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ZOS another one for ya

DUTCH_REAPER
DUTCH_REAPER
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Can we please get a furnishing where I can plant columbine (alchemy nodes) in it in my house and actually harvest it?

Thank you
  • kargen27
    kargen27
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    I'm opposed to this idea. Players need to be out in the world doing things not hiding on the house.
    and then the parrot said, "must be the water mines green too."
  • ssewallb14_ESO
    ssewallb14_ESO
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    This would be cool actually, but the bots won't let us have nice things.
  • DUTCH_REAPER
    DUTCH_REAPER
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    It would be very cool. Have a node garden to harvest.
  • LadyGP
    LadyGP
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    This would be cool actually, but the bots won't let us have nice things.

    Assuming the engine would even be able to handle something like this (not a dig at ZoS)... then my follow up would be... yeah... bots would destroy this for everyone.
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  • spartaxoxo
    spartaxoxo
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    This is a fun idea. It was also a previously planned and teased idea that appears to have been scrapped a long time ago. So, I guess it probably won't happen
    Edited by spartaxoxo on March 17, 2025 2:24PM
  • moo_2021
    moo_2021
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    It would be very cool. Have a node garden to harvest.

    People would build vertical farms in the largest houses and charge entrance fee to farming players.
  • SilverBride
    SilverBride
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    I don't like this idea for these reasons.

    We don't want players to play the entire game from inside their houses. We need players out in the world to keep it alive.

    Columbine is the most expensive alchemy plant, so growing it and other crafting items inside our homes would eventually making trading obsolete.
    PCNA
  • Maitsukas
    Maitsukas
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    I would totally forget about this feature's existence.
    PC-EU @maitsukas

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  • LunaFlora
    LunaFlora
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    i would love this
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  • FluffyDoom
    FluffyDoom
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    I would love to have all of the alchemy flowers/mushrooms as housing items, many of the models are intricate and simply beautiful.

    I would not want or need to "harvest" from them inside of housing as I'm quite happy to have that experience in the open world.

  • Pixiepumpkin
    Pixiepumpkin
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    I would love to be able to farm stuff from my home....but I'd do it this way.

    I know that ZOS is moving into a different direction regarding content (no yearly chapters, etc).

    But I'd basically have a "Chapter" (some kind of DLC/expansion update).

    Inside of that yearly update, as a "mechanic" I'd have a Farm House as a player reward (so everyone can obtain this to keep this from being pay to win).

    Inside that farm you'd be able to plant a number of plants ihn your farm plot for harvest. Nothing insane, but allow like 5 rows of 5 plants (1 plant type per row, so a max of 5 for any given plant). This would represent what....10 minutes of farming at best. OR make it equivelant to 1 harvest map worth of materials.

    I'd also have a grove of trees that has some wood on the ground, some ore next to a small mine/mountain. Basic harvesting materials.

    None of this should take much time, or be game breaking but it would give a sense of immersion.

    I'd do it this way though, vs having every house be able to have a farm. This would be to keep the amount of time using the mechanic to a minimum and keep people from gaming the system by having a farm inside of 20 homes. I like the idea of freedom to have it anywhere, but there needs to be liimits for the economy/market balance.
    "Class identity isn’t just about power or efficiency. It’s about symbolic clarity, mechanical cohesion, and a shared visual and tactical language between players." - sans-culottes
  • ImmortalCX
    ImmortalCX
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    I would love to be able to farm stuff from my home....but I'd do it this way.

    I know that ZOS is moving into a different direction regarding content (no yearly chapters, etc).

    But I'd basically have a "Chapter" (some kind of DLC/expansion update).

    Inside of that yearly update, as a "mechanic" I'd have a Farm House as a player reward (so everyone can obtain this to keep this from being pay to win).

    Inside that farm you'd be able to plant a number of plants ihn your farm plot for harvest. Nothing insane, but allow like 5 rows of 5 plants (1 plant type per row, so a max of 5 for any given plant). This would represent what....10 minutes of farming at best. OR make it equivelant to 1 harvest map worth of materials.

    I'd also have a grove of trees that has some wood on the ground, some ore next to a small mine/mountain. Basic harvesting materials.

    None of this should take much time, or be game breaking but it would give a sense of immersion.

    I'd do it this way though, vs having every house be able to have a farm. This would be to keep the amount of time using the mechanic to a minimum and keep people from gaming the system by having a farm inside of 20 homes. I like the idea of freedom to have it anywhere, but there needs to be liimits for the economy/market balance.

    How is this fundamentally different from hirelings that deliver materials?

    You could choose material type, and that would have a blunting effect on the economy if everyone could grow the rare stuff.

    And you wouldn't have to level crafting like you do to get the hireling.

    That means that anyone could keep buying these and producing *factories* in their homes.

    This would be very pay to win for those with more houses, more greenhouses, unless there were limits by account.

    But if there were limits that would not break the economy, then the idea becomes very unappealing. IOW, if this idea has a smidge of real utility, it at best becomes very P2W and at worst, breaks the economy.

    Edited by ImmortalCX on March 17, 2025 11:00PM
  • ArchMikem
    ArchMikem
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    kargen27 wrote: »
    I'm opposed to this idea. Players need to be out in the world doing things not hiding on the house.

    You say hiding, we say farming.
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  • Pixiepumpkin
    Pixiepumpkin
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    ImmortalCX wrote: »
    I would love to be able to farm stuff from my home....but I'd do it this way.

    I know that ZOS is moving into a different direction regarding content (no yearly chapters, etc).

    But I'd basically have a "Chapter" (some kind of DLC/expansion update).

    Inside of that yearly update, as a "mechanic" I'd have a Farm House as a player reward (so everyone can obtain this to keep this from being pay to win).

    Inside that farm you'd be able to plant a number of plants ihn your farm plot for harvest. Nothing insane, but allow like 5 rows of 5 plants (1 plant type per row, so a max of 5 for any given plant). This would represent what....10 minutes of farming at best. OR make it equivelant to 1 harvest map worth of materials.

    I'd also have a grove of trees that has some wood on the ground, some ore next to a small mine/mountain. Basic harvesting materials.

    None of this should take much time, or be game breaking but it would give a sense of immersion.

    I'd do it this way though, vs having every house be able to have a farm. This would be to keep the amount of time using the mechanic to a minimum and keep people from gaming the system by having a farm inside of 20 homes. I like the idea of freedom to have it anywhere, but there needs to be liimits for the economy/market balance.

    How is this fundamentally different from hirelings that deliver materials?

    You could choose material type, and that would have a blunting effect on the economy if everyone could grow the rare stuff.

    And you wouldn't have to level crafting like you do to get the hireling.

    That means that anyone could keep buying these and producing *factories* in their homes.

    This would be very pay to win for those with more houses, more greenhouses, unless there were limits by account.

    But if there were limits that would not break the economy, then the idea becomes very unappealing. IOW, if this idea has a smidge of real utility, it at best becomes very P2W and at worst, breaks the economy.

    Did you even read my post? I already solved every negative point you brought up.
    "Class identity isn’t just about power or efficiency. It’s about symbolic clarity, mechanical cohesion, and a shared visual and tactical language between players." - sans-culottes
  • katanagirl1
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    FluffyDoom wrote: »
    I would love to have all of the alchemy flowers/mushrooms as housing items, many of the models are intricate and simply beautiful.

    I would not want or need to "harvest" from them inside of housing as I'm quite happy to have that experience in the open world.

    I’m with you. I would love to have a decorative garden for my houses, so it looks like my characters grow their own vegetables and flowers. I don’t want to have to leave the campaign in Cyrodiil for a few minutes just because it is time to harvest my plants, lol.
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  • spartaxoxo
    spartaxoxo
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    ImmortalCX wrote: »
    But if there were limits that would not break the economy, then the idea becomes very unappealing. IOW, if this idea has a smidge of real utility, it at best becomes very P2W and at worst, breaks the economy.

    Why would it become unappealing if it was limited enough to not break the economy? It's moreso supposed to be aesthetic thing and to have another Skyrim feature for roleplay than it needs to be something that replaces farming. Besides, mats are botted already anyway.

    To riff on PixiePumpkin's idea, a free house on a medium sized farm with a small amount of mats that can be harvested once per day per account, as an example, would be pleasing and too small to break the economy.
    Edited by spartaxoxo on March 18, 2025 5:25AM
  • huskandhunger
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    I like this idea 🥰 little plant garden for the home as a reward system could be great

    Also update general world merchants with more potions and poisons and reagent ingredients.
  • ZhuJiuyin
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    Alternatively, harvest cooking materials, such as pumpkins and apples, instead of alchemical materials.
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  • gusthermopyle
    gusthermopyle
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    I don't like this idea for these reasons.

    We don't want players to play the entire game from inside their houses. We need players out in the world to keep it alive.

    Columbine is the most expensive alchemy plant, so growing it and other crafting items inside our homes would eventually making trading obsolete.

    That's ridiculous.

    The post is about having a single node growing in a house garden, maybe that would offer a single plant every day. Even if it was a few harvests per day, that is going to have zero impact on the economy.

    Nobody ever can or would play the "entire game" from their house - that's absolute hysteria.

    Simply having a single, or a few, harvestable garden plants in our own houses would be a nice addition & have no impact on the economy or the number of people in the open world.
  • KekwLord3000
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    kargen27 wrote: »
    I'm opposed to this idea. Players need to be out in the world doing things not hiding on the house.

    We found the columbine cartel member
  • frogthroat
    frogthroat
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    ArchMikem wrote: »
    kargen27 wrote: »
    I'm opposed to this idea. Players need to be out in the world doing things not hiding on the house.

    You say hiding, we say farming.

    5n3qnq8qp8qr.png
  • magnusthorek
    magnusthorek
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    I don't understand why the fear of bots affecting an implementation like this. GW2 has such a feature where a harvestable node “pops” in a predefined spot of players' houses after completing certain criteria, like buying the infinite harvestable node from an NPC, completing an achievement, so on. And once unlocked, the house owner and, if memory serves right, anyone grouped with the house owner can harvest from them.

    The “popping” side would obviously need a tweak, since thankfully we can choose where we want to place things in here. In GW2 this is shared out of generosity, but here, if greed is a concern, simply locking the harvest to the house owner once per day would suffice.

    Not to mention it would bring A LOT of engagement to existing — and already dead — content ;-)
    Edited by magnusthorek on March 19, 2025 11:41AM
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  • DUTCH_REAPER
    DUTCH_REAPER
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    I think it’s funny when someone calls this harvestable alchemy node for a players house P2W. The only P2W mechanic in this game is a dlc dungeon/trial set or a class locked behind a dlc. And let’s be honest, if it is new content then It should be the best and relevant. A harvested alchemy node though? Cmon, gimme a break. People saying “go out into the world” maybe I don’t want to. Maybe I just want to play the game in my house for a specific amount of time RPn? Other players telling people how and what to do, ain’t my thing. A once a day harvestable node in a players house or a node that can only be harvested by the house owner once a day isn’t economy breaking. There are many ways ZOS can “limit” the harvest.

    Edited by DUTCH_REAPER on March 18, 2025 3:12PM
  • SilverBride
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    I don't like this idea for these reasons.

    We don't want players to play the entire game from inside their houses. We need players out in the world to keep it alive.

    Columbine is the most expensive alchemy plant, so growing it and other crafting items inside our homes would eventually making trading obsolete.

    That's ridiculous.

    The post is about having a single node growing in a house garden, maybe that would offer a single plant every day. Even if it was a few harvests per day, that is going to have zero impact on the economy.

    Nobody ever can or would play the "entire game" from their house - that's absolute hysteria.

    The original post is asking to specifically grow Columbine nodes, not just one node to get one single random plant.
    PCNA
  • Grizzbeorn
    Grizzbeorn
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    kargen27 wrote: »
    I'm opposed to this idea. Players need to be out in the world doing things not hiding on the house.

    We found the columbine cartel member

    Stop.
    Columbine prices dropped through the floor into the core of the planet last year when ZOS flooded the market via event rewards.
    Edited by Grizzbeorn on March 18, 2025 2:53PM
      PC/NA Warden Main
    • Solariken
      Solariken
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      Honestly would add value and purpose to housing. Why have a housing system if it doesn't include a farming system?

      Could be 2 parts:

      1. Garden bed furnishing with a limited # of slots (that will accept node furnishings)

      2. Individual node furnishings (columbine, mountain flower, etc). "Plant" any combination of plant nodes up to the max # of slots that can be harvested once a week or whatever.
    • madman65
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      Look the elephant in the room is that the cost of Columbine has went up and people need it for Potions/Poisons but this could also be used as a way to make coin. I personally have no problems getting the item because IF I get low there is plenty in Tamerial.
    • colossalvoids
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      If that's one or couple planters 5-6 nodes each / a day I don't see an issue there, basically an extra hireling with something relevant to you and a reason to actually use homes from time to time instead of just build swapping, parsing and staring at walls.
    • Avran_Sylt
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      I could see them introduce some kind of Psijiic/other magical institute alchemy/resource mini-game where you create compost/compounds in a public area to be used to magically fertilize/accelerate the growth of seeds of plants or the duplication of hides/ores with a daily cooldown on use of the mini-game equipment. Receiving resources either on-site or on housing objects. (would need the introduction of animals/ore deposit housing objects).

      Ideally the mini-game would be mechanically complicated but easy to understand to better detect botting, and the mini-game itself being in a public area would promote the visibility of other players.

      Kinda like the stuff you see in Runescape and the like.
      Edited by Avran_Sylt on March 18, 2025 5:14PM
    • Carcamongus
      Carcamongus
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      I'd like it if we could do some planting at home, though just for decorative purposes. In other words, just turn the harvestable plants into furnishings. It'd be pretty nice to have a crimson nirnroot garden, or a planter with bugloss and nightshade. This I believe wouldn't be an issue for the devs, whereas letting us harvest at home might be.
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