VaranisArano wrote: »Housing slots seem to be a zero sum game with the different types of
Furnishings and house guests. https://forums.elderscrollsonline.com/en/discussion/512076/february-2020-furnishing-limit-status-update
So which category would you like to shrink so that you can have more Special Collectibles?
When the Markarth DLC update introduced invisible walls into Stillwaters Retreat, it also introduced the ability to walk though some of the walls. I came across this by accident but it allowed me to see all the various parts used to put homes together. Among my observations, one thing that stood out to me is that there were quite a few "unused" (meaning not visible) high poly assets that littered the property. These assets are still rendered (if I am not mistaken) as I do not think the ESO engine uses occlusion culling. If it did then the amount of furniture players place down would have less relevance, or frankly would be irrelevant.
Removing these unseen rendered assets would lower the poly count allowing for more furnishing items to be placed.
This is of course based on the notion that the reason for the low furnishing limit is to "ensure all players have a good experience" with FPS in any home they may visit. I do think this "official" reason for keeping furnishing limits low is problematic because there is nothing stopping a player from slamming 700 lights in the entry way of a house, which would bring most computers to a standstill. That itself interrupts the idea that the furnishing limit is for the players sake.
Seems to me that ZOS would be more concerned with the cost of data transfer and or storage that an increased furnishing limit would incur.
Versispellis wrote: »When the Markarth DLC update introduced invisible walls into Stillwaters Retreat, it also introduced the ability to walk though some of the walls. I came across this by accident but it allowed me to see all the various parts used to put homes together. Among my observations, one thing that stood out to me is that there were quite a few "unused" (meaning not visible) high poly assets that littered the property. These assets are still rendered (if I am not mistaken) as I do not think the ESO engine uses occlusion culling. If it did then the amount of furniture players place down would have less relevance, or frankly would be irrelevant.
Removing these unseen rendered assets would lower the poly count allowing for more furnishing items to be placed.
This is of course based on the notion that the reason for the low furnishing limit is to "ensure all players have a good experience" with FPS in any home they may visit. I do think this "official" reason for keeping furnishing limits low is problematic because there is nothing stopping a player from slamming 700 lights in the entry way of a house, which would bring most computers to a standstill. That itself interrupts the idea that the furnishing limit is for the players sake.
Seems to me that ZOS would be more concerned with the cost of data transfer and or storage that an increased furnishing limit would incur.
This, all of this.
I never thought the limit on special collectibles in particular made sense when I can place down as many of the celestial nimbus as I want. 20 house cats is less taxing than 20 nimbi.