I would say this is the opposite of an easy fix. All of the current filtering is based on properties that are intrinsic to the items you are filtering. Is it a weapon or is it a recipe or what does it cost and so on. Your client sends the request with the filter criteria to a remote database. But the remote database does not record every character that knows the recipe. The remote database only contains the values of intrinsic properties. The database engine does the filtering and returns the results to your computer.
What you are asking for is an entirely new feature that does filtering on the client, your computer. If I was writing a minimum viable product for a game’s trade economy component, I would not include client filtering, and several ESO systems seem like they have not had major updates, just minor updates and fixes (using the semver standard definitions of those words).
katanagirl1 wrote: »I would say this is the opposite of an easy fix. All of the current filtering is based on properties that are intrinsic to the items you are filtering. Is it a weapon or is it a recipe or what does it cost and so on. Your client sends the request with the filter criteria to a remote database. But the remote database does not record every character that knows the recipe. The remote database only contains the values of intrinsic properties. The database engine does the filtering and returns the results to your computer.
What you are asking for is an entirely new feature that does filtering on the client, your computer. If I was writing a minimum viable product for a game’s trade economy component, I would not include client filtering, and several ESO systems seem like they have not had major updates, just minor updates and fixes (using the semver standard definitions of those words).
We already can filter on several different things in the guild trader, like trait, quality, words entered in the text box. Why would adding whether an item is known or not known be such a huge task?
oldbobdude wrote: »katanagirl1 wrote: »I would say this is the opposite of an easy fix. All of the current filtering is based on properties that are intrinsic to the items you are filtering. Is it a weapon or is it a recipe or what does it cost and so on. Your client sends the request with the filter criteria to a remote database. But the remote database does not record every character that knows the recipe. The remote database only contains the values of intrinsic properties. The database engine does the filtering and returns the results to your computer.
What you are asking for is an entirely new feature that does filtering on the client, your computer. If I was writing a minimum viable product for a game’s trade economy component, I would not include client filtering, and several ESO systems seem like they have not had major updates, just minor updates and fixes (using the semver standard definitions of those words).
We already can filter on several different things in the guild trader, like trait, quality, words entered in the text box. Why would adding whether an item is known or not known be such a huge task?
Especially since the awesome guild store addon already does it.
My two paragraphs which you quoted is the explanation why.katanagirl1 wrote: »We already can filter on several different things in the guild trader, like trait, quality, words entered in the text box. Why would adding whether an item is known or not known be such a huge task?
I'm confused... It's so hard to do this, that a third party, who presumably don't have free access to the game's code, did it and give it away for free? Something wrong with that statement.
Second, did you know that there are entire servers on ESO that AREN'T PC servers, and thus don't have access to add ons?
HatchetHaro wrote: »If you're on PC, there's an addon called AwesomeGuildStore that does exactly that and more.
I'm confused... It's so hard to do this, that a third party, who presumably don't have free access to the game's code, did it and give it away for free? Something wrong with that statement.
Second, did you know that there are entire servers on ESO that AREN'T PC servers, and thus don't have access to add ons?
Consoles have two months until they get add-ons. The groundwork was already published last update.
ZOS could have continued to spend the resources implementing a very limited number of select functions from add-ons into base game. They chose to bring over the whole framework now, allowing for far more functionality to be added than they can implement themselves. That means we no longer have to depend on them to decide what gets made available on their schedule.
My two paragraphs which you quoted is the explanation why.katanagirl1 wrote: »We already can filter on several different things in the guild trader, like trait, quality, words entered in the text box. Why would adding whether an item is known or not known be such a huge task?