Judas Helviaryn wrote: »Don't incorporate bugs into your builds, and you won't have [an] issue.
To expand on this point...It makes sense in a way. It may look like there are a lot of assets in a normal worldspace, but that worldspace is mostly the same for all the players so the server only has to save one or two copies of it. A zone like a house is bound to have a few hundred thousand different instances that need to be saved. 5000 ESO+ subscribers filling a small house is a million items alone.
Limit on inventory and bank space makes sense, it has to be in server memory all the time you are logged in.It makes sense in a way. It may look like there are a lot of assets in a normal worldspace, but that worldspace is mostly the same for all the players so the server only has to save one or two copies of it. A zone like a house is bound to have a few hundred thousand different instances that need to be saved. 5000 ESO+ subscribers filling a small house is a million items alone.
It makes sense in a way. It may look like there are a lot of assets in a normal worldspace, but that worldspace is mostly the same for all the players so the server only has to save one or two copies of it. A zone like a house is bound to have a few hundred thousand different instances that need to be saved. 5000 ESO+ subscribers filling a small house is a million items alone.
Se my calculations above.Tommy_The_Gun wrote: »"Is there a reason why house items limit is capped?"
Those information are stored on a server (not your local hard drive). Every item needs information about:
- Item ID
- Position x,y,z
- Rotation x,y,z
Imagine a situation where you have all houses unlocked and all "full" (no more room for any new furnitures).
Now multiply this by the number of players - and you will probably get like a 10 Petabyte of data... that is a lot eh ?
It makes sense in a way. It may look like there are a lot of assets in a normal worldspace, but that worldspace is mostly the same for all the players so the server only has to save one or two copies of it. A zone like a house is bound to have a few hundred thousand different instances that need to be saved. 5000 ESO+ subscribers filling a small house is a million items alone.
Tommy_The_Gun wrote: »"Is there a reason why house items limit is capped?"
Those information are stored on a server (not your local hard drive). Every item needs information about:
- Item ID
- Position x,y,z
- Rotation x,y,z
Imagine a situation where you have all houses unlocked and all "full" (no more room for any new furnitures).
Now multiply this by the number of players - and you will probably get like a 10 Petabyte of data... that is a lot eh ?