But they are going to change hotels that it'll private contain room for every character, looks like special location, so you don't need to make alot floors and rooms.
I love hotels, and I want them to become the dominant form of player housing. They just need more fleshing out as a feature. I'm sick of you creepy hermits living in solitary confinement. I'm pushing you out of your grubby little tent into the real world. The more we bundle players into hotels, the more they come into regular contact with each other, the more players interact. We also suck more money out of the economy, which is never a bad thing. Just a few small suggestions I hope might make it in before the Wipe.So, here's what I've got:1. Reno. Whole mess of unused hotels there. Why not copy/paste the first floor of the Shark club, and make it go up four or five floors? Sure, Reno's dangerous, but that's the tradeoff of having so many rooms! Living in the slums! Sexy! Exciting! Same with the Desperado. Right now it's only one floor, I say why not THREE FLOORS?2. Basements. It saves having to redesign the Hub's Maltese Falcon and make it several stories high (though that would be much cooler). Find a currently existing hotel, and stick a few basement levels down there. Or a few upstairs levels - I don't think anybody's going to get too angry that the building exterior hasn't been redesigned. Quick and dirty, but it will make a huge difference.3. Motels. Guarded hotels that exist on the outskirts of every town to encourage people to settle near TC towns without the risk of respawning in a town during a firefight.4. Nobody can go into your hotel room but you. People running into other people's hotel room and getting trapped is stupid as hell. Make it so using your hotel door brings up a dialogue window, you choose to enter and it just teleports you inside.5. Ask how many days you have left. I'm pretty sure this feature doesn't exist. It would just be nice to know how many more days your rent is covered for.6. Ability to resign your hotel room. Self explanatory.