Things like this should definitely be added to housing but it won't because according to some, it would ruin the precious little economy.
VaranisArano wrote: »How do we intend to prevent this being exploitable by bots?
Things like this should definitely be added to housing but it won't because according to some, it would ruin the precious little economy.
WastedJoker wrote: »+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.
ThisOnePosts wrote: »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!
GoodFella146 wrote: »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!
CMDR_Un1k0rn wrote: »
Oreyn_Bearclaw wrote: »CMDR_Un1k0rn wrote: »
@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.
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
CMDR_Un1k0rn 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.