I get better FPS in housing areas, if they wanted to do that no sense they should get rid of cities, hunts and fates, oh! and shiva. Saying they can't add more wards because it would make our FPS fall is total madness...



I get better FPS in housing areas, if they wanted to do that no sense they should get rid of cities, hunts and fates, oh! and shiva. Saying they can't add more wards because it would make our FPS fall is total madness...
>.>
You do realise that they budget every location such that the FPS is acceptable if there is a moderate number of people in the area, right? If it's a FATE with 30 people killing a mob, of course the FPS is to drop. You rarely see such concentrated mobs in a ward, so of course the FPS is good.
Since you didn't read YoshiP's comment in it's entirely, it says "increase the number of plots", i.e. increase the plots within a ward. It has nothing to do with adding more wards - an entirely different issue.
If you have another explanation for YoshiP's "juggling our graphic resources" comment, I would like to hear it. I'm not the one that brought it up, the developers did.
Last edited by Bishop81; 03-23-2015 at 01:18 AM.


OK, so I'm getting that graphic limitations restict the size of the wards, but that doesn't affect the number of wards.
I never said they did.
That said, the wards are probably "hosted" like any other zone in the game and are "persistent" - i.e. loaded in server memory, running, regardless whether there are people in them or not. In comparison, houses and FC rooms are killed the moment they are empty, like dungeon instances. Of course, this is pure speculation on my part.
One way or another, I want a house. If neighborhoods are what is holding the availability of houses back, and SE can't provide enough wards without going broke, I say we scrap the whole neighborhood system. It's patently unfair for players late to the party to never be able to get a house - just because a minority 480 players want their neighborhoods.
Last edited by Bishop81; 03-23-2015 at 01:31 AM.



No no no, this is so wrong, instances are inactive when they are unused, that's true, but houses are different instanced or not, you can't kill it, because you're not creating an instance when you enter, you're loading player choices, and this mean persistent memory, when you enter a dungeon you're creating on a empty and inactive instance a copy of the area where the players will play, but houses are not copies, every house must be stored individually, so houses do exist in the servers no matter if you are there or not.I never said they did.
That said, the wards are probably "hosted" like any other zone in the game and are "persistent" - i.e. loaded in server memory, running, regardless whether there are people in them or not. In comparison, houses and FC rooms are killed the moment they are empty, like dungeon instances. Of course, this is pure speculation on my part.
Proof?No no no, this is so wrong, instances are inactive when they are unused, that's true, but houses are different instanced or not, you can't kill it, because you're not creating an instance when you enter, you're loading player choices, and this mean persistent memory, when you enter a dungeon you're creating on a empty and inactive instance a copy of the area where the players will play, but houses are not copies, every house must be stored individually, so houses do exist in the servers no matter if you are there or not.
I don't see why player constructed means it has to be persistent in memory. Yes, it's stored individually ... on secondary storage, i.e. multi-TiB hard drives. When you enter, they load the set up into server memory and processing begins, when you leave they dump it back out to secondary storage and all processing stops.



I'm not sure what are you trying to prove... seriously, i don't know what to tell you, a server is a machine with stored data, nothing else, if something is save it's there forever with exception of instances (dungeons, raids and trials) and i'm not even sure abut if they are an exception or they have just a number of persistent but inactive instances...Proof?
I don't see why player constructed means it has to be persistent in memory. Yes, it's stored individually ... on secondary storage, i.e. multi-TiB hard drives. When you enter, they load the set up into server memory and processing begins, when you leave they dump it back out to secondary storage and all processing stops.
Talking about machines and technical terms is a waste of time, too much speculation, but i will tell you something, if they were to introduce instanced housing (i doubt it) you can expect 1 year or more to develop the system and prepare the servers, and no more housing in between, but if you just wait 3 months you will have several wards and subdivision added, and if that is not enough to cover the demand they will release more with the next update.
Now you can ask them for something they have already dismissed.
I'll stop it here because i think i have been wasting some precious time of life...
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