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Transmog Plans Confirmed, NO Housing Storage Plans confirmed

  • Betheny
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    They'll make it a Crown Store item for sure - there's no way they'll just give it to people and have $ales of their costumes go down.
  • idk
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    Illurian wrote: »
    At least Transmog is confirmed. I'll take it.

    "No ETA" as usual though, which could mean that it'll only be released in 2 years.

    I think spellcrafting was confirmed about 3 years ago.
  • aisriyth_ESO
    aisriyth_ESO
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    AdamBourke 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!

    I get the impression the converters might change when the new transmog system happens to fit more in line with the new system, as opposed to everything else working like the converters.
  • Dragonnord
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    AdamBourke wrote: »
    Kodrac 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?
    CarbonX wrote: »
    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.
     
  • Bakkagami
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    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 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.
  • Sigtric
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    Sigtric 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...



    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.

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  • vyndral13preub18_ESO
    vyndral13preub18_ESO
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    Gothlander wrote: »
    Time to buy motifs while prices are low. This tmog thing is great news.

    You may want to read the article and hold off a bit on that. So far being worked on means. We talked about it. And we all decided it will be hard.

    They had actually started working on spell crafting and that was years ago and we still don't have that. So getting excited about something they have only talked about, may not be a good idea.
  • anitajoneb17_ESO
    anitajoneb17_ESO
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    Bakkagami wrote: »
    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.

    That's already what we're doing when we craft items. Regardless of what set item we craft, we have the freedom to choose whatever style we want, among the styles that we have learned.
    It's exactly the same thing that would happen with a style converter system. Nothing that doesn't exist already. No extra difficulty.

  • anitajoneb17_ESO
    anitajoneb17_ESO
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    Sigtric 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.
  • Kay1
    Kay1
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    zaria wrote: »
    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.
    K1 The Big Monkey
  • Skjoldur
    Skjoldur
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    reiverx wrote: »
    I get the feeling there is some confusion between item storage in housing or increasing the item limit in housing.

    And also storage for housing items... all gets mixed up.
  • Skjoldur
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    Reverb wrote: »
    I may be in the minority, but I hope monster pieces are excluded from transmog functionality.

    Why? Without the possibility to mog them the whole system would make near zero sense.
  • Skjoldur
    Skjoldur
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    Betheny wrote: »
    They'll make it a Crown Store item for sure - there's no way they'll just give it to people and have $ales of their costumes go down.

    As long as costumes look cool enough, they will be bought.
  • Skjoldur
    Skjoldur
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    Sigtric 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.

    I still want to punch someone at ZOS HQ for the stupid decisions and bugs that lead to players leaving and ultimately to this crown ***.
  • zaria
    zaria
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    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.
    Crafted gear need to store the style in the item anyway.
    As i know texture tend to be stored in the 3d model or at least with the 3d model, you need one male and female version at least even if all models don't have that, models change between material used, sometimes only the texture a bit other times the entire model.
    So you have model and textures, then an database telling who model and perhaps texture to use on an level 38 robe of Khajiit style.
    For crafted items you can have it belong to an item set, this don't change appearance.
    If character is female it will show the female model, you can also add dying, this for some reason was easy to add.
    You can craft items of all styles with a few exceptions at any level.
    if they treated the dropped set like craftable ones transmorg would be no issues, racial style and set is not linked, they add new craftable styles and sets often.
    All who determine an item look is racial style, level, dyes and if character is male or female.

    Item level might well have an impact on style, so if they let you transmorg to an low level style it might well be more work as they would need an visual and an item set level. It might be issues letting you you transmorg between armor weights too depending on how its stored in database.

    How the database might work: ItemID, item_set_id, dyes*3, trait, echantment_id, level, armor_slot, condition/charge are the obvious ones.
    You also have: racial_style_id, armor_weight, hit_point, max_charge is others who might be in other tables for dropped sets at least.
    Now the easiest way is simply to change the racial style who has to be stored in item for crafted sets.
    Keeping the style for armor weight and level might be harder.
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • aubrey.baconb16_ESO
    Sigtric 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...



    But do you know WHY water boils at 100°C? or WHY rain comes from the cloud? That's when thinking and logic allows you to extrapolate to other concepts.

    Knowing that something is means nothing, knowing WHY something is means everything.
  • MadLarkin
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    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.

    I have some experience with programming and the transmog system is a little more complicated than swapping textures. You're actually swapping whole meshes, along with their textures. However, the core of that mechanic already exists for Imperial gear so it shouldn't be that difficult to expand it to other styles. Unless of course they built the mechanic as a one-off for Imperials and need to redo the entire thing. I always try to build my features with scaling/expansion in mind.

    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?

    Not to mention that storage in general is designed to be scaled, since ESO+ members get double the inventory slots now. I think this is more of a reluctance to part with potential revenue than it is a technical concern.
  • zaria
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    @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.
    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.
    This gives maximum flexibility, it probably destroy the template, this keep you from copying ebon or other rare styles for deconstruct and getting style stones.
    An simpler way would just require an style stone, this would not let you use other levels or armor weights. Here it make sense that you know the style.
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • AdamBourke
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    CarbonX wrote: »
    AdamBourke wrote: »
    Kodrac 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?
    CarbonX wrote: »
    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.
     

    Well, I was mostly agreeing with you that there is not much of a difference, to be honest.

    When the personal banker is accessing your bank - it is probably the same API as when you do it at a town banker. If the chest does this, then it is pretty much the same.

    However, if the chest actually is its own storage unit, which is separate from the bank, then it requires different APIs, different database queries, which are likely to be more complex - and thus slower.

    But the difference is unlikely to be noticeable by someone playing. The delay on the connection to server should be by far the biggest delay - and if it works for the personal banker, then it can probably be done in the same way to make any delay less noticeable.

    So perhaps speed isn't the issue they have, it was just a hypothetical respons , and I haven't tried the personal banker for comparison. Glad I don't have enough crowns, this might have tempted me to buy him and check! As I said, I was just guessing at some basic technical difficulties they might have...
    PS4 - EU

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  • Elsonso
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    Sigtric 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...

    I thought water boiled at 212°F!
    But do you know WHY water boils

    Knowing that something is means nothing, knowing WHY something is means everything.

    Undines living in the water leave when it gets too warm.


    MadLarkin wrote: »
    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 found myself wondering that, myself. Obviously, there was a decision that was made somewhere, and they had a good reason for that decision at the time.

    Firor said, "Elder Scrolls Online is a very large online game and those kinds of things go to the IT part of the game. We can’t just increase storage because Elder Scrolls Online is just not setup for that."

    Just the mention of IT and storage suggests that there is a hardware limitation involved.
    XBox EU/NA:@ElsonsoJannus
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    X/Twitter: ElsonsoJannus
  • notimetocare
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    altemriel wrote: »
    Transmog as a super new crown store feature :smiley: f********** that

    Most likely, working as dyes.
  • Acid_Glow
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    Sry Transmog should have been in the beginning of the game.

    PS4 Username AcidGlow
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  • Aimora
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    reiverx wrote: »
    I get the feeling there is some confusion between item storage in housing or increasing the item limit in housing.

    Yes this they are talking about storage (i.e. a bank or inventory) in the housing not increasing the items that a house can hold for display purposes - I can't find any mention of them not increasing the number of items a house can hold anywhere in the interview
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  • Cinbri
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    It better to rebalance and buff crafted sets otherwise transmog will say bye bye to them.
  • thomas1970b16_ESO
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    I do so hope they make transmog subscriber only.
  • Kaladinar
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    Kay1 wrote: »
    zaria wrote: »
    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.

    Not true. At 1080P you get better water reflections, shadows etc. but the frame rate is still 30fps. The problem with consoles is that they have low-end laptop CPUs, meaning that it's hard to make a detailed open world game run at 60fps.
  • anitajoneb17_ESO
    anitajoneb17_ESO
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    I do so hope they make transmog subscriber only.

    why ?
  • Rouven
    Rouven
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    @ZOS_RichLambert

    Does Matt's comment mean your post from December is no longer valid and/or is this limited to item storage but not furnishing slots?

    https://forums.elderscrollsonline.com/en/discussion/comment/3578721/#Comment_3578721

    Some clarification about the direction of housing would be appreciated :)
    Real stupidity beats artificial intelligence every time. ~ Terry Pratchett
  • vyndral13preub18_ESO
    vyndral13preub18_ESO
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    I do so hope they make transmog subscriber only.

    They won't. Far to much money to made. Unless they decide they aren't going to try to make bank on it. Then they might.
  • Sigtric
    Sigtric
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    Sigtric 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.

    Thinking and logic. I'm not saying monetization isn't a driving factor, but it's certainly not the only one.

    Don't you think, with as greedy as everyone likes to say ZOS is, that logically they would have no limits on storage allowing you to buy as much as you'd like, allowing them to rake in the money?

    If it was simply monetization there wouldn't be caps. Cash shop monetization has only been prevalent within the last 5 to 10 years. Prior to this in the old MMOs (especially before wow) this was unheard of. There were still systems in place to limit your inventory and bank space.

    MMOs don't have the luxury a single player game does where all the data is stored locally on your machine. In Skyrim if you wanted to console command in a million and a half pieces of cheese and it lagged your computer down that's on no one but the person who did it.

    In an online environment the servers handle the storage for a number of reasons. The actual data itself has to balance out size against performance.

    ZOS staff touched on this when they were talking about housing on ESO live, comparing to the unlimited crafting bag.

    I don't know how many different crafting materials there are so let's just say it's 300.

    An inventory (data) container holding 300 items with 100 each or 1000 each is relatively the same size. When accessed it only has to ever read 300 different items.

    On the other hand your regular bank or inventory can hold a limited number of thousands of different "physical items. This takes significantly longer to read to display what's in it.

    An example: One game I came from had several servers in the cluster for any given game world (server/realm). Specific machines handled specific zones. There was a point when your character would pass from one map to another with no loading screen, but your data would be handed off from the physical machines that hosted the previous zone to the next zone.

    On higher level characters with a full inventory there was a noticeable lag as you passed through, because of all the data had to physically move.

    On low level characters who didn't have as much data associated, it was only noticeable during heavy load times, and at that, barely noticeable.

    This was going on long before any mainstream MMOs were monitizing storage.


    Tldr: inventory size in MMOs must be balanced against performance because of the requirement that the data is ultimately held server side.
    Edited by Sigtric on June 20, 2017 8:48PM

    Stormproof: Vibeke - 50 EP mDragonknight | Savi Dreloth - 50 EP Magsorc | Sadi Dreloth - 50 EP Magblade | Sigtric Stormaxe - 50 EP Stamsorc | Valora Dreloth - 50 EP Magplar | Sigtric the Unbearable 50 EP Stam Warden
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