Player Houses. (kinda like UO)

It could be done with an act tab (but the player house zone doesnt need to actually be a full act) There could be many, many zones to click on for the player housing "act". Players could work on earning expensive houses, very expensive keeps, and obnoxiously expensive castles. Once a player lays stake to a piece of land in the zone the house is there for good.

Each house can have a personal WP for players to warp to after they plant their house. Players could also hire/buy a vendor for inside their house and invite people to their house. Players would be able to browse through all the zones and shop or you could invite someone to your house from the trade channel without you actually having to be in your house (cuz you have a vendor doing it for you)

When cutthroat comes out people pvp in the player housing act!

Sound fun?
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I want to live in a PoE Shanty and a trashcan house for my kiwi :)
If there is a Hell! I'll see you there!
UO housing is about 3 things: Storage, Decoration, and a base of operations outside of guard zones (that last point not always being important).

In PoE, Storage is handled by the Stash, Decoration really doesn't exist right now (although I suppose super-rare and/or event loots could be created for the purposes of decorating houses), and the fact that vendors, stash boxes, town portals, waypoints, etc. are all in towns, and there's no risk of anyone stealing/killing/harassing you in towns, the last point really doesn't have a practical application in this game.

Also, there's the question of how House instances are handled relative to other instances, which even with the most minimally-acceptable ideas greatly increasing the amount of account data and active instance server loads, neither of which are good for GGG (particularly that latter one right now, with servers basically running at capacity all day).

So... no.
Last edited by XCodes#2874 on Feb 5, 2013, 5:08:56 PM
I would imagine this for like 2-5 years down the line if PoE makes it super big. Then they could incorporate guild raids :D Looting for a random amount of guild stash currency items. With a HUGE gold chest in the middle of each guild castle. FUCK IT. Lets add in a hirable guard dragon. A big one that flys down and guards the outside, SUPER EXPENSIVE. And a medium one that rampages on the inside. CUTTHROAT BABY!

Edit: And hirable assault orcs and goblins for offense. A super expensive catapult that does aoe damage inside of buildings from the outside to lure defenders out.

I can see the guildies piling up at the zone entrances now. Only to have a rival guild sneak in through a friend's house WP. Plunder chest and out like a pro without losing any loot themselves.
Last edited by dirtpoorchris#3632 on Feb 5, 2013, 5:47:43 PM
I like the base idea, but it really needs to be expanded on. The key here is that to be considered, adding housing would need to add something to the game in a substantial way that makes the server space and design time worth it.

Criteria that might need to be met:

1. Would the implementation of housing be a noticeable detractor from game style and vision?

2. If it would detract from the style and vision, is there a way of implementing housing without causing these conflicts?

3. Does housing offer additional end game content and goals for players?

4. Can any part of housing be implemented into the itemization system?

5. Would housing help prevent player desertion and bring in a new type of player base?

There may be more questions they would ask about housing before considering it. But this is a quick rundown.

I myself believe housing could be implemented with minimal impact to those who are not interested in it. In fact, without going into detail, I believe it could be designed into an upgradable fortress type of structure that could be defended by a solo player or group of players as waves of creatures attack it. Much possiblity for structure upgrades items or quest rewards with this system.
At no point in your rambling, incoherent response were you even close to anything that could be considered a rational thought. Everyone in this room is now dumber for having listened to it. I award you no points, and may God have mercy on your soul...
I guess to be more thematic it could be like... A hill dug out and bunkered. I humongous pit composed mostly of spikes with narrow pathways into the innards. And a gigantic castle.

Then during Halloween they can release "cosmetic" extra creepy stuff. An enchanted ice fortress for Christmas if thats not too gay. A forest/tree-house bunker. Pits in the ground with just a manhole for access. For castle tier maybe a hollowed out mountain. :p


I could imagine tons of players just running through all the zones checking house vendors set by players. Players did it allll the time in UO for good deals. There was that poison weapon dudes house you would go to. That dude with some rare beta item you found. All black dye and a super rare version of all black ALL BLACK dye. You could even sell a spellbook with super rare recall locations that werent accessible anymore except by that recall.

Im pretty sure PoE has items with enough complexity as is (imagine down the line maybe more?) to make players want to hunt for bargains for people that may be offline. Or as I mentioned before to facilitate trade from trade chat a player can sell things from his vendor and implement ways for 2 partied people to easily warp to this house. This could be used to replace people going to a possibly cluttered act 1 town for trade all the time. Give people incentive to use it.

You would just have to watch out for how many currency items you put up for sale because if you do too much a strong guild might target you for raiding to get dat percent. :D
Last edited by dirtpoorchris#3632 on Feb 5, 2013, 7:29:28 PM
This may look very boring to a lot of you but it was very, very fun to experience. The music and fighting at the house just somehow made it. If you never played the game it might look boring but the game was crazy. PoE is pretty damn boring to watch on stream or youtube but very, very fun to play. Unless you got a bow dude popping heads with crits. Thats entertaining to watch in PoE.

Maybe PoE needs a high damage roll animation that spills blood and then also have the crit animation it has now. Work on giving most skills 3 random animations. After fixing the needed stuff first of course.

http://www.youtube.com/watch?v=GICfSF4bTuA

If you want a player to really fight over a piece of virtual land what better way than to represent the instinct of defending ones home?
Last edited by dirtpoorchris#3632 on Feb 7, 2013, 12:57:19 PM
Know the whole "ninja" looter thing? Shoulda seen the looters on a decaying house in UO. It was like a pilfering yard sale. I could see something similar to this being very, very fun in PoE if they could implement it.

http://www.youtube.com/watch?feature=endscreen&NR=1&v=Pv8sHFE9BEA
UO is MMO(great one, one of my firsts), this is ARPG

also its path of exile, when you own a house you kind of sieze of being an exile...


so no, even tho i like this idea i dont support it
"
species258 wrote:
UO is MMO(great one, one of my firsts), this is ARPG

also its path of exile, when you own a house you kind of sieze of being an exile...


so no, even tho i like this idea i dont support it

People own temples and houses in town. So why cant players own huts and beyond after Wreaclast gets populated end explored over a few years. It could literally represent the colonization of Wreaclast years from now. A whole act dedicated to "making a house" in the deadly lands.

If anyone would be able to own a hut in the middle of nowhere hermit style I think an exiled and hardened champion could. If no one that owns the house enters it for a week then it disappears and all the ninjalooters can pilfer the goods. Totally cutthroat.

You are telling me a guild of 40-100 champions of exile couldn't hold a castle down in the wastelands? People that can down the hardest current boss on the hardest difficulty cant hold down a castle against wasteland rubbish?

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