starkerealm wrote: »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.
You played RIFT on PC, though, right? Not on consoles?
Usually, when the issues being cited are performance related, that's not a PC problem. You can keep chucking more hardware at any issue there, but you can't exactly upgrade the graphics card of a PS4, or the CPU of an XB1.
Sylvermynx wrote: »starkerealm wrote: »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.
You played RIFT on PC, though, right? Not on consoles?
Usually, when the issues being cited are performance related, that's not a PC problem. You can keep chucking more hardware at any issue there, but you can't exactly upgrade the graphics card of a PS4, or the CPU of an XB1.
Yes. I've never bothered with consoles. I started in 1984 with a computer, and never had any interest in consoles for anything.
Did RIFT even exist for consoles? I have no idea.
Sylvermynx wrote: »starkerealm wrote: »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.
You played RIFT on PC, though, right? Not on consoles?
Usually, when the issues being cited are performance related, that's not a PC problem. You can keep chucking more hardware at any issue there, but you can't exactly upgrade the graphics card of a PS4, or the CPU of an XB1.
Yes. I've never bothered with consoles. I started in 1984 with a computer, and never had any interest in consoles for anything.
Did RIFT even exist for consoles? I have no idea.
Since I'm pretty much on a PC for 13 hours a day, the last thing I want to do is spend my precious gaming time using it some more.
I would like it if they could bring the cost of houses down, and add item slot expansion packs in crown store. In fact make expansion packs for everything that's limited in this game. You hear me ZOS!!!! I am waving dollah bills in yo *** face!
Imperial_Voice wrote: »This not only hurts players but ZoS profits as well, after all if players have a house with 700/700 items why would they bother buying special new furniture knowing they couldn't show it off?
Kombinator wrote: »Imperial_Voice wrote: »This not only hurts players but ZoS profits as well, after all if players have a house with 700/700 items why would they bother buying special new furniture knowing they couldn't show it off?
If don't do it for the players, then do it for the money. This part is probably the best reason.
LadySinflower wrote: »Even if they can't increase the large home limit beyond 700 items, what's the excuse for the inn rooms and smaller homes? I can't yet afford a large or even medium sized house but I have quite a few rooms in various locations. Why is a large room like the Golden Gryphon Inn room limited to 15 items? I put down a bed, a couch, a rug, a table, and a few lights with a couple pictures on the wall. I put in my (2) storage trunks. I added pillows to the bed and put in two of my pets. That's it! Limit reached! I can't add a bookcase, night stands, end tables, or any kind of "clutter" to make it look lived in. The room looks sparse and bare-bones, and there's nothing I can do about it. 100 items would easily fit into the room without over crowding it. Yet a much smaller room like the one in Vulkhel Guard has the same limit. Either way the item limits on the smaller dwellings needs to be looked at, at the very least to set item limits in proportion with the size of the dwelling, not based on what category it's in.
LadySinflower wrote: »Even if they can't increase the large home limit beyond 700 items, what's the excuse for the inn rooms and smaller homes? I can't yet afford a large or even medium sized house but I have quite a few rooms in various locations. Why is a large room like the Golden Gryphon Inn room limited to 15 items? I put down a bed, a couch, a rug, a table, and a few lights with a couple pictures on the wall. I put in my (2) storage trunks. I added pillows to the bed and put in two of my pets. That's it! Limit reached! I can't add a bookcase, night stands, end tables, or any kind of "clutter" to make it look lived in. The room looks sparse and bare-bones, and there's nothing I can do about it. 100 items would easily fit into the room without over crowding it. Yet a much smaller room like the one in Vulkhel Guard has the same limit. Either way the item limits on the smaller dwellings needs to be looked at, at the very least to set item limits in proportion with the size of the dwelling, not based on what category it's in.
Some of the complaints in the opening post could better be fixed by having dedicated guildhalls, with different rules. E.g. "unlimited" slots for crafting stations, higher visitor count etc. but cutting down elsewhere, because nobody needs to "live" there. If the guildhalls had multiple sub-cells for meetings, crafting and combat arenas, then the limits could apply to each section, rather then the whole (and be different from each other).
Don't knock the housing for not being something else, ask for that as a separate thing.
LadySinflower wrote: »Even if they can't increase the large home limit beyond 700 items, what's the excuse for the inn rooms and smaller homes? I can't yet afford a large or even medium sized house but I have quite a few rooms in various locations. Why is a large room like the Golden Gryphon Inn room limited to 15 items? I put down a bed, a couch, a rug, a table, and a few lights with a couple pictures on the wall. I put in my (2) storage trunks. I added pillows to the bed and put in two of my pets. That's it! Limit reached! I can't add a bookcase, night stands, end tables, or any kind of "clutter" to make it look lived in. The room looks sparse and bare-bones, and there's nothing I can do about it. 100 items would easily fit into the room without over crowding it. Yet a much smaller room like the one in Vulkhel Guard has the same limit. Either way the item limits on the smaller dwellings needs to be looked at, at the very least to set item limits in proportion with the size of the dwelling, not based on what category it's in.
I asked people about this on the Housing Forum but not many seemed keen on having this option
https://forums.elderscrollsonline.com/en/discussion/465032/would-you-buy-more-slots-for-small-medium-homes#latest
Personally, I think it would be great if we had the option to increase the item limits on small and medium houses
LadySinflower wrote: »Even if they can't increase the large home limit beyond 700 items, what's the excuse for the inn rooms and smaller homes? I can't yet afford a large or even medium sized house but I have quite a few rooms in various locations. Why is a large room like the Golden Gryphon Inn room limited to 15 items? I put down a bed, a couch, a rug, a table, and a few lights with a couple pictures on the wall. I put in my (2) storage trunks. I added pillows to the bed and put in two of my pets. That's it! Limit reached! I can't add a bookcase, night stands, end tables, or any kind of "clutter" to make it look lived in. The room looks sparse and bare-bones, and there's nothing I can do about it. 100 items would easily fit into the room without over crowding it. Yet a much smaller room like the one in Vulkhel Guard has the same limit. Either way the item limits on the smaller dwellings needs to be looked at, at the very least to set item limits in proportion with the size of the dwelling, not based on what category it's in.
I asked people about this on the Housing Forum but not many seemed keen on having this option
https://forums.elderscrollsonline.com/en/discussion/465032/would-you-buy-more-slots-for-small-medium-homes#latest
Personally, I think it would be great if we had the option to increase the item limits on small and medium houses
LadySinflower wrote: »LadySinflower wrote: »Even if they can't increase the large home limit beyond 700 items, what's the excuse for the inn rooms and smaller homes? I can't yet afford a large or even medium sized house but I have quite a few rooms in various locations. Why is a large room like the Golden Gryphon Inn room limited to 15 items? I put down a bed, a couch, a rug, a table, and a few lights with a couple pictures on the wall. I put in my (2) storage trunks. I added pillows to the bed and put in two of my pets. That's it! Limit reached! I can't add a bookcase, night stands, end tables, or any kind of "clutter" to make it look lived in. The room looks sparse and bare-bones, and there's nothing I can do about it. 100 items would easily fit into the room without over crowding it. Yet a much smaller room like the one in Vulkhel Guard has the same limit. Either way the item limits on the smaller dwellings needs to be looked at, at the very least to set item limits in proportion with the size of the dwelling, not based on what category it's in.
I asked people about this on the Housing Forum but not many seemed keen on having this option
https://forums.elderscrollsonline.com/en/discussion/465032/would-you-buy-more-slots-for-small-medium-homes#latest
Personally, I think it would be great if we had the option to increase the item limits on small and medium houses
I'm not sure either on paying money (crowns or gold) to upgrade the item limit in a dwelling. My solution would be for them to look at the "square footage" of each home and assign it an appropriate item limit. Ok, 700 items is the top limit. But the fact that they've made these immense homes that would look great with thousands of items if not for the limit, does not give them an excuse to expect us to be satisfied with a home that would look great with, say, 250 items but is limited to 25 (just an example) because... Reasons. And they can't say that all houses within a certain category or of the same approximate size have the same limit, because they don't.
I have the Golden Gryphon Inn room and the Moonmirth House. The house is a single room maybe 25% larger than the inn room. But the item limit is 100 (GG Inn room is 15)! If the inn room was 10x12 I would say the house might be 12x15 (estimate). So I can somewhat adequately decorate the house but not the inn room. Makes no sense.
And nobody has even brought up the fact that we have to use inventory and bank space for unplaced furnishings. Have to designate at least one home as storage if you want to collect furniture beyond what you're using. Don't get me started there!
I could go on endlessly about it but ZoS isn't going to change it. It's a shame they've so severely dropped the ball on a game feature that could give so many players more enjoyment. Right now it's a lot of frustration.
I have no opinion on housing.
Since I don't collect anything, there is no sleep mechanic, I have a subscription so I have all the room I'll ever need for materials and plenty of bank space.
I have a total of 10 characters and housing is not shareable and, while I'm not hurting for money, I can't see housing every one of them.
And, lastly, I really don't care.
For those who love it, COOL! I'm happy for you, but, I have no opinion.
Of course, if that's true, why the heck am I even commenting!
My bad.
mystkldrgnb14_ESO wrote: »As much I as I agree with all your statements/requests..
The idea that you think removing/changing the house item limit (pets, people, or otherwise) is a "simple" or easy fix - tells me you have no idea what goes into that.
Its an engine/database limitation - as it is in almost every game I've ever seen with housing. The number of guests, number of xyz items of any type, as well as inventory/bank slots themselves - are database/engine management issues.
WoW explained it waayyy back when people wanted the native backpack to have "4 more slots" - which they eventually added (last expansion I think) but they at least explained why it was so hard to do so - and it comes down to math and engine load. 4 slots across 10 million accounts (picked random number) is 4 million more craps the engine has to deal with.
TESO isn't making that limit some "random number for no reason." They do it because that's what their engine can handle and still allow people to play the game and not crash out due to lag/load times etc.
That reality applies to the number of people in an instance, the number of decorations, the number of slots in your inventory - etc.
To even add 1 more to the item limit with ANY of the houses - you're talking the addition of hundreds of thousands to millions of items-info over the population of the game. Adding in 5 or 10 or however many people you want allowed in an instance - same idea. Across every instances. Hell even the ability to generate MORE instances (as in an idea of putting the outdoor and indoor of the same housing in different instances) is dependent on what that engine's limitations are.
So no - these aren't simple/easy/or quick fixes. It could take months (or even years...) of dev time on the engine/database to allow another 100 items, or 10 people, or whatever the number - to any of the plots.
So while yes - I do agree - it would be/will be awesome when they can do this. I don't agree they are being lazy, stupid, or unwilling.
They added in storage boxes for housing to help with this. So clearly they are aware and, I do believe, probably still working on being able to "get more in" with the engine.
So I also understand why this all takes a crap ton of time. I understand why they can't just flip a switch and bam - we all get unlimited housing items (i've never known a mmo housing system to NOT have limits).
And I understand when expectations - such as unlimited items or visitors - are just too high. That's not going to happen.
I'm hopeful for increases and its easy money for them. It WILL happen - AS it CAN happen.
But keep the expectations realistic. Look around at all the other successful housing programs in MMOS and you'll find TESO is one of the best left anymore - with many less restrictions than the other MMOs.
You ain't gonna get "unlimited." Sorry. That game engine doesn't exist I don't think. At least not yet. LOL
As an avid collector of cool furnishings I would be more willing to tolerate the item cap if others were able to travel to my alternative residences. For instance, I think it'd be cool if I could permit others to visit my secondary residence and maybe even the tertiary residence, quaternary residence, etc.
Imperial_Voice wrote: »Trying this in general forums which see more useIts not exactly a secret that the Housing community has become the sort of neglected middle child of ESO. Thats not to say that ZoS hasn't thrown us the occassional bone with updates (the last housing update was certainly helpful) and between furniture packs and new houses we certainly get plenty of content.
Housing suffers from different issues than other game content and these problems are rooted in how fundamental housing has become both to the social aspect of the game and the cash shop.
We are currently given no more than 700 item slots for the largest houses, many of which cant even be properly filled with that amount and as time moves on ZoS keeps providing us with service items, special/collectible/achievement furnishings and special mounts and pets (limited at a incredibly lowly 10) and yet the vast majority are completely unusable due to a seemingly arbitrary limit on housing items. This not only hurts players but ZoS profits as well, after all if players have a house with 700/700 items why would they bother buying special new furniture knowing they couldn't show it off?
Speaking of showing off our houses, our current guest limit is set at only 24. This would be fine if housing was only set showcase for close friends, but at this point housing has become a fundamental part of guilds especially within the RP community where guild houses are the center for nearly all events. Often times guilds have to turn members away from events because of the 24 person limit.
The requirements of guilds to have guild housing is also becoming financially prohibitive as a properly adorned guild house can cost upwards of $300 to $400 of service items are included such as mundus stones and bankers. Leaving Guild Masters to either shell out real world money just to properly run a guild hall or recruit member(s) who are willing to share the financial burden and risk losing their items.
These issues are all fairly simple fixes and have been brought up frequently since housing was implemented yet ZoS has shown little intent to solve this issues. It is my opinion that because of how ingrained housing is in the social aspects of the game, that neglecting to fix them is detrimental to many players ability to enjoy the housing, social, and guild aspects of the game.
I propose the following things be changed in housing as a way inprove the housing system.
*Removal of the item limit in housing, or a sharp increase item limit or simple separate indoor and outdoor areas for item count purposes.
*A non-real money transaction way of acquiring more houses and the service furnishings.
*A removal of the limit on collectible pets and mounts allowed in one house or a sharp increase in the limit.
*A removal of the visitor limit on any house.
*The addition of an Auctioneer service NPC and Guild Banker service NPC for use with housing.
*The addition of the option to set a guild hall instead of forcing players to navigate to a guild mates primary residence.
Imperial_Voice wrote: »Trying this in general forums which see more useIts not exactly a secret that the Housing community has become the sort of neglected middle child of ESO. Thats not to say that ZoS hasn't thrown us the occassional bone with updates (the last housing update was certainly helpful) and between furniture packs and new houses we certainly get plenty of content.
Housing suffers from different issues than other game content and these problems are rooted in how fundamental housing has become both to the social aspect of the game and the cash shop.
We are currently given no more than 700 item slots for the largest houses, many of which cant even be properly filled with that amount and as time moves on ZoS keeps providing us with service items, special/collectible/achievement furnishings and special mounts and pets (limited at a incredibly lowly 10) and yet the vast majority are completely unusable due to a seemingly arbitrary limit on housing items. This not only hurts players but ZoS profits as well, after all if players have a house with 700/700 items why would they bother buying special new furniture knowing they couldn't show it off?
Speaking of showing off our houses, our current guest limit is set at only 24. This would be fine if housing was only set showcase for close friends, but at this point housing has become a fundamental part of guilds especially within the RP community where guild houses are the center for nearly all events. Often times guilds have to turn members away from events because of the 24 person limit.
The requirements of guilds to have guild housing is also becoming financially prohibitive as a properly adorned guild house can cost upwards of $300 to $400 of service items are included such as mundus stones and bankers. Leaving Guild Masters to either shell out real world money just to properly run a guild hall or recruit member(s) who are willing to share the financial burden and risk losing their items.
These issues are all fairly simple fixes and have been brought up frequently since housing was implemented yet ZoS has shown little intent to solve this issues. It is my opinion that because of how ingrained housing is in the social aspects of the game, that neglecting to fix them is detrimental to many players ability to enjoy the housing, social, and guild aspects of the game.
I propose the following things be changed in housing as a way inprove the housing system.
*Removal of the item limit in housing, or a sharp increase item limit or simple separate indoor and outdoor areas for item count purposes.
*A non-real money transaction way of acquiring more houses and the service furnishings.
*A removal of the limit on collectible pets and mounts allowed in one house or a sharp increase in the limit.
*A removal of the visitor limit on any house.
*The addition of an Auctioneer service NPC and Guild Banker service NPC for use with housing.
*The addition of the option to set a guild hall instead of forcing players to navigate to a guild mates primary residence.
Well we already thought about it way way way long time ago, however we never truly see any major changes
https://forums.elderscrollsonline.com/en/discussion/433893/housing-ideas-more-stuff-to-do-in-homes/p1
PLEASE - Would you just turn off the sunlight at the Psijic Villa at night. I haven't slept since I moved in, so tired.
Seriously though II just want to see all the great aligner lighting I've placed. Its the best lighting in the game IMO and I can't even tell any of it is on. Just and a daytime / nighttime mode or let it cycle.