Let Us Grow Herbs in our Home!

  • Ri_Khan
    Ri_Khan
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    Things like this should definitely be added to housing but it won't because according to some, it would ruin the precious little economy.
  • DR4GONFL1
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    Grow your own things you say...hmmmm

    We at ESO would be happy make a placable tilled garden available in our CROWN STORE under FURNITURE for the low cost of I don't know say 15K crowns. Once your placable tilled garden is placed in your home you'll want to purchase our seed packages to grow the types of items you want in your garden... You might also want to buy some of our instant grow packs to speed up the 30 day grow time. And not to forget your garden will only be able to grow a specific amount of plants so our placable tilled garden upgrade will be available in different packages. Last but not least consider purchasing with crowns our own Edwin the Gardener who will help maintain your beautiful garden and sport a bag of useful garden tools.

    This is an exciting idea and one we want to make happen for our community. Please note a 10% discount applies with an ESO Plus membership.

    Edited by DR4GONFL1 on July 7, 2020 4:57PM
  • SickleCider
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    Ri_Khan wrote: »
    Things like this should definitely be added to housing but it won't because according to some, it would ruin the precious little economy.

    People like that need to get some perspective. No, we can't have new game systems, because I need to. . . /reads notes/ Sell cornflower for 500g. I think they really overestimate the impact it would have on the economy, too.
    ✨🐦✨ Blackfeather Court Commission ✨🐦✨
  • DukeCybran
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    How do we intend to prevent this being exploitable by bots?

    To set cool down time like 10 hrs.
  • CMDR_Un1k0rn
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    Ri_Khan wrote: »
    Things like this should definitely be added to housing but it won't because according to some, it would ruin the precious little economy.

    Simple solution.

    Make the stuff grown in a home account bound.
    In-game username: Un1korn | Happy member of the PCNA UESP guild (Resident Daggerfall Covenant enjoyer) | Main & basically only character: Crucian Vulpin, Imperial Dragonknight of the Daggerfall Covenant, and Undaunted Bulwark (I tank) | Mountain bike enjoyer and vulpine appreciator | If you know me from PCEU: No | To ZOS: THANK YOU FOR LETTING ME BRING MY HORSE INTO BATTLE!
  • croakie
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    Some of us in my guild have been talking about this. We would LOVE being able to do this and the greenhouse idea, also a small field would be great. You could plant edibles in the field and reagents in the greenhouse. I also like the idea of mining for soil and fishing for fertilizer.
  • Darkenarlol
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    happy farmer daylies, pet fight, flying mounts...

    what else from wow do we need here to not "die"?

    ah...panda monks and aoe taunts ofc
  • Silaf
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    This and a board furnishing to get and deliver crafting quests.
  • itscompton
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    +1 would love a gardening mechanic.

    Make the soil required a byproduct of mining
    Make the seeds required a byproduct of gathering herbs/flowers
    Make fertiliser a byproduct of fishing
    Make the gardening plots a craftable thing with fancier styles a dungeon/WB drop. Larger homes = larger plots?

    The quality of soil and fertiliser affects growth time/amount gathering.

    Heck, even add in a new gardening skill line! And if they don't have a Greenfingers achievement title then don't even bother.

    Sure, add more grinding to an idea meant to save us time grinding. No thanks.
  • idk
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    Technically we have an alchemy hireling if we have done DB. The Shadowy Supplier works similarly.

    Further, with the surveys I sell the matte I do not use which cannot be done with the armor and weapon crafting since that tends to be a net loss on materials.

    However, if Zos were to add such a feature to housing, it should be extremely limiting and mostly for aesthetics purposes. Maybe get 5-10 items per day per account maximum. It should in no way being a significant source of the materials.
    Edited by idk on July 7, 2020 8:00PM
  • Destai
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    Could work. Maybe as part of some achievement or leveling crafting, you get some placable item to grow a handful of items. I think there's a good way to tie that with crafting writs too.
  • deleted221106-002999
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    Raisin wrote: »
    Ah yes...... Herbs. ;)

    Indeed. Just ignore the skooma pipe behind the smoke screen.
  • Pevey
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    Would love something like this. Anything like this that might get me into housing. I keep trying and just can’t keep interest in housing in eso because there are no gameplay mechanics at all, not even the rested bonus like in Skyrim. Make it happen, zos!
  • ThisOnePosts
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    This along with fishing should really be in there with homes by now. There's not a lot to do there for those who don't RP (or don't RP often), so it would be a very welcomed addition!
  • SickleCider
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    This along with fishing should really be in there with homes by now. There's not a lot to do there for those who don't RP (or don't RP often), so it would be a very welcomed addition!

    Indeed! I feel like this isn't talked about often enough. Houses are wanting for features especially for those that don't RP. I like to decorate my house, and place convenient crafting stations, and have access to storage boxes.. After all that, there's not much to do. It's usually just me and Ezabi and Fezez, unless my friend is visiting just to see anything new I've done.

    (I don't have target dummies because I hate the way they look.)
    Edited by SickleCider on July 7, 2020 7:53PM
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  • Cloudtrader
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    I like this idea, I hope someday it happens!
  • Hurbster
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    Wot ?
    So they raised the floor and lowered the ceiling. Except the ceiling has spikes in it now and the floor is also lava.
  • ZoeInDreams
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    Sounds like Garrisons from WoW.

    You don't want Garrisons from WoW.

    "You think you do, but you don't."
  • gamerguy757
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    Gardening mechanic:
    Plant one node which will turn to 2 (possibly)
    New Alchemy Perk (Green Thumb) Increases gardening success by 50% affected by the CP perk. This means the plant has about a 50% chance to successfully grow.
    New Alchemy Perk (Sundial) Plants can be harvested twice a day.
    New Alchemy Perk (Soil Master) Fertilizer use increases growth chance to 75%. Spoiled Food will result in 100% chance. Successful growth will result in double yield.
    You must also fertilize node while growing with correct fertilizer (eg for flower nodes you’d need Guar Droppings and for grass nodes you’d need Sulfur Water). Or the best possible fertilizer would be the Spoiled Food you find occasionally. Fertilizer can help cut down time to grow or Increase yield.
    If you don’t log in and harvest the plant it will die and you’ll have to use another mat.
    You’d also need Alchemy Water to water the plants once a day or they will die.
    Edited by gamerguy757 on July 8, 2020 3:41AM
  • zergbase_ESO
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    There has never been an alchemy hireling so as a possible replacement perhaps we could have our own gardens? If that's not possible, could we at least get a Nirnroot plant at the luxury vendor? I love the sound it makes.

    Any thoughts or ideas? Discuss!

    A gardening mechanic or mini style game would be so much fun! Give us so harvest moon lyfe!
  • Banana
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    I new someone who used to do that. But the police didn't approve
  • richo262
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    What they could do is have an added benefit of houses being a farm / mine where the byproduct is unlimited of a certain mat.

    This mat would have to be insignificant.

    Presently the most significant prov mats are
    Pearl (Farming)
    Clam (Farming)
    B Juice (Writs)
    Frost Miriam (Writs)
    Fish (Fishing)
    Perfect Row (Fishing)

    Above mats should not be abundant or be utilised in this system.

    If you buy a certain property that has a farm or farm upgrade then the player no longer has a requirement to use the mat that the farm produces, effectively making it unlimited but as they don't actually receive the item they cannot just flood the guild stores with these mats.

    They also cannot spam out food / drink because all the good stuff has a reliance on one of the 6 mats I listed above, or have an additional unique requirement that is also expensive ie Dragon Bone or Alc mats.

    ----

    Having a mine on the property renders certain trait items unlimited too. Having a quarts mine means the player no longer requires quarts when making sturdy items, effectively making the item unlimited (redundant). This should exclude Nirnhoned and half the Jewelry traits given they are expensive and harder to come by, but Robust, Healthy, Arcane, Protective should be mineable. This could also provide unlimited basic styles given they are all items that can be found in the ground.

    ----

    I think you'll find this is more a QOL for end game, and probably costs vastly more gold to purchase these houses than one would save on mats, especially given it does not provide the expensive mats.

    What you don't want is a situation where the hard to come by or expensive mats that require farming and actually playing the game to become easily obtained with little effort. For the cheap items that border on trash, sure. It would be a QOL improvement to be able to farm them, especially if you don't have to visit your house but you simply get the benefits while you craft.
  • Gilvoth
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    they allowed us grow all our materials in oblivion sp, they should allow us to do its here as well.
    However, i once read a dev note somewhere (i dont remember where)
    "they said something about not wanting people to have no reason to go to town, they wanted to promote social experience and not let people become so comfortable at their homes that they should not want to leave"
    i can understand that stance, but, i think we should be allowed to grow our own materials, at-least some of them.
  • Oreyn_Bearclaw
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    Ri_Khan wrote: »
    Things like this should definitely be added to housing but it won't because according to some, it would ruin the precious little economy.

    Simple solution.

    Make the stuff grown in a home account bound.

    @CMDR_Un1k0rn
    Honestly, that's a horrible solution. How would that even work? The point would be to allow people to grow crafting or perhaps furnishing ingredients. Would they go into your craft bag as account bound? Would you only be able to pair them with other account bound reagents? Would you end up with account bound potions if you mixed and matched? Just seems really messy.

    I also reject the premise that this would destroy the economy. Plenty of ways to get potions and ingredients, this would simply be another. As you would also need some sort of inputs into this system, seeds, dirt, whatever, it just creates more things to buy and sell.
  • CMDR_Un1k0rn
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    Ri_Khan wrote: »
    Things like this should definitely be added to housing but it won't because according to some, it would ruin the precious little economy.

    Simple solution.

    Make the stuff grown in a home account bound.

    @CMDR_Un1k0rn
    Honestly, that's a horrible solution. How would that even work? The point would be to allow people to grow crafting or perhaps furnishing ingredients. Would they go into your craft bag as account bound? Would you only be able to pair them with other account bound reagents? Would you end up with account bound potions if you mixed and matched? Just seems really messy.

    I also reject the premise that this would destroy the economy. Plenty of ways to get potions and ingredients, this would simply be another. As you would also need some sort of inputs into this system, seeds, dirt, whatever, it just creates more things to buy and sell.

    Like the rest of the thread, it's a suggestion. We'll leave it to ZOS to decide.

    Though I will say this... Considering you can absolutely sell gear crafted with mimic stones to other players... I'd very much wager that the bound components are entirely separate from the item ID of the items produced from spending those materials. And yes, those bound mimic stones are also put in the craft bag already.
    In-game username: Un1korn | Happy member of the PCNA UESP guild (Resident Daggerfall Covenant enjoyer) | Main & basically only character: Crucian Vulpin, Imperial Dragonknight of the Daggerfall Covenant, and Undaunted Bulwark (I tank) | Mountain bike enjoyer and vulpine appreciator | If you know me from PCEU: No | To ZOS: THANK YOU FOR LETTING ME BRING MY HORSE INTO BATTLE!
  • idk
    idk
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    richo262 wrote: »
    What they could do is have an added benefit of houses being a farm / mine where the byproduct is unlimited of a certain mat.

    This mat would have to be insignificant.
    Presently the most significant prov mats are
    Pearl (Farming)
    Clam (Farming)
    B Juice (Writs)
    Frost Miriam (Writs)
    Fish (Fishing)
    Perfect Row (Fishing)

    Above mats should not be abundant or be utilised in this system.

    If you buy a certain property that has a farm or farm upgrade then the player no longer has a requirement to use the mat that the farm produces, effectively making it unlimited but as they don't actually receive the item they cannot just flood the guild stores with these mats.

    They also cannot spam out food / drink because all the good stuff has a reliance on one of the 6 mats I listed above, or have an additional unique requirement that is also expensive ie Dragon Bone or Alc mats.

    ----

    Having a mine on the property renders certain trait items unlimited too. Having a quarts mine means the player no longer requires quarts when making sturdy items, effectively making the item unlimited (redundant). This should exclude Nirnhoned and half the Jewelry traits given they are expensive and harder to come by, but Robust, Healthy, Arcane, Protective should be mineable. This could also provide unlimited basic styles given they are all items that can be found in the ground.

    ----

    I think you'll find this is more a QOL for end game, and probably costs vastly more gold to purchase these houses than one would save on mats, especially given it does not provide the expensive mats.

    What you don't want is a situation where the hard to come by or expensive mats that require farming and actually playing the game to become easily obtained with little effort. For the cheap items that border on trash, sure. It would be a QOL improvement to be able to farm them, especially if you don't have to visit your house but you simply get the benefits while you craft
    .

    Are we talking about iron and jute when we speak of insignificant materials?

    Anything that has some sort of value would become worthless if it was easily available in unlimited quantities. It would make it so the nodes, or any other route of it, would become a waste of time and space in the game.
  • idk
    idk
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    Ri_Khan wrote: »
    Things like this should definitely be added to housing but it won't because according to some, it would ruin the precious little economy.

    Simple solution.

    Make the stuff grown in a home account bound.

    That would double the possible farmed materials players have to store as account-bound items cannot be stacked with unbound items of the exact same type.

    It would mean crafting bags create a greater load on the servers and those that do not sub would have a bigger headache managing their inventory.
  • richo262
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    idk wrote: »
    richo262 wrote: »
    What they could do is have an added benefit of houses being a farm / mine where the byproduct is unlimited of a certain mat.

    This mat would have to be insignificant.
    Presently the most significant prov mats are
    Pearl (Farming)
    Clam (Farming)
    B Juice (Writs)
    Frost Miriam (Writs)
    Fish (Fishing)
    Perfect Row (Fishing)

    Above mats should not be abundant or be utilised in this system.

    If you buy a certain property that has a farm or farm upgrade then the player no longer has a requirement to use the mat that the farm produces, effectively making it unlimited but as they don't actually receive the item they cannot just flood the guild stores with these mats.

    They also cannot spam out food / drink because all the good stuff has a reliance on one of the 6 mats I listed above, or have an additional unique requirement that is also expensive ie Dragon Bone or Alc mats.

    ----

    Having a mine on the property renders certain trait items unlimited too. Having a quarts mine means the player no longer requires quarts when making sturdy items, effectively making the item unlimited (redundant). This should exclude Nirnhoned and half the Jewelry traits given they are expensive and harder to come by, but Robust, Healthy, Arcane, Protective should be mineable. This could also provide unlimited basic styles given they are all items that can be found in the ground.

    ----

    I think you'll find this is more a QOL for end game, and probably costs vastly more gold to purchase these houses than one would save on mats, especially given it does not provide the expensive mats.

    What you don't want is a situation where the hard to come by or expensive mats that require farming and actually playing the game to become easily obtained with little effort. For the cheap items that border on trash, sure. It would be a QOL improvement to be able to farm them, especially if you don't have to visit your house but you simply get the benefits while you craft
    .

    Are we talking about iron and jute when we speak of insignificant materials?

    Anything that has some sort of value would become worthless if it was easily available in unlimited quantities. It would make it so the nodes, or any other route of it, would become a waste of time and space in the game.

    No, not foundation mats. So no raw ingots, cloths, wood. Just trait items and general prov items that get very little use (ie not the core 6). I'd also rejig the top end blue foods / drinks to require fish (or some sort of meat Edit: I think they already do, food at least), even if that means elevating one of the lower level ones to replace another.

    Most of the trait items I listed sell for 2g already. They already are worthless. Furthermore, and this is important, I said the player cannot actually harvest the item themselves, it never touches the inventory. It merely serves to no longer require the item at the crafting station. So a player that does have a farm, they actually cannot dump their harvested mats on the guild stores, because they technically never get the mat, they only get the benefit of "unlimited" supply of a particular mat after the item is already crafted.

    If all blues require fish or some sort of meat that cannot be automated via a house farm. If all purples require Frost M / B Juice. If all gold require Roe / Pearl. If all others that are unique have some sort of Alc or unusual requirement. Then the player is still limited as to what they can make, they just don't have to deal with the really low end mats anymore.

    If there is any concern as to the effect of the low tier mat economy, have it so that if somebody chooses the make a farm producing Wheat, the player can no longer pick up Wheat, will no longer receive Wheat in their writ bag nor Hireling mail.

    So the player no longer requires wheat, but cannot put his found surplus into the economy as he does not receive the item anymore anyway.
    Edited by richo262 on July 9, 2020 12:35AM
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