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Which Of The Two Options Would You Like To See In The Finished Game?
Player Housing.
25.81%
8 25.81%
Guild Neighborhoods.
29.03%
9 29.03%
Both.
45.16%
14 45.16%
Total 31 vote(s) 100%
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Just some concerns about social aspects....


Started by Jorvaskaar
Post #69761
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I'm really excited for the Elder Scolls Online and I think it looks like a great game. However after playing Skyrim and WoW, this MMO has a lot to live up for and there are some features (social ones) that I've been itching for.

Firstly, player housing. In my opinion, player housing should (when not in a guild) consist of a public house in each town, each costing different amounts, which is instanced for a certain player. Non-the-less I am curious to see how they implement it in the finished game. (If it is added of course.)

Secondly, guild communities. Imagine if in the finished game, when you join a guild, you enter an instanced neighbourhood when going through your homes door, which contains all your guildmate's houses. At the centre there could be a guild hall where there is, a guild bank, social areas (party setups, a bar etc...), guildmaster's quarters and a staged area near the bar where guild announcements and performances are made. Maybe these upgrades need to be bought by a high-ranking guild member. You could buy banks, markets, merchants and pvp arenas for your guild neighbourhood. Put some imagination into it Zenimax, and the possibilities are endless.

Tell me what you think.
This post was last modified: June 18th 2013, 12:21 PM by Jorvaskaar


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Post #69773
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Well, a house in each town is something that's not gonna happen. That sort of thing is for single player games. Its unnecessary and extremely impractical. IF housing does get implemented, which personally Id like to see, it absolutely will be limited to 1 house per player/account. An MMO, especially one using a "mega-server" simply can't afford to have unlimited housing.

The best and most likely way this will be done is by instanced housing zones. This way makes it easier to make the necessary amount of space by making multiple instances, which you simply choose your instance when you enter. This is the most practical means of approaching housing from a technical standpoint as well as logistical and aesthetical. Its the only way to make enough for everyone without cluttering up the landscape with houses.

As for guild communities, I think the closest to that you're likely to see is guild houses available within those housing districts. Personally I think a guild community is a bad idea anyway. Along with being hard to implement, it would inevitably lead to drama and hassles, especially when you consider the member turnover rate in most guilds. What happens when a person leaves the guild, or worse yet, betrays the guild and they live dead in the middle of the "community"?

What Id do if I were running a guild that wanted its own community is be prepared to buy up a section of a housing district as soon as possible. That's similar to what we've done in games in the past with housing.

Housing zones of this sort have been done successfully in other games (ie. LOTRO) and even make for some very pleasing scenery.
This post was last modified: June 5th 2013, 02:42 PM by Balkoth


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Post #70366
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I'm not very experienced with how housing works in other major MMO's, but I can say with certainty that adding in player housing will lead to some major problems.

When we think of what's in a "good player home", it's one that has everything we need; enchanting and alchemy tables, an area for smithing, lots of storage, etc. The reason we appreciate these things is because we don't need to leave our houses, but why should we need to? In single player games, housing is our bank system, our Ground Zero for dumping all our junk so we can get back out there and find even MORE junk!

If we get houses that exceed our expectations or are incredibly useful in TESO, we're going to see a large percent of the community become hermits who hide in their homes crafting. MMO's need to be about being with other people, that's what makes it an MMO! Ultimately this is why Guild Housing (in one form or another) is probably the best option, but it's needs to be designed so that it isn't a REQUIREMENT to be in a guild just to get anything done.


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The following 2 users Like Terminus Zaire's post:
Angier, Ferroc
Post #70370
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the Bosmer speaks the truth


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Post #72014
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Definitely for guilds, they would make so many (almost everyone) players happy, that is always awesome in a game.

Personal houses would be cool too, but give priority to guildhouses first.
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Post #72195
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I know that keeps can be claimed for guilds in cyrodiil


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Post #72327
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(June 15th 2013, 02:32 PM)Ferroc Wrote: I know that keeps can be claimed for guilds in cyrodiil

And as you have to defend a keep in Cyrodiil this keeps the guild in question interested in interaction with the outside world instead of meddling just with themselves in their newly acquiered guild home ;)
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Post #72328
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Yeah. I'd like to see how the guild keeps work out. It will be interesting.


Don't run away, you'll just die tired.
-Oralos Shatterthorn

Hey, hey, hey, hey! This arguing is so annoying...... Just fight!
-An Unknown Tamrielic Explorer
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Post #72607
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Join Scandinavian - a Daggerfall Covenant guild.
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Post #73436
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Well - whilst I agree with housing being difficult (and it will be expensive for system resources I guess), it might be possible to instance them. Its going to be a bit artificial (i.e. you don't really see your house on the outside in the real world - you would probably just walk up to the same building as everyone else does - say Breezeholme) but atleast you have somewhere to put your stuff. I generally agree with the comments about Guild houses though.
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