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  1. #1
    Player Wolfie's Avatar
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    Mar 2011
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    Wolfie Wu
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    Leviathan
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    Pugilist Lv 50
    Quote Originally Posted by Betelgeuzah View Post
    What's the point of keeping your retainer in the (correct) ward when the majority of buying and selling is handled separately?

    The original concept of MW hasn't existed since the addition of item search. Expanding it to cover the tasks of an AH is the next step.
    Because even if you spread out the retainers across multiple wards, there will be a point where ALL wards are full or the system is, again, too laggy. What was our limit before the server fixes? ~600 retainers? What's our limit now? Can this machine support retainers from 1000 players? 2000? 10,000? Somehow I doubt it. The limit for a menu/text based system is several orders of magnitude higher than this.

    Keeping physical retainers incurs a huge, huge overhead for simple actions like item transactions and places a completely unnecessary strain on the machine. It makes the design awkward and unintuitive at best, and probably equally hard to develop further.

    And there is absolutely no functionality that MW does now that can't be replicated in an infinitely more user-friendly menu/text based system.
    (7)

  2. #2
    Player

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    Quote Originally Posted by Wolfie View Post
    Because even if you spread out the retainers across multiple wards, there will be a point where ALL wards are full or the system is, again, too laggy. What was our limit before the server fixes? ~600 retainers? What's our limit now? Can this machine support retainers from 1000 players? 2000? 10,000? Somehow I doubt it. The limit for a menu/text based system is several orders of magnitude higher than this.

    Keeping physical retainers incurs a huge, huge overhead for simple actions like item transactions and places a completely unnecessary strain on the machine. It makes the design awkward and unintuitive at best, and probably equally hard to develop further.

    And there is absolutely no functionality that MW does now that can't be replicated in an infinitely more user-friendly menu/text based system.
    the limit to fill all the wards in a single city was closer to 6000 retainers actualy, not 600

  3. #3
    Player Wolfie's Avatar
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    Wolfie Wu
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    Leviathan
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    Quote Originally Posted by TheVedis View Post
    the limit to fill all the wards in a single city was closer to 6000 retainers actualy, not 600
    It was/is crashing with ~1000, so that hard limit is pointless.
    (1)

  4. #4
    Player
    Betelgeuzah's Avatar
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    Mar 2011
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    Captain Lalafist
    World
    Odin
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    Arcanist Lv 82
    Quote Originally Posted by Wolfie View Post
    Because even if you spread out the retainers across multiple wards, there will be a point where ALL wards are full or the system is, again, too laggy. What was our limit before the server fixes? ~600 retainers? What's our limit now? Can this machine support retainers from 1000 players? 2000? 10,000? Somehow I doubt it. The limit for a menu/text based system is several orders of magnitude higher than this.
    Again, why must all the retainers be physically there at all times if they aren't selling anything? They could still divide it somewhat to make certain items sold in there (kinda like bazaars in XI) but even still most retainers only need to be called out occasionally and you wouldn't even need to be in the ward to do so.
    (2)

  5. #5
    Player Wolfie's Avatar
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    Wolfie Wu
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    Leviathan
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    Quote Originally Posted by Betelgeuzah View Post
    Again, why must all the retainers be physically there at all times if they aren't selling anything? They could still divide it somewhat to make certain items sold in there (kinda like bazaars in XI) but even still most retainers only need to be called out occasionally and you wouldn't even need to be in the ward to do so.
    But what if they ARE selling everything? What if the system crashes when only 75% of the people on the server want to sell items? If you have a simple, easy to implement system that can handle the worst case scenario, why on earth would you implement a more complex system that can't handle the worst case scenario?
    (6)

  6. #6
    Player
    Betelgeuzah's Avatar
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    Captain Lalafist
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    Odin
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    Arcanist Lv 82
    Quote Originally Posted by Wolfie View Post
    But what if they ARE selling everything? What if the system crashes when only 75% of the people on the server want to sell items? If you have a simple, easy to implement system that can handle the worst case scenario, why on earth would you implement a more complex system that can't handle the worst case scenario?
    What?

    I already addressed how to fix this with a simple, yet slightly time consuming addition. Like I already said, the original concept of MW was buried with the addition of item search. The hardest part is already done.
    (2)