My Home is my Atreides Mansion (…at least for now)

Here’s the thing about me and video game housing – I really love it (but y’all knew that already), and I think I’m fairly good at decorating an already good-looking, pre-built abode with furniture and stuff.

Every once in a while I can even get a bit creative, like when I designed this library on a floating platform made out of coffins in my Warlock’s Everquest II Freeport home:

Now I kinda wish I’d read them all at the time

However, my creativity definitely has its limits. While I was building my first two bases in Dune: Awakening those limits already reared their ugly head, as I had a really hard time imagining how to mold all those different floors, walls, roofs, inclines and whathaveyou into anything other than a functional but ugly cube. I would not have made a good architect, that much is certain.

I knew that I wanted my next and probably permanent main base to look at least somewhat nice though, so I started to look around and see what other players have done to get some inspiration.

Unsurprisingly, YouTube turned out to be the best place for that. What did surprise me was that some folks don’t just show off their great designs, they’ve even included step by step instructions to recreate them.

So that’s what I did to get started. Many thanks to Arathy of Crimson Builds for creating this base and taking the time to make that video!

I still had to get a bit creative though, because, as you can see, the site I’d chosen to build the base at isn’t just flat land – what can I say, I need to have a room with a view – and the game doesn’t support terraforming. You can build in, around and even through concrete rock, but there are limits. Also, when there’s rock or sand inside your base you can’t place any facilities or furniture on top of it.

To circumvent losing too much usable space on the ground floor I’d raised the foundations as much as possible at first – it seemed to be a good idea at the time. I didn’t place all of them right away though, as I needed to procure a lot more resources for the full build first. To protect the buggy and myself in the meantime I quickly erected some walls and a roof, and placed some generators, water cisterns and storage containers to collect and refine the building materials on site.

Once preparations were completed I tore down the roof and walls again and extended the foundations in all directions to complete the intended footprint – at least I tried to. Unfortunately the natural ground declines a bit towards the cliffs, and the game didn’t let me place the last row for lack of support.

Adjacent foundations have to be built at the same height, so I had no other choice than to tear them all down and start over. However, there was lots of stuff lying around by now. Grrrr!

What happened next was basically a game of Tetris. Move all facilities to one side, tear some foundations down, build new ones on a lower level, push everything onto those, destroy the rest…all while trying not to get a sunburn and hoping for the next sandstorm to take its sweet time.

I’ve got the power! Still not enough though…

It all worked out in the end, and once the foundations were in place finishing the build wasn’t much of a problem.

I’ve been using this base for about ten days since then, and I’m really digging it. Also, now I’m much more in my element again, namely taking something that’s already there and refining it to my liking. I add, remove or memodel bits and pieces all the time, and I’ll continue to do so until I’m completely satisfied.

The “generator wing” seen above, for example, was a thorn in my side right from the start. Then I remembered that those things basically don’t have to be touched anymore once they’re up and running, so I built another floor on top of them and covered the gap with some stairs. Now it’s as if that part of the house doesn’t exist, and I’ve gained an elevated relaxation- or conference-area that I didn’t have room for before.

The pillar I’m standing on usually isn’t there of course

I have few points of comparison, but I think the building system is really robust and fairly easy to use. Most of the time things snap together just as I’d like them to right away, and if they don’t I usually only need to rotate them or reposition myself a bit.

Gathering the needed materials takes a while, but with a buggy it’s pretty easy. You can buy more and more different furniture- as well as building-sets over time, too. I just wish those schematics would state the required resources. I was a bit irritated at first when I realized that I needed “plastone” to actually use the Atreides set I’d just spent 80k Solaris on, which I didn’t have nor knew how or where to get at the time.

Another raised floor houses a little biker workshop

Minor gripes aside though, this is one more aspect of the game that I’m overall very happy with.

By the way, if you think this base looks good or even great, you ain’t seen nothing yet. Funcom held a building contest a while ago, and many of the entries, even the ones that didn’t win, are absolutely awesome.

This one is my favourite. I really like designs that have an Asian feel to them.

That being said, I do concur with the chosen winner of the same category (Atreides), because that one is truly mindblowing:

They’re also much bigger than they come across on screenshots.

So, yeah, the base building in Dune: Awakening is really something else. If you fancy that kind of stuff this alone is reason enough to play the game I’d say.

Maybe, one day, I’ll even design something completely of my own.

Meet me where the sky touches the sea

It’s been a while since my last post – not because I didn’t have anything to talk about, but because I’m still playing as much ArcheAge as I can and would actually like to play even more. Taking the time to write about stuff just isn’t as high on my priority list right now as doing said stuff. It’s a good “problem” to have, I feel.

By now there’s quite a lot I would like to talk about though, which is why my initial plan for today was to fire off a quick bullet point list – those are always popular, aren’t they? – of my various adventures on the ArcheRage server these past few weeks. However, I’m just now realizing that I’m already over 500 words into the first of those bullet points and nowhere near finished, so I guess I’ll just focus on that one and save everything else for another time.

Home sweet home, finally!

It is a pretty huge piece of news indeed: I’m officially not homeless anymore. Yay! And about fricking time, too.

Side rant: My initial impression of the server’s real estate situation was already quite grim, but it has actually turned out to be even worse than I thought. Not only is every bit of land taken, no matter how remote, it also hardly ever happens that something becomes available again.

Of course the influx of new players following the shutdown of the game’s official servers has something to do with this, but I think the main reason for the severe shortage is how taxes are handled in ArcheRage. They scale up neither as quickly nor as steeply for owning multiple plots of land when compared to the original servers.

It’s a change that I welcome in principle, but in my opinion they overdid it by quite a bit. In all regions you can find huge swathes of land each owned by a single character, much more than one could ever need – an assertion supported by the fact that most of it lies completely barren whenever I go and take a look (meaning no plants or livestock growing on it). Also, even if players don’t really play anymore, logging in to pay taxes every couple of weeks is enough to keep all of it basically forever.

Having a coral reef right under your doormat is neat…and pretty

I assume that marine housing plots are less sought after (because the “land” they come with is actually an aquafarm, suited for corals and such like seen above, but not for anything else), but maybe I was just incredibly lucky to be in the right place at the right time – whatever the case, one day a couple of weeks ago I stumbled across a conspicuous gap between two houses in Solzreed Peninsula’s marine housing area. I immediately whipped out the 16×16 farm deed I carry around for that exact scenario and surveyed the spot.

Lo and behold, there really was enough space for a Breezy Bungalow, the smaller of the two marine houses. Having more than enough Gilda Stars in my pocket I bought the deed right away and plopped it down.

Due to the server’s generous labor recharge and plant growth rates I also had enough lumber, iron ingots and stone bricks at the ready to finish construction that same evening.

Hauling ore and bricks to the construction site, seen on the top right

I’m very happy with it, especially as it’s sitting right in the front row of that particular housing area, meaning that nothing blocks the stunning sea view. As I’ve talked about numerous times, ArcheAge’s oceans look, sound and feel just awesome, and now I can chill while basically being completely surrounded by one.

I could really get used to this

Mechanics-wise, owning a house brings a couple of important perks with it.

One, holy crap, more space! My inventory and warehouse, despite being upgraded to the maximum, were almost always completely full at that point. I have actually thrown away or sold stuff that I’d rather have kept, something I never do in MMOs! Now I have a 150-slot chest to store things in (and could place more if I wanted), and furniture items, of which quite a few had accumulated while questing and doing events, have found their place in and around the building itself.

A palace it ain’t, but it’s cozy and features a huge swimming pool

Also, once you have a house you can employ a farmhand. This feature basically lets you use a farm without actually having it placed down somewhere. Given the aforementioned land shortage this is a godsend, as I can now use my 16×16 to grow stuff despite it still chilling in my inventory.

Unfortunately this can’t be utilized 24/7 as the farmhand needs “vigor” to work, and only a certain amount of that comes for free each week, but together with the two 8x8s I have placed this suffices for my needs right now.

You’re doing well, Sir Farmhand, just keep going while I…think about important matters

Lastly, being able to place furniture items isn’t just great because they’re nice to look at and don’t take up inventory space anymore – quite a few also have some kind of functionality.

Books are actually readable, a bed can be slept in (to recharge some labor points once a day), “regal” crafting stations, which are quite rare in the open world, can be used to make higher tier items. The other day I got a flowerpot for an achievement which sparkles from 4 AM to 5 AM game time (I kid you not) and, says its description, may sometimes lure out a fairy…whatever that means.

Of course most important, at least for me, are the stationary instruments. I have not yet crafted a grand piano because the house isn’t actually that big on the inside, but the fancy organ I got from the Halloween event, along with a few decorative lutes, fits quite nicely.

Wearing Count Dracula’s tailcoat is only fitting for this

Being the owner of a house has even more perks as it makes you a “resident” of the region where it’s located, enabling you to craft special trade packs and do some more dailies to develop the region to a higher tier…or something. I didn’t have the time to engage with that yet, but it’s a thing.

So, yeah, I’m pretty happy with my breezy bungalow. I’ll still keep looking for a bigger plot (or a few) on firm ground of course, but even then, this one’s a keeper.

A teapot to call home

Two weeks ago Version 1.5 went live in Genshin Impact. As that number suggests it’s the game’s fifth major update since its launch in September 2020, and for me personally it’s the most important one yet: among other cool things like new bosses to fight we got – cue drum roll – a housing system! Yes, really.

Puntastically called the Serenitea Pot it’s not “just” an apartment or a house, but a whole archipelago or mountain plateau for players to furnish and design to their liking. It isn’t flawless, but miHoYo already said that they’re still working on improving and expanding it, and even as it is now it’s already surprisingly good.

After a short questline we get to choose one of three layouts (to begin with) for our very own magical realm located inside an actual teapot. This fits the game’s lore as we’ve already visited a couple of those realms during the Liyue storyline.

Initially the area is completely empty except for a main building – your actual house – and an NPC appropriately named Tubby.

Sitting here all day is obviously bad for your health, mate

Tubby is the realm’s manager of sorts. Obtaining realm currency, buying furniture and blueprints with said currency as well as crafting items is managed here. Your trust rank is raised by building furnishings for the first time, which in turn unlocks more blueprints, additional slots for the crafting queue and even grants access to more real estate around your main island.

Realm currency accumulates in real time whether you’re logged in or not, which is good. The amount you get per hour depends on your realm’s score…which ain’t so good, at least initially. The more items you’ve placed inside and outside of your house the higher your score; consequently you’ll most likely plop down everything you have, even if it doesn’t really fit your artistic vision. I do think that this is only a beginner’s issue though, reaching (or keeping) the highest score by building your dream realm just the way you want it should be an organic process and sort itself out over time.

It’s not talked about much, but alongside the teapot we also got a new form of gathering: woodcutting.

Unsurprisingly, in order to craft furnishings some materials are needed. Silk flowers to make fabric, various fruits and plants for dyes, ore for…well, stuff that’s made out of metal, and, of course, various types of wood for most furniture.

The gathering process isn’t elaborate at all, but somehow strangely satisfying: you whack any tree in the open world with whatever weapon you have equipped, and it drops one piece of wood, up to three pieces total.  As trees are abundant and wood respawns daily or upon relogging (Ha, get it? I only just now got it!) acquiring the desired amounts isn’t hard. The only thing left to figure out is which of the seven types of wood spawns where, but that’s not too hard to deduce either. Anyhow, I like it.

Now to the most important part. Placing furnishings is easy and – thank god – not constrained by an anchor system or nonsense like that. There are some restrictions though. For example, most items are strictly classified as indoor- or outdoor-furniture and can only be used as such; if there’s a way to work around that I haven’t found it yet. Also, not everything is stackable on top of each other. I can place lamps and vases on a table, but not a pile of books on a bookshelf, although it looks like it should have plenty of space for that.

Some features, on the other hand, are not only really good but, in my opinion, bordering on groundbreaking. “Furniture Sets”, for instance.

You acquire a variety of these sets over time, and each one gives you the ability to place a pre-arranged combination of furnishings, like the dining area above. You still have to build or buy the items needed for the set first, but once you have them all you can place the whole set en bloc with just a few clicks. Even better, you can still tweak each piece individually after placing the set, giving the arrangement a personal note if you’re so inclined.

Not only is this easier and quicker than placing the items one by one, the sets can also be a great source of inspiration for folks who aren’t all that creative in this regard.

The house itself is spacious and looks pretty nice on the inside too. Both versions (there’s Mondstadt style as seen throughout this post, and Liyue style) have two stories, with a large open space and three adjacent rooms on the ground floor and a gallery-like level above that. The latter also has two doors, but unfortunately those won’t open as of yet. To get to my really nice balconies I actually have to scale my manor’s outside walls like a burglar. I hope they’ll do something about that in future updates.

Once you’ve bought the corresponding blueprints you can even replace floors, ceilings, walls and the main chandeliers with different looking ones; by now I have a much nicer cedar parquet floor in my main hall instead of the chequered one you see above.

At higher trust ranks the currency I mentioned can also be used to buy progression items like resin replenishments, weapon or character XP and Mora. While it’s certainly a smart move from miHoYo’s perspective to incentivise using the teapot even if you’re not a fan of housing, I don’t like this very much.

Firstly, it excacerbates the compulsion to unlock, build and place stuff as quickly as possible even further, which kind of defeats the purpose of a housing system as a more “zen” activity.

Secondly, it’s most likely the reason for the whole thing being locked behind reaching Adventure Rank 35 – which I hadn’t really taken note of in the patch notes as AR restrictions usually don’t affect me anymore, but Bhagpuss reminded me of it. Now, it doesn’t take that long to reach AR 35 if you set your mind to it, but I think it’s pretty stupid to gate a housing system like that at all.

All things considered I’m pretty happy though, especially since I know more is coming still. Also, in case you forgot, this isn’t an MMORPG. For what’s basically a single player RPG with optional four player Co-Op, primarily developed for mobile platforms, a housing system as substantial as this is already much more than I’d dared to hope for.

I do have a wishlist for those future updates however, because of course I do:

  • Make the house’s interior part of the teapot’s main-instance instead of the separate instance it is now. This would spare us the additional loading screens each time we’re going in our out, and also greatly increase the immersion factor. Also, what good is a balcony for when I can’t actually get to it?
  • Let us use all furnishings wherever we want, inside or out (except those that are too large for indoor use, obviously).
  • Let us stack more items on top of each other.  Encouraging creativity is king.
  • Some more functionality would be great. We already have forge, stove and alchemy table (awesome!), access to the adventurer’s guild is pretty much the only important thing that’s missing now.
  • Add new blueprints to our crafting selections immediately, don’t make us go to our inventories and consume them first.
  • Maybe think about lowering the AR restriction. Making players wait this long until they can experience a game’s housing system really doesn’t make sense to me.
  • And please, for the love of god, let us switch between Tubby’s menus without having to start the conversation all over again each time (this goes for pretty much all of the game’s NPCs, by the way). I swear, I’ll throw that fat finch into the stove when I have to listen to its greeting line just one more time!

Fingers crossed.

IntPiPoMo – Housing edition

I love housing in all kinds of games, especially MMOs. To me it’s much more than just a ‘decorating-minigame’. I like to have a place to come back to after an exciting adventure, kick back and, if the game (hopefully) allows it, show off the spoils one way or another. If it also has functionality like crafting workbenches or items that provide buffs or teleports it’s even better.

Here’s a quick rundown of some of the MMO housing I’ve had (or still have). As always, click to enlarge.

IntPiPoMo_Housing1

Ultima Online was my first MMO, and this small tower near Yew my first virtual home. Even with its three stories it was tiny on the inside, but I was very happy to have it. It served as my safe haven and storehouse, but also as a place to chill, craft, dye my clothes and stuff like that. To me it wasn’t just one optional feature of many, but an integral part of my gameplay and a proper home.

intPiPoMo_Housing2

This is the little concert hall I arranged inside my medium Naboo house in Star Wars Galaxies. Except for the speakers and the armor I crafted everything you see here by hand, including the house itself.

IntPiPoMo_Housing3

This Everquest II rooftop garden in my Bruiser’s Qeynos manor is one of the coziest places I’ve yet managed to furnish. Unfortunately it doesn’t have any kind of functionality, so I rarely go up there. Still, I like it a lot.

IntPiPoMo_Housing5

This was our first home in ArcheAge, a small house by the lake in Two Crowns, just after finishing it’s construction. As with my tower in UO its living space was tiny, but we were still very happy with it. The little field with the aspen was also ours, and we later managed to convince the grapevine field’s owner to surrender it to us. With those combined we had a sizeable crop area right next to our house, which was very handy.

IntPiPoMo_Housing4

A couple months later I managed to fulfill my dream of having a large house right by the sea, which you can see here. The view and sounds from the patio were just amazing.

IntPiPoMo_Housing7

I never managed to have a proper house in Final Fantasy XIV (and I still think it’s too damn hard to get one), but my little apartement turned out quite nice and cozy, especially around christmas time.

IntPiPoMo_Housing6

I’m a bit torn on Black Desert Online’s housing. The blend of instanced and open world housing is pretty clever and works well, and the abodes themselves range from ok to spectacular. The fact that almost all good looking furniture comes exclusively from the cash shop bugs me greatly though. Still, it’s quite good overall and I’d rather take this than no housing whatsoever.

IntPiPoMo picture count: 7

EQII quest types if wish every MMO had

Ever since WoW set lots of genre standards quests have become the de facto means for progressing your character in most themepark-MMOs and even some sandboxes. You don’t just go forth and kill Orcs, gather shrubs or whatever because you want to, but because some NPC tells you to.

Players are supposed to be busy for as long as possible, so lots and lots of quests are needed. Quantity often trumps quality in terms of quest design due to this. It’s become so bad over time that there’s a well known trope for boring busywork-quests: ‘Kill 10 rats’.

10Rats
In case you don’t know The Noob yet, it’s hilarious!

Fortunately not all quests are like this. Everquest II has a lot of variety, and also some types of quests I haven’t seen in any other MMO yet. Which is a shame because I think these are pretty great, although they, too, are mainly meant to keep you busy.

Here are some examples.

Lore and Legend quests

For nearly every creature type in EQII there’s a corresponding L&L quest. They require to collect body parts of said creatures to learn more about them.

What’s great about them?

You have to kill all those mobs for other quests anyway (see above), and it’s nice to get not one but at least two pings every now and then as well as extra XP at the end. Some of those pings come in the form of tradable items that need to be consumed for the quest, so even if you have already finished yours you can still benefit from looting duplicates by passing them to your alts or selling them.

The rewards other than XP are what make these quests stand out though. Every class has some kind of spell or ability that you can only use against creatures whose L&L quest you have completed. It’s not insanely powerful, but it’s still nice to have another damaging ability at your disposal.

You also get a wall mounted trophy and an actually readable book containing a short story about that creature type for your house.

EQ2_LL
Yes, I’ve studied that brain very thoroughly, thanks for asking.

When a quest manages to make mindlessly killing mobs much more rewarding and fun it’s doing something right in my book.

Language quests

The EQII Wiki lists 43 languages, only two or three of which player characters can speak from the start. Some can be bought, but most have to be learned by doing a quest.

What’s great about them?

The basic ones again require simple drops coming from the corresponding mob types, so they give you yet another reason to go on a killing spree.

More elaborate languages, like the Dragon language, have equally sophisticated quests. The main step of this one asks you to “find 26 translated runes of Elder Dragon”. Doesn’t sound too hard until you realize that those runes are spread out all over the game world and you have no exact idea where they might be hidden. If anyone has found all these without using coordinates from a walkthrough: hats off to you! Even with outside help it’s really cool though because it makes you revisit all these zones and kind of see them with different eyes while you examine every nook and cranny.

Learning the languages serves the purpose to actually be able to understand and talk to those people and creatures. If you don’t know the language yet you will see only gibberish in chat, and consequentially can’t properly interact with them to get or progress quests. This makes the world feel more real to me and gives a sense of achievement the more my characters learn.

EQ2_Language
Ha, you say that now!

Heritage quests

These aren’t exactly applicable for every MMO because they send you on a quest to rediscover ‘relics of old’, namely famous items from the game’s predecessor Everquest. Still, even without the nostalgia factor (which I don’t have either because I’ve never played EQ) these are very cool quests.

What’s great about them?

In a word, they’re epic. When done at the appropriate level they’re much longer and harder than your average quest and always tell an interesting story. Some are sad, some are hilarious, some are plain silly. Whatever they are, I never skip the quest text because I’d do myself a disservice.

Granted, the items they reward aren’t always worth the effort, at least not for their stats. Often you’ll find that you can’t even use it because it’s not for your class. After all the legendary Shiny Brass Halberd, for example, won’t magically turn into a wand just because you’re a spellcaster. This doesn’t bother me though because these too can be used as a housing decoration, and I often sit in my library, drink mead from the Stein of Moggok and read a book about lore and legends while admiring the sight of my Glowing Black Stone and Greater Lightstone upon my shelf.

EQ2_Heritage
Well, not really, but you get the idea.

Appreciating the makers of our favourite pastimes

BlaugustReborn

It’s Blaugust Reborn, and we now have Developer Appreciation Week. So today I want to say Thank You to some groups of people and one very special individual.

First I want to thank Grinding Gear Games for their outstanding work on Path of Exile. Not only did they develop the in my opinion best ARPG and true successor to Diablo II, they have continued to enhance it relentlessly without ever slowing down.

That this extraordinary game is still free to play without any kind of content-limitations is nothing short of amazing. All the more because it’s cash shop doesn’t sell a single item that comes even remotely close to P2W territory. It’s expensive, sure, but I imagine that’s literally the price you have to pay if you want to fund an ambitious game like this just by selling cosmetics and stash tabs.

PoE_Forest

Next I’d like to say thank you to CCP Games for EVE Online, and generally for being the crazy mavericks they are. While it’s true that none of their projects since EVE has turned out to be a big success – and I’m still a bit grumpy about World of Darkness personally – I still admire that they’re always trying to push the envelope and break new grounds.

EVE itself is a very unique game that I love despite its flaws, and I’m glad that CCP never gave in to the temptation of attracting more players by creating safe zones or something. Lots of changes made the game more accessible and even outright easier over the years (remember the time before warp-to-zero?), but compared to most MMOs it’s still relatively hardcore. That has always been their vision for the game, and thankfully they stick to it.

exefile 2018-01-17 20-48-40-212

Lastly I want to thank Emily “Domino” Taylor. She was Everquest II’s main dev for all things tradeskills and housing between 2007 and 2017. That pretty much says it all.

Oh ok then, I’ll elaborate.

Domino’s work and dedication is the main reason why Everquest II has an astonishing wealth of crafting and gathering related quests. Seriously, look at that list. Those aren’t your standard ‘craft 5 of this, get XP’ quests other games have. Those exist too, like the repeatable rush orders I mentioned, but aren’t even worthy to be listed in that timeline. Most of the ‘real’ quests have expansive storylines that evolve as you complete your tasks.

When the Rise of Kunark expansion gave players their first Epic Weapon questline crafters got their Tradeskill Epic to match. It really is an epic quest, and so are the rewards.

EQ2_Epic

EQII’s player housing is, to me, the best there is. I’m not even talking about the abodes themselves or the placement mechanics, though those are great too.

What makes it really shine is the unbelievably huge amount of available items. Eq2wikia lists 9,732 entries in the “House Item (Item Type)” category, and that number doesn’t surprise me at all.

Of course many can be crafted by carpenters (which is why that’s my main tradeskill class). But you also get lots and lots as quest rewards and mob drops. Lore and Legend quests, which let you learn about specific creature types (by killing them, naturally), each give you a trophy and an actually readable book. The reward item of all Heritage quests can be transformed into a housing item if you don’t want to wear it. Seasonal events shower you with housing stuff. The list goes on.

EQ2_Library

Without Domino EQII just wouldn’t be the game that it is today, so again: thank you!