That is so easy to say when it isn't your playstyle being sacrificed on the ever-hungry server improvement altar.
Zodiarkslayer wrote: »That is so easy to say when it isn't your playstyle being sacrificed on the ever-hungry server improvement altar.
I am sorry, if you feel your playstyle is infringed. But I am confident that you will get over this change.
About the Server improvement: Their reasoning is sound. ESO is basically a giant database, that has to run real time with all connected clients on a fixed amount of hardware.
Cut away the unwanted, unneccesary or redundant data and you'll have less to handle for said hardware.
This is simplified, ofc. But I think we can all agree on the principle.
Will we experience the improved performance on the frontend? Probably not.
Will it be measurable on the back end? Youbetyalillybacksidesitwill!
Zodiarkslayer wrote: »
Will it be measurable on the back end? Youbetyalillybacksidesitwill!
wolfie1.0. wrote: »If zos where concerned about inflation they wouldn't be running a gold increase event.
The stated reason is database limits
But I suspect they are looking at the side impact of engagement. They want people logging in more often.
If they said it would be to combat inflation I wouldn't care so much. But they didn't They said it's to improve server performance while at the same time we never got an update regarding the code rewrite from more than 2 years ago. (And I guess that code rewrite is just not happening anymore)
And after seeing how much the server performance got improved after the account wide achievement update... I'm not sure this will be it.
FlopsyPrince wrote: »Zodiarkslayer wrote: »But those of us that believe the econony would benefit from more gold sinks might not enjoy the 14 day timers ...
Sometimes you've got to give up a little bit of personal space in order to have more room for everyone.
You can probably imagine what I think of someone wanting to avoid a change, that would benefit everybody, based on nothing better than one's personal desire for convenience ... 😉
It is not the players' responsibility to make the game work. It is the ones who make it who should be responsible for that.
FlopsyPrince wrote: »Zodiarkslayer wrote: »But those of us that believe the econony would benefit from more gold sinks might not enjoy the 14 day timers ...
Sometimes you've got to give up a little bit of personal space in order to have more room for everyone.
You can probably imagine what I think of someone wanting to avoid a change, that would benefit everybody, based on nothing better than one's personal desire for convenience ... 😉
It is not the players' responsibility to make the game work. It is the ones who make it who should be responsible for that.
And yet when they do, everyone says "not like that".
Zodiarkslayer wrote: »I am sorry, if you feel your playstyle is infringed. But I am confident that you will get over this change.
Zodiarkslayer wrote: »About the Server improvement: Their reasoning is sound. ESO is basically a giant database, that has to run real time with all connected clients on a fixed amount of hardware.
Cut away the unwanted, unneccesary or redundant data and you'll have less to handle for said hardware.
This is simplified, ofc. But I think we can all agree on the principle.
Will we experience the improved performance on the frontend? Probably not.
Will it be measurable on the back end? Youbetyalillybacksidesitwill!
I_killed_Vivec wrote: »The difference is only apparent when someone takes a break of a month. With listings and emails lasting for a month that player loses nothing. If they only last for 14 days then they lose everything - all trader listings gone, all emails gone, all sales gone, all rejected items gone.
Your trading account is effectively purged.
Who [snip] wants an item to take longer than 14 days to sell? I don't see the problem with this change.
If it's taking you more than 2 days you should probably check the price, besides, items that are really, really expensive don't get sold in guild traders, they're sold in zone chats to dodge the fees so I don't see the issue there either.
I_killed_Vivec wrote: »The difference is only apparent when someone takes a break of a month. With listings and emails lasting for a month that player loses nothing. If they only last for 14 days then they lose everything - all trader listings gone, all emails gone, all sales gone, all rejected items gone.
Your trading account is effectively purged.
That makes sense.
In the same way that they utilized FOMO during the last event, making it so your items disappear after 14 days instead of 30 is another FOMO trigger. Better log in more often if you want to keep your stuff from disappearing in the mail. Don't want to miss out on making gold? Then you'll need to log in twice as often to refresh your listings.
Zodiarkslayer wrote: »An item listed on a guild trader creates multiple instances of traffic between a client and the servers, everytime a Player parses the guild trader. Now multiply that by the number of players, who parse through the guild listings. Per second.
Thats a lot of traffic!
Zodiarkslayer wrote: »Now compare this immense traffic to a relitavely small and static traffic that an item attached to a mail has, because it doesn't get send to a dozen players per second ...
C'mon, you are all smart enough to know that.
Zodiarkslayer wrote: »An item listed on a guild trader creates multiple instances of traffic between a client and the servers, everytime a Player parses the guild trader. Now multiply that by the number of players, who parse through the guild listings. Per second.
Thats a lot of traffic!
Now compare this immense traffic to a relitavely small and static traffic that an item attached to a mail has, because it doesn't get send to a dozen players per second ...
C'mon, you are all smart enough to know that.
FluffyBird wrote: »Zodiarkslayer wrote: »An item listed on a guild trader creates multiple instances of traffic between a client and the servers, everytime a Player parses the guild trader. Now multiply that by the number of players, who parse through the guild listings. Per second.
Thats a lot of traffic!
Now compare this immense traffic to a relitavely small and static traffic that an item attached to a mail has, because it doesn't get send to a dozen players per second ...
C'mon, you are all smart enough to know that.
[Snip]So: how the shortening of a listing lifetime would reduce the AMOUNT of listings at any given time?
[Snip]
FlopsyPrince wrote: »FluffyBird wrote: »Zodiarkslayer wrote: »An item listed on a guild trader creates multiple instances of traffic between a client and the servers, everytime a Player parses the guild trader. Now multiply that by the number of players, who parse through the guild listings. Per second.
Thats a lot of traffic!
Now compare this immense traffic to a relitavely small and static traffic that an item attached to a mail has, because it doesn't get send to a dozen players per second ...
C'mon, you are all smart enough to know that.
[Snip] So: how the shortening of a listing lifetime would reduce the AMOUNT of listings at any given time?
[Snip]
The performance "boost" will probably be because many players will not quickly repost things to sell.
FlopsyPrince wrote: »FluffyBird wrote: »Zodiarkslayer wrote: »An item listed on a guild trader creates multiple instances of traffic between a client and the servers, everytime a Player parses the guild trader. Now multiply that by the number of players, who parse through the guild listings. Per second.
Thats a lot of traffic!
Now compare this immense traffic to a relitavely small and static traffic that an item attached to a mail has, because it doesn't get send to a dozen players per second ...
C'mon, you are all smart enough to know that.
[Snip] So: how the shortening of a listing lifetime would reduce the AMOUNT of listings at any given time?
[Snip]
The performance "boost" will probably be because many players will not quickly repost things to sell.
I can't speak for ALL players, but I keep all 150 trader slots filled 100% of the time. I'm not sure why a shorter listing time would motivate anyone to store items in their inventory, rather than trying to get rid of them for gold.
FluffyBird wrote: »Zodiarkslayer wrote: »An item listed on a guild trader creates multiple instances of traffic between a client and the servers, everytime a Player parses the guild trader. Now multiply that by the number of players, who parse through the guild listings. Per second.
Thats a lot of traffic!
Now compare this immense traffic to a relitavely small and static traffic that an item attached to a mail has, because it doesn't get send to a dozen players per second ...
C'mon, you are all smart enough to know that.
[Snip]. So: how the shortening of a listing lifetime would reduce the AMOUNT of listings at any given time?
[Snip].
FluffyBird wrote: »Zodiarkslayer wrote: »An item listed on a guild trader creates multiple instances of traffic between a client and the servers, everytime a Player parses the guild trader. Now multiply that by the number of players, who parse through the guild listings. Per second.
Thats a lot of traffic!
Now compare this immense traffic to a relitavely small and static traffic that an item attached to a mail has, because it doesn't get send to a dozen players per second ...
C'mon, you are all smart enough to know that.
[Snip]. So: how the shortening of a listing lifetime would reduce the AMOUNT of listings at any given time?
[Snip].
Well, if someone has stuff listed and goes inactive they can't be put into cold storage til their listings expire and then their mail expires. Meaning instead of 30 days inactivity it works out to 60 days inactivity before their character data is moved.
I suspect all this is related to that. Which does free up resources.
FluffyBird wrote: »Zodiarkslayer wrote: »An item listed on a guild trader creates multiple instances of traffic between a client and the servers, everytime a Player parses the guild trader. Now multiply that by the number of players, who parse through the guild listings. Per second.
Thats a lot of traffic!
Now compare this immense traffic to a relitavely small and static traffic that an item attached to a mail has, because it doesn't get send to a dozen players per second ...
C'mon, you are all smart enough to know that.
[Snip]. So: how the shortening of a listing lifetime would reduce the AMOUNT of listings at any given time?
[Snip].
Well, if someone has stuff listed and goes inactive they can't be put into cold storage til their listings expire and then their mail expires. Meaning instead of 30 days inactivity it works out to 60 days inactivity before their character data is moved.
I suspect all this is related to that. Which does free up resources.
FluffyBird wrote: »FluffyBird wrote: »Zodiarkslayer wrote: »An item listed on a guild trader creates multiple instances of traffic between a client and the servers, everytime a Player parses the guild trader. Now multiply that by the number of players, who parse through the guild listings. Per second.
Thats a lot of traffic!
Now compare this immense traffic to a relitavely small and static traffic that an item attached to a mail has, because it doesn't get send to a dozen players per second ...
C'mon, you are all smart enough to know that.
[Snip]. So: how the shortening of a listing lifetime would reduce the AMOUNT of listings at any given time?
[Snip].
Well, if someone has stuff listed and goes inactive they can't be put into cold storage til their listings expire and then their mail expires. Meaning instead of 30 days inactivity it works out to 60 days inactivity before their character data is moved.
I suspect all this is related to that. Which does free up resources.
I can see how "shorter expiration timer -> faster cold storage readiness -> more accounts in cold storage" works, yes.
It feels like they are cutting corners more and more and can't be honest and open about what and why they are doing.