Someone had the idea to make housing more of a communal setting and we got stuck with it. If you could convince every home owner to go along with a full scrap and rework, we'd have something more like those other games.
Similarly, for those crafter's amongst us, having the opportunity to have a garden, opens up so much more items to sell and make gil. Not all endgame content is pvp, savage or RP... each to their own I suppose![]()
Screw getting permission at this point. Rip it out, refund the worth of the housing and all housing items, and rework the whole thing from the ground up.
If one thing I've learned so far while playing the game, its that the housing system is awful
I wish we had themed housing like ESO. Want to live underwater? You can. Want to live in a canopy in the trees? You can. I don't even play ESO but their housing system looks great.
the General Discussion megathread would probably be a good place for that. You'd get, at most, a couple sympathetic replies before the conversation rapidly shifts into weather or current events or what have you
The link is in my sig
But their downfall generally has nothing to do with their housing. It's other problems with the game, frequently monetization systems since most are F2P, that are usually to blame. If players feel like their progress are too heavily gated by paywalls, they quit so only the whales are left. The whales start feeling lonely for lack of other players and abused since they're footing a disproportionately high percentage of the game costs and they start quitting.Underlying game engines and coding vary immensely from game-to-game. And I'm not quite sure using LOTRO or SWTOR as examples of games "still going strong" is a good idea (I'm not familiar enough with PSO2 to know its real status). SWTOR is down to just a few servers, and LOTRO just announced closing another of their original world servers a few weeks ago.
You can look at something like RIFT that's probably surviving in good part because of its housing system, which is one of the best to be found in a MMO.
Also, Josh Strife Hayes just did an interview with one of the Path of Exiles developers (it's sort of a combination ARPG/MMO if you're not familiar with the game but they've got smaller limits on how many players can be in a zone at a time than most other MMOs). Having a small player base doesn't necessarily kill a game. The goal of PoE was to have 10,000 players when they were first developing it. They've got significantly more than that but the developer said that even if their player base dropped back down to that 10,000, they'd keep the game running.
It's not the total number of players or servers that determine if a game is good for you. It's whether you have enough to play with when you're ready to play and if there is content you enjoy. That's why all those old MMOs keep going - they still have the content and enough players to keep those who really enjoy those games happy.
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