

All true. On the other hand, players can just DC visit now. So have your home on whatever DC/server you can - it isn't like high ping matters for housing. Then DC visit to do content.1800 plots is not a lot on NA servers outside of Dynamis.
Those 1800 plots are also gonna be split between FCs and individuals - and considering the demand for ward housing is mostly from individual players.
The last I checked, the average NA server outside Dynamis has ~20k active characters based on Lodestone/census data.
Currently there are 7200 ward houses per server. With an additional 1800 houses, it comes to 9000 houses.
20,000 - 9000 = 11,000 ward house shortage
Of course, not every players wants a ward house but the point is that the housing supply is nowhere close to the demand.
This is the practical solution that I've advocated in the past - live in the suburbs and visit your former server, if you really want a ward house.
But that doesn't change the fact that the ward housing system as it is, is not ideal. The fundamental problem of ward housing, is supply.
SE was able to give all of us an instanced island each. But still refuses to implement fully instanced housing.
The autodemo timer exists because the limited ward housing system is not a scalable system which can keep up with increasing server populations.
Keep the existing ward housing for those who want limited housing but let everyone else have the option to have a fully instanced house as the minimum baseline.
Last edited by TwistedTea; 12-16-2022 at 08:15 PM.


That's not apples to apples. It might appear to be but everyone's island is identical except for the area with workshops where the options are heavily limited. We have slots to place landmarks with minimal differences. Cropland and pasture is also limited. The number of permutations in Island Sanctuary is a tiny fraction of what a single housing plot offers in customization. Just because they gave us Island Sanctuary says nothing for their ability to increase housing supply.
I wouldn't be surprised if Island Sanctuary wasn't just an instance that everyone is in at the same time, except we don't see each other, and the Hideaway area works the way some quests work. Where areas look different (think tribe quests) depending on where you are in the questline. Think about when we harvest in a normal zone. I don't take your node, you don't take my node. Could be the same in Island Sanctuary.

To build on this, the one thing they don't have an excuse for us furniture storage for housing, that should be nigh infinite because in theory it should literally be a checkbox list of boolean statements (boolVarOwned=true/false) and an integer variable for how many are in storage (intVarStored=#), theoretically on an fc or account basis, but even just on a plot by plot basis in a massive 3d array at worst (super inefficient data storage but it would get the job done, just take forever and a day to fucking load.) Where each plot clears itself when ownership is lost
Same checkbox for everybody, but it's probably some shitty optimization from 1.0 they can't get rid of without effectively wiping the entire system so they get a provisional pass imo
Last edited by shadowclasper; 12-24-2022 at 03:13 AM.
It shouldn't though. Past a certain point, it becomes taxing on systems and load times. EQ2 pushed their storage past 1000 and it can take minutes just to load everything up.To build on this, the one thing they don't have an excuse for us furniture storage for housing, that should be nigh infinite because in theory it should literally be a checkbox list of boolean statements (boolVarOwned=true/false) and an integer variable for how many are in storage (intVarStored=#), theoretically on an fc or account basis, but even just on a plot by plot basis in a massive 3d array at worst (super inefficient data storage but it would get the job done, just take forever and a day to fucking load.) Where each plot clears itself when ownership is lost
Same checkbox for everybody, but it's probably some shitty optimization from 1.0 they can't get rid of without effectively wiping the entire system so they get a provisional pass imo

I really wonder why... the thing should just be a list, if you had unlimited housing I could see it being an issue, especially if you just build it to only call on the storage list when the game is actually editting something rather than loading it out of the gate for everything, but without seeing what database they're using there's no way to tell (also all of this gets thrown out the window if you link the storage list to something other than plots)
Database with x many thousand people entering a house at the same time, when they enter the database is read and the list populated. Not just the database is a bottleneck, but the network too.I really wonder why... the thing should just be a list, if you had unlimited housing I could see it being an issue, especially if you just build it to only call on the storage list when the game is actually editting something rather than loading it out of the gate for everything, but without seeing what database they're using there's no way to tell (also all of this gets thrown out the window if you link the storage list to something other than plots)
So you really want to be yeeted off a platform in an alliance because a few hundred people entered a home and clogged the network up?
やはり、お前は……笑顔が……イイ


Storage could be more. Placement would still be limited.To build on this, the one thing they don't have an excuse for us furniture storage for housing, that should be nigh infinite because in theory it should literally be a checkbox list of boolean statements (boolVarOwned=true/false) and an integer variable for how many are in storage (intVarStored=#), theoretically on an fc or account basis, but even just on a plot by plot basis in a massive 3d array at worst (super inefficient data storage but it would get the job done, just take forever and a day to fucking load.) Where each plot clears itself when ownership is lost
Same checkbox for everybody, but it's probably some shitty optimization from 1.0 they can't get rid of without effectively wiping the entire system so they get a provisional pass imo

Oh! 100% I was talking storage not placement this entire time! Placement will always be highly limited
Again, not talking actually placed items, only stored ones, stuff that isn't visually displayed as it's own object but is just a name on a list. A list that is only accessible and displayed when called on by a player with editing privileges for a specific plotDatabase with x many thousand people entering a house at the same time, when they enter the database is read and the list populated. Not just the database is a bottleneck, but the network too.
So you really want to be yeeted off a platform in an alliance because a few hundred people entered a home and clogged the network up?
Last edited by shadowclasper; 12-25-2022 at 04:59 AM.
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