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Thread: Player Housing Suggestion - The Think Tank

  1. #1
    Rift Chaser
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    Default Player Housing Suggestion - The Think Tank

    Player Housing was well done in LOTRO as well as Runes of Magic. I'd love to see the two models merged in Rift.

    Why Player Housing at all? Player Housing gives players a tangible place that says "home", or "me, my place". A basic human reaction. If done correctly it also adds to game-play.

    LOTRO Model:

    Instanced landscape area or massive cavern if dwarf (style was "subdivision" in LOTRO, but could be anything) with house exteriors and yards.

    Yards had hot spots for setting of artifacts, either trees of differing kinds, or Boss trophies as show-off monuments.

    Different size houses available: Small, Deluxe, or Guild. Interiors supported additional storage chests and customizable floors, walls, and furniture, in some cases animated (mouse in the wall in/out, and singing canary), as well as mounts for Boss trophies that would fit inside.

    Animals in the world had a random/rare chance to drop their corpse, which could be taken to a Taxidermist for mounting. Very , very cool to have that nasty Snow Tiger (or whatever) sitting in your living room, stuffed on a pedestal!

    Subdivision Stores where there was access to Bank space, and discounted purchase of consumables and crafting mats.

    Mailbox on front of house.

    Runes of Magic Model:

    Interior space only.

    Different size and styles available.

    Access to Bank space via a Housekeeper NPC. You could also hire additional, specialized housekeepers, which would appear when summoned. Housekeepers could be trained over time to up their skills, and would provide you with potions, foods, buffs (attack or defense bonuses).

    Customizable interiors with placement of storage chests and crafting positions. Crafting done in-home received crafting bonuses. Some furniture also provided XP and TP bonus accumulation over time (e.g. rest xp dynamic if in the house)

    In looking at the two models I see two things that really need to be merged for a great player housing dynamic: A) Outside landscapes with attractive homes and "estate" grounds, with ability to have Boss or challenge monuments/trophies, B) Functional attributes that can be developed, making your home something more than just a P.O. Box instance point.

    People like to be personal about things. It's all about "us" isn't it? I've seen a lot of people spend a considerable amount of time fixing up virtual homes in any game I've been in, and love showing them off.

    Myself, I would find a creative Player Housing dynamic welcome.

    Maids and butlers, yardkeepers and stablers . . .

    Just ideas, in The Spirit of The Think Tank.
    Last edited by Weathersky; 06-12-2011 at 04:59 AM.

  2. #2
    Telaran
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    I think that would be awesome and give Trion a chance to later add more professions,albeit it possibly secondary (carpentry, taxidermy being a specialist aspect of it maybe or it's own thing where beyond animals you can make totems and fetishs, gardening for plants for your home, cooking (see below for why on the cooking) etc;)

    Definitely needs to be instanced one way or another. After years and years in UO, the lack of housing instancing would put a massive strain on the server.

    Instead of access to the bank for food and pots and stuff, how about treating the npc's like ai enabled treasure chests, where you can store what you make on them. If you allow bank access (to your house) you will de-crowd cities which isn't good.

    I would love to have a home in Rift, if they managed to pull off something cool I might be able to get more of my friends from UO here too.

  3. #3
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    A thought I failed to put in the original post:

    My first experience with Player Housing was in Morrowind, a single player game I played many years ago.

    I was fascinated with the idea I could BUILD my own home. I had the ability to place home structure types on landscape hotspots, which could include walls, like compound walls, or mini-fort walls, sort of, though attractive, sort of a stucco style if I recall correctly.

    And I picked a spot up on a bluff over a river, that had a long trail up the bluff leading to it.

    So I built this home, with a moderate sized "courtyard" around it, surrounded by walls. Can't remember their height, but I could get to the top of them cause I placed LANTERNS and candles on the walls.

    Then, as I quested in the world and got lamp/candle drops, maybe bought them too, don't remember, I would head back home and PLACE the lamps and candles in a line all the way up the trail to my home.

    It was visually awesome. From across the river or other vantage point, you had this beautiful river, with a sparkling line of lights lighting a trail up the bluff-trail on the other side leading to the lighted walls of my home.

    So, this is really three dynamics from three different games that could be considered for merging: LOTRO model, Runes of Magic Model, and the actual building of a custom "estate", including walls and stuch.

    What's a key dynamic in Rift? Invasions.

    Why not inject that dynamic into player housing as well? If we assume a housing area would have to be instanced (say a "subdivision" or landscape area like in LOTRO), why not also assume intrusion by unpleasant critters might happen there?

    That you'd get a message from your housekeepers or guards your home/estate is under attack, and you'd have to get home to defend?

    Again, ideas, just ideas.

    I did LOVE the visual of my twinkling lights at night leading up to my lighted compound in Morrowind!
    Last edited by Weathersky; 06-12-2011 at 05:19 AM.

  4. #4
    Soulwalker
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    the greatest implementation of all time for player housing was Ultima Online. Even in the earlier days when you could have your keys looted and house raided. It was incentive to NOT DIE. There was no graveyard, and for good reason. And the housing was awesome, do what you can afford, and then they eventually added custom housing? Umm. Awesome?! I guess I figure: If a small game that came out in the late 90's can get it perfectly right, why can't all these new MMOs?

    One thing I can't stand is instanced housing. Sure it's easier on the programmers, but it doesn't have the payoff as building your own house, decorating it, and being able to show it off to passers-by.

    But i'd still take instanced-housing over no-housing any day. And give us skill-sets to decorate the bejeezus out of them.

    Make a "Decorator" skill...another facet of the game. Players can hire decorators to decorate their abode.

    That'd be almost never ending end-game material, as long as the options for decor' kept coming
    Last edited by BellaminRunehouse; 06-12-2011 at 05:35 AM.

  5. #5
    Soulwalker
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    or, lets take it to a new level and incorporate instanced guild housing.

    A guild can buy certain sized lands (make several options available) and those plots of land are what are instanced. This gives each guild member plenty of space to place his or her own unique abode, as well as the central guild hall (the guildmasters home should have better options IMO)

    This instance is still subject to rifts & invasions, giving the guild another level of cooperation, as if they fail to seal the rifts in time, then they start losing houses and landscape.

    Can you imagine the incredible cities that some of these larger guilds could build?

    Come on Trion. Boldly go where no other team cared to try once again. You guys could make this epically bad-***.

  6. #6
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    Quote Originally Posted by BellaminRunehouse View Post
    or, lets take it to a new level and incorporate instanced guild housing.

    A guild can buy certain sized lands (make several options available) and those plots of land are what are instanced. This gives each guild member plenty of space to place his or her own unique abode, as well as the central guild hall (the guildmasters home should have better options IMO)

    This instance is still subject to rifts & invasions, giving the guild another level of cooperation, as if they fail to seal the rifts in time, then they start losing houses and landscape.

    Can you imagine the incredible cities that some of these larger guilds could build?

    Come on Trion. Boldly go where no other team cared to try once again. You guys could make this epically bad-***.
    Note that in LOTRO the "instance" was an entire subdivision, that included space for the homes and yards of many players, as well as some Guild Houses.

    So, you'd enter your subdivision and be presented with this view of a landscape of homes and such, with stone walls around their yards. You could walk the map, find vantage points giving you great views of the homes and Guild hall(s). Some of the landscapes were pretty nice,with prime home locations near waterfalls or elevated positions, etc. Hmmm, one or two guild halls per subdivision? Don't remember.

    You could walk the roads and see who had Boss monuments/trophies in their yards, proof they participated in the Raid of instance(x) for example, and you'd get the notice "Home of (player name)" when you got near, or hovered over their mailbox or something. Can't remember the exact trigger.

    There was even a small "town square" with the shop, and places for concerts and such, though never populated. I always hoped Turbine would have done something more functional with their housing instances, give players a real reason to gather there for special events or something.
    This fits what you are talking about I think, in concept. In your case you've said make the sub-division instance by Guild (potentially), if the Guild has developed/bought the tract of land.
    Last edited by Weathersky; 06-12-2011 at 05:55 AM.

  7. #7
    Rift Master TheGamerDown's Avatar
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    LOTRO does have a good housing system. They also made them cheap so that anyone could get one.


  8. #8
    Plane Touched Pauldarian's Avatar
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    Quote Originally Posted by Weathersky View Post
    Player Housing was well done in LOTRO as well as Runes of Magic. I'd love to see the two models merged in Rift.

    Why Player Housing at all? Player Housing gives players a tangible place that says "home", or "me, my place". A basic human reaction. If done correctly it also adds to game-play.

    LOTRO Model:

    Instanced landscape area or massive cavern if dwarf (style was "subdivision" in LOTRO, but could be anything) with house exteriors and yards.

    Yards had hot spots for setting of artifacts, either trees of differing kinds, or Boss trophies as show-off monuments.

    Different size houses available: Small, Deluxe, or Guild. Interiors supported additional storage chests and customizable floors, walls, and furniture, in some cases animated (mouse in the wall in/out, and singing canary), as well as mounts for Boss trophies that would fit inside.

    Animals in the world had a random/rare chance to drop their corpse, which could be taken to a Taxidermist for mounting. Very , very cool to have that nasty Snow Tiger (or whatever) sitting in your living room, stuffed on a pedestal!

    Subdivision Stores where there was access to Bank space, and discounted purchase of consumables and crafting mats.

    Mailbox on front of house.

    Runes of Magic Model:

    Interior space only.

    Different size and styles available.

    Access to Bank space via a Housekeeper NPC. You could also hire additional, specialized housekeepers, which would appear when summoned. Housekeepers could be trained over time to up their skills, and would provide you with potions, foods, buffs (attack or defense bonuses).

    Customizable interiors with placement of storage chests and crafting positions. Crafting done in-home received crafting bonuses. Some furniture also provided XP and TP bonus accumulation over time (e.g. rest xp dynamic if in the house)

    In looking at the two models I see two things that really need to be merged for a great player housing dynamic: A) Outside landscapes with attractive homes and "estate" grounds, with ability to have Boss or challenge monuments/trophies, B) Functional attributes that can be developed, making your home something more than just a P.O. Box instance point.

    People like to be personal about things. It's all about "us" isn't it? I've seen a lot of people spend a considerable amount of time fixing up virtual homes in any game I've been in, and love showing them off.

    Myself, I would find a creative Player Housing dynamic welcome.

    Maids and butlers, yardkeepers and stablers . . .

    Just ideas, in The Spirit of The Think Tank.

    a bit to Ultima Online-ish
    It's not winning that counts.
    It's making sure everyone else loses

  9. #9
    Plane Touched Pauldarian's Avatar
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    Quote Originally Posted by Hmmmmm View Post
    I think that would be awesome and give Trion a chance to later add more professions,albeit it possibly secondary (carpentry, taxidermy being a specialist aspect of it maybe or it's own thing where beyond animals you can make totems and fetishs, gardening for plants for your home, cooking (see below for why on the cooking) etc;)

    Definitely needs to be instanced one way or another. After years and years in UO, the lack of housing instancing would put a massive strain on the server.

    Instead of access to the bank for food and pots and stuff, how about treating the npc's like ai enabled treasure chests, where you can store what you make on them. If you allow bank access (to your house) you will de-crowd cities which isn't good.

    I would love to have a home in Rift, if they managed to pull off something cool I might be able to get more of my friends from UO here too.

    Other then a few cuties, do we really want more UO players here? Seriously?

    Side note real friends ( I am in no way saying that people you meet online or just game wait are not real friends) would have tried it out for you. My UO friends did.
    It's not winning that counts.
    It's making sure everyone else loses

  10. #10
    Shadowlander
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    I've played a LOT of games with player housing, from the cutesy kid games (with my son) to classic MMO's (though I did leave EQ before they added housing) to those crazy facebook games. I absolutely love housing, and I love having nifty stuff to put in my house. Some of my all time favorites:

    1) Elder Scrolls- These games have some fantastic housing, and some really awesome ideas for creativity. I loved having armor dummies and weapon wracks to show of neat things I had found along my travels (but that weren't good enough to actually use). They also had display cases for other items (I loved collecting gems and alchemy items). There were cabinets and things with storage space, so you could keep your things organized.

    2) EQ2- My favorite MMO housing, possibly because it was the first MMO I played with housing. There were a lot of varieties of furniture you could use to design your house, and a lot of it would overlap so you could be really creative and build additional levels within your house by placing things like tables carefully. I also loved that all the books you completed from collection quests or picked up in the world could be placed in your house, and some were really neat. I had a full blow library going on! I also LOVED that we got house items for special events (like their winter/Christmas event), for completing collections, for certain epic type quests...these trophies would show off accomplishments you had made in games. EQ2 also had crafting stations you could buy and put into your house.

    3) EQ1- Like I said, I left before EQ added player housing, but I loved their guild hall. It was nice to be able to hang out before a raid in your guild hall. There was a general vendor, crafting stations, a guild bank and a regular bank, as well as a special teleporter that you could use to quickly move your guild to different locations. You could set your bind point (where you showed up when you died or got teleported to bind) to the guild hall, so it was a very quick way to move a whole guild between raids as well (not as important in RIFT with how a group/raid gets a choice to enter an instance when any member of it does).

    I don't really care if my house is overland or not. If it means not being able to have a decent amount of stuff in or around my house, then by all means, instance it!

    I think that housing (and guild housing) has a lot of potential to be a really functional thing. You could add limited storage (like chests or cupboards that hold only certain things like crafting materials or only fashion clothing and only a set number of items). If you want to keep cities a social hub, you can leave the main bank in the city, but let people keep select items in their houses (especially things they would use in their house). It would be fantastic if you could buy (perhaps by doing a lot of quests for the tradeskillers) a crafting device to put in your house.

    I would absolutely love to see secondary 'social' tradeskills that have nothing to do with adventuring. A Clothier would be able to make fashion wear, a furniture maker, cooking, perhaps gardener. It would be kind of neat to be able to grow plants to place in and around our houses.

    The big thing for me is I want to be able to have a personal house. I want my house to reflect my character, my tastes and my adventures. There should be lots of options for things to put in your house and at least a few basic styles of houses: log cabins, rustic cottage, perhaps a cavern type house, stone house, magical constructed, giant tent! The same goes for decorating items. Some of us might like things with a more defiant-tech spin, some with a more mystical, some more primitive. And definitely don't forget things to put on furniture: paintings for the walls, rugs for the floor, nick-nacks and assorted things that people would have in their houses.

    One thing I would not want to be forced to have is NPC's/pets/companions wandering about. If it were an option that would be awesome, but not everyone wants to have people wandering about their house all the time. (also, if they are added, there should be a 'decorate' mode that disables them so you aren't trying to place something and having your pet keep walking where you want to put your things).

    And definitely, definitely include adventuring rewards for our houses! Perhaps something like a tab in our character window for 'housing' that has icons that can be drag-and-dropped into your house. Trophies or trinkets to represent significant achievements, prominent quests or interesting boss fights. In this same light, it would be neat if we could place books and companions also (and doubly great if placed companions could be told to either stay or wander...or even follow you about while you are in your house).

  11. #11
    Ascendant
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    I love my sig, I don't have to say much in these threads.

  12. #12
    Shadowlander Bigyin's Avatar
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    Player housing or guildhalls would be an excellent addition to RIFT. The possibilities are almost endless and this single aspect could add so much to an already brilliant game.

    Huge guildhalls, flashy mansions, run-down huts, guard towers, player-run shops or inns, arenas, store houses etc, etc, etc...

    The sense of achievement when you finally own your first place is hard to beat. Then comes the property-ladder climb!

    Yup, I'd sell my left pod to see player housing implemented.

  13. #13
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    I'm really surprised no one has mentioned SWG's player housing that's arguably the best in any MMO. It doesn't work so well in a themepark MMO though, however there are a some elements that could be taken from SWG to Rift. Perhaps Guilds could buy instanced areas of land, and then players could place different size houses in that land-mass. That would allow guilds to make small cities and perform meetings, or events as they see fit. For individual houses, anything in-game could be placed anywhere in the house -- weapons, armor, animal heads, whatever. It allowed for some pretty cool guild halls and museums to be opened up.
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  14. #14
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    I like the instanced subdivision idea, especially where guilds are concerned. So much could be done with it, Trion would be remiss not to at least give this idea careful consideration. From rifts openning in your neighborhood to enemy guilds (yes, I'm talking about a guild war here) invading your turf, to player run and owned cities. So many possibilities!

  15. #15
    Champion Ayenn's Avatar
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    Do not tie personal housing to guild housing. If I switch guilds I don't want to lose any aspect of my personal house, its location, what's in it, nothing. Let us have our houses separate fro our guilds.
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