no ty ls is just a simple chat, why would you need such things for chats? fc's can hold 5 times as many people worry about inactives and actives there.
no ty ls is just a simple chat, why would you need such things for chats? fc's can hold 5 times as many people worry about inactives and actives there.
This post is obviously written by a person who does not have a leadership role in a LS or FC, and has to help maintain a roster.
Not everyone runs their LS/FC that way. My LS is basically the FC and friends, so we use the LS for organizing events rather than the FC. So I need the ability to easily shed dead weight.
Hey all,
We posed your request to the UI team who gave us the following insight on the operation of Linkshells. Linkshell lists, in contrast to Free Company lists are designed quite differently. While Free Companies have specific databases where historical information is kept, Linkshells are designed to function as a chat channel, and use the least amount of information possible in order to reduce the strain on servers. Login history, specifically in this case, is not recorded internally.
Therefore, unfortunately we cannot add a last logged in display for Linkshell members.
Robert "Hvinire" Peeler - Community Team
Server stores that data for every character in some database. If you can't display this information continuously, let people send a targeted query for this to the server. Like, by viewing character's profile (that screen with jobs etc)Hey all,
We posed your request to the UI team who gave us the following insight on the operation of Linkshells. Linkshell lists, in contrast to Free Company lists are designed quite differently. While Free Companies have specific databases where historical information is kept, Linkshells are designed to function as a chat channel, and use the least amount of information possible in order to reduce the strain on servers. Login history, specifically in this case, is not recorded internally.
Therefore, unfortunately we cannot add a last logged in display for Linkshell members.
The less db queries the better. The net-coding choice made by SE is bad enough as is. Deciding to prioritize security over gameplay experience was a major mistake. It pretty much makes any additional server load propagate to all clients. Lets not add more server strain with nice to have feature requests. Thank you SE.
inb4 "fix the netcode" by 100 ignorant posters. It can't be fixed, it never will be fixed, because it is not broken. It was simply a poor decision made early on in development which at this stage cannot be changed without a massive infrastructure overhaul. The decision to have the server dictate live-state instead of the client (which pretty much all other MMOs do) has resulted in the "lag" everyone is sees when they get out of a red circle and still get hit. The issue is compounded by centralized data centers in only 2 locations worldwide. Anyways, the more load on the server the worse it is for EVERYONE.
I don't believe it's necessary to have a separate log table recording the logoff date/time stamp for every Linkshell & Member combination. When the Linkshell list is opened, you could have the character ID joined to whatever main character table stores login information, and return that to the end user client's screen whether it's the LS list, FC window, search window, etc. No need to store the same date/time over and over again for every new list. Granted this may put a little strain on the server since it's needing to do a join rather than a straight pull, but there's ways to make that very efficient as well (though not as efficient as not showing it at all).
What's so hard to understand in "Login history, specifically in this case, is not recorded internally."?
And avoid replying with "because I know they do" because no, you don't.
^^ this.I don't believe it's necessary to have a separate log table recording the logoff date/time stamp for every Linkshell & Member combination. When the Linkshell list is opened, you could have the character ID joined to whatever main character table stores login information, and return that to the end user client's screen whether it's the LS list, FC window, search window, etc. No need to store the same date/time over and over again for every new list. Granted this may put a little strain on the server since it's needing to do a join rather than a straight pull, but there's ways to make that very efficient as well (though not as efficient as not showing it at all).
While it might be inefficient to store that info with the LS data, all that would be needed is an inner join to the table that stores the character log in info, which would only need to be used when the LS ui is opened. Therefore no extra resources would be used for LS chat. Being that we're dealing with 128 records max at a time the resource cost would be pretty low.
You don't need an additional query, only a modification to the one that's already there.The less db queries the better. The net-coding choice made by SE is bad enough as is. Deciding to prioritize security over gameplay experience was a major mistake. It pretty much makes any additional server load propagate to all clients. Lets not add more server strain with nice to have feature requests. Thank you SE.
inb4 "fix the netcode" by 100 ignorant posters. It can't be fixed, it never will be fixed, because it is not broken. It was simply a poor decision made early on in development which at this stage cannot be changed without a massive infrastructure overhaul. The decision to have the server dictate live-state instead of the client (which pretty much all other MMOs do) has resulted in the "lag" everyone is sees when they get out of a red circle and still get hit. The issue is compounded by centralized data centers in only 2 locations worldwide. Anyways, the more load on the server the worse it is for EVERYONE.
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