I fully predict this as well.MLGProPlayer wrote: »
AdamBourke wrote: »Housing STorage: Nope
It is pretty technically complex.
We can’t just increase storage because Elder Scrolls Online is just not setup for that. We would love to, but we don’t have plans for it right now.
anitajoneb17_ESO wrote: »The summary forgets to mention that Matt Firor takes us for fools. I mean, really.
He says that transmog and additional storage face heavy technical difficulties !!!
I, admittedly, am no programmer. But I am computer literate enough to understand that there is nothing, absolutely nothing technically difficult in applying a texture that already exists to a gear (basically, a set of stats) that already exists. Also, there is absolutely nothing difficult is telling any given inventory item to contain X maximum slots instead of Y maximum slots.
So please Mr. Firor, do not take me for stupid.
The "difficulties" you are "facing" are strictly related to how you are going to implement it in the game as either (or both) a gameplay incentive and a mean of monetization. Which, by the way, are fair are serious questions. But no "technical difficulties".
SHHHHHH @GreenSoup2HoTGreenSoup2HoT wrote: »Transmog...... so happy ive been holding on to Volars Crescent Daggers
SHHHHHH @GreenSoup2HoTGreenSoup2HoT wrote: »Transmog...... so happy ive been holding on to Volars Crescent Daggers
I have two
Also there's a decent chance it'll only allow for known crafting styles
AdamBourke wrote: »anitajoneb17_ESO wrote: »The summary forgets to mention that Matt Firor takes us for fools. I mean, really.
He says that transmog and additional storage face heavy technical difficulties !!!
I, admittedly, am no programmer. But I am computer literate enough to understand that there is nothing, absolutely nothing technically difficult in applying a texture that already exists to a gear (basically, a set of stats) that already exists. Also, there is absolutely nothing difficult is telling any given inventory item to contain X maximum slots instead of Y maximum slots.
So please Mr. Firor, do not take me for stupid.
The "difficulties" you are "facing" are strictly related to how you are going to implement it in the game as either (or both) a gameplay incentive and a mean of monetization. Which, by the way, are fair are serious questions. But no "technical difficulties".
I AM a programmer - and I can see why there might be technical difficulties with storage. Take special note of the fact that he says that ESO is not built for that.
The problem is not that it is hard to do. I could probably write a quick application in half a day that had a fairly complex housing-inventory management system. But there are three problems I wouldn't need to deal with: Scaling, Speed and Legacy.
Scaling: Firstly, what is easy for one person is not easy for 10 million people. It would include more storage (only a few Terabytes) and more connections to the banking system (Players might only go to the banker on special occasions, but would look through the containers in their houses more often - especially if it was done properly and each container had a separate storage space!)
Speed: Have you noticed that when you open a chest or urn etc the contents appear immediately? That's because the client generates that information. For a storage system in a house you would need to connect to the servers to check the contents.On a slow day this could take a while. If you have a large number of items in your bank it could take longer. People would get irritated by this, so it would need minimising as much as possible.
Legacy: One of the hardest problems to solve in any programming job. You (or the people that came before) didn't write the original code in the way that would make this easy.There's lots of good reasons that this happens, and some bad ones - but it virtually always happens. IT can be fixed, but it's often hard and leads to bugs. Imagine you are building a house. You start with the foundations, and then the walls and the roof. But someone later says they actually want a tower - it's easy conceptually, you just add higher walls - but the foundations aren't strong enough to hold it - that's Legacy Issues, and it's why Matt Firor says that ESO is not built for it.
Having said all of that... I can't see what the problem with a Transmog system would be, since it's already in the game for Morag Tong and Imperial!
MLGProPlayer wrote: »
AdamBourke wrote: »anitajoneb17_ESO wrote: »The summary forgets to mention that Matt Firor takes us for fools. I mean, really.
He says that transmog and additional storage face heavy technical difficulties !!!
I, admittedly, am no programmer. But I am computer literate enough to understand that there is nothing, absolutely nothing technically difficult in applying a texture that already exists to a gear (basically, a set of stats) that already exists. Also, there is absolutely nothing difficult is telling any given inventory item to contain X maximum slots instead of Y maximum slots.
So please Mr. Firor, do not take me for stupid.
The "difficulties" you are "facing" are strictly related to how you are going to implement it in the game as either (or both) a gameplay incentive and a mean of monetization. Which, by the way, are fair are serious questions. But no "technical difficulties".
I AM a programmer - and I can see why there might be technical difficulties with storage. Take special note of the fact that he says that ESO is not built for that.
ScalingAdamBourke wrote: »I AM a programmer - and I can see why there might be technical difficulties with storage. Take special note of the fact that he says that ESO is not built for that.
The problem is not that it is hard to do. I could probably write a quick application in half a day that had a fairly complex housing-inventory management system. But there are three problems I wouldn't need to deal with: Scaling, Speed and Legacy.
Scaling: Firstly, what is easy for one person is not easy for 10 million people. It would include more storage (only a few Terabytes) and more connections to the banking system (Players might only go to the banker on special occasions, but would look through the containers in their houses more often - especially if it was done properly and each container had a separate storage space!)
Speed: Have you noticed that when you open a chest or urn etc the contents appear immediately? That's because the client generates that information. For a storage system in a house you would need to connect to the servers to check the contents.On a slow day this could take a while. If you have a large number of items in your bank it could take longer. People would get irritated by this, so it would need minimising as much as possible.
Legacy: One of the hardest problems to solve in any programming job. You (or the people that came before) didn't write the original code in the way that would make this easy.There's lots of good reasons that this happens, and some bad ones - but it virtually always happens. IT can be fixed, but it's often hard and leads to bugs. Imagine you are building a house. You start with the foundations, and then the walls and the roof. But someone later says they actually want a tower - it's easy conceptually, you just add higher walls - but the foundations aren't strong enough to hold it - that's Legacy Issues, and it's why Matt Firor says that ESO is not built for it.
Having said all of that... I can't see what the problem with a Transmog system would be, since it's already in the game for Morag Tong and Imperial!
I wonder if they use an pretty weird method to store style for items.anitajoneb17_ESO wrote: »The summary forgets to mention that Matt Firor takes us for fools. I mean, really.
He says that transmog and additional storage face heavy technical difficulties !!!It is pretty technically complex.We can’t just increase storage because Elder Scrolls Online is just not setup for that. We would love to, but we don’t have plans for it right now.
I, admittedly, am no programmer. But I am computer literate enough to understand that there is nothing, absolutely nothing technically difficult in applying a texture that already exists to a gear (basically, a set of stats) that already exists. Also, there is absolutely nothing difficult is telling any given inventory item to contain X maximum slots instead of Y maximum slots.
So please Mr. Firor, do not take me for stupid.
The "difficulties" you are "facing" are strictly related to how you are going to implement it in the game as either (or both) a gameplay incentive or/and a mean of monetization. Which, by the way, are fair and serious questions. But no "technical difficulties".
And the reason why you don't want to increase storage aren't technical. It's just that storage is the undisputed number one incentive for players to subscribe.
drakhan2002_ESO wrote: »Most "programmers" now-a-days go by the title "developer", but that's neither here nor there. Are you a "programmer" for ZOS, making ESO? If not, your opinion may carry a little more weight than us non-programmers, but you don't *really* know. You're just speculating.
Only drawback i can imagine is the crown store as in special stone like the crown universal style material.SHHHHHH @GreenSoup2HoTGreenSoup2HoT wrote: »Transmog...... so happy ive been holding on to Volars Crescent Daggers
I have two
Also there's a decent chance it'll only allow for known crafting styles
My fear is that they'll find a way to make a transmog system have some kind of drawback. I honestly don't have faith in this company to do good things anymore. Sad I should feel this way but oh well.
Only drawback i can imagine is the crown store as in special stone like the crown universal style material.SHHHHHH @GreenSoup2HoTGreenSoup2HoT wrote: »Transmog...... so happy ive been holding on to Volars Crescent Daggers
I have two
Also there's a decent chance it'll only allow for known crafting styles
My fear is that they'll find a way to make a transmog system have some kind of drawback. I honestly don't have faith in this company to do good things anymore. Sad I should feel this way but oh well.
Just make it open ended please, let us use low level items and mix armor weights.
This is why imperial transform can not covert dropped sets.