While the current housing system is 'workable' when it isn't being abused by the greedy minority, there are several flaws which if addressed could eliminate the problem and make housing more accessible. In my opinion the following steps, if implemented, will help in a big way.
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.
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.
FC housing would also be tracked, but ability to purchase a house would only be permitted for the FC leader, and the second in command - again the FC would be limited to one estate, and regardless of who bought it, the Leader would be flagged as the owner.
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.
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.
5. House/land reselling: I understand that this is currently against the ToS, but it really doesn't have to be. In addition to the above suggestions, reselling could be a viable business opportunity that doesn't fall down to being a form of griefing.
The way I see it working, is to first, allow houses to be sold 'as is', instead of having everything removed/demolished. This will create an opportunity for people to let loose with their creative side and try to design houses that people may want, and add a new flair to the housing market that was lacking before.
In addition to this, add a new function to one of the housing NPC's to allow them to manage housing trades - both public (first come, first served), and private - limited to a specific individual. The trade would make use of the deed mentioned in point 3, which would be used to transfer ownership in its entirety, provided of course, the recipient doesn't already own a house. Pricing would be calculated from the server defined worth of the base plot, with the average market value of the items on the plot calculated and added to generate the gross price. This would then suffer a 15% reduction as a listing fee/tax (it will help to reduce some of the bloat from the overpriced items, until such time as that is addressed). The player making the listing would, of course have the option of manually entering a price up to the upper ceiling provided by the automatic price calculation, but be unable to go above it, thus enabling them to adhere to previously agreed pricing.
Quality of life tweaks:
i. Aethernet improvement - Allow return from the housing area to the main plaza of the local city state (access to the housing area is already possible from aetheryte plaza, so it makes sense that a return journey should be possible).
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.
Of course, these ideas are merely a rough draft, and I welcome input from other players, and suggestions that will refine and improve on these ideas.![]()