Could be. I'd be pretty happy to be wrong in this case.
If you plan to scale it, you also design it to scale. In this case, the UI doesn't look suitable to holding 3000 items since it'll be a giant collection of icons on display you have to find, rather than a list with text and icons (like the crafting log, which covers a huge amount of recipes if you're an omnicrafter). Maybe it'll work better in practice, we'll see. A search box would certainly be nice.You are correct though, we don't know their developmental decisions or reasons and can either hope or condemn. I DO however know that if you introduce a new feature that uses bandwidth, you do it a bit at a time. It's a bad idea to just open the gates and just hope it doesn't break anything. This is what I base my assessment on.
To me, knowing what they've said about how their backend works, this looks like a glamour themed version of the chocobo saddlebags we're also getting. Both of them are restricted availability inventory, in that they're inventory that isn't always accessible and for which the server (and client) doesn't have to keep data loaded all the time.Lets say the conversion of items to simpler flags of model, color and restrictions instead of tracking stats, soulbinding , and durability reduces the average bandwidth used by each player by 5%. Using this knowledge they may be able to adjust our glamour dresser to have a higher capacity since it uses less bandwidth. Once they know the server can handle it, estimates and projected numbers hold nothing on actual live implementation.
The primary value in that approach is that when you transfer data to an instance server (because you're doing a roulette or something), none of that data has to go with you. Your saddlebags and glamour closet are both unavailable in that zone, so there's no need to use bandwidth or RAM on them. That means they don't have to worry about the instance server load changing at all, aside from wherever inn rooms are handled, and even then it's only if you specifically interact with it (ditto with housing if there's one you can put in your house, but it's still an on demand load).
They've called out character data transfer requirements more than once as a reason to not expand things like base inventory, and this approach avoids that problem. That doesn't mean they can scale it up infinitely the way WoW's system does (in that it covers basically every item in the game), but if the on demand loading requirements prove to be manageable then there could be room to grow it.
Hey look at that, I ended up talking myself into agreeing with you!![]()