We're at a place now where I literally have saved posts off to now put them into the many various housing-and-or-lottery threads. So, here we go with some notes about this mess of a housing system.
I can't imagine SQEX is sticking with the current system because anyone there thinks the current housing system is a good implementation. No one thinks it's a good system. Inanimate objects have heard enough about how busted the housing system is that they have opinions, and unanimously think it's broken. No one is debating this. It's demonstrably wonky, has been exploited to Mars and back previously (in ways that have led us to the lottery system), and causes more bitterness and resentment than most systems are worth.
If SQEX actually thought it was a good implementation, we'd see Lodestone posts explaining why the housing system is actually a good idea. Instead, what we see is an endless series of apologies and attempts at band-aid fixes to make this trash fire of a system burn maybe a little bit less, even if it's still burning. They know it's bad.
So why don't we have instanced housing?
I think they stick with this system not because it's good, but because the alternative -- instanced housing -- isn't feasible with the architecture of the game's server system. And before anyone says it, moving an MMO's server ecosystem into "the cloud" is not a thing that can be done easily; given the amount of data that flows between different discrete systems, you really need to design to be in a scalable cloud ecosystem from the beginning. If you don't, communications channels can break down, and stuff happens like -- to use a random example -- a housing lottery system trying to send results to various housing ward servers, and the data not getting there. It was bad with housing. Imagine if that sort of stuff happened with your inventory when you world-traveled.
(This isn't a flaw with cloud architectures, per se -- though they do also have flaws, where MMOs are concerned -- but it is an issue with taking complex older non-cloud ecosystems and trying to just shove them into the cloud wholesale. It's not like trying to transplant a truck engine into a two-door Toyota, it's more like trying to transplant an aardvark into a two-door Toyota; the results may be interesting, but probably not what anyone intended. You get a veritable zoo of new and interesting bugs, race conditions, and edge cases to track down.)
This game client has nothing in common with FFXIV 1.0, as we've been told before... but from my understanding, some of the server architecture still does. Maybe not in the code itself at this point, but in terms of architectural decisions made back then. And as a result, it -- like many other MMOs of earlier eras -- does not deal well with scalability. It has a set, finite number of resources, and if you run up against the limits of those resources, stuff stops working. We've seen it in a number of ways before; the so-called "Raubahn (Extreme)" situation at Stormblood's launch, login servers becoming overloaded, entire instanced zones not letting you teleport in when folks are doing a special FATE that comes up, etc. Heck, even the housing system itself; when a housing ward server is maxed out and cannot instanciate another house, you get an error message and literally cannot go into the house.
With open-world housing, the equation as to what the needed resources are is an easy equation. X housing districts, each with Y wards, each ward having Z houses. The maximum number of houses that could be used at once is thus X*Y*Z. (It's obviously a little more complicated, since there's apartments and FC private rooms and so on.) Assume that, say, only 60% of the houses will be in use at one time, and you have a number that you can use to figure out what resources you need. (Though if you guessed wrong on a number -- like that 60% -- you get the "Player can't enter the house." scenario we had at Endwalker launch.)
With instanced housing, however, the equation might as well not exist; the amount of houses you might need is anywhere from "none" (everyone decides since we now have instanced housing, they don't care anymore) to "every single active player" (yikes). Moreover, if you have instanced housing, people would (rightly) expect the house to remain there if they unsubscribed and then resubbed later. So now, for every player that ever set foot into an instanced house they picked up, you have to keep that house around for all time (or until the account is deleted), thus causing an ever-growing number of houses that have to be stored -- and which can potentially be in use.
That scenario -- combined with what we do know (or can reasonably guess by observation) about FFXIV's server architecture -- is not a recipe for instanced housing to be viable, not without a massive reworking of the game's entire back-end and server architecture. (Which, after this many years of operation, is probably a Very Large codebase, and not something easily just... torn down and rewritten.)
Because if it were viable, I think SQEX would absolutely have implemented it by now. I guarantee you that they're tired of hearing about housing woes, much less trying to fix housing woes. The fact that they keep trying to make this system work is fairly telling... at least from the viewpoint of someone who worked on the other side of the player/developer divide in the past.


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