i know you guys hate housing and think its too frequently suggested, as well as the fact that a lot of issues with its implementation, but i think i know of a way the CT can add this, if for some reason one day they are sitting on the toilet, and decide "I want to add housing!" Issues with housing suggestions: A lack of space in-game, due to limited space in the Wynncraft world. Adding onto the previous point, it would be inconsistent across different worlds if houses are restricted to certain worlds. A lack of space, on the servers, everyone would need some server space dedicated to their house, which, over time, can get too taxing. Servers will basically be bricked if every individual has a dedicated house mini-server. They're pointless! No one needs housing, and it would be a waste of time and effort. (simply speaking, the cost performance index would be too high) Basically, as well as the initial cost of buying a house, players also need to pay taxes to maintain their house, or else they will automatically be deleted, every player's house should be stored as a .nbt file (structure block file), doing so conserves server space. Houses are not fixed permanently to a world or a mini-server (which wouldn't make sense), as in, they don't stick around even if you pay your taxes, instead, players can summon their houses in certain spaces a la Trove. These spaces are not giant blocks of stones though, instead, they are the houses that can be found sprawled throughout the world, making implementation simpler. Walking out of range of your summoned house will cause it to revert back to the regular house, allowing other players to use the space. A house viable for summoning player houses would have a postbox in front of it, and when walked up to, a message will be displayed (like crafting stations), clicking on it opens a GUI, where you can buy, summon, destroy, or sell your house. Inside the GUI, there is also a slot that automatically pays your taxes for you with emeralds that you insert into it, so you don't have to worry if you go on a vacation. A few good examples of houses that cannot be used to summon your house would be the House of Twain, Drucksh's house, Asher's house, or the Nemract moving house, as NPCs/mobs reside in them or they are important for quests. Depending on the size, a house can cost more or less to buy, summon, or in taxes. The summoning fee can range from 2 EB to 8 EB, taxes for 1 month ranges from 1 LE to 4 LE. Summoning your house will replace the existing house with your house. In addition, due to differences in dimensions, players can only summon their house in a house with the "same" dimensions, of course, these dimensions are not 100% the same, otherwise finding a viable house would be too difficult, and players would conflict too often when it comes to summoning their house. Now, technicalities aside, what can you do with your house? A house can be constructed with materials you harvest, craft, buy, or acquire from mob drops. You can decorate it with furniture, decorations, or blocks, purchased from a Furniture Merchant found in cities like Llevigar, Cinfras, Corkus or Detlas, some of them also sell their own unique furniture, which can sometimes run out of stock. Some other Merchants may also sell Furniture or Decorative items even if they are not primarily a Furniture Merchant. Materials you harvest can be crafted into their stair, slab, wall, fence equivalent. You can hang your items on your walls as trophies, the frame will be purchasable with emeralds as one of the cosmetic furnitures, you can also place head items (like Borange Fluff), which will retain their data when you break them and pick them back up (if that is possible to add). Now, here's the useful, non-cosmetic use for houses (bolded, so you can skip to this if you want) Remember what I said about summoning houses? If you summon your house while on a loot run, you can store a limited (but nonetheless decent) amount of your items and emeralds inside Small Chests, Safes, or Cabinets, purchaseable from Furniture Merchants or other merchants. You can also hire merchants in your house who will help you sell predetermined items, to you or other players, or your own items, to players only. If the merchants sell predetermined items, a portion of the money will go to you, such Merchants include a Bartender, a Bookseller (selling mostly vanity books), and a Powder Master. I contemplated about being able to gather materials in your own house with purchaseable ponds, trees, or veins, but decided that doing so would kill the exploration part of Wynncraft, and cause most players to gather materials in their own house rather than venturing elsewhere to obtain them. for suggesting housing, i am officially now Booboo the Fool. edit: here are some numbers. Let's take the largest structure you can find in-game. It is the Woodland Mansion. This file is 187 kilobytes. Let's say every single player had a unique house the size of a Woodland Mansion, plus each individual possible randomly generated room or hallway (unlikely, but lets just assume they have a house this big, even though they can't.), and lets say, there are 60,000 unique players whom pay their taxes so their houses don't get deleted, even though Wynncraft doesn't even have 60,000 active players. This directly translates to 11.2 GB, which isn't a lot in terms of space. oh and if your house gets deleted, the items stored and displayed will be deposited in your bank, if there is enough space. edit 2: Overall, this was my first shot at a housing suggestion, mostly just to prove it can work while not being a total bore and waste of effort. i think a lot of housing suggestions that try to tackle the issue of server performance just end up making it too simple, the issue with this is that it would be too much time to implement such an insignificant feature. that said, it's still bad, considering the fact that 4 people voted that this was the worst housing suggestion ever.