The best housing sistem I have ever seen are the Heaven Bags from Wakfu. Also, I just got a bit pissed when I went to buy a house today and couldn't find an empty plot.

The best housing sistem I have ever seen are the Heaven Bags from Wakfu. Also, I just got a bit pissed when I went to buy a house today and couldn't find an empty plot.
They DID IT! <3





I imagine that a suitable fix will take quite a bit of resource movement, but it is annoying to have most recent dev cases on this read something like "we're happy with what we have". When FC and Players are excluded from a system that is not purely vanity. Can make money, important for FC to have just to get players into your group ("you don't have a house? no thanks"), and will be part of airship building in the future which sounds like it involves gear, money, and content so more reasons not to be part of the houseless FC.
A change on position would be nice.. Or at least a cheap band aid like "may transfer from full servers to housing available servers" but then I suppose all the other servers going "haha its not us its you" would then actually complain.. lol



I want instanced housing. The current housing system can stay and get developed more, people who want neighbours can have neighbours. But I want a little hide-out somewhere on a deserted beach all by myself. That is the primary reason for wanting instanced housing. On the other hand, I also enjoy milling around in the FC house with friends and friends of friends who visit occasionally.
Instanced housing and shared housing zones are not mutually exclusive.
People who deny instanced housing because they want a community seems to think there can only be one type of housing. It doesn't have to be. Having both types, just like having the DF and the PF, will get rid of those non-social types from the housing wards, let them go and have their peace in instanced houses. Free up the plots for people who want to interact with neighbours. Free up the plots for tightly knit newlly founded FCs. People who actually spend time in the housing wards.
A loner who gets a house isn't going to be a good neighbour. Having both systems actually helps towards a better community in the housing wards.



When we talk about graphic resources, we are talking about memory, a resource is stored data, severs are not supposed to render anything as they are not playing the game.
A server is in charge of processing and storing data, and hosting connections, they don't have to render graphics, a server can run out of memory, a server can experience problems due to massive data to process, or too many connections to host.
A neighborhood is like any other instance on the game, they have a small fixed amount of data, think of it like a giant instanced house in which you can't place furniture, so it takes less memory storage.
So based on this, tell me why neighborhoods are impeding the addition of more land.

Outdoor furnishings would make this bit untrue... Every other instance in the game cannot be manipulated like wards. Hence graphic resources (clients are a part of this system too)
Because SE doesn't want the player's frame-rate to fall to single digits when they look in the "wrong" direction.When we talk about graphic resources, we are talking about memory, a resource is stored data, severs are not supposed to render anything as they are not playing the game.
A server is in charge of processing and storing data, and hosting connections, they don't have to render graphics, a server can run out of memory, a server can experience problems due to massive data to process, or too many connections to host.
A neighborhood is like any other instance on the game, they have a small fixed amount of data, think of it like a giant instanced house in which you can't place furniture, so it takes less memory storage.
So based on this, tell me why neighborhoods are impeding the addition of more land.
This limitation has nothing to do with the server. It a matter of ward design for the sake of a good player experience client side - i.e. it's a client limitation.
The existence of more houses doesn't seem to be a problem, displaying the neighborhood with said houses is though - i.e. the neighborhood is holding the houses back; so long as they stick with the neighborhood system, the number of houses they can provide will be greatly constrained.
Last edited by Bishop81; 03-23-2015 at 12:37 AM.



Unfortunately we don't know if the outdoor furnishings are stored into the ward data, or into the plot data, yes we see the changes in the ward but they are made into the plots. It would take the same amount of storage and processing being instanced or in the wards, unless as i said you make the instance client-side, which is not happening.



I get better FPS in housing areas, if they wanted to do that no sense they should get rid of cities, hunts and fates, oh! and shiva. Saying they can't add more wards because it would make our FPS fall is total madness...
>.>
You do realise that they budget every location such that the FPS is acceptable if there is a moderate number of people in the area, right? If it's a FATE with 30 people killing a mob, of course the FPS is to drop. You rarely see such concentrated mobs in a ward, so of course the FPS is good.
Since you didn't read YoshiP's comment in it's entirely, it says "increase the number of plots", i.e. increase the plots within a ward. It has nothing to do with adding more wards - an entirely different issue.
If you have another explanation for YoshiP's "juggling our graphic resources" comment, I would like to hear it. I'm not the one that brought it up, the developers did.
Last edited by Bishop81; 03-23-2015 at 01:18 AM.


OK, so I'm getting that graphic limitations restict the size of the wards, but that doesn't affect the number of wards.
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