You're being unreasonable, it's obviously the action of purchasing a house that is the pvp mechanic (and the mechanic we're discussing in this thread). Not what you do with it after, which is the reward.
This is much too simplified. You don't simply cater to the masses because of cognitive flow and behavioral game design which you see excerpts of throughout FF14 and many other games. This increases the stickiness (read sustained playthroughs/memberships/etc) of the game. In a nutshell and a really rudimentary way, you need to balance content and gameplay in such a way that players with lower skills or less dedicated time have content that is accessible and easy in order to avoid anxiety all the while teaching/pushing them to get better and providing more difficult content to then avoid boredom. aka: It's a fancy way of saying that tiered content is often a requirement.
In housing this translates as :
- Apartments and FC rooms that everyone can buy. It has a low entry cost, for practical purposes it's unlimited, and it allows you to enjoy the housing experience and rest your head on a couch, albeit a limited one.
- As you get richer, and/or if you have more available time (which is an increase in ability for the purpose of this mechanic) you can move towards purchasing houses. As it stands it will almost always be a small unless you get pretty lucky. You get to enjoy a garden and a bigger house in your neighborhood. This allows you to enjoy the medium house experience. albeit a limited one.
- You know where this is going, you try to upgrade to medium and so on and so forth.
You see this in other parts with tiered difficulty in dungeons that teach you basic marker mechanics > trials > raids > ex trials > savage raids > ultimate fights. It ramps up progressively.
Offer only ultimate level content to new players and everyone would be so anxious they would stop playing. Don't offer ex/savage and ultimate raids and people will eventually get bored and unsubscribe.
In puzzle games it's teaching you tricks before you learn new ones and then combining them. If you started puzzle games with the last level you'd never manage.
Of course you can be capped in your endeavor by your current ability in both scenarios. Those abilities are based off of different criteria, for housing it's mostly time, in PVE dungeons it's a combination of time and skill.
To tie this all in with what I've been saying before. Yes it's a forum for feedback and yes if people want to complain about the availability of the content, they can. But like I said in my previous posts. Arguing for instanced housing is a point that has been around forever now (with no success) and is a hard sell because the main complaint is that some people don't have access to it when that very fact is the whole point of the design in the first place. A design that isn't lazy or working incorrectly (as per the scope) in the first place. They've accounted for quite a few scenarios and they readjust the availability ever so often.
I you want to complain about the actual design it'll take a lot to justify the stance. You would need to demonstrate that it's so tedious to get a house that a significant amount of people leave over it. Or demonstrate that people who get houses aren't happy about the accomplishment and instead are frustrated to the point of ruining the whole experience. (And yes I'm aware placard spamming is super frustrating and needs a change. I 100% agree but that's separate from housing availability.).
Next to that, complaining that housing is hard to get is exactly what they expect to hear from such a design.
As for my input on potential changes, I've made them already. Some in this very thread. The placard spamming is an ugly mechanic and needs to be replaced. It needs to be replaced with a mechanic that favors people spending higher amounts of time while not completely abandoning those that have, for lack of a better word, a social life. The current placard does this already but in such an insufferable way. The easy fix would be to unlock plots for sale every 20 minutes on the hour so people need to camp but don't need to end with carpal tunnel syndrome. It would be nicer if they found something a little more user friendly though: maybe you can roll/random on a house every 20mn and if it unlocks in that time period and you're the highest roll you can claim the plot. No more button mashing and it still favors those with more time.
Changes to the system to avoid empty/unused FC houses from being held hostage by players who literally only log in to maintain the timer sounds like a nice idea but would probably simply be adapted to by said players.
The rest works well. Mansions are very hard to access for individuals but this was a community request. The rest is completely achievable.



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