ZOS_RichLambert wrote: »As we mentioned when the system launched, the caps are there for performance reasons. We all want the caps to be higher as well and are working to find ways to try and raise them in the future.
ZOS_RichLambert wrote: »As we mentioned when the system launched, the caps are there for performance reasons. We all want the caps to be higher as well and are working to find ways to try and raise them in the future.
A bit weird, we can spend eg. 700 hooks either only inside or only outside of the house and it doesn't affect performance, it's our own choice. So why not giving us 700 pcs. inside and 700 pcs. outside, double the actual number, divided per inside and outside.
Entering house the outside is not rendered in the same time as the instance changes, right? The same in other direction.
I'm not sure if it's an entirely fair statement for ZOS, since they allow us to make a cool residence just by crafting and purchasing everything for gold we earn just by playing game.It is all based around ZOS wanting to squeeze every dollar they can out of you.
notimetocare wrote: »Because all of the house is loaded when you zone in. It is all rendered at the same time
HoloYoitsu wrote: »
GG ZOS.
ZOS_RichLambert wrote: »As we mentioned when the system launched, the caps are there for performance reasons. We all want the caps to be higher as well and are working to find ways to try and raise them in the future.
Bleakraven wrote: »ZOS_RichLambert wrote: »As we mentioned when the system launched, the caps are there for performance reasons. We all want the caps to be higher as well and are working to find ways to try and raise them in the future.
Sure, but for now why not increase it and plaster a warning that we're going over the recomended amount? When someone else visits, have a warning "are you sure? House is over furniture limit, performance issues could happen".
That way players will be responsible if they want to go over the limit....
When you're out in the world, the same data retrieved from the database can be served out to every player in that space. When you're in a Solo dungeon, the same data can be used for any other player who's in that Solo instance. But when you're at home, that data is unique to you, and the server can't do anything else with it, unless you have visitors, in which case they serve it to them as well.. The server memory is finite, so they have a budget for how much memory can be spent on login-unique data, and that will determine how many slots will fit.
And the data that's needed is which item, and where it is (ID, x,yz coordinates, rotations) which is the same amount for a tree or an apple. The solution is more items as pre-fabs, so we don't have to piece stuff together so much. The downside to that is the need for more varieties of item, which makes them harder to find/build, unless each plan lets you build variants. Why not let us have (for example) a bookcase plan that lets us make it with no books, some books, a lot of books (tidy), a lot of books (untidy), etc. People will still add individual items, but most cluttering would use the prefab options.
We need walls instead of individual blocks. Structures we can make with size variations, instead of standing them on blocks to make them taller, Don't take those pieces away, just don't have us need them so often. Build some of the variation into the item, instead of making them assemblies.
ZOS_RichLambert wrote: »As we mentioned when the system launched, the caps are there for performance reasons. We all want the caps to be higher as well and are working to find ways to try and raise them in the future.
notimetocare wrote: »Because all of the house is loaded when you zone in. It is all rendered at the same time
If that's true than how the heck there is no performance issue when we load entire city with other players in an open zone.
I'm sure there is more than 700 hooks in all those open and closed city buildings, items, npcs and player effects.
MornaBaine wrote: »notimetocare wrote: »Because all of the house is loaded when you zone in. It is all rendered at the same time
If that's true than how the heck there is no performance issue when we load entire city with other players in an open zone.
I'm sure there is more than 700 hooks in all those open and closed city buildings, items, npcs and player effects.
This right here is the question I would like to have answered.
The poll was about the number of slots. I don't want more slots, just better use of the ones we have. It's more efficient for the builder and the game engine to place bigger chunks.So it's not very clear why you voted Yes in this poll, saying "we need" walls instead of individual blocks and all the jazz.
I wonder if they can do something now the 32 bit client isn't supported? Or have I shown myself up with my awful technical knowledge?