So if everyone hangs out in their FC room, the servers will crash? Because all the rooms will have to be up no?its because unlike private chambers, which are saved and "shut down" when no one is inside - erased from active server memory - wards are always up and running, because there is never a time that no one is in the ward. more wards, mean more area have to be running at the same time, and their servers cannot currently support 40 or more new wards, and all of the items generated within, on their current system memory. fixing it would require an upgrade of that memory, which in terms of the sizes we are talking about, can cost a couple million extra dollars in total to implement over sixty someodd servers.
yes. absolutely. if everyone tried to go to their fc chambers at the same time, I would bet the entire server would crash before 70% of them even got in.
The trick is, you will never get EVERYONE to enter their fc chambers. not even 90%. IT staffs in all companies take this completely into account. Most IT firms will design a server to run at a maximum of about 80% of full capacity, mainly because there is only a .0001% chance of actual server load breaking this threshold, and that small margin of error allows for sometimes tens of thousands of dollars to be saved.
never will everyone be in, because that would also require all players to be logged on at once, and that is why we have player queues.
Last edited by tocsin; 03-05-2015 at 08:18 PM.


You can see other people in rooms in the same sense that you can see other people in a dungeon, they are all joining the same instance. That instance does not exist as long as no one is in it, and if people see each other it means they are in the same instance. Wards are zoned so they are part of the live game world, and operate completely differently. I don't see whats difficult to understand about it. Gardens are one thing for sure that won't work in an instanced environment, there may be more but I have no idea because I am not a SE employee; only they know. They went to great lengths to explain the problem between 2.38 and 2.4 in laymen but people seem to just completely ignore or forget this and insist that adding more wards is possible. Because players know the servers better than SE does.
They made a conscious design choice to make housing part of the live world rather than an instanced thing and these are the limitations of that. As I said I think they should have an instanced system in tandem but it would be different and trying to make it part of the wards would be asking to fundamentally change the housing system that were originally meant to be a FC only thing.



Public gardens. Could add them to current wards, in place of some personal homes, if they decided to transform personal homes into instances.
But out of curiosity - what makes gardens different from, say, retainer ventures? What makes them require continuous real time updates? You send your retainer out - timer starts - you log out - timer finishes in the meantime - log back in - get the loot. Where's the difference in the process of putting a seed in the ground, waiting, harvesting? Yeah, time is longer and it can be tended to in various ways - while the player is logged in. And if weather affects the growth, couldn't the server just keep track of it (doesn't it, anyhow? in a certain way?) and just modify the appropriate data upon the next login/access. I'm really curious because I've not even touched gardening, and even if I have, I can't see the difference in mechanics.
REMOVE CHARACTER LIMIT PLEASE, NO NEED FOR SUCH ADDITIONAL ANNOYANCE. THANK YOU.
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