
Home Sweet Azeroth: Is Player Housing Enough to Keep Us Playing?
Player Housing Lands — First Week Reactions
Welcome to our recap of Episode 66 of Around the Mage Table, where the hosts dig into the launch of Player Housing in patch 11.2.7, the minor launch bugs, and what this new feature means for the coming months ahead of Midnight. If you missed the podcast, here’s a concise, reader-friendly summary with context, tips, and ideas from the show.
Patch 11.2.7: Launch Notes and Early Bugs
- There was an extended maintenance window that created early confusion, but servers opened without the catastrophic issues some feared.
- Players reported a handful of quirks: certain mounts with the new Velocirig/Velocidrake animations zooming the camera oddly, and a few neighborhoods having temporary login/hopping issues early on.
- Some players discovered floating houses — intentional physics quirks or exploits that made houses levitate — and a couple of individual housing instances appearing broken or unstable.
All in all, the consensus on the show was that Blizzard managed a relatively stable rollout compared to previous mid‑patch updates, though specific bugs (especially cosmetic/animation ones) remain.
First Impressions of Player Housing
The hosts agreed that Player Housing largely exceeded expectations. Customization tools and the breadth of items available made early builds feel satisfying. People are already sharing creative interiors and exterior designs across Reddit and social channels — from classic "male living space" jokes to elaborate elven mansions.
- What worked: lots of decorative items, meaningful callbacks to older content, and a strong foundation for roleplay and social hubs.
- What’s missing: exterior structural pieces feel limited at current decor point caps, making it hard to realize larger visions for yards and façades.
Housing feels fun now, but some hosts cautioned that it needs an ongoing loop (or more mechanical value) to remain a persistent destination rather than a short-lived hobby.
Economy & Professions: The Gold Rush (and After)
Player Housing briefly sparked a gold rush. Professions that craft decor items — telescopes, hot tubs, fountains, and lighting — sold for high prices during the first 24–72 hours. Notable points from the show:
- High-margin items: Nightspire Fountain and other decor pieces that required rare reagents (e.g., Blood of Sargeras) fetched big stacks of gold initially.
- Low-effort gains: Lumber, string lights and repeatable small items were easy to farm and sold consistently, though prices corrected fast after the initial spike.
- Market dynamics: Early adopters made good gold, but the market is leveling — expect a second wave of demand when Midnight brings new housing types (like Blood Elf architecture).
Tip from the show: if you missed the first wave, consider stocking thematic items ahead of the expansion (e.g., blood-elf-themed props) rather than chasing the now-dwindling hot-ticket items.
Gameplay Value: Suggestions from the Table
Hosts debated what would make Player Housing more than just a cosmetic playground. Several practical, low‑lift suggestions were highlighted that fit existing systems:
- Transmog closet inside your home — players should be able to change outfits in their house without trekking to a city.
- Functional workstations (anvil, crafting bench, portable transmog/stables) that mirror items we already carry as portable tools.
- Small gameplay loops: garden harvesting, trophy fishing, or neighborhood endeavors that reward renown-like progress without creating a full garrison economy.
- Pet stables or display areas that give trivial but meaningful utility — a place to store/show pets and mounts.
The hosts emphasized that these additions don't need to be power-bending; they merely need to make the house feel like a living, useful space.
Neighborhoods, Aesthetics, and the Road to Midnight
One recurring theme was the visual identity of neighborhoods. Concept art like Silvermoon districts and diverse architectural styles raised questions: will multiple themed neighborhoods dilute population flow across housing islands? Or will localized clusters (e.g., Horde jungle islands, Elf-themed courtyards) enhance roleplay and community hubs?
Looking ahead, the panel expects a strong second wave of housing activity around Midnight, when new architectural sets and themed items arrive — and when many players will revisit their plots to reskin or reconfigure homes.
Bottom line: Player Housing is a welcome, well‑executed addition that already offers fun and value, especially for creative players and crafters. To become a long-term staple rather than a seasonal pastime, it needs modest functional features and a steady flow of new decor/content coming through the next few months.
Want the full discussion — including the crew’s funniest housing moments, server tips for buying hot tubs, and a deeper dive into profession profits? Listen to the complete Episode 66 of Around the Mage Table to hear it all.
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This article is based on our podcast discussion. Listen to the full episode for more insights!
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