With the recent hysteria of people possibly losing their houses, seeing the fear they have of losing it, I have taken a step back to take another look at FFXIV's housing system. I'd like to share my thoughts on the subject and answer one question that's been on my mind:
How can we make this better?
Before I get to that, I'd like to try to get everyone on the same page. So, please bear with me.
What is the Housing System?
Before we can improve the housing system, we must first understand what we have to work with.
The goal of FFXIV's housing system appears to be to provide a neighborhood feel; a community. To that end,they have created a series of wards in which we can find a house we like, purchase it, and live next to our neighbors. Whether we're lounging around in the yard, gardening, practicing our rotations on a dummy, our perusing the market board, this design allows us to communicate with any neighbors who happen to be nearby. Maybe you'll just say hello once in a while, or perhaps you'll become fast friends.
The interior of the houses, unlike the exterior, is instanced. While nobody is in it, the interior of your house is not actively there. It is saved elsewhere, only to be loaded up once someone actually decides to go inside. However, since the exterior isn't instanced, it isn't a fully instanced system.
Love it or hate it, this is our housing system. This is how it is, and, in all likelihood, this is how it's going to remain.
With that in mind, I'd like to ask that you please put aside any wishes that they scrap the housing system entirely and just give us instanced housing instead. It's probably never going to happen. If you feel strongly that this is what they should do, feel free to make a thread about it. But my intent with this thread is to discuss how we can improve what we have, and to share how I feel the developers can do that.
So, let's get to it.
What's Wrong with the Housing System?
I think we can all agree, the housing system has one major flaw: housing is a limited commodity. Not everyone can own a house. You can have enough gil to purchase one, but if one isn't available, you're out of luck.
This brings with it a lot of smaller issues, but the worst one, in my opinion, is that it pits player against player. Players now covet what the other has, and this led to the request for houses to be taken away from those who were not using them. This was essentially players asking for other players to be punished. To have what they worked hard to obtain snatched away from them because they weren't utilizing it enough. This is wrong.
Yes, inactive houses should be taken away from inactive players to make room for the active players, but 45 days is not much. Let's be real about this. Look at the past 45 days; how much content have they given us to keep us occupied in those days? Right now, that pretty much means Eureka: Pagos, and Heaven on High. Heaven on High isn't exactly content that lasts very long, and Pagos is... well, Pagos. Don't like the content? Want to take a break from the game? Tough. You better come back in 45 days or your house is kaput.
"But, Momo, I think that 45 days is more than enough."
I have seen both sides of the argument more than enough times. 45 days is too short. 45 days is long enough. So let's compromise.
Existence is Reasonable, Let's Make Things Better
Let's roll with the fact that some people think 45 days is enough. Even if we leave this part of the system in place, I believe the system can be improved. Here is my proposal.
We can keep the 45 day system in place just the way it is. What I would like to see improved is what comes after.
At the time of demolition, your house should get saved just the way it is. All of the furniture in it and its placement. Save it, just the way you keep it saved now. When a player's account goes inactive, you keep their character data saved somewhere, yeah? Save the house with it. I don't know how long you keep character data, but keep the house data just as long.
Replace the 80% gil reimbursement with the House Relocation system. When you go to purchase a new house location, that 80% gil gets applied toward the purchase of the new house location. The player never receives the gil back; it's credited to their next house purchase instead.
I will post a quote of the house relocation process as an example; however, I'm changing 30% for 80%.
In the event that the new house is of a different size than the old one, shove all the furniture into the house storage. Otherwise, keep it as it was before.Cost of Relocation
When purchasing a plot for relocation, 80% of the minimum value of your old plot will be applied towards the price of the new one.
(Cost of Relocation) = (Destination Plot Price) – (80% of Old Plot Price)
* In the event reimbursement for the old plot exceeds the price of the destination plot, the cost of relocation will be waived. Please note, however, you will not receive gil for the amount that exceeds the cost of the destination plot.
With this proposed system, a player never loses their house; only the house location.
"But, Momo, that's going to cost SE money!"
I'm going to bring up another game I've brought up before. The Elder Scrolls Online.
In ESO's housing system, every player can own 5 inn rooms, 3 apartments, 10 small houses, 12 medium houses, 12 large houses, and 5 manors. I'm not including houses that can only be bought with real money.
Every player can own these houses. They can own every one simultaneously. The position of all of your furniture is saved in every single one of these houses. And they are never taken away from you. Sounds pretty nice, right? But that's not even the most impressive part.
The real kicker? This is all possible in a F2P game.
Square Enix, you should be ashamed that you won't let players keep even one house saved permanently.
I'd like to hear everyone else's thoughts on the housing system and how you think it can be made better. I have other ideas, but they're more controversial and I'll leave them for later.
Also, I don't have much time left on the forums, so sorry if I just disappear from posting.