


Would still be better than the current, where 999,999,999 gil crafters can just buy as many plots as they like (given availability).Yes, they never should have put personal housing in the FC wards, but it's a little late to change that now without upsetting a lot of paying customers.
Why is it always 1 per server when people say this? With shared housing, a collaboration of 8 people on 8 different servers could lead to each pseudo-owning 8 houses each on their own server with the cheaper subscription option.


They would still be able to. Adding the "per server" is like adding "unless you really, really want more." If they are going to go that far, why not take the full step, or the next couple steps of removing personal housing from the FC wards and requiring FCs to be of a decent size/activity to buy and keep a house?
The only decent alternative that I can see to the 'per server' limitation would be to turn the housing areas into instanced content that could be accessed from all servers and limit ownership of a house to one house per FC (no restrictions based on FC size/activity, as this would be somewhat unfair to those with limited time to play) and one personal house per account. However, this kind of step would probably severely limit the housing availablility unless both the size of the wards, and the number of available wards was increased exponentially.They would still be able to. Adding the "per server" is like adding "unless you really, really want more." If they are going to go that far, why not take the full step, or the next couple steps of removing personal housing from the FC wards and requiring FCs to be of a decent size/activity to buy and keep a house?
Last edited by Aetharon; 01-23-2016 at 02:38 PM.

This should have happened with the release of personal housing, but it didn't. I feel they don't have the resources to do this, simply because if they did, they'd have released more wards already.1. Separate housing types: By this I mean create two plot lists in each housing area; One specifically for FC estates, the other specifically for personal housing, with personal housing having a significantly cheaper pricing scheme compared to the FC estates. Provide free relocations to get houses into the designated areas.
This should have also been implemented. Simply to keep people from buying propertys and selling them back for profit.2. Housing restrictions: This restriction would work similar to the way character slots work, and track housing ownership on the service account by flagging your character in-game as a house owner. The restriction would be one personal house per server, that is shared by all alts on that server. House sharing would count toward this limit, and be unavailable to those who already own property on a server. It would also be restricted to three people max.
This is dumb. What purpose does this serve but to take up a slot in an inventory or key item?3. Physical representation of ownership: When purchasing land, instead of having a mostly unseen mark of ownership (aside from the placard, and the plot list on the residential aethernet), generate a deed of ownership when the purchase is complete. This deed should be a key item, so that it doesn't contribute to the issues with inventory space.
No. Items may be high priced on yours, but that is not for all servers. This helps retain item value if they are lost upon removal, since you need to buy a new one when the old one is lost.4. Remove some limitations on items: I refer, of course to the items that are marked as "cannot be retrieved once placed". Remove the "cannot be removed" restriction, and instead have the items bind to the character, like all the other housing items. This restriction is archaic, and with some of the items being limited in availablility due to being from events, it promotes over pricing. The removal of that restriction will help alleviate some of this.
Just like up above, this shouldn't be a thing. Property shouldn't be able to be bought, only to be re-sold again for profit.
You can set a city as your return point, or just plain teleport there. If you want to save that little bit of gil, each housing district has an NPC that will take you to the city.
Anything to help with invetory and retainer space I'm all for.ii. Add storage facilities to items such as the wardrobes and foot lockers/chests (possibly even the crate item?), and make it possible to store anything of a certain type inside. Armour/Clothes for the wardrobe (up to a maximum of 10 complete outfits), crafting supplies in the crate, etc. The list of items stored would be specific to the item, and the storage item can only be removed when empty.
Last edited by Nyghtmarerobu; 01-24-2016 at 04:07 AM. Reason: Character Limit
While they may not have had the resources at the time that personal housing was implemented, surely that is unlikely to be the case now, with more people subscribing, and more people buying from the mog station. I know they have to pay wages and maintain the current servers, but there should theoretically be more than enough funds available to improve their available resources.
I agree with this statement to an extent. However, buying and selling for a profit is how an economy works, and within that there are restrictions in place to prevent companies having a monopoly. There is nothing inherently wrong with buying land, doing it up and reselling it, provided they allow land to be sold with the buildings intact, and people aren't able to mass buy.
It would only be dumb if reselling houses isn't implemented - the whole purpose of this suggestion is to turn the ownership of land into a physical item that is used in a game controlled escrow situation, in other words "Player A has a house to sell. He goes to the NPC that handles housing sales, and puts the house up for his chosen price - the Deed is listed on the Housing Market, along with the information of seller and price. Player B wants a house, and goes to see what he'll be buying. Likes what he sees, pays the price, gets the deed, which transfers ownership. Player A receives a notification of the sale, and retreives money from NPC" Also, if it's a key item, it won't cause much of an issue at all. As you can see, the system i propose later in my original post creates a structure that ensures a player only pays once, whether the land is already owned or not.
Sure, there is nothing to stop people from trying to make you pay for them to list the house, but those people, you report.
You're entitled to your opinion, of course, and I would be fine with this not being implemented, it was, afterall, just a suggestion. I have heard that some of the event related housing furniture was cannot be retrived once placed, which prompted this suggestion. If I was misinformed, the suggestion can be removed.
Why? This is a perfectly legal and viable option in the real world, so why shouldn't a more formalized and controlled version of it be in-game?
There is nothing inherently wrong with buying property and selling for a profit - especially when the same thing is done with items on the market board every single day - so if there were controls in place to prevent scalping, would it be such a problem to allow?
True, but why on earth would you want to waste a return spell to go from say, The Goblet to Ul'dah?
This, I did not know. However, why use a middle man at all? A lot of people would most likely use the aethernet system to get as close to the NPC as possible, wouldn't they?
Finally something we agree on.
Last edited by Aetharon; 01-24-2016 at 05:25 AM. Reason: Character Limit
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