Regarding Thomas Mahler's intent on making housing instantly accessible

Specifically the #2 change Thomas mentions, wanting to make housing instantly accessible - is one of those things that make the game unique which you SHOULD NOT touch, no matter if inventory management feels bad at the moment.

It felt very special to me as a player, to beat a powerful boss plotting to take down the whole city and being granted citizenship as well as property to buy as a reward.

Housing seemingly coming in too late for players is not the problem. It’s the tiring back & forth one has to do to get to that one & only Rookery chest. Even after I bought a house, both houses I found you can buy are also too far away from the crafting square - which is the EXACT place you’d want one in order to make management more comfortable.

This bothersome process of taking a minute to run to a chest just to unload and pick needed crafting resources from, is exactly why I stopped doing that and just buying refined mats etc. rather than using mine or even bothering storing anything new (gear or resources) at all.

Don’t ruin such a special and immersive milestone moment just because inventory management (with all due respect), sucks right now. Give us a way to purchase/craft a small chest in the square from the get-go, just to put the basics in there. Also put a way to hint towards the need that one has to go do the sewers quest if they wanna get access to housing or something.

Don’t compromise, find alternatives. You are going to ruin your uniqueness for the sake of catering.

6 Likes

maybe add a small tent for player to be before they can buy a real house with more room

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Agreed. Think that a storage chest in the Inn would even be perfectly fine as a solution.

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Maybe there is a smaller “slum” house you get rewarded with after defeating the first boss outside the gates. Single room, enough for some chests and maybe a bed.

From there, you leave the rest of the houses as is. Kind of like you are moving up the ranks of society as you earn their trust?

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yeah totally agreed, of course if they change the quest or the plot i wouldn’t mind, but for me its fine now.

There should be some kind of hint for players to incentivize them to upgrade the inn first to get a room and a chest. Really good idea.

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Yeah exactly my thoughts. The housing isn’t the problem. The inventory and NPCs are and you don’t have to fix both you just have to fix the latter.

I thought the rookery was to serve this purpose? A single chest, a bed (that we currently can’t use), good reward for getting the rookery stairs upgrade.

Extra buildings/ Map repurposing means more development plus potential bugs that could appear from that addition.

We just need a chest honestly. Even the upcoming change that allows crafting mats to be auto-pulled from stashes sounds like good enough for me.

No need to degrade what neat progression beats in favor of comfort, when the core problem lies elsewhere.

Getting to the Rookery WITH the stairs upgrade is what the time sink for inventory management should be… without the upgrade. Right now you still go through a loading screen, run up & down the stairs to get to that chest then back to crafting/adventuring.

It’s boring and feels like a chore. The sad thing? Going to any bought house to get to your stash is even MORE time consuming than going to that Rookery chest.

The whole crafting square is placed too far from any player chest. That is the core problem. The crafting - town repairs - bounty & stash triangle itself is awkwardly designed. They are all far enough from each other to make the whole running in circles process juuuust barely tolerable.

Still across the square, roughly the same time required vs getting to the rookery chest, since getting to the inn requires first running to it & going through a door (~3 sec loading screen).

What we need is:

  1. Stashed resources pulled when crafting, solves most of the marathoning - is thankfully already coming.
  2. Even faster load-times/ Near instantaneous to make warping and running TO a house feel less like a chore.
  3. A stash in the square, albeit small would also be a pretty good solution. Just enough space for stacking extra resource stacks for food crafting or gear upgrades. It would help keep an easily manageable inventory space for players who just wanna keep smelting ore and weaving threads non-stop.
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How about we just move the beds and community chest down to the bottom floor of the Rookery, problem solved. Contingent on removing the staircase upgrade.

  • We need to go through a loading screen regardless with the Rookery and housing.

  • it’s closer than the housing now, closer to the Cerim Whisper, daily quests and markets.

  • I can save my silvers for upgrades rather than spending it on a house where i still need to buy/craft chests.