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  1. #1
    Player
    Garten's Avatar
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    Aug 2013
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    Character
    Garten Rei
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    Moogle
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    Astrologian Lv 90

    Can someone explain to me how wards work?

    I mean..
    Wards seems to me like they are instanced maps.. So why can't they add like 50-100 more wards? (just shooting numbers..)

    People say that it can't be done because it will outweight the servers, and "Instanced private housing" would be better.

    I fail to see the difference @_@

    Won't the instanced houses weigth the same on the servers?
    (0)

  2. #2
    Player
    SeriousxSarcasm's Avatar
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    Mar 2016
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    Ul'dah
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    Mandar Magoo
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    Cactuar
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    Botanist Lv 80
    that's a good question. o.O tbh I never thought lack of instancing was the problem lol. Assuming they intend to add a significant number of houses, that's a loooot of extra storage they gotta try to fit onto already over-crowded servers. But I'll be the first to admit I don't know anything about how it really works. And I doubt many other people coming up with these ideas really know either.

    Edit: I think the idea is that if something is instanced, when it is empty it is not using server processing... stuff. It's sitting dormant. Wards, while instanced, will usually have a few people in them at a time, which keeps them running active. While houses themselves often sit empty for extended periods and will therefore not hog as much server space? This is purely my ignorant guess at it mind you.
    (0)
    Last edited by SeriousxSarcasm; 10-16-2017 at 07:59 PM.

  3. #3
    Player
    Pence's Avatar
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    Jul 2011
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    Limsa Lominsa
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    1,455
    Character
    Bravo Whiskey
    World
    Ravana
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    Arcanist Lv 90
    Going to take a shot in the illuminated dark here: SEs coding is the issue. 2.0 was rushed in order to get it out on time, while still updating 1.0. This created the splendid coding issues a lot of features face today. They manage to Brita a lot.
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  4. #4
    Player
    Garten's Avatar
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    Garten Rei
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    Moogle
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    Astrologian Lv 90
    Yeah, what i'm saying is that often, when a ppl suggest: "add more wards", someone usually reply to him: "it would be too stressfull, better instanced housing".. Well, i fail to see the difference, so i hope those one can explain it to me xD
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  5. #5
    Player
    Garten's Avatar
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    Garten Rei
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    Moogle
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    Astrologian Lv 90
    Quote Originally Posted by SeriousxSarcasm View Post
    Edit: I think the idea is that if something is instanced, when it is empty it is not using server processing... stuff. It's sitting dormant. Wards, while instanced, will usually have a few people in them at a time, which keeps them running active. While houses themselves often sit empty for extended periods and will therefore not hog as much server space? This is purely my ignorant guess at it mind you.
    Yeah, i tought about that too.. if that is the case i'll be total open to move myself to a lonely house on an instanced island xD
    As long as i have the marketboard, i don't care about neighbourhood.
    (0)

  6. #6
    Player
    Pence's Avatar
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    Bravo Whiskey
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    Ravana
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    Arcanist Lv 90
    Quote Originally Posted by Garten View Post
    Yeah, i tought about that too.. if that is the case i'll be total open to move myself to a lonely house on an instanced island xD
    As long as i have the marketboard, i don't care about neighbourhood.
    If they were to make instanced housing, you certainly wouldn't have a marketboard there.
    (0)

  7. #7
    Player
    Penthea's Avatar
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    May 2014
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    Gridania
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    Nettle Creidne
    World
    Moogle
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    Scholar Lv 100
    Quote Originally Posted by Garten View Post
    Won't the instanced houses weigth the same on the servers?
    Loading an instanced house is totally different to loading an entire subdivision. Logically speaking the instanced housing -should- be less of a strain on servers than wards, but to introduce instanced housing the devs would have to work on it which means time and money. The ward system is already there. It might actually be more cost effective for them to add wards because while they probably take up more server space, the system already exists. It does need adjustment but that could still mean it's much less work than creating an entirely new housing system.

    What I think is going on at SE is that the uproar from Shirogane made them realise that housing is much more desirable to players than they thought, and that the current prerequisites to purchase a plot are too easily abused. Yoshi P already confirmed that new wards in 4.2 will not be a simple case of just adding more wards, but that changes to the system will be made. He didn't go into specifics. For all we know instanced housing is already being addressed but a complex feature like that won't be announced until SE can at least estimate a release date. Furthermore maybe it was not considered a priority until the uproar over Shirogane occurred.

    In short, we just have to wait and see just how much SE truly understand the players' interest in housing.
    (1)

  8. #8
    Player
    SeriousxSarcasm's Avatar
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    Ul'dah
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    Mandar Magoo
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    Cactuar
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    Botanist Lv 80
    Quote Originally Posted by Penthea View Post
    snip

    In short, we just have to wait and see just how much SE truly understand the players' interest in housing.
    Thanks for that. This is probably the most (or only) helpful explanation I've seen in all the threads lol.
    (1)

  9. #9
    Player
    Llus's Avatar
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    Dec 2016
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    Character
    Agret Fury
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    Sargatanas
    Main Class
    Warrior Lv 70
    We don't know "how wards work", but we can speculate on how they're implemented and one person's speculation could be completely different from how it's actually implemented. We can speculate on how "instanced housing" vs "instanced wards" could be different.

    The difference between "instanced housing" and "instanced wards" (what we have now) is that there would at least be faster server calculation time. For "instanced housing", you'd only have to calculate and update the clients for object positions for the single house and ornamentation, where for "instanced wards" you have to calculate and update object positions for 60 houses (* max yard ornaments). It's an improvement, but you only see the gains when the number of houses & their ornaments (including colors and types of exterior walls and fences) go over a certain threshold. Less things to calculate = faster calculation = less memory used = more cpu time for other calculations. Batching smaller calculations improves performance in any system, this is why threading is preferred for multitasking vs process based multitasking - threads are lightweight; using smaller portions of cpu (a few lines of code or a few hundred lines of code) and memory at any one time vs a large process that runs ALL the process code (millions of lines of code) during it's required calculation time increasing memory usage and cpu usage a TON during that same time frame. As far as long-term storage (hard drives), that's cheap, plentiful and relatively fast so that shouldn't be a problem. The problem comes in loading that into and out of short-term storage (RAM) during the required calculation time frame. Combine that with everything else that needs to load into RAM and you start seeing the performance issues with large housing wards. In the end, we don't know how they handle the instanced wards but assuming that every region and housing is handled by the one server you're on that's a TON of stuff that needs to be in RAM and needs to be calculated and sent to clients to be updated. Another thing that could improve housing is a set of servers dedicated to instanced housing (including instanced wards for housing). However, that's a fairly expensive solution to the housing problem - throw more hardware at it is always more expensive and probably doesn't make financial sense for SE right now (remember they also have to pay for all the data that they transfer to the clients, which in a game this size is easily hundreds of terabytes per month if not petabytes and that's expensive AF). If they're already dedicating servers to housing, they may be using servers with fewer resources to save money or housing as implemented is a really heavyweight subsystem and the only solution there would be to rewrite the subsystem.

    Now asking for "instanced housing" as the same as "instanced dungeons" is asking SE to dedicate servers for housing. Do they do that now with "instanced wards"? Are wards instanced like dungeons, raids and trials? Does anyone really know or are we just speculating? Unless you have someone from SE saying "this is how we do it", it's all conjecture and is most likely a worthless suggestion. The only thing that we know "instanced housing" would do is decrease processing time and assuming that the information needed to calculate positioning is only held in memory long enough to update clients would prove useful only by making those calculations lighter weight.
    (0)

  10. #10
    Player
    Garten's Avatar
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    Garten Rei
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    Moogle
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    Astrologian Lv 90
    Quote Originally Posted by Pence View Post
    If they were to make instanced housing, you certainly wouldn't have a marketboard there.
    And that would be a waste..
    (0)

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