"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.
"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.
SilverBride wrote: »No to writ boards and turn ins inside houses because I like the towns being active with other players.
"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.
Enemoriana wrote: »SilverBride 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.
scrappy1342 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
BretonMage 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.
BretonMage 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.
BretonMage 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.
[
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.
Furnishing Vault?! Unless you are a hoarder (I am) then 500 slots for different items is more than enough.
katanagirl1 wrote: »BretonMage 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.
Techwolf_Lupindo 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.
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.
wolfie1.0. 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.
Enemoriana wrote: »SilverBride 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: »"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.
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.
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: »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.
Techwolf_Lupindo 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>
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.
SilverBride 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.
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.
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."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.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.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.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.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.
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.
SilverBride 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.
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 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.
SilverBride, I respect that you enjoy the current flow of the game, but your experience with 7 characters is fundamentally different from those managing 18-20.
I’m honestly surprised that some find 2-hour daily login/logout cycles and manual inventory management "social." For many of us, this isn't about laziness—it's about basic ergonomics.