[Feedback] [QoL] Proposals for Housing and Account-wide progression

DeadGlad
DeadGlad
ESO Quality of Life Improvements
I’m calling on the community to hear my plea, and I hope the developers take these suggestions to heart!
Without diving into complex gameplay issues like light attack weaving or PvP class balance, I’d like to propose some general Quality of Life (QoL) improvements:

In-home Crafting Writ Boards and Turn-in Stations: Currently, player housing is mostly used for crafting, relaxing, and hitting raid target dummies. Adding the ability to pick up and turn in Daily Writs from home would give housing much more utility.

"Return to Previous Location" after Teleporting Home: We need a way to jump to a house and then teleport back to exactly where we were. It’s incredibly inconvenient to use the "unowned house preview" trick just to return to a spot, or to get stuck in places like Apocrypha where there are no players to "travel to" nearby.

Optimize Character Swapping: I have 20 characters, and doing daily tasks on all of them takes 1–2 hours just because of the constant logging in and out. The transition between characters needs to be much faster and more streamlined.

Account-wide Trait Research: Why do we still have to research traits on every single character? I always end up switching to my main crafter anyway. Research progress should be tracked across the entire account.

Infinite Furnishing Storage for ESO Plus: We have way too much furniture! A bottomless "Craft Bag" style storage specifically for furnishings would be a massive relief for ESO+ subscribers.

Account-wide Armory Slots: Buying Armory slots for every individual character feels excessive. If the developers don't make these account-wide, players will just keep using add-ons as a "crutch" to bypass the limitation.

... I believe these changes would let us spend less time in menus/loading screens and more time actually playing the game. What do you think, community?
@ZOS_Kevin — would love to hear if any of these QoL improvements are already on the team's radar!
  • PeacefulAnarchy
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    Writ boards has been asked for plenty of times, I don't know if its something the new team would reconsider.

    Return to previous location is already doable with some annoyance, as you say, so it shouldn't be hard to do this, but I have my doubts they would.

    Optimizing character swapping would be great, but I feel the technical hurdles are just too much for them to bother with. In theory the idea would be to keep the world instance so you're only loading character data, but I'd guess there are a whole lot of things attached to the loading that "just work" and they don't want to risk messing with that.

    Account wide research, I'd be all for it, but I know a bunch of people wouldn't.

    Infinite furnishing storage: they gave us the vault not that long ago so I doubt this is in the cards.

    Account-wide Armory Slots they've mentioned as being on their radar so probably the most likely of these to happen.
  • Gabriel_H
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    DeadGlad wrote: »
    "Return to Previous Location" after Teleporting Home: We need a way to jump to a house and then teleport back to exactly where we were. It’s incredibly inconvenient to use the "unowned house preview" trick just to return to a spot, or to get stuck in places like Apocrypha where there are no players to "travel to" nearby.

    Already available for a miniscule amount of gold.
    DeadGlad wrote: »
    Optimize Character Swapping: I have 20 characters, and doing daily tasks on all of them takes 1–2 hours just because of the constant logging in and out. The transition between characters needs to be much faster and more streamlined.

    Character load time is determined by the addons you have loaded. The more addons, doing more work, take longer to load. There is no way to optimize this without removing addons written in lua.
    DeadGlad wrote: »
    Account-wide Trait Research: Why do we still have to research traits on every single character? I always end up switching to my main crafter anyway. Research progress should be tracked across the entire account.

    Character knowledge should still be part of an mmoRPG (emphasied the salient point).
    DeadGlad wrote: »
    Infinite Furnishing Storage for ESO Plus: We have way too much furniture! A bottomless "Craft Bag" style storage specifically for furnishings would be a massive relief for ESO+ subscribers.

    Furnishing Vault?! Unless you are a hoarder (I am) then 500 slots for different items is more than enough.
    DeadGlad wrote: »
    Account-wide Armory Slots: Buying Armory slots for every individual character feels excessive. If the developers don't make these account-wide, players will just keep using add-ons as a "crutch" to bypass the limitation.

    Yes/No. A character that is a DD and has several DD specs is not going to benefit from having 9 of those slots taken up with tanking/healing/solo setups.

    PC EU
    Never get involved in a land war in Asia - it's one of the classic blunders!
  • BretonMage
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    Gabriel_H wrote: »
    DeadGlad wrote: »
    "Return to Previous Location" after Teleporting Home: We need a way to jump to a house and then teleport back to exactly where we were. It’s incredibly inconvenient to use the "unowned house preview" trick just to return to a spot, or to get stuck in places like Apocrypha where there are no players to "travel to" nearby.

    Already available for a miniscule amount of gold.

    Unfortunately, we're heavily penalised if we port again too soon after porting somewhere, by several hundred gold. It can add up too.

    I've often thought that a variant of the Morrowind Mark and Recall spells would be particularly useful in ESO. Or perhaps we could just have a collectible furnishing which allows us to recall back to a previous location. I'd buy it.
  • SilverBride
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    No to writ boards and turn ins inside houses because I like the towns being active with other players.

    No to account wide traits research because not all characters need to know all traits and too many things have already been made account wide.

    No to infinite furniture storage. We already got the furniture vault that holds a lot and significant housing slot increases. We do not need to encourage hoarding with infinite storage.
    PCNA
  • MissNoir
    MissNoir
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    As long as I have no possibility to choose if I want to see sorc flappies and exploding mounts in my face I am all in for writ boards in my house. I can live with having to do the turn ins in town, but optimal would be to have that in house too.
    Edited by MissNoir on March 18, 2026 9:35PM
    -- Please visit my houses that are listed in Home Tours under my ingame username ClanNoir (PC/EU) --
  • Enemoriana
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    No to writ boards and turn ins inside houses because I like the towns being active with other players.

    Can cost 1-2k vouchers and require crafting achievements.
    Then those who want, could buy and craft in their houses, guildhall will be a bit more useful, but still will be people crafting in towns, as not everybody will like to use guildhalls (or have no guilds at all) and will not bother to buy for themselves.

    Also, some places could be a bit less populated... I didn't find place better than Vivec yet, but it loads slowly and often is laggy, much worse than other places. Also too much flashing and flapping.
    Even with half of players it still will look crowded.

    I'd love boards and turn in, because I have great house for crafting, that will make it perfect.
    PC EU, @Enemoriana. Ru.
    Houses: all sets crafting hub at Rosewine Retreat inn room, Erstwhile Sanctuary as actual Dark Brotherhood Sanctuary, Hunter's Glade as werewolf tavern (downstairs), Strident Springs Demesne as adventurer's house.
    Wishlist: character slots, minstrel personality, molten war torte and white gold war torte recipes, Willowpond Haven, Kor and Hildegard houseguests, crown crates.
  • scrappy1342
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    DeadGlad wrote: »

    "Return to Previous Location" after Teleporting Home: We need a way to jump to a house and then teleport back to exactly where we were. It’s incredibly inconvenient to use the "unowned house preview" trick just to return to a spot, or to get stuck in places like Apocrypha where there are no players to "travel to" nearby.

    use a house in a zone you don't own. walk out the door and it will do this
    pcna
  • DeadGlad
    DeadGlad
    Subject: Addressing the counter-arguments: Why QoL matters more than "forced social hubbing"

    I’ve been reading the comments, and I want to address some of the concerns raised, especially by those who fear these changes might "kill the world's population."

    1. On Crafting Boards in Homes vs. "Ghost Towns":
    The argument that cities will become empty is a hollow one. Players don't visit Vivec City or Leyawiin to socialize; they go there because they are forced to use the most efficient crafting loops. Forced attendance isn't genuine social interaction. If player housing—which costs millions of gold or thousands of Crowns—is to have any real value beyond being a "furniture museum," it needs to be functional. Let us choose where we do our chores.

    2. On Account-wide Trait Research:
    To those saying "each character should earn it": we already have the Stickerbook (Collections). If I can reconstruct a Nirnhoned axe on an alt because my main knows the trait, the "individual progression" argument is already dead. Forcing players to wait months for a timer to tick down on 20 different characters isn't "gameplay"—it's an outdated time-gate that adds zero value to the experience.

    3. On "Return to Previous Location":
    We already use the "unowned house preview" exploit to do exactly this. If a workaround exists and everyone uses it, it means the current official system is flawed. Adding a "Return" button isn't "lazy"; it’s respecting the player’s time and reducing unnecessary loading screens.

    4. On the "20 Characters" Argument:
    Saying "it's your choice to have alts" ignores how ESO is designed. The game encourages alts through different classes and daily rewards. Punishing players for utilizing the game’s own systems with 2-hour login/logout cycles is bad technical design. Optimization should be a priority, not an afterthought.

    5. On Monetization (Armory/Storage):
    I understand ZOS needs to make money, but selling Armory slots per character in a subscription-based game—while PC players use add-ons to bypass this—creates a massive divide in player experience. Quality of Life should be a baseline, not a microtransaction for every single alt.

    I believe these changes would actually increase player retention. When the "chore" part of the game becomes faster, we spend more time actually playing the content we enjoy.
  • SilverBride
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    Enemoriana wrote: »
    No to writ boards and turn ins inside houses because I like the towns being active with other players.

    Can cost 1-2k vouchers and require crafting achievements.
    Then those who want, could buy and craft in their houses, guildhall will be a bit more useful, but still will be people crafting in towns, as not everybody will like to use guildhalls (or have no guilds at all) and will not bother to buy for themselves.

    Also, some places could be a bit less populated... I didn't find place better than Vivec yet, but it loads slowly and often is laggy, much worse than other places. Also too much flashing and flapping.
    Even with half of players it still will look crowded.

    I'd love boards and turn in, because I have great house for crafting, that will make it perfect.

    That is all fine but does not change my feedback.
    Edited by SilverBride on March 19, 2026 1:55AM
    PCNA
  • BretonMage
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    DeadGlad wrote: »

    "Return to Previous Location" after Teleporting Home: We need a way to jump to a house and then teleport back to exactly where we were. It’s incredibly inconvenient to use the "unowned house preview" trick just to return to a spot, or to get stuck in places like Apocrypha where there are no players to "travel to" nearby.

    use a house in a zone you don't own. walk out the door and it will do this

    The OP has already said they know about this exploit. I do too. It's awkward and exploity to do this; ZOS might as well give us a nice piece of furnishing that does the exact same thing, and sell it for crowns or make it an antiquity to work for. Everyone wins.
  • Gabriel_H
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    BretonMage wrote: »
    Gabriel_H wrote: »
    DeadGlad wrote: »
    "Return to Previous Location" after Teleporting Home: We need a way to jump to a house and then teleport back to exactly where we were. It’s incredibly inconvenient to use the "unowned house preview" trick just to return to a spot, or to get stuck in places like Apocrypha where there are no players to "travel to" nearby.

    Already available for a miniscule amount of gold.

    Unfortunately, we're heavily penalised if we port again too soon after porting somewhere, by several hundred gold. It can add up too.

    I've often thought that a variant of the Morrowind Mark and Recall spells would be particularly useful in ESO. Or perhaps we could just have a collectible furnishing which allows us to recall back to a previous location. I'd buy it.

    You can get 3 free inn rooms that are near to wayshrines. Porting from one house to another is free. And if you don't want to do that, 700g is hardly a large sum of money given daily crafting quests yield 5k and a simple dungeon run can net you 3k.
    PC EU
    Never get involved in a land war in Asia - it's one of the classic blunders!
  • DeadGlad
    DeadGlad
    Gabriel_H wrote: »
    BretonMage wrote: »
    Gabriel_H wrote: »
    DeadGlad wrote: »
    "Return to Previous Location" after Teleporting Home: We need a way to jump to a house and then teleport back to exactly where we were. It’s incredibly inconvenient to use the "unowned house preview" trick just to return to a spot, or to get stuck in places like Apocrypha where there are no players to "travel to" nearby.

    Already available for a miniscule amount of gold.

    Unfortunately, we're heavily penalised if we port again too soon after porting somewhere, by several hundred gold. It can add up too.

    I've often thought that a variant of the Morrowind Mark and Recall spells would be particularly useful in ESO. Or perhaps we could just have a collectible furnishing which allows us to recall back to a previous location. I'd buy it.

    You can get 3 free inn rooms that are near to wayshrines. Porting from one house to another is free. And if you don't want to do that, 700g is hardly a large sum of money given daily crafting quests yield 5k and a simple dungeon run can net you 3k.

    Gabriel_H Regarding the tavern room teleport suggestion:

    This is exactly the kind of "crutch" (workaround) that I’m talking about, and it’s not a viable solution for several reasons:

    1. It doesn't return you to your original spot: If I’m deep inside a public dungeon or a remote quest location, teleporting to a tavern and then back to the zone will only put me at the nearest Wayshrine, not back where I actually was.

    2. Too many loading screens: This method requires three separate loading screens (one to enter the tavern, one to step outside into the city, and one to teleport to the final destination). This is the definition of a time-waste.

    3. Unnecessary travel time: You still have to run and jump your way from the tavern to the nearest Wayshrine or city exit. It’s a clumsy manual process that players shouldn't have to deal with in a modern MMO.

    We need a proper, streamlined "Return to Previous Location" button that respects the player's time, rather than forcing us to rely on these inefficient tavern-hopping tricks.
  • katanagirl1
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    DeadGlad wrote: »
    Gabriel_H wrote: »
    BretonMage wrote: »
    Gabriel_H wrote: »
    DeadGlad wrote: »
    "Return to Previous Location" after Teleporting Home: We need a way to jump to a house and then teleport back to exactly where we were. It’s incredibly inconvenient to use the "unowned house preview" trick just to return to a spot, or to get stuck in places like Apocrypha where there are no players to "travel to" nearby.

    Already available for a miniscule amount of gold.

    Unfortunately, we're heavily penalised if we port again too soon after porting somewhere, by several hundred gold. It can add up too.

    I've often thought that a variant of the Morrowind Mark and Recall spells would be particularly useful in ESO. Or perhaps we could just have a collectible furnishing which allows us to recall back to a previous location. I'd buy it.

    You can get 3 free inn rooms that are near to wayshrines. Porting from one house to another is free. And if you don't want to do that, 700g is hardly a large sum of money given daily crafting quests yield 5k and a simple dungeon run can net you 3k.

    Gabriel_H Regarding the tavern room teleport suggestion:

    This is exactly the kind of "crutch" (workaround) that I’m talking about, and it’s not a viable solution for several reasons:

    1. It doesn't return you to your original spot: If I’m deep inside a public dungeon or a remote quest location, teleporting to a tavern and then back to the zone will only put me at the nearest Wayshrine, not back where I actually was.

    2. Too many loading screens: This method requires three separate loading screens (one to enter the tavern, one to step outside into the city, and one to teleport to the final destination). This is the definition of a time-waste.

    3. Unnecessary travel time: You still have to run and jump your way from the tavern to the nearest Wayshrine or city exit. It’s a clumsy manual process that players shouldn't have to deal with in a modern MMO.

    We need a proper, streamlined "Return to Previous Location" button that respects the player's time, rather than forcing us to rely on these inefficient tavern-hopping tricks.

    The inn room in Rimmen, if you choose to travel outside the house, puts you just a few steps from the wayshrine without any loading screens.
    Khajiit Stamblade main
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    PS5 NA
  • Techwolf_Lupindo
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    DeadGlad wrote: »
    [

    In-home Crafting Writ Boards and Turn-in Stations: Currently, player housing is mostly used for crafting, relaxing, and hitting raid target dummies. Adding the ability to pick up and turn in Daily Writs from home would give housing much more utility.

    This was done in WoW years ago. It turned many active cities full of folks doing stuff, stopping and randomly doing crazy stuff. Into dead zones. What was a vibrant city like ESO vivic city turn into emptiness, with hardly anyone around.
  • Techwolf_Lupindo
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    Gabriel_H wrote: »

    Furnishing Vault?! Unless you are a hoarder (I am) then 500 slots for different items is more than enough.

    What the players asked for: Furniture bag holding, unlimited space.
    What the players got, restricted bag of slots

    What the players asked for: Bank vault for player owned house. 1000 slots or more just like a bank vault.
    What the players got: Vault restricted to furniture.

    ZOS gave the players the WORST of both ideas. And due to that, we will NEVER get the bag or the vault.


    <censored>
  • DeadGlad
    DeadGlad
    DeadGlad wrote: »
    Gabriel_H wrote: »
    BretonMage wrote: »
    Gabriel_H wrote: »
    DeadGlad wrote: »
    "Return to Previous Location" after Teleporting Home: We need a way to jump to a house and then teleport back to exactly where we were. It’s incredibly inconvenient to use the "unowned house preview" trick just to return to a spot, or to get stuck in places like Apocrypha where there are no players to "travel to" nearby.

    Already available for a miniscule amount of gold.

    Unfortunately, we're heavily penalised if we port again too soon after porting somewhere, by several hundred gold. It can add up too.

    I've often thought that a variant of the Morrowind Mark and Recall spells would be particularly useful in ESO. Or perhaps we could just have a collectible furnishing which allows us to recall back to a previous location. I'd buy it.

    You can get 3 free inn rooms that are near to wayshrines. Porting from one house to another is free. And if you don't want to do that, 700g is hardly a large sum of money given daily crafting quests yield 5k and a simple dungeon run can net you 3k.

    Gabriel_H Regarding the tavern room teleport suggestion:

    This is exactly the kind of "crutch" (workaround) that I’m talking about, and it’s not a viable solution for several reasons:

    1. It doesn't return you to your original spot: If I’m deep inside a public dungeon or a remote quest location, teleporting to a tavern and then back to the zone will only put me at the nearest Wayshrine, not back where I actually was.

    2. Too many loading screens: This method requires three separate loading screens (one to enter the tavern, one to step outside into the city, and one to teleport to the final destination). This is the definition of a time-waste.

    3. Unnecessary travel time: You still have to run and jump your way from the tavern to the nearest Wayshrine or city exit. It’s a clumsy manual process that players shouldn't have to deal with in a modern MMO.

    We need a proper, streamlined "Return to Previous Location" button that respects the player's time, rather than forcing us to rely on these inefficient tavern-hopping tricks.

    The inn room in Rimmen, if you choose to travel outside the house, puts you just a few steps from the wayshrine without any loading screens.

    Let’s calculate how much time you actually have to waste, for example, to get back to the Planar Vortex portal in the final Coldharbour quest:

    1. First, you teleport to your house to deconstruct all your gear.

    2. Then, you teleport back to Coldharbour (or any other zone) to a wayshrine, and from there, you teleport again to the specific wayshrine you need.

    3. After that, you have to run through crowds of mobs across narrow bridges where it’s easy to die even on a fast mount.

    4. Then you pass through the Room of Shadows, run through two more rooms, and only then do you finally reach the gate.

    In the end, it’s 5–10 minutes of just running around and fighting through trash mobs. A simple "Return to Previous Location" button would solve this issue instantly and save everyone a lot of unnecessary frustration.
    Edited by DeadGlad on March 19, 2026 7:21AM
  • DeadGlad
    DeadGlad
    DeadGlad wrote: »
    [

    In-home Crafting Writ Boards and Turn-in Stations: Currently, player housing is mostly used for crafting, relaxing, and hitting raid target dummies. Adding the ability to pick up and turn in Daily Writs from home would give housing much more utility.

    This was done in WoW years ago. It turned many active cities full of folks doing stuff, stopping and randomly doing crazy stuff. Into dead zones. What was a vibrant city like ESO vivic city turn into emptiness, with hardly anyone around.

    1. Garrisons vs. ESO Housing: The comparison to WoW's garrisons is fundamentally flawed. In WoW, players had everything (Auction House, Bank, Mine, Garden) in one spot, which eliminated the need to leave. In ESO, houses will never replace Guild Traders, Undaunted Pledges, or global events. Players will always return to hubs for the social and economic core of the game.

    2. The "Guild Bank" Precedent: ZOS is
    already introducing more utility to housing, including Guild Bank access. If the developers themselves are moving towards making houses functional social hubs, the "dead cities" argument is already outdated. Adding crafting boards is just the next logical step for player-owned property.

    3. Forced Attendance is not Socialization: If a city like Vivec is only "vibrant" because people are forced to run a 30-second loop between a board and a crate, then that's poor game design, not a "living world." True socialization happens in guilds, trials, and during world events, not while doing chores at a crafting station.

    4. Utility for Investment: Many of us have spent millions of Gold or thousands of Crowns on these houses. Right now, they are just expensive furniture museums. Giving them utility respects the player’s investment and time.
  • wolfie1.0.
    wolfie1.0.
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    DeadGlad wrote: »
    Subject: Addressing the counter-arguments: Why QoL matters more than "forced social hubbing"

    I’ve been reading the comments, and I want to address some of the concerns raised, especially by those who fear these changes might "kill the world's population."

    1. On Crafting Boards in Homes vs. "Ghost Towns":
    The argument that cities will become empty is a hollow one. Players don't visit Vivec City or Leyawiin to socialize; they go there because they are forced to use the most efficient crafting loops. Forced attendance isn't genuine social interaction. If player housing—which costs millions of gold or thousands of Crowns—is to have any real value beyond being a "furniture museum," it needs to be functional. Let us choose where we do our chores.

    2. On Account-wide Trait Research:
    To those saying "each character should earn it": we already have the Stickerbook (Collections). If I can reconstruct a Nirnhoned axe on an alt because my main knows the trait, the "individual progression" argument is already dead. Forcing players to wait months for a timer to tick down on 20 different characters isn't "gameplay"—it's an outdated time-gate that adds zero value to the experience.

    3. On "Return to Previous Location":
    We already use the "unowned house preview" exploit to do exactly this. If a workaround exists and everyone uses it, it means the current official system is flawed. Adding a "Return" button isn't "lazy"; it’s respecting the player’s time and reducing unnecessary loading screens.

    4. On the "20 Characters" Argument:
    Saying "it's your choice to have alts" ignores how ESO is designed. The game encourages alts through different classes and daily rewards. Punishing players for utilizing the game’s own systems with 2-hour login/logout cycles is bad technical design. Optimization should be a priority, not an afterthought.

    5. On Monetization (Armory/Storage):
    I understand ZOS needs to make money, but selling Armory slots per character in a subscription-based game—while PC players use add-ons to bypass this—creates a massive divide in player experience. Quality of Life should be a baseline, not a microtransaction for every single alt.

    I believe these changes would actually increase player retention. When the "chore" part of the game becomes faster, we spend more time actually playing the content we enjoy.

    1) I would be in favor of it. But you know ZOS is going to charge you 5k crowns for it right?

    2) To start, you cant reconstruct gear on a character that doesnt have the trait already researched. If you want to recon a nirn weapon that character needs to know the trait. And yes i just tested this. So your argument individual need is already dead isnt a valid argument on your end.
    Also, ZOS has significantly cut down research timers this patch, and popping research scrolls cuts that time significantly as well. Its going to go a LOT faster now. Asking for account wide at this point I feel is pointless and what they did is a welcome compromise between what you are asking for and what others want.

    3) honestly, I agree that this should be an option.

    4) there are only so many actions that ZOS can do to optimise this. A significant part of the time it takes to load a character IS addons. For me while running 150 addons = 5 min load time. Running 10 addons = 1 min or less depending on the addon. The other factors is the internet and the server connections and how fast those are.
    Also, 20 characters is amateur numbers try 10 times that, and if you think swapping characters is annoying swapping accounts has a cool down on it that if you swap too fast you will be put on a cool down for 5 to 10 minutes. There are reasons these timers exist.

    5) I agree that this needs to change. Its my opinion that when items are not available to be obtained in game with a non crown equivalent, and its per character. The cost of said item should not exceed 1k crowns. Armory slots should either be account wide or come down in cost.
  • DeadGlad
    DeadGlad
    wolfie1.0. wrote: »
    DeadGlad wrote: »
    Subject: Addressing the counter-arguments: Why QoL matters more than "forced social hubbing"

    I’ve been reading the comments, and I want to address some of the concerns raised, especially by those who fear these changes might "kill the world's population."

    1. On Crafting Boards in Homes vs. "Ghost Towns":
    The argument that cities will become empty is a hollow one. Players don't visit Vivec City or Leyawiin to socialize; they go there because they are forced to use the most efficient crafting loops. Forced attendance isn't genuine social interaction. If player housing—which costs millions of gold or thousands of Crowns—is to have any real value beyond being a "furniture museum," it needs to be functional. Let us choose where we do our chores.

    2. On Account-wide Trait Research:
    To those saying "each character should earn it": we already have the Stickerbook (Collections). If I can reconstruct a Nirnhoned axe on an alt because my main knows the trait, the "individual progression" argument is already dead. Forcing players to wait months for a timer to tick down on 20 different characters isn't "gameplay"—it's an outdated time-gate that adds zero value to the experience.

    3. On "Return to Previous Location":
    We already use the "unowned house preview" exploit to do exactly this. If a workaround exists and everyone uses it, it means the current official system is flawed. Adding a "Return" button isn't "lazy"; it’s respecting the player’s time and reducing unnecessary loading screens.

    4. On the "20 Characters" Argument:
    Saying "it's your choice to have alts" ignores how ESO is designed. The game encourages alts through different classes and daily rewards. Punishing players for utilizing the game’s own systems with 2-hour login/logout cycles is bad technical design. Optimization should be a priority, not an afterthought.

    5. On Monetization (Armory/Storage):
    I understand ZOS needs to make money, but selling Armory slots per character in a subscription-based game—while PC players use add-ons to bypass this—creates a massive divide in player experience. Quality of Life should be a baseline, not a microtransaction for every single alt.

    I believe these changes would actually increase player retention. When the "chore" part of the game becomes faster, we spend more time actually playing the content we enjoy.

    1) I would be in favor of it. But you know ZOS is going to charge you 5k crowns for it right?

    2) To start, you cant reconstruct gear on a character that doesnt have the trait already researched. If you want to recon a nirn weapon that character needs to know the trait. And yes i just tested this. So your argument individual need is already dead isnt a valid argument on your end.
    Also, ZOS has significantly cut down research timers this patch, and popping research scrolls cuts that time significantly as well. Its going to go a LOT faster now. Asking for account wide at this point I feel is pointless and what they did is a welcome compromise between what you are asking for and what others want.

    3) honestly, I agree that this should be an option.

    4) there are only so many actions that ZOS can do to optimise this. A significant part of the time it takes to load a character IS addons. For me while running 150 addons = 5 min load time. Running 10 addons = 1 min or less depending on the addon. The other factors is the internet and the server connections and how fast those are.
    Also, 20 characters is amateur numbers try 10 times that, and if you think swapping characters is annoying swapping accounts has a cool down on it that if you swap too fast you will be put on a cool down for 5 to 10 minutes. There are reasons these timers exist.

    5) I agree that this needs to change. Its my opinion that when items are not available to be obtained in game with a non crown equivalent, and its per character. The cost of said item should not exceed 1k crowns. Armory slots should either be account wide or come down in cost.

    1. On Crafting Boards and Monetization:
    If ZOS decides to charge 5k Crowns for an In-home Master Crafter or Writ Board service—so be it. At least the option would exist for players who value their time. My point is that housing should have real utility, not just be a "gold sink." If the only thing keeping a city "vibrant" is a daily quest board, then the city's design has bigger problems. Genuine socialization happens in trials, guilds, and world events, not while running chores.

    2. On Account-wide Trait Research:
    You misunderstood my point about the Stickerbook. I am well aware that currently, an alt cannot reconstruct an item without knowing the trait. My argument is exactly that: it shouldn't be this way. If I have already spent years researching everything on my Main Crafter, forcing me to switch characters every time I need to reconstruct a piece of gear is a meaningless waste of time. Making research progress account-wide is a logical step for a modern MMO that already shares achievements and collections.

    3. On "Return to Previous Location":
    I’m glad we agree on this. Relying on "previews" or "tavern-hopping" are just clumsy crutches. We need a proper, streamlined system that respects the player's time, especially when deep inside a dungeon or a remote quest area.

    4. On Character Swapping and Optimization:
    You mentioned that 20 characters are "amateur numbers." If some players have even more, the need for optimization is even more critical! A major QoL improvement would be a "Switch Character" button that allows us to jump directly to another alt without having to log out to the main menu every single time. This would eliminate at least one redundant transition screen. Also, players shouldn't be blamed for using addons; we only use them because the base UI lacks basic functionality.

    5. On Armory Slots:
    It’s good to see consensus here. Charging per character for a feature that PC players can largely replicate with free addons creates a massive divide. Making these account-wide (or significantly cheaper) is a fair request for any ESO+ subscriber or long-term player.
  • Bguk
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    The whole account wide implementation is half baked, like the devs were stuck on a decision to go all in or not. Either make the jump to account wide, like having all traits account wide, or not have account wide anywhere. I would side on going all in on account wide stuff seeing they're halfway there. I understand the whole idea around not having all account wide yet I don't see the harm in wayshrines or traits account wide. Your characters can talk amongst themselves and teach each other the places they've visited, learn traits from crafting, etc.
  • DeadGlad
    DeadGlad
    "Special thanks to @Enemoriana, @BretonMage, @MissNoir, @Bguk, @wolfie1.0., and @Techwolf_Lupindo for their constructive input and for helping to shape these points into a balanced proposal that benefits both players and the game's health."
    Enemoriana wrote: »
    No to writ boards and turn ins inside houses because I like the towns being active with other players.

    Can cost 1-2k vouchers and require crafting achievements.
    Then those who want, could buy and craft in their houses, guildhall will be a bit more useful, but still will be people crafting in towns, as not everybody will like to use guildhalls (or have no guilds at all) and will not bother to buy for themselves.

    Also, some places could be a bit less populated... I didn't find place better than Vivec yet, but it loads slowly and often is laggy, much worse than other places. Also too much flashing and flapping.
    Even with half of players it still will look crowded.

    I'd love boards and turn in, because I have great house for crafting, that will make it perfect.
    BretonMage wrote: »
    Gabriel_H wrote: »
    DeadGlad wrote: »
    "Return to Previous Location" after Teleporting Home: We need a way to jump to a house and then teleport back to exactly where we were. It’s incredibly inconvenient to use the "unowned house preview" trick just to return to a spot, or to get stuck in places like Apocrypha where there are no players to "travel to" nearby.

    Already available for a miniscule amount of gold.

    Unfortunately, we're heavily penalised if we port again too soon after porting somewhere, by several hundred gold. It can add up too.

    I've often thought that a variant of the Morrowind Mark and Recall spells would be particularly useful in ESO. Or perhaps we could just have a collectible furnishing which allows us to recall back to a previous location. I'd buy it.
    MissNoir wrote: »
    As long as I have no possibility to choose if I want to see sorc flappies and exploding mounts in my face I am all in for writ boards in my house. I can live with having to do the turn ins in town, but optimal would be to have that in house too.
    Bguk wrote: »
    The whole account wide implementation is half baked, like the devs were stuck on a decision to go all in or not. Either make the jump to account wide, like having all traits account wide, or not have account wide anywhere. I would side on going all in on account wide stuff seeing they're halfway there. I understand the whole idea around not having all account wide yet I don't see the harm in wayshrines or traits account wide. Your characters can talk amongst themselves and teach each other the places they've visited, learn traits from crafting, etc.
    wolfie1.0. wrote: »
    DeadGlad wrote: »
    Subject: Addressing the counter-arguments: Why QoL matters more than "forced social hubbing"

    I’ve been reading the comments, and I want to address some of the concerns raised, especially by those who fear these changes might "kill the world's population."

    1. On Crafting Boards in Homes vs. "Ghost Towns":
    The argument that cities will become empty is a hollow one. Players don't visit Vivec City or Leyawiin to socialize; they go there because they are forced to use the most efficient crafting loops. Forced attendance isn't genuine social interaction. If player housing—which costs millions of gold or thousands of Crowns—is to have any real value beyond being a "furniture museum," it needs to be functional. Let us choose where we do our chores.

    2. On Account-wide Trait Research:
    To those saying "each character should earn it": we already have the Stickerbook (Collections). If I can reconstruct a Nirnhoned axe on an alt because my main knows the trait, the "individual progression" argument is already dead. Forcing players to wait months for a timer to tick down on 20 different characters isn't "gameplay"—it's an outdated time-gate that adds zero value to the experience.

    3. On "Return to Previous Location":
    We already use the "unowned house preview" exploit to do exactly this. If a workaround exists and everyone uses it, it means the current official system is flawed. Adding a "Return" button isn't "lazy"; it’s respecting the player’s time and reducing unnecessary loading screens.

    4. On the "20 Characters" Argument:
    Saying "it's your choice to have alts" ignores how ESO is designed. The game encourages alts through different classes and daily rewards. Punishing players for utilizing the game’s own systems with 2-hour login/logout cycles is bad technical design. Optimization should be a priority, not an afterthought.

    5. On Monetization (Armory/Storage):
    I understand ZOS needs to make money, but selling Armory slots per character in a subscription-based game—while PC players use add-ons to bypass this—creates a massive divide in player experience. Quality of Life should be a baseline, not a microtransaction for every single alt.

    I believe these changes would actually increase player retention. When the "chore" part of the game becomes faster, we spend more time actually playing the content we enjoy.

    1) I would be in favor of it. But you know ZOS is going to charge you 5k crowns for it right?

    2) To start, you cant reconstruct gear on a character that doesnt have the trait already researched. If you want to recon a nirn weapon that character needs to know the trait. And yes i just tested this. So your argument individual need is already dead isnt a valid argument on your end.
    Also, ZOS has significantly cut down research timers this patch, and popping research scrolls cuts that time significantly as well. Its going to go a LOT faster now. Asking for account wide at this point I feel is pointless and what they did is a welcome compromise between what you are asking for and what others want.

    3) honestly, I agree that this should be an option.

    4) there are only so many actions that ZOS can do to optimise this. A significant part of the time it takes to load a character IS addons. For me while running 150 addons = 5 min load time. Running 10 addons = 1 min or less depending on the addon. The other factors is the internet and the server connections and how fast those are.
    Also, 20 characters is amateur numbers try 10 times that, and if you think swapping characters is annoying swapping accounts has a cool down on it that if you swap too fast you will be put on a cool down for 5 to 10 minutes. There are reasons these timers exist.

    5) I agree that this needs to change. Its my opinion that when items are not available to be obtained in game with a non crown equivalent, and its per character. The cost of said item should not exceed 1k crowns. Armory slots should either be account wide or come down in cost.
    Gabriel_H wrote: »

    Furnishing Vault?! Unless you are a hoarder (I am) then 500 slots for different items is more than enough.

    What the players asked for: Furniture bag holding, unlimited space.
    What the players got, restricted bag of slots

    What the players asked for: Bank vault for player owned house. 1000 slots or more just like a bank vault.
    What the players got: Vault restricted to furniture.

    ZOS gave the players the WORST of both ideas. And due to that, we will NEVER get the bag or the vault.


    <censored>

    Summary of the Discussion: The "Complete the Journey" QoL Proposal
    Thank you everyone for the heated and constructive debate! We’ve covered everything from "empty cities" to "technical hurdles," and a clear consensus has emerged. It’s time for ZOS to stop using half-measures and fully respect the player's time.
    Final Recommendations for @ZOS_Kevin and the Dev Team:

    1. In-Home Crafting Utility: To satisfy both "purists" and "pragmatists," implement In-Home Writ Boards and Turn-ins as high-tier rewards. Make them cost 1k–2k Master Vouchers and require Grand Master Crafter achievements. This keeps cities vibrant for new players while rewarding veterans with earned convenience.

    2. "Return to Location" Feature: The community already uses "house preview" and "Rimmen inn" exploits to bypass travel fatigue. It’s time to legalize this. Add a "Recall Mark" collectible or a simple "Return" button (with a gold or cooldown cost) that puts us back exactly where we were.

    3. Direct Character Swapping: Loading screens are the silent killer of fun. We need a "Switch Character" button in the UI to jump between alts without having to log out to the main login menu every single time.

    4. Finish the "Account-Wide" Transition: As several users noted, the current system feels "half-baked." If achievements and collections are shared, Trait Research should be too. Let our characters "teach" each other the knowledge we have already spent years earning.

    5. Armory & Storage Fairness: Limit the cost of per-character Armory slots or make them account-wide. Quality of Life should be a baseline experience, not a repetitive microtransaction for every single alt.

    6. Infinite Furnishing Storage (Furniture Bag): The current "Furnishing Vault" is a half-measure that doesn't solve the logistical nightmare for decorators. We need a bottomless "Craft Bag" style storage for furnishings for ESO+ subscribers. This would eliminate the need for "storage houses" and "mule characters," reducing server strain and player frustration.

    We aren't asking for "easy mode." We are asking for the ability to spend less time in loading screens or menus and more time playing the game we love.

  • SilverBride
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    DeadGlad wrote: »
    1. On Crafting Boards in Homes vs. "Ghost Towns":
    The argument that cities will become empty is a hollow one. Players don't visit Vivec City or Leyawiin to socialize; they go there because they are forced to use the most efficient crafting loops. Forced attendance isn't genuine social interaction. If player housing—which costs millions of gold or thousands of Crowns—is to have any real value beyond being a "furniture museum," it needs to be functional. Let us choose where we do our chores.

    This is not what happens in my game at all.

    I do daily writs on 7 characters each day in Vivec City. I often find myself in conversations with others. And I often run into others that I recognize from the forums. I enjoy the busy town feel and sometimes hang around awhile after I finish just for the socialization.

    My houses are not furniture museums. I have 56 houses and every one is completely decorated, from the smallest apartment to the largest villa. Each of my characters has their own personal house. Then I have many other places such as large getaways, a market, a florist shop, a massage parlor, a doctor office, a crime scene, and one of my houses is being invaded by aliens. My friend and I like to get the same house and both work on decorating it at the same time. We love seeing how each of us transforms it into our own vision. So yes, houses have more value than just being a furniture museum.

    Players can go to their homes and craft their daily writs but they still need to go to town to pick up and turn in the jobs for the day.
    PCNA
  • DeadGlad
    DeadGlad
    DeadGlad wrote: »
    1. On Crafting Boards in Homes vs. "Ghost Towns":
    The argument that cities will become empty is a hollow one. Players don't visit Vivec City or Leyawiin to socialize; they go there because they are forced to use the most efficient crafting loops. Forced attendance isn't genuine social interaction. If player housing—which costs millions of gold or thousands of Crowns—is to have any real value beyond being a "furniture museum," it needs to be functional. Let us choose where we do our chores.

    This is not what happens in my game at all.

    I do daily writs on 7 characters each day in Vivec City. I often find myself in conversations with others. And I often run into others that I recognize from the forums. I enjoy the busy town feel and sometimes hang around awhile after I finish just for the socialization.

    My houses are not furniture museums. I have 56 houses and every one is completely decorated, from the smallest apartment to the largest villa. Each of my characters has their own personal house. Then I have many other places such as large getaways, a market, a florist shop, a massage parlor, a doctor office, a crime scene, and one of my houses is being invaded by aliens. My friend and I like to get the same house and both work on decorating it at the same time. We love seeing how each of us transforms it into our own vision. So yes, houses have more value than just being a furniture museum.

    Players can go to their homes and craft their daily writs but they still need to go to town to pick up and turn in the jobs for the day.

    SilverBride, it’s wonderful that you’ve found such a vibrant social circle in Vivec and that you enjoy decorating your 56 houses as themed sets. That is a great way to play the game!

    However, my proposal isn't about removing your choice to socialize—it’s about giving other players the choice to be efficient.

    1. Choice, not Force: If boards were added to houses, you could still do your writs in Vivec. Nothing would change for your playstyle. But for those of us with 20+ characters, being forced into a laggy hub just to pick up a quest is a chore, not "socializing."

    2. True Utility: A house with a "crime scene" or an "alien invasion" is a fantastic creative project, but it’s still purely aesthetic. Adding crafting boards would turn those creative spaces into functional bases. Imagine how much more "alive" your market or florist shop would feel if you could actually "work" there!

    3. The 56-House Storage Nightmare: Since you have 56 fully decorated houses, you must have thousands of items. Surely you, of all people, would benefit from the Infinite Furnishing Storage (Furniture Bag) I proposed in point #6? Dealing with 56 properties without a dedicated "Craft Bag" for furniture must be a logistical nightmare.

    Efficiency is not the enemy of RPG. We aren't asking to kill the cities; we are asking for our homes to be as functional as they are beautiful.
  • Destai
    Destai
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    DeadGlad wrote: »
    In-home Crafting Writ Boards and Turn-in Stations: Currently, player housing is mostly used for crafting, relaxing, and hitting raid target dummies. Adding the ability to pick up and turn in Daily Writs from home would give housing much more utility.

    I would love this personally. I can totally see the downsides - specifically reduced player presence in major cities. But outside of quick travel, houses don't have really any innate value. They're aesthetically pleasing and can be used as social gathering spots, but that's all up to the player.
    DeadGlad wrote: »
    "Return to Previous Location" after Teleporting Home: We need a way to jump to a house and then teleport back to exactly where we were. It’s incredibly inconvenient to use the "unowned house preview" trick just to return to a spot, or to get stuck in places like Apocrypha where there are no players to "travel to" nearby.

    This is a good idea. I'd like to see collectibles under the Tools menu, so maybe this is something that can be a functional quest reward.
    DeadGlad wrote: »
    Optimize Character Swapping: I have 20 characters, and doing daily tasks on all of them takes 1–2 hours just because of the constant logging in and out. The transition between characters needs to be much faster and more streamlined.

    Yeah, the 10 second log out time can be a bit obstructive. I have 18, and it's challenging to navigate at times. I tend to organize them in a list by alliance, so I wouldn't mind faster navigation in general.
    DeadGlad wrote: »
    Account-wide Trait Research: Why do we still have to research traits on every single character? I always end up switching to my main crafter anyway. Research progress should be tracked across the entire account.

    100% support this. Especially as altaholic, it's just way too burdensome to do research, even with add-ons. I'm just not seeing the RP value of having it like this. I also wish that motif knowledge was account bound. We already have the style unlocked, not sure why it stops there. Just doesn't seem consistent.
    DeadGlad wrote: »
    Infinite Furnishing Storage for ESO Plus: We have way too much furniture! A bottomless "Craft Bag" style storage specifically for furnishings would be a massive relief for ESO+ subscribers.

    It would be nice to have, but I think it's not really doable from a performance POV.
    DeadGlad wrote: »
    Account-wide Armory Slots: Buying Armory slots for every individual character feels excessive. If the developers don't make these account-wide, players will just keep using add-ons as a "crutch" to bypass the limitation.

    I hope it's coming soon, I really do. I'm holding off on buying them until they do. They've been great about refunding the outfit slots, but still.

    I also think there should storage in the armory slots themselves.

  • DeadGlad
    DeadGlad
    Destai wrote: »
    DeadGlad wrote: »
    In-home Crafting Writ Boards and Turn-in Stations: Currently, player housing is mostly used for crafting, relaxing, and hitting raid target dummies. Adding the ability to pick up and turn in Daily Writs from home would give housing much more utility.

    I would love this personally. I can totally see the downsides - specifically reduced player presence in major cities. But outside of quick travel, houses don't have really any innate value. They're aesthetically pleasing and can be used as social gathering spots, but that's all up to the player.
    DeadGlad wrote: »
    "Return to Previous Location" after Teleporting Home: We need a way to jump to a house and then teleport back to exactly where we were. It’s incredibly inconvenient to use the "unowned house preview" trick just to return to a spot, or to get stuck in places like Apocrypha where there are no players to "travel to" nearby.

    This is a good idea. I'd like to see collectibles under the Tools menu, so maybe this is something that can be a functional quest reward.
    DeadGlad wrote: »
    Optimize Character Swapping: I have 20 characters, and doing daily tasks on all of them takes 1–2 hours just because of the constant logging in and out. The transition between characters needs to be much faster and more streamlined.

    Yeah, the 10 second log out time can be a bit obstructive. I have 18, and it's challenging to navigate at times. I tend to organize them in a list by alliance, so I wouldn't mind faster navigation in general.
    DeadGlad wrote: »
    Account-wide Trait Research: Why do we still have to research traits on every single character? I always end up switching to my main crafter anyway. Research progress should be tracked across the entire account.

    100% support this. Especially as altaholic, it's just way too burdensome to do research, even with add-ons. I'm just not seeing the RP value of having it like this. I also wish that motif knowledge was account bound. We already have the style unlocked, not sure why it stops there. Just doesn't seem consistent.
    DeadGlad wrote: »
    Infinite Furnishing Storage for ESO Plus: We have way too much furniture! A bottomless "Craft Bag" style storage specifically for furnishings would be a massive relief for ESO+ subscribers.

    It would be nice to have, but I think it's not really doable from a performance POV.
    DeadGlad wrote: »
    Account-wide Armory Slots: Buying Armory slots for every individual character feels excessive. If the developers don't make these account-wide, players will just keep using add-ons as a "crutch" to bypass the limitation.

    I hope it's coming soon, I really do. I'm holding off on buying them until they do. They've been great about refunding the outfit slots, but still.

    I also think there should storage in the armory slots themselves.

    @Destai, thank you for the detailed feedback! It’s great to hear from a fellow "altaholic" with 18+ characters. You made some excellent points that really strengthen the case for these QoL changes.

    1. On Motif Knowledge: I completely agree. If the Style is already unlocked in our Collections, forcing us to switch to a "main crafter" just to craft a specific piece is illogical and inconsistent. Making motifs account-wide (just like the Stickerbook) is the next natural step for the game’s evolution.

    2. The "Wait-to-Buy" Argument: Your point about holding off on buying Armory slots is crucial. If dedicated players are refusing to spend Crowns because the system is character-bound and inconvenient, ZOS is actively losing revenue. Making these account-wide would likely result in a massive surge of purchases.

    3. Performance of the "Furniture Bag": Regarding your concern about performance—I actually believe a bottomless storage bag would be better for the server than the current "storage house" meta.
    - Right now, players like SilverBride have 56 houses filled with thousands of unique item IDs, coordinates, and lighting data that the server has to render.
    - A "Furniture Bag" would treat items as simple numerical stacks in a database (just like the Craft Bag). Moving items from 3D-rendered houses into a 2D list actually reduces the strain on the game engine.

    4. The "Return" Collectible: I love your idea of making the "Return to Location" feature a quest reward or a Tool collectible. It turns a simple QoL fix into an earned achievement, which fits the RPG spirit perfectly.

    Hopefully, @ZOS_Kevin sees that even the most loyal veterans are currently "fighting the UI" rather than enjoying the game!
  • SilverBride
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    DeadGlad wrote: »
    2. True Utility: A house with a "crime scene" or an "alien invasion" is a fantastic creative project, but it’s still purely aesthetic. Adding crafting boards would turn those creative spaces into functional bases. Imagine how much more "alive" your market or florist shop would feel if you could actually "work" there!

    3. The 56-House Storage Nightmare: Since you have 56 fully decorated houses, you must have thousands of items. Surely you, of all people, would benefit from the Infinite Furnishing Storage (Furniture Bag) I proposed in point #6? Dealing with 56 properties without a dedicated "Craft Bag" for furniture must be a logistical nightmare.

    Housing is a creative outlet for me. I love turning an empty house into a place my characters can spend time in just living there or relaxing. I only have crafting stations at a couple of houses. In one they are just there as part of the decor. The other I use to do master writs because it's close to the turn in for these.

    A florist shop wouldn't craft gear or other items so has no need for crafting stations.

    I do not have thousands of furnishings. I make or purchase furnishings as I need them and my furnishing vault is not anywhere near full. I occasionally go through it and sell things I don't see a need for and just placed a lot of furnishings for sale yesterday.
    Edited by SilverBride on March 19, 2026 4:06PM
    PCNA
  • DeadGlad
    DeadGlad
    DeadGlad wrote: »
    2. True Utility: A house with a "crime scene" or an "alien invasion" is a fantastic creative project, but it’s still purely aesthetic. Adding crafting boards would turn those creative spaces into functional bases. Imagine how much more "alive" your market or florist shop would feel if you could actually "work" there!

    3. The 56-House Storage Nightmare: Since you have 56 fully decorated houses, you must have thousands of items. Surely you, of all people, would benefit from the Infinite Furnishing Storage (Furniture Bag) I proposed in point #6? Dealing with 56 properties without a dedicated "Craft Bag" for furniture must be a logistical nightmare.

    Housing is a creative outlet for me. I love turning an empty house into a place my characters can spend time in just living there or relaxing. I only have crafting stations at a couple of houses. In one they are just there as part of the decor. The other I use to do master writs because it's close to the turn in for these.

    A florist shop wouldn't craft gear or other items so has no need for crafting stations.

    I do not have thousands of furnishings. I make or purchase furnishings as I need them and my furnishing vault is not anywhere near full. I occasionally go through it and sell things I don't see a need for and just placed a lot of furnishings for sale yesterday.

    SilverBride, it’s clear that we have very different approaches to housing, and that’s perfectly fine! However, the beauty of a "Quality of Life" improvement is that it’s optional.

    1. Your Shop, Your Rules: If Writ Boards were added to housing, you wouldn't be forced to put a blacksmithing station in your "florist shop." You could keep it exactly as it is. But for those of us who envision our primary residence as a functional base of operations, this change would be transformative.

    2. The Scale of the "Chore": You mentioned doing writs on 7 characters. Many of us in this thread are running 20 characters. That is nearly three times the loading screens, travel time, and repetitive running. What feels like a "social stroll" with 7 characters becomes a 2-hour logistics nightmare with 20.

    3. Inventory Management is not Creativity: You said you sell furnishings you don't need to keep your vault empty. That is exactly the point—you are forced to spend time managing inventory instead of decorating. An Infinite Furnishing Bag would allow you to keep every beautiful item you find or craft, so you’d always have the perfect piece ready for your next project without having to "clean house" first.

    We aren't asking to change how you play; we are asking for tools that allow all of us to enjoy the game more efficiently.
  • SilverBride
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    DeadGlad wrote: »
    3. Inventory Management is not Creativity: You said you sell furnishings you don't need to keep your vault empty. That is exactly the point—you are forced to spend time managing inventory instead of decorating. An Infinite Furnishing Bag would allow you to keep every beautiful item you find or craft, so you’d always have the perfect piece ready for your next project without having to "clean house" first.

    We aren't asking to change how you play; we are asking for tools that allow all of us to enjoy the game more efficiently.

    I don't keep my vault empty. There are some things I use frequently that I do hold on to. But I don't consider managing my inventory a chore.

    But my point is that not everyone plays the same way or will see the benefit of crafting in their houses. If towns do become less populated because players are doing all their writs in their houses it will have a negative effect on what some of see as a positive social aspect.
    PCNA
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