Lets imagine that you are sitting across from Yoshi.P, he asks you what you would do to make housing better. What would be your suggestions?![]()

Lets imagine that you are sitting across from Yoshi.P, he asks you what you would do to make housing better. What would be your suggestions?![]()

Take the millions they make from subs and from Mog Station and purchase servers that can handle the influx of players logging in at the same time. Those updated servers would also allow for more wards.
Instanced housing. The only thing my FC's neighbors' houses were ever good for was jumping on their roof.

Well first, I'd separate personal housing from FC housing. Create an equal number of wards for personal housing, and if a player has a house in LB in plot say... number 7 ward 8, then that house would be moved to private ward 8 plot 7 from company ward 8 plot 7. Keep FC housing and personal housing separate.
Next, set the system to generate new wards when 97% of the existing wards are filled. This way, everyone can have a shot at a house. Housing costs can remain as is.

Instanced house doesn't solve anything, the houses are already an instance. The problem of the houses are the amount of data generated by a single house, due to the amount of customization the houses have.
I would scrap, or repurpose, all the wards then make housing plots instanced.
The wards are dead lifeless places anyway.
Just remove housings from the game solves everyones problems Hellluuuuuu
Last edited by Ssmiley_Bjakkzz; 09-01-2018 at 07:32 PM.
Remove housing and focus on actual content.

Honestly, I'd love to see a mix of what we have now, and instanced housing. I like the neighborhoods (I've made friends, and gained FC members, event started a business, that way!), but the limited availability of housing is a serious problem. I'm thinking:
A) Player choice: Keep the current wards, BUT also have the option of private instanced houses. That way those who enjoy their neighborhoods can keep them, and those who wouldn't otherwise get a house can.
B) Split between individual and FC homes: one in wards, and one private. FCs and individuals competing for the same limited housing just isn't fair.![]()
"Tanks don't read chat, they just type in it."


Honestly this would make sense, because then the FC buildings wards would operate more like a business district.
That said, that moves in the opposite direction the game is supposed to behave.
My suggestion is more blunt:
- Remove the instanced wards and go minecraft/landmark strategy where players have to claim land, rather than buy it (maybe a maximum size can be specified to avoid making super tall/wide buildings.) The more land claimed, the more services the FC has to provide or be penalized. (eg you can't build a house taking up space larger than a typical zone and have it completely empty, there has to be at least a path through the property), the more space taken, the more Retainer-NPC's on active subscriptions have to be hired to hold it.
- Algorithmicly generate more land on the periphery as the space gets taken up, and have the server dynamically swap out map segments the player doesn't visit to keep it playable. That way large servers like Balmung simply grow their housing areas while nearly-empty servers don't grow at all.
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