Read my previous replies. I go into that detail to why they would make a claim.
But to sum it up. As I said, some coder got a slight ego trip (this isn't uncommon among some of these types of people) and decided this is how it is going to work. Its even possible he designed a system that doesn't work efficiently, but I'm not going to make that sort of accusation just yet. They were initially resistant when their community reps came to them and said "hey, the players want to use appearances over their items." I'd even say that the coders were like "well they can't do that, what they wear is what they look like, how can you tell what someone is wearing if it looks like something else?" And then they were pressured into making the change.
Except they didn't make the change like its been done in many games before. They went out of their way to request a furniture item to be used and crafted a whole system that requires alot of leg work from the player. The idea was to make the player work for it. The idea was to make it cumbersom.
Do you all remember when we had different glamour crystals types and different tiers? What was the point in that if not to make it stupidly hard for players to utilize? Well that system was nixed because understandably it isn't what players want.
We WILL get what we want. They can cry about server lag and all that all day. But the truth of the matter is they will eventually cave. But only if we get pressure on them. By the way I had this argument about a year ago concerning housing. I was told that instancing housing wasn't possible because of the scope and size would cause server load. I debunked that by pasting the entire .txt file into a reply showing an entire guild hall the size of one of the housing districts with over 1000 items placed.
Yes, it fit in the reply here. debunking the idea of server load being an issue.
Since we do not need to worry about placement of an item in a 3 dimensional space, complete with pitch, yaw, and roll as well as translation in 6 directions, just inventory location (which doesn't change on a per item basis except for rings going on left or right), the amount of data per item is negligible.
itemID
colorID
Are the only fields needed for each slot from the server when referencing a look. ItemID is an alphanumeric value about 11 characters long (you can check this on the lodestone yourself). So that's about 11 bytes. And then it looks like characterID is about 7 characters long though I'm gonna say 8 and assume the leading zero isn't shown (again you can see this in the lodestone). But that's going to be less than a few bytes as it is a numerical and has no alphabetical characters in it. And then color is likely a single byte as there isn't more than 255 colors to choose from.
Suffice to say, the amount of network packets this would take for Crystarium characters to be shown is 1 or 2 to each person. During primetime. I'm sure the server can handle this just fine. In fact. Its already handling it. It does this already.
As for the argument of "maybe they don't do it that way". This is basic networking and databasing. Not doing it this way implies an alien form of computing. Besides, as I said above, the lodestone shows the IDs, they've been pretty transparent on how its referenced in the database. Maybe unintentionally.
