
(10-20-2015, 03:47 PM)Calliope Cloverbloom Wrote:(10-20-2015, 01:38 PM)LiadansWhisper Wrote:(10-20-2015, 12:34 PM)Calliope Cloverbloom Wrote: Perhaps this has been answered elsewhere, but has SE given any reason for the lack of demand-driven wards?
Housing in another MMO, Lord of the Rings Online, was very much like it is in FFXIV - wards of houses, and each ward had the same layout as the other wards. Their system was set up to generate two (or three? I don't remember) vacant wards if the existing wards were 90% of a given house size (there were three sizes) were purchased, or if the existing wards were just 80% full overall across all sizes. Servers with low populations just ended up with few wards, while the popular ones had many wards.
I'm totally at a loss as to why that wouldn't work for FFXIV. Has there been a dev explanation for the current Super Restricted Availability Policy?
PS3 limitations.Â
._.
I'm not sure what additional housing wards has to do with PS3. A player can only be in one given ward at any time, and client-side you only process data relevant to where you are right then in the game.... so the existence of 5 wards or 500 wards shouldn't impact any player's processing load.
I think heat was a tongue in cheek response.
But actually, it is a console issue. A window/UI box can only lost so many things because it becomes visually difficult to read. Especially if someone is sitting a "recommended" distance from their TV.