Player Housing Ideas

Post » Tue May 15, 2012 12:25 am

yep no player housing, I saw it also. They said it would be too hard to do...

They said player hosueing as people want it too hard to do, there is a very large diffrence.

anyone who says that Zenimax said player housing, as in the entire concept of it, is impossible to do are wrong.
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Gemma Woods Illustration
 
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Post » Mon May 14, 2012 9:57 pm

I want player housing. Don't ask me how it would work though.
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~Amy~
 
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Post » Mon May 14, 2012 1:41 pm

An RPG with the TES name, without player housing, would be incredibly disappointing. Games new and old are able to do player-housing. Heck, it's an often-asked-for feature in TOR, and Bioware is trying to do something about it.

I personally don't care if it's instanced or not. Just HAVE it. As an RPer myself, I feel it's a very important feature. Is it 'make or break'? Probably not. But I do believe it will be a heck of a lot more 'make' having it, than 'break' by not having it.

EQ2 has my favorite form of housing, and it's instanced. I think it works incredibly well, and you have a lot of control over decorating. Basic floorplans, sizes, etc, are finite yet still numerous. But with the editing capability we have as players, you really can come up with near-countless varieties of home layouts. Spend an evening visiting various houses and you'll likely not see two that look alike.

As others have said, having houses actually take space in the open game world would really depend on several things, not the least of which would be 1) How big IS the actual game-world, and 2) game engine limitations. And from what little we've heard from Zenimax on the subject, it doesn't sound like their game engine is capable of doing it.

But, I'll cross my fingers that they will have SOME form of player-housing available. It only makes sense.
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pinar
 
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Post » Tue May 15, 2012 12:05 am

It won't work? Bull.

I can understand them not wanting their entire game world littered with houses. I get that. I don't think any of us really want housing mazes like we saw in games like Ultima Online. They are memory hogs.

But, don't tell us that it's too hard to implement. You are lying straight to us. If games that were developed 15 years ago can do it, don't even attempt to try and insult our intelligence like that.

Why not limited areas throughout the game world where houses can be placed? Don't allow placement on roads, city and dungeon entrances, and force players to place their homes a certain distance away from other houses. Allow housing on certain stretches of land, along some rivers and roads, right outside city walls and gates and some other spots in the world that aren't big landmark type areas. Think of it like the pattern on a cow, patches here and there. Do I realize that there will not be enough space for everyone to have a house? Yes. To suppliment the demand for open-world housing, add an option to city taverns and inns that allow players to 'rent' rooms to act as their own personal space. While it's not a house in the world, it is a stop-gap for that player until new lands and content are released, which will open up more space for housing.

I also don't remember there being banks in Elder Scrolls games. Let me guess, you couldn't connect the dots to come to the logical conclusion that houses would act as your bank? Even the lowest level character could rent a room out with a single chest and some modest ways to decorate. Everyone would have access to their bank without breaking the lore of the single player games.

How is this hard to implement? Limited housing placement controlled by the developers and instanced tavern/inn rooms to suppliment the demand.

Again, how is that hard? I don't get it.

Let's say each server houses 10,000 players. Are you going to include 10,000 homes in each major city? How many available homes are you going to put in the wilderness? How many homes are you going to put in smaller towns that are available? Do you protect player homes from being broken in to? How? How do you prevent players from using cheats to get into homes? How do you inform a player if they have been robbed, if you even inform them at all? How do you prevent other players from not littering player's houses with items? How about preventing them from stacking corpses in your house? Is every house of the 10,000+ going to look exactly the same? Will they all have the exact same upgrades? Etc, etc.

Just because housing was done before does not mean it's not a [censored] to deal with and therefore perhaps not worth the potential trouble.
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Carolyne Bolt
 
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Post » Mon May 14, 2012 7:17 pm

Even Lord of the Rings Online has player housing with some customization...

Pathetic.
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Amie Mccubbing
 
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Post » Mon May 14, 2012 3:34 pm

I also don't remember there being banks in Elder Scrolls games. Let me guess, you couldn't connect the dots to come to the logical conclusion that houses would act as your bank? Even the lowest level character could rent a room out with a single chest and some modest ways to decorate. Everyone would have access to their bank without breaking the lore of the single player games.

There were banks in Daggerfall, but those were actual banks, not some sort of global safety deposit box. You could get loans, get a letter of credit, cash in letters of credit (merchants paid you with a letter of credit if transactions with them went beyond a certain gold value), and store money. You could also buy houses and boats.
Let's say each server houses 10,000 players. Are you going to include 10,000 homes in each major city? How many available homes are you going to put in the wilderness? How many homes are you going to put in smaller towns that are available? Do you protect player homes from being broken in to? How? How do you prevent players from using cheats to get into homes? How do you inform a player if they have been robbed, if you even inform them at all? How do you prevent other players from not littering player's houses with items? How about preventing them from stacking corpses in your house? Is every house of the 10,000+ going to look exactly the same? Will they all have the exact same upgrades? Etc, etc.
All of those are rather easy to deal with:

Where are you going to put Homes: It's rather easy to designate certain areas as being off-limits to player-built homes, so the devs could define certain areas of open terrain as areas where players could build, and players could only put homes in those places. Another possibility would be to have have multiple homes throughout the gameworld with instanced interiors. Players "buy" their own instance of the interior.

Do you protect players homes from robbery? How?: This one is insanely simple to deal with. You simply program things so that only the person who has rights to the interior can place or take objects. Galaxies did this quite easily. Even if someone glitched into a private home somehow, they could never rob the place. The game simply wouldn't let someone without the proper rights take objects.

Other players placing items in the house: simply disable the command for dropping items when inside another person's house.

Corpses: We're probably not going to be able to drag corpses in this game, so it wouldn't really be a problem. Especially if interiors are instanced. Even if someone lured a monster into the house, the house can be set to not allow most players inside. Even if a player glitches themselves inside, the monster probably can't do the same.
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[ becca ]
 
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Post » Mon May 14, 2012 11:18 am

All of those are rather easy to deal with:

Where are you going to put Homes: It's rather easy to designate certain areas as being off-limits to player-built homes, so the devs could define certain areas of open terrain as areas where players could build, and players could only put homes in those places. Another possibility would be to have have multiple homes throughout the gameworld with instanced interiors. Players "buy" their own instance of the interior.

Do you protect players homes from robbery? How?: This one is insanely simple to deal with. You simply program things so that only the person who has rights to the interior can place or take objects. Galaxies did this quite easily. Even if someone glitched into a private home somehow, they could never rob the place. The game simply wouldn't let someone without the proper rights take objects.

Other players placing items in the house: simply disable the command for dropping items when inside another person's house.

Corpses: We're probably not going to be able to drag corpses in this game, so it wouldn't really be a problem. Especially if interiors are instanced. Even if someone lured a monster into the house, the house can be set to not allow most players inside. Even if a player glitches themselves inside, the monster probably can't do the same.

By doing all that you effectively make a lot of people angry because they can "no longer RP a proper Thief."
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Justin Bywater
 
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Post » Tue May 15, 2012 12:46 am

By doing all that you effectively make a lot of people angry because they can "no longer RP a proper Thief."
If someone wants to "RP a proper Thief" the game can feature NPC shops and homes you can rob. Robbing players is a bad idea though. It will discourage the use of homes by the player base ("if a house isn't safe storage, why buy one? I'll just sell non-essentials or have duplicate characters hold on to them"). In order for Homes to be worthwhile, they have to have tangible benefits, such as safe storage. If people can rob them, then it's essentially a form of storage that's more dangerous than one's own inventory. It would make homes pointless.
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Maeva
 
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Post » Mon May 14, 2012 12:25 pm

I'd only throw my hat in the pro-housing ring as long as I am allowed to burn yours to the ground.
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Jessie
 
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Post » Tue May 15, 2012 12:33 am

One possible way to make non-instanced player housing system work? Make the houses expensive, as well as with decent weekly payments on them, but not too high that it would be impossible for people to get unless they just weren't trying. If you can't afford your payment one week, your items can be reclaimed from that city's hall/castle/whatever indefinitely. Make the fee high enough so that people will be discouraged from getting one unless if they have a really good reason for it(such as RPing), so that your standard non-RP folks wouldn't want to deal with a gold sink on something so "frilly" and "useless."

TL;DR:
Non-instanced housing.
Expensive cost to buy.
Weekly fee low enough to be manageable, but high enough to dissuade non-RPers.


If there are enough cities, I don't think there'd be much of a problem if it was mostly RPers using housing. If one or two cities are insanely popular and in high demand they can always put in more houses there.
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Blessed DIVA
 
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Post » Tue May 15, 2012 1:07 am

If someone wants to "RP a proper Thief" the game can feature NPC shops and homes you can rob. Robbing players is a bad idea though. It will discourage the use of homes by the player base ("if a house isn't safe storage, why buy one? I'll just sell non-essentials or have duplicate characters hold on to them"). In order for Homes to be worthwhile, they have to have tangible benefits, such as safe storage. If people can rob them, then it's essentially a form of storage that's more dangerous than one's own inventory. It would make homes pointless.

This exact reasoning is why Housing in an MMORPG, especially following the "open world" environment TES creates is why Housing is better left out because balancing it could be too difficult to bother with.

On one hand, people want to have homes and want them to be safe places.
On the other, people want to be able to "open world" it, which includes stealing from other players.

The criticism for having safe zone homes would be high from the people who want an actual open world.
The criticism for having an actual open world would be equally high because their homes would not be safe.

So it really is just easier to say no housing because you don't have to worry about the balancing that would appease both, which would be very hard to do.
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JaNnatul Naimah
 
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Post » Mon May 14, 2012 11:30 am

This exact reasoning is why Housing in an MMORPG, especially following the "open world" environment TES creates is why Housing is better left out because balancing it could be too difficult to bother with.

On one hand, people want to have homes and want them to be safe places.
On the other, people want to be able to "open world" it, which includes stealing from other players.

The criticism for having safe zone homes would be high from the people who want an actual open world.
The criticism for having an actual open world would be equally high because their homes would not be safe.

So it really is just easier to say no housing because you don't have to worry about the balancing that would appease both, which would be very hard to do.
Galaxies was able to do safe homes just fine. I honestly don't think that people wanting to rob homes constitute a statistically significant portion of the player base who would be unwilling to purchase TES online if they could not rob player homes. The way I see it, it is sometimes perfectly possible to ignore one side of an issue without significant consequence, and this is one of those times.
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Nice one
 
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Post » Mon May 14, 2012 9:29 pm

Galaxies was able to do safe homes just fine. I honestly don't think that people wanting to rob homes constitute a statistically significant portion of the player base who would be unwilling to purchase TES online if they could not rob player homes. The way I see it, it is sometimes perfectly possible to ignore one side of an issue without significant consequence, and this is one of those times.

Galaxies isn't an open world like TES is however, to my understanding that is, so having safe homes is completely fine.

It's not that they feel people wouldn't buy it, I feel as if it would just be too much of a chore to balance out because of the standards TES have set.
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Robert Jackson
 
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Post » Mon May 14, 2012 11:20 pm

Galaxies isn't an open world like TES is however, to my understanding that is, so having safe homes is completely fine.
Back when I played galaxies, it was open world, and it had player built housing. There were multiple planets, each with wide-open, square, maps. You could walk in a roughly straight line from Coronet to the other side of the Corellia map. (or from Mos Eisley to Jabba's Palace, from the ruins of the Jedi enclave on Dantooine to the space port, from Nym's palace on Lok to that mountain over yonder, etc.) It was definitely open world, and without any of that instanced dungeon stuff either.
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xx_Jess_xx
 
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Post » Tue May 15, 2012 3:10 am

Back when I played galaxies, it was open world, and it had player built housing. There were multiple planets, each with wide-open, square, maps. You could walk in a roughly straight line from Coronet to the other side of the Corellia map. (or from Mos Eisley to Jabba's Palace, from the ruins of the Jedi enclave on Dantooine to the space port, from Nym's palace on Lok to that mountain over yonder, etc.) It was definitely open world, and without any of that instanced dungeon stuff either.

Could you walk into any building?
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Adrian Powers
 
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Post » Mon May 14, 2012 11:19 am

Could you walk into any building?
As I recall, no. However, not being able to walk into every building does not impinge it's status as an open world game.
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butterfly
 
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Post » Tue May 15, 2012 1:13 am

As I recall, no. However, not being able to walk into every building does not impinge it's status as an open world game.

That's why I continued to say to the effect of "in the fashion of TES."

TES is known for being able to enter every building within the game world. It's game world is far smaller than that of Galaxies so being able to enter every building, including player homes, is sort of important.
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Scott
 
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Post » Mon May 14, 2012 5:51 pm

While great to have, each one of those thing will create major problems.
1-To accomadate the large amount of houses in the world, the city in which the houses are will have to expand, which will be problematic.
2- After a year, the whole world could be littered with houses in TESO, and griefers can block entrances to dungeons in this fashion possibly.
3- A lot of people will hate this probably, I at least wouldnt appreciate someone breaking in because i forgot to make a lock.

Yes letting other break in would make the house useless for storage, many would prefer breaking into the larger ones for loot.
As I understand they will not have player houses in any way.
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MR.BIGG
 
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Post » Mon May 14, 2012 10:47 pm

That's why I continued to say to the effect of "in the fashion of TES."

TES is known for being able to enter every building within the game world. It's game world is far smaller than that of Galaxies so being able to enter every building, including player homes, is sort of important.
But not more important than the player's personal convenience and interest. I think that, in the long run, most players would find access to a bit of inviolable security and privacy far outweighs not being able to enter every building they come across, even if the only buildings they are excluded from are those belonging to other players.
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sas
 
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Post » Tue May 15, 2012 12:43 am

Note: Only houses of people on your friends list would be visible.

First, please, please, PLEASE don't make houses instanced. Have them be in the world.

Secondly, I'd like it if there were houses you could buy in town, but also if you had the ability to gather resources to build your own house out in the country.

Finally, make houses capable of being broken into by other players. You could spend gold in order to upgrade to tougher locks for both your house and your chests, as well as hiring mercenary guards that would need to be paid x amount a month or roundabouts.

Housing should be like this http://www.youtube.com/watch?v=p5lXH4PIxww
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Eve(G)
 
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Post » Tue May 15, 2012 1:48 am

well i think player-built houses really are a bit over the top.
but with a world as big as tamriel, why not just place little villages whith buiable or rentable houses all over the place?
the houses could be instanced, but it would be nice having a certain object in the world which belonged to you.
and having many little villages with maybe some npc traders etc., the world would be much more reliable and alive.
that wouldn't even be hard to implement.
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stevie critchley
 
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Post » Mon May 14, 2012 8:45 pm

They could go the EQ2/LOTRO way of doing housing,it's all instanced but other players can visit and buy from you.

EQ2 http://www.youtube.com/watch?v=F8zzb356xNE

LOTRO http://www.youtube.com/watch?v=_fhqlhM5R8g

Take your pick.
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Janine Rose
 
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Post » Mon May 14, 2012 7:23 pm

On Robbing player houses.

This should be in, but only for players whose accounts have been canceled for 90 days or more. The house should fall into disrepair and all common items that can be gotten through basic gameplay should become lootable. Unique items earned through questing and are only awarded through epic questlines would go into the player's bank. So if they do return, the items that they really worked hard for would not be lost.

Abandoned houses would be available for anyone to claim squatter's rights until someone buys the house. Squatters would gain ownership for 24 hours, and any containers therein would be secure for that duration. If someone buys the house, the squatter has 24 hours to vacate.

There were people in Star Wars Galaxies who paid their house upkeep for as much as a year in advance and quit, knowing that nobody would be able to have that spot. And it wasn't isolated. It was all over the place. Cities maintained the metropolis status due to abandoned houses that were paid in advance. And there was a limit on how many cities could reach metropolis level. So the selfish acts of players who had no intention of playing ever again actually had an adverse effect on those who did remain and wanted to make the best of things. SOE came up with the idea of house packups, which stored all house contents and the house deed itself just in case some of those players might return. The packup process involved players finding abandoned structures and tagging them. A ship would fly over and blast the house off the fact of the planet. So allowing stuff to happen to placed property has a precedence in the MMO world. The terms guarantee everything for 90 days usually, so that is why the threshold for the packup was 90 days abandoned on an inactive account.

Well blowing houses up in tamriel is not a common-place occurance, but making all common items lootable and packing up uncommon, rare and very rare items would add that Elder Scrolls feel, in my opinion.
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Katie Pollard
 
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Post » Tue May 15, 2012 1:36 am

I think instanced housing is the best housing, as it gives you unlimited freedom. As you gain more power, you could go from a small townhouse in a city or cottage in a village to a massive estate with both outdoor and indoor areas, fenced off by a regal instance gate. Based on your playstyle you could make it a fierce barbarian's fortress, a regal noble's mansion, a surreal and zany wizard's tower, or anything else. The more creative we're allowed to get the better. I've always wanted to live in a surreal, nonsensical, wizard's tower like Karazhan, where giant magical automatons patrol the libraries, bizzare experiments take place, there are even times when you seem to be in some other dimension. Of course this is all just wishful thinking, but it's fun to think about.
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Connie Thomas
 
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Post » Mon May 14, 2012 11:44 pm



That's why I continued to say to the effect of "in the fashion of TES."

TES is known for being able to enter every building within the game world. It's game world is far smaller than that of Galaxies so being able to enter every building, including player homes, is sort of important.

So you think the MMO will let you go into every single building?
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jessica breen
 
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