That's impossible.
The reason that they are stackable is because in their sealed form, the master writ inside does not yet exist. So they are all identical, which means that the server can record a stack of 20 writs with just 2 pieces of information: "sealed writ" and "20 copies".
Once you open it, that's when it actually creates the master writ, which generates new information (the writ's requirements) that the server must now track. So if you unsealed 20 writs, you've now generated 20 new separate and unique pieces of information for the requirements of each of those writs. And so it is now no longer possible to describe those 20 writs with just 2 pieces of information as you could before.
To go back to recording 20 writs with just two pieces of information, you'd need to destroy that extra information that's unique to each writ, but then that opens up exploitative behavior. E.g., someone might unseal an Enchanting writ and see that it asks for Hakeijo, reseal it, and then unseal it to "re-roll" the writ in hopes of getting something different.
I highly doubt that ZOS would be okay with "re-rolling" behavior, in which case resealing will never be a thing.
This, BTW, is the exact same reason why only unused siege can be stacked. Once a siege is used, it gains a new, unique piece of information (its remaining hitpoints), which prevents it from being lumped in with the other unused siege.
The devs could very easily create an object labeled "sealed <craft> master writ" this object stacks regardless of stats on the roll of the master writ. Right clicking on a Master Writ and selecting "seal" would simply label it as a "sealed <craft> master writ" while preserving its stats and then when you go back into your bank / inventory and click the "sealed <craft> master writ" it would open a pop window with a scroll bar that you could go down through and select which rolled writ you want to pull out of the sealed group to your inventory.
The devs could very easily create an object labeled "sealed <craft> master writ" this object stacks regardless of stats on the roll of the master writ. Right clicking on a Master Writ and selecting "seal" would simply label it as a "sealed <craft> master writ" while preserving its stats and then when you go back into your bank / inventory and click the "sealed <craft> master writ" it would open a pop window with a scroll bar that you could go down through and select which rolled writ you want to pull out of the sealed group to your inventory.
You're completely missing the point. It doesn't matter if they just take up zero space in your inventory, or if they make a special bottomless bank to hold them, or if they make a container that sits in your inventory to hold them--those are all just different ways of dressing up the same thing. What matters is what's actually going on inside.
The important thing here is this: For sealed writs, you need only 2 pieces of information to describe any number of writs. Got a stack of 10 writs? 2 pieces of information: "sealed writ" and "10 in this stack". Got a stack of 100 writs? Still only 2 pieces of information. Even though you have 10x more writs, the amount of information needed doesn't change.
But once you unseal them, then going from 10 writs to 100 writs will require 10x more information to be stored by the server. It doesn't matter if you stuff them into envelopes or whatever scheme you can dream up of, because the only thing that matters is how much information storage they are costing.
In case you haven't noticed, ZOS has been on a crusade to trim the information storage fat. It's why character achievements were made account-wide. It's why mail expiration times have been cut. And this whole sealed writ thing actually saves them a lot of storage space because someone hoarding 100 alchemy writs will now only take 1% of the information storage (at least until they unseal them, but most people will likely only unseal them when they're about to do them, so they won't linger around for long).
That's impossible.
The reason that they are stackable is because in their sealed form, the master writ inside does not yet exist. So they are all identical, which means that the server can record a stack of 20 writs with just 2 pieces of information: "sealed writ" and "20 copies".
Once you open it, that's when it actually creates the master writ, which generates new information (the writ's requirements) that the server must now track. So if you unsealed 20 writs, you've now generated 20 new separate and unique pieces of information for the requirements of each of those writs. And so it is now no longer possible to describe those 20 writs with just 2 pieces of information as you could before.
To go back to recording 20 writs with just two pieces of information, you'd need to destroy that extra information that's unique to each writ, but then that opens up exploitative behavior. E.g., someone might unseal an Enchanting writ and see that it asks for Hakeijo, reseal it, and then unseal it to "re-roll" the writ in hopes of getting something different.
I highly doubt that ZOS would be okay with "re-rolling" behavior, in which case resealing will never be a thing.
This, BTW, is the exact same reason why only unused siege can be stacked. Once a siege is used, it gains a new, unique piece of information (its remaining hitpoints), which prevents it from being lumped in with the other unused siege.
Nothing is impossible to do. The question is how do we make it possible. The devs could very easily
create an object labeled "sealed <craft> master writ" this object stacks regardless of stats on the roll of the master writ. Right clicking on a Master Writ and selecting "seal" would simply label it as a "sealed <craft> master writ" while preserving its stats and then when you go back into your bank / inventory and click the "sealed <craft> master writ" it would open a pop window with a scroll bar that you could go down through and select which rolled writ you want to pull out of the sealed group to your inventory. This would take care of a couple of issues.
1. You wouldn't have to reseal all your writs just to get one out of say the middle of the pile.
2. It allows you to conserve space in your bank for master writs you dont yet know but working on getting the capability to make.
Going with my suggestion could be some database issues of course having to stack up all that data of what the rolls are so in that case I would suggest making the sealed writs stack in groups of 10 or 20 because lets face it by the time you get that high in writs you're probably going to chip away at whats there anyways and 2 anything you didn't know you're probably going to have some things researched / new styles etc to make some of them and still stacking in 10 or 20 still preserves alot of space.
LootAllTheStuff wrote: »That's impossible.
The reason that they are stackable is because in their sealed form, the master writ inside does not yet exist. So they are all identical, which means that the server can record a stack of 20 writs with just 2 pieces of information: "sealed writ" and "20 copies".
Once you open it, that's when it actually creates the master writ, which generates new information (the writ's requirements) that the server must now track. So if you unsealed 20 writs, you've now generated 20 new separate and unique pieces of information for the requirements of each of those writs. And so it is now no longer possible to describe those 20 writs with just 2 pieces of information as you could before.
To go back to recording 20 writs with just two pieces of information, you'd need to destroy that extra information that's unique to each writ, but then that opens up exploitative behavior. E.g., someone might unseal an Enchanting writ and see that it asks for Hakeijo, reseal it, and then unseal it to "re-roll" the writ in hopes of getting something different.
I highly doubt that ZOS would be okay with "re-rolling" behavior, in which case resealing will never be a thing.
This, BTW, is the exact same reason why only unused siege can be stacked. Once a siege is used, it gains a new, unique piece of information (its remaining hitpoints), which prevents it from being lumped in with the other unused siege.
Nothing is impossible to do. The question is how do we make it possible. The devs could very easily
I'm going to jump in right here and ask if you know what the game code actually looks like, what object dependencies this might affect, and how it will impact data storage. It's very easy to say that something is very easy, but that doesn't make it so.
Anyway:create an object labeled "sealed <craft> master writ" this object stacks regardless of stats on the roll of the master writ. Right clicking on a Master Writ and selecting "seal" would simply label it as a "sealed <craft> master writ" while preserving its stats and then when you go back into your bank / inventory and click the "sealed <craft> master writ" it would open a pop window with a scroll bar that you could go down through and select which rolled writ you want to pull out of the sealed group to your inventory. This would take care of a couple of issues.
1. You wouldn't have to reseal all your writs just to get one out of say the middle of the pile.
And how are you going to find the one you want in the middle of the pile? To do that, you'd either need to unstack every single writ until you find the one you're looking for (and that could very easily be a hundred or more judging by posts in other threads about writs), or ZOS would have to create a new level in the inventory interface so you could 'enter' and select from a sub-list of writs within the stack.2. It allows you to conserve space in your bank for master writs you dont yet know but working on getting the capability to make.
But as @code65536 pointed out, this doesn't reduce the amount of data that needs to be stored if you want the contents of each writ to be preserved.Going with my suggestion could be some database issues of course having to stack up all that data of what the rolls are so in that case I would suggest making the sealed writs stack in groups of 10 or 20 because lets face it by the time you get that high in writs you're probably going to chip away at whats there anyways and 2 anything you didn't know you're probably going to have some things researched / new styles etc to make some of them and still stacking in 10 or 20 still preserves alot of space.
But limiting the number of sealed writs per stack doesn't actually reduce the number of bytes of information being stored at all; if anything, it increases it because you now have n stacks of m writs, each of which has all their associated data. It just makes it more complicated.
Let's face it: the game is 11 years old now. ZOS has found a way to graft on a feature that looks somewhat like the one people were requesting on top of that code base. It doesn't function exactly how many players want it to but, at this point, ZOS have already incurred considerable technical debt in terms of code dependencies and data structures that limit what can be done. If the requested feature had been built in from the beginning, it's likely it would be more intuitive and user friendly, but that's not what happened.
In case you haven't noticed, ZOS has been on a crusade to trim the information storage fat. It's why character achievements were made account-wide. It's why mail expiration times have been cut. And this whole sealed writ thing actually saves them a lot of storage space because someone hoarding 100 alchemy writs will now only take 1% of the information storage (at least until they unseal them, but most people will likely only unseal them when they're about to do them, so they won't linger around for long).
No, the question is "Do the benefits of this justify spending a large amount of limited development resources on building a brand new system to allow us to do this, along with all the testing required to make sure that this new system not only works but also doesn't break anything else." Rule 1 of IT project management: you focus your limited development and testing resources on the highest priority items with the biggest impact and the low-hanging fruit that can give you quick wins with very little development and testing effort. What you're suggesting is neither a high priority item nor low-hanging fruit. It's a nice to have, which means that it won't happen until everything that's higher priority or easier to do with little effort is already done (in other words, it won't happen).Nothing is impossible to do. The question is how do we make it possible.
Except that doesn't help with database issues, you still need to vastly increase the database resources because now every single inventory/bank slot could potentially be storing as much data as 10 or 20 inventory/bank slots. Also, your assumption that by the time you get that high in writs you're probably going to chip away at what's there is wrong. Before I burned through a few hundred of them leveling subclass skill lines, I was sitting on about 700-800 master writs. I only do master writs when I need more writ vouchers for some reason, or when I want to pop an XP scroll during a double XP event to earn tons of XP for some reason, or when I need to clear a few hundred inventory/bank slots, and I know lots of other people who do the same.Going with my suggestion could be some database issues of course having to stack up all that data of what the rolls are so in that case I would suggest making the sealed writs stack in groups of 10 or 20 because lets face it by the time you get that high in writs you're probably going to chip away at whats there anyways and 2 anything you didn't know you're probably going to have some things researched / new styles etc to make some of them and still stacking in 10 or 20 still preserves alot of space.
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Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
wolfie1.0. wrote: »Question: could master writs be curated? So that you only receive ones that you can create?
wolfie1.0. wrote: »Question: could master writs be curated? So that you only receive ones that you can create?
If such a thing were to exist, then people will exploit that by unsealing all their master writs on a character that only knows the basic racial motifs.
Thematically, master writs are intended for master crafters. Being a master crafter means having extensive crafting style knowledge. There shouldn't be shortcuts around that.
IsharaMeradin wrote: »Master writs are a crafting related item. They could have flagged them to be added to the craft bag if they so desired. But they did not.
Elvenheart wrote: »I haven’t tried this yet, what happens if you try to open a writ envelope and your inventory only has one or two empty slots but the envelope has 10 writs in it?
It's not negative at all. If you want things to work exactly the same as they did before the update, you just open your envelopes as soon as you get them. If you prefer to save inventory space and not know the details of your master writs until later, then you don't open them until you want to know what's in them. That's it. The only possible negative to the change is "oh no, one extra click."katanagirl1 wrote: »I won’t see exactly what this looks like until next week, but it sounds like it is going to make my crafting much more complicated than it should be. If it is then I will be unhappy that they have catered to hoarders rather than players like me who do master writs every day. Seems like a negative QoL feature to me.
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Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
IsharaMeradin wrote: »Master writs are a crafting related item. They could have flagged them to be added to the craft bag if they so desired. But they did not.
They don't belong in the craft bag for the exact same reasons detailed earlier in this thread.
Each master writ is unique. Adding 100 master writs to your craft bag will mean storing 100 more pieces of unique information. Adding 100 ruby ash to your craft bag doesn't entail adding 100 pieces of information: it requires updating just one piece of information. The number of different unique types of crafting materials is not that high, and most importantly, it's bounded. That is not the case for unique master writs.
(Survey maps, on the other hand, ought to go into the craft bag, since they are much more like crafting materials than writs: a limited number of unique types, and that there are often multiple copies of each one.)
It's the same reason why the new "craft bag for furniture" has a 500-slot limit.
The number of unique pieces of information is what governs all of these things.
DenverRalphy wrote: »IsharaMeradin wrote: »Master writs are a crafting related item. They could have flagged them to be added to the craft bag if they so desired. But they did not.
They don't belong in the craft bag for the exact same reasons detailed earlier in this thread.
Each master writ is unique. Adding 100 master writs to your craft bag will mean storing 100 more pieces of unique information. Adding 100 ruby ash to your craft bag doesn't entail adding 100 pieces of information: it requires updating just one piece of information. The number of different unique types of crafting materials is not that high, and most importantly, it's bounded. That is not the case for unique master writs.
(Survey maps, on the other hand, ought to go into the craft bag, since they are much more like crafting materials than writs: a limited number of unique types, and that there are often multiple copies of each one.)
It's the same reason why the new "craft bag for furniture" has a 500-slot limit.
The number of unique pieces of information is what governs all of these things.
The issue is likely that ESO development was poorly planned from the outset, with not enough forethought into expansion and scalability. There is a solution though, and should not be that difficult.
Instead of trying to utilize their homebuilt proprietary (I'm assuming) database, they should instead add a new structure to work alongside it.
1 double-word byte can contain all the information needed to store what's in a master writ and then some. 64 bits available. 10 bits to represent a possible 999 motifs (extreme overkill but hey, scalability and all that). 4 bits to represent the trait (again overkill but allows for scalability). 10 bits to represent the sets (again scalable to 999). 3 bits to represent quality (green, blue, purple, gold). And that's it. With a LOT of bits left over to use in whatever other manner they may imagine in the future. Heck, each byte could hold 2 master writs if desired.
Now all a storage container needs be is a simple flat array to store those bytes. With the added benefit that the array could be searched and interpreted enabling the ability to pick specific writs to pull. Or put back in if necessary.
[Edit] Yes I'm aware 10 bits can range 0 - 1023. I just arbitrarily chose the value 999 because simpler numbers are easier to grasp for the non techy reader.
DenverRalphy wrote: »IsharaMeradin wrote: »Master writs are a crafting related item. They could have flagged them to be added to the craft bag if they so desired. But they did not.
They don't belong in the craft bag for the exact same reasons detailed earlier in this thread.
Each master writ is unique. Adding 100 master writs to your craft bag will mean storing 100 more pieces of unique information. Adding 100 ruby ash to your craft bag doesn't entail adding 100 pieces of information: it requires updating just one piece of information. The number of different unique types of crafting materials is not that high, and most importantly, it's bounded. That is not the case for unique master writs.
(Survey maps, on the other hand, ought to go into the craft bag, since they are much more like crafting materials than writs: a limited number of unique types, and that there are often multiple copies of each one.)
It's the same reason why the new "craft bag for furniture" has a 500-slot limit.
The number of unique pieces of information is what governs all of these things.
The issue is likely that ESO development was poorly planned from the outset, with not enough forethought into expansion and scalability. There is a solution though, and should not be that difficult.
Instead of trying to utilize their homebuilt proprietary (I'm assuming) database, they should instead add a new structure to work alongside it.
1 double-word byte can contain all the information needed to store what's in a master writ and then some. 64 bits available. 10 bits to represent a possible 999 motifs (extreme overkill but hey, scalability and all that). 4 bits to represent the trait (again overkill but allows for scalability). 10 bits to represent the sets (again scalable to 999). 3 bits to represent quality (green, blue, purple, gold). And that's it. With a LOT of bits left over to use in whatever other manner they may imagine in the future. Heck, each byte could hold 2 master writs if desired.
Now all a storage container needs be is a simple flat array to store those bytes. With the added benefit that the array could be searched and interpreted enabling the ability to pick specific writs to pull. Or put back in if necessary.
[Edit] Yes I'm aware 10 bits can range 0 - 1023. I just arbitrarily chose the value 999 because simpler numbers are easier to grasp for the non techy reader.
ZOS is perfectly aware of how to efficiently use bits; their achievements, for example, take 128 bits of storage; a 64-bit timestamp field and a tightly-packed 64-bit data field that encodes everything else about the achievement, including all the progress of each of the subrequirements that an achievement might have.
And yet, despite each achievement taking only 128 bits, it was apparently important to them to consolidate that to one copy per account instead of one copy per character.
And yes, master writ details can be similarly encoded, and judging from what we can see of how they encode item information in general, that's almost certainly what they're already doing.
At the end of the day, it doesn't change the fundamental fact that on one hand, you have a constant amount of storage for any number of writs, and on the other, you have storage that scales linearly with the number of writs. All you're doing is saying, "but the constant in that linear scaling isn't that high!". So what? It's still a linearly scaling cost vs. a flat non-scaling cost.
(Nitpicker's corner: In x86, byte=8bits, word=16bits, doubleword=32bits, quadword=64bits. "Double-word byte" is nonsensical.)