The difference is down to lots of not many things (crafting mats) and not much of a lot of things (furnishings). The crafting bag works by having some 300 items in stacks up to 4.3 billion. That's 300 unsigned 32-bit integers. To do the same for furnishing, you'd need almost ten times that, which would take up ten times the space, and if it was done the same way with unsigned 32-bit integers, most of that space would be taken up but would go wasted, for while you may have hundreds of Tas, you will only have a few copies of "Incidental Juniper Tree, Version 3".I'm sorry, but this is absolutely awful explanation. How can they say that furniture is can't stack when it can? Besides how many items we got in crafting bags? All types of herbs, all runes, all food, all woods, all ore types... I think it's like 200+. Is there a difference for async methods to calculate and put in the row 200 items or 2000 items? I don't think so. If they want they could make it. But they don't. Why? "Just because" - they said.AzraelKrieg wrote: »It involves the use of tables and data storage. The crafting bags work because it is a small amount of items that can stack together where as furniture is a large amount of items that don't stack so having a storage system dedicated to them would take up additional server resources to process not only the number of items there but how many of each item there is in that storage system. Essentially, they did it for performance reasons.raidentenshu_ESO wrote: »I don't bother watching ESO Live these days. What was the explanation why theirs no separate storage for furniture's? Also did they explain why the crown furniture that came with the houses are considered bound, and unable to be sold in trading guilds? We pay RL money for this and yet were not allowed to do what we please with it?AzraelKrieg wrote: »They explained why there is no separate storage for furniture on ESO live a few weeks back
I would also very much like to see a "Furniture Warehouse" to keep Inventory space free, but such a system would need a lot more space optimisation processes to be developed for it that just aren't needed for crafting bags.
I've been thinking about this a bit more. I don't know how the game coding works, but basing this solely on bit space: a 32-bit integer would take up the same space as 4 8-bit integers. That immediately gives you 1200 unsigned 8-bit integers in the same space as 300 unsigned 32-bit integers, if the space can be optimised to that usage. That's still only half of the space needed to have a slot for every furnishing, but maybe you don't need a slot for every furnishing. An unsigned 8-bit integer can go up to 255. Having 1200 furnishing slots which can stack up to 200 would certainly be good enough for me.The difference is down to lots of not many things (crafting mats) and not much of a lot of things (furnishings). The crafting bag works by having some 300 items in stacks up to 4.3 billion. That's 300 unsigned 32-bit integers. To do the same for furnishing, you'd need almost ten times that, which would take up ten times the space, and if it was done the same way with unsigned 32-bit integers, most of that space would be taken up but would go wasted, for while you may have hundreds of Tas, you will only have a few copies of "Incidental Juniper Tree, Version 3".I'm sorry, but this is absolutely awful explanation. How can they say that furniture is can't stack when it can? Besides how many items we got in crafting bags? All types of herbs, all runes, all food, all woods, all ore types... I think it's like 200+. Is there a difference for async methods to calculate and put in the row 200 items or 2000 items? I don't think so. If they want they could make it. But they don't. Why? "Just because" - they said.AzraelKrieg wrote: »It involves the use of tables and data storage. The crafting bags work because it is a small amount of items that can stack together where as furniture is a large amount of items that don't stack so having a storage system dedicated to them would take up additional server resources to process not only the number of items there but how many of each item there is in that storage system. Essentially, they did it for performance reasons.raidentenshu_ESO wrote: »I don't bother watching ESO Live these days. What was the explanation why theirs no separate storage for furniture's? Also did they explain why the crown furniture that came with the houses are considered bound, and unable to be sold in trading guilds? We pay RL money for this and yet were not allowed to do what we please with it?AzraelKrieg wrote: »They explained why there is no separate storage for furniture on ESO live a few weeks back
I would also very much like to see a "Furniture Warehouse" to keep Inventory space free, but such a system would need a lot more space optimisation processes to be developed for it that just aren't needed for crafting bags.
AzraelKrieg wrote: »raidentenshu_ESO wrote: »AzraelKrieg wrote: »They explained why there is no separate storage for furniture on ESO live a few weeks back
I don't bother watching ESO Live these days. What was the explanation why theirs no separate storage for furniture's? Also did they explain why the crown furniture that came with the houses are considered bound, and unable to be sold in trading guilds? We pay RL money for this and yet were not allowed to do what we please with it?
It involves the use of tables and data storage. The crafting bags work because it is a small amount of items that can stack together where as furniture is a large amount of items that don't stack so having a storage system dedicated to them would take up additional server resources to process not only the number of items there but how many of each item there is in that storage system. Essentially, they did it for performance reasons.