outside the box" creative thinking that people are doing, by penalizing them for using "special" or "big" items in usual ways which involve having additional copies in the estate.
  • idk
    idk
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    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.
  • willlienellson
    willlienellson
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    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 disagree. We'll leave it there.
  • petraeus1
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    Vudokan wrote: »
    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.

    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.
  • a_salty_pirate
    a_salty_pirate
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    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
    Definitely not a spy.

    PC NA - Formerly Xbox NA
    Toons:
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    • Geralt's Best Friend ~ PvP Stamwarden DPS (AD)
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    • Boark the Half-Breton Orc ~ PvP Magplar Healer (AD)
  • arkansas_ESO
    arkansas_ESO
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    StereoLiz 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 ;)
    44e16ca45eaf9b1cbc985522f07ad684.jpg

    Why not just port directly to the city?


    Grand Overlord 25/8/17
  • OrphanHelgen
    OrphanHelgen
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    Just found two epic quality treasures from lockboxes. Should I sell it to fence, launder it or wait?
    PC, EU server, Ebonheart Pact


    Finally a reason not to play League of Legends
  • willlienellson
    willlienellson
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    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'm assuming ESO+ as a baseline. I can't even begin to imagine how restrictive it would be without the sub.
    But the problem is if it STILL feels restrictive when paying a monthly sub....then why bother?

    If I'm going to feel restricted to the point where I can't make it look how I want, or do creative things on the property, then I might as well just be further restricted by dropping the subscription.

    That said, I appreciate the ESO+ bonus. It's very nice....it's just that both numbers are far too low. For example, instead of 300/600 for a large home it should be at least 400/800 if not 500/1k. Or alternatively, giving Zos another way to remove gold from the economy, keep the current limits but create an expansion vendor that would sell another 50, 100, 150, 200 slots.

    If it were up to me completely, I would do the following:

    Increase the base item limits by 50% across the board. And have the corresponding ESO+ bonus also increased by 50% (still double). And I would have another 50% (of current...25% of total) available at a vendor so that in the end a player could achieve DOUBLE the current item cap but at the cost of both an eso subscription and some in-game gold.
    Edited by willlienellson on January 16, 2017 4:17PM
  • willlienellson
    willlienellson
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    petraeus1 wrote: »
    I mean, if ZOS can technically

    They most certainly can. I can assure you of that. The homes vary in size too much for the item cap to be tied to any kind of zone size. I mean, I'm sure there is some limit where it begins to hurt performance. But I guarantee it's not even in the realm being discussed here. These caps are arbitrary and exist to push people to higher cost houses. Which I can appreciate, however there should be an alternative that equals the same crowns/gold sink but allows a player to enjoy a smaller home.

    For example, Zos wants to push me into buying a Manor with crowns or gold by limited the items I can place in a Large Home. But I like the look of the large homes MUCH more than the manors. Why can't I have a mechanism to expand my item limit to equal that of the Manor at the same expense as they would achieve (crowns/gold) so I can still live in the house I want.

    At first glace the housing options seem broad, but if you want to have many items, suddenly you realize the housing options are very narrow.
  • willlienellson
    willlienellson
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    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
    OrphanHelgen
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    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.

    Thank you:) I will wait until patch notes today atleast. If no changes, I sell them. Working on the 1 mill gold achievement :)
    PC, EU server, Ebonheart Pact


    Finally a reason not to play League of Legends
  • willlienellson
    willlienellson
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    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.
  • Elsonso
    Elsonso
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    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.

    Well, only if you spend it on a house. If you don't, then you are rich beyond anything worth buying. :smile:

    Yes, I am suggesting that people might be smarter to not buy a house until they improve it a few Updates down the calendar. Not only is the utility not there, for the price, but there is a risk of bugs and problems that could result in changes down the road that will impact house layouts, furniture placement, etc. If we can count on anything, it is that critical bugs will be found and left unfixed for a while.
    XBox EU/NA:@ElsonsoJannus
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    X/Twitter: ElsonsoJannus
  • driosketch
    driosketch
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    StereoLiz 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 ;)
    44e16ca45eaf9b1cbc985522f07ad684.jpg

    Why not just port directly to the city?

    Because 1, it'll be free to port to from anywhere, and 2, some homes are closer to the bank than the wayshine, i.e. Daggerfall's small Breton house.
    Main: Drio Azul ~ DC, Redguard, Healer/Magicka Templar ~ NA-PC
    ●The Psijic Order●The Sidekick Order●Great House Hlaalu●Bal-Busters●
  • Fudly_budly
    Fudly_budly
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    and let me add... oh wait.. There's an Official Feedback Thread for Housing you say? All of this 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

    Rule #1: RL trumps gaming.
    Rule #2: True immersion is RL.
    Rule #3: RL lag is wonderful.
    Rule #4: People matter. Pixels do not.
  • willlienellson
    willlienellson
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    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
    Already posted huh?
    That post is on the 14th. Mine was on the 11th.
    So, sorry I stole your thunder buddy.
    lol winky face.
    Edited by willlienellson on January 16, 2017 5:36PM
  • Vudokan
    Vudokan
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    petraeus1 wrote: »
    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.

    I don't have a problem with houses being a further gold sink in this way. Just as we have to train horses to max them out, and pay for bank and inventory upgrades, I don't have a problem with having to perform tasks or pay a bit of extra gold to get more furniture slots. Particularly if the alternative is not having more available slots.

  • willlienellson
    willlienellson
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    Vudokan wrote: »
    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.
    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.

    We know these are goals, and it's foolish to argue against them, but we can help Zos see how giving us things we want can help them achieve those goals.

    Nobody doubts the item limit scaling with larger homes is to encourage you to spend more crowns/gold on bigger homes. And I have no problem with that. That makes sense to me, but they should also offer another way to expand the item limit for crowns/gold because it gives BOTH more flexibility to players AND helps zos achieve those three goals listed above.
    Edited by willlienellson on January 17, 2017 1:55PM
  • everseeing_njpreub18_ESO
    Very good post, I agree with much of it. I have kept myself away from the PTS because I want the enjoyment of discovering housing and all when it goes live (though I can't help reading up on it sometimes) so what I have to say may be off some.

    3- This was an issue in SWTOR housing, which had other issues sure, but over time they started adding more "movement". NPC's that shift their weight, stretch, swing weapons, consoles with moving images, droids that move about, spin and whatnot. Movement adds a lot and i agree there should be more.

    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).

    If that’s still too common or easy, add a new item that critters can drop... an "Essence of Hircine" (or whatever fits) on a rare (but not obscenely rare) drop chance. Then with the same materials PLUS one of these rare drops ... poof a deer or rat or whatever.

    5- Price for houses I am ok with, as a casual I have enough to buy a medium house, and with work could see getting a large one if i wanted. Maybe some cant, but I don’t play a ton and IMO its doable but with some work. Besides that’s a one time purchase I feel should be worked for.

    Prices for furniture I think is a bit overboard. I’m not even referring to gold purchasable things, but specifically craftable items. It just seems like the material amounts are meant to drain away years of saved up stuff, but for those people who didn’t horde everything away it becomes a cost endeavor either in time or gold. Someone posted on another thread (so maybe its wrong) but he said crafting bananas took 10 nickel? Why?... shouldn’t the materials be maybe bananas? Heck even 10 bananas to craft 1 furniture banana... 20... 50... whatever, but why nickel?

    I have what I always thought of as a supply of these things as crafting gear takes 1, but with the numbers I’ve seen in videos and such, what I have would be gone after crafting maybe 10 small items.

    Also in 5- At least bank access. If players aren’t subscribers (which I am) and they need to craft at the tables they WILL be allowed in house, they need to leave and go to the bank and return, just seems like an overly complicated waste and less reason for people to use there house. (OR of course a nudge-nudge to go subscribe). Make it like the Outlaw Dens, where the bank only acts as a bank, not a guild traders if you want to reduce functionality. I understand they don’t want everything in house, then no ones in the world and it begins to feel lifeless (SWTOR had this issue IMO).

    7- With the crafting bag I’ve never had inventory space issues, but for those without I can see it. (Another nudge-nudge to go subscribe perhaps). So with at very least bank access it would allow more accessibility to store goods, get/craft furniture then swap things back around. All in all though a furniture tab (hate to say this but...) maybe even just for subscribers like the crafting bag (nudge-nudge) might be a helpful thing.

    9- I always want more things in home, and personally IF someone wants to fill it with junk or make a warehouse, let them. BUT this might be more of a game engine thing? SWTOR from what I remember had limits because the engine just couldn’t handle too much more in a certain size space. Of not? Upgrade away, the more the better.

    10- This I am all for. While ZOS needs money yes, in the long term what helps people keep playing (and so spending)...(IMO)... is having things to do in the game. Once the game become:

    Run dailies - get money - buy item - repeat...

    People get bored and begin to drift away. The more items scattered about the world from bosses, dungeons, stealing, chest, nodes, random, the more people have to go do things.

    For stealing i agree would add a lot to the game. Maybe they do occasionally drop a rare version of an item that can be furniture or maybe all items have the possibility but they need to be “specially” laundered first with a new set of “Ownership Papers” forged from the thieves guild which cost a lot of gold (gold sink) or crowns ($$).
  • Fudly_budly
    Fudly_budly
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    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
    Already posted huh?
    That post is on the 14th. Mine was on the 11th.
    So, sorry I stole your thunder buddy.
    lol winky face.

    ha ha. yep! ZOS ignored that thread as well they did this one.
    "Only a fool fights in a burning house!"
    Kang

    peace.
    Rule #1: RL trumps gaming.
    Rule #2: True immersion is RL.
    Rule #3: RL lag is wonderful.
    Rule #4: People matter. Pixels do not.
  • willlienellson
    willlienellson
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    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).
    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.

    FARMING.

    Give each piece of property a limit on 'seed plots', where perhaps the large house would have 8 and the manor would have 14 for example, and the player could plant whatever they want in the plot and then it would spawn a node just like open world but on a slightly reduced timer. Fast enough that it's worth doing, but slow enough that it's still more profitable to go farm nodes in open world zones.

    The idea would be that whenever someone travels to their home they can run around and pick their nodes and then repeat the process the next time they visit naturally, maybe 15 minutes later or something.

    Along the same lines, they could introduce some way of producing the small animals like squirrels and rabbits, etc as part of the same project. You could have a small burrow/hut/cage that you place and produces a small animal every day or so.

    I think there are hundreds of amazing ideas for where they could go for housing, but there are some basic things missing that I feel really need fixed ASAP or it feels like an "incomplete" production.
  • willlienellson
    willlienellson
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    ha ha. yep! ZOS ignored that thread as well they did this one.
    "Only a fool fights in a burning house!"
    Kang
    peace.
    "Once you replace negative thoughts with positive ones, you'll start having positive results."
    - Willie Nelson

    "If you got the money honey I got the time and when you run out of money honey I run out of time"
    - Zenimax nvm that's also Willie.
    Edited by willlienellson on January 17, 2017 8:39PM
  • MornaBaine
    MornaBaine
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    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.

    stolenstuff.jpg

    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. :(
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

  • Sylvis
    Sylvis
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    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. :(

    I don't know... a lot of the stolen items look close to actual items in the game, even some of the new craftable ones. I would think it would just be a matter of assigning a stolen item to an already existing 'in-game' item. Add a special icon to distinguish between the 'usable' item and the one only useful for selling to a fence.

    I started out really hoping to be able to loot housing items; I really enjoy the justice system aspect of the game. The current system might be better, though. I probably have a higher chance of finding a pattern for my favorite redguard chair (which I of course want multiple of) than multiples of that same chair. So this way once I find the pattern, I'll have that item at my whim.

    Plus I finally sold that beautiful epic sanguine rose petal, don't make me regret it. :D
  • petraeus1
    petraeus1
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    MornaBaine 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.

    stolenstuff.jpg

    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. :(

    I mean, they must have plans for them right? Why would they otherwise put so much effort in coming up with so many different stolen items and categorizing them etc., if they'd only ever be junk to fence off. That seems odd. Or they had plans and they were scrapped.
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