If so what’s the point of expensive and hard to get houses ?
If so what’s the point of expensive and hard to get houses ?
It's true, we're getting something called an Island Sanctuary. However the dev team hasn't said anything about it offering housing. The community, myself included, is just hoping that it will.
https://pbs.twimg.com/media/EtgqL-RXAAEyJqw.jpg:large
We have no idea what Island Sanctuaries will entail other than letting your minions run/roam around in some unknown capacity.
Hopefully we'll find out mid May at the Fanfest.
Confirmed features: Having minions out, crop growing, animal raising, instanced island. Trades will be possible inside the Island, so at least there'll be a way to travel between islands.
Not confirmed but people are very hopeful: Housing inside the instanced island.
Edit: About "the point of having a house"... well... having it? Personal decoration, FC HQs, Explorations are still done via FCs, as well as all the glamours made in the Workshops... RP Venues, too. Mine is decorated as a Marketplace with a Tavern in the Bottom Floor and a Café on the Top Floor, it's quite nice just to hang there.
I'm more or less expecting it to be heavily similar to the private islands in XI.
I believe they mentioned somewhere about it being a primarily solo experience, so friends, FC members, etc, might not be able to visit your island. I can't imagine it offering housing if that is the case, maybe a glorified inn room if anything.
The point of housing areas is so that you can have neighbors. This means that the number of houses is limited though.
They can make them instanced but that means you won't have neighbors. You can argue it is instanced with rooms and apartments, which are not very expensive.
The islands aren't really about housing but about gardening and being a farmer. The aim of it is to create more roleplay content that allows you to live a second life in this fantasy world.
It most likely will be instanced for those that haven't been lucky in housing, if they ever decide to go with that idea.
I imagine it's similiar to Rune Factory, since it's an RPG and essentially like Harvest Moon. You have the RPG side of things and the farming simulation when you tire of fighting stuff.
Chao Garden from Sonic on the Dreamcast.
Hopefully this is the instanced housing that it should have been in the first place.
It wasn't the case in FFXI. All Moghouses and Mog Gardens were instanced and you could grow crops.
It's actually really simple to accommodate with without a server always being active.
You record the server datetime, when you return you can determine how much the crop has grown by comparing the current server datetime to the recorded one and update the crop based on that. There is no programmatical requirement for it to be an iterative process. If enough time for 3 stages as passed then it it could just jump to stage 4 when the person re-enters the instance.
I assume that it's going the be the 4th or 5th iteration of the Diadem.
Except for the stuff grown in the indoor pots which grows just the same, there's just a restriction on crossbreeding. They said there was some weather tie-in for the outdoor multi-plant garden plots, but that just seems to change the animation if it's raining. If the instance is rigged as an 'outdoor space' with weather conditions, they probably just adjusted the code. That's assuming it's just a version of the current gardening.
From some of the reddit discord translations, it sounded like the islands would be a much more solo experience
Interview with Yoshida on Endwalker, Game Watch interview.
Summarized by FF14Sokuhou: http://ff14net.2chblog.jp/archives/57680177.html
(translation by Iluna Minori on the ff14 reddit discord)
Quote:
■無人島開拓について
Regarding Island Sanctuary
・今回は“スローライフ”がコンセプトなので他人と競い合うみたいなことは極力なくすようにしている
The concept behind the content is to provide players with a more "slow life" (relaxing) feel so they are making sure any elements of competing with other players is avoided
・他人との交流はゼロではないが、基本は1人でやっていくコンテンツ
You will still retain some form of communication with other players, but the content itself is largely solo
・貿易も自分が開拓した無人島の中で、特産物を植えたり育てたものをゲーム内のシステム内の流注と対話をしてギルを稼いでいく遊び
Trading within Island Sanctuary and earning gil can be done by planting and growing specialities that you have cultivated, as well as interacting with the features in this game.
・貿易は興味がないから育てるだけで楽しいという遊び方でも損はしない作り
They will make it so that even if you're not interested in trading but only want to do it just to grow crops, or specialities can also do so without facing through any loss/penalties.
・お気に入りのミニオンをめでたり連れてきた動物を育てるだけでもいい
You are free to admire the minions you love and brought into, or just have fun growing animals you brought into Island Sanctuary.
I wouldn't hold out for housing on the private island. If that was in the cards it probably would have been mentioned when it was announced.
Oh I'm so excited! Forgive me if I'm wrong but, housing is the only way you can garden right now correct? Cause that's one of the reasons I want a house, to give my bun the prettiest lil garden. But lord knows I'm not gonna get a house any time soon. ;;
Yeah dude! Farmville ripoff with extreme micro transactions! Is your credit card ready!?!? Cuz I sure am ready to credit card warrior it!
I suspect strongly it's going to be an FFXIV version of Mog Gardens, maybe modernised a bit. I'd like for something more advanced than that, but that's where I'm setting my expectation, rather than something Stardew valley like.
It'd be an opportune system to reveal instanced housing, but I doubt it. But am happy to be proven wrong, because it would be sweet
Crossbreeding isn't as simple as plant 2 seeds and get what you want. It's time consuming (5-10 days to crossbreed depending on what you're trying to get then another 7-10 days to grow your desired seed), requires daily maintenance (miss a day and what you've planted can die) and subject to RNG (you end up with a seed other than what you wanted so have to start over).
You might think they're overpriced but you're not doing the work. You'll feel differently once you have the opportunity to do the work.
Gotta say as a minty fresh brand new player, not having to fight veteran players or their fc's with billions of gil for lots to build a house on would be nice. As for a lack of neighbors/neighborhoods. That's actually preferable for me so hopefully this island will have some kind of home feature. Heck, I'd settle for a tiki hut and a camp on the beach.
They'll still be glorified due to being in a neighborhood, and potentially the size discrepancy in case the Islands becoming just a small housing plot.
If that's the case, I think the demand for regular housings will be even out, but still I doubt there are going to be a lot of vacant plots just laying around.
Ah, see, I got confused with that line "Trading within Island Sanctuary and earning gil can be done by planting and growing specialities that you have cultivated, as well as interacting with the features in this game." as a "You can trade inside, so you can visit", but yeah, sounds very "solo" focused so far.
I'm erring on the side of caution for now. I'm expecting it to be very basic. I know WoW had a small farm that every player had access to that worked using a phasing system. Until we learn more about it, I'm going to assume that it'll be like that.
Seems likely.
I think back to expansion launches when lots of people are playing and you could have trouble getting into player houses/apartments because the servers were too busy, and you'd have to keep trying to go inside until there was space for the serve to open an instance for that house.
I know they've invested in upgrading the servers but I'm skeptical of the idea that they could have each player's island fully be its own separate instance like with say apartments. Or that there will be any significant housing type customization in it.
I honestly would not put it past them to miss the mark on why players want farms, and run this as a closed system where the only crop varieties you can grow have no use outside of furthering your progress with the Island Sanctuary sub-game.Quote:
Trading within Island Sanctuary and earning gil can be done by planting and growing specialities that you have cultivated, as well as interacting with the features in this game.
Hopefully they will be in addition to the standard game-functional types, but it's something to be wary of until we have the details for certain.
I really hope they do well and then add onto the concept. It's easy to imagine extreme huge expansive awesome systems, and also entirely awful ones lol. So I really just hope it hits at least "good" and then they're eager to expand on it.
Excited but obviously we know little so.. attempting to temper expectations.
Personally on the note of housing, while I'd love for it to have full power instanced housing, I imagine it'll be more closer to homely but not anywhere near the full power of the actual housing. In so much to say it might remind people of say housing in like Morrowind / Oblivion / early Skyrim (not Hearthfire), something more akin to a Garrison or some sRPG housing like concepts. Think some of the command center / hubs in sRPGs and particularly JRPGs, that might happen. If the system does well I imagine we might be able to coax more homely features out of SE as well, which is why I hope it doesn't fail lol. I think it would be a bit reasonable to suggest at least binding some homely upgrades, some personalization points, and perhaps linking your apartment room or at least an inn room theme. Naturally actual housing would be neat though, just personally think it's beyond my tempering xD. If it is then super awesome, if it's not.. I kind of thought that might be more than I should have expected. Important to not ruin the current housing system though, so need to equip it with a portal door sort of system, like a Howel's Moving Castle door.
Also if this system does well but doesn't move too far into another wish I might unbury the airship thread again lol. I think a mobile base airship concept could be fun and a great opportunity to utilize node based customization over full housing (give an airship 10-50 nodes and you'd have a pretty customizable craft visually and having a fairly FF element on hand). Make sure to have room in the sanctuary to park your airship ;3.
Off airships and back onto the island, what I really hope, besides of course harboring a lot of homely elements, is just a sense of scale and progression. I see from the concept art it's this big area of farm land, sea, and mountains, with a windmill. How I hope you get to explore that land, build the windmill, grow the farm up in scale, delve into caves, build / unlock a dock and fishing vessel, unlock and grow the island as a whole. They mentioned stardew valley so, they might have done that lol. Particularly thinking Stardew then you might get some even more fun and use out of the delivery system (building friendships, etc). Also Mog Island (FFXI) has a lot of spirit from that, but hope it's got a bit more progression and scale. What always gets me excited, besides that weird primal enjoyment of upgrading something, is having an area grow quite a bit both functionally and visually (not just larger numbers on an attack) and seeing many cogs fit together over an extended period of time such that point A and B are almost no longer related. Like when you get the homestead in Assassins Creed III, I was so into upgrading that lol. The ship in the next game? Oh man.. you better believe I was trying to get all the goodies (and wished I could do more in terms of upgrading/customization).
Anyway, excited but mostly hoping it does well enough that they think "yeah, cool we'll add some of that". Rather than "oh god why did we allocate resources to this" lol.
I mean if they can replicate Harvest Moon on the most basic level, we’d be golden. Just simple crop production and possibly a house is all I’d need. Minions running around a plus I guess?
If they somehow tie in animal catching to produce mob resources passively (meat, feathers etc), even better.
...if they go crazy and add Beastmaster and use the island as the place to train and raise our pets...yeah, not expecting that.
This is easy to accommodate too.
The plants state is conditional and those conditions are based on time rather than ticks, even if they were crazy enough to do it on ticks (which is not an efficient way of doing it) it'd not take much to do it based on time.
If the conditions are met, Eg. Enough time has passed with the plants unattended then when the person revisits the instance the plant status can be set to "wilted".
Please, no isolated housing that no one but you can see without a party.
Just instance the existing plots. One ward per area, unlimited owners of every plot. You can select any house on a plot via the placard to visit it. With may more homeowners in the area, there will be many more out in the roads, forming more of a neighborhood than having everyone isolated into wards or islands.