(05-15-2016, 05:22 PM)Setoh Aliapoh Wrote:I really think that they've made some sort of mistake on the underlying architecture when they made the wards, that makes it difficult to change after the fact.(05-15-2016, 04:59 PM)McBeef© Wrote:(05-15-2016, 04:55 PM)Setoh Aliapoh Wrote:Honestly, I'm guessing it's a PS3 issue.(05-15-2016, 02:32 PM)O Wrote: The simplest solution would be to just set the server to automatically spawn a new empty ward if all houses of any one size were already bought in all other wards. Low-pop servers would end up with a small number of wards, high pop servers would have a high number of wards.Â
I don't buy the excuse that this can't be done due to PS3, because a PS3 user is still only loading a given ward that they happen to personally be inside of at that time, so having a larger list of wards which exist shouldn't impact anything.
This solution would also gut the flipping market, because unless a person is really dead-set on getting a specific plot, there would always be at least one small, one medium, and one large available at all times. This solution also accommodates multiple houses per account, and even accommodates neighborhooding if players are so inclined (a cluster of friends could wait until a new ward spawns, and then all buy houses that are next to each other).Â
I also don't buy the excuse of it costing too much in server infrastructure/database/etc, because the higher pop servers are where all the income is coming from anyway, so... why are we per-capita getting less services than a smaller server?
This, exactly! LOTRO had a similar system, where they'd spawn new wards as the old ones filled up.
There are those who defend the current housing system by arguing that the housing servers can't support more wards (which is, honestly, pretty ridiculous in this day and age). Assuming this is 100% true, you could still get nearly the same benefit by simply pooling *all* the wards in a cross-server pool, and then allocating them to servers as they fill up. Low population servers would end up with a few wards, while high population servers would have quite a bit more. It still wouldn't solve the problem entirely, but it would help mitigate it.
Housing in an MMO isn't rocket science, though. It's a solved problem, in the sense that other games have been able to enable letting anyone who can afford it buy housing.
Something like some table somewhere can only hold so much data, and they can't rebuild it. It's why they have weird workarounds like adding sub-divisions instead of just increasing the number of wards.Â
I get the feeling they have to like reverse engineer it every time they want to increase the number.
That makes no sense. There are plenty of PS3 games that provide access to all sorts of information. I worked on the PS3 version of HBO GO, and there was no problem at all with the console being able to handle large amounts of data. There was no problem at all with the ability to visualize that data, to scroll through it on the screen, to page around it, etc.
I think we're coming up with excuses for them, but realistically housing is in bad shape because SE don't care enough to make it better, and because we're willing (as a whole) to live with it the way it is. Like I said before, housing in MMOs is a solved problem.
I did a little math, in case you like math:
I think the subdivision thing is a good example of this. Why on earth would they make subdivisions (that are annoying to get to, and have no benefit over just more wards). I think they made subdivisions because they couldn't just make more wards for some reason. I think they've been working on a fix since then, and finally have something (hence more wards).Â
Clearly they just didn't expect the desire for housing (else they would have done it differently) and I think whatever solution they originally put in place just doesn't scale up well. I mean, if it's not an architecture issue, then why wouldn't they just add more wards? Because they're lazy? Because they don't feel like it?Â
I think your example assumes everything done in an optimal way, which if you look at SE's history with this sort of stuff, is rather unlikely. Things like this can been seen all over the housing, from the subdivisions, to the orchestron's not playing high quality versions of songs (which is apparently also due to performance issues).Â
I agree it's silly they can't just add more wards, but I think it's a little harsh to hold them up to perfect standards. I do believe it's due to performance issues, and I do think it's just something they need to figure out on their end. Whether or not those performance issues are due to incompetence is another question.