Woefulmonkey wrote: »I 'AM' a software developer, but I am not a 'Game' developer although I used to dabble in my youth.
So, I will attempt to explain what is happening here from a 'Technical' stand point.
Your 'house' is instanced meaning it is not running from the 'World Server' that is managed by EOS. It is almost certainly running from your own hardware, or from a temporary cheap server that is spun up for the duration of your session.
Dungeons are also 'Instanced', so they are also not running from the 'World Server' and most likely running for 'one' of the players hardware but which one is unknown.
The reason you return right back to your original positions in the main game world when you 'return' from a dungeon is that your 'position' is tracked on the 'World Server' along with most of your recent actions to ensure your 'data' is consistent and not lost. This requires a massive high cost server system probably made up of many actual server machines and costly database system that ensure data integrity and consistency. That is highly costly for ESO to maintain.
Your 'house' instance does not have those resources at it's disposal, and ESO is not going to invest in a 'World Server' solution for housing. So they 'cheat' and probably only store minimal data about your 'house' state and only do that when you 'leave' your home.
OK, So what the F does that mean right?
1. ) When you log off from your house, you have not 'left' therefore your house state including your position is still 'stored' on your system and when you log back in they load data from your local box to populate your home. Which is why you can 'log out' and then 'log back in' to your house without getting kicked back to the 'Game World'.
2. ) When you leave your house and go back to the 'Game World' your house state is uploaded to ESO but not your 'position' within the house. Which is why when you return to hour house from the 'Game World' you are loaded in at the default location 'the entrance'. Which seems normal so no one questions it.
3. ) When you leave your house by loading into a different 'Instance' your 'house' state is uploaded to ESO but not your positions within the house. (Because they would reused the existing code that use when you return to the game world). Since your 'House' state was uploaded it is assumed you 'left your house' when you exist you 'current instance' and returned to the 'Game World' (Not your home because it recorded that you left) your are returned to your characters last known position in the 'Game World'.
OK, So everything is possible in software, so why don't they fix this?
1.) Because the 'correct' behavior is not universally agreed upon or expensive to implement.
Ask yourself, what should happen if you leave your house and 'come back'?
Should you always respawn in the last location where you left?
What if you enter the house from the door?
What if you own 50 houses and travel from one to the other consecutively? (Does ESO now have to track your position in all 50 houses?)
2. ) The current solution reuses code which reduces developer maintenance costs.
So, when the 'right' thing is ambiguous and costly to implement developer usually opt for a solution that is cheaper even if it has a minimal impact on the players experience.
NOTE: When I say EXPENSIVE I means it requires more code, which means more code maintenance and more risk of bugs in the code.
Woefulmonkey wrote: »I 'AM' a software developer, but I am not a 'Game' developer although I used to dabble in my youth.
So, I will attempt to explain what is happening here from a 'Technical' stand point.
Your 'house' is instanced meaning it is not running from the 'World Server' that is managed by EOS. It is almost certainly running from your own hardware, or from a temporary cheap server that is spun up for the duration of your session.
Dungeons are also 'Instanced', so they are also not running from the 'World Server' and most likely running for 'one' of the players hardware but which one is unknown.
The reason you return right back to your original positions in the main game world when you 'return' from a dungeon is that your 'position' is tracked on the 'World Server' along with most of your recent actions to ensure your 'data' is consistent and not lost. This requires a massive high cost server system probably made up of many actual server machines and costly database system that ensure data integrity and consistency. That is highly costly for ESO to maintain.
Your 'house' instance does not have those resources at it's disposal, and ESO is not going to invest in a 'World Server' solution for housing. So they 'cheat' and probably only store minimal data about your 'house' state and only do that when you 'leave' your home.
OK, So what the F does that mean right?
1. ) When you log off from your house, you have not 'left' therefore your house state including your position is still 'stored' on your system and when you log back in they load data from your local box to populate your home. Which is why you can 'log out' and then 'log back in' to your house without getting kicked back to the 'Game World'.
2. ) When you leave your house and go back to the 'Game World' your house state is uploaded to ESO but not your 'position' within the house. Which is why when you return to hour house from the 'Game World' you are loaded in at the default location 'the entrance'. Which seems normal so no one questions it.
3. ) When you leave your house by loading into a different 'Instance' your 'house' state is uploaded to ESO but not your positions within the house. (Because they would reused the existing code that use when you return to the game world). Since your 'House' state was uploaded it is assumed you 'left your house' when you exist you 'current instance' and returned to the 'Game World' (Not your home because it recorded that you left) your are returned to your characters last known position in the 'Game World'.
OK, So everything is possible in software, so why don't they fix this?
1.) Because the 'correct' behavior is not universally agreed upon or expensive to implement.
Ask yourself, what should happen if you leave your house and 'come back'?
Should you always respawn in the last location where you left?
What if you enter the house from the door?
What if you own 50 houses and travel from one to the other consecutively? (Does ESO now have to track your position in all 50 houses?)
2. ) The current solution reuses code which reduces developer maintenance costs.
So, when the 'right' thing is ambiguous and costly to implement developer usually opt for a solution that is cheaper even if it has a minimal impact on the players experience.
NOTE: When I say EXPENSIVE I means it requires more code, which means more code maintenance and more risk of bugs in the code.
I can't click all three, this was insightful, I agree, and you're awesome for this.
Woefulmonkey wrote: »I 'AM' a software developer, but I am not a 'Game' developer although I used to dabble in my youth.
So, I will attempt to explain what is happening here from a 'Technical' stand point.
Your 'house' is instanced meaning it is not running from the 'World Server' that is managed by EOS. It is almost certainly running from your own hardware, or from a temporary cheap server that is spun up for the duration of your session.
Dungeons are also 'Instanced', so they are also not running from the 'World Server' and most likely running for 'one' of the players hardware but which one is unknown.
The reason you return right back to your original positions in the main game world when you 'return' from a dungeon is that your 'position' is tracked on the 'World Server' along with most of your recent actions to ensure your 'data' is consistent and not lost. This requires a massive high cost server system probably made up of many actual server machines and costly database system that ensure data integrity and consistency. That is highly costly for ESO to maintain.
Your 'house' instance does not have those resources at it's disposal, and ESO is not going to invest in a 'World Server' solution for housing. So they 'cheat' and probably only store minimal data about your 'house' state and only do that when you 'leave' your home.
OK, So what the F does that mean right?
1. ) When you log off from your house, you have not 'left' therefore your house state including your position is still 'stored' on your system and when you log back in they load data from your local box to populate your home. Which is why you can 'log out' and then 'log back in' to your house without getting kicked back to the 'Game World'.
2. ) When you leave your house and go back to the 'Game World' your house state is uploaded to ESO but not your 'position' within the house. Which is why when you return to hour house from the 'Game World' you are loaded in at the default location 'the entrance'. Which seems normal so no one questions it.
3. ) When you leave your house by loading into a different 'Instance' your 'house' state is uploaded to ESO but not your positions within the house. (Because they would reused the existing code that use when you return to the game world). Since your 'House' state was uploaded it is assumed you 'left your house' when you exist you 'current instance' and returned to the 'Game World' (Not your home because it recorded that you left) your are returned to your characters last known position in the 'Game World'.
OK, So everything is possible in software, so why don't they fix this?
1.) Because the 'correct' behavior is not universally agreed upon or expensive to implement.
Ask yourself, what should happen if you leave your house and 'come back'?
Should you always respawn in the last location where you left?
What if you enter the house from the door?
What if you own 50 houses and travel from one to the other consecutively? (Does ESO now have to track your position in all 50 houses?)
2. ) The current solution reuses code which reduces developer maintenance costs.
So, when the 'right' thing is ambiguous and costly to implement developer usually opt for a solution that is cheaper even if it has a minimal impact on the players experience.
NOTE: When I say EXPENSIVE I means it requires more code, which means more code maintenance and more risk of bugs in the code.
Woefulmonkey wrote: »I 'AM' a software developer, but I am not a 'Game' developer although I used to dabble in my youth.
So, I will attempt to explain what is happening here from a 'Technical' stand point.
Your 'house' is instanced meaning it is not running from the 'World Server' that is managed by EOS. It is almost certainly running from your own hardware, or from a temporary cheap server that is spun up for the duration of your session.
Dungeons are also 'Instanced', so they are also not running from the 'World Server' and most likely running for 'one' of the players hardware but which one is unknown.
The reason you return right back to your original positions in the main game world when you 'return' from a dungeon is that your 'position' is tracked on the 'World Server' along with most of your recent actions to ensure your 'data' is consistent and not lost. This requires a massive high cost server system probably made up of many actual server machines and costly database system that ensure data integrity and consistency. That is highly costly for ESO to maintain.
Your 'house' instance does not have those resources at it's disposal, and ESO is not going to invest in a 'World Server' solution for housing. So they 'cheat' and probably only store minimal data about your 'house' state and only do that when you 'leave' your home.
OK, So what the F does that mean right?
1. ) When you log off from your house, you have not 'left' therefore your house state including your position is still 'stored' on your system and when you log back in they load data from your local box to populate your home. Which is why you can 'log out' and then 'log back in' to your house without getting kicked back to the 'Game World'.
2. ) When you leave your house and go back to the 'Game World' your house state is uploaded to ESO but not your 'position' within the house. Which is why when you return to hour house from the 'Game World' you are loaded in at the default location 'the entrance'. Which seems normal so no one questions it.
3. ) When you leave your house by loading into a different 'Instance' your 'house' state is uploaded to ESO but not your positions within the house. (Because they would reused the existing code that use when you return to the game world). Since your 'House' state was uploaded it is assumed you 'left your house' when you exist you 'current instance' and returned to the 'Game World' (Not your home because it recorded that you left) your are returned to your characters last known position in the 'Game World'.
OK, So everything is possible in software, so why don't they fix this?
1.) Because the 'correct' behavior is not universally agreed upon or expensive to implement.
Ask yourself, what should happen if you leave your house and 'come back'?
Should you always respawn in the last location where you left?
What if you enter the house from the door?
What if you own 50 houses and travel from one to the other consecutively? (Does ESO now have to track your position in all 50 houses?)
2. ) The current solution reuses code which reduces developer maintenance costs.
So, when the 'right' thing is ambiguous and costly to implement developer usually opt for a solution that is cheaper even if it has a minimal impact on the players experience.
NOTE: When I say EXPENSIVE I means it requires more code, which means more code maintenance and more risk of bugs in the code.
//this runs when you enter an instance (dungeon) //to save last character position before entering a dungeon saveLastPosition (_zone, _xCoordinate, _yCoordinate) { Character.LastPositionInGameWorld = GetLocation (_zone, _xCoordinate, _yCoordinate); } //and this runs when you exit a dungeon, to determine which zone the game should load //and where your character was standing loadLastPosition () { Character.CurrentPosition = Character.LastPositionInGameWorld; }Why '_zone' couldn't be either a world zone (Deshaan/Vvardenfell/...) or a house zone (ForsakenStronghold/GorinirEstate/...)?
Character.LastPositionInGameWorld = GetLocation (ForsakenStronghold, defaultEntranceX, defaultEntranceY);
Woefulmonkey wrote: »@Apache_Kid
I understand your frustration, but try to understand that ESO has a limited number of Dev's working on this game. They can't do everything everyone wants instantly.
Dev's work on features and bug burn down lists in a priority order, and ESO appears to have a massive backlog of new features they are working on as well as numerous bugs that 'have' to address.
That work will take priority over a request like this as long as it is seen as a 'nice to have' feature. The key here is 'priority', if we could see their priority list you would probably 'agree' with it..
The best way to try to get this work done is to find a way to show it would improve revenues or bring in new revenues.