StabbityDoom wrote: »Make each of the three sections their own zones with 700 items each.
Yes, since they wanted the house to be entered from Blackwood, and the main doors lead towards somewhere in Blackmarsh, they went with the boat entry. Which in itself isn't that bad, we've seen it before in Forgemaster's Falls for example. They just chose a really niche entry point for the boat, rather than going with the more versatile dock that's more centrally located. The grounds have several grates and waterways that could have supported boat entry, but they chose to put it in under the chapel... which kinda limits the potential of the 'crypts' (which are tiny as a result), and also means that all visitors to the castle must go through a flooded tunnel... hardly ideal. We can of course very easily fix that, since the tunnel has 3 potential exits, but stil...DoomGrunt624 wrote: »I think the principal entry is locked because the bridge giving to the road (north) is linked to a locked zone yet.
That's why, through the Blackwood, you take the boat and giants doors are locked, I think.
I'm still waiting for them to fix the two rooms in Mistveil that can be seen from the outside of the house but don't exist inside the house.
StabbityDoom wrote: »I should add I'm hearing complaints about the 3x price, so I suggest perhaps some other solution might be thought of, but I don't have any ideas there.
StabbityDoom wrote: »Not sure If I explained it right, @Lauranae - I mean the three would be sold as one, be one house like hall of the lunar champion has those zones in it but is one house. I just meant that each section would have its own count. Actually I think it does a load when you pass through the courtyard in pantherfang already.
I agree getting them to change the limit is ideal.
Yes, since they wanted the house to be entered from Blackwood, and the main doors lead towards somewhere in Blackmarsh, they went with the boat entry. Which in itself isn't that bad, we've seen it before in Forgemaster's Falls for example. They just chose a really niche entry point for the boat, rather than going with the more versatile dock that's more centrally located. The grounds have several grates and waterways that could have supported boat entry, but they chose to put it in under the chapel... which kinda limits the potential of the 'crypts' (which are tiny as a result), and also means that all visitors to the castle must go through a flooded tunnel... hardly ideal. We can of course very easily fix that, since the tunnel has 3 potential exits, but stil...DoomGrunt624 wrote: »I think the principal entry is locked because the bridge giving to the road (north) is linked to a locked zone yet.
That's why, through the Blackwood, you take the boat and giants doors are locked, I think.
StabbityDoom wrote: »I'm still waiting for them to fix the two rooms in Mistveil that can be seen from the outside of the house but don't exist inside the house.
don't hold your breath. I've seen them fix something like that once, in all these years, with a wall issue, in Lakemire. And lakemire is still screwed up with the floor/wall issues. They look forward, not back, so our best bet is to try to tackle problems before they are in the game.
Yes, since they wanted the house to be entered from Blackwood, and the main doors lead towards somewhere in Blackmarsh, they went with the boat entry. Which in itself isn't that bad, we've seen it before in Forgemaster's Falls for example. They just chose a really niche entry point for the boat, rather than going with the more versatile dock that's more centrally located. The grounds have several grates and waterways that could have supported boat entry, but they chose to put it in under the chapel... which kinda limits the potential of the 'crypts' (which are tiny as a result), and also means that all visitors to the castle must go through a flooded tunnel... hardly ideal. We can of course very easily fix that, since the tunnel has 3 potential exits, but stil...DoomGrunt624 wrote: »I think the principal entry is locked because the bridge giving to the road (north) is linked to a locked zone yet.
That's why, through the Blackwood, you take the boat and giants doors are locked, I think.
I completely agree Stabby. Realistically though, as we have seen in the past, as once a house reaches PTS, ZOS will not change it at this point. They possibly might address some glaring bug if it's mentioned on Twitter (which seems to be the main feedback they read) but won't make any significant changes. Personally I think this makes it pointless to put houses on the PTS and ask players for feedback. This is why we need people like yourself as Housing Reps, but that's a whole other discussion😀
I'm on an extended break myself from ESO, but I saw this article while checking the Lux Vendor update from B.Bowd
Pantherfang is blatantly too huge for 700 slots. If any of the Devs played with housing system in game, like we do, they would know this.
I believe ALL houses should come with configurable load in points. It would be a massive step forward to solving the issues created by putting out massive mini-zone style homes with only 700 items.
Ideally, have the load-in point a placeable piece of furniture (like the Skyrim Creation Kit). Yes, this might lead to people placing it outside the invisible wall, but so what!! If somebody wants to decorate out there, let them. They've paid the price of a triple-A game for it so why should they have such narrow-visioned restrictions imposed on it.
But even if they didn't want to, or can't, make it a moveable item, It is my single biggest suggestion to ZOS that they make load-in points customisable.
But, sorry to be cynical, I've long given up hope that ZOS take onboard any suggestions from this part of the forum.😔
Try put it on Twitter maybe!😀
If you look at the map where the house actually is, the Blackwood side of it is just water... and there is no road in the zone that goes to the house (you can swim out there past some islands if you really want, but again, hardly easy access). Rotating it would not have solved anything.Spell-Slinger wrote: »I keep seeing this argument. You realize that ZOS could just as easily have just... turned the entire building the other way, so that the entry point was towards Blackwood? It's a problem that they themselves created that you have to enter by boat at that specific point. There is no REAL reason for it to be that way.Yes, since they wanted the house to be entered from Blackwood, and the main doors lead towards somewhere in Blackmarsh, they went with the boat entry. Which in itself isn't that bad, we've seen it before in Forgemaster's Falls for example. They just chose a really niche entry point for the boat, rather than going with the more versatile dock that's more centrally located. The grounds have several grates and waterways that could have supported boat entry, but they chose to put it in under the chapel... which kinda limits the potential of the 'crypts' (which are tiny as a result), and also means that all visitors to the castle must go through a flooded tunnel... hardly ideal. We can of course very easily fix that, since the tunnel has 3 potential exits, but stil...DoomGrunt624 wrote: »I think the principal entry is locked because the bridge giving to the road (north) is linked to a locked zone yet.
That's why, through the Blackwood, you take the boat and giants doors are locked, I think.