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  1. #1
    Player
    Avatar von Sokar
    Registriert seit
    Nov 2015
    Beiträge
    4
    Character
    Seraphim Sokar
    World
    Exodus
    Main Class
    Astrologe Lv 60

    Realistic Solution to Inventory Space (Programming idea that would lower server data)

    Realistic Solution to Inventory Space (Programming idea that would lower server data)

    First and foremost, I want people to read the full idea before jumping to any conclusions. This is an idea meant to solve current glamour issues in game while at the same time reducing the amount of data that is stored on the server for every character out there. To explain this I want everyone to understand a few things about how Square Enix is looking at things and how they make their decisions:

    1) Money spent on the game must be kept within current budget
    2) The company is charged for their data usage
    3) The higher the data usage is the higher the bill and the more money spent on maintenance versus money spent on design and game-play
    4) To redesign a whole system of glamour would cost an incredible amount of time and resources taking away from new dungeons and content


    That being said, there let's look at WHAT data is used in the inventory system currently and why simply adding more inventory slots creates problems (the metadata attached to every item):

    1) Dye Color
    2) Durability
    3) Spiritbond
    4) Materia
    5) Who Crafted the item


    Simply speaking there are at least 4 tags with literally hundreds of variables per tag, and one tag with THOUSANDS of variables (although not used on all items). Now multiply that by the hundreds and hundreds of bag slots and you start to see why adding more bag space takes up more data. You simply have more and more metadata that has to be collected for every item. It's not as simple as a stack of crafting mats which only have the tag of “quantity owned.”

    Now that we know the problem with just making more bag spaces, and the fact that it costs a LOT of programming resources to make a whole new system to solve this, lets look to what IS programmed in the game already:

    The Armoir.

    So the Armoir is different from most items in the game in that it doesn't actually collect metadata. Basically anything put into the armoir is put on a list of “owned” or “not owned.” Any information such as dyes, durability, spiritbond, materia, or who crafted it is NOT collected. The item is actually DELETED from your inventory and put on the list of “owned” in the armoir. When you remove it, it simply duplicates the item for you from a non-modified state. In essence it's a cloning device, which uses the game's default settings for an item as it's reference. All data for all items is standardized and no person gets something different or unique. Adding things to the armoir is as easy on their end as adding the item to the list of things can and cannot be included. The programming exists already. So lets look at the Pros and Cons of the Armoir:

    Pros:
    1) The system is in place.
    2) No new programming is needed, only a modification to something already existing.
    3) The system saves an INCREDIBLE amount of server data as no Metadata is collected for items stored.
    4) Amount of items that can be stored per person can be as large as the item pool currently in game, without adding more data per character.
    5) Items can be stored and removed AS NEEDED when people want to use the item for glamour
    6) The system already exists (yes I said it again, because this is REALLY important)
    7) Huge savings on a programming perspective since minimal modifications are needed to make the system work.
    8) Huge savings on Server Costs, as less information is needed per character.


    Cons:
    1) Items stored lose all customization such as dyes and materia.

    So basically there are a lot of Pros to this system but with one MAJOR con. So lets discuss that con, and a solution to solve it. Dying items in this game is EXTREMELY important, and is as the core of customization in Final Fantasy. The above solution to inventory would basically remove any personalized touches you've put on your hard earned gear. So how do we solve it without creating a mess for programmers? The key to making this whole system work is making it EASIER for gamers to re-apply their dyes after having put them in storage. Right now as the system stands, gamers would be punished for storing items with rare dyes because they would simply be ERASED. So lets look at why we need to make it easier for gamers to apply dye:

    1) The whole point of allowing glamour to go into the armoir is because it eliminates metadata tags, thereby saving data usage and programming time.
    2) You want to encourage AS MANY PEOPLE AS POSSIBLE to use this system because the more that do, the lower the monthly server fees are, thereby saving money and allowing more time and resources to be spent on content creation.
    3) The easier the new dye system is, the more motivated people will be to use it.
    4) Recreating the dye system from scratch would cost time and resources, so using the current system in some way would be optimal.

    Understanding that using current systems in a different way is key to fixing the Dye system. Now I have several proposed solutions, and all would be viable:

    1) Use the current dye system, except move rare dyes to be purchased through a vendor via tokens, a resource, or gil. (in game sinks are always good for the economy as a whole)
    2) Use the current dye system, except make ALL (including rare) dyes obtainable via crafting, and not just some. (would encourage more crafters)
    3) Finally my favorite: Remove all dyes as a reagent to actually dye an item. Basically KEEP the dye palette as is, but when you go to actually dye an item, it uses Shards, Crystals, and Clusters as the reagent for your dye. This would solve several problems in game, as it would give a use for those lower level shards which people now have thousands of, and you could make “rarer” dyes cost Crystals or Clusters. It would also encourage more people to gather, which is also positive.


    I encourage people to come up with other ideas as a solution to dying the gear which is removed from the armoir, as the easier it is to do, the more motivated people will be to use the armoir in the first place.


    As a final note, please understand that I am not trying to tell the devs how to do their job. I am simply trying my best to come up with a CONSTRUCTIVE solution to a problem that exists, and do so with enough thought to their situation as well as ours. Sure we want LOTS of things, but we also need to be conscientious of what they can logistically do within a reasonable time and budget. Sometimes we don't need to reinvent the wheel when they've already created a great system that would function GREAT with just a little modification to it's purpose! I love this game dearly, as I know everyone else posting on this forum does, and I encourage people to consider this idea and let the devs know what your thoughts on it are!

    Thank you all!

    -Seraphim Sokar
    -Exodus
    (20)
    Geändert von Sokar (30.04.17 um 06:35 Uhr)

  2. 30.04.17 05:56

  3. 30.04.17 05:57

  4. 30.04.17 05:57

  5. 30.04.17 05:58

  6. 30.04.17 05:58

  7. 30.04.17 05:59

  8. 30.04.17 05:59

  9. 30.04.17 06:00

  10. 30.04.17 06:00

  11. #2
    Player
    Avatar von Vasala
    Registriert seit
    Aug 2014
    Beiträge
    292
    Character
    Brizzyne Windsong
    World
    Exodus
    Main Class
    Barde Lv 80
    Ultimately I wish they would give us a glamour log to help clear out all the inventory eaten up by items saved for glamour but expanding the armoire would at least help til we could get a true glamour log.
    (6)

  12. #3
    Player
    Avatar von kattzkitti
    Registriert seit
    Mar 2017
    Ort
    Gridania
    Beiträge
    298
    Character
    Mako Hext
    World
    Siren
    Main Class
    Weißmagier Lv 70
    You have my full support for this. This would have zero cons for me, while also having some additional pros that are probably only relevant to me personally.
    (2)

  13. #4
    Player
    Avatar von Lambdafish
    Registriert seit
    Feb 2014
    Ort
    Ul-Dah
    Beiträge
    3.927
    Character
    Khuja'to Binbotaj
    World
    Hyperion
    Main Class
    Paladin Lv 100
    I've been playing a lot of GW2 and I wish the dye system in XIV worked like that. Buying rare dyes off the mogstation would "unlock" the dye in the pallete, and you would simply need to craft the recipe (with shards as you said) in order to dye the gear.

    I like this idea and I wish the dev team would listen.
    (5)

  14. #5
    Player
    Avatar von Jpec07
    Registriert seit
    Jul 2015
    Beiträge
    868
    Character
    Matthias Gendrin
    World
    Cactuar
    Main Class
    Paladin Lv 80
    I don't think they're necessarily charged for data usage (as they have dedicated servers and aren't cloud-based to our knowledge), but reducing the amount of data in memory would reduce some load on the systems. At the same time, I'm not sure if what you're suggesting would help with that (especially since most of the more expensive pieces should be living in memory as references rather than independent objects--or else what are the devs thinking?).

    I'd be very curious to see how they have it coded and organized. The idea that characters move around between zones seems strange to me, when the more practical solution would be to put coordinates on the character object, and change memory references on the character and zone for one another.

    Idk. I get the sense that Yoshida isn't a programmer, and that, to explain things to him, the devs had to use language that isn't technically precise (which is why some things he says about server load and such don't make a lot of sense from a programming standpoint).
    (1)
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  15. #6
    Player
    Avatar von Shougun
    Registriert seit
    Jan 2012
    Ort
    Ul'dah
    Beiträge
    9.431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fischer Lv 90
    Zitat Zitat von Lambdafish Beitrag anzeigen
    I've been playing a lot of GW2 and I wish the dye system in XIV worked like that. Buying rare dyes off the mogstation would "unlock" the dye in the pallete, and you would simply need to craft the recipe (with shards as you said) in order to dye the gear.

    I like this idea and I wish the dev team would listen.
    Many items have more than one dye location as well, up to four.

    I believe just adding a glamour log would significantly cull inventory issues. Then like many MMOs just larger decor storage areas (Wildstar has up to 2.5k exterior and 2.5k interior and a 1k decor storage box lol) and crafting spaces (although with our larger inventory and a glamour log it might be okay anyways). 140+ slots and 2x 175 for crafting / tokens / leveling gear (no need to keep for fashion).

    As for the system, unless I misunderstood, I would massively prefer a new glamour log rather than piggyback the armoire- the interface would be horrible for glamour / item managing vs all other competitive MMOs. Would likely be one of if not the worst glamour systems lol. Although I respect that you're (OP) trying to be feasible and friendly to the devs. Imo, It's not good enough a system to use for a glamour log and if its not meant to be a glamour log then a glamour log could do it all better anyways (imo lol).
    (2)
    Geändert von Shougun (01.05.17 um 07:46 Uhr)

  16. #7
    Player
    Avatar von The_NPC
    Registriert seit
    Apr 2014
    Beiträge
    495
    Character
    Ritza Solair
    World
    Behemoth
    Main Class
    Maschinist Lv 79
    As much as this sujestion to add to your idea OP can get... exploitable... u could have it so any "Base" gear (IE: gear that doesn't have a glamour cast apon it) that gets put in the Armoir gives the player 1 copy of the dye back

    I say "Exploitable" cause then gear would get sold way higher than others on MB just cause it comes with a free rare, possible Mog-store, dye that you then get to use... granted I personally see it as a small CON for the high.many PRO's it may give.
    (0)
    What some see as "distracted" is really "fathoming the unfathomable" - last words from an Ul'dahn Mercurial Chemister at the battle of Carteneau

  17. #8
    Player
    Avatar von Blackcanary
    Registriert seit
    Aug 2013
    Ort
    Limsa Lermosa
    Beiträge
    869
    Character
    Rogue Fuki
    World
    Shiva
    Main Class
    Hermetiker Lv 90
    You do there is a thread that has been made for new idea's to improve the game right?

    Not trying to be rude but a lot of you new guys in the fourms need to learn how to use the search bar.
    (0)

  18. #9
    Player
    Avatar von Myvar
    Registriert seit
    Jun 2012
    Beiträge
    114
    Character
    Areya Arvia
    World
    Cactuar
    Main Class
    Maschinist Lv 80
    I think you're misunderstanding what a variable is. A variable is a single space that can hold one of many values. Each of the five qualities you listed could be a single variable, except for the materia on an item which could be six. So that's about 10 variables per item.
    (0)

  19. #10
    Player
    Avatar von Talraen
    Registriert seit
    Jun 2011
    Ort
    Gridania
    Beiträge
    591
    Character
    Ryelle Galashin
    World
    Coeurl
    Main Class
    Weißmagier Lv 90
    You're making an assumption about the armoire that may or may not be correct: that items in it are stored by ID. If they are, then adding things to the armoire shouldn't really be any problem. You'd basically just flag it as armoire-able and presumably the system sorts itself out. However, for efficiency's sake, I strongly suspect the armoire contents are stored as boolean bits, one per item. If that's the case, then to put more items in the armoire, they'd have to increase all user data for every character by a number of bits equal to the number of items that could be stored, a number which will continually increase over time. Granted, it's not actually that huge a number (the Eorzea DB lists just over 15,000 items at present), and I do hope they do something like this at some point, but my point is that it's unlikely the system already exists as you described it.

    To go into a bit more detail, let's see if we can get a decent low-end guess of how much space inventory actually takes up.

    The items themselves are listed in the DB by hex codes, with the ones I've seen having 11 digits, so that's a minimum of 44 bits. Dye color could be stored as 3 bytes (RGB), so 24 more bits. Durability and spiritbond are displayed as whole %'s but definitely don't increase that way. My guess is 16 bits each for those. I suspect materia is stored very inefficiently, but since there are less than 255 varieties of materia at present, let's be generous and say 8 bits per materia, times 5 slots. Character IDs are past 17 million now, so for safety let's say those are stored as 32 bits. In total, that's a maximum of 172 bits per item, or (rounding up) 22 bytes. The item ID itself is 6 bytes. The result is, if you store four times as many items this way as you have slots, you're still using more data. Not sure if that makes it a good or bad idea, but there it is.
    (1)
    Geändert von Talraen (02.05.17 um 04:03 Uhr) Grund: More details!

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