I completely agree! I love seeing other houses n having neighbors etc, just not sure why they cant just add another 12-18 wards per housing area. Adding 1080-1620 more houses per server



Knowing SE their normal excuse and reason will be that it'll put to much stress on the servers to add that much housing at once. And they may add more but don't count on it until about the middle to end of SB like they did with HW.
"Everyone has something they hold dear, something they never want to lose. That's why they pretend. That's why they hide the truth. And that's why they lie."
Its a shame, i really enjoy the game, n i really find the housing fun and enjoyable. P.S as a side note, why arent small houses symetrical on plot n pushed to the left?



This.
And they don't seem to realize that they cannot keep apologizing away the issues with their database servers, which are apparently made of twine, mud, and sticks.
At a certain point of dealing with the database's shortcomings (ie storage, glamour logs, housing, etc.), players will eventually just go play something else.
Wildstar has instanced sky housing for everyone, and the houses will stay there until the game goes offline, unlike XIV where you'll need to remain subbed or risk losing literally everything on and in your house, including the plot itself (and that's if you can even get one in the first place).
There are plenty of ways to cut costs when developing an MMO, but skimping on the database is NOT one of the ways to do it...
Last edited by RichardButte; 08-19-2017 at 07:43 AM.


The reason I was told was because the wards themselves are a bit of a hog when it comes to resources due to how they were coded. A normal instance, when no player is in the instance, the instance closes and its removed from active memory until someone zones in again. The wards themselves do not work like this. The wards are running full time in active memory. Every external thing players add. Every bush, every tree, every camp fire, every stable, every garden, etc run 24/7 fully rendered.
To my knowledge the servers are still the 1.0 servers, just rebuilt.If you compare it to most MMO these days with housing it falls short by miles. Even WoW, though not considered housing we can pretty much say the Garrisons were.
At this point I like to believe that they must be using ancient servers to have this many excuses over housing, inventory, etc. However, there is the age old 'point fingers at the console players' and them limiting what the game capable of becoming if it were only PC. If we look at all these games that have housing done right, none of them are on console.
Last edited by Aylis; 08-20-2017 at 07:10 AM.
The servers were upgraded when they moved data centers its not a hardware problem its a coding problem. Crysis 3 is a good example of bad coding!!The reason I was told was because the wards themselves are a bit of a hog when it comes to resources due to how they were coded. A normal instance, when no player is in the instance, the instance closes and its removed from active memory until someone zones in again. The wards themselves do not work like this. The wards are running full time in active memory. Every external thing players add. Every bush, every tree, every camp fire, every stable, every garden, etc run 24/7 fully rendered.
To my knowledge the servers are still the 1.0 servers, just rebuilt.
Last edited by NanaWiloh; 08-26-2017 at 06:35 PM.
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