Feedback: Housing

Endeavour feedback! (as that’s what you said you wanted in this thread)

  • When I tested yesterday it said ‘143 days remaining’ - do endeavours really last that long? That’s several months! On my beta neighbourhood some of the houses still aren’t taken and out of the 5 progress bars 1.5 were filled in. That can only have taken a maximum of 3.5 days. I don’t know if the activity window shows everything but if it does, then it was only a handful of people and 8 tasks. I was imagining we’d get more like a different endeavour each month or something. I figured they’d repeat more to begin with if there were less options in the ‘pool’ but as we have to save up currency it wouldn’t matter if it came back around again.
  • Under Endeavour Tasks it lists like the “quest” and says ‘additional rewards’ and lists ‘neighbourhood favour’ and ‘currency’ but it doesn’t say how much of either we get, nor can we click on the task for more information.
  • The task window is quite small (I can only see 2 endeavour tasks at once). I would appreciate some filters like on the trading post to sort through different tasks.
  • When I went into ‘town’ I found a repeatable quest to do for the endeavour folks. It would be nice if this quest icon appeared on the map. Also, it’s a blue quest icon so I know it’s repeatable but I think it should indicate frequency. Like is it weekly, daily, infinite?
  • I don’t know if it’s because I am in a public neighbourhood with it being beta (I’m intending a guild neighbourhood on live). I know in public neighbourhoods the endeavours are picked automatically but I still would like to see what’s in the ‘pool’. If neighbourhoods can have different ones, and we can visit and use their vendors, I kinda need to know what endeavours actually exist. My neighbourhood had the “Artistic Aid: Blood Elf” but maybe there’s a Void Elf one, or Undead or whatever, but I have zero clue. I need to know what exists, so I know what to try and trawl other neighbourhoods to find unlocked.

NO! ABSOLUTELY NOT!

Housing in WoW shouldn’t make cities empty and players less interacting with the world.

I don’t support the idea of Blizzard devs giving people in a video game they play from home within their player homes NPC characters for auction house and co so they can manage everything from home.

Think about it. You are literally asking for Amazon Prime (Auction House) to be accessible in WoW (game) from your home (housing). Why even play a video game then? Why not just go straight to the DAX and start buying/selling shares?

And there’s still 2 different Auction House mounts IN the game already.

Further feedback for Blizzard

Either add a NPC to re-buy older endeavor unlocks for duplicates OR turn those housing items from Endeavors into recipes people can craft and sell as a product via auction house OR let players buy more copies via gold, once they unlocked the item at the vendor first-time.

As I see it right now from my testing in the beta, Endeavors offer unique items for housing and will be (seemingly) gone and exclusive after that seasonal endeavor ends (festivities aside like Hollows End, Winters Veil etc.)

That means getting your hands on duplicates, especially due to the limited token currency, will be incredibly hard. Players may want to own specific decor items more than once to fit a certain idea within their housing (imagine how hard it would be making a wine shop/collection with just 2-3 elven bottles of wine).

Solution to that would be one of the following options in detail:

  • Allow players to buy more copies of the item with gold once they bought the first one at the Endeavor vendor with the tokens.
  • Turn those items into crafting recipes that can be commissioned (crafter doesn’t need to know the recipe, you are providing it temporarily as a copy) or crafted yourself.
  • Turn those items into crafting recipes that CAN’T be commissioned, but the finished product can be sold on the auction house after a period of exclusivity (assuming an endeavor lasts 160 days, 2 months after end of said endeavor the embargo for trading is lifted for those items)

Add a “middle node” on the house exterior wall for centric Windows/Entrances

Example see: https://imgur.com/a/dgGGu2x

Certain players may want to place their entrance or window centric on the long-side walls of their home. While this may only apply to the current human housing style, this should also be the case for other races housing styles if they use a cubic shape for their architecture.

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Hi,

Here is some feedback for housing:

UI & Navigation Improvements

1. Keep position in lists when changing item styles
When I change the appearance of an exterior item (e.g., a window style), I get sent back to the top of the list after selecting an option. If I want to change it again, I must scroll from the beginning. It would be more user-friendly if the menu stayed at the previously selected position.

2. Clear indication when placing items outside the plot boundary
When I try to place an item outside my plot, there’s no clear visual indicator. The item should turn red or display a warning so I know I’m outside the allowed area. The border of the plot is not very clear.


Item Placement & Building Tools

3. Show seating direction when placing chairs, stools, benches
Seating items don’t show the sitting direction during placement. As a result, after placing the item and sitting on it, I often face the wrong way and have to repeatedly rotate and test it. A visible seating-direction indicator during placement would fix this.

4. Clarify exterior item limit with a visible counter
There seems to be a maximum limit on how many items can be placed outside, but this isn’t communicated clearly. If there is a limit, there should be an item counter (e.g., 100/120 items placed) so players understand their remaining capacity.

5. Add an Undo button
An Undo feature is needed for accidental deletions or misplaced items. This is especially important when modifying rooms: if I resize a room (e.g., from small square to large square), the room and all placed items are removed. If I don’t like the new layout, I have to rebuild everything from scratch.

6. Improve item height behavior on platforms
When placing items on platforms (e.g., the Stormwind round platform), objects default to spawning under the platform instead of on top. I have to manually raise them every time. If I click the item again, it drops under the platform again, repeating the issue. The default placement should snap to the platform surface.


Progression & Rewards

7. Clarify how to obtain new items
It’s not clear where or how to acquire more items, which items are obtainable, or from which sources. A clearer guide, UI indication, or categorization would help.

8. Daily treasure hunt rewards feel unrewarding
The rewards from the daily treasure hunt don’t feel compelling enough to motivate daily participation. Offering more unique or exclusive items—rather than items already available from vendors—would make the activity more worthwhile.

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There’s plenty of stuff already said that I agree on and I will either add to them or potentially repeat a few points just because I find them important to see implemented.

  • Decor previews:

    Currently we’re able to rotate decor items on the horizontal axis but I’d like to be able to rotate them on the vertical axis as well. We can’t see a top down view of most items which is something I’d like to be able to.

  • Movable rooms:

    This has been mentioned before to some degree but we should be able to move our rooms around even if that means temporarily disconnecting another rom. I like to gonwith the flow but the way it’s currently set up, you almost have to have planned your entire floorplan beforehand so that you don’t need to delete a fully customised room just because you decide you want the room in a different location. And another feature that’d make things a little easier is being able to “float” when designing an empty staircase because sometimes it’s easier to work your way down instead of up but that’s incredibly hard without being able to actually move to that floor.

  • Decor vendors:

    This also has been mentioned someway or another before but one issue I’m running into is having to leave the home while designing because I’ve run out of the items I wanted to place. I have no issues scouring Azeroth and beyond to unlock decor pieces but once unlocked, there should be an easier way to purchase more of said decor without spending hours trying to remember where you got it from and then go to that location. This could be done either via a teleport button to those vendors but more preferably, a means of purchase through the Decorate Mode.

Those things aside, I really like the Housing feature and the potential it has to be an amazing creative tool that might reshape the way I RP some of my characters

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Not sure if it’s a bug but it’s quite important so I’ll post it here (also it won’t let me reply to the housing thread I started to try and abide by what feedback you said you wanted in this thread)

Anyway! I have a real concern about Room Placement.

Currently the entryway can’t be detached from whatever room it is connected to. You can delete that room and choose a different one (default is small room, but you can change it) BUT you are then stuck with a) that choice forever, b) that placement forever.

I just tried testing to see if I could move the first ‘small room’ (connected to the entry way) to another place on the housing map - it won’t move.

I tried to see if I could make it switch places with another room - nope won’t do it

You can’t delete the initial room if any other rooms are connected to it. So I can’t just put a blank, placeholder room to change out later, and then make other rooms to build in, because like a house of cards if I ever want to change that first room, everything else will have to go.

Also random point, I find it a shame that for the octagonal room you can only attach new rooms at the standard 4 compass points, rather than off the diagonals, but I get that would be hard.

The biggest issue right now is moving rooms. I know this has been said before, but it bears repeating because of how catastrofic this is going to be, especially in the future when people have unlocked more room and decor budget. Not only is moving rooms made awkward by the need to have them linked at all times to something but so is not being able to Shift select multiple of them at once to move. Others have pointed out how you can’t move or delete the first room you have placed without deleting the rest of your house, but I have noticed that stairwells also cannot be moved, as the game only understands moving one floor at a time instead of the whole thing. This isn’t that big of a deal if you only use a naked stairwell, but if, let’s say, you built an entire room in an empty one, you are screwed. Right now, trying to move stairwells just bugs things out and confused the planner on where each floor is. If something can’t done about all of this until early access I would at least like a post about whether it will be fixed at some point or not so we might know how to plan and design houses around these limitations.

I don’t know if this is intended behavior or not, but increasing stairwell height adds the full cost of a staircase to the room limit, despite increasing its heigh by one floor instead of the two that the base stairwell does.

I really hope that there is going to be a pass on decor costs before release. I know that there already were two on the items purchasable with Honorbound medals and that’s great, but so many more things are pretty expensive for what they are. Lumber costs are especially high, considering how much a node yields. I don’t think a candle should cost 9 lumber or a rug 30!

The “Recruit and Army for (Order Hall)” achievements aren’t awarded retroactively right now, but I presume that will be fixed. Regardless, I think this is a pretty weird achievement considering that to recruit more troops you need to kill your already existing ones and that requires sending them on multiple missions which can take a lot of time and resources.

There is one already. The House icon with the number on the top right corner. Been there since Beta went live.

No idea how much these sentiments have already been shared around (nor how much this forum is looked at by devs), but I wanted to throw in my feedback anyway.

  1. Undo/Redo

This has already been said before, but I can’t overstate how irritating it is to make a mistake and manually having to fix it, it’s more of a QOL feature, but one that could make a considerable difference.

  1. Snapping Decor

Some decor I wish could be snapped together, take the round corner pieces, if I wanted to make a dais or use a piece to connect two square sections, it’d make cleaner decorating much easier.

  1. Multi-Select

Say I have a group of decor I’d like to move all at once, every piece has to be moved one at a time, instead of being able to select multiple pieces.

  1. House Exterior Edges

It can be very hard to tell where the edges of the exterior are, there ought to be something that lets us know where the actual boundaries are.

  1. Flight Mode

Now this can be replicated with Steady Skyriding (at least outside), but it would make a wonderful difference to actually get different viewpoints or when creating vertical structures.

  1. Planner Mode

This will probably be more contentious, but I’d love to have a mode where I’m able to place down any furniture that I’d like to have in my house, only viewable in this mode but not actually in the house. It would allow players to plan out their furnishings, and then hunt out in the world for those pieces, where they can be automatically placed in once acquired.

I’m still very much excited for Housing, and while it’s mostly feature complete, these are points that I earnestly feel would benefit the experience altogether.

I would really like to see an option to dye the walls, doors and pillars (decor objects) to have more creative freedom in aesthetics.

2 Likes

So I tried to copy/paste a post I made on the US forums but thought worth repeating here. That didn’t work. I tried linking the post here but that didn’t work either, so I guess retyping is the way to go:

I’m a long term guild leader. I have been part of the same guild since 2009 and, for the majority of that time, have been leading it. I created and maintain two websites, Facebook page, guild discord and a silly number of google docs. I also contribute (rather minimally :P) to a guild addon discord (because a lot of guild leaders feel the default guild UI is inadequate), and run my own Guild Leaders discord with guild leaders and officers from both the EU and US.

As guild leaders, we have multiple concerns in relation to guild neighbourhoods. The majority of these concerns revolve around things that, originally, Blizzard said were going to be provided however, when testing on both PTR and now Beta, have failed to materialise.

These essentially boil down to

  1. A lack of control over guild neighbourhoods, ie, there are only two states for guild neighbourhoods - is, or is not. There is no control over which members may select a plot in the guild neighbourhood. There is no rank control (for example, only certain ranks able to select a plot), and there is no individual control (for example an individual cannot be removed from a plot without being removed from the guild).
  2. A lack of control over guild neighbourhood “layers”, ie, it appears additional layers will spin up automatically, whether wanted or not, when the neighbourhood gets to a set capacity.

Now initially, neither of these seem to be an issue, until you consider the possibilities and are aware of the inherent problems.

As far as layers are concerned, every layer is a “blank copy” of the first. Same plots, same NPCs, same endeavour with, I’m going to assume, the same endeavor progression. One of the main points behind neighbourhoods was “being neighbourly” .. having a busy neighbourhood with other guild members around, being active. However, guilds with additional layers will have their members split, never seeing one another unless they make the effort to go “visit” the other layer.

Some guilds may want to restrict their neighbourhood to only one “layer” - either because they know they’ll only have less than 55 members who want a plot and don’t want members utilising that second layer, or because they would like to reserve the guild neighbourhood as a rank reward rather than opening it up to trial members, for example.

A lot of the issues with layers, potentially, could be resolved by simply having “hub” areas in a neighbourhood with multiple layers be unphased - members on all layers could see and interact with each other near vendors and NPC areas.

The lack of controls, I feel, is a bigger issue.

Partly from an initial opening up point of view - it would have been nice to be able to select your more longstanding members to have the option to pick a guild plot first, before newer members, opening it up on a rank by rank basis. This also links back to the potential that some guilds might only want specific ranks to have a plot (ie, not trial members), especially in relation to plot numbers/potential additional layers.

But also simply from a maintenance point of view. I come across very few guilds that have been around a while who DO NOT have a few guild members who are currently inactive, but who are intending (or are considered likely) to come back again. Be it real life issues or perhaps taking a time-out from WoW. But it seems a shame that these inactive members could be sitting on a plot in a potentially fairly full neighbourhood, when someone else wants it. A guild leader’s only choices then are to either write that plot off in the hope the inactive member returns or remove that temporarily inactive member from the guild. Which seems a bit harsh.

From what I have heard, Charter neighbourhood managers/admin will have the ability to remove someone from their neighbourhood. So why can’t guild leaders?

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The pricing on your housing items, transmog system and overall daily usage things is simply way too high.

800k gold to buy all transmog slots ?!
Have you forgotten this is a ROLEPLAYING game ?!

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agreed, housing items are way too expensive, a basic table or such shouldn’t cost as much as an epic weapon to craft, items from previous expansion currency are also very random in cost, bfa or shadowlands items will be way to expensive to get.

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And have you in turn forgotten what “long-term motivation” is?

Your “long-term motivation” will result in nobody bothering with housing whatsoever.

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Maybe you wanna take a look at ESO and how much time and effort people spend leveling up escavations and hunting for artifacts. Or literally any other game with a grind (which includes WoW).

When I joined the game, I spent 7 weeks playing the old Legion raids just to get the heroic Paladin set of Antorus complete.

People will play for it, like it or not. It just won’t be the type of player you are.

Nobody said anything about not playing for it.
Not sure where you even read that.
Doing content to get access to items and using them in housing, is absolutely fine.

Fleecing us for gold or real money to use housing, not so much.
And the prices on the vendors for even just some basic stuff have been outrageous.

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You call 100 gold for a Tree outrageous? That’s literally killing 4 bosses in a dungeon at worst on normal and some mobs.

only the most basic stuff is cheap, most decent items are in the 500-5000 gold a piece. as for crafted items, if you want 4 lamps in your yard, be prepared to collect 80 gems, 20 old raid drops and a load of ore and wood.

I see nothing wrong with this.

some unique or special items being expensive is fine, most stuff in crafting being insanely expensive and then considering you often need several to get a style across the whole house is dumb, if you see nothing wrong with this, then you are likely just not interested in housing or trolling