
Originally Posted by
Sebazy
Honestly, I don't believe him on that one. Granted I was a world builder, not a coder so take my very very rough theory with a pinch of salt. If I've got the wrong end of the stick then by all means I'd appreciate being corrected++
Working on the assumption that SE's back end is running 32bit still, lets say the game has 8000 equippable pieces of gear as a rough figure. We want a glamour log, so to cover all of that we're going to use 32bit integer arrays to flag if our character has gotten those items or not. It'll take 250 of them if I'm not mistaken. With those figures that's 1kb of additional data per character. The last total account figure I saw for FFXIV was ~40 million accounts. Let's assume that once we factor in alts, we're going to see 100 million unique characters, that's 100GB of additional data from this.
Obviously my numbers aren't going to be accurate or even close to reality, but even if I'm half or a quarter of the final figure, it's still a drop in the data centre ocean.
So what's actually going on here? Two factors IMO.
A) Having a bunch of job capped coupled with a glamour addiction results in a huge amount of inventory pressure, 800 slots is a drop in the ocean if you're hoarding gear for multiple roles. A glamour log that allows players to simply ditch 'useless' gear without fear of needing to go farm it again if it becomes useful for a glamour is going to impact demand for those extra DLC retainers.
B) Lets also not forget, SE have historically kept the purse strings exceptionally tight when it comes to running costs for online games. My 22 year old Everquest Shaman is still just a billing page away all these years later, I don't even need to do that for my WoW Shaman. Meanwhile in FFXI, unsubbing for long enough (officially 3 months) ran the risk of your entire character getting archived off the live servers, something that wasn't reversible until a good way through the game's lifespan. I've got no reason to believe that SE changed their tune with FFXIV either, the slow tick rate and slack net code are both measures used to minimise server costs.