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!
AdamBourke wrote: »No ETA does not mean confirmed. You're just hearing what you want to hear.
"No ETA" was my summary, did you read the interview before replying?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.
@AdamBourke, come on dude! What could be the difference between accessing a chest in your house or accesing your own bank from your personal banker? I see no difference at all.
There isn't much of a difference if the chests are accessing the entire bank. Some difference if they are only accessing stuff that was put in that chest, but not a big one. I don't have the personal banker - but I've noticed that sometimes my in-town bank seems to open slower than other times - which I put down to it needing to connect to the server. I also made an assumption that the bank stuff is pre-loaded when you enter a building/area with a bank. IT could be that it also preloads when you have the personal banker active. OR it could be loaded all the time. OR it could be a really fast service affected mostly by the player's internet speed.
It could be a non-issue, I don't work for ZOS, just guessing at some issues that might make it technically difficult.
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.
anitajoneb17_ESO wrote: »want lol button.
Admits not a programmer, goes on like they know things anyway.
Yep.
Does it take a chemistry degree to know that water boils at 100°C ?
Do I need to be a meteorologist to know that rain comes from clouds ?
Applying some thinking and logic even in areas where one is not a pro is always recommended.
Now if you have nothing to contribute yourself...
Gothlander wrote: »Time to buy motifs while prices are low. This tmog thing is great news.
There may not be any difficulty in applying textures (even that we dont know since you dont know how the code applies the textures and meshes to each item) but creating a system in which you record styles that are unlocked, go through each item that you wish to mke it impossible for and flag them appropriately, and various other backend code changes that will need to be made name it harder than you make it out to be. With complex systems like large games and mmos, it is rarely if ever just a matter of changing a few lines of code.
Your two examples are common knowledge that is taught in elementary school.
Developing a game is quite a bit different. I'll give you a hint. There's a very legit and common reason that storage space is an "issue" for players in nearly any given mmo ever. Use that thinking and logic on Google and go inform yourself.
Overall:
reset just one skill: awesome and its just an user interface thing.
Transmorg: we have been waiting for this.
XoneX: who not rater increase the frame rate? It would have the benefit that frame rate drops will not be so hard, say it runs in 60fps, it drops to half and you get 20fps, with 30 fps it would drop to 15.
anitajoneb17_ESO wrote: »Your two examples are common knowledge that is taught in elementary school.
Developing a game is quite a bit different. I'll give you a hint. There's a very legit and common reason that storage space is an "issue" for players in nearly any given mmo ever. Use that thinking and logic on Google and go inform yourself.
Storage space is an issue in all MMOs because it's a primary mean of monetization. Simple as that.
Crafted gear need to store the style in the item anyway.lordrichter 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 !!!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.
There are technical requirement with doing transmogrification, especially if they designed the game without considering that they would have a transmogrification system. Naturally, I have no idea what they did or how they designed anything. I am imagining what that might be...
Right now they probably don't have to worry what texture is associated with the gear. All the gear of the same type refers to the same texture. Why waste design on something that does not exist? All ZOS really needs to store is the three colors from the dye system. For transmogrification, they need to store the appearance of the gear, for every item carried or stored by a player in the game, in addition to the three colors. Transmogrification is essentially a costume system, but on a per-item basis, not a per character basis. Depending on how they have done their data design and storage, that could be easier or harder. If they designed the data assuming that gear appearance would not be variable, there could be a big impact.
Transmogrification changes the scale of the game on an epic level. Imagine, if you will, there are 1000 different gear items in the game. Today, they store appearance for those 1000 items once, because gear always uses the same texture. Now, pretend there are 10 million players, and each one of them with has an average of 50 different bits of gear on them or in storage somewhere. They have to store individual appearance for each one of them, whether they are transmogrified or not. Where ZOS could get away with storing the appearance of 1000 items, now they need to store the appearance of 500 million items. Why 10 million players? Even if they don't play the game, ZOS is probably storing their junk.
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. No matter what, there is a small amount of time that it will take to get that information and act upon it. This is server time. Increased server time can lead to increased lag. Hopefully, they can just send the appearance information to the client, and they do not have to send the gear information, too. That would increase network traffic, and increased network traffic can lead to increased lag.
Now, this is all general, mind you. And, as I said, this is me imagining things that may, or may not, be as they are implemented. It is why I believe them when they say there are technical difficulties that have to be resolved.
anitajoneb17_ESO wrote: »want lol button.
Admits not a programmer, goes on like they know things anyway.
Yep.
Does it take a chemistry degree to know that water boils at 100°C ?
Do I need to be a meteorologist to know that rain comes from clouds ?
Applying some thinking and logic even in areas where one is not a pro is always recommended.
Now if you have nothing to contribute yourself...
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 transmorg works as in WOW you need an style template, this can be any item you find, craft or buy and it don't need any attributes. This style is moved to the item you keep and the template is destroyed.TheRealPotoroo wrote: »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.
Absolutely this. However they do it - and it's wonderful we've got at long last some level of commitment - it must, must, must involve letting us actually use the motifs we've spent so much time, effort and money acquiring.
AdamBourke wrote: »No ETA does not mean confirmed. You're just hearing what you want to hear.
"No ETA" was my summary, did you read the interview before replying?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.
@AdamBourke, come on dude! What could be the difference between accessing a chest in your house or accesing your own bank from your personal banker? I see no difference at all.
There isn't much of a difference if the chests are accessing the entire bank. Some difference if they are only accessing stuff that was put in that chest, but not a big one. I don't have the personal banker - but I've noticed that sometimes my in-town bank seems to open slower than other times - which I put down to it needing to connect to the server. I also made an assumption that the bank stuff is pre-loaded when you enter a building/area with a bank. IT could be that it also preloads when you have the personal banker active. OR it could be loaded all the time. OR it could be a really fast service affected mostly by the player's internet speed.
It could be a non-issue, I don't work for ZOS, just guessing at some issues that might make it technically difficult.
Honestly, after reading your above words, I STILL see no difference between my personal banker and a chest in my house. Less difference even, knowing that I can put my personal banker as a furniture in my house and make him work like accessing a chest.
Just make the chest or storage unit work the exact same way that the personal banker does.
anitajoneb17_ESO wrote: »want lol button.
Admits not a programmer, goes on like they know things anyway.
Yep.
Does it take a chemistry degree to know that water boils at 100°C ?
Do I need to be a meteorologist to know that rain comes from clouds ?
Applying some thinking and logic even in areas where one is not a pro is always recommended.
Now if you have nothing to contribute yourself...
aubrey.baconb16_ESO wrote: »But do you know WHY water boils
Knowing that something is means nothing, knowing WHY something is means everything.
I'd be interested to know in what way ESO "is just not setup for that." We clearly already have storage upgrades and UI scaling to accompany it. Did they design the related UI elements specifically for each tier of storage the player can purchase? Unlikely. Also, what is it exactly that is preventing them from creating a child class from the player bank and building an account-wide storage container for housing items that the player can place in their homes?
I get the feeling there is some confusion between item storage in housing or increasing the item limit in housing.
Overall:
reset just one skill: awesome and its just an user interface thing.
Transmorg: we have been waiting for this.
XoneX: who not rater increase the frame rate? It would have the benefit that frame rate drops will not be so hard, say it runs in 60fps, it drops to half and you get 20fps, with 30 fps it would drop to 15.
It runs at 60fps at 1080p, just like the pro, you have to choose between 4k or 60fps, I go for the FPS but that's up to preferences.
thomas1970b16_ESO wrote: »I do so hope they make transmog subscriber only.
thomas1970b16_ESO wrote: »I do so hope they make transmog subscriber only.
anitajoneb17_ESO wrote: »Your two examples are common knowledge that is taught in elementary school.
Developing a game is quite a bit different. I'll give you a hint. There's a very legit and common reason that storage space is an "issue" for players in nearly any given mmo ever. Use that thinking and logic on Google and go inform yourself.
Storage space is an issue in all MMOs because it's a primary mean of monetization. Simple as that.