Remathilis wrote: »I just want the houseguest limit to raise. You can't create the illusion of a bar/market/public space with only 10 houseguests (and that includes pets, mounts, and assistants). Everything looks vacant.
NoTimeToWait wrote: »
This is a good post. But this doesn't change the fact that most houses are too large to be properly filled with the current item limit.
Additionally, while ZOS's (possible) adherence to their minimum requirements is commendable, it's not like PC or console will explode if FPS gets lower in some houses. ZOS could make the limit higher, while also adding a visible warning when you go above a threshold (say, 1200 items is the limit and 700 items is the treshold), so that the owner and visitors would know that the game performance may decline.
It would be acceptable, because a lot of houses don't involve much action and don't require stable high framerates.
Dragonnord wrote: »ZOS explained in the past, on several occasions, here in the forums and also on live streams and interviews, that the space limit can't be increased because it would lead to serious performance issues inside the houses.
It'd be kind of long to explain here, but you may want to do a search and find out exact explanation and details from ZOS.
Also, there are several other threads in this forum regarding the same matter.
furiouslog wrote: »Any other ideas?
I thought they were separate instances already, because we have loading screens whenever using doors between the house(s) and the courtyard(s).SerafinaWaterstar wrote: »Or perhaps have different instances for inside & outside? I would not mind a short wait if it meant I could have 700 items outside & 700 inside.
/script JumpToHouse("@Paramedicus")↑↑↑ Feel free to visit my house if you need to use Transmute Station or vet Trial Dummy with buffs and Aetherial Well (look for the Harrowing Reaper on the northern rock wall) ↑↑↑
I thought they were separate instances already, because we have loading screens whenever using doors between the house(s) and the courtyard(s).SerafinaWaterstar wrote: »Or perhaps have different instances for inside & outside? I would not mind a short wait if it meant I could have 700 items outside & 700 inside.
furiouslog wrote: »NoTimeToWait wrote: »
This is a good post. But this doesn't change the fact that most houses are too large to be properly filled with the current item limit.
Additionally, while ZOS's (possible) adherence to their minimum requirements is commendable, it's not like PC or console will explode if FPS gets lower in some houses. ZOS could make the limit higher, while also adding a visible warning when you go above a threshold (say, 1200 items is the limit and 700 items is the treshold), so that the owner and visitors would know that the game performance may decline.
It would be acceptable, because a lot of houses don't involve much action and don't require stable high framerates.
Also, as previously discussed, ZOS is legally required to have a fully functional game at the stated minimum specifications, so anything that undermined that functionality has to be mitigated.
furiouslog wrote: »NoTimeToWait wrote: »
This is a good post. But this doesn't change the fact that most houses are too large to be properly filled with the current item limit.
Additionally, while ZOS's (possible) adherence to their minimum requirements is commendable, it's not like PC or console will explode if FPS gets lower in some houses. ZOS could make the limit higher, while also adding a visible warning when you go above a threshold (say, 1200 items is the limit and 700 items is the treshold), so that the owner and visitors would know that the game performance may decline.
It would be acceptable, because a lot of houses don't involve much action and don't require stable high framerates.
As previously discussed in this thread, the minimum specs are a legal matter - the game has to work as expected, which means it needs to hit 30 fps. Yes, PC's won't literally explode, but they can lock up. ZOS also places limitations and design features in game as anti-griefing measures. Someone with ill intentions could make a house available with max animations and items in it, and then open their house up, deliberately trying to make potato PC owners crash when they enter. ZOS can't have a situation like that.
Also, as previously discussed, ZOS is legally required to have a fully functional game at the stated minimum specifications, so anything that undermined that functionality has to be mitigated.
Finally, the owner of the card that was posting his benchmark results for poly count for the 960 reported that it was a tipping point, meaning that once it went past a certain count, it dropped sharply from 60 fps to 2 fps, so it might not be a matter of declining performance, but a complete loss of performance, which then goes back to ZOS's legal obligations.
The best and most accommodating solution I've seen in this thread is to categorize furnishings and assets on the basis of their technical overhead budget, which would allow home designers to reach the true technical limitations rather than an approximation based on simplistic counts, but that limitation can't be messed with. It's a hard line in the sand due to ZOS's legal obligations to their paying customers.
Any other ideas?
LucyferLightbringer wrote: »It is insane how little we can put in our houses, even the biggest ones with ESO+. Even in Star WARS Galaxies, a game from 2003 we could have placed up to 1200 items in houses. The ESO limits in current times are a joke. I suggest at least doubling them.