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  1. #11
    Player
    Roth_Trailfinder's Avatar
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    Aug 2013
    Posts
    1,842
    Character
    Roth Trailfinder
    World
    Midgardsormr
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by Zorlinta View Post
    Would be a nice if its implemented but i dont see it become factible mostly because there is no way possible to know if it was a real disconnection and not a "faked" disconection (where you force disconnection in order to exploit the system when see the result not going to be good/perfect).
    Make it save everything exactly as it was when you go linkdead. You disconnect while doing a craft, you come back in doing that craft - exactly as though you never left (except any food buffs or other timed buffs may have expired; non-timed buffs like Inner Quiet and Steady Hand 2 would retain their charges).

    If you force a disconnect when you "see the result is not going to be good/perfect" you should come back to seeing that "the result is not going to be good/perfect".

    Saving the status right after every step eliminates any worry about forced disconnects. It would also eliminate any worry about unwanted disconnects.
    (0)

  2. #12
    Player
    Zorlinta's Avatar
    Join Date
    Oct 2014
    Posts
    229
    Character
    Zorlinta Freespirit
    World
    Zodiark
    Main Class
    Fisher Lv 60
    Quote Originally Posted by Roth_Trailfinder View Post
    Make it save everything exactly as it was when you go linkdead.
    Would be so lovely that it happens. But as easier to do sounds more nightmarish becomes to implement and with the developers so likely to give persistent space like 3rd free retainer, more inventory, housing instances and so... have hopes that they "store" more data for crafting well... ill keep dreaming too
    (0)

  3. #13
    Player
    Nick0602's Avatar
    Join Date
    Apr 2014
    Posts
    25
    Character
    Don Beri
    World
    Odin
    Main Class
    Culinarian Lv 60
    bump ;_;
    (0)

  4. #14
    Player
    dspguy's Avatar
    Join Date
    Aug 2013
    Posts
    1,667
    Character
    Jain Farstrider
    World
    Leviathan
    Main Class
    Marauder Lv 100
    I think the only method that would work is the "save state" after each action. That sounds like it would be tough on servers to handle that though. Anything other than a solution such as that which equates to "pick up right where you left off" it would be abused.
    (0)

  5. #15
    Player
    Airget's Avatar
    Join Date
    Mar 2011
    Posts
    2,612
    Character
    Airget Lamh
    World
    Hyperion
    Main Class
    Botanist Lv 100
    If they could consolidate the information from crafting into bits of data that could easily be saved there would be a way as long as the data wasn't easy to compromise. However this is a thought to keep in mind, is the server does save every 15 secs then it should be plausible to make a "save" system for crafting, even if it was just for higher end gear aka ones that use precious materials.

    Er, rather than bit=1, try Kilobyte=1024 bits

    Thought in my head is this. Each bit of Kilobyte could represent a a specific part of the synth. so with 1024 you could have a grid, 102x102

    So it could have something like
    0 1 2 3 4 5 6 7 8 9=would represent a value for the vertical number
    1=the single digit value of the step
    2=The Double digit value of the step
    3=Single digit quality of synth
    4=Double digit quality of synth
    5=Triple digit quality of synth
    6=Thousandth digit quality of synth
    7=Single digit CP value
    8=Double CP
    9=Triple CP
    10=Single Progress value
    11=Double progress value
    12=Triple progress value
    13=Thousandth progress value

    Basically with example it be something like. 1/4, 2/0, 3/5, 4/6, 5/3, 6/2, 7/4, 8/9, 9/2, 10/3, 11/3, 12/5, 13/2

    Which would be:
    Step=4
    Quality=2365
    CP=294
    Progress=2533

    So in this scenario each bit in the kilobyte is read as a unique piece of data by the server so rather than have to carry a heavy load on the server to read the data it could take in the kilobyte designated for crafting easily digest it, and throw it back and forth to keep it "saved", While it's definitely not an easy feat, I Know they did something similar when it came to storing gear in FFXI, the storage slips were bits of data and they basically just turned on/off the bit that the gear was designated to, so basically when you were say storing AF armor, body, head, legs, feet etc, it would look at the slip and see if that slot was on or off, if it was on it meant that the armor was already there, if it was off it meant the armor had not be placed there yet and it would take the armor, turn that bit on and then remove that armor from your inventory while storing it into that bit.

    Though if I'm wrong I completely apologize, I just recall a similar method used to consolidate data while not easy could be plausible if resources were put into it.
    (0)

  6. #16
    Player
    Roth_Trailfinder's Avatar
    Join Date
    Aug 2013
    Posts
    1,842
    Character
    Roth Trailfinder
    World
    Midgardsormr
    Main Class
    Alchemist Lv 90
    I'm sure they could do it if they wanted to. You've got an interesting idea, that I hope they take note of. That said, one byte is 8 bits. A kilobyte is 1024 bytes, or 8192 bits. That leaves a bit more room, don't you think?
    (0)

  7. #17
    Player
    TechnoTechie's Avatar
    Join Date
    Jul 2015
    Posts
    238
    Character
    Techno Techie
    World
    Leviathan
    Main Class
    Blacksmith Lv 60
    Quote Originally Posted by Airget View Post
    If they could consolidate the information from crafting into bits of data that could easily be saved there would be a way as long as the data wasn't easy to compromise. However this is a thought to keep in mind, is the server does save every 15 secs then it should be plausible to make a "save" system for crafting, even if it was just for higher end gear aka ones that use precious materials.

    Er, rather than bit=1, try Kilobyte=1024 bits

    Thought in my head is this. Each bit of Kilobyte could represent a a specific part of the synth. so with 1024 you could have a grid, 102x102

    So it could have something like
    0 1 2 3 4 5 6 7 8 9=would represent a value for the vertical number
    1=the single digit value of the step
    2=The Double digit value of the step
    3=Single digit quality of synth
    4=Double digit quality of synth
    5=Triple digit quality of synth
    6=Thousandth digit quality of synth
    7=Single digit CP value
    8=Double CP
    9=Triple CP
    10=Single Progress value
    11=Double progress value
    12=Triple progress value
    13=Thousandth progress value

    Basically with example it be something like. 1/4, 2/0, 3/5, 4/6, 5/3, 6/2, 7/4, 8/9, 9/2, 10/3, 11/3, 12/5, 13/2

    Which would be:
    Step=4
    Quality=2365
    CP=294
    Progress=2533

    So in this scenario each bit in the kilobyte is read as a unique piece of data by the server so rather than have to carry a heavy load on the server to read the data it could take in the kilobyte designated for crafting easily digest it, and throw it back and forth to keep it "saved", While it's definitely not an easy feat, I Know they did something similar when it came to storing gear in FFXI, the storage slips were bits of data and they basically just turned on/off the bit that the gear was designated to, so basically when you were say storing AF armor, body, head, legs, feet etc, it would look at the slip and see if that slot was on or off, if it was on it meant that the armor was already there, if it was off it meant the armor had not be placed there yet and it would take the armor, turn that bit on and then remove that armor from your inventory while storing it into that bit.

    Though if I'm wrong I completely apologize, I just recall a similar method used to consolidate data while not easy could be plausible if resources were put into it.
    Quote Originally Posted by Roth_Trailfinder View Post
    I'm sure they could do it if they wanted to. You've got an interesting idea, that I hope they take note of. That said, one byte is 8 bits. A kilobyte is 1024 bytes, or 8192 bits. That leaves a bit more room, don't you think?
    Keep in mind that it takes an entire byte just to store a 0-9 or a-z "space". it's possible to store a 2-digit number in 1 byte as well. That being said, I think it would take more than a kilobyte to store the "state" of your craft because you would also have to keep track of which buffs are active (would take at least 2 bytes with the number of buffs), the stacks remaining (another byte or two because of unique buffs), the step you're on (a byte or so), and the current condition of the craft as well (poor, normal, good, excellent - this would take another 2 bits at least). There would also be overhead involved because it would have to store what particular item you're crafting, and whether you opted to select HQ or NQ materials and the total quality gained from those (it has to take this into account when the synth finishes so it knows what items to subtract from your inventory).

    The system you presented representing digits would also require 1/2 of a byte per digit (it takes 4 bits to store a number from 0-9, and can actually store a number up to 16). I'm not sure where you were going with your 102x102 grid (comes out to 10404 spaces), but that doesn't multiply up to 1024 either ...
    (0)
    Last edited by TechnoTechie; 08-23-2015 at 04:47 AM.

  8. #18
    Player
    dspguy's Avatar
    Join Date
    Aug 2013
    Posts
    1,667
    Character
    Jain Farstrider
    World
    Leviathan
    Main Class
    Marauder Lv 100
    Quote Originally Posted by Airget View Post
    If they could consolidate the information from crafting into bits ..... etc
    That's good thinking, but you left out a whole lot of other stuff...

    The state of the synth.
    Is SH up? SH2? WN2? Manipulation? Is it a good? excellent? How many stacks of SH, SH2, WN, Manip, CZ, ING2, ING1, GS, Innovation, Maker's Mark, IQ stacks (and if using specialist actions), Whistle stacks, etc etc.

    It is LOT of information to track. Oh, and durability too. Left that out.
    (0)

  9. #19
    Player
    dspguy's Avatar
    Join Date
    Aug 2013
    Posts
    1,667
    Character
    Jain Farstrider
    World
    Leviathan
    Main Class
    Marauder Lv 100
    So, without breaking it down to how many bits they can pack all this stuff into.. you probably start to realize that it becomes fairly complicated once you do this for every synth across every server for every character.

    However... do you really care if you DC during a synth of steel ingot? No. An adamantite nugget? Meh. I guess losing 15k is annoying.

    What about a 60 1-star craft? A 60 2-star craft? Both of those. Certainly.

    Solution. Track the synth state ONLY when requested by the player. Player goes to an NPC. NPC engages something w/ the server to track the synth. Probably wouldn't be used all that often. But used when it counts. All this business about consolidating bits... doesn't matter nearly as much. Instead of tracking every synth and storing that data after every step for every synth, you'd only be doing it for players that actually need it and when they want to do it.

    And that is reasonable.
    (0)

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