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View Full Version : /SEACOMSHOUT (SUBJECT) Command: *All Server-Wide Shout Threads Compiled Here*



kingfury
05-22-2011, 10:40 PM
In an effort to pull all these very similar threads together to discuss the possibilities in one place, I felt this thread was a way to do it. That, and the one thread that actually got a response from the Community Reps(Camate) has pretty low traffic(Gameplay->Other), so I'm pretty sure few people have actually taken notice. The Devs are in fact working on possible solutions to this very problem, and are aware that MANY players are requesting this problem be rectified. If you missed it, here's the Post in which they responded to the topic at hand:

(Post #16 (http://forum.square-enix.com/ffxi/threads/7841-Server-wide-shouts?p=102818&viewfull=1#post102818) of the Thread)
Though we need to do some more testing, and we are not sure whether it would be possible yet, we are looking into the possibility of making/displaying shouts throughout multiple areas.

To be a bit more specific, we will be looking into grouping certain areas server side so that a shout from one of the areas in that group will be heard from each of the other areas.

For example:
If Ru’Lude Gardens/Upper Jeuno/Lower Jeuno/Port Jeuno were to be grouped together, making a shout in Ru’Lude would be heard in the other areas (Upper Jeuno/Lower Jeuno/Port Jeuno). However, this would ultimately quadruple the server load, so we will definitely need to pay close attention to this.
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I wanted to post this idea in "General Discussion" where the attention of each suggestion can be made reachable and not lost in the back corners of the Forum's forgotten threads. I wanted to add my suggestion of "/Seacomshouts" to the mix and create a directory to the several other "Server-Wide Shout" Threads out there as well. For the record, I do believe this issue can be resolved in a way that satisfies nearly everyone(You can never satisfy everyone lol), and I believe the more feedback and ideas we give to the Devs, the closer the solution will be for us to enjoy.
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The "/SEACOMSHOUT (SUBJECT) Command":

Now my 1st thought was "Why not make the Key Item Link Pearl concept that offers channel filters" and such like Juilan and a few others brought up:


"Try to find a way to set it up like a linkshell, you can sign on to the linkshell to view server shouts, I see no difference there than a large ls with 64 people, other than the requirement of making /sh do two things... or make it so people just cant see the shouts XD"
But after thinking about the concept more, and more, Illianna has a very valid point here:


"This sounds an awful lot like a better /seacom system... one where you could search comments by keywords ^.^; Wouldn't it be a lot easier just to make the tools that already exist more user friendly rather than think up something completely new?"
The point is, we're already connected to each other "World wide" without any new system being implemented via the /seacom system. At the core of the issue at hand, people simply want to add the functionality to both "Continuously Play the game while being updated on any and all relevant pick-up happenings being planned at the time regardless of where they might be in the world", and "Effectively communicate with everyone world wide when planning a pickup-like event."
Although we are indeed connected to each other via the /seacom system, the system falls short of solving this problem since it cannot "automatically update you via the chat log" based on what players world wide would like to accomplish like a /shout can. We have to manually stop what we're doing to go through each and every single comment if we want to know what's happening with each player listed throughout. That's very inefficient, and can take a bit of time away from "Playing the game". This, in my opinion, is why the /seacom is rarely used by a majority of players. It also falls short of the solution since it can not "Automatically Filter" the type of commented activity you wish to stay tuned into as it is added by players.

The Problem:
I believe it will be difficult to add such a functionality such as a Single channel for /world, /zone, and /area-like "shouts" without people abusing and cluttering up those new airways which would potentially cause 90% of players to just /filter out + /turn off these channels due to being annoyed. Even with a timer set to how often folks could /shout, it would only take a handful of people not interested in anything else other than /shouting about /random mess to start a now "/world wide" poop tossing fight lol. It really wouldn't benefit those that truly want to listen out for valid pickup happenings to have to /filter out these channels based on such buffoonery each time.

A Possible Solution:
I suggest revamping the /seacom's abilities to feel like it's a special Linkshell that has the ability to filter out content based on how that content is plugged in. In essence, it would function like multiple Linkshells combined into one main Linkshell (ex: EXP linkshell, Mission linkshell, Quest linkshell, etc.) where the /seacom system itself would represent the "Shell Sack" that you could easily control and configure to hear only what you wanted to hear. So technically, doing what the /seacom system does already, but just sending those comment messages to our chat logs once inputed using this new command.

*Note* I believe the following new comment topics should be added to the list (since I'll be using one of these in my examples of the /seacomshouts): Abyssea(ABY), N.Monster(NTM), Synergy(SNG), and Help Me Out(HLP).
-Include a new way to quickly type in the /shout-like messages similar to how we would if we wanted to compose a /shout currently but via a new "/seacomshout EXP" or "/seacomshout Abyssea" so it would only be displayed in the chat logs of those that are tuned into those /seacom channels. This way we could be automatically updated in our chat log on all things Abyssea in terms of "Pickup happenings" while freely continuing to play the game. The /seacom shouts would be instantly added the appropriate /seacom channel based on the subject listed in the shout(Example: "/seacomshout (subject)" ) accompanied by perhaps an ending command like "<comment>". So a player composing a "/seacomshout EXP" message would have the message displayed to all those tuned in to EXP /seacomshouts both in a player's chat log and within the /seacom "EXP Party" channel listing as if they put it in using the menus. The amount of time the the comment remains in the listing could possibly be altered to a timed system in which the comment will disappear from the listing should only one /seacomshout be issued. Each time the same player repeatedly inputs the same /seacomshout message, their comment in the appropriate listing could be bumped to the top of the list so as to not create multiple listings for the same comment.

-Visual example of new comment topics and /seacomshout messages
http://i19.photobucket.com/albums/b167/soulchld4/Seacomshout-1-WEB.jpg
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-Description of how the /seacomshout's inner workings could possibly be designed(From post 27 (http://forum.square-enix.com/ffxi/threads/8498-SEACOMSHOUT-%28SUBJECT%29-Command-%2AAll-Server-Wide-Shout-Threads-Compiled-Here%2A?p=107067&viewfull=1#post107067))
The Master Linkshells:

Imagine if each /seacom subject category had a respective Master Linkshell that could only discuss messages and shouts that pertain to their subject category(ex: "EXP" M.Linkshell, "Quest" M.Linkshell, "Missions" M.Linkshell, etc.). For the sake of argument, lets assume that they had the same limits of 64 members per shell as our everyday Linkshells do. The main difference between these linkshells would be that they have the ability to clone themselves multiple times to accommodate the amount of players that are "tuned in" to their respective /seacomshout subject categories. The very moment that 65 players toggle their /seacomshout channels to "ON" for that specfic channel, these Master Linkshells would instantly create a cloned version of itself to house that extra player. Cloned Linkshells would function exactly like their master versions, and would share the same messages sent to their Master Linkshell with all players housed within them. The cloned linkshells would house the same number of players as their masters. The Master Linkshells would constantly monitor how many players are tuned in so to always be ready to create the needed amount of clones to house them. The player game-side would be none the wiser as to this process's happenings, and would only notice an increase in messages being displayed within that /seacomshout subject category.

•The Master Linkshells
http://i19.photobucket.com/albums/b167/soulchld4/Seacomshout-examples-1-WEB.jpg
Expansion and Sharing of Messages:

On the back end behind the scenes, based on the /seacom category, the Master Linkshells could consider themselves EXP1(Master Linkshell), EXP2(Clone), EXP3(Clone), and so forth up to perhaps a specific limit as the number of tuned in players increase. So ideally, a Master Linkshell could clone itself over 9 times to accommodate 640 players tuned into it's /seacomshout subject category. Depending on the server limits governing Linkshell creation, 1000+ players could all be tuned into the same /seacomshout subject category while being being distributed amongst 16 Linkshells. All able to communicate Server-wide on the corresponding /seacom subject matter of their choosing without disturbing any other players throughout Vana'diel's zones. So long as the player inputs the appropriate subject within the /seacomshout message while composing it(ex: /seacomshout [EXP]), the message will be sent to the appropriate Master Linkshell to be distributed to all cloned linkshells. All /seacomshout messages composed and sent by players would 1st be sent to the Master Linkshells before being shared with clones so the Master Linkshells could determine how many clones need to receive the message. This would ideally happen almost instantly, and no player would be able to notice any lag between composing/sending a /seacomshout message and seeing the message displayed within their chat log as to make it feel similar to how linkshell messages are processed.

•Making Clones
http://i19.photobucket.com/albums/b167/soulchld4/Seacomshout-examples-2-WEB.jpg
Clone Deletion:

This system would have the ability to expand as needed depending on player load instantly, as well as shrink instantly as players toggle their /seacomshout channels to OFF. Master Linkshells would reserve the ability to permanently delete any cloned linkshell as soon as the reduced player load constitutes they are no longer needed. Should that same load of 640 players tuned in to that /seacomshout channel be reduced to 140, the Master Linkshell would delete 7 clones and house that 140 within 3 linkshells(the Master + 2 Clones). This would constantly be happening throughout the day, all seamlessly behind the scenes as players simply toggle their channels ON/OFF in-game. The Master Linkshells would be diligently cloning and deleting clones to constantly accommodate the number of tuned in players.

•Deleting Cloneshttp://i19.photobucket.com/albums/b167/soulchld4/Seacomshout-examples-3-WEB.jpg
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-Additionally, include an intuitive method of tuning into multiple "/seacom shout topics" at the same time. This way, players could filter in Missions, Quest, Magian, and Abyssea "/seacom shouts" at once all while fishing or killing a NM. Truly, a simple toggle ON/OFF for each /seacom subject would probably be the most intuitive. Simply going down the /seacom comment list and toggling "ON" for all the channels you wish to stay tuned into would suffice. If you no longer wanted to hear the /seacom shouts, simply toggle all of them off. Alternatively, adding a quick "/seacomshout OFF" command would be nice and sweet too. ^^ Adding a "/seacomshout ON" command would tune a player into all /seacom subjects, allowing them to hear /seacomshouts for every topic.
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-What then would stop a player that is hellbent on tossing out drunken conversation into the mix via /seacomshout (subject) at will? Please also include either a special filter that targets individual players within this new shout ability such as "/shoutfilter (Player's Name)", so nothing they attempt to /seacomshout reaches your chat log or your comment listings from that point on, or just make sure /blacklist reaches them through this system :)

So long as the method feels like a natural /shout or /linkshell message when typing it in or receiving it, I think a modified /seacom system could be the answer we're looking for.

Thanks again for listening guys /salute
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**Server Wide Shouts Directory**

Myrrh
05-23-2011, 12:06 AM
Man, why hasn't SE hired you to Mod these forums?

Anewie
05-23-2011, 12:49 AM
Aww come on! Don't be so mean! I think he's cute!

kingfury
05-23-2011, 01:36 AM
Man, why hasn't SE hired you to Mod these forums?
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><; lol but I can't input smexy images and cool videos like they can! /fume ^^ /

Kimble
05-23-2011, 01:37 AM
Just to nitpick, there is a Dev tracker on the main page of the forum, so im sure people saw the response.

wish12oz
05-23-2011, 01:42 AM
Oh man (*'-')b*thumbs up*
This is such a great idea /blush(*^.^), I am so glad you thought of it
Having a single thread where such a hugely important idea can *gasp* be compiled and talked about in one place is so amazing!
We should do this for all the bad threads that spawn multiple copies of themselves, then we can triple and even *dare I say it* QUADRUPLE POST! (O.O) !/stagger to keep it on top so more don't get made!
I agree with the above poster, you're so awesomes /blush (*'-') you should work for SE! /dance

kingfury
05-23-2011, 01:48 AM
Oh man (*'-')b*thumbs up*
This is such a great idea /blush(*^.^), I am so glad you thought of it
Having a single thread where such a hugely important idea can *gasp* be compiled and talked about in one place is so amazing!
We should do this for all the bad threads that spawn multiple copies of themselves, then we can triple and even *dare I say it* QUADRUPLE POST! (O.O) !/stagger to keep it on top so more don't get made!
I agree with the above poster, you're so awesomes /blush (*'-') you should work for SE! /dance
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lol /dies from high amounts of sarcasm exposure ~~~* ^^

Well the good thing, is that these other ideas are good ones, and great feedback laced throughout them, so no worries there. Just feels right to combine similar thoughts to me, even when those thoughts are slightly different. /meh That, and if you support another's suggestion you don't have to dig through 10+ pages to find out where to post your support.

kingfury
05-23-2011, 01:51 AM
Just to nitpick, there is a Dev tracker on the main page of the forum, so im sure people saw the response.
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True indeed, a good number of folks saw it, but General Discussion sees a lot more traffic in comparison to the "Gameplay -> Other" Thread posting area. The more people that see it the better. ^^ I wanted to post my own idea to the possible solution, but highlight the other great ones as well is all.
Actually, it would be really great to have a horizontal collapsable version of the Dev Tracker that's on the "Forum Top" page(on the right side), at the top of every Forum location. That way, no matter where you're posting, you could quickly check to see the latest post from the Devs without leaving your page.

Greatguardian
05-23-2011, 03:47 AM
Thanks for the offer, but I'll have to pass.

kingfury
05-23-2011, 11:55 AM
Thanks for the offer, but I'll have to pass.
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lol well gimmie some constructive feedback with that GreatG. ^^ It does no good to just say "no thanks" with no reason. Shoot some holes in it if you will. :)

Kimble
05-23-2011, 12:50 PM
We dont need to see on every single page what the community team has replied to. If I want to see it, ill go to the main forum page. Plus it would make things way to cluttered.

kingfury
05-23-2011, 01:21 PM
We dont need to see on every single page what the community team has replied to. If I want to see it, ill go to the main forum page. Plus it would make things way to cluttered.
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Hence the "collapsable version of the Dev Tracker that's on the "Forum Top" page(on the right side)" which would make it easy to quickly toggle it in and out of view, the same way you can collapse the different languages on the main forum page. ^^ So there wouldn't be any clutter. It would set horizontally above that little blue "Forum Tools" and "Search Forum" bar directly under the Forum Section title text. A simple click, and zip! It's hidden. Now there's no need to navigate away from the page. :)

Was just suggesting it is all lol It would be intuitive in terms of what these forums are for, y'know... we're all posting suggestions... hoping to get responses from the Devs... in each Forum location. o.o But not to start a debate on that lol ><; Cause I know such a thing can spark one /stagger

/seacomshouts? ^^

Huevriel
05-23-2011, 01:28 PM
My only fear with this would be people doing /sh drama/retarded fights/idiocy across the entire server. I like not having to filter out /sh and only coming across it in towns when I have to look for a group (Where I can bear to put up with the idiocy for a short time before finding a pt).

TL/DR
How about just making a /shout across the nations in one area each nation? (Like the ones with the Abyssea NPCs)
That way I can skill up train in peace.

kingfury
05-23-2011, 01:39 PM
My only fear with this would be people doing /sh drama/retarded fights/idiocy across the entire server. I like not having to filter out /sh and only coming across it in towns when I have to look for a group (Where I can bear to put up with the idiocy for a short time before finding a pt).

TL/DR
How about just making a /shout across the nations in one area each nation? (Like the ones with the Abyssea NPCs)
That way I can skill up train in peace.
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Well, with the /seacomshout concept I'm suggesting, only those that are tuned into the appropriate comment channel would receive the "Server-wide" message, so if you have no comment channels toggled "ON", then you would see nothing in your chat log. ^^

Example: Lets say you want to compose an EXP /seacomshout while you're skilling up. All those that have the "EXP Party" comment channel toggled to "ON" will receive your message. It would look something like this:

How you would type it in:
/seacomshout [EXP] Experience points. Do you need it? 1/6 Looking for members. WHM, BRD Can I have it?
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How other players would receive it:
Huevriel : [EXP] Experience points. Do you need it? 1/6 Looking for members. WHM, BRD Can I have it?
This message would reach everyone tuned into EXP shout comments Server-wide, and only those people. "Peace" You can have this. :)

Greatguardian
05-23-2011, 02:23 PM
If I'm interpreting Camate's comments correctly, any sort of server-wide shout system would be wholly impossible due to the absolutely massive influx of load onto the servers. Even linking shout channels to all 4 zones in a city constitutes a quadrupling of server load for that city (4x to 16x). Attempting to send a shout from any one zone to every single other zone in the game is tantamount to a (Number of Zones in the entire game*100)% increase in server load from communication.

How many zones are there again? I can't remember off the top of my head. Let's assume 200 for now. If there are 200 zones in the game, adding a *single* server-wide shout channel is the same as a 20,000% increase in server load.

Byrth
05-23-2011, 08:11 PM
Not to mention that it'd lead to me immediately blocking the shout channel. This is a bad idea on multiple levels, and you should feel bad for supporting it, kingfurry!

Bustax
05-23-2011, 08:56 PM
How about /shsv (Shout server wide) commnad where it's completely invisible on your normal screen and it's only visible on a new tab?

There are currently like 6-7 tabs? Normal, says, tells, shouts, party, linkshell, ???, profit

Why not make one of these tabs one that can only be viewed if you actually toggle through them? This sounds rather simpler to me, how easy/difficult is it to implement for devs is beyond me.

kingfury
05-23-2011, 10:37 PM
If I'm interpreting Camate's comments correctly, any sort of server-wide shout system would be wholly impossible due to the absolutely massive influx of load onto the servers. Even linking shout channels to all 4 zones in a city constitutes a quadrupling of server load for that city (4x to 16x). Attempting to send a shout from any one zone to every single other zone in the game is tantamount to a (Number of Zones in the entire game*100)% increase in server load from communication.

How many zones are there again? I can't remember off the top of my head. Let's assume 200 for now. If there are 200 zones in the game, adding a *single* server-wide shout channel is the same as a 20,000% increase in server load.
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Not to mention that it'd lead to me immediately blocking the shout channel. This is a bad idea on multiple levels, and you should feel bad for supporting it, kingfurry!
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How about /shsv (Shout server wide) commnad where it's completely invisible on your normal screen and it's only visible on a new tab?

There are currently like 6-7 tabs? Normal, says, tells, shouts, party, linkshell, ???, profit

Why not make one of these tabs one that can only be viewed if you actually toggle through them? This sounds rather simpler to me, how easy/difficult is it to implement for devs is beyond me.
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Right... but GreatG., I'm not supporting a "Single Server-wide Shout Channel" with my /seacomshout suggestion. ^^ And Byrth you wouldn't have to block any one main Server-wide channel that's annoying you at all lol since there would be multiple shout channels, simply turn "OFF" any/all /seacomshout channels you don't wish to reach your chat log and you would see nothing. Bustax, technically, the /seacom system would act as a built in filter for whatever you wish to be seen in your chat log, so it would work similar to how our tabs function.

In case you missed what I'm suggesting, these /seacomshouts would only reach those that have certain comment channels turned "ON"(ex: EXP channel, Missions channel, Quest channel, etc.), so you could be standing right next to a player that's using a /seacomshout and not see a thing in your chat log unless you're tuned into the /seacom channel he's sending his message through. So no one that doesn't wish to receive these messages will have to worry about being forced to be spammed with anything they don't want to receive willingly. :)

-"Include a new way to quickly type in the /shout-like messages similar to how we would if we wanted to compose a /shout currently but via a new "/seacomshout EXP" or "/seacomshout Abyssea" so it would only be displayed in the chat logs of those that are tuned into those /seacom channels. This way we could be automatically updated in our chat log on all things Abyssea in terms of "Pickup happenings" while freely continuing to play the game."
I used this example to respond to the post above to make it a bit clearer:
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"Well, with the /seacomshout concept I'm suggesting, only those that are tuned into the appropriate comment channel would receive the "Server-wide" message, so if you have no comment channels toggled "ON", then you would see nothing in your chat log. ^^

Example: Lets say you want to compose an EXP /seacomshout while you're skilling up. All those that have the "EXP Party" comment channel toggled to "ON" will receive your message. It would look something like this:

How you would type it in:
/seacomshout [EXP] Experience points. Do you need it? 1/6 Looking for members. WHM, BRD Can I have it?
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How other players would receive it:
Huevriel : [EXP] Experience points. Do you need it? 1/6 Looking for members. WHM, BRD Can I have it?
This message would reach everyone tuned into EXP shout comments Server-wide, and only those people. "Peace" You can have this. :)"
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So, hopefully that clears up the concept a bit more. Unless the suggestion would still strain the game if over 200+ players are tuned into the same "Abyssea comment channel" and all receive the same message in multiple corners of Vana'diel, I'm not ashamed to say that an enhanced /seacom system would be a considerate addition. ^^ Which, honestly, would be no different than what was happening with the gil selling messages everyone was receiving not too long ago. Those messages were sent Server-wide, and as far as I know didn't effect the game performance because of it.

Greatguardian
05-23-2011, 11:58 PM
What you're suggesting, and what I'm talking about (multiple server-wide chat channels) are absolutely the same thing in regards to hardware burden.

When you send a message on /seacomshout EXP, that message is sent to the servers and broadcast across every zone in the entire game. It is simply not seen by people who don't have the filter on.

Just because players do not see the message does not mean the dedicated load on the server is not there. The message has to be sent to every zone in the game every single time, it simply won't show up if the game client says that it is filtered.

RMT tells were not sent 200+ times every message. They were sent one at a time, to one person at a time, in rapid succession for 5-ish minutes until they were banned. Every single message in your proposed channels would be sent over 200 times per instance, and you're talking about having multiple channels too.

If one single server-wide chat channel is a 20,000% increase in server load, 5 of them is a 100,000% increase in server load.

kingfury
05-24-2011, 12:56 AM
Hmm... So is this what's occurring with every active Linkshell/Linkpearl throughout the game? If I'm understanding you correctly, similar to a shout message, a Linkpearl would be the same in regards to the information being sent to the servers and broadcast across every zone to all members in possession of one whether they have it equipped or not. Meaning with all the different LS's running around every server, shouldn't that too equate to the overload you're describing? If so, wouldn't it make sense to limit the number of LS's? Let me know if that's the same thing.

My concept would be coded to act similar to a Linkpearl rather than a /shout message that is designed to reach everyone.

Greatguardian
05-24-2011, 01:02 AM
Shout messages are broadcast everywhere, and then filters determine whether they are seen client-side or not.

Linkshells, on the other hand, are simply their own communication network. The server does not have to send global messages for them. However, at the same time, Linkshells have a definitive maximum number of people in them (64).

You can't use the linkshell system to create an instance for EXP or Missions because each linkshell network instance cannot exceed 64 people. If you tried to exceed that, then yes, the same sort of server load increase would occur.

wish12oz
05-24-2011, 01:04 AM
Linkshells have a limit of 64 players in them at a time, the server load thing is probably why, and I doubt the message is sent to every zone, it's probably sent to only the players who have the LS equipped, not the zones and everyone in them, or every person with an LS. If every person with an LS got sent the messages, there would be no need to cap them at 64.

EDIT::: beaten by a minute =|

kingfury
05-24-2011, 01:24 AM
Okay, with that understanding in hand, is there in fact a limit on how many linkshells that can be possessed per server? If not, what if the specific /seacomshouts were designed to reach a specific number of players per message sent. Similar to how the "search current zone" truncates the list after listing so many players.

Perhaps between a combination of displaying a message to limited amounts of players and alerting those tuned into those channels through the appropriate comment category to check the most recently added message(perhaps like a /lsmes) once that limit has been reached, a modified Linkshell network could then provide a vehicle for such a system as I'm suggesting.

Greatguardian
05-24-2011, 01:29 AM
There probably is a limit to how many linkshells can be on each server. There is already a limit on the number of linkshells which can be created each day.

A system like that may as well just be people creating linkshells and calling them EXP1, EXP2, EXP3, etc. That's pretty much what it comes down to. And if that's what people want, they may as well do it right now with the current linkshell system.

Byrth
05-24-2011, 01:33 AM
In the time of broadband, "server load would make it unpossible" seems like a pretty silly defense, but it's possible that it isn't.

At 256 Bytes per message (~200 potential characters + transfer information), sending that information to 4000 players would result in less than 1 MB of traffic for SE (~.25KB for players). Still, 1 MB * 3 shouts per minute = ~4 GB more bandwidth per day = ~120 GB more bandwidth per month

Realistically, this probably works out to about ~$100/month more in costs per server, so Profits -$1600/month. No one is going to unsubscribe if this feature isn't implemented or resubscribe if it is, so they have no reason to cut their profits.

kingfury
05-24-2011, 12:46 PM
There probably is a limit to how many linkshells can be on each server. There is already a limit on the number of linkshells which can be created each day.

A system like that may as well just be people creating linkshells and calling them EXP1, EXP2, EXP3, etc. That's pretty much what it comes down to. And if that's what people want, they may as well do it right now with the current linkshell system.
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Funny you should say it that way since I was going to break it down in a similar fashion. The system would be the one organizing it in such a fashion, not us. All neatly behind the scenes. I would hate to try and describe it all in text description /stagger. It's a bit much to try to explain in just words, so I'll have to put together some sort of diagram to sort my thoughts in a way to make it easy to visually communicate(for myself mostly lol).

kingfury
05-25-2011, 12:07 AM
I'll start off by saying, as I've said in other threads, I'm in no way a programmer! lol :) My thoughts on the possible workings of this /seacomshout's systems are totally based on "theoretical possibilities", so if anything seems too far fetch, take it easy on me. ^^; Hopefully the Devs will consider this a springboard concept and then tailor it to fit actual programming laws. I'm just attempting to think around the problem in a creative way.
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The Master Linkshells:

Imagine if each /seacom subject category had a respective Master Linkshell that could only discuss messages and shouts that pertain to their subject category(ex: "EXP" M.Linkshell, "Quest" M.Linkshell, "Missions" M.Linkshell, etc.). For the sake of argument, lets assume that they had the same limits of 64 members per shell as our everyday Linkshells do. The main difference between these linkshells would be that they have the ability to clone themselves multiple times to accommodate the amount of players that are "tuned in" to their respective /seacomshout subject categories. The very moment that 65 players toggle their /seacomshout channels to "ON" for that specfic channel, these Master Linkshells would instantly create a cloned version of itself to house that extra player. Cloned Linkshells would function exactly like their master versions, and would share the same messages sent to their Master Linkshell with all players housed within them. The cloned linkshells would house the same number of players as their masters. The Master Linkshells would constantly monitor how many players are tuned in so to always be ready to create the needed amount of clones to house them. The player game-side would be none the wiser as to this process's happenings, and would only notice an increase in messages being displayed within that /seacomshout subject category.

•The Master Linkshells
http://i19.photobucket.com/albums/b167/soulchld4/Seacomshout-examples-1-WEB.jpg

Expansion and Sharing of Messages:

On the back end behind the scenes, based on the /seacom category, the Master Linkshells could consider themselves EXP1(Master Linkshell), EXP2(Clone), EXP3(Clone), and so forth up to perhaps a specific limit as the number of tuned in players increase. So ideally, a Master Linkshell could clone itself over 9 times to accommodate 640 players tuned into it's /seacomshout subject category. Depending on the server limits governing Linkshell creation, 1000+ players could all be tuned into the same /seacomshout subject category while being being distributed amongst 16 Linkshells. All able to communicate Server-wide on the corresponding /seacom subject matter of their choosing without disturbing any other players throughout Vana'diel's zones. So long as the player inputs the appropriate subject within the /seacomshout message while composing it(ex: /seacomshout [EXP]), the message will be sent to the appropriate Master Linkshell to be distributed to all cloned linkshells. All /seacomshout messages composed and sent by players would 1st be sent to the Master Linkshells before being shared with clones so the Master Linkshells could determine how many clones need to receive the message. This would ideally happen almost instantly, and no player would be able to notice any lag between composing/sending a /seacomshout message and seeing the message displayed within their chat log as to make it feel similar to how linkshell messages are processed.

•Making Clones
http://i19.photobucket.com/albums/b167/soulchld4/Seacomshout-examples-2-WEB.jpg

Clone Deletion:

This system would have the ability to expand as needed depending on player load instantly, as well as shrink instantly as players toggle their /seacomshout channels to OFF. Master Linkshells would reserve the ability to permanently delete any cloned linkshell as soon as the reduced player load constitutes they are no longer needed. Should that same load of 640 players tuned in to that /seacomshout channel be reduced to 140, the Master Linkshell would delete 7 clones and house that 140 within 3 linkshells(the Master + 2 Clones). This would constantly be happening throughout the day, all seamlessly behind the scenes as players simply toggle their channels ON/OFF in-game. The Master Linkshells would be diligently cloning and deleting clones to constantly accommodate the number of tuned in players.

•Deleting Cloneshttp://i19.photobucket.com/albums/b167/soulchld4/Seacomshout-examples-3-WEB.jpg

Runespider
05-25-2011, 12:15 AM
Any kind of global chat channel needs a strict time limit on repeat usage, say 5 mins. That would cut out most spam chat and make it more of a worlwide bulletin system for PuG content. As hard as it may be to implement it's either that or everyone will be forced into port jeuno forever.

I think Square more than anything fears spammers being reported and having to be dealt with by the undermanned GM team, they almost always counter stuff that leads to that.

Byrth
05-25-2011, 12:26 AM
Unless you're bored and just like to draw, you should read my post again. $1600 is probably the profits from about ~200 accounts. Not counting the resources (programmer time) that would be consumed to make such a system, do you think 200 accounts would be created or maintained by introducing a new shout system? SE is a business. If the improvement you're suggesting doesn't offset the costs, it won't be implemented.

If you want your suggestion to be implemented, couple it with a technological solution that will offset the cost of implementation somehow. For instance, say you look at the program and notice that messages sent are always coded as 256 bytes with a bunch of null characters instead of a more efficient variable-length solution. So you suggest that SE start encoding message length and shortening the message sent, saving them a large amount of bandwidth every month.

Say you realize that all characters are not used at the same frequency, so you propose a more efficient encoding scheme, where less common options require more data to transmit but higher frequency options are encoded more efficiently, thus reducing the effective bits/character.

Consider reading the "Efficient Encodings" part of this page: http://www.cs.cmu.edu/~dst/Tutorials/Info-Theory/

kingfury
05-25-2011, 12:54 AM
Unless you're bored and just like to draw, you should read my post again. $1600 is probably the profits from about ~200 accounts. Not counting the resources (programmer time) that would be consumed to make such a system, do you think 200 accounts would be created or maintained by introducing a new shout system? SE is a business. If the improvement you're suggesting doesn't offset the costs, it won't be implemented.

If you want your suggestion to be implemented, couple it with a technological solution that will offset the cost of implementation somehow. For instance, say you look at the program and notice that messages sent are always coded as 256 bytes with a bunch of null characters instead of a more efficient variable-length solution. So you suggest that SE start encoding message length and shortening the message sent, saving them a large amount of bandwidth every month.

Say you realize that all characters are not used at the same frequency, so you propose a more efficient encoding scheme, where less common options require more data to transmit but higher frequency options are encoded more efficiently, thus reducing the effective bits/character.

Consider reading the "Efficient Encodings" part of this page: http://www.cs.cmu.edu/~dst/Tutorials/Info-Theory/
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I read your post ^^ and I agree that SE is indeed a business and has to consider all development cost based on any and all suggestions to improve this game.

I can't say that I agree that offsetting those development cost is always the definitive for SE's choice to improve gameplay however. For instance, just look at the Atma menu improvements being planned here (http://forum.square-enix.com/ffxi/threads/7296-Known-Issues-New-Atma-Menu-Delayed-again-%21-sulk-More-info-if-any-if-you-PLEASE%21). This is an issue that obviously is taking development resources and time to design and implement, but based on the outcry from players, SE's is deciding to rectify undesirable gameplay issues simply for the sake of improving gameplay. The same can be said for a number of other in-game fixes that have been implemented over the last year based on player feedback.

I believe if the suggestion is realistically formatted by the player in terms of possible development needed to actually consider it worth investing development $$'s into, there's a good chane SE can realistically consider the suggestion and implement it over time. Enhancing the /seacom system using Linkshell functionality shouldn't really be considered "a new system" since both the linkshell system and the /seacom system exist already. It's more like tweaking it to work in a different way. The suggestions you've just posted are great in terms of making the solution more realistic for the Devs to implement. This issue is one that SE has already expressed interest into solving, so I'm not sure why you believe it's not already on the Devs plate in terms of development time(post from Camate on the OP). I'm simply suggesting another possible solution to the problem since the solution is still being considered by the Devs.

Not bored since I do enjoy suggestion new concepts, and yes, I do love to draw ^^

/pops some popcorn to prepare to read the "Basics of Information Theory". ^^

Anathiel
05-25-2011, 01:20 AM
I didn't get too far into reading the responses to the OP. But, the OP itself is an amazing idea. I wouldn't mind hearing something back from the dev's as to whether this is feasible. And I don't mean to go off-forum here, but have you thought aboput posting an idea like this on the ff:xiv forum? Aren't they revamping the search system? and well they have more resources...but yeah this idea rocks socks.

kingfury
05-25-2011, 01:24 AM
Any kind of global chat channel needs a strict time limit on repeat usage, say 5 mins. That would cut out most spam chat and make it more of a worlwide bulletin system for PuG content. As hard as it may be to implement it's either that or everyone will be forced into port jeuno forever.

I think Square more than anything fears spammers being reported and having to be dealt with by the undermanned GM team, they almost always counter stuff that leads to that.
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True indeed, but if the ability to use a command like /shoutfilter (player name) and toggle each /seacom channel OFF could be used, it may be possible to ease some of that policing. Unfortunately, even with a timer on messages, in the world of MMORPG's there's no escape from the randomness of what folks might want to say while online lol. Honestly, current /shouts could see a pretty noticeable decline over time if such a system as I'm suggesting could be possible. There would still be /shouts of course, just perhaps lost less since folks wouldn't be huddled into cities anymore to hear them lol. Standard /shouters would have to get with the times and tap into the new way of reaching people.

kingfury
05-25-2011, 01:28 AM
I didn't get too far into reading the responses to the OP. But, the OP itself is an amazing idea. I wouldn't mind hearing something back from the dev's as to whether this is feasible. And I don't mean to go off-forum here, but have you thought aboput posting an idea like this on the ff:xiv forum? Aren't they revamping the search system? and well they have more resources...but yeah this idea rocks socks.
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/kneel ^^ Thanks for the feedback /salute

I'm a bit out of the loop on all things XIV ^^; other than watching a few videos on youtube about it. If it actually holds some weight in terms of being usable to the Devs, more power to it! lol

thanks again /

kingfury
05-25-2011, 08:56 AM
**Edit to the OP**
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*Description of how the /seacomshout's inner workings could possibly be designed. (http://forum.square-enix.com/ffxi/threads/8498-SEACOMSHOUT-%28SUBJECT%29-Command-%2AAll-Server-Wide-Shout-Threads-Compiled-Here%2A?p=107067&viewfull=1#post107067)
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Examples added:
*The Master Linkshells (http://i19.photobucket.com/albums/b167/soulchld4/Seacomshout-examples-1-WEB.jpg)
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*Making Clones (http://i19.photobucket.com/albums/b167/soulchld4/Seacomshout-examples-2-WEB.jpg)
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*Deleting Clones (http://i19.photobucket.com/albums/b167/soulchld4/Seacomshout-examples-3-WEB.jpg)

kingfury
05-26-2011, 12:08 AM
There probably is a limit to how many linkshells can be on each server. There is already a limit on the number of linkshells which can be created each day.

A system like that may as well just be people creating linkshells and calling them EXP1, EXP2, EXP3, etc. That's pretty much what it comes down to. And if that's what people want, they may as well do it right now with the current linkshell system.
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^^ Well GreatG., with the newly added description of the possible inner workings, would it be something you could deal with? Now that you see that it's not the "same thing" as a standard /shout system concept which is what I'm assuming made you say no thanks in the beginning.