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New FFXIV Info (Housing, Alpha>Beta differences..)

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  • MurashuMurashu Member UncommonPosts: 1,386

    Originally posted by twrule

    Let's not get too overhyped on the housing.  For those who didn't play FFXI - the moghouse was an instance that everyone entered at the same point, but then were sorted to their specific personal house, and the feature to have other players come in and visit wasn't added until much later.  I think some of you are imagining something like SWG housing, which is not at all what the moghouse was like.  Don't be surprised/disappointed if the system isn't as robust as you imagine is all I'm saying.

    A friend of mine just burst my bubble and told me the same thing. SWG is what I pictured when I heard player housing but she said FFXI had lame player instancing like EQ2, not real housing.

     

    Oh well, back to dreaming...

  • AlberelAlberel Member Posts: 1,121

    Instanced housing is still better than no housing...

  • DisdenaDisdena Member UncommonPosts: 1,093

    Housing isn't a big deal for me. It's a positive thing but nowhere near the top of my priorities. I liked the FFXI mog house concept, but wouldn't have missed it much if it didn't make it into FFXIV.

    What I don't understand, though, is how anyone would prefer non-instanced housing. As in, here's an actual house sitting in the game world, and it was placed there by a player and belongs to them. If we say, very conservatively, that 5,000 people on my server each build a house, that means there are 4,999 locked structures that I have no way of interacting with. Doesn't that strike anyone else as terrible design? Having a game world dotted with thousands upon thousands of locked buildings that you'll never see the inside of? Hopefully someone can explain the appeal to me, because I do not get it.

    image
  • MurashuMurashu Member UncommonPosts: 1,386

    Originally posted by Disdena

    Housing isn't a big deal for me. It's a positive thing but nowhere near the top of my priorities. I liked the FFXI mog house concept, but wouldn't have missed it much if it didn't make it into FFXIV.

    What I don't understand, though, is how anyone would prefer non-instanced housing. As in, here's an actual house sitting in the game world, and it was placed there by a player and belongs to them. If we say, very conservatively, that 5,000 people on my server each build a house, that means there are 4,999 locked structures that I have no way of interacting with. Doesn't that strike anyone else as terrible design? Having a game world dotted with thousands upon thousands of locked buildings that you'll never see the inside of? Hopefully someone can explain the appeal to me, because I do not get it.

    Why would they all be locked? In SWG we had player houses that also served as player owned shops. You could setup vendors in your house and sell the things you crafted or harvested. You could make a name for yourself by making quality items or by selling the best resources. You wanted people to come to your house and people would spend hours/days/weeks decorating them.

     

    Yes sometimes people would lock their houses, but normally those were storage houses or someones house who was in the middle of decorating. We used to spend hours wandering around planets finding houses tucked away in secluded areas just to see how the owner designed the inside.

     

    Instanced housing ends up being more of what you are referring to. If people can't see something, they have no idea it's there, therefore they have no desire to explore it.

  • GTwanderGTwander Member UncommonPosts: 6,035

    Originally posted by Murashu

    Yes sometimes people would lock their houses, but normally those were storage houses or someones house who was in the middle of decorating. We used to spend hours wandering around planets finding houses tucked away in secluded areas just to see how the owner designed the inside.

    Man I miss that. Half the fun is in finding the perfect spot, the other half in pimping it out. I seen some really artistic things in my time; red dresses as curtains, floating fish in a bacta tank, even seen a sweet BBQ made out of a food crafting device, some torches and the "chicken leg" from the old Jabba quests. Good times.

    Writer / Musician / Game Designer

    Now Playing: Skyrim, Wurm Online, Tropico 4
    Waiting On: GW2, TSW, Archeage, The Rapture

  • HyanmenHyanmen Member UncommonPosts: 5,357

    Yes, don't think this game is Sandbox or anything. It has many sandboxy elements, but is still Themepark by core. It tries to mix the two together by giving you more options to do during gameplay. 

    Who knows, maybe the fact that bazaars work while logged off has something to do with housing as well. You could set up a bazaar in your home and people could come and check it for example.

    Using LOL is like saying "my argument sucks but I still want to disagree".
  • KhorsKhors Member Posts: 147

    Originally posted by Murashu

    Why would they all be locked? In SWG we had player houses that also served as player owned shops. You could setup vendors in your house and sell the things you crafted or harvested. You could make a name for yourself by making quality items or by selling the best resources. You wanted people to come to your house and people would spend hours/days/weeks decorating them.

    Non instanced housing has always contributed to a more real sense of virtuality.  So yea, the good ol days of the way SWG did it contributed to a sense of actually porting into a virtual world with an alternate persona, an avatar and interacting with it more practically and fun.  In real time walking in and out of a home, having a virtual hangout, serving as a shop.

  • lynxielynxie Member Posts: 103

    Originally posted by Disdena

    Housing isn't a big deal for me. It's a positive thing but nowhere near the top of my priorities. I liked the FFXI mog house concept, but wouldn't have missed it much if it didn't make it into FFXIV.

    What I don't understand, though, is how anyone would prefer non-instanced housing. As in, here's an actual house sitting in the game world, and it was placed there by a player and belongs to them. If we say, very conservatively, that 5,000 people on my server each build a house, that means there are 4,999 locked structures that I have no way of interacting with. Doesn't that strike anyone else as terrible design? Having a game world dotted with thousands upon thousands of locked buildings that you'll never see the inside of? Hopefully someone can explain the appeal to me, because I do not get it.

     

    In UO players had the choise to lock their houses or not.

    I spent many many hours looking at other people houses and how they designed it, some people created shops with them, with NPC vendors that sold their stuff.

    In UO you could decorate a lot, from spoon to cup, a lot of decoration items.

    Also house value depended on location

    * Near a town. (how more popluated and bigger the town was how more value your house was)

    * Near a road. (Easy to locate for people, good for player shops)

    *Near a river or sea (If you were a fisher, you wanted to live near some water)

    *Near a mountain (For the miner a nice place to live)

    *Near a forest (for lumberjacking a great place, wood next to your house)

    * high level spawn? Only friendly spawn? (It was annoying when you have Dragons in your garden)

    * Near a dunegon (Great for merchants, sell weapons and other usefull items in your vendors, that people can use in the dungeon)

     

    To attrack people, decorating it was a great way, people would recommend to look at your house if it was interesting designed.

    Some RPG people created a whole player made towns, even to the point with guards.

    I also remember player auction house, every saturday they created an auction, were people could sell their stuff, and other people bid on it. All players could sit around, and they displayed the items, and then you could bid on it. 

    An example: http://uo.stratics.com/newspics/origin-zoo-auction.jpg

    But it was 2d and an old game. and the big castles loaded up pretty slow. You only got to see the stuff in certain range, I believe. Or entering the door.

    Also not all places could have houses.

    Maybe FFXIV can make housing zones...

    I love housing, and to keep me in the game, it is important. But it must be better then in FFXI. In FFXI I didn't really care about my house. Not enough decoration options.

     

    image

  • dreldrel Member Posts: 918

    great info thanks! Can't wait for the game!

  • HyanmenHyanmen Member UncommonPosts: 5,357

    Originally posted by lynxie

     

    In UO players had the choise to lock their houses or not.

    I spent many many hours looking at other people houses and how they designed it, some people created shops with them, with NPC vendors that sold their stuff.

    In UO you could decorate a lot, from spoon to cup, a lot of decoration items.

    From this blog post http://tobolds.blogspot.com/2010/05/eve-online-tyrannis-and-player-housing.html it doesn't sound like a very good feature at all.

    Might be a good read for some. Whenever there is housing, there are downsides. You just need to accept XIV's downsides or move on.

    Using LOL is like saying "my argument sucks but I still want to disagree".
  • MurashuMurashu Member UncommonPosts: 1,386

    Originally posted by Hyanmen

    From this blog post http://tobolds.blogspot.com/2010/05/eve-online-tyrannis-and-player-housing.html it doesn't sound like a very good feature at all.

    Might be a good read for some. Whenever there is housing, there are downsides. You just need to accept XIV's downsides or move on.

    He exaggerates a lot, but that is normal when people talk about features they don't like. Some people just do not want to invest the time into making a house and decorating it so his notion that every single person on a server will own a house it wrong. Some people will want one but will not want to waste money on the upkeep.

    SWG had probably the best housing system I've ever seen, but the devs didn't put in any kind of decay system which caused overcrowding problems after a couple of years. UO had an awesome system that let homes decay if you didnt logon or go to your house every so often. If SWG had launched with some form of decay system, the overcrowding wouldn't have been an issue.

    Overcrowding doesnt make player housing a bad feature, but it does highlight bad implementation.

  • HyanmenHyanmen Member UncommonPosts: 5,357

    Originally posted by Murashu

    He exaggerates a lot, but that is normal when people talk about features they don't like. Some people just do not want to invest the time into making a house and decorating it so his notion that every single person on a server will own a house it wrong. Some people will want one but will not want to waste money on the upkeep.

    I don't think he's exaggerating there; he went even as far as to RMT a small house from the web. 

    Using LOL is like saying "my argument sucks but I still want to disagree".
  • svannsvann Member RarePosts: 2,230

    The problem with non-instanced housing in UO was that players were allowed to stuff up the gaming world with houses.  There were so many houses so close together that sometimes it was hard to find a clear path through them to get where you wanted to go.  Knowing that problem in advance it should be easy to design housing plot locations either out of the way from adventuring or else with enough distance between so it doesnt become a blight.

  • GrayGhost79GrayGhost79 Member UncommonPosts: 4,775

    Originally posted by Hyanmen

    Originally posted by Murashu

    He exaggerates a lot, but that is normal when people talk about features they don't like. Some people just do not want to invest the time into making a house and decorating it so his notion that every single person on a server will own a house it wrong. Some people will want one but will not want to waste money on the upkeep.

    I don't think he's exaggerating there; he went even as far as to RMT a small house from the web. 

     He was exagerating a great deal and thats a fact lol. I played UO for 11 years and the problem was never close to that. There were alwaus house plots open, not always prime spots like near towns or in heavily traveled areas but there were plenty of spots open. The only ones hard to find were plots big enough for castles.

    I personally owned several houses and not once did I fail to find a spot. It's just that the prime spots weren't always available.

    If he was forced to buy one I can garuntee it was because he was being fairly picky on where his or her house was to be placed or he or she is flat out making the story up as they went along.

     

    Castle plots were near impossible to find, Large housing plots were hard to find, the rest never much trouble and thats a fact.

  • HyanmenHyanmen Member UncommonPosts: 5,357

    Originally posted by GrayGhost79

     He was exagerating a great deal and thats a fact lol. I played UO for 11 years and the problem was never close to that. There were alwaus house plots open, not always prime spots like near towns or in heavily traveled areas but there were plenty of spots open. The only ones hard to find were plots big enough for castles.

    I personally owned several houses and not once did I fail to find a spot. It's just that the prime spots weren't always available.

    If he was forced to buy one I can garuntee it was because he was being fairly picky on where his or her house was to be placed or he or she is flat out making the story up as they went along.

    Castle plots were near impossible to find, Large housing plots were hard to find, the rest never much trouble and thats a fact.

    I'll give you the benefit of the doubt, but as much as he might be exaggerating you could be too. 

    Maybe things to better later on. Who knows.

    Using LOL is like saying "my argument sucks but I still want to disagree".
  • ViscVisc Member Posts: 89

    A little off topic but anyone who hasn't experienced FFXI crafting has missed out on one of the most complex crafting systems I have ever experienced. After aquiring the needed mats you needed to consider the time of day, day of week, moon phase and direction facing to TRY and get a synth to work. Some of the most frustrating times in FFXI for me were being several lvls above the required skill level , crafting within all of the previously stated requirements, just to have a synth bust and lose  high dollar component(s). By far FFXI has the most HARDCORE crafting of any game.

  • HyanmenHyanmen Member UncommonPosts: 5,357

    Originally posted by Visc

    A little off topic but anyone who hasn't experienced FFXI crafting has missed out on one of the most complex crafting systems I have ever experienced. After aquiring the needed mats you needed to consider the time of day, day of week, moon phase and direction facing to TRY and get a synth to work. Some of the most frustrating times in FFXI for me were being several lvls above the required skill level , crafting within all of the previously stated requirements, just to have a synth bust and lose  high dollar component(s). By far FFXI has the most HARDCORE crafting of any game.

    That's more like placebo, lol. 

    All but day of the week affecting synths were proved to be false like few years ago.

    XIV's crafting, though, is something much more interactive and engaging from what I've experienced.

    Using LOL is like saying "my argument sucks but I still want to disagree".
  • GrayGhost79GrayGhost79 Member UncommonPosts: 4,775

    Originally posted by Hyanmen

    Originally posted by Visc

    A little off topic but anyone who hasn't experienced FFXI crafting has missed out on one of the most complex crafting systems I have ever experienced. After aquiring the needed mats you needed to consider the time of day, day of week, moon phase and direction facing to TRY and get a synth to work. Some of the most frustrating times in FFXI for me were being several lvls above the required skill level , crafting within all of the previously stated requirements, just to have a synth bust and lose  high dollar component(s). By far FFXI has the most HARDCORE crafting of any game.

    That's more like placebo, lol. 

    All but day of the week affecting synths were proved to be false like few years ago.

    XIV's crafting, though, is something much more interactive and engaging from what I've experienced.

     I still remember the Vanfest where someone asked the devs if facing a certain way affected the synth and the devs laughed heartily then moved on to the next question.

  • HyanmenHyanmen Member UncommonPosts: 5,357

    Originally posted by GrayGhost79

     I still remember the Vanfest where someone asked the devs if facing a certain way affected the synth and the devs laughed heartily then moved on to the next question.

    They do like their secrets!

    Using LOL is like saying "my argument sucks but I still want to disagree".
  • MurashuMurashu Member UncommonPosts: 1,386

    If he was forced to buy one I can garuntee it was because he was being fairly picky on where his or her house was to be placed or he or she is flat out making the story up as they went along.

    Exactly. Housing plots were available in some areas, but everyone wanted one right next to the cities or prime resource locations. He didn't have to buy a house off ebay, he most likely wanted a plot closer to a city and was willing to pay RMT for it instead of settling for something further out.

  • svannsvann Member RarePosts: 2,230

    Originally posted by GrayGhost79

    Originally posted by Hyanmen

    Originally posted by Murashu

    He exaggerates a lot, but that is normal when people talk about features they don't like. Some people just do not want to invest the time into making a house and decorating it so his notion that every single person on a server will own a house it wrong. Some people will want one but will not want to waste money on the upkeep.

    I don't think he's exaggerating there; he went even as far as to RMT a small house from the web. 

     He was exagerating a great deal and thats a fact lol. I played UO for 11 years and the problem was never close to that. There were alwaus house plots open, not always prime spots like near towns or in heavily traveled areas but there were plenty of spots open.

     

     I think you are wrong there.  I had to go pretty far to find an open plot and it took quite a while of searching.  Im also fairly sure the spot had been taken the first time I checked it and only opened up because someone let it rot.

  • GrayGhost79GrayGhost79 Member UncommonPosts: 4,775

    Originally posted by svann

    Originally posted by GrayGhost79

    Originally posted by Hyanmen

    Originally posted by Murashu

    He exaggerates a lot, but that is normal when people talk about features they don't like. Some people just do not want to invest the time into making a house and decorating it so his notion that every single person on a server will own a house it wrong. Some people will want one but will not want to waste money on the upkeep.

    I don't think he's exaggerating there; he went even as far as to RMT a small house from the web. 

     He was exagerating a great deal and thats a fact lol. I played UO for 11 years and the problem was never close to that. There were alwaus house plots open, not always prime spots like near towns or in heavily traveled areas but there were plenty of spots open.

     

     I think you are wrong there.  I had to go pretty far to find an open plot and it took quite a while of searching.  Im also fairly sure the spot had been taken the first time I checked it and only opened up because someone let it rot.

     Then you would think wrong. There was almost always several slots out in the swamps, mainly because no one wanted to live out there lol. Many housing locations pretty much remained empty. If you didn't mind settling there were always plots you could use. When Fel came to be they pretty much doubled the plots and there was always a ton of plots open in Fel. Again not the prime realestate as those plots were generally taken unless you were lucky.

    A house in a prime location is something you either had to luck into or work for. To me that seems to be the way it should be. But getting a starter house was more than possible for anyone.

    So while you may think I am wrong, I am not. Over a decade of play starting at launch and on 4-5 different shards and this held true always. So.... not sure what to tell you.

    If you wanted a plot one was out there waiting for you garunteed.

  • svannsvann Member RarePosts: 2,230

    Originally posted by GrayGhost79

    Originally posted by svann

    Originally posted by GrayGhost79

    Originally posted by Hyanmen

    Originally posted by Murashu

    He exaggerates a lot, but that is normal when people talk about features they don't like. Some people just do not want to invest the time into making a house and decorating it so his notion that every single person on a server will own a house it wrong. Some people will want one but will not want to waste money on the upkeep.

    I don't think he's exaggerating there; he went even as far as to RMT a small house from the web. 

     He was exagerating a great deal and thats a fact lol. I played UO for 11 years and the problem was never close to that. There were alwaus house plots open, not always prime spots like near towns or in heavily traveled areas but there were plenty of spots open.

     

     I think you are wrong there.  I had to go pretty far to find an open plot and it took quite a while of searching.  Im also fairly sure the spot had been taken the first time I checked it and only opened up because someone let it rot.

     Then you would think wrong. There was almost always several slots out in the swamps, mainly because no one wanted to live out there lol.

     Maybe on your server, but I did look there and it was full.

  • DisdenaDisdena Member UncommonPosts: 1,093

    Reality check: No matter how long, how often, and on how many shards you played, you cannot guarantee that someone is wrong when they claim that they had trouble finding a good plot to put a house. That is silly.

    image
  • Cscsup77Cscsup77 Member Posts: 18

    Originally posted by MelonCrazy

    Originally posted by Hyanmen

    This weeks Famitsu will include an interview with the devs, and it explains some things we'll see in the transition from Alpha version to Beta and retail. Quote from andriasang.com:

     

     

    Here's a summary of the bullet points that were listed at Game Jouhou:


    • The Beta version will see some system changes that will make it so that you can more easily string together your attacks.

    • The alpha test had bad tempo with insufficient explanations. They've made some revisions to the beta, resulting in a completely different system.

    • It will be easier to save up Gil.

    • You remember that amazing comparison shot showing how much better the beta looks compared to the alpha? It seems that the beta uses a different technique for its shadows. The alpha version used something called "Project Shadows" while the beta version uses "Depth Buffer Shadows."

    • The city of Limsa Lominsa will have two levels.

    • There will be a robust log filter in place. This is something that wasn't finished in time for the alpha.

    • They're readying something large scale for your home, which functions like FFXI's Mog House.

    • They'll soon be adding alpha testers as part of the new "alpha 2" phase. They've already selected the participants via drawing!

    • As you play the game, you'll be able to freely change the god that you select during character making.

    • Vehicles for FFXIV include Chocobo, horse driven carriage, boat, and air ship.

    • You'll be able to select different colors for your equipment.

     


    Remember, that "Bad tempo" can mean a multitude of things, and not just Combat. We won't know for sure before tomorrow, I'll be sure to post the interview here too.

    Never played FFXI and they are going to have housing in this game at launch? Sounds like something that actually appeals to me like housing is in a newer game? I may have to pay more attention to this game more closely, what was FFXI's housing like could you decorate it?

    Could you decorate?! I made my money from growing rare ores in pottery plant bowls inside my Mog House. I can't wait to see what they do on a large scale! Their were furniture pieces that gave your character "boosts" and special ones from events you could only get once. Sad part was....   only YOU could see your Mog House. So sad...

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