AdamBourke 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!
Yeah, it's "RPG dreamhouse." (Which is awesome, if it's something that inspires you, but functionality would be worth much, much more to most.)Honestly while transmorg is a great feature, there's no point in even having a house without storage. This is incredibly disappointing.
AdamBourke wrote: »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.
Alas, in the MMO design world, spaghetti is still a very popular dish.AdamBourke wrote: »This isn't an old game. When I have to deal with legacy code, it's usually some piece of spaghetti written in the 1990's or even earlier. Converting COBOL to dotnet is complex. Converting ASP to MVC is tricky. Storage is a system that's already in place and is new code. I don't get why it's a big 'technical' deal, unless their code is one big violation of the single responsibility principal. Which I suspect it is.
I wonder if they use an pretty weird method to store style for items.
Theory: dropped sets uses style id stored in the set, together with the set bonuses.
Has any dropped set ever changed racial style for used items? thinking one tamriel mostly here?
Do the ones who made armor preview know?
Crafted sets and non set items has style stored in item itself.
This is why imperial transform can not covert dropped sets.
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.
Merlin13KAGL wrote: »Yeah, it's "RPG dreamhouse." (Which is awesome, if it's something that inspires you, but functionality would be worth much, much more to most.)Honestly while transmorg is a great feature, there's no point in even having a house without storage. This is incredibly disappointing.
The good news is @morrowjen , (clever @name, btw) is there are lots of things they were 'never' going to do, several of which, have been done since.
Step one: They have to figure out how to monetize it.
Step two: They have to figure out how to make it (kinda) work.
Step three: They have to figure out how to monetize it.
joaaocaampos wrote: »@ZOS_MattFiror @ZOS_GinaBruno
The transmog system we need is called "Restyle System". Do it! Don't take away the relevance of the Motifs! Changing the style of a dropped and crafted item is the best transmog system for ESO.
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.
Transmog awesome, single skill line respec also awesome. No ETA is their slogan. Would be nice if "fix lag in cyrodiil" could at least get a being worked on.
I fully predict this as well.MLGProPlayer wrote: »
I really hope they're not just going to make it a trashy ESO+ feature and actually make it a games mechanic which makes style materials worth money again.
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.
If it's something like the crafting bag, it would be more difficult than the crafting bag to implement - partly just because you need to have the "Created by X" string for most of them. Basically each version of the items can be unique. That means it cant be as simple as the crafting bag (which is probably just a list of integers, or a list/map of string-integer pairs at most).anitajoneb17_ESO wrote: »1/ it is unclear what Matt actually meant. If he meant "storage for housing items" then it would only be something like a "crafting bag for housing items", basically a system similar to the crafting bag that already exists... if he meant interactable storage containers for houses, then that's a different story and I can see how your arguments may apply.
anitajoneb17_ESO wrote: »
2/ you mention that server interaction takes time and resources, and that picking-up stuff in the environment is quick because it is generated on the client side. But if I understand that correctly, whatever we pick up goes into our inventory, and said inventory is managed and stored on the server side. So in the end whatever we do in the game causes server interaction. Storage chests in our houses would be nothing more or less than yet another "bank". What's the problem there ? I understand that databases can reach unmanageable exponential sizes sooner than we imagine, but is it truly the case here ?
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.
I'm finding this to be a bit vague.
Firstly, why should we take special note of anything?
Merlin13KAGL wrote: »Scaling
- Scaling is mostly a factor of raw storage on ZoS's side ~ aka more hard drives. It's a cost that pretty much guarantees they're probably not going to give it away (ever).
Merlin13KAGL wrote: »Legacy
- Legacy should not be an issue. (Then again, it never should be.) Granted, people code differently, but the API is already in place, and for the most part, a container is a container - it simply needs a different ID than current ones available. If they hired people that did not properly document their code / the API, it is a problem. It's just more of a management issue than a programming one.
Yep, this. I hope they so decide to ultimately do it, and I think it needs to be a free update with someway to extend it for a fee. Maybe make the number of available containers allowed in the house something like 5 (with varying container sizes for immersion), and then add an option to increase it in the crown store...Merlin13KAGL wrote: »If they have programmers half worth there salt, it could be implemented. I suspect it's more about whether they want to invest in those resources (storage and manpower) and their inability to determine the exact price point that won't completely *** everyone off at once..
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.
Transmog is technically already in game, isn't it? I mean, you can change your gear in Imperial/Morag Tong style. Isn't that what transmog is? I could be wrong.
They have to use "No ETA" now because @ZOS_GinaBruno trademarked "Soon"
Transmog is technically already in game, isn't it? I mean, you can change your gear in Imperial/Morag Tong style. Isn't that what transmog is? I could be wrong.
anitajoneb17_ESO wrote: »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.
"Programmer", "developer", "coder"... isn't that all synonyms ?
Anyway I'm grateful to anyone trying to rationally explain, even if only based on his own experience and know-how and not on insider knowledge. That's better than nothing at all - and we can't trust ZOS to explain anyway
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.
Transmog is technically already in game, isn't it? I mean, you can change your gear in Imperial/Morag Tong style. Isn't that what transmog is? I could be wrong.
lordrichter wrote: »When the programmer can assume what gear looks like, they don't need to do anything extra. Gear A always has Appearance A, with colors X, Y, and Z. With transmogrification, Gear A can have Appearance B, with colors X, Y, and Z. There is extra data there in the form of Appearance B.
joaaocaampos wrote: »@ZOS_MattFiror @ZOS_GinaBruno
The transmog system we need is called "Restyle System". Do it! Don't take away the relevance of the Motifs! Changing the style of a dropped and crafted item is the best transmog system for ESO.
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.
Transmog is technically already in game, isn't it? I mean, you can change your gear in Imperial/Morag Tong style. Isn't that what transmog is? I could be wrong.
Only for certain items. Some dropped set items can't be transmogged, since they have a specific style.
aubrey.baconb16_ESO wrote: »I was thinking this, but then I did some maths and at a presumably overestimated 1kb per inventory slot, and 100 slots per house, average of 5 houses per player and 10 million players... that's only 5TB. My PS4 has a 2TB hardrive, and it wasn't that expensive... So maybe it's not much of an issue?
aubrey.baconb16_ESO wrote: »I've found that any long term project i've worked on, Legacy is always an issue. There's a lot of different people working on ESO from when it started, it might be three years old for us, but i think it was in development for 5-7 years before release? I forget exactly. So that's up to a 10 year project. There's also going to be bad documentation, deprecated APIs, etc. It's not ideal, but it's just something that happens to every project after a while :-(.
aubrey.baconb16_ESO wrote: »Back in the day we had analysts and programmers, then dedicated analysts where phased out and replaced by programmer/analysts. Programmer/analysts trying to stand out from the crowd renamed themselves developers and hip employers also starting to use the phrase developer. Now we all use the phrase developer, waiting for the next preferred terminology to come along. So yes, they are all synonyms.