At the same time, construction has many benefits to offer to players; It can provide access to skilling opportunities such as cooking, some combat experience, prayer (which is hands down the best way to train prayer with the gilded altars). It also provides utility in form of transportation with the use of portals and weapons testing within the dungeon. On top of that its a great way to show off your skills and accomplishments with rooms like the skills room and quests room.
From this standpoint, constructions core purpose is for
1.) Skilling
2.) Utility
3.) Showing off
and all future updates to construction should revolve around these principles.
That said, our player owned home is our house, and what we choose to fill it with is entirely up to our discretion. We could put in our own farms to harvest herbs and crops right there, place in a smithing station to build new equipment wherever, a training room to help with our combat stations. We could fill it with contraptions that make things like high alchemy runs be performed automatically without dealing with the clicking needed to go through it.
On the topic of utility, you could have functions that exist both inside and outside the player owned home. You could add more banking options like storing excess seeds and herbs within a room of the house, or more teleportation destinations and options. You could have global hotspots that allow players to work together to create temporary bridges, ladders, and stairs over agility shortcuts or many other common obstacles that waste players time.
Construction largely hits the nail on the head (no pun intended, but welcome anyways) when it comes to showing off. However you could have a room dedicated to showcase your highest skills, your best items, to further rub your wealth into other peoples faces.
If we look at construction from this standpoint, we are sure to generate some good ideas and additions to this skill of great potential.
18-Feb-2019 21:15:53