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What would your perfect hub look like?

Destai
Destai
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So I was talking to some friends last night about what our home cities are and I find each of them have some sort of limitation. Most often people cite Alinor, Vivec, Rimmen, Rawl'kha, and Leyawiin as their hubs. Yet each of these have some drawbacks, so I got to thinking - what would a perfect hub look like?

1. A concise crafting area. Alinor is the best example - they're all laid out in a flat area semi-circle. I can run in and run out.
2. Consortium boxes are nearby. I once made the mistake of doing my dailies in Daggerfall - it's so spread out.
3. Consortium boxes are unobstructed. Alinor and Rawl'kha have the best turn-ins. There's no NPCs standing around like in Vivec and Leyawiin, who need stabbing every time I'm on my nightblade.
4. Horse trainer is nearby without a loading screen. Love this about Vivec and is one of the main reasons I park so many toons there - especially since horse trainers has to take 180 days. I can easily do my crafting, level up that horse skill, and switch toons. All of the other bases have one either far away or in another zone, like Leyawiin
5. A wayshrine nearby. Again, Vivec is really good about this. A close wayshrine let's me zoom in, do my dailies, level up my horse, and switch toons.
6. A well lit outfit station nearby without a loading screen. . Honestly, only Alinor does this well. If Vivec could be updated to have one outdoors - especially since it's still under construction
7. A bank nearby without a loading screen. One of the best features of Vivec is the outdoor bank stall, right in the middle of the crafting area. Not having a loading screen is such a blessing.
8. Respec station nearby without a loading screen. Only Vivec has this, and it's further away, but thankfully has its wayshrine area. I think with Armory coming out, I'm hoping they put Armory stations near the respec stations/shrines.
9. A chef and brewer by the provisioning station. It's the little things, right? No hub has these two near the provisioning station in the crafting area (iirc), so when I need a new recipe I have to travel about and then come back to the station that has the best turn in or wayshrine access.
10. A house nearby. LOVE this about Alinor, I can teleport to my house, walk down some stairs, and then go about my business.

There's my requirements, what're yours?
  • SickleCider
    SickleCider
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    This is an unpopular opinion, but I prefer the hubs that have a door to the bank. It's not because I love doors and loading screens, but the peace and quiet I get on the other side is worth it to me. I can be there for a good while managing my shops so I'm glad to not have mounts screaming and people spamming skills and doing parkour on the counter.

    I wish more places had master writ turn-ins. I'm so sick of going to Mournhold just to go outside and talk to Rolis. I wish I could give that stuff to Baron Jangleplume so he can put it... Wherever he puts stuff and just fly there for me. Idk, maybe I'm crazy, but I don't see what benefit to the game's health is being derived from me nyooming out of the wayshrine, spending 30secs skipping Rolis' dialogue, then nyooming back into the wayshrine, all without getting off my mount.
    ✨🐦✨ Blackfeather Court Commission ✨🐦✨
  • El_Borracho
    El_Borracho
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    Vivec City would be perfect if there were an Undaunted site. As it stands, I use Mournhold, even though the bank is behind a door and the provisioning is in the inn. Mournhold also has the bonus of having Fighter's Guild and Mage's Guild if you need to level up newer characters, plus a solid concentration of [snip] guild booths in case you need something you don't want to farm. Vivec's traders are rip-offs.

    [edited to remove inappropriate termanology]
    Edited by ZOS_Ragnar on October 14, 2021 4:23PM
  • Sheezabeast
    Sheezabeast
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    Mournhold, with the bank being a smidge closer.
    Grand Master Crafter, Beta baby who grew with the game. PC/NA. @Sheezabeast if you have crafting needs!
  • redspecter23
    redspecter23
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    All the things posted above and also all pets are banned. If there were even just one area I could do my writs in that didn't have flappy eyesores all over the place, I'd be very happy.
  • code65536
    code65536
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    Vivec is my hub.
    • Nearby bank with no door. I need guild bank access, and this one point vaults Vivec over all the other contenders.
    • Crafting stations and writ boards are in a compact area. Okay, not quite as compact as Alinor or Leyawiin, but good enough.
    • Writ turn-in is nearby. There is a NPC, but you cannot talk to this NPC, so he doesn't actually interfere with turn-ins like the Leyawiin NPC.
    • Nearby outlaws refuge with the best placement of the shadowy supplier and fence of any outlaws refuge (across all my accounts, I have 15 characters on NA and 10 characters on EU with the shadowy supplier unlocked, and I talk to him every day on all 25 of those characters for his alchemy satchel).
    • No forced dismounts (this really annoys me about Alinor).
    • Nearby wayshrine. Leyawiin does a better job here, but again, Vivec is good enough.
    • Nearby mount upgrades.
    • Nearby impresario. I absolutely hate the Leyawiin one, and I would actually port to Vivec City for the impresario during the Blackwood event. That's how bad the Leyawiin one is.
    • The respec shrines are right next to the Vivec City Temple wayshrine, which I can access quickly from the Vivec City waysrhine.

    Vivec City does have one glaring downside: The maze portion of the city is a nightmare to navigate. The outfit station is there, and it's such a hassle to get to that I actually just port home for outfitting needs instead. The other problem with the maze is that the free inn is located there, so I can't use "travel outside" to the inn room as an efficient way to get to town (Rimmen's inn room is by far the best, as it's a straight shot to the wayshrine with no doors in the way; I would often do travel-outside to the Rimmen inn and just use the nearby wayshrine to get to where I actually want to go).

    There are a number of minor things that other cities do better than Vivec, but in those areas, Vivec City is "good enough". E.g., yes, the crafting stations are a bit more compactly located in Leyawiin and Alinor, but it's only slightly better than Vivec CIty and doesn't come close to making up for the multitude of other shortcomings in those cities.
    Edited by code65536 on October 14, 2021 4:20PM
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  • Danikat
    Danikat
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    I'm not that fussy about city layouts and the main reason I choose a particular city as my character's home is for lore/role-play reasons. For example my main character's 'home' city is Evermore because she lives in Mournoth Keep and it's the nearest city. My crafter does live in Alinor but it's a coincidence that it has a good layout for crafting because before that he was in Vulkhel Guard.

    I think the only thing which puts me off using a particular city are if several services are in a building I find hard to navigate or where I feel like it's adding extra time to getting between them. Elden Root, Mournhold and Vivec City for example. One of my characters does 'live' in Mournhold but he's not actually there all that often and when he is he almost exclusively uses the outlaw refuge, partially because it's more convenient than getting to the actual bank and partially because he's a vampire and highly likely to have a bounty so many of the 'surface' NPCs won't talk to him anyway.

    I don't mind things being in different buildings, or spread out, but it's annoying when all the map icons are clustered together and I have to remember that actually you need to go down a level, round the corner, through the door and up the stairs again to get to the one you want.

    Edit: Oh a house in the city helps too, so I have a free teleport there from anywhere in the game. It doesn't necessarily need to be one my character will actually live in, an inn room or one of the smaller and cheaper homes works too.
    Edited by Danikat on October 14, 2021 4:14PM
    PC EU player | She/her/hers | PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

    "Remember in this game we call life that no one said it's fair"
  • Peacatcher
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    Honestly my top preference for a 'home' city is not too many other players around. Most of my characters live in Shornhelm or Marbruk for this reason. Sure the crafting stations are spread out and the bank is in a building, but its quiet.

    Maybe I'm just old and grumpy :)
    Ps4 EU
  • Kalik_Gold
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    A large Imperial - or- Redguard themed medieval duel pit arena with guild stores surrounding it on one end, crafting area to the top, battlegrounds and Undaunted area to the left side and Impressario and Event area to the right. Banker, pack and horse merchants mixed in with the vendors. Master writ vendor also.... put everything in one spot!

    All outside with no load screens. With multiple sign boards with daily quests for DLC chapter zones...

    A true MMO hub.

    26e9e3ce39e7d5c6eb2c0f175453773f6221c0f5r4-735-368_00.jpg
    Edited by Kalik_Gold on October 14, 2021 4:37PM
    Main Character:
    Ras Kalik a Redguard Templar, the Vestige

    PvP Pure-class:
    Goliath of Hammerfell a Redguard Dragonknight
    Jux Blackheart a Redguard Nightblade
    Aurik Siet'ka a Redguard Necromancer
    Cacique the Sage of Ius a Redguard Warden
    Kaotik Von Dae'mon a Redguard* Sorcerer

    PvP: Subclassed or Specialty
    Movárth Piquine a Nord Vampiric Necromancer (Tank)
    Voa a Priest of Sep a Redguard* Necromancer (Healer)
    Tsar af-Bomba a Redguard Vampiric Nightblade (Bomber)
    Two-Big-Horns an Argonian Arcanist /Sorcerer
    Uri Ice-Heart the Twin a Nord Vampiric Warden (Ice-Theme)

    PvE:
    Cinan Tharn an Imperial Dragonknight (Tank)
    Herzog Zwei the Genesis an Akavari* Templar (Healer)
    Bates Vesuius of Dawnstar an Redguard** Dragonknight (Raid Damage) --- Name change needed

    PvE: Specialty
    Tyrus Septim an Imperial Sorcerer (Dungeon Damage)
    Tav'i at-Shinji a Redguard** Warden (Arenas)
    Lucky Hunch the Gambler - a Redguard Nightblade (Thief)

    Leveling...
    Styx of Akatosh a Goblin*** Arcanist --- Race change needed
    Zenovia at-Tura a Redguard** Lycan Sorcerer
    Yesi af-Kalik a Redguard Templar
    ======
    Passives of another race used:
    *Breton
    **Imperial
    ***Argonian




    __________________________Backstories:_________________________

    Ras Kalik the Vestige, a renown Redguard warrior; He has been blessed to save Tamriel from Molag Bal’s destructive Planemeld while reuniting the Five Companions. His further accomplishments after defeating Molag Bal, has been to stop the destruction of Morrowind, the Clockwork City, return order to the isle of Summerset and create a new king in Wrothgar and a queen in Elsywer. These events have made him a living legend and continue to lead him into new adventures throughout Tamriel, as well as into the hearts of many ladies including the Elf Queen, Aryenn. Over many years of adventurous travels, Ras Kalik had become a loner, until he re-visited his homeland of Alik'r.

    Alik'r and it's cities were overrun by the undead Ra-Netu and therefore he made an allegiance with Alik'r's own Ash'abah tribe. These Ash'abah with his help, cleansed the city of Sentinel in Alik'r desert and it's surrounding areas of the undead brought to life by the Withered Hand. After rescuing Sentinel from the undead zombies, King Fahara’jad’s personal bodyguard the Goliath of Hammerfell, who was given this name by Imperials in the region; was asked to assist the tribe after learning of the defeat of the Withered Hand to the Ash'abah. Kalik promised Goliath he would task him with fighting living enemies on the battlefield if he so desired. Goliath being a Yokudan warrior wields a massive sword in respect to the Ansei, a gift given by the Imperial, Cinan Tharn. Not many soldiers are able to wield double two handed weapons, but Goliath loves to get up and personal in a fight, so he also carries a giant maul, both weapons laced with magical flames.

    Jux Blackheart is a master thief that masquerades as a Bard at the Sisters of the Sands inn, with his younger sidekick Lucky Hunch for pilfering and gambling during this time. Jux was known to infiltrate any towns bank vault he came across and even delved into Ayelid ruins without detection. Kalik can vividly recall the night he met the famed thief. Jux found himself rummaging thru a slightly inebriated Kalik’s pocket for too long, on a full-mooned night and because of his greed and the glimmer of his golden armor in the moonlight. He lost his left pinky fingertip as a lesson! But in return, he gained a new friend, as it was his first time since a child being caught red-handed...

    Upon arrival back in the Alik'r after many moons of adventuring, Ras Kalik ventures to Bergama. Visiting The Winking Jackal, he runs into Jux Blackheart, who introduces him to the coin game Crowns vs Forebearers (Heads vs Tails) and Golden Dwemer (RBG).... Jux constantly takes gold from the unfortunate thru theft or gambling, his biggest gambling victim is actually his partner in crime known as Lucky Hunch the Gambler. Lucky doesn't mind losing any gold coins to Jux... as Jux saved him from Altmer slavers in Summerset, by stealing a key and sending him on a boat to the mainland years prior. Lucky spent years in slavery with Khajiits in Summerset and picked up the art of subterfuge, using illusion magic disguises and stealing there.

    Kaotik Von’Daemon an outcast, and a half-caste between a Breton mother and a Redguard father. Kaotik become a pariah due to his conjuration of Daedra pets. He was taught healing magic during his childhood years by his Breton mother. His father due to Redguard customs exiled him from the desert, sending him by wagon caravan to be a soldier in the war in Cyrodiil. He happened to meet Kalik while traveling from Alik'r, during this long caravan ride the caravan he was in was ambushed in Bangkorai by a group of bandits. Kalik by chance was also traveling thru this area on his Auridon Warhorse (which was bestowed to him by his friend, Darien Gautier). During this ambush, Kalik was able to rescue five hostages from the bandits. Kaotik was the first rescued, and Ras Kalik also recruited him to be in the Ash'abah tribe. These core Ash'abah tribesmen may never be seen together in travel as they partake in their own adventures but they always know what each other is doing; as they frequent a hideout in northern Bankorai. Their hideout an old Orc castle ruin, is kept watch by Nuzhimeh and she passes messages written between them, and frequently they also enjoy her company and her bed.

    The other men rescued were a Dunmer banker, an Imperial mercenary and two other soldiers, an Imperial and a Breton Knight, stating proudly he was an Akavir descendent. One of the Imperials, Cinan, claimed to be related to Abnur Tharn the Battlemage of the Imperial Elder Council (One of Ras Kalik's mentors in the Five Companions). Cinan Tharn was really Abnur's drunkard treasure hunting illegitimate son. He was caught smuggling artifacts out of the Ayleid ruins in Cyrodiil and the elder of the two Imperials was Tyrus Septim a retired Imperial navy battle-mage (now a Lycan mercenary living in the city of Rimmen) and guard to the Tharn family. As much as Abnur Tharn hated his half-sister Euraxia, he dislikes his bas†ard son Cinan more. Tyrus now a ruffian and privateer had been paid by Abnur Tharn to watch over Cinan as much as possible. Cinan Tharn a drunkard, loves to drink at least a quarter barrel of Nord mead before he raids various delves and dungeons for relics to sell on the black market. Cinan also plans to one day, run an illegal gambling ring... which he thinks will net him more gold for his wares.

    The Dunmer captive shackled to the Imperials looked familiar to Kalik from his time in Morrowind.... and he recognized him as Tythis Andromo a House Telvanni slave-owner and banker from Vvardenfell. During a rough interrogation to Tythis, Ras Kalik learnt why the bandits accosted him. The racist Dunmer was providing slaves as soldiers for the Three Banner War. The bandits were trying to negotiate a lucrative ransom for Andromo and the Imperials.... Kalik did not need any of this gold and he could never set Tythis free as he did with the two Imperial soldiers. His past involvement with slavery and war crimes, made Kalik's blood boil. He chose not to execute Tythis, as he figured the worse punishment for this former rich and opulent slave owner, is to now be an imprisoned servant for Ras Kalik and the tribe.

    Herzog Zwei the Genesis a reknown Imperial/Akavirri battle-mage. His roots going back to Akavir through his mother’s bloodline. (His mother is descended from the Akaviri, through Versidue-Shae, and his Imperial father met her in Hakoshae, while traveling) Herzog earned the nickname "the Genesis" from his father as a child, as he was his mother's first born child, and last, as she tragically died in child-birth.

    Herzog was seeking to purchase an artifact from Cinan Tharn, before their capture and was meeting Tyrus while in Rimmen, who introduced him to Cinan. This artifact being the Ayelid artifact; the sword Sinweaver. After their rescue and the exchange of gold to Cinan for the sword he decided to slip away before Ras Kalik could question who he was, and why the Akavir descendant really wanted that sword. Herzog was headed to Nagastani — An Ayleid ruin in eastern Cyrodiil. He had read in scrolls that the Sword would give him magical powers to meet his mothers spirit, if he performed an Ayleid ritual at an old shrine hidden there. Equipped with the artifact sword, he was off to start his own adventure but Ras Kalik, did indeed notice the sword however and instead sent a letter to Jux Blackheart (whom also was interested in Ayleid treasures), to attempt to find Herzog and acquire the sword. (*Azani Blackheart in Elder Scroll's Oblivion is Jux's descendant some 747 years later)

    And so the Redguard, Imperial and Akaviri men parted ways ... While Ras Kalik went off to Elsweyr to encounter the latest threat to Tamriel, with Abnur Tharn and Sai Sahan - - DRAGONS!! Little did Ras Kalik know a few people were awaiting him in Senchal besides Sai. A necromancer survived his attack on the Withered Hand, while in Alik'r. The necromancer known as Auriek Siet'ka is also following him to the land of the Khajiits and Cacique the Sage of Ius a Shaman mystic who has become attuned spiritually with Tu'whacca (a Redguard God) and Ius (the Animal God), after being burned severely by the escaped dragons in Elsywer, is awaiting his arrival also. Aurik is a soldier of the Daggerfall Covenant that was introduced to necromancy while in the military, even though this magicka art is not spoken of openly by most of the Military leaders. He came to Alik'r and worked with the Withered Hand before Ras Kalik intervened on their plans. After the defeat of the Withered Hand, he aligned with the Worm Cult, and is constantly adapting and perfecting his necromantic arts.

    After his journey to Rimmen, Kalik heads south to Senchal, in the southern regions of Elyswer. This new adventure will also put him on a path to meet a strange Redguard man. The stranger which was infected with an untreated Peyrite disease and also was the exiled from the Order of the New Moon cult, due to his sickness. He originally joined the cult to worship Laatvulon, the green dragon, mistakenly thinking it was the Daedric prince Peyrite. This confused and suffering cultist is known as Tsar al-Bomba and he is on a path to spread the disease. He was originally infected in Orccrest while recruiting members there. Can Ras Kalik and the shaman Cacique cure this poor soul, only time will tell. Little does Tsar al-Bomba know, that his infection is tied to Vampirism, and eventually the desire for blood will take over his mind. Senchal also offers Kalik his latest love interest... Aeliah. Whom he fondly led thru battles with the Dragonguard.

    After the trek thru the heat, tropical and desert climate of Northern and Southern Elyswer, Ras Kalik heads north to the cold mountain range of Skyrim. His companion friend Lyris beckons for him with a letter sent by crow...

    Movárth Piquine - a former vampire hunter (now infected), within the Fighter's Guild (and a secretive necromancer) was in Skyrim working with the Morthaal Guard. On a patrol mission he was caught in Frewien's ice curse outside of Morthaal with the frozen undead. Movárth's vampiric infection kept him from becoming an undead minion to the curse. He was able to use necromantic ice-magic to encase himself safely until he was freed with Freiwen, when the Vestige Ras Kalik broke the curse.

    Uri Ice-Heart - brother of Urfon Ice-Heart. The twin sons of Atli and Oljourn Ice-Heart. The Ice-Heart family are originally from Markarth but now reside on the Jerall Mountain range near Cyrodiil, with their younger sister Araki. The twins had joined the Winterborn Reachmen while living in Markarth. Urfon pushed west to Orsinium with the Winterborn Clan, leaving his family behind. Uri stayed behind with his parents and sister to live in the family cabin for safety, avoiding the Vampire plague infiltrating the Reach. After news reaches him and he hears of Urfon's death... Uri leaves and heads home and is seeking vengeance. Meanwhile, his sister has also moved on to Windhelm to join the Fighter's guild. He will visit his sister, once before going to seek vengeance and she will craft him armor mixed with ice, called Stalhrim armor. Uri fearing death, after his brother's passing, falls victim to the convincing talk of Movárth at a Nordic tavern, and will also becomes a vampire.

    {time moves forward through the hour-glass}
    PS5/NA - Ras Kalik a Redguard Templar - Daggerfall Covenant
  • code65536
    code65536
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    Peacatcher wrote: »
    Honestly my top preference for a 'home' city is not too many other players around. Most of my characters live in Shornhelm or Marbruk for this reason. Sure the crafting stations are spread out and the bank is in a building, but its quiet.

    Maybe I'm just old and grumpy :)

    Of the base-game cities, Shornhelm is my favorite.

    Bank, mount, outlaws refuge, writ turn-in, and half the crafting stations are all near the wayshrine. The main downside to Shornhelm is the positioning of the alchemy/enchanting/jewelry stations on the other side of town.

    I homed in Shornhelm for a very long time. From when I started playing in 2015 until something like 2019 or so, at which point the advantages of Vivec City were finally able to overcome this inertia and get me to rehome. I still have a soft spot for Shornhelm and think of it as my second home, though.
    Edited by code65536 on October 14, 2021 4:31PM
    Nightfighters ― PC/NA and PC/EU

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  • Destai
    Destai
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    All the things posted above and also all pets are banned. If there were even just one area I could do my writs in that didn't have flappy eyesores all over the place, I'd be very happy.

    Oh yes, 100% agreed. I think any hub/crafting area should be built around the idea that's a game first - ambience and anything else need a backseat.
  • jaws343
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    If they added a Master Writ turn in in Alinor it would mostly be perfect imo.

    The annoying thing about the Master Writ turn in in Mounrhold is that in order to do multiple Enchanting, Provisioning, or Alchemy Master Writs, you have to go through multiple loading screens, or pre-craft everything.

    Editing to add that I think Leyawiin is as good as Alinor, bust same thing, just add in a Master Writ turn in.
    Edited by jaws343 on October 14, 2021 4:35PM
  • Destai
    Destai
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    Kalik_Gold wrote: »
    A large Imperial - or- Redguard themed medieval duel pit arena with guild stores surrounding it on one end, crafting area to the top, battlegrounds and Undaunted area to the left side and Impressario and Event area to the right. Banker, pack and horse merchants mixed in with the vendors. Master writ vendor also.... put everything in one spot!

    All outside with no load screens. With multiple sign boards with daily quests for DLC chapter zones...

    A true MMO hub.

    26e9e3ce39e7d5c6eb2c0f175453773f6221c0f5r4-735-368_00.jpg

    I love this idea! Something like that or a caravan area would be ideal for a no-frills, daily-quest-doer hub!

    Imagine - Caravan's Corner.

    Nestled within the ruins of an old Imperial outpost, is Caravan's Corner. The ruins of a great crafting hall are given life again by adventurers, the legendary machinery perfectly laid for the expedient crafter. Tents and carts have popped to support their intrepid adventurers, giving them quick access to the luxuries and necessities of city life - both legal and illegal good can be pedaled here. Train your skills and then hop on a caravan or wayshrine to your next destination, or stop by the Impressario for unique, momentary rewards.
    Edited by Destai on October 14, 2021 6:00PM
  • Enemy-of-Coldharbour
    Enemy-of-Coldharbour
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    Destai wrote: »
    So I was talking to some friends last night about what our home cities are and I find each of them have some sort of limitation. Most often people cite Alinor, Vivec, Rimmen, Rawl'kha, and Leyawiin as their hubs. Yet each of these have some drawbacks, so I got to thinking - what would a perfect hub look like?

    1. A concise crafting area. Alinor is the best example - they're all laid out in a flat area semi-circle. I can run in and run out.
    2. Consortium boxes are nearby. I once made the mistake of doing my dailies in Daggerfall - it's so spread out.
    3. Consortium boxes are unobstructed. Alinor and Rawl'kha have the best turn-ins. There's no NPCs standing around like in Vivec and Leyawiin, who need stabbing every time I'm on my nightblade.
    4. Horse trainer is nearby without a loading screen. Love this about Vivec and is one of the main reasons I park so many toons there - especially since horse trainers has to take 180 days. I can easily do my crafting, level up that horse skill, and switch toons. All of the other bases have one either far away or in another zone, like Leyawiin
    5. A wayshrine nearby. Again, Vivec is really good about this. A close wayshrine let's me zoom in, do my dailies, level up my horse, and switch toons.
    6. A well lit outfit station nearby without a loading screen. . Honestly, only Alinor does this well. If Vivec could be updated to have one outdoors - especially since it's still under construction
    7. A bank nearby without a loading screen. One of the best features of Vivec is the outdoor bank stall, right in the middle of the crafting area. Not having a loading screen is such a blessing.
    8. Respec station nearby without a loading screen. Only Vivec has this, and it's further away, but thankfully has its wayshrine area. I think with Armory coming out, I'm hoping they put Armory stations near the respec stations/shrines.
    9. A chef and brewer by the provisioning station. It's the little things, right? No hub has these two near the provisioning station in the crafting area (iirc), so when I need a new recipe I have to travel about and then come back to the station that has the best turn in or wayshrine access.
    10. A house nearby. LOVE this about Alinor, I can teleport to my house, walk down some stairs, and then go about my business.

    There's my requirements, what're yours?

    I would like to take all of that and shove it into one of my spare homes.
    Silivren (Silly) Thalionwen | Altmer Templar | Magicka | 9-Trait Master Crafter/Jeweler | Master Angler | PVE Main - Killed by U35
    Jahsul at-Sahan | Redguard Sorcerer | Stamina | Werewolf - Free Bites | PVP Main
    Derrok Gunnolf | Redguard Dragonknight | Stamina | Werewolf - Free Bites
    Liliana Littleleaf | 9-Trait Grand Master Crafter/Jeweler (non-combat)
    Amber Emberheart | Breton Dragonknight | Stamina | Master Angler
    Vlos Anon | Dunmer Nightblade | Magicka | Vampire - Free Bites
    Kalina Valos | Dunmer Warden | Magicka | Vampire - Free Bites
    Swiftpaws-Moonshadow | Khajiit Nightblade | Stamina
    Morgul Vardar | Altmer Necromancer | Magicka
    Tithin Geil | Altmer Sorceress | Magicka
    Dhryk | Imperial Dragonknight | Stamina

    Guild Master - ESO Traders Union
    PC/NA - CP 2560+
  • Mandragora
    Mandragora
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    My perfect hub is what OP stated, and a bit more - I would like to have a city around, which is not empty and without quests (except main quest and 1 fetch quest), otherwise all of that could be part of guild house and who cares about the rest? I wish there would be players stores / pubs (I cannot imagine how it would work, but I have heard it was possible in Star Wars Galaxies, they would be less popular with extra doors included, so it couldn't be more expensive, right?)
    I wish every city would have story on its own and there would be factions you could join - like rich and poor people and do errands for them.
    And I miss the possibility to be a beggar as part of outcasts.
    Also I wish Vivec crafting area, which is what everyone is using, and also it does have outcasts nearby for stolen goods, would be tall again. and crafting area wouldn't be the ugliest part of the city.
    I know this belong to perfect city more than perfect hub, but I guess nobody would comment there, because it would never happen anyway.
    Edited by Mandragora on October 14, 2021 5:53PM
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!
  • whitecrow
    whitecrow
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    Apart from whatever the latest expansion happens to be, my main base is Riften, to which I took a liking early on. Everything is fairly close together; even the "other side of town" is just a quick jog. But I especially go there when I have stolen items to unload. The entry to the refuge is easy to get to, and you don't have to run down several long, winding corridors to get to the fence (like some of the more recently added ones have.)
  • joseayalac
    joseayalac
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    I move my characters from their main city once their riding training is done, normally they start in Vivec or Rimmen and end up un either Alinor or Leyawiin.
  • Elsonso
    Elsonso
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    Basically, everything in a circular plaza with the wayshine in the middle. Open air bank on one side, stable on another, writ turn in on a third side. Crafting stations, including outfit station, around the outside edge. Guild traders just outside on both sides of the plaza entrances. No Stuga. No unnecessary NPCs wandering, blocking, or soliciting quests. Add a house and I'd never leave, which is exactly what the devs don't want. :smile:
    XBox EU/NA:@ElsonsoJannus
    PC NA/EU: @Elsonso
    PSN NA/EU: @ElsonsoJannus
    Total in-game hours: 11321
    X/Twitter: ElsonsoJannus
  • FlopsyPrince
    FlopsyPrince
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    Destai wrote: »
    So I was talking to some friends last night about what our home cities are and I find each of them have some sort of limitation. Most often people cite Alinor, Vivec, Rimmen, Rawl'kha, and Leyawiin as their hubs. Yet each of these have some drawbacks, so I got to thinking - what would a perfect hub look like?

    1. A concise crafting area. Alinor is the best example - they're all laid out in a flat area semi-circle. I can run in and run out.
    2. Consortium boxes are nearby. I once made the mistake of doing my dailies in Daggerfall - it's so spread out.
    3. Consortium boxes are unobstructed. Alinor and Rawl'kha have the best turn-ins. There's no NPCs standing around like in Vivec and Leyawiin, who need stabbing every time I'm on my nightblade.
    4. Horse trainer is nearby without a loading screen. Love this about Vivec and is one of the main reasons I park so many toons there - especially since horse trainers has to take 180 days. I can easily do my crafting, level up that horse skill, and switch toons. All of the other bases have one either far away or in another zone, like Leyawiin
    5. A wayshrine nearby. Again, Vivec is really good about this. A close wayshrine let's me zoom in, do my dailies, level up my horse, and switch toons.
    6. A well lit outfit station nearby without a loading screen. . Honestly, only Alinor does this well. If Vivec could be updated to have one outdoors - especially since it's still under construction
    7. A bank nearby without a loading screen. One of the best features of Vivec is the outdoor bank stall, right in the middle of the crafting area. Not having a loading screen is such a blessing.
    8. Respec station nearby without a loading screen. Only Vivec has this, and it's further away, but thankfully has its wayshrine area. I think with Armory coming out, I'm hoping they put Armory stations near the respec stations/shrines.
    9. A chef and brewer by the provisioning station. It's the little things, right? No hub has these two near the provisioning station in the crafting area (iirc), so when I need a new recipe I have to travel about and then come back to the station that has the best turn in or wayshrine access.
    10. A house nearby. LOVE this about Alinor, I can teleport to my house, walk down some stairs, and then go about my business.

    There's my requirements, what're yours?

    11. No annoying talking quest givers, like the guild one in Blackwood that won't shut up.
    12. No other annoying audio, such as the idiot singer in Alinor who does not sing well, but keeps getting complemented. He must have a contract that guarantees a certain amount of singing since he will sometimes sing when he isn't even there!

    That said, putting the horse rider outside the crafting area would have made Alinor MUCH better.

    PC
    PS4/PS5
  • FluffWit
    FluffWit
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    whitecrow wrote: »
    Apart from whatever the latest expansion happens to be, my main base is Riften, to which I took a liking early on. Everything is fairly close together; even the "other side of town" is just a quick jog. But I especially go there when I have stolen items to unload. The entry to the refuge is easy to get to, and you don't have to run down several long, winding corridors to get to the fence (like some of the more recently added ones have.)

    On PS4 NA Riften is pretty wild man. Theres basically a party in the open area outside the bank 12 hours a day.

    But I agree it's a solid business town.
  • Destai
    Destai
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    Elsonso wrote: »
    Basically, everything in a circular plaza with the wayshine in the middle. Open air bank on one side, stable on another, writ turn in on a third side. Crafting stations, including outfit station, around the outside edge. Guild traders just outside on both sides of the plaza entrances. No Stuga. No unnecessary NPCs wandering, blocking, or soliciting quests. Add a house and I'd never leave, which is exactly what the devs don't want. :smile:

    A player only zone would be a god-send - no dialogue, just business. Definitely no Stuga or Bera. No "Don't merely be a visitor" or similar barking noises. No prologues either. Make the banks just some machine from the Clockwork City too. Add a prayer tent with altars for resetting skills and attributes.

    I'd park all my toons there in a heartbeat.

    And just for kicks, add like a goat in some corner just chilling.
  • Destai
    Destai
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    Destai wrote: »
    So I was talking to some friends last night about what our home cities are and I find each of them have some sort of limitation. Most often people cite Alinor, Vivec, Rimmen, Rawl'kha, and Leyawiin as their hubs. Yet each of these have some drawbacks, so I got to thinking - what would a perfect hub look like?

    1. A concise crafting area. Alinor is the best example - they're all laid out in a flat area semi-circle. I can run in and run out.
    2. Consortium boxes are nearby. I once made the mistake of doing my dailies in Daggerfall - it's so spread out.
    3. Consortium boxes are unobstructed. Alinor and Rawl'kha have the best turn-ins. There's no NPCs standing around like in Vivec and Leyawiin, who need stabbing every time I'm on my nightblade.
    4. Horse trainer is nearby without a loading screen. Love this about Vivec and is one of the main reasons I park so many toons there - especially since horse trainers has to take 180 days. I can easily do my crafting, level up that horse skill, and switch toons. All of the other bases have one either far away or in another zone, like Leyawiin
    5. A wayshrine nearby. Again, Vivec is really good about this. A close wayshrine let's me zoom in, do my dailies, level up my horse, and switch toons.
    6. A well lit outfit station nearby without a loading screen. . Honestly, only Alinor does this well. If Vivec could be updated to have one outdoors - especially since it's still under construction
    7. A bank nearby without a loading screen. One of the best features of Vivec is the outdoor bank stall, right in the middle of the crafting area. Not having a loading screen is such a blessing.
    8. Respec station nearby without a loading screen. Only Vivec has this, and it's further away, but thankfully has its wayshrine area. I think with Armory coming out, I'm hoping they put Armory stations near the respec stations/shrines.
    9. A chef and brewer by the provisioning station. It's the little things, right? No hub has these two near the provisioning station in the crafting area (iirc), so when I need a new recipe I have to travel about and then come back to the station that has the best turn in or wayshrine access.
    10. A house nearby. LOVE this about Alinor, I can teleport to my house, walk down some stairs, and then go about my business.

    There's my requirements, what're yours?

    11. No annoying talking quest givers, like the guild one in Blackwood that won't shut up.
    12. No other annoying audio, such as the idiot singer in Alinor who does not sing well, but keeps getting complemented. He must have a contract that guarantees a certain amount of singing since he will sometimes sing when he isn't even there!

    That said, putting the horse rider outside the crafting area would have made Alinor MUCH better.

    THE GUILD HAS NEED OF YOU COMRADE

    Ugh.
  • patrick_smyth
    patrick_smyth
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    I always try to avoid public areas if I can. I keep a personal banker and merchant at each house I use.

    My daily writs procedure:
    1. Port to outside my "Captain Margaux's Place" in Daggerfall. There are daily writ boards here (and a bank if I need it).
    2. Port to inside my "Gardner House" in Wayrest where I have a set of workstations (for daily writs) all in a row.
    3. Exit through the courtyard gate. The writ hand-in area is just ahead.
    For other crafting writs Gardner House is well placed. I can do provisioning, enchanting and alchemy writs here and hand them in locally. For other writs I travel to find the right "set" workstation and then port to outside Gardner House to hand it in.

    I also use the tower near the entrance to "Daggerfall Overlook" as a crafting centre. I have one of each workstation there including outfit and transmute stations. Fitting in the new armoury workstation will be a challenge.

    I do a lot of crafting :smile:
    @patrick_smyth PC EU Server
    Character: Richard Greymane - Breton Assassin (Stamina Nightblade) - Daggerfall Covenant
  • AzuraFan
    AzuraFan
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    I like Solitude and that's where I start my game days. Sure, you have to go into a couple of stores to do the daily writs, but the loading screens aren't bad. It's a compact crafting area, with the turn-in boxes not too far away. The bank is in the area, and a merchant hub is close by too (with hilarious NPCs, especially the wanna-be bard and the paranoid dark elf). The guild traders are right next to the crafting hub.

    When Blackwood released, I thought I'd probably switch my home base to Leyawiin, but Solitude kept calling me back.

    Vivec, while it has a lot of conveniences, is too crowded for me.

    Agree with whoever said it would be nice to have more than one master writ turn-in NPC. There should be one wherever you can turn in daily writs.
  • deejayvee
    deejayvee
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    AzuraFan wrote: »
    I like Solitude and that's where I start my game days. Sure, you have to go into a couple of stores to do the daily writs, but the loading screens aren't bad. It's a compact crafting area, with the turn-in boxes not too far away. The bank is in the area, and a merchant hub is close by too (with hilarious NPCs, especially the wanna-be bard and the paranoid dark elf). The guild traders are right next to the crafting hub.

    Same here. I know it so well now, I can do my daily writs on auto-pilot.

    I would like to have all the stations outside, but I can live with 3 being in one shop. The clothing being in a shop by itself is the biggest pain. Also, the lighting in there is terrible when using the outfit station.

    I would like the NPC that keeps welcoming to Solitude "stranger" to be quiet, though. My characters have been doing writs there every day for months now!
    PC - NA
  • runa_gate
    runa_gate
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    REMAINS-SILENT with no loading screen. Why can I not buy this as an assistant?
  • Narvuntien
    Narvuntien
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    I think loading screens are a lot worse for console players than PC players right?
    I use Rimmen. I really like the Bard there and my crafter is Khajiti.

    I know this is an MMO but when something feels like a chore should it even be there? Everyone he is trying to minimise time taken to do writs, maybe, if you don't enjoy it just don't do writs any more.

    I also agree having the master writs only in the base game cities is a pain.
  • JJOtterBear
    JJOtterBear
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    tbh i think the hubs are mostly okay as they are, i just wish they were more populated with npc's. I mean some of these places are major cities. it should feel bustling, but a lot of the time it doesn't.
  • saar
    saar
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    Rimmen with an open bank. Surely I'm not the only one who keeps falling off the pier in Vivec.
  • katanagirl1
    katanagirl1
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    whitecrow wrote: »
    Apart from whatever the latest expansion happens to be, my main base is Riften, to which I took a liking early on. Everything is fairly close together; even the "other side of town" is just a quick jog. But I especially go there when I have stolen items to unload. The entry to the refuge is easy to get to, and you don't have to run down several long, winding corridors to get to the fence (like some of the more recently added ones have.)

    Yes, I park all my toons there. The only crafting table that is not within a few feet of the others there is alchemy, and I hate doing those daily writs anyway.

    The bank is in the middle of the crafting stations and the wayshrine is close.

    A friend I used to do random daily dungeons with let me know about this location. He’s not playing anymore but he was right.

    Occasionally the duelers take their matches into the crafting area and that can be annoying.
    Khajiit Stamblade main
    Dark Elf Magsorc
    Redguard Stamina Dragonknight
    Orc Stamplar PVP
    Breton Magsorc PVP
    Dark Elf Necromancer
    Dark Elf Magden
    Khajiit Stamblade
    Khajiit Stamina Arcanist

    PS5 NA
  • Saxhleel
    Saxhleel
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    I like Leyawiin as everything is in one spot, but still Alinor is much better.
    "What a fool you are. I'm a god. How can you kill a god? What a grand and intoxicating innocence. How could you be so naive? There is no escape. No Recall or Intervention can work in this place. Come. Lay down your weapons. It is not too late for my mercy" — Dagoth Ur

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