Why is it easier to complain about server storage than it is to just repair a level 1 item?
Y'all just crying for the sake of crying.



Why is it easier to complain about server storage than it is to just repair a level 1 item?
Y'all just crying for the sake of crying.
That's called thinking ahead. Everything SE does atm is extremely convoluted and backwards. It's one thing if it's their current engine stopping them from implementing it correctly (even if it's still beyond me how this engine made it through the QC process if it's that terrible), but if they will continue to implement new things this way in 2.0, it's going to end the way 1.x ended.
you crying about people crying for the sake of crying doesn't reduce the amount of crying, don't you think?Y'all just crying for the sake of crying.
Oh, really. Didn't see it so far.
And that adds gigabytes of additional data? I am counting with a non-existant population of 200k, ffxiv won't reach that in near future, nor will the amount of items allowed to be stored explode exponentially. I'd say there is enough room in my calculation to offset things I didn't mentioned.-- Journaling
-- Indexing
-- Backup
-- Memory utilizing
-- File Cluster Size
-- Failover
-- Distributed/Simultaneous access overhead
Should we discuss performance? Forward compatibility?
Are you implying you saw it?I implore everyone: Unless you've seen the code, don't comment on the code.
Last edited by Soukyuu; 04-13-2012 at 08:37 PM.
[ AMD Phenom II X4 970BE@4GHz | 12GB DDR3-RAM@CL7 | nVidia GeForce 260GTX OC | Crucial m4 SSD ]



Well, do everyone a favor and show Square-Enix how it's done with your game. Being an expert in the field, I'm sure it'll take you no time!That's called thinking ahead. Everything SE does atm is extremely convoluted and backwards. It's one thing if it's their current engine stopping them from implementing it correctly (even if it's still beyond me how this engine made it through the QC process if it's that terrible), but if they will continue to implement new things this way in 2.0, it's going to end the way 1.x ended.
you crying about people crying for the sake of crying doesn't reduce the amount of crying, don't you think?
And I'm not crying, but thanks for assuming so~! I can't wait for this addition, I just can't for the life of me understand how butthurt everyone is getting over something so minor.
*claps* Been waiting for that one! I don't have to be an expert in the field to see SE failing with ffxiv v1.0 On the other hand, you have to be a white knight to pretend they didn't.
They are improving the game, that's right, but they are still implementing new things in a convoluted way. Now answer me this: why would someone suffer themselves through a convoluted game that does everything to encumber your gameplay if most other games give you a much hassle-free gaming environment?
[ AMD Phenom II X4 970BE@4GHz | 12GB DDR3-RAM@CL7 | nVidia GeForce 260GTX OC | Crucial m4 SSD ]



You think storing items is gameplay?*claps* Been waiting for that one! I don't have to be an expert in the field to see SE failing with ffxiv v1.0 On the other hand, you have to be a white knight to pretend they didn't.
They are improving the game, that's right, but they are still implementing new things in a convoluted way. Now answer me this: why would someone suffer themselves through a convoluted game that does everything to encumber your gameplay if most other games give you a much hassle-free gaming environment?
Yes, I agree. Final Fantasy XIV was awful at launch. Every single patch that has come out has made the game drastically better, aside from the recent Ul'dah Inn nonsense (fix it already SE...). I don't see what the awful launch has to do with this subject though. The current servers and game engine are going away with Version 2, so maybe this is the best they can deal with on the current one? I don't know, I don't have any prior knowledge to the state of their game engine and how it handles code for stuff like this. I can tell you that when it has trouble loading player models, it's not optimal in the slightest.
For the time being, I'm going to appreciate something that's being added as a way to help players empty out their inventories with the insane amounts of event gear they keep throwing at us. If it involves repairing something ONCE that I probably won't use again, then so be it. You can always stick it to the man by not doing so, thus keeping stuff in your inventory.
And hey, you never know...with all the complaints on the subject, they may just change it to where anything can be stored, similar to how server transfers worked! Either way, I'm psyched to get a storage system finally, something we've needed since September 2010.
No little taru, I am only including things that need to be taken into consideration if we are to having a generic discussion on how information should be stored. Also the 'Don't comment on the code' was not meant specifically for you, but to the many people here who seem to think they know what's wrong and how to fix/implement it ^.^;
Well I would say that it isn't necessarily memory that is holding the Armoire back. Nor is it likely a lack of talented programmers.
We've seen Yoshi talk a lot about the "cost" of implementing features, and this includes all factors, not just money. So if it would take too much TIME to code the system to store Spiritbond, condition and etc., KNOWING FULL WELL that they have a newly developed client-server-database structure coming relatively soon (2.0), then they are not going to invest the "cost" in this feature now.
And anyone who wants to quote this and say "It is just a few lines of code", please first supply your relevant professional credentials. Personally I have dabbled in C++ (Tetris, Breakout), and also done a fair shake of Python/C#/VBA in a business capacity. I'm also quite familiar with SQL and relational databases in many forms. I comprehend HTML and have just an inkling of knowledge towards PHP and web-based design. If you are like me, then you certainly know how these kinds of "simple" projects can spiral out and grow much larger than you ever anticipated. Especially for a high-profile production scenario such as a AAA subscription-based MMO.
Personally I can't even begin to imagine the level of complexity that goes into a beast of a code base such as this, not to mention the layers upon layers of integrity checks and etc. I am willing to bet that many of you who are wanting to comment on SE's programming are like me, intermediate at best, and probably not qualified to speak on the matter if you really think about it.
In the end, I think the Armoire is much like Inn rooms. At least they are letting us play with the groundwork of the system. There will be much more to come with storage and housing, but at least this way we get SOMETHING, instead of waiting for months for a true, completed product...That's just my opinion.
Last edited by Wincy; 04-14-2012 at 02:33 AM.
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