
Originally Posted by
kikix12
And tell me...why is there so much data transferred?! I will ask you this. The developers specifically said that whenever a player enters an instance, their entire inventory is sent between server and player. Why? I'd like to know why, when I do not use inventory, when I don't even open it, it is sent along with a ton of other (more or less necessary data), instead of doing it only when I DO open it or get a first drop? All that needs to be sent related to inventory is what is on the hotbars, like potions. The game should check whether the potions are really there, but this too is just a precaution there's nothing fishy going on. If you had potions before entering the instance, it is obvious you have them when entering it as well, so technically it could assume you do and just work with the inventory once you do use one of them.Same with character gears. Why are they loaded?! When you attack, defend, cast spell...What matters is not your gear. It's your stats. Your gear should be loaded visually (on your character)...and that's all. Bits of it should be loaded (and therefore data related to them transferred) when you open your character screen (icons) and then when you hover over it (tooltips). Nothing ever needs to be loaded or otherwise sent between servers/clients until you actually switch that gear. This is so much more glaring when often you will not even have your gears stats due to being synced down.
There is a lot of data sent at once completely unnecessarily. Instead of doing it gradually as client/server demands it, it's packed tightly and sent back and forth "because it can come in useful". Sorry, but I prefer to have even half a second delay in seeing the icons of my inventory the first time I open it in an instance (if I even do that) than spend half a minute on the loading screen instead of few seconds. And have them be able to play with inventory space instead of it being impossible.
Another part is that really, the game could go to 64-bit and start more heavily utilizing RAM. If not that, then at least start using hard-drive to temporarily store frequently used data, and operate on that instead of sending tons of stuff between clients and servers. For example, tooltips for items could be loaded once when you start the game and saved on hard-drive (to remove PING issues, and that's assuming they are not already stored on hard drive) and never need to be transferred again during that session unless modified by adding a materia.
So yes, whether it is the physical storage of data or its transfer, there are ways to make it more efficient and they are doing it in a way that makes further growth more difficult (according to them...impossible).