Araneae6537 wrote: »Some difficulties I see with this are:
1) Unless programming is going to determine how they are grouped, they would mean creating layouts for — how many different numbers of how many different items?
2) Sometimes you may want a symmetrical arrangement of items while others a more organic/chaotic arrangement works better.
It would be nice if one could create one’s own arrangements of simple items, but I do not know whether this would make the items easier to handle.
I totally get your point that it seems crazy for a utensil that is essentially 2D (another issue of frustration for me when I found that Redoran knives could not be rotated to appear as chopsticks) counts the same as a large animated tree. I’m all for any way the number of slots for simple items can be increased, so long as it doesn’t take away from anything we currently have — I love my forests of Blooming Ginkgo!
Araneae6537 wrote: »Some difficulties I see with this are:
1) Unless programming is going to determine how they are grouped, they would mean creating layouts for — how many different numbers of how many different items?
2) Sometimes you may want a symmetrical arrangement of items while others a more organic/chaotic arrangement works better.
It would be nice if one could create one’s own arrangements of simple items, but I do not know whether this would make the items easier to handle. I totally get your point that it seems crazy for a utensil that is essentially 2D (another issue of frustration for me when I found that Redoran knives could not be rotated to appear as chopsticks) counts the same as a large animated tree. I’m all for any way the number of slots for simple items can be increased, so long as it doesn’t take away from anything we currently have — I love my forests of Blooming Ginkgo!
I think you are underestimating the technical aspect of "little details, which cause very little strain on the servers".
All of the graphics are processed client-side on your machine. They put no strain on the server. It might take more to render a waterfall with running waterfall than a small pot for your graphics card but for the server it should be irrelevant how complex the object is. The information stored server-side are types of items and their placement. From this perspective a pot and a waterfall are nearly the same.
User made groups might seem like they can lessen the strain but they are actually more likely to increase it. When you group something up you are only adding complexity. You are just adding additional information that has to be handled. like relative position of grouped items to each other. Instead of making the client just ask the server "what are the items I have to load and where they are" you are now asking "what are the items, how they are grouped up, where each item in each group is and where the groups are located in the whole house". It's not like you can tell the game to create a new singular "object" from grouped items in your game files. It's still multiple objects the game just has to arrange in a specifc fashion.
I think you are underestimating the technical aspect of "little details, which cause very little strain on the servers".
All of the graphics are processed client-side on your machine. They put no strain on the server. It might take more to render a waterfall with running waterfall than a small pot for your graphics card but for the server it should be irrelevant how complex the object is. The information stored server-side are types of items and their placement. From this perspective a pot and a waterfall are nearly the same.
User made groups might seem like they can lessen the strain but they are actually more likely to increase it. When you group something up you are only adding complexity. You are just adding additional information that has to be handled. like relative position of grouped items to each other. Instead of making the client just ask the server "what are the items I have to load and where they are" you are now asking "what are the items, how they are grouped up, where each item in each group is and where the groups are located in the whole house". It's not like you can tell the game to create a new singular "object" from grouped items in your game files. It's still multiple objects the game just has to arrange in a specifc fashion.
I'm not asking for the player to be able to group something up, here.
I'm asking for ZOS to group up (small/tiny) furnishings for us (in advance, like they do with other pre-grouped furnishings, already), then for us to be able to pick which group size arrangement we want at the crafting station.
I think you are underestimating the technical aspect of "little details, which cause very little strain on the servers".
All of the graphics are processed client-side on your machine. They put no strain on the server. It might take more to render a waterfall with running waterfall than a small pot for your graphics card but for the server it should be irrelevant how complex the object is. The information stored server-side are types of items and their placement. From this perspective a pot and a waterfall are nearly the same.
User made groups might seem like they can lessen the strain but they are actually more likely to increase it. When you group something up you are only adding complexity. You are just adding additional information that has to be handled. like relative position of grouped items to each other. Instead of making the client just ask the server "what are the items I have to load and where they are" you are now asking "what are the items, how they are grouped up, where each item in each group is and where the groups are located in the whole house". It's not like you can tell the game to create a new singular "object" from grouped items in your game files. It's still multiple objects the game just has to arrange in a specifc fashion.
I'm not asking for the player to be able to group something up, here.
I'm asking for ZOS to group up (small/tiny) furnishings for us (in advance, like they do with other pre-grouped furnishings, already), then for us to be able to pick which group size arrangement we want at the crafting station.
So basically 5-6 (or however many arrangements you might want) additional unique items for every furnishing? Just so you can have slightly more perfect (but still not perfect) clutter arrangment? I'm not sure if it is enough bang for the kind of investment a system like this will require. I'd just settle with more varied pre-stacked furnishings.
I think you are underestimating the technical aspect of "little details, which cause very little strain on the servers".
All of the graphics are processed client-side on your machine. They put no strain on the server. It might take more to render a waterfall with running waterfall than a small pot for your graphics card but for the server it should be irrelevant how complex the object is. The information stored server-side are types of items and their placement. From this perspective a pot and a waterfall are nearly the same.
User made groups might seem like they can lessen the strain but they are actually more likely to increase it. When you group something up you are only adding complexity. You are just adding additional information that has to be handled. like relative position of grouped items to each other. Instead of making the client just ask the server "what are the items I have to load and where they are" you are now asking "what are the items, how they are grouped up, where each item in each group is and where the groups are located in the whole house". It's not like you can tell the game to create a new singular "object" from grouped items in your game files. It's still multiple objects the game just has to arrange in a specifc fashion.
I'm not asking for the player to be able to group something up, here.
I'm asking for ZOS to group up (small/tiny) furnishings for us (in advance, like they do with other pre-grouped furnishings, already), then for us to be able to pick which group size arrangement we want at the crafting station.
So basically 5-6 (or however many arrangements you might want) additional unique items for every furnishing? Just so you can have slightly more perfect (but still not perfect) clutter arrangment? I'm not sure if it is enough bang for the kind of investment a system like this will require. I'd just settle with more varied pre-stacked furnishings.
Well, it could be 3, or 5, versions.
Even two versions per item type - one with one item and one with a group of 3 items - would be far better than nothing.
I just thought it would give us more size options, on more existing items than we currently do.
While, at the same time, cutting down on the complication of adding loads of new furnishing plans, for what are, essentially, the same old things (just in different amounts).
This would also cut down on the number of items we have to scroll through, at the crafting stations, which are growing all the time.
Yes, we could just content ourselves with having more new furnishing plans added, some with multiple/filled items, but (going by what they have done up until now) it is unlikely that they will add more plans for groups of older items, isn't it?
They don't seem to ever do that, do they?
They only add furnishing plans for new area items, in the new racial style.
So, I imagine we are unlikely to have a new furnishing plan for a group of 3 poison bottles, or 3 potatoes, or 3 carrots, or 3 apples, added at this point.
So, all of these older, but staple, items will presumably just continue to be a drain on slots.
I think you are underestimating the technical aspect of "little details, which cause very little strain on the servers".
All of the graphics are processed client-side on your machine. They put no strain on the server. It might take more to render a waterfall with running waterfall than a small pot for your graphics card but for the server it should be irrelevant how complex the object is. The information stored server-side are types of items and their placement. From this perspective a pot and a waterfall are nearly the same.
User made groups might seem like they can lessen the strain but they are actually more likely to increase it. When you group something up you are only adding complexity. You are just adding additional information that has to be handled. like relative position of grouped items to each other. Instead of making the client just ask the server "what are the items I have to load and where they are" you are now asking "what are the items, how they are grouped up, where each item in each group is and where the groups are located in the whole house". It's not like you can tell the game to create a new singular "object" from grouped items in your game files. It's still multiple objects the game just has to arrange in a specifc fashion.
I'm not asking for the player to be able to group something up, here.
I'm asking for ZOS to group up (small/tiny) furnishings for us (in advance, like they do with other pre-grouped furnishings, already), then for us to be able to pick which group size arrangement we want at the crafting station.
So basically 5-6 (or however many arrangements you might want) additional unique items for every furnishing? Just so you can have slightly more perfect (but still not perfect) clutter arrangment? I'm not sure if it is enough bang for the kind of investment a system like this will require. I'd just settle with more varied pre-stacked furnishings.
Well, it could be 3, or 5, versions.
Even two versions per item type - one with one item and one with a group of 3 items - would be far better than nothing.
I just thought it would give us more size options, on more existing items than we currently do.
While, at the same time, cutting down on the complication of adding loads of new furnishing plans, for what are, essentially, the same old things (just in different amounts).
This would also cut down on the number of items we have to scroll through, at the crafting stations, which are growing all the time.
Yes, we could just content ourselves with having more new furnishing plans added, some with multiple/filled items, but (going by what they have done up until now) it is unlikely that they will add more plans for groups of older items, isn't it?
They don't seem to ever do that, do they?
They only add furnishing plans for new area items, in the new racial style.
So, I imagine we are unlikely to have a new furnishing plan for a group of 3 poison bottles, or 3 potatoes, or 3 carrots, or 3 apples, added at this point.
So, all of these older, but staple, items will presumably just continue to be a drain on slots.
I think it will be easier for them to just add some of those simple items in bigger batches along the new furnishings. Especially in case of alchemy and food items (they already kinda do it with flowers). I'm not opposed to them adding those 3 carrots and 5 hanging carrots or a sack of potatoes and a bowl of potatoes. Or stacked poison flasks.
But I don't see a need for an additional overhang of adjustable arrangement system you are proposing.
Araneae6537 wrote: »Some difficulties I see with this are:
1) Unless programming is going to determine how they are grouped, they would mean creating layouts for — how many different numbers of how many different items?
2) Sometimes you may want a symmetrical arrangement of items while others a more organic/chaotic arrangement works better.
It would be nice if one could create one’s own arrangements of simple items, but I do not know whether this would make the items easier to handle. I totally get your point that it seems crazy for a utensil that is essentially 2D (another issue of frustration for me when I found that Redoran knives could not be rotated to appear as chopsticks) counts the same as a large animated tree. I’m all for any way the number of slots for simple items can be increased, so long as it doesn’t take away from anything we currently have — I love my forests of Blooming Ginkgo!
When you Assign Link to Parent/Child to group items there should just be a sub-option of that to make them "bound" permanently as one item. This way you can arrange them however you want in any pattern instead of Zos programming pre-set sequences of item arrangements.
Edit: The response above mine pretty much destroys my idea
I think I have an easier and better solution probably suggested on one of the comments on top but this is my last post tonight and I’m feeling a bit lazy reading every comment.
Increase furnishing count (maybe 2-4 times current). Larger furnishing costs more furnishing. 1 potato costs 1, 3 potato costs 3, 1 table costs 3. This way we don’t need some complex and overly specific crafting.
i dunno why ZOS hasn't yet made items like "stack of plates" or "groups of glasses" or "cup of kitchen utensils"
my kitchens are always so empty looking-- i guess i just like to try and make things look cozy, but it's either decorate the whole place, or one room.
i dunno why ZOS hasn't yet made items like "stack of plates" or "groups of glasses" or "cup of kitchen utensils"
my kitchens are always so empty looking-- i guess i just like to try and make things look cozy, but it's either decorate the whole place, or one room.
i still think that houses that have an inside area and an outside area should be separated by a load screen. is the lack of load screen in the homesteads that make it heavier on the server.
Take the psijic villa for example. The inside and outside are massive areas. Yet only 700 slots (with eso plus). Not a slot to furnish that kind of home. And there is no load screen between then areas. But if there was, then the game would have an easier time rendering more objects in both areas.
I would gladly give up seamless transitions in homes, for loading screens, if that meant more housing slots.
Araneae6537 wrote: »Some difficulties I see with this are:
1) Unless programming is going to determine how they are grouped, they would mean creating layouts for — how many different numbers of how many different items?
2) Sometimes you may want a symmetrical arrangement of items while others a more organic/chaotic arrangement works better.
It would be nice if one could create one’s own arrangements of simple items, but I do not know whether this would make the items easier to handle. I totally get your point that it seems crazy for a utensil that is essentially 2D (another issue of frustration for me when I found that Redoran knives could not be rotated to appear as chopsticks) counts the same as a large animated tree. I’m all for any way the number of slots for simple items can be increased, so long as it doesn’t take away from anything we currently have — I love my forests of Blooming Ginkgo!
i still think that houses that have an inside area and an outside area should be separated by a load screen. is the lack of load screen in the homesteads that make it heavier on the server.
Take the psijic villa for example. The inside and outside are massive areas. Yet only 700 slots (with eso plus). Not a slot to furnish that kind of home. And there is no load screen between then areas. But if there was, then the game would have an easier time rendering more objects in both areas.
I would gladly give up seamless transitions in homes, for loading screens, if that meant more housing slots.