Diggo11
Well-Known Member
For those who are not avid readers of the developers' blog, here's an exert I'm sure will be of interest to you.
The Problem
Inventories are becoming increasingly large amongst increasing numbers of players. This is causing both problems with regards to storage allocation and data transmission, as you may have already noticed by the delayed loading times of larger inventories. When randomised and customised items will be released later this year, continuing with no limits would cause a technical catastrophe.
So Far...
The initial implementation of inventories was a mess, so in recent updates the developers have been actively been making storage and performance enhancements. (Those of you who heard about the hours long update to DE1 - this was basically how long it took for the generic update script to process these changes to every player's inventory!) However it seems the other community managers and I have pushed this to death, as it's reached the point where the code is efficient and concise enough that little more can be done to improve its reliability without simply lifting, or rather protecting against any further, strain.
The Compromise
When inventory limits have previously been announced by the former development team it has been unnecessary, without the absolute technical need and any form of stated compromise. This time around the development team and I wish to ensure that the inventory limit is met with minimal disruption and appropriate compromise that is acceptable both to the players and the hardware.
Firstly, and one of the things I have been strongly pushing for, is the introduction of collections. Players can mark off collections with either medals or special rewards, and should receive some bonus for doing so. (If randomised items are released in unison, perhaps a randomised item of the same 'class' with slightly above average bonuses.) This way collectors can have their achievements recognised and hopefully duly rewarded in some way. If you have any suggestions with regards to collections, please feel free to start a "mega thread" in Ideas & Brainfarts.
Secondly, a storeroom (or extra inventory space) expandable with premium should be made available. It is possible this space could be shared amongst a town or alliance, but there must be some reliable methodology to minimise pushing. Please keep in mind that the point of inventory limits is to cap the number of items in the game, so allowing players to store heaps of items would defeat the purpose and therefore impossible. We are also happy to hear suggestions regarding how this would work via Ideas & Brainfarts.
The Number
Please don't ask, at this stage I have no idea. When I find out I'll be sure to let you all know.
So far we've had one alternative posed, which it has been really great to see some constructive feedback, but allow me to fully explain the situation.rainy said:Further upcoming changes/ideas we want to implement a kind of backpack limit i know most of you will hate it, but we want and need some more limitation. This has technical reasons because of the amount of items per player to store them in database and this has game design reasons we want more interaction between all players. I have to say that we are in an early state of ideas about that, but we know that many peoples are collectors. We plan to introduce some kind of collections so if you found any item it will be saved as found and you can sell this item. If you found every item of a kind for example all woolly hats you will receive an achievement for it and maybe some kind of bonus. I personally hope that this is a good solution for everyone but i need your feedback so we can discuss on this
In addition we plan to give every player something like a warehouse / store room additional to your normal inventory to store some more items maybe you will be able to extend this with money or premium but this are only ideas at moment so don’t blame me Just give me some feedback. We know that many players will complain about that change but we have to find a good solution for everyone.
The Problem
Inventories are becoming increasingly large amongst increasing numbers of players. This is causing both problems with regards to storage allocation and data transmission, as you may have already noticed by the delayed loading times of larger inventories. When randomised and customised items will be released later this year, continuing with no limits would cause a technical catastrophe.
So Far...
The initial implementation of inventories was a mess, so in recent updates the developers have been actively been making storage and performance enhancements. (Those of you who heard about the hours long update to DE1 - this was basically how long it took for the generic update script to process these changes to every player's inventory!) However it seems the other community managers and I have pushed this to death, as it's reached the point where the code is efficient and concise enough that little more can be done to improve its reliability without simply lifting, or rather protecting against any further, strain.
The Compromise
When inventory limits have previously been announced by the former development team it has been unnecessary, without the absolute technical need and any form of stated compromise. This time around the development team and I wish to ensure that the inventory limit is met with minimal disruption and appropriate compromise that is acceptable both to the players and the hardware.
Firstly, and one of the things I have been strongly pushing for, is the introduction of collections. Players can mark off collections with either medals or special rewards, and should receive some bonus for doing so. (If randomised items are released in unison, perhaps a randomised item of the same 'class' with slightly above average bonuses.) This way collectors can have their achievements recognised and hopefully duly rewarded in some way. If you have any suggestions with regards to collections, please feel free to start a "mega thread" in Ideas & Brainfarts.
Secondly, a storeroom (or extra inventory space) expandable with premium should be made available. It is possible this space could be shared amongst a town or alliance, but there must be some reliable methodology to minimise pushing. Please keep in mind that the point of inventory limits is to cap the number of items in the game, so allowing players to store heaps of items would defeat the purpose and therefore impossible. We are also happy to hear suggestions regarding how this would work via Ideas & Brainfarts.
The Number
Please don't ask, at this stage I have no idea. When I find out I'll be sure to let you all know.