I just transmute random weapons to nirnhoned and decon then so I have the stones when I need them for writs or want to sell them.
belial5221_ESO wrote: »If you swimming in them,you are obviuosly not using them,so what is the point of increasing to 5k or 10k,if in a month or 2 you'll be in same boat.If it that easy to get stones,destroy em,make gear,transmute traits,or something.
You're not thinking like an accountant.redspecter23 wrote: »I say remove the cap as it's nearly pointless. We can store extra crystals either in geode form or in the form of gear we can deconstruct later. The cap isn't a cap so much as an inventory drain. That part of the system lacks logic, elegance and simplicity.
If ZOS felt we needed a cap for balancing reasons, they missed the mark. If ZOS felt we needed more inventory bloat, there would have been better ways to do that.
Just eliminate the cap. It doesn't serve a useful purpose. To be honest I rarely hit the cap as I reconstruct a lot of gear, but I don't see what the problem is with people having 10,000 or even a million transmutes.
Just eliminate the cap. It doesn't serve a useful purpose. To be honest I rarely hit the cap as I reconstruct a lot of gear, but I don't see what the problem is with people having 10,000 or even a million transmutes.
As I pointed out just above your post... It would cost ZOS profits, as they would have to increase their database storage space, something they don't like doing. Also, the actual database storage is probably the least of the cost, backups are what cost the most long term, and increasing the size of something you need to keep multiple copies of on hand, gets really expensive.
redspecter23 wrote: »Just eliminate the cap. It doesn't serve a useful purpose. To be honest I rarely hit the cap as I reconstruct a lot of gear, but I don't see what the problem is with people having 10,000 or even a million transmutes.
As I pointed out just above your post... It would cost ZOS profits, as they would have to increase their database storage space, something they don't like doing. Also, the actual database storage is probably the least of the cost, backups are what cost the most long term, and increasing the size of something you need to keep multiple copies of on hand, gets really expensive.
I'm no expert on storage and databases, but wouldn't an integer be less storage than all the geodes and items crafted to store extra transmutes?
I'm not saying it's not about money. I assume every decision they make has to do with making more money. This one just seems more difficult to nail down exactly how the cap makes them more money in the same way that armory slots blatantly do.
redspecter23 wrote: »Just eliminate the cap. It doesn't serve a useful purpose. To be honest I rarely hit the cap as I reconstruct a lot of gear, but I don't see what the problem is with people having 10,000 or even a million transmutes.
As I pointed out just above your post... It would cost ZOS profits, as they would have to increase their database storage space, something they don't like doing. Also, the actual database storage is probably the least of the cost, backups are what cost the most long term, and increasing the size of something you need to keep multiple copies of on hand, gets really expensive.
I'm no expert on storage and databases, but wouldn't an integer be less storage than all the geodes and items crafted to store extra transmutes?
I'm not saying it's not about money. I assume every decision they make has to do with making more money. This one just seems more difficult to nail down exactly how the cap makes them more money in the same way that armory slots blatantly do.
redspecter23 wrote: »I'm not saying it's not about money. I assume every decision they make has to do with making more money. This one just seems more difficult to nail down exactly how the cap makes them more money in the same way that armory slots blatantly do.
Just eliminate the cap. It doesn't serve a useful purpose. To be honest I rarely hit the cap as I reconstruct a lot of gear, but I don't see what the problem is with people having 10,000 or even a million transmutes.
As I pointed out just above your post... It would cost ZOS profits, as they would have to increase their database storage space, something they don't like doing. Also, the actual database storage is probably the least of the cost, backups are what cost the most long term, and increasing the size of something you need to keep multiple copies of on hand, gets really expensive.
orgin_stadia wrote: »Just eliminate the cap. It doesn't serve a useful purpose. To be honest I rarely hit the cap as I reconstruct a lot of gear, but I don't see what the problem is with people having 10,000 or even a million transmutes.
As I pointed out just above your post... It would cost ZOS profits, as they would have to increase their database storage space, something they don't like doing. Also, the actual database storage is probably the least of the cost, backups are what cost the most long term, and increasing the size of something you need to keep multiple copies of on hand, gets really expensive.
Storage isn't a problem here unless they are doing something very weird. They are storing values in 8,16,32 or 64 bits (or even 128bit).
8 bits - 0-255
16 bits - 0 - 65535
32 bits - 0 - 4 billion
64 bits - 0 - 18 quintillion
So even if they are using a 16 bit value they could increase it to 65k without affecting storage at all. The limit they have now has nothing to do with storage.
Microsoft spceific windows.h definitions and not standard limits.h definitions. Ew.etchedpixels wrote: »16bit word
Just eliminate the cap. It doesn't serve a useful purpose. To be honest I rarely hit the cap as I reconstruct a lot of gear, but I don't see what the problem is with people having 10,000 or even a million transmutes.
As I pointed out just above your post... It would cost ZOS profits, as they would have to increase their database storage space, something they don't like doing. Also, the actual database storage is probably the least of the cost, backups are what cost the most long term, and increasing the size of something you need to keep multiple copies of on hand, gets really expensive.
knightlylion wrote: »Just eliminate the cap. It doesn't serve a useful purpose. To be honest I rarely hit the cap as I reconstruct a lot of gear, but I don't see what the problem is with people having 10,000 or even a million transmutes.
As I pointed out just above your post... It would cost ZOS profits, as they would have to increase their database storage space, something they don't like doing. Also, the actual database storage is probably the least of the cost, backups are what cost the most long term, and increasing the size of something you need to keep multiple copies of on hand, gets really expensive.
What? You think they are physically storing these things in a server somewhere.. lmao. It's literally one bit of information to add a zero to the end of the cap. A single zero.