Honestly I think the limit would be fine if they would just change the attunables. Nearly 250 crafting tables, mundus, transmute and target dummies. Nearly half of the item limit is taken up by things necessary for a guild hall. Been many posts about it but nothing done. More and more sets get added and some point it's just too much.
Taleof2Cities wrote: »Honestly I think the limit would be fine if they would just change the attunables. Nearly 250 crafting tables, mundus, transmute and target dummies. Nearly half of the item limit is taken up by things necessary for a guild hall. Been many posts about it but nothing done. More and more sets get added and some point it's just too much.
The best solution is to just get another house to use as your personal home, @XxCaLxX.
Leave the guild hall as your primary so guildies can still access it.
The item limit for the big homes do need to be increased.
JoeCapricorn wrote: »At some point, however, there will be so many craftable sets that not even a 700 slot house would be able to contain all of the attunable crafting stations.
That figure stands at 59 sets right now. We would have to have 175 to hit the 700 slot limit.
It will take about 19 years assuming we get six new craftable sets per year on average (with the Chapter and DLC)
By then we'll have desktop calculators capable of running Crysis in 4K
Taleof2Cities wrote: »The item limit for the big homes do need to be increased.
Here’s the official thread from ZOS, @Chaos2088, on why they’re not doing a limit increase:
https://forums.elderscrollsonline.com/en/discussion/512076/february-2020-furnishing-limit-status-update#latest
Taleof2Cities wrote: »I know you won’t like to hear it, @XxCaLxX, but the actual name of the of the base game feature is “housing” ... not “guild halls”.
So, you’re not the target player of this feature.
That said there are plenty of larger homes in the game that can accommodate 5-piece crafting tables. One of my trading guilds uses Moon-Sugar Meadow ... so you might want to check out the layout.
Taleof2Cities wrote: »Honestly I think the limit would be fine if they would just change the attunables. Nearly 250 crafting tables, mundus, transmute and target dummies. Nearly half of the item limit is taken up by things necessary for a guild hall. Been many posts about it but nothing done. More and more sets get added and some point it's just too much.
The best solution is to just get another house to use as your personal home, @XxCaLxX.
Leave the guild hall as your primary so guildies can still access it.
I think the eso + feature of additional housing items should be removed and everyone should have max slots. It's a disgusting feature in my opinion.
VaranisArano wrote: »I think the eso + feature of additional housing items should be removed and everyone should have max slots. It's a disgusting feature in my opinion.
As someone who doesn't subscribe, its easy enough to decorate my houses during the free ESO+ trial periods. I can't change my mind about items during the interim until the next one, but it works well for decorating houses to the max.
...and now I'm not sure if that's an argument for or against keeping it an ESO+ feature.
I guess I should ask: if ZOS made that a free feature, what Housing benefit would you add to ESO+, knowing that extra slots, changes to the amount of furnishing types and visitors, and a furnishing bag are all off limits according to comments by ZOS?
Shadowasrial wrote: »I mean I can’t see another 300 items being that much of a strain on a large home. Assuming you space out your animated and light furnishings
Taleof2Cities wrote: »Honestly I think the limit would be fine if they would just change the attunables. Nearly 250 crafting tables, mundus, transmute and target dummies. Nearly half of the item limit is taken up by things necessary for a guild hall. Been many posts about it but nothing done. More and more sets get added and some point it's just too much.
The best solution is to just get another house to use as your personal home, @XxCaLxX.
Leave the guild hall as your primary so guildies can still access it.
I don't really want a personal home. Personally I don't see the point in furnishing a house that has no use. Ppl like it and that's fine but the point I was meaning to make is 95% of houses aren't laid out so that can be used as a guild hall. If you want it to look right and organized it needs modification. That along with tables consumes item limit. Cold harbor is a great layout for a guild hall but it gets old. I think they need more like it with different themes.
Client has to recall the placement, server just do one database call and send an list to client.trackdemon5512 wrote: »It’s the fact that the server has to recall the placement of every single item when a home is loaded in. Each item has its own physics with lighting and in some cases physicality so players can’t interact with them. Add to that some are interactable and others are dynamic in that they have addition visual effects. And then you have the possibility of 11 additional players running around, interacting, fighting dummies, etc.
All of this puts a significant strain on a system’s memory. In fact the memory for consoles can be tested before you hit the 700 max in homes. At that point you can no longer place items and major textures will fail to load. If this is done without other players in the home then that too will lead to issues if another player enters a home that is already at its limits.
Until the base amount of memory for a system is increased you will not see a furniture increase. Until then ZOS has wisely moved onto managing the assets and making them more dynamic without impacting memory loads. This has allowed houseguests and pets/mounts that can now move around a home.
Server will need to update the base then an item is moved or status changed but this is the same no matter of number of items.
starkerealm wrote: »Shadowasrial wrote: »I mean I can’t see another 300 items being that much of a strain on a large home. Assuming you space out your animated and light furnishings
From what I understand, the item load is a geometric issue. The more items you add to a house, the more calculations that need to be done with how they relate to each other and the players navigating that space. So, when you add a new item, the performance hit is related to how many other items are in the house already.
This makes me suspect two things:
- Exceeding 1k items causes serious performance issues on the consoles. (I'm counting the collection items, like undaunted trophies, towards the item cap.)
- Houses are assigned their caps based on their relative price. This might sound nefarious, but I suspect the larger houses are priced the way they are because they're actually have a larger footprint on the server and its overall performance. If we were looking at local content only, and it was just a performance issue, it would probably be feasible to have 700 cap inn rooms, but because those rooms are extremely common, and cheap, they're limited so their server load is negligible. If someone has a 700 cap house, they've either been quite active in the game for quite some time (meaning they're helping keep the game alive), or they've spent a considerable amount of cash on the house, in addition they're also paying $15 a month for ESO+. So, they get a heftier load on the server because they're paying for it.
Why, only player interaction who might be relevant for server is collision detection, this is just for players, spells and perhaps moving npc.starkerealm wrote: »Server will need to update the base then an item is moved or status changed but this is the same no matter of number of items.
Except, it's not. The calculations for each item need to take into account the other items in the house. The more items in, the more work the backend needs to deal with.
Why, only player interaction who might be relevant for server is collision detection, this is just for players, spells and perhaps moving npc.starkerealm wrote: »Server will need to update the base then an item is moved or status changed but this is the same no matter of number of items.
Except, it's not. The calculations for each item need to take into account the other items in the house. The more items in, the more work the backend needs to deal with.
Honestly I think the limit would be fine if they would just change the attunables. Nearly 250 crafting tables, mundus, transmute and target dummies. Nearly half of the item limit is taken up by things necessary for a guild hall. Been many posts about it but nothing done. More and more sets get added and some point it's just too much.
Honestly I think the limit would be fine if they would just change the attunables. Nearly 250 crafting tables, mundus, transmute and target dummies. Nearly half of the item limit is taken up by things necessary for a guild hall. Been many posts about it but nothing done. More and more sets get added and some point it's just too much.
Are you suggesting Zos add a new attunable crafting station that will handle multiple sets so players and guilds have to start the grind to get these new tables and use up fewer spaces in their home?
Brilliant idea, but do you think most will pony up the money (or time grinding for master writs) to get these tables that will cost several times what the current tables cost?
Edit: And as Ta2C pointed out, we do not actually have guild halls. I do think Zos needs to add guild halls but again, that would require new purchases.