MyNameIsElias wrote: »Good post OP. I would love to see more functionality being added to housing.
For example, being able to plant Alchemy reagents in my home in Skyrim was one of my favorite features.
MyNameIsElias wrote: »Good post OP. I would love to see more functionality being added to housing.
For example, being able to plant Alchemy reagents in my home in Skyrim was one of my favorite features.
Oathunbound wrote: »Your suggestions are good but unfortunately have been brought up many times before and have not gotten any kind of real response.
What gets me is the built in hypocrisy of the item limit as ANY item counts as 1 slot regardless of size. In theory I could have 700 of those massive malacath statues in my hone and it's OK but but if I want 701 small plates or somthing equally small its impossible.
I agree with your points. They have been brought up before, particularly when Update 13 was released on the PTS, and ZoS provided concrete and detailed reasons why the limits are set as they are.
The short answers are:
1) Player limit is at 24, because at 25 or more, performance degrades and players are kicked from the housing instance.
You can test this yourself by forming a group of 24 and trying to enter a popular public delve. Send some group members in, and have other group member Travel to Player. If the delve has more than a couple other players inside, your group members who enter last will be placed in a different instance on the delve, and those who Travel to Player may get the "Instance is full" error.
2) 700 Objects
As ZoS explained back in 2017, the more player-placed objects in a house instance, the greater the number of calculations that must be performed for every single player input, and performance plummets to the point of game crash. They picked a number safely below the threshold at which performance degrades for consoles and most desk-top systems.
The problem is not that you cannot 'fill the space', the problem is the expensive houses are too large for the number of player-placed objects that your game device can handle.
There was an in-depth explanation posted a while back in which the mathematics and coding behind player-placed objects. The gist of the explanation is that the calculation load goes up dramatically for each player-placed object. There is a point not much higher than 700 at which the performance begins to erode. There is also a point not much higher than that at which any processor which a consumer can afford cannot handle the load.
So... the answer is to stop making Psijiic Villas. Make housing instance volume smaller so that 700 objects seems 'full'
Imperial_Voice wrote: »I agree with your points. They have been brought up before, particularly when Update 13 was released on the PTS, and ZoS provided concrete and detailed reasons why the limits are set as they are.
The short answers are:
1) Player limit is at 24, because at 25 or more, performance degrades and players are kicked from the housing instance.
You can test this yourself by forming a group of 24 and trying to enter a popular public delve. Send some group members in, and have other group member Travel to Player. If the delve has more than a couple other players inside, your group members who enter last will be placed in a different instance on the delve, and those who Travel to Player may get the "Instance is full" error.
2) 700 Objects
As ZoS explained back in 2017, the more player-placed objects in a house instance, the greater the number of calculations that must be performed for every single player input, and performance plummets to the point of game crash. They picked a number safely below the threshold at which performance degrades for consoles and most desk-top systems.
The problem is not that you cannot 'fill the space', the problem is the expensive houses are too large for the number of player-placed objects that your game device can handle.
There was an in-depth explanation posted a while back in which the mathematics and coding behind player-placed objects. The gist of the explanation is that the calculation load goes up dramatically for each player-placed object. There is a point not much higher than 700 at which the performance begins to erode. There is also a point not much higher than that at which any processor which a consumer can afford cannot handle the load.
So... the answer is to stop making Psijiic Villas. Make housing instance volume smaller so that 700 objects seems 'full'
Or they could...ya know...improve an aspect of the game via work
Imperial_Voice wrote: »I agree with your points. They have been brought up before, particularly when Update 13 was released on the PTS, and ZoS provided concrete and detailed reasons why the limits are set as they are.
The short answers are:
1) Player limit is at 24, because at 25 or more, performance degrades and players are kicked from the housing instance.
You can test this yourself by forming a group of 24 and trying to enter a popular public delve. Send some group members in, and have other group member Travel to Player. If the delve has more than a couple other players inside, your group members who enter last will be placed in a different instance on the delve, and those who Travel to Player may get the "Instance is full" error.
2) 700 Objects
As ZoS explained back in 2017, the more player-placed objects in a house instance, the greater the number of calculations that must be performed for every single player input, and performance plummets to the point of game crash. They picked a number safely below the threshold at which performance degrades for consoles and most desk-top systems.
The problem is not that you cannot 'fill the space', the problem is the expensive houses are too large for the number of player-placed objects that your game device can handle.
There was an in-depth explanation posted a while back in which the mathematics and coding behind player-placed objects. The gist of the explanation is that the calculation load goes up dramatically for each player-placed object. There is a point not much higher than 700 at which the performance begins to erode. There is also a point not much higher than that at which any processor which a consumer can afford cannot handle the load.
So... the answer is to stop making Psijiic Villas. Make housing instance volume smaller so that 700 objects seems 'full'
Or they could...ya know...improve an aspect of the game via work
You did not understand what I wrote. I shall simplify: 700 items is the maximum number that your game machine can handle.
Imperial_Voice wrote: »I agree with your points. They have been brought up before, particularly when Update 13 was released on the PTS, and ZoS provided concrete and detailed reasons why the limits are set as they are.
The short answers are:
1) Player limit is at 24, because at 25 or more, performance degrades and players are kicked from the housing instance.
You can test this yourself by forming a group of 24 and trying to enter a popular public delve. Send some group members in, and have other group member Travel to Player. If the delve has more than a couple other players inside, your group members who enter last will be placed in a different instance on the delve, and those who Travel to Player may get the "Instance is full" error.
2) 700 Objects
As ZoS explained back in 2017, the more player-placed objects in a house instance, the greater the number of calculations that must be performed for every single player input, and performance plummets to the point of game crash. They picked a number safely below the threshold at which performance degrades for consoles and most desk-top systems.
The problem is not that you cannot 'fill the space', the problem is the expensive houses are too large for the number of player-placed objects that your game device can handle.
There was an in-depth explanation posted a while back in which the mathematics and coding behind player-placed objects. The gist of the explanation is that the calculation load goes up dramatically for each player-placed object. There is a point not much higher than 700 at which the performance begins to erode. There is also a point not much higher than that at which any processor which a consumer can afford cannot handle the load.
So... the answer is to stop making Psijiic Villas. Make housing instance volume smaller so that 700 objects seems 'full'
Or they could...ya know...improve an aspect of the game via work
You did not understand what I wrote. I shall simplify: 700 items is the maximum number that your game machine can handle.
Imperial_Voice wrote: »Imperial_Voice wrote: »I agree with your points. They have been brought up before, particularly when Update 13 was released on the PTS, and ZoS provided concrete and detailed reasons why the limits are set as they are.
The short answers are:
1) Player limit is at 24, because at 25 or more, performance degrades and players are kicked from the housing instance.
You can test this yourself by forming a group of 24 and trying to enter a popular public delve. Send some group members in, and have other group member Travel to Player. If the delve has more than a couple other players inside, your group members who enter last will be placed in a different instance on the delve, and those who Travel to Player may get the "Instance is full" error.
2) 700 Objects
As ZoS explained back in 2017, the more player-placed objects in a house instance, the greater the number of calculations that must be performed for every single player input, and performance plummets to the point of game crash. They picked a number safely below the threshold at which performance degrades for consoles and most desk-top systems.
The problem is not that you cannot 'fill the space', the problem is the expensive houses are too large for the number of player-placed objects that your game device can handle.
There was an in-depth explanation posted a while back in which the mathematics and coding behind player-placed objects. The gist of the explanation is that the calculation load goes up dramatically for each player-placed object. There is a point not much higher than 700 at which the performance begins to erode. There is also a point not much higher than that at which any processor which a consumer can afford cannot handle the load.
So... the answer is to stop making Psijiic Villas. Make housing instance volume smaller so that 700 objects seems 'full'
Or they could...ya know...improve an aspect of the game via work
You did not understand what I wrote. I shall simplify: 700 items is the maximum number that your game machine can handle.
No it is not. 700 is the maximum they could get without changes in the code. I understand what you wrote, youre just wrong.
Sylvermynx wrote: »Imperial_Voice wrote: »I agree with your points. They have been brought up before, particularly when Update 13 was released on the PTS, and ZoS provided concrete and detailed reasons why the limits are set as they are.
The short answers are:
1) Player limit is at 24, because at 25 or more, performance degrades and players are kicked from the housing instance.
You can test this yourself by forming a group of 24 and trying to enter a popular public delve. Send some group members in, and have other group member Travel to Player. If the delve has more than a couple other players inside, your group members who enter last will be placed in a different instance on the delve, and those who Travel to Player may get the "Instance is full" error.
2) 700 Objects
As ZoS explained back in 2017, the more player-placed objects in a house instance, the greater the number of calculations that must be performed for every single player input, and performance plummets to the point of game crash. They picked a number safely below the threshold at which performance degrades for consoles and most desk-top systems.
The problem is not that you cannot 'fill the space', the problem is the expensive houses are too large for the number of player-placed objects that your game device can handle.
There was an in-depth explanation posted a while back in which the mathematics and coding behind player-placed objects. The gist of the explanation is that the calculation load goes up dramatically for each player-placed object. There is a point not much higher than 700 at which the performance begins to erode. There is also a point not much higher than that at which any processor which a consumer can afford cannot handle the load.
So... the answer is to stop making Psijiic Villas. Make housing instance volume smaller so that 700 objects seems 'full'
Or they could...ya know...improve an aspect of the game via work
You did not understand what I wrote. I shall simplify: 700 items is the maximum number that your game machine can handle.
Hmmm. In this game....
I played RIFT for 3 years. The game was fun. But what I really loved was the housing. I built out my own houses on the available "plots", or I bought the already in place builds, and customized them. The two main places I built.... I'm guesstimating 4 -5 THOUSAND items - each. I can't go back now to check.... but it was magnitudes more than 700 items.
RIFT was at the time I played a well-populated MMO. I'm certain there was a "smallish" housing community presence - but it wasn't "vanishingly small". Many housing guilds existed., and made their "excess stock" available to everyone for free.
I - find - I really miss that dynamic.
The core problem of housing is that they serve no purpose, followed by no snap system, lack of construction & interactive elements which turns them into generic & static warehouses/crafting areas. That's why housing in this game is not that popular and "decorating" aspect of it is rather a way to kill boredom by high lvl rich players.
Oathunbound wrote: »Your suggestions are good but unfortunately have been brought up many times before and have not gotten any kind of real response.
What gets me is the built in hypocrisy of the item limit as ANY item counts as 1 slot regardless of size. In theory I could have 700 of those massive malacath statues in my hone and it's OK but but if I want 701 small plates or somthing equally small its impossible.
It's too expensive.
you can buy very nice houses in game with gold, no need to spend real money.
Some of the smaller ones actually are nicer when decorated than many of the big ones
It's of no use whatsoever.
your opinion. Many people like the extra storage coffers and have uses for the target dummies. And a lot of people just enjoy decorating
There are no good furnishings
again your opinion.
It's unwanted.
blatently not true. LOTS of people asked for housing to be put in the game
It's unneeded
nothing in this game is needed, but it's fun nonetheless
It's just a way for folks with too much gold to rub it in the noses of everybody who doesn't.
how do you even know who owns what house or how many unless you actually pay attention to that? Thats right, you don't. So how is your nose getting rubbed in it?
JMHO.
It's too expensive.
you can buy very nice houses in game with gold, no need to spend real money.
Some of the smaller ones actually are nicer when decorated than many of the big ones
It's of no use whatsoever.
your opinion. Many people like the extra storage coffers and have uses for the target dummies. And a lot of people just enjoy decorating
There are no good furnishings
again your opinion.
It's unwanted.
blatently not true. LOTS of people asked for housing to be put in the game
It's unneeded
nothing in this game is needed, but it's fun nonetheless
It's just a way for folks with too much gold to rub it in the noses of everybody who doesn't.
how do you even know who owns what house or how many unless you actually pay attention to that? Thats right, you don't. So how is your nose getting rubbed in it?
JMHO.