Results -9 to 0 of 12

Thread: Housing tips

Threaded View

  1. #3
    Player
    CidHeiral's Avatar
    Join Date
    Dec 2021
    Posts
    1,593
    Character
    Cid Heiral
    World
    Hyperion
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by Mcg55ss View Post
    So recently my FC finally won a house lottery (shiro 2-19 M) and as we are mostly noobs I have seen some impressive houses was wondering if people had tips about decorating these things cuz let's be honest I'm no interior designer especially don't know a lot of the tricks in this game..while yes could watch a video im at work so i can't.
    One of my favorite things to do in the game is explore the different wards to see how people have decorated their house and to be honest, most are terrible. Here are some general tips that may be helpful to you based on trends I've noticed in awful houses.

    1. Have a clear theme in mind.
    Before building anything, discuss with your FC mates what the general vibe of the build should be. Is it a dark gothic mansion inhabited by mysterious nobility? Is it a seaside retreat with open windows and bright colors? Is it an underground hideout for shady bandits?

    Deciding on a theme beforehand will ensure each area of the residence fits with the rest and flows into each other, as well as provide inspiration for those spaces. In my own FC we thought the name sounded like some secret order of assassins, so we made the main floor an unassuming study with a secret passage to a hidden base downstairs.

    2. Each room should have a purpose.
    Once you have decided on your theme, be sure to build out each room with a clear purpose. I see a lot of homes where each space is just a random smattering of items that clash with each other and/or don't really make sense.

    I stumbled across a vampire mansion the other day that nailed this aspect. It had a lounge area with a fireplace and fancy furniture to entertain guests, a banquet hall, a large study downstairs, and a secret bookshelf door leading to some sort of sacrificial chamber where presumably they feast on their unwitting patrons. Each area made sense with the build and wasn't just there to be there.

    Using one of the examples from #1, if you were making a bandit hideout you could make a room where they plan out their next heists, a room where they keep all their treasure, the quarters where they all sleep, perhaps a small tavern area where they drink and unwind between jobs, and so on.

    3. Details, details, details!
    In my opinion, it's the little doodads strewn about that really make any space come alive. Say you were building the personal quarters of your FC's leader. You could place a desk, a few chairs, and maybe a bookshelf and call it a day. I see that quite often.

    But what you should be asking yourself is, how does this person live? Do they smoke? Put an ashtray on the desk. Do they keep logs of everything happening in their guild? Put some books and classified documents here and there. Were they formerly a noteworthy merc in their own right? Put some trophies of their past hunts on the walls.

    Usually the more detail you can add to the area, the better. A great example of this is old RPGs, you can get a good idea of what type of shop this is just from all the items placed here and there. It looks like a believable place that is actively in use.



    4. Be creative with items!
    The game only has so many items for obvious reasons and you may not find exactly the one you're looking for. Don't be afraid to experiment by placing different items on top of each other to make something entirely new!




    I hope some of that is helpful to you! There are other things that can really open up your ability to build what you want as well, but you'll have to do your own research there.
    (4)
    Last edited by CidHeiral; 08-18-2023 at 02:56 AM.