New outfits, decorations, and housing room add-ons (DSL warning!)
First off, yes, a little pun there. Since no one uses 56k dial up anymore I figured I'd use the next typical service in speed offered. Right, anyways.
The purpose of this thread is fluff. It's bothered me that new decorations seem to be a foreign concept to Turbine except during festivals, mostly because there are tons of existing resources already in the game that they can use. The same goes for outfits too--NPCs happen to have some of the finest-looking threads (And helmets! Who'da thunk.). The real problem is that I took a lot of snapshots--roughly 200 to give you a ballpark estimate. And yeah, you guessed it, since you are limited to posting four pictures per posts, that means there's going to be a ton of posts. Thankfully I have made it easier to navigate to where you want to go with a table of contents. Keep in mind this is not meant to be taken in in one sitting, so take a break and stretch your legs every now and then.
Re: New outfits, decorations, and housing room add-ons (DSL warning!)
I. Housing Room Add-Ons
People like fluff. It's a nice distracting element from the grind. One thing I've seen people make complaints about is how "small" houses are--that there's no room to expand on them and that the hook system holds us back from having different houses. So I then propose an idea to counter this.
Enter room add-ons. The concept here is that you'll be able to "buy" extra rooms for your home. The number of extra rooms you can buy are relative to the type of home. For a standard home you can buy one extra room; for a deluxe home you can buy two extra rooms. For kin halls it's a bit different, which will be explained in greater detail. Rooms will be "barred" from you until you buy them. When you're in decoration mode you'll see a red highlight showing you where the door would go. Once a room is bought a door then appears that you'll be able to use. Rooms will be separate public instances (think Aragorn's room in the Prancing Pony). The resource won't be used unless you unlock it.
Rooms will cost different amounts. In a standard home it will cost a single fee to unlock a new room. In a deluxe home it will cost a single fee to unlock the first room and then another fee double what the first fee was for the second room. Kin halls will have their respective costs, as some purchases will be optional (such as buying a hall on the second stairs and then filling the spaces with extra rooms). The exact cost will be relative to the size of the room you are unlocking. Keep in mind that the more rooms you buy then the more your weekly maintenance will be.
The following features show off suggested places and sizes to have these new rooms. Red outlining shows the first floor while purple outlining shows the second floor (or, in the Elf housing cases, possibly a third floor).
Re: New outfits, decorations, and housing room add-ons (DSL warning!)
i. Man/Dwarf Homes
In case no one has realized, Man homes and Dwarf homes are exact copy and pastes of one another, so don't raise your eyebrows at me for "combining" it into one feature. That's just how they are.
Man/Dwarf Standard Home
Not much to tell. The idea here is to add a sort of small room add on. Turn it into a bathroom, a kitchen, a trophy room, what ever. It's not meant to be large, so it still fits in with the idea that a standard house is just exactly that; largely standard.
Man/Dwarf Deluxe Home
The idea here is to expand on what the standard house is missing. You trade off for what you want your extra room to be in a standard house (can't have both a kitchen and a bathroom). In a deluxe house you are offered the choice to have a fully functional house--at least what ever you choose to use the rooms for. The rooms are also spacious and might offer more hooks instead.
Man/Dwarf Kin Hall
This is where it gets complicated. I wanted to fill in a lot of white space on the bottom floor, but you can't really see it as things overlap with one another. There was one room I couldn't draw since it would confuse you even more, which is a room adjacent to the fireplace room that leads to the stairs, which means there would be three new rooms to buy on the first floor, while the second floor would have five new rooms to buy--two of which are huge and match the size of the first floor hall, bringing it to a toal of eight rooms to purchase.
Re: New outfits, decorations, and housing room add-ons (DSL warning!)
ii. Hobbit Homes
Hobbit Standard Home
Same concept with Man/Dwarf homes. Just a small room to add on.
Hobbit Deluxe Home
Again, virtually identical concept to Man/Dwarf homes. Two extra rooms with an added size to match Man/Dwarf deluxe homes.
Hobbit Kin Hall
I tried to go with the concept that was already there, i.e. small rooms and hallways (except some of the rooms are quite large). A total of nine purchasable add-ons (eight rooms and one hallway).
Re: New outfits, decorations, and housing room add-ons (DSL warning!)
iii. Elf Homes
Elf Standard Home
Just another room on top of the second floor. You get to the third floor just like you do to the second floor--winding stairs.
Elf Deluxe Home
I don't know if anyone noticed, but Elf Deluxe homes are the biggest deluxe homes, which is why the two rooms I add on are small in design like the tower rooms. There's a third floor as well.
Elf Kin Hall
Elf kin halls are also the largest kin halls, which is why all the add ons are on the second floor. A second floor to the bottom tower, a hallway, a large room, a larger room, and three small rooms, totaling seven new add-ons (six rooms and a hallway). The large room at the top will also have a door connecting it to the second floor room.
Last edited by AgamemnonV1; Sep 05 2008 at 12:05 AM.
Re: New outfits, decorations, and housing room add-ons (DSL warning!)
iv. Yards
Every yard is different, though each type of home gets the same number of hooks. The idea here then is to purchase more "land." What this will do is add more hooks for you--more small and large yard slots and, of course, huge and enormous yard slots for kin halls. Just like buying new rooms, your overall maintenance will increase.
v. Hooks
I would eventually love to see Turbine do away with the hook system, but, unfortunately, I do not see it happening unless it is seriously reworked over. Instead, I propose that you can "upgrade" your existing rooms (and your room add-ons) to have more hooks for you to utilize. The same thing would go for yard slots (as well as the new land you would be able to purchase).
Last edited by AgamemnonV1; Sep 15 2008 at 01:18 PM.
Re: New outfits, decorations, and housing room add-ons (DSL warning!)
II. Outfits
NPCs have some great-looking threads. In fact, a lot of NPC clothing looks a lot better than some of the current outfits we have right now. Of course, some look TOO good, which is why I will try to offset that balance with some requirements to obtaining some types of outfits. Keep in mind that some outfits will also have different models depending on gender, while some will be relative to one gender (such as dresses). I'll specify that much. Use this guide to easily browse through the listings of outfits you want to find.
Re: New outfits, decorations, and housing room add-ons (DSL warning!)
#25 Ranger Scout's Outfit Requirements: Kindred with Rangers of Esteldin Gender: Both
#26 Female Ranger's Outfit Requirements: Kindred with Rangers of Esteldin Gender: Female
#27 Ranger Warden's Outfit Requirements: Kindred with Wardens of Annuminas Gender: Both
#28 Ranger Agent's Outfit Requirements to wear: Kindred with Wardens of Annuminas and Rangers of Esteldin Requirements to receive: 100 Battered Arnorian Armour Gender: Both
Re: New outfits, decorations, and housing room add-ons (DSL warning!)
III. Housing Decorations
As mentioned in the beginning, all of these items have been gathered around what's already in the game. Keep in mind that there are A LOT of items, so this table of contents should help you in your navigation.