Remember when the player’s housing system was first exposed, the player teased: “Is this going to be a mortgage in Azeroth?” “Will it be overdue and collected by the system?” Now, the answer has finally been revealed: the house buyout system does not need to be renewed, there is no need to pay rent, and it will not be recycled because it is not online for a long time. The Blizzard design team also said that the price will not be too high, and most players can afford it – “World of Warcraft” is really ready for you to “settle down”. Recently, Jay Hwang, the chief special effects artist of “World of Warcraft”, and an unnamed senior game designer, revealed more details about the player’s housing system in an interview with the French game and e-sports news website Breakflip. From house structure restrictions, access mechanisms, and possible community governance features in the future, the system is already taking shape. Technical limitations: A maximum of three floors in a house In order to avoid server crashes or abuse issues, players’ houses will be limited to a maximum of three floors. This cap is both for performance reasons and to prevent the chaos of “stacked villa” scenes. Players can invite others to visit their homes. Although the upper limit of the number of simultaneous online visitors has not been finalized, Blizzard revealed that the number is “far more than 15 people”. In addition, players will receive a new Hearthstone-like skill that can be returned to their home at any time (the skill has a cooling down and does not affect the use of Hearthstone). Decorative freedom, but does not affect combat effectiveness. For players who are not good at decorating, the system will provide some “prefabricated houses” to choose from. At the same time, Blizzard is also evaluating whether to introduce the sharing and import function of the house layout, so that players can exchange ideas and learn from each other. Some decorations have interactive functions, such as furnaces, cooking fires and anvils, which can be used to create professional skills items. However, Blizzard stressed that the house will not bring any combat power or economic advantages, nor will it add facilities like auction houses that can affect the pace of the game. In the early version, about 60% of the decoration resources will be from existing game materials, and another 40% will be newly developed items. Very few ornaments will be set as rare trophies, such as the throne that a team dungeon finally dropped, but this kind of “show-off furniture” will not become mainstream, and most of the content will be open to ordinary players. At the same time, the mall will sell some house-related ornaments, similar to mounts and illusion systems. But each paid item will have a corresponding in-game free-to-obtain version to avoid the formation of krypton gold barriers. Freehold property rights, no rent required, and the player’s house that really belongs to your “home” adopts a one-time purchase system, which can be owned forever after payment with gold coins. There is no rent, no maintenance fee, and it will not be lost because it is not online for a long time. The development team said that although the pricing has not been made public, the goal is to make it “affordable to the vast majority of players”. What’s more, these houses will not only be personal spaces, but also active communities. Unlike the traditional city center, Blizzard plans to turn the “neighborhood” into a real living area with Azeroth’s NPCs, seasonal activities and interactive content. To prevent disrupting the experience of others (such as someone stacking ten fountains in front of their house to block the neighbor’s view), Blizzard is also studying the introduction of community governance systems, possibly including a “mayor” role, voting mechanisms or collaborative review systems, to improve the fairness and beauty of the community.