Housing Thoughts


  • TF#3 - ENVOY

    I understand that if I have a house in a city and it falls to a seige that I will loose the contents. Could it be possible to have a small home outside somewhere? So, I wouldn't loose EVERYTHING I own. Thanks for any consideration you give this idea. I really do mean a very small home, able to have some chests for back up gear.


  • TF#1 - WHISPERER

    Agree with above


  • TF#12 - PEOPLE'S HERALD

    @Jessah this is already an option. Each city does have housing available right outside the city area.


  • TF#3 - ENVOY

    The last I knew you were only allowed one house. So, the choice would be in the city or outside the city, but not both. I would like the option of having both.


  • Moderator

    You can be citizien of a city and resident of another. That's the closest thing to what you are asking.


  • Content Creator

    They have intentionally locked each Account to 1 house/citizenship per planet. That being said, you can grant co-ownership of your house to a friend/loved one who already has a house, and vice versa, so that's the only work around you'll have to this.


  • TF#1 - WHISPERER

    What I have found is to build a house on the outskirts of a city outside the walls. Yes the process is longer, and the cost is higher but you can not lose your house to sieges or changes in city ownership.
    You only lose the house to upkeep.

    You could choose not to contribute and just leech off the city's tech tree (only on your property though).
    It is better to become a citizen and contribute and it allows access to the city tech and use of buildings in the city.

    What I have done on previous alpha's is base out of starter city, and use the chest there. When you have gotten enough gold and resource look for a home.



  • @StormBug said in Housing Thoughts:

    @Jessah this is already an option. Each city does have housing available right outside the city area.

    The housing areas are not close enough IMO


  • Moderator

    Depends on the city. Some have very near residential areas.


  • TF#10 - CONSUL

    The residential housing distance is variable depending on the terrain.
    Here is an example of the housing basically touching the outside wall of the city.:
    2c23f9bd-d304-48df-881d-2b56d5ffc624-image.png
    Here too:
    1db1e2f3-013c-4777-b150-58257c113219-image.png

    There will be variance from city to city, but you should be able to find a close one in most situations. But as always it is first come first served !



  • @spoletta said in Housing Thoughts:

    Depends on the city. Some have very near residential areas.

    @OlivePit said in Housing Thoughts:

    The residential housing distance is variable depending on the terrain.

    Sometimes the distances makes sense, sometimes they do not.. As it seems here (credit for your image I edited):

    residentialdistance.png

    My point is, as the city dimensions are standardized I would like to see the majority of residential plots treated the same. Obviously some deviation would be welcome as to make areas somewhat unique, but this is more about QoL than anything else.

    alt text


  • TF#10 - CONSUL

    And sometimes it is a good thing to have a residence far from a city. Like the below example where you would have far easier access to the copper ore if you lived far out than close in. Variety is nice and provides different access to different resources. If you plan on using the towns crafting, banking, and trade services a lot, then a residence close to it would be more beneficial. But if you would rather just have tech access, house anywhere in the territory, then being closer to resources, or mob camps, might be more beneficial.
    cfbff118-7eb0-423c-b432-0dd0a6e27263-image.png

    and this spot reminds me of your real world example picture:

    e6323480-9dca-4d47-bf42-91e5503f0ca2-image.png



  • @OlivePit said in Housing Thoughts:

    And sometimes it is a good thing to have a residence far from a city. Like the below example where you would have far easier access to the copper ore if you lived far out than close in. Variety is nice and provides different access to different resources. If you plan on using the towns crafting, banking, and trade services a lot, then a residence close to it would be more beneficial. But if you would rather just have tech access, house anywhere in the territory, then being closer to resources, or mob camps, might be more beneficial.

    That's an opinion, while I believe the minority based on my interactions with players.. there may be some that share it. The simple compromise would be for folks of that opinion to simply purchase the plots on the outer edges of the residential areas. During the last test in Braavos, none of the residents that I spoke with were concerned with their proximity to one or two resources nodes. What they were very much concerned with was their poor proximity to the city center and the time it took running back and forth. I believe based on the opinions of the residents who shared with me, that as I stated.. This is a quality of life issue more than anything and should be considered for a rework/revisit.

    Players would prefer to see residential plots in closer proximity.


  • TF#10 - CONSUL

    Acknowledged.
    While I doubt they will be changing any of the layout of this island it will be interesting how they design the others.
    The winter continent would make much more sense to have the housing tightly clustered around the towns.
    Also remember that there needs to be a modest amount of space on two sides of the town for siege emplacements.(the orange areas in the picture)
    a7a227aa-9d55-420e-957c-7ee69054316d-image.png


  • Content Creator

    @Vortech Maybe you weren't here for it, but there has been a rather vocal outcry for more residences further away from cities. Since all residences are connected to city tech trees, solo'ists can't just make their little oasis in the midst of danger they always want, but further from town plots meet this need half-way. Not so far from town as to not be connected to their tech trees, but not so close as to feel like your just part of that town's suburbs.

    People want to make roadside inns and hunting cabins and such and try to be totally divorced from towns as much as possible...some people anyway. Different play styles for different players afterall, and Fractured is trying to cater to as diverse an audience as possible while keeping to their core values.



  • @GamerSeuss said in Housing Thoughts:

    @Vortech Maybe you weren't here for it, but there has been a rather vocal outcry for more residences further away from cities. Since all residences are connected to city tech trees, solo'ists can't just make their little oasis in the midst of danger they always want, but further from town plots meet this need half-way. Not so far from town as to not be connected to their tech trees, but not so close as to feel like your just part of that town's suburbs.

    People want to make roadside inns and hunting cabins and such and try to be totally divorced from towns as much as possible...some people anyway. Different play styles for different players afterall, and Fractured is trying to cater to as diverse an audience as possible while keeping to their core values.

    I was here but that's a different playstyle and IMO a different conversation. I am speaking to a grievance citizens who I interacted with during the last test shared. While many didn't have the time to raise enough funds individually.. Most who did, were in groups. Between area chat and those who we convinced to join us on Discord, the sentiment was pretty clear. All that being said, I was at least.. Specifically discussing the housing linked to the cities. These different playstyles shouldn't be in competition IMO, so maybe there is a more recent thread they're still discussing that preference?


  • TF#1 - WHISPERER

    Agreed totally


  • TF#1 - WHISPERER

    I support housing throughout the territory not just in urban and some of the designated rural settings. I would like to see spots located in advantageous locations for PKs, hermits, anti-socials, small guilds and PvErs.

    Three tier housing system:

    Urban (in the city)
    Rural (unincorporated)
    Country (sporadic locations outside rural areas in plot clusters of 3's 4's and 5's).

    At the same time, allow the Governor the ability to tax each of these tiers differently (there should be a tax ceiling). If you have some pesky country folks terrorizing your citizens, tax accordingly. Also, allow the Governor of the territory to place "guards" around housing areas that attack reds, KOS players or grays. For example: Guards near a housing area where known pks are housed could provide to be irritating. I believe housing is one of the most sought after aspects of an MMO.

    Note: Guards should not be invincible, just difficult and annoying to kill.

    Theorycrafting rant off/.

    FLea


  • Moderator

    We already have those 3 types of housing.

    In the city.

    Outside the city.

    In small clusters far from the city.


  • TF#10 - CONSUL

    And governors have no control over the tax, more appropriately rent, of any housing outside of the city walls.
    What control the govenors do have over taxes within the walls is by commitment levels : traveler, resident, citizen, Lt. Governor. Any tax they set would affect the whole group, not just individuals. And taxing the entire population of residents for a few bad ones is not going to be popular.

    There has been mention of NPC guards, but the only proposed applications were for guarding high resource node areas, or 'mines', or for guarding the town gates / port.

    I am not sure they will create more diffuse housing beyond the clusters of 12 that already exist. it would be interesting tho.


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