Maintenance for the week of November 25:
• [COMPLETE] PC/Mac: NA and EU megaservers for maintenance – November 25, 4:00AM EST (9:00 UTC) - 7:00AM EST (12:00 UTC)
• Xbox: NA and EU megaservers for maintenance – November 27, 6:00AM EST (11:00 UTC) - 9:00AM EST (14:00 UTC)
• PlayStation®: NA and EU megaservers for maintenance – November 27, 6:00AM EST (11:00 UTC) - 9:00AM EST (14:00 UTC)

PTS Update 42 - Feedback Thread for Mail Expiration Changes

  • Kelinmiriel
    Kelinmiriel
    ✭✭✭✭
    jcaceresw wrote: »
    You want to fix the database problem? I can give you some suggestions that will HELP players instead of hurt.

    Remove box opening cooldowns!

    How many of us store Rewards of the Worthy, Siegemaster Coffers, and many other containers, either on our characters or in our mail, because if we open more than one PER DAY, PER ACCOUNT, we lose something valuable from them?

    Stop punishing us, and the database, by this practice!

    You could also remove code to check how long it's been since we opened the boxes. So, better performance. Plus, it's unfair to players who don't know they're missing on something if they don't wait, or can't keep track of whether they've already opened their daily box. (I use the Item Cooldown Tracker addon, but console players don't have that option.)

    Better they remove any cooldown for motifs and boxes. It's a better solution for everyone.

    Yes, I did intend those as well, under "many other containers". Thanks for specifying it though, in case it wasn't clear.
    Event Tracker addon (PC NA/EU)
    Helps you keep track of your Event Tickets, so you don't miss any. Double XP on events is PASSIVE now!!
  • Narvuntien
    Narvuntien
    ✭✭✭✭✭
    ✭✭
    I survive as a player without ESO+ by jungling stuff through my guild stores and mail for 60 days, and they are changing both to just 7 days and 14 days respectively. I can't handle these events already with all the stuff you get, and every new motif has a new motif stone and I can't PVP if these changes go ahead, I can't do tails of tribute I don't have the inventory space for this stuff.

    I feel like I am being targeted specifically with these changes, this will change will make the free play experience significantly more difficult, it makes me feel like I am being forced to pay to play (like many other MMOS), when not having to pay to play is a big reason as to why I chose to play this MMO in particular.

    I need more inventory space (or less junk thrown at me during events)
    Edited by Narvuntien on 30 April 2024 07:59
  • Sordidfairytale
    Sordidfairytale
    ✭✭✭✭✭
    Your suggestion; I list an item for two weeks, it doesn't sell, I get the item emailed back and I list it again for another two weeks.

    This would be the same as listing the item for 4 weeks, but with your changes I have more interactions with the server in a shorter amount of time.

    Removing the expiration on the listing would reduce the server interaction. If I keep listing the same 30 items every two weeks at incredibly high prices I'm doing more to the servers than if I placed those items for sale once.

    You could take this a step further and now the gold from the sale takes the place of the listing, so now in order to collect, I need to interact with the trader to receive the gold. And I'm unable to list additional items until I receive the gold from my previous sales.

    The mail server interaction is completely removed from the process.
    Edited by Sordidfairytale on 30 April 2024 08:12
    The Vegemite Knight

    "if the skeleton kills you, your dps is too low." ~STEVIL

    The Elder World of WarScrollCraft Online ~joaaocaampos
  • Bucky_13
    Bucky_13
    ✭✭✭✭✭
    ZOS_Kevin wrote: »
    Hello, All. We have received a lot of feedback regarding the changes to the Mail expiration timers on the PTS. We understand the concerns raised around shortening Mail timers, specifically in instances where a player may need to step away from the game for an extended period of time, and that with this shortened window they may miss items or gold coming from Guild Traders through the Mail.

    As we reviewed this feedback and investigated those concerns, our data revealed that the vast majority of items listed at Guild Traders sell within a week. If an item does not sell by then, it typically doesn't sell during that listing period. In light of this, Guild Trader listings will now be reduced from 30 to 14 days. All Mail expiration timers will remain at 14 days. To be clear, the timer for Mail expiration will be 14 days from when the item sells or is returned to the player. A Guild Trader listing will expire 14 days from when an item is listed. This will affect all new Mail items and Guild Trader listings from U42 launch onward.

    We understand that this may not be the news some of you were hoping to hear, and want to provide context for this decision. Based on the data of how quickly items typically sell, the team felt that 30 days for Guild Trader listings was unnecessarily long, and reducing the Mail expiration timers and the Guild Trader listings will allow for improvements in server performance by reducing strain on the database.

    If you plan on being away from the game for an extended period, we recommend taking those personal plans into account when making decisions regarding Guild Trader listings.

    We hope this information has been insightful, and as always, you are welcome to leave additional feedback in the PTS section of the Forums.

    So, I too think this is a subpar change. I would like to offer a suggestion that would most likely lessen the listing times for trade listings without angering most of the traders.

    Allow us to set listing time at say, 3 days, 7 days, 14 days, 30 days. Adjust the posting fee so that 14 days are equal to the current listing fee for 30 days. Adjust 3, 7 & 30 days post fees to be either cheaper or more expensive depending on how long we list the item for.

    This will encourage us to post items for shorter durations since we will pay less for it, whenever we think they will sell in that time frame. But it will also allow us to post slower selling items for 30 days, or fill up our slots if we expect to be offline for a longer duration, say vacation, at a higher cost.

    The most likely outcome of this would be that a lot of items that are expected to sell fast will be posted at shorter durations, since we would have an incentive to not use 30 days unless needed.

    As for mail in inbox, gold and unsold items from traders should stay at 30 days unless a player logs in. It will really impact players on say, vacation poorly. Changing the timer so that when a player logs in, it gets cut down to 7 or 14 days remaining would be fair.
  • nenekotanb16_ESO
    nenekotanb16_ESO
    ✭✭✭
    ZOS_Kevin wrote: »
    Hello, All. We have received a lot of feedback regarding the changes to the Mail expiration timers on the PTS. We understand the concerns raised around shortening Mail timers, specifically in instances where a player may need to step away from the game for an extended period of time, and that with this shortened window they may miss items or gold coming from Guild Traders through the Mail.

    As we reviewed this feedback and investigated those concerns, our data revealed that the vast majority of items listed at Guild Traders sell within a week. If an item does not sell by then, it typically doesn't sell during that listing period. In light of this, Guild Trader listings will now be reduced from 30 to 14 days. All Mail expiration timers will remain at 14 days. To be clear, the timer for Mail expiration will be 14 days from when the item sells or is returned to the player. A Guild Trader listing will expire 14 days from when an item is listed. This will affect all new Mail items and Guild Trader listings from U42 launch onward.

    We understand that this may not be the news some of you were hoping to hear, and want to provide context for this decision. Based on the data of how quickly items typically sell, the team felt that 30 days for Guild Trader listings was unnecessarily long, and reducing the Mail expiration timers and the Guild Trader listings will allow for improvements in server performance by reducing strain on the database.

    If you plan on being away from the game for an extended period, we recommend taking those personal plans into account when making decisions regarding Guild Trader listings.

    We hope this information has been insightful, and as always, you are welcome to leave additional feedback in the PTS section of the Forums.

    I think you've stared yourself blind on the data, forgetting the impact on the actual users. I would not have needed to do any data analysis to tell you that most items sell within the first week. I can even tell you this will be the same for probably every MMO.

    If an item is well priced and popular, it will sell fast (within that week). If an item is badly priced, it might never sell. Fine, but how about items that are well priced and not popular, like expensive (style) motifs? That common use case is now made severely worse.

    You really should consider having a default 14 day listing (maybe with 0.5% fee) and a 30 day (or longer) listing with 1% fee for less popular items, or when people are taking a holiday.
  • code65536
    code65536
    ✭✭✭✭✭
    ✭✭✭✭✭
    ZOS_Kevin wrote: »
    As we reviewed this feedback and investigated those concerns, our data revealed that the vast majority of items listed at Guild Traders sell within a week. If an item does not sell by then, it typically doesn't sell during that listing period.

    @ZOS_Kevin I'm genuinely curious about how your data looks like if it was broken down into categories.

    How quickly do commodities like materials sell? There are probably less than 100 relevant materials.

    How quickly do motif chapters sell? There are over 1500 unique ones, so the market for a specific chapter is quite small in comparison to the market for something like Dreugh Wax.

    How quickly do furnishing plans sell? There are nearly twice as many unique plans as there are unique motif chapters, making this a even more fragmented and specialized market.

    What about set items? Similar to furnishing plans, there are thousands of pieces of BoE gear to collect, and the market for any specific item is going to be quite small.

    My gut instinct tells me that commodities will move quickly, and that your stats are likely an accurate reflection of what goes on in the commodities market. But my instincts also say that this is likely untrue for the market for low-volume specialized items.

    So I'm curious: What does your data tell you, if you were to segment that data by item type?
    Nightfighters ― PC/NA and PC/EU

    Dungeons and Trials:
    Personal best scores:
    Dungeon trifectas:
    Media: YouTubeTwitch
  • allochthons
    allochthons
    ✭✭✭✭
    JHartEllis wrote: »
    A simple mail improvement could be to send out 5 Rewards for the Worthy boxes every 100,000 AP in one consolidated mail. That would reduce system mails for this by 80% while keeping reward math predictable.

    Ug, no. One playstyle (that most of my friends use) is to go into Cyrodiil only to get to Tier 1 (25K AP) for the transmutes. Your suggestion would remove us completely from RfTW mail.

    Unless it was 100K per ACCOUNT, not Toon, and I can't imagine ZoS making that change.
    She/They
    PS5/NA
  • code65536
    code65536
    ✭✭✭✭✭
    ✭✭✭✭✭
    JHartEllis wrote: »
    A simple mail improvement could be to send out 5 Rewards for the Worthy boxes every 100,000 AP in one consolidated mail. That would reduce system mails for this by 80% while keeping reward math predictable.

    Ug, no. One playstyle (that most of my friends use) is to go into Cyrodiil only to get to Tier 1 (25K AP) for the transmutes. Your suggestion would remove us completely from RfTW mail.

    Unless it was 100K per ACCOUNT, not Toon, and I can't imagine ZoS making that change.

    JHart's consolidation would just mean a delayed reward.

    The AP for RftW mail does not have to be all done in one session, and progress is saved and continued across sessions. For example, if you jumped into Cyrodiil only once per month to earn just 5K AP per session, then you will still get a RftW mail at the end of the 5th session, after you hit that cumulative total of 25K AP.
    Edited by code65536 on 30 April 2024 12:41
    Nightfighters ― PC/NA and PC/EU

    Dungeons and Trials:
    Personal best scores:
    Dungeon trifectas:
    Media: YouTubeTwitch
  • allochthons
    allochthons
    ✭✭✭✭
    code65536 wrote: »
    JHart's consolidation would just mean a delayed reward.

    The AP for RftW mail does not have to be all done in one session, and progress is saved and continued across sessions. For example, if you jumped into Cyrodiil only once per month to earn just 5K AP per session, then you will still get a RftW mail at the end of the 5th session, after you hit that cumulative total of 25K AP.

    This is true now? The 25K for RfTW mail extends across a monthly campaign? I've never experienced that. It's always seemed to be for the campaign only, and the RfTW resets at the end of the campaign.

    However, I have limited data, as I said, I only PvP on occasion, and in a very specific way. And I could very easily have the wrong impression.

    She/They
    PS5/NA
  • Sylvia211264
    Sylvia211264
    ✭✭✭
    Really, I don't understand. why this has to be changed. It works fine as it is. And this can not be the (only) solution to make the server performance better. Maybe or for sure there are other ways to fix the performance. I don't agree with this changes.
  • code65536
    code65536
    ✭✭✭✭✭
    ✭✭✭✭✭
    code65536 wrote: »
    JHart's consolidation would just mean a delayed reward.

    The AP for RftW mail does not have to be all done in one session, and progress is saved and continued across sessions. For example, if you jumped into Cyrodiil only once per month to earn just 5K AP per session, then you will still get a RftW mail at the end of the 5th session, after you hit that cumulative total of 25K AP.

    This is true now? The 25K for RfTW mail extends across a monthly campaign? I've never experienced that. It's always seemed to be for the campaign only, and the RfTW resets at the end of the campaign.

    However, I have limited data, as I said, I only PvP on occasion, and in a very specific way. And I could very easily have the wrong impression.

    It's the way RftW has always worked for years and years. For example, a few months ago, I took a character into Cyrodiil to get skyshards. Along the way, I got a little bit of AP. Not much, just a few K. But I got a RftW mail, because I had credit built up on that character from long ago.

    Also, the credit for RftW comes from all sources. AP from any Cyrodiil campaign, from IC, and from BGs are all added to the same (invisible) RftW progress meter that each character has.
    Edited by code65536 on 30 April 2024 13:24
    Nightfighters ― PC/NA and PC/EU

    Dungeons and Trials:
    Personal best scores:
    Dungeon trifectas:
    Media: YouTubeTwitch
  • Horny_Poney
    Horny_Poney
    ✭✭✭
    Reminder: on console we have nothing to check market prices, except visiting all guild traders one by one. If this is not fun to do once per month, it still won’t be fun to do it twice.
  • Ilumia
    Ilumia
    ✭✭✭✭✭

    I'd like to request a new dance emote, to be called the Whiskey Tango Foxtrot.


    The way zos reads player feedback, they'll make that emote and dump it on us, while announcing that to improve server performance they've decided to cut half of our inventory spaces.
  • Turtle_Bot
    Turtle_Bot
    ✭✭✭✭✭
    ✭✭
    ZOS_Kevin wrote: »
    Hello, All. We have received a lot of feedback regarding the changes to the Mail expiration timers on the PTS. We understand the concerns raised around shortening Mail timers, specifically in instances where a player may need to step away from the game for an extended period of time, and that with this shortened window they may miss items or gold coming from Guild Traders through the Mail.

    As we reviewed this feedback and investigated those concerns, our data revealed that the vast majority of items listed at Guild Traders sell within a week. If an item does not sell by then, it typically doesn't sell during that listing period. In light of this, Guild Trader listings will now be reduced from 30 to 14 days. All Mail expiration timers will remain at 14 days. To be clear, the timer for Mail expiration will be 14 days from when the item sells or is returned to the player. A Guild Trader listing will expire 14 days from when an item is listed. This will affect all new Mail items and Guild Trader listings from U42 launch onward.

    We understand that this may not be the news some of you were hoping to hear, and want to provide context for this decision. Based on the data of how quickly items typically sell, the team felt that 30 days for Guild Trader listings was unnecessarily long, and reducing the Mail expiration timers and the Guild Trader listings will allow for improvements in server performance by reducing strain on the database.

    If you plan on being away from the game for an extended period, we recommend taking those personal plans into account when making decisions regarding Guild Trader listings.

    We hope this information has been insightful, and as always, you are welcome to leave additional feedback in the PTS section of the Forums.

    Part of the reason so many guilds have listings, even when they don't have guild traders, is because players are forced to use guild banks and guild stores as "additional inventory space" because the inventory is so horrible to manage.
    With the changes to siege weapons, allowing them to stack, this will go some way towards helping address this issue, but there are still many things that still need addressing, treasure maps, consumables, etc.
    - Treasure maps really should be allowed to stack and it just reduces the number of maps in the stack by 1 when you dig up the treasure.
    - Consumables (potions, food, soul gems and poisons) should really have a stack size limit much larger than their current limits (200, 100, 200 and 1000 respectively) or have their own tab in the inventory (similar to the craft bag). All of these consumables are typically crafted or gathered and used in huge numbers (just like crafting materials) and when not used, they can build up very quickly, taking up multiple slots in inventories.
    This becomes especially relevant when players don't have access to the craft bag to store away the millions of crafting materials that accumulate such as the thousands of style items and the many thousands upon thousands of refined crafting materials that accumulate.

    Allowing players to store items more efficiently in their inventories would go a long way towards reducing the need for so many resources of the data center being devoted to guild stores/mail.

    Another option could be to have system mail that has attached items/gold (which guild sales, rewards for worthy and trader listings fall under), automatically open and take the items upon expiring (as long as there is an inventory spot free on that players most recent logged in character) and resetting the 14 day timer only if that player characters inventory is full (timer only resets once).
    This way if a player cannot log in for 15 days, they won't miss out on anything they sell on the first day they couldn't log in, having the 14 day mail timer only reset once and only if that players last logged in character inventory was completely full, this should reduce the load by a lot without causing player items/gold to simply vanish.
  • Rishikesa108
    Rishikesa108
    ✭✭✭✭✭
    ZOS! Want to drop a bomb on the game's economy? Then go ahead with this crazy change
    Your reasoning doesn't hold up. If you say that most items are sold within the first two weeks... then there is no server congestion caused by the few items remaining unsold after the first two weeks...
    So this reform is not necessary at all, and it just seems like a punishment for the players, or rather, for the traders.
    It's like the teenager who asks his parents to be allowed to go out on Saturday evening, and his parents instead forbid him to go out on Saturday afternoon!!!
    Man did not weave the web of life – he is merely a strand in it. Whatever he does to the web, he does to himself
  • Necrotech_Master
    Necrotech_Master
    ✭✭✭✭✭
    ✭✭✭✭✭
    while i can see the 2 week listing time being a pain point for a lot of people, for me personally i dont really see a big problem with it

    im honestly kind of glad ill be getting unsold items back faster, as the price on some items changes almost weekly, the listing fee is almost nothing, unless your trying to sell something at like more than a million gold

    half the time if an item doesnt sell in 2-3 weeks, i usually end up relisting it myself, especially if the price has fluctuated on an item significantly
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • reazea
    reazea
    ✭✭✭✭✭
    ZOS_Kevin wrote: »
    Hello, All. We have received a lot of feedback regarding the changes to the Mail expiration timers on the PTS. We understand the concerns raised around shortening Mail timers, specifically in instances where a player may need to step away from the game for an extended period of time, and that with this shortened window they may miss items or gold coming from Guild Traders through the Mail.

    As we reviewed this feedback and investigated those concerns, our data revealed that the vast majority of items listed at Guild Traders sell within a week. If an item does not sell by then, it typically doesn't sell during that listing period. In light of this, Guild Trader listings will now be reduced from 30 to 14 days. All Mail expiration timers will remain at 14 days. To be clear, the timer for Mail expiration will be 14 days from when the item sells or is returned to the player. A Guild Trader listing will expire 14 days from when an item is listed. This will affect all new Mail items and Guild Trader listings from U42 launch onward.

    We understand that this may not be the news some of you were hoping to hear, and want to provide context for this decision. Based on the data of how quickly items typically sell, the team felt that 30 days for Guild Trader listings was unnecessarily long, and reducing the Mail expiration timers and the Guild Trader listings will allow for improvements in server performance by reducing strain on the database.

    If you plan on being away from the game for an extended period, we recommend taking those personal plans into account when making decisions regarding Guild Trader listings.

    We hope this information has been insightful, and as always, you are welcome to leave additional feedback in the PTS section of the Forums.

    Or, ZOS could invest in more server resources to support the game.
  • Rishikesa108
    Rishikesa108
    ✭✭✭✭✭
    reazea wrote: »
    ZOS_Kevin wrote: »
    Hello, All. We have received a lot of feedback regarding the changes to the Mail expiration timers on the PTS. We understand the concerns raised around shortening Mail timers, specifically in instances where a player may need to step away from the game for an extended period of time, and that with this shortened window they may miss items or gold coming from Guild Traders through the Mail.

    As we reviewed this feedback and investigated those concerns, our data revealed that the vast majority of items listed at Guild Traders sell within a week. If an item does not sell by then, it typically doesn't sell during that listing period. In light of this, Guild Trader listings will now be reduced from 30 to 14 days. All Mail expiration timers will remain at 14 days. To be clear, the timer for Mail expiration will be 14 days from when the item sells or is returned to the player. A Guild Trader listing will expire 14 days from when an item is listed. This will affect all new Mail items and Guild Trader listings from U42 launch onward.

    We understand that this may not be the news some of you were hoping to hear, and want to provide context for this decision. Based on the data of how quickly items typically sell, the team felt that 30 days for Guild Trader listings was unnecessarily long, and reducing the Mail expiration timers and the Guild Trader listings will allow for improvements in server performance by reducing strain on the database.

    If you plan on being away from the game for an extended period, we recommend taking those personal plans into account when making decisions regarding Guild Trader listings.

    We hope this information has been insightful, and as always, you are welcome to leave additional feedback in the PTS section of the Forums.

    Or, ZOS could invest in more server resources to support the game.

    They don't want to...
    Man did not weave the web of life – he is merely a strand in it. Whatever he does to the web, he does to himself
  • thaellin
    thaellin
    ✭✭
    Rare paintings/furnishings, other rare drops... people only buy these when they go looking for them. The only people who would keep relisting a 1m gold item every 14 days are high end traders... and even they are unlikely to keep an item of that value listed. I am not a great trader, but the 'high value' items I have sold tend to stay listed for 20 or more days.

    I imagine this timeline for outcomes
    1. Prices on high value items drop on average as low end traders drop prices to try to get things to move.
    2. Those items will generally be purchased quickly by resale traders, listed again (sooner) with a markup.
    3. The people who want to use the items will wind up paying a similar price, or possibly higher, as these items will start consolidating into fewer trader sources.
    4. People will develop out-of-game trading markets in order to allow long lead sales, then selling outside the guild market system.
    5. Buying a guild trader will be 'silly' at this point, since the trader is an unnecessary massive expense for the guilds.
    6. Guilds now no longer need to raise money for traders, resulting in fewer guild events (auctions, contests, etc).
    7. In game guild-stores homogenize, since the only things worth selling in game are materials. Eventually players realize they can get similar returns on sales in zone chat without listing fees - everything sells fast anyway... why use the trader?

    If this is all you want, you could just eliminate in game traders. That would remove plenty of database overhead.

    After that you could work on eliminating the player database.
  • sarahthes
    sarahthes
    ✭✭✭✭✭
    ✭✭
    thaellin wrote: »
    Rare paintings/furnishings, other rare drops... people only buy these when they go looking for them. The only people who would keep relisting a 1m gold item every 14 days are high end traders... and even they are unlikely to keep an item of that value listed. I am not a great trader, but the 'high value' items I have sold tend to stay listed for 20 or more days.

    I imagine this timeline for outcomes
    1. Prices on high value items drop on average as low end traders drop prices to try to get things to move.
    2. Those items will generally be purchased quickly by resale traders, listed again (sooner) with a markup.
    3. The people who want to use the items will wind up paying a similar price, or possibly higher, as these items will start consolidating into fewer trader sources.
    4. People will develop out-of-game trading markets in order to allow long lead sales, then selling outside the guild market system.
    5. Buying a guild trader will be 'silly' at this point, since the trader is an unnecessary massive expense for the guilds.
    6. Guilds now no longer need to raise money for traders, resulting in fewer guild events (auctions, contests, etc).
    7. In game guild-stores homogenize, since the only things worth selling in game are materials. Eventually players realize they can get similar returns on sales in zone chat without listing fees - everything sells fast anyway... why use the trader?

    If this is all you want, you could just eliminate in game traders. That would remove plenty of database overhead.

    After that you could work on eliminating the player database.

    This is catastrophizing.

    I know for me (a modest trader - I earn 8-15 mill a week), this change will make no difference. I suspect almost all others will be in exactly the same boat. 99% of what I list sells within 24-72 hours. The other stuff I priced too high because I didn't realize something was trending down.
  • allochthons
    allochthons
    ✭✭✭✭
    code65536 wrote: »
    It's the way RftW has always worked for years and years. (snip).
    Thank you for taking the time to explain this. I appreciate it.

    She/They
    PS5/NA
  • code65536
    code65536
    ✭✭✭✭✭
    ✭✭✭✭✭
    @ZOS_Kevin If you guys want a surefire way to reduce database load, please make treasure maps stackable. So if someone has 7 copies of the same map spread across their bank, mail and inventories of multiple alts, each taking up a database entry, stackable maps would reduce those 7 database entries down to just 1. Think of the savings!!!!!!!!
    Nightfighters ― PC/NA and PC/EU

    Dungeons and Trials:
    Personal best scores:
    Dungeon trifectas:
    Media: YouTubeTwitch
  • Trejgon
    Trejgon
    ✭✭✭✭
    Personally from my own experience the only way I could see shortening of those timers to lessen database load would be, if the accessing of the database (when browsing guild trader) was implemented in highly inefficient and unoptimized way, specifically, if searching for specific results were downloading all of data at once. There are methods of optimizing database accessed for big databases, and if any degree of those were actually implemented, then the only result of decreasing the timers I can see would be increasing the strain due to more frequent mass removals and additions to the relevant database.

    Therefore if ZOS developers insist that this change will improve the strain, I can only imagine that those optimizations are not implemented, and would actually advise to start improving database performance, by actually optimizing how data is being accessed in the first place.
  • Varana
    Varana
    ✭✭✭✭✭
    ✭✭✭
    This is also again a very nice example of ZOS gaslighting the player base.

    They announced the mail changes and got overwhelmingly negative feedback.

    Instead of adjusting their plans, they're doubling down with a different change that will dilute the attention, and steer the discussion in a different direction.

    Traders will find a way to work with a shorter listing time. It really sucks but they will adapt, just as players adapt to sweeping combat changes. A lot of people aren't really negatively impacted at all. And so, the negative feedback on mail retention changes is getting buried under debates about trading practices, is mitigated by players who are fine with the change, and drifts out of focus.

    Good job.
  • Jaraal
    Jaraal
    ✭✭✭✭✭
    ✭✭✭✭✭
    Ilumia wrote: »
    The way zos reads player feedback, they'll make that emote and dump it on us, while announcing that to improve server performance they've decided to cut half of our inventory spaces.

    And everybody who doesn't empty their mailbox every day will have a pink permaglow added to their character (at no extra charge).
    RIP Bosmer Nation. 4/4/14 - 2/25/19.
  • Jaraal
    Jaraal
    ✭✭✭✭✭
    ✭✭✭✭✭
    Trejgon wrote: »
    Personally from my own experience the only way I could see shortening of those timers to lessen database load would be, if the accessing of the database (when browsing guild trader) was implemented in highly inefficient and unoptimized way, specifically, if searching for specific results were downloading all of data at once. There are methods of optimizing database accessed for big databases, and if any degree of those were actually implemented, then the only result of decreasing the timers I can see would be increasing the strain due to more frequent mass removals and additions to the relevant database.

    Therefore if ZOS developers insist that this change will improve the strain, I can only imagine that those optimizations are not implemented, and would actually advise to start improving database performance, by actually optimizing how data is being accessed in the first place.

    So instead of having say, 100 mails a week with expiring items or trader sale proceeds, now players will have 200 mails a week, except they will decay twice as fast.

    Makes perfect sense.
    RIP Bosmer Nation. 4/4/14 - 2/25/19.
  • BenevolentBowd
    BenevolentBowd
    ✭✭✭✭✭
    ✭✭✭✭✭
    code65536 wrote: »
    @ZOS_Kevin If you guys want a surefire way to reduce database load, please make treasure maps stackable. So if someone has 7 copies of the same map spread across their bank, mail and inventories of multiple alts, each taking up a database entry, stackable maps would reduce those 7 database entries down to just 1. Think of the savings!!!!!!!!

    #TeamStackableTreasureMaps :smile:
    Megaservers: PC NA (sometimes) / EU (sometimes) Xbox NA (mostly)
    Luxury Furniture Gallery [PC/NA]: Moon-Sugar Meadow
    Website:BenevolentBowd.ca, "Shared My Notes With the World to Help Others"
    ESO Calendarmancer - Retired
    #TeamStackableTreasureMaps
  • Covenant_Nine
    Covenant_Nine
    Soul Shriven
    You don't understand the concerns at all Kevin so please STOP saying and acting like you do. Have you tested the lag on Xbox and PlayStation or just pc? You don’t even have a test server for consoles which you should if you wanted to actually run this game correctly and efficiently.

    I play on Xbox and i played on old console and now currently on new series X. Your lag is because your server and engine are old and outdated regardless of your updates they don’t fix much at all. You wouldn’t even be able to properly test them either as you keep reducing the number of people who can PVP together. Still very outdated and I would start by fixing that.

    You have lag because you have entire worlds and buildings and sounds and structures in the out of bounds areas out side each and every map and every house there are tons of things that could be removed that would help. I’ve seen It many times. I would even be happy to show any one who there what I’m talking about as well.

    You also keep adding hundreds of things to this game but give us no way to store it. So we post it to sell in traders so we have SPACE since no one that works there seems to even play the actual game on console and no one understands what’s it’s like I will break it down for you. Maybe if you gave us more personal character space and more storage boxes for our homes and more bank space and guild bank space we could stack things and put them in there instead of the traders which most of us have multiple accounts to do this because of the lack of space you provide us with.

    Speaking of stacking it’s great that you keep adding things to stack but you really should add maps to this list. Then maybe you wouldn’t have so many clogging up the server causing this lag you speak of. No one that plays cares that you shouldn’t hoard the maps they do it anyways you’re just making the game more difficult to manage by not giving the players what they want and need.

    I personally highly DISAGREE with making the trader 2 weeks instead of 30 days. TERRIBLE decision. Your game is 10 years old and dying why would you want to upset the players that actually stick around. I have 15 accounts. Yes 15. You don’t have as many players as you think. Most of us have more than one account so go ahead and divide whatever number you think you have in half at least. Making the player base work harder is NOT how you keep the game alive. Also you already charge us a fee to list anything so if you do decide to screw us over and cut the time in half you better cut that fee in half too at the bare minimum.

    The trader system is bad as is especially on console and making it worse is how you kill your game. Console doesn’t have mods and add ons to help us. We have a console player (I’d be happy to provide you their contact information you should probably hire them honestly) who made a system for us to look up prices manually that you have to type out on your phone or pc for each item. Then you can price it properly. It takes ALOT OF TIME to price items and sell them and now you want us to do it twice as much? Do you want us to hate the game? I’m not against changes but you if you are going to make these changes you need to make sure you take CARE OF YOUR PLAYERS! If you make it every 14 days then cut the price to post in HALF. Give us add ons or a mod on CONSOLE so we can actually not spend half the day (hours) listing stuff because we have to look up everything ourselves from a third party.

    If you want my opinion on traders here is what I think would be best. You copy what other games do all the time even if you say you don’t. So why not copy how there traders work too? Have 1 trader. 1 place where anyone can sell anything accessible through the bank or the trader posts in town. Any of them. All go to one place and have it where you can compare prices etc. “Then what about the traders you buy each week won’t they become useless?” No they won’t because instead of having them as traders you could use them for guild promotion and have guilds bid on them as advertising with the guild name and outfit all the same but instead of having it just be a trader you click/talk to them and you get to see the guild listing and Information for that guild and a place to apply to that guild. I left some details out but that’s the basic concept.

    You have PC PlayStation and Xbox. You only have PC test server. You have 1 test server for 3 different platforms and 2 of those aren’t getting what PC gets. It’s platformist (platformism is characterized by or showing prejudice, discrimination, or antagonism against players on the basis of their membership on a particular platform or gaming group, typically one that is a minority or marginalized). Stop catering to PC only. It’s not fair to everyone who plays on Xbox and PlayStation. You don’t know the issues on Xbox because you haven’t played it or asked us. You just test PC then punish us. We can’t use mods and fix your screw ups like PC can. We have no way to counter what you do with the game so instead of catering to PC and being Platformist maybe you should ask console players what they need or if we are even having issues. We aren’t having server lag because of traders but how would you know if you don’t ask or play it or let us test it.
    Edited by Covenant_Nine on 30 April 2024 21:28
  • BenevolentBowd
    BenevolentBowd
    ✭✭✭✭✭
    ✭✭✭✭✭
    I see a lot of good feedback that appears to be largely ignored by ZOS.

    I can really relate to the feedback about the correlation to full inboxes and inventory space. The proposed changes would benefit ZOS the most because there seems to be an unspoken expectation they could drive more players to ESO+ subs.

    I may have missed a similar comment because there are a lot of pages, but I haven't seen any one mention the greatest number of mail messages for myself: Hireling mail.

    If a player utilizes all of their character slots like myself, I can generate over 100 hireling mails a day. This is after all of the changes to reduce the hireling message counts.

    If turn off ESO+ and I instantly have a huge problem. My online time shifts from doing writs, collecting shadowy supplier rewards, dragonguard chest, and chatting with my guildies to spending all my time inventory managing my mail so I can read my guild messages and receive mail from other players.

    As a result, I'm finding I'm just grabbing my daily login rewards and dragonguard chest and logging off after getting the info I need for my daily and weekly posts. Heh, if I want to login to a hundred emails to be processed, I can login to my work computer...
    Megaservers: PC NA (sometimes) / EU (sometimes) Xbox NA (mostly)
    Luxury Furniture Gallery [PC/NA]: Moon-Sugar Meadow
    Website:BenevolentBowd.ca, "Shared My Notes With the World to Help Others"
    ESO Calendarmancer - Retired
    #TeamStackableTreasureMaps
  • wolfie1.0.
    wolfie1.0.
    ✭✭✭✭✭
    ✭✭✭
    I see a lot of good feedback that appears to be largely ignored by ZOS.

    I can really relate to the feedback about the correlation to full inboxes and inventory space. The proposed changes would benefit ZOS the most because there seems to be an unspoken expectation they could drive more players to ESO+ subs.

    I may have missed a similar comment because there are a lot of pages, but I haven't seen any one mention the greatest number of mail messages for myself: Hireling mail.

    If a player utilizes all of their character slots like myself, I can generate over 100 hireling mails a day. This is after all of the changes to reduce the hireling message counts.

    If turn off ESO+ and I instantly have a huge problem. My online time shifts from doing writs, collecting shadowy supplier rewards, dragonguard chest, and chatting with my guildies to spending all my time inventory managing my mail so I can read my guild messages and receive mail from other players.

    As a result, I'm finding I'm just grabbing my daily login rewards and dragonguard chest and logging off after getting the info I need for my daily and weekly posts. Heh, if I want to login to a hundred emails to be processed, I can login to my work computer...

    I was actually going to suggest that overhauling the hireling system would eliminate a lot of database entries. Maybe make them account wide and consolidate them to where rewards scale based on the number of characters with the right perks.
Sign In or Register to comment.