YES!! For the love of God, where is my Mog House SE?!?!?!??
YES!! For the love of God, where is my Mog House SE?!?!?!??
Personally, I believe that a major cause in the decline of the player base since launch is the lack of "immersion factor". Heading back to UlDah after leves and logging out in the middle of the street just doesn't do it for me. An MMO offers one thing no other game can. Long term, tangible rewards that you can display to other players that says, I was there, I did that. Personal housing is the only way players are ever going to feel really connected to the world of Eorzea. The best way to separate the housing from what we had in xi I think is 1.) make housing an optional purchase 2.) make it upgradeable. When you zone into your housing area make it outside the house which you can freely move from exterior to interior of. Upgrades would be by quest of course. After the major issues are tackled, if housing isn't addressed I won't be spending any more time playing a game I don't believe can survive without it.
I don't think this is correct. I'm pretty sure the housing in Gridania is going to be at the north end at Lilly Hills when implemented.I wouldn't worry about mog house. Its already made...just need them to unlock it.
MH = Inn near adventure guild. You even enter at gridania's MH during r30 GS quest (and they are very similar to FFXI MH in style).
I believe they're holding it because actually MH, AH and DB were near the same structure. Maybe they're holding this a bit for some reason since AH is also already made (Limsa near docks). I believe that, at correct timing, all three will be released at same time.
Could go with Elder Scrolls: Oblivion, each city has a house. The more expensive the house, the more space you have. The nicer it looks, and you could even have trophy spots or Mannequins.
I am for any form of Mog House to be implemented in this game. One of my retainers is named "Mylittlemoogle", so yes I really really want a mog house.
My take: I like the idea in general. I do have concerns about the gathering nodes and facilities. I think to stave off abuse, they should be available to only the home owner, and the gathering nodes in particular should have a respawn timer between uses. Maybe once per hour. I'm not sure if it's a good idea to allow more than just basic crafting facilities for free, but I could possibly warm up to the idea.
The only problem I see with my idea is when multiple owners exist. I suppose in that case it would be prudent to have a house deed as a key item, which can be copied and given to a certain number of players relative to the "level" of the house. For example, a basic level 1 house could have 1 owner, a level 2 could have 3, level 3 could have 5, etc.
Once per hour would be pretty useless for nodes from what I can see. I mean, that is enough for 5-8 tries per node at best, and at the cost per node would take you months or years to make up through whatever you harvested from it. I disagree on the abuse though, since it means the RMT are in a place that SE could easily recognize as abusive behavior by what they're doing.
On the other hand, if you mean you can make say, the points all pop up and be an hour cooldown between uses, I could see that as more practical. Each node lasts for about an hour anyways, so that means you could gather for an hour and then wait an hour to gather again, which seems much more fair. Of course, there might not be any abuse, and in that case SE might decide to remove the cooldown period at a later date.
The mention of abuse is not in relation to RMT, it's in relation to regular players abusing a system they've been given access to. If people could harvest at a house and never leave then why should they ever go out into the field and do it? Not even talking about botting, it's just something that people could easily abuse.
Well, the idea is that it would be a huge cost to do so, so much so it would be impractical for most players. Instead, it would be something more for people who plan on playing a long time as that class, or for people who want to have a linkshell superhouse for members to gather at and use the facilities of. Sure you could mine gold ore all you want in your own home, but it would cost you a huge amount of gil and items to do so. (In this case, you would probably need at least grade 3 or 4 node unlocked, plus gold ore unlocked for it, which might run you a total cost of several million gil and a lot of gold ore or something to do so.)The mention of abuse is not in relation to RMT, it's in relation to regular players abusing a system they've been given access to. If people could harvest at a house and never leave then why should they ever go out into the field and do it? Not even talking about botting, it's just something that people could easily abuse.
It's more something that only hardcore people would do. For those who don't want to spend those start up costs, they could easily harvest in the field instead. And the only real advantage home harvesters would get would be no aggro worries, and a good amount of mining places don't have those worries anyways. That's why I'm not too worried about player abuse, since if it's implemented correctly there shouldn't be any worries about such abuse due to high start up costs and not much advantages over field areas.
What you're suggesting is that those who have a lot of money will have a distinct advantage over those who do not when it comes to these gathering nodes. Sounds to me like a good way to make the rich richer, and to hell with the rest of us. Regardless the cost, someone will achieve that goal if given to them, they will abuse it. As Arcell says, they will have no reason to go out and hit up any other node.Well, the idea is that it would be a huge cost to do so, so much so it would be impractical for most players. Instead, it would be something more for people who plan on playing a long time as that class, or for people who want to have a linkshell superhouse for members to gather at and use the facilities of. Sure you could mine gold ore all you want in your own home, but it would cost you a huge amount of gil and items to do so. (In this case, you would probably need at least grade 3 or 4 node unlocked, plus gold ore unlocked for it, which might run you a total cost of several million gil and a lot of gold ore or something to do so.)
It's more something that only hardcore people would do. For those who don't want to spend those start up costs, they could easily harvest in the field instead. And the only real advantage home harvesters would get would be no aggro worries, and a good amount of mining places don't have those worries anyways. That's why I'm not too worried about player abuse, since if it's implemented correctly there shouldn't be any worries about such abuse due to high start up costs and not much advantages over field areas.
I'm sticking with my original idea that these nodes should only allow one round of strikes for the owner before it goes away. Just make the startup costs affordable, and increase the cost significantly with each new node added to your personal gathering points, maybe maxing at 5 points. That way we're all on a level playing field, and the rich can upgrade faster and more completely than the rest of us if they so choose, while the rest of us might not get more than 2 or 3 nodes in our entire playing time. When I said 1 hour for the nodes to refresh, that was arbitrary, but it does make sense considering that most people won't be making trips back to their home much more than hourly anyway with all the other adventuring they'll be doing. But to be fair, let's say 30 minute refresh. Does that sound more balanced for a cost/return ratio?
Last edited by BlaiseLallaise; 03-29-2011 at 10:13 AM.
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