


/isearch is a thing, also functions with incomplete fieldsIt is necessary because if I want to glam I need to leave my FC, go to an inn, then realise it's not in there, leave the inn, go to the NPC, navigate that gods awful menu, buy it, walk back into the inn and put it inside the pathetically smol glam dresser.
Guild Wars 2 does a way, way better job at this. I'm sure other MMOs do, too.
for example I typed /isearch adven and it found:
Scion Adventurer's Monocle
Scion Adventurer's Jacket
Scion Adventurer's Boots
Adventuring Sweater




Interesting. Cheers.
Big problem with that is, though, you are assuming I know what every item is called. lol
It's high time this small indie company fixes their code. Almost every problem in the game inevitably leads to spaghetti code. It's just sad at this point.



that's why i illustrated it works with incomplete/partial entries
like you can type /isearch boots or /isearch shoes... but those will most likely be very long lists



I'd very much welcome more storage space. They've said they can't implement a proper glamour log either due to technical limitations. I think we all know they have to start doing something drastic to the crazy inventory bloat, a new expansion is going to again make it so much worse. I know the devs are aware of the problem, all I can hope is that they come up with some sort of real solution. Adding another 100 slots to the glamour dresser just doesn't cut it and they know it's not sustainable, otherwise they'd have added another 1000 slots in there already, it must take a lot of server space with that system.
It's just the housing system all over again, band aids on top of band aids is not a real solution.


My guess, as I've noted before, is that their storage backend likely was not designed with support for sparse bitfields as a data type.
To explain, imagine you have a checklist; each row has a checkbox, and the name of a piece of gear. As you get that gear, you go down and check off the checkbox. This list can be represented as a 'bitfield' -- basically, a series of the 0s and 1s that make up binary numbers. So, one byte (8 bits) can represent 8 pieces of gear. The armoire is almost certainly stored as a bitfield, since all it has is "is this gear in the armoire or not", no dye information or HQ or anything else, like the glamour dresser does.
Now, an approach like this is fine when you have a short checklist, but if your checklist is, say, a million items long and is going to continue to grow, that begins to be a Problem. Moreover, the most effective way to do this is use the existing item IDs as the bits.
So, according to the lodestone, the Augmented Cryptlurker's Robe of Healing is "ac97d9229b0", or 11860511435184 -- assuming that is the internal item ID (which seems quite possible, as it's how Lodestone refers to the item), that's what we'd need to use in a bitfield; toggle on the 11860511435184th bit in a single number. However, it would take 1.3 terabytes to store a 11,860,511,435,184-bit number -- and that's assuming they never added another item to the game beyond that one. Obviously, using 1.3 terabytes of storage for each player's armoire wouldn't be ideal... and that's without even getting into the fact that you'd have to load that value into memory to check for a bit being on or off.
Now, you could do a translation table of things like "item ID 11860511435184 maps to gear ID 89764532" but that has other issues.
The proper way to solve this is a sparse bitfield; it's a bit beyond the scope of this post to explain how they work, but you could store someone's gear checklist in a much smaller number; easily fit into on-disk storage and suchnot. However, if your backend storage system—and the engine, and the network protocol—doesn't support sparse bitfields, retrofitting it in could be a potentially large task.
My standing assumption is that's the obstacle to the armoire holding more stuff; it's one thing to have, say, a 1024-bit checklist (only 128 bytes!) and a lookup table saying "item X is bit 873" or whatever, but it becomes another thing entirely to try to have a checklist of all gear well after the fact.
Doesn't mean it can't be solved, just that my guess is that it wouldn't be a small task to do so. :/
I aim to make my posts engaging and entertaining, even when you might not agree with me. And failing that, I'll just be very, VERY wordy.Originally Posted by Packetdancer
The healer main's struggle for pants is both real, and unending. Be strong, sister. #GiveUsMorePants2k20 #HealersNotRevealers #RandomOtherSleepDeprivedHashtagsHere
Hahahaha. Blade & Soul wants to talk to you about their cash shop items and the need to buy additional wardrobe space.
At no point in its history has Square Enix described itself as a "small indie company". The use of that term is insincere at best. SE is a major corporation with an eye to providing entertainment. SE makes more money through its mobile gaming arm than through its MMOs.
This game, and its code, is a prime example of what happens when you allow players on PC and PS4 to play on the same servers -- restrictions of one kind or another (including PS3 code that really cannot be easily changed) will crop up. It's why you still can't play Elder Scrolls Online on PC and hope to be connected to your friends on XBox.
SE could have divided players into realms by platform (PlayStation and PC) like other MMOs do, but they decided that all players should be able to enjoy the game in the same way, whether their friends played on PC or PlayStation. They make it work quite nicely most of the time. But it means that some code is now so deeply embedded in the game that a complete overhaul might as well result in a brand new MMO.
And that is not going to happen any time soon. Get used to it.
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