arasysb14_ESO wrote: »They really need to increase furniture limit for ESO Plus members.
arasysb14_ESO wrote: »They really need to increase furniture limit for ESO Plus members.
It already is.
They really need to increase furniture limit for everybody.
-edit to add- As far as furnishing inventory, this would be a big selling point for people who are into homes. Although, most people who are already are subbed because of the double limit. So the real question is would ZOS actually see increased subs because of it.
The problem with furniture versus mats, as it was explained to me, is that the list of crafting materials is smallish and expands slowly while the list of furniture is bigish and expands much more quickly.
[informed_speculation]
Let's say that (reasonably) a furniture item ID only needs to be two bytes. That's 65,536 available IDs, cut it about in half to get around 32k IDs for regular items and 33k for account-bound items. I know we have a lot of furniture but I'm pretty sure we're never going to have THAT much so this feels safe to me. But now we have to store 65k (ID, count) pairs, and that's where it gets tricky. What's a safe amount of storage for the count? is 65k enough? Or should we go for four bytes at 4,294,967,296? There's a lot of apples in the world but that looks a lot more reasonable, for those edge-cases of people intentionally trying to break the system or something.
Okay so that's 6 bytes per (ID, count) pair at 65,536 which means, per account, we've got a bare-minimum of 393,216 bytes of storage needed per account. Times 12 million accounts (and growing) and that comes out to about 4.7 terabytes of data storage needed just for some lowball idealized storage requirements.
[/informed_speculation]
For everyone. Non-ESO+ members should get what ESO+ members currently have and ESO+ members should get more.arasysb14_ESO wrote: »They really need to increase furniture limit for ESO Plus members.
antoniotf5 wrote: »The problem with furniture versus mats, as it was explained to me, is that the list of crafting materials is smallish and expands slowly while the list of furniture is bigish and expands much more quickly.
[informed_speculation]
Let's say that (reasonably) a furniture item ID only needs to be two bytes. That's 65,536 available IDs, cut it about in half to get around 32k IDs for regular items and 33k for account-bound items. I know we have a lot of furniture but I'm pretty sure we're never going to have THAT much so this feels safe to me. But now we have to store 65k (ID, count) pairs, and that's where it gets tricky. What's a safe amount of storage for the count? is 65k enough? Or should we go for four bytes at 4,294,967,296? There's a lot of apples in the world but that looks a lot more reasonable, for those edge-cases of people intentionally trying to break the system or something.
Okay so that's 6 bytes per (ID, count) pair at 65,536 which means, per account, we've got a bare-minimum of 393,216 bytes of storage needed per account. Times 12 million accounts (and growing) and that comes out to about 4.7 terabytes of data storage needed just for some lowball idealized storage requirements.
[/informed_speculation]
This is so irrelevant, we're talking about one of many AAA mmorpgs on the market today; World of Warcraft runs on a 32 bit architecture and it is able of achieving so much more and beyond of what you just mentioned. Zenimax is no indie company, and blizzard with WoW alone puts it to shame when it comes to technicalities.
Also, why pull the 12 million accounts out of nowhere? It's an ESO Plus feature, it activates for each user when they sub, so there's no need to calculate it for every account ever created (which btw i doubt they even have 2 million active, let alone subbed to eso+). And that 4gb for every ESO+ account?sounds totally fine for 12$ a month, shouldn't be a problem for them.
Saucy_Jack wrote: »I mean, they already tried to mitigate furniture storage with the eight storage chests, but I do hope they institute a craft-bag-esque feature for furniture.
Granted, that would make the storage chests completely obsolete, but I'm fine with that if it means infinite furniture storage.
The problem with furniture versus mats, as it was explained to me, is that the list of crafting materials is smallish and expands slowly while the list of furniture is bigish and expands much more quickly.
[informed_speculation]
Now I would still absolutely LOVE if they created a furniture storage system with the same kind of setup as the craft bag, but they need to secure enough data storage for an ever-increasing number of (ID, count) pairs for EVERY account, and there's over 10 million accounts. They ALSO need to effectively double the number of (ID, count) pairs that they store because they'd have to store info on account-bound items (read : cash shop furniture) in additional to tradeable items.
Let's say that (reasonably) a furniture item ID only needs to be two bytes. That's 65,536 available IDs, cut it about in half to get around 32k IDs for regular items and 33k for account-bound items. I know we have a lot of furniture but I'm pretty sure we're never going to have THAT much so this feels safe to me. But now we have to store 65k (ID, count) pairs, and that's where it gets tricky. What's a safe amount of storage for the count? is 65k enough? Or should we go for four bytes at 4,294,967,296? There's a lot of apples in the world but that looks a lot more reasonable, for those edge-cases of people intentionally trying to break the system or something.
Okay so that's 6 bytes per (ID, count) pair at 65,536 which means, per account, we've got a bare-minimum of 393,216 bytes of storage needed per account. Times 12 million accounts (and growing) and that comes out to about 4.7 terabytes of data storage needed just for some lowball idealized storage requirements.
Except NOW you need multiple redundancies in case something goes wrong, so that's 4.7 terabytes times the number of backups, plus realistically they're not likely to architect their own bare-bones system so all those previous data estimates for ID size and count are just about thrown out the window because commercial architecture tends to run things more robust than lean. Now you have to factor in multiple frequent access attempts across those 12 million accounts, which as I understand tends to require something a little more specialized in the hardware department. And of course there's the development time needed actually MAKE the magic happen. Suddenly your extremely cool system has a real, larger-than-expected cost estimate and is competing with other very important systems concerns for scarce resources. It still might happen, but you can't just wish it into being, you have to justify choosing that system over another.
I personally still TOTALLY want a furniture storage system like the craft bag, though, even with a reasonable understanding of its difficulty. Now that the crafting mat problem is solved, furniture is my #1 inventory management issue by an enormous margin. Sometimes I'm even skipping out on some luxury vendor items just because I'm not reaaaaaaaally sure I'll use it before it comes around again next year and I can't justify the use of space. I want a furniture bag sooooooo badly.
[/informed_speculation]
antoniotf5 wrote: »@Recremen
Alright chill out buddy, the 12 million thing was not turned against you, i mentioned it because when you make a system that affects only the subbed population you don't have to account for all 12 million accounts immediately. Instead you first calculate a safe estimate of the current sub population + inflation. That safe estimate will ensure a smooth transition on patch day so servers don't crash. At least that would reasonable planning.
You brought up the storage issue 2 times, and the first time you made all the calculations that resulted in that final 4.7tb of data. I can safely say that all that, even globalized on both EU and NA realms it won't be an issue. Storage isn't an issue, not for mmorpgs.
p.s: try being more civil next time