Post by Morreion on Apr 19, 2010 6:55:22 GMT -5
The Road to Mordor: Homeless in Middle-earth (Massively)
Agree with the criticisms listed- I've let my cottage go due to the weekly upkeep payments. The neighborhoods are a neat idea, but unfortunately they are ghost towns. The hook system is limiting.
I'd watch out for giving too much functionality to housing- remember how DAoC's cities were empty when one could do everything from one's house...but unique qualities would be nice.
There's a few main problems that need to be addressed. The first is that there are far too few "hooks" where you can place items and furniture, and the hooks that do exist are spaced out in a way that makes it all but impossible for you to create a comfortable home. Hooks have different types of furniture assigned to them, which makes it that much more difficult to use them, particularly when you have three "Large Floor Furniture" items and only one large floor spot. In the deluxe and kinship homes, the rooms are veritably massive compared to the paltry few hooks available, giving each locale the look of a well-spaced museum.
The second problem is one of function and use. As LotRO's houses exist in instanced neighborhoods, there's often little reason for anyone other than the house's owner to visit (and even then, somewhat rarely). Players might be divided over how to combat the problem of non-use, but they unite behind the sentiment that houses should offer a reason for people to visit and for you to use it frequently enough on your own, whether that might be for crafting tables, special functional furniture, unique buffs or special stables.
The last issue that's mentioned frequently is the cost and upkeep of homes. I know I've had discussions with other Massively staffers concerning this, with one person saying that they'd return to LotRO in a heartbeat if it wasn't for the fact that their home was in escrow and would require copious amounts of gold to unlock. The upkeep and resulting forfeiture of homes has caused a wave of "ghost town" neighborhoods, which makes nobody happy. As StreetDoc67 on the forums put it, "Housing upkeep should be eliminated. Did I buy the house or didn't I? If I did, why am I paying rent each month?"
The second problem is one of function and use. As LotRO's houses exist in instanced neighborhoods, there's often little reason for anyone other than the house's owner to visit (and even then, somewhat rarely). Players might be divided over how to combat the problem of non-use, but they unite behind the sentiment that houses should offer a reason for people to visit and for you to use it frequently enough on your own, whether that might be for crafting tables, special functional furniture, unique buffs or special stables.
The last issue that's mentioned frequently is the cost and upkeep of homes. I know I've had discussions with other Massively staffers concerning this, with one person saying that they'd return to LotRO in a heartbeat if it wasn't for the fact that their home was in escrow and would require copious amounts of gold to unlock. The upkeep and resulting forfeiture of homes has caused a wave of "ghost town" neighborhoods, which makes nobody happy. As StreetDoc67 on the forums put it, "Housing upkeep should be eliminated. Did I buy the house or didn't I? If I did, why am I paying rent each month?"
Agree with the criticisms listed- I've let my cottage go due to the weekly upkeep payments. The neighborhoods are a neat idea, but unfortunately they are ghost towns. The hook system is limiting.
They could give housing a fun quality, particularly to promote socialization and parties. After all, what's the use in spending gobs of time decking out your crib when nobody comes to admire it? Personally, I'd love to see more housing furniture and items be usable in some way, particularly if it contained a little game or challenge. Another fun option would be to capture (or buy) and then train housepets, who would then interact with visitors.
They could grant housing functional qualities as well, linking the house to the rest of the game. If Turbine seems resistant to giving players in-house crafting (as they have stated in the past), then there are other solutions to making houses a functional tool for increasing a player's abilities. A buff that grows over time when you're resting at your home, for example, is an easy and obvious solution.
Finally, Turbine could add unique qualities to housing that aren't seen anywhere else. What if there was a new type of hobby -- say, gardening or beer brewing -- that could only be accessed through your house? A special type of crafting (letter-writing?) that would play out between houses? Or a game that could only take place in a home (or in its front yard)? As Stormwaltz said on the forums, "There needs to be more critical services to get people to go - and linger - there."
They could grant housing functional qualities as well, linking the house to the rest of the game. If Turbine seems resistant to giving players in-house crafting (as they have stated in the past), then there are other solutions to making houses a functional tool for increasing a player's abilities. A buff that grows over time when you're resting at your home, for example, is an easy and obvious solution.
Finally, Turbine could add unique qualities to housing that aren't seen anywhere else. What if there was a new type of hobby -- say, gardening or beer brewing -- that could only be accessed through your house? A special type of crafting (letter-writing?) that would play out between houses? Or a game that could only take place in a home (or in its front yard)? As Stormwaltz said on the forums, "There needs to be more critical services to get people to go - and linger - there."
I'd watch out for giving too much functionality to housing- remember how DAoC's cities were empty when one could do everything from one's house...but unique qualities would be nice.