@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Does Matt's comment mean your post from December is no longer valid and/or is this limited to item storage but not furnishing slots?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
lordrichter wrote: »@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Does Matt's comment mean your post from December is no longer valid and/or is this limited to item storage but not furnishing slots?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
The added storage that he was talking about turned out to be the ESO Plus double bank space, I reckon.
Edit: I never assumed his statement was related to Homestead and house storage.
lordrichter wrote: »@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Does Matt's comment mean your post from December is no longer valid and/or is this limited to item storage but not furnishing slots?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
The added storage that he was talking about turned out to be the ESO Plus double bank space, I reckon.
Edit: I never assumed his statement was related to Homestead and house storage.
Perhaps, could well be that the "result" was/is the ESO+.
I'm confused about your edit, not sure if you mean Matt or Rich, but in both cases it seems to me to be very much house storage related - Homestead for me is just the initial term of the patch/launch. But since this is seemingly such a technical issue it would be nice to know where we are at in terms of furnishings etc. I can't remember if this was in an ESO Live but I very much remember the statement of paraphrased "this is the best we can do for now but we are not satisfied with it and (my dreaming starts) we will find ways to improve".
grizzledcroc wrote: »Bad thing is motif prices increasing buuuutttt means collecting em now wont be so worthless knowing at least its coming.
True, however this actually make house storage preferable over bank. Your bank has to be hold in memory on server together with your inventory as you access the bank with the summoned banker or by using any crafting station.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.
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.
True, however this actually make house storage preferable over bank. Your bank has to be hold in memory on server together with your inventory as you access the bank with the summoned banker or by using any crafting station.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.
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.
You house is an instance the same way an group dungeon or solo quest instance is.
Its created on entry, this is why its an loading time to enter, this can be done on any server with low load.
Now furniture in house and storage in house in just stored on drive until you enter
And its not insane amounts of data. a item just take up some hundred bytes maximum. Probably far less if somewhat optimized, 200 items * 200 bytes is 40KB, one million players and its 40GB.
Much the same with alts, they are only on disk then not used
vyndral13preub18_ESO wrote: »grizzledcroc wrote: »Bad thing is motif prices increasing buuuutttt means collecting em now wont be so worthless knowing at least its coming.
Should pan out well for you in 3-4 years
grizzledcroc wrote: »vyndral13preub18_ESO wrote: »grizzledcroc wrote: »Bad thing is motif prices increasing buuuutttt means collecting em now wont be so worthless knowing at least its coming.
Should pan out well for you in 3-4 years
I mean I dont really lose out on anything just consuming em lol.
Merlin13KAGL wrote: »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!Speed
- 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).
Legacy
- Speed could be remedied by having the container contents 'load' when you enter the house, and update when you exit.
- The content list could then be held client side (encrypted, for the love of Azura).
- One additional bit field could be added to indicate if an item had been updated server side or not. Anything not yet updated server side (sync'd) could not be sold, only moved back and forth.
This would server two purposes.
- One would ensure nothing gets dupe'd (Oops, I accidentally DC'd after withdrawing my $200k gold items. I shall now reload...)
- The other would ensure nothing goes into limbo.
- In either case, log in with non-synced items in your inventory and it reverts to the container (the original server side copy). Even if someone is playing from multiple locations, there is no realistic reason why they should not have clean disconnects.
- To prevent Guild-Bank level loading delays, the container could be restricted to owner-only access.
- Update the contents again when you exit the house or log out, and all is right with the world.
- Sure there would be additional loading screen time, but this is the price you would pay for having storage access.
- 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.
- The biggest task here is converting the old item format to the one with the new bitcode. This should be the easiest part. At the same time, this is probably where the biggest 'train wreck' could happen.
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.
I'd think they'd have an equally difficult time with transmog, as far as the database is concerned, as they would have to add a new field to indicate the visual aspect of the item in addition to its function, where now the two are inseparable.
AdamBourke wrote: »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.
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.
That's exactly why configurable sets of outfits like in Lord of the Rings instead of changing the look of an item are the easier and better solution. Better, because as a side effect they could provide multiple slots for outfits.
GreenSoup2HoT wrote: »Transmog...... so happy ive been holding on to Volars Crescent Daggers
Father_X_Zombie wrote: »Transmog better be available to everyone. No ESO+!!!! I would pay crowns for it but grudgingly. Imo transmog was one of the best features of DCUO. It really should have been a free feature from the start
Father_X_Zombie wrote: »Transmog better be available to everyone. No ESO+!!!! I would pay crowns for it but grudgingly. Imo transmog was one of the best features of DCUO. It really should have been a free feature from the start
Father_X_Zombie wrote: »Transmog better be available to everyone. No ESO+!!!! I would pay crowns for it but grudgingly. Imo transmog was one of the best features of DCUO. It really should have been a free feature from the start
I agree is meant to be available for everyone but I dont agree it should be ESO+ exclusive or paid with crowns. Should cost real in game gold and materials.
it would be more flexible, as you say it would be an issue with weapons.robertbmilesb14_ESO wrote: »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.
That's exactly why configurable sets of outfits like in Lord of the Rings instead of changing the look of an item are the easier and better solution. Better, because as a side effect they could provide multiple slots for outfits.
I agree. They already have it available for costumes. I do not know why they just don't create a "costume" doll/equip for putting in pieces for appearances (akin to LotR, EQ2, Age of Conan, Wildstar). Looking at it objectively, I understand the difficulty this may be with weapons though.