They are clearly refering to storage space, not the number of database requests.
Not necessarily true. They evaluated the storage we'd be likely to need per account, and reduced it such that the number and complexity of database queries resulting from that stored data would be more managable.
And besides, it Twitter can solve that, shouldn't Blizz be able to? ;-)
The better question here is "does it make sense from a financial standpoint for them to do so?" For Twitter, that's all they do, so it's fix it or die. For Blizzard, it probably makes a lot more sense to give us a good compromise between storage space for users and cost to them, both in development and hardware.
Also, I'd be shocked if they didn't want to have "More stash space!" as a feature of their expansions, so they have to set the eventual goal and scale back from it for initial release, to have room for the future expansion.
I'm not sure what there is to be disappointed about by a decrease in stash size. Until we can get in and play the game, it's not possible to know how this will affect people.
The 7TB was the argument, because it is the ONLY argument. And it doesn't make sense as it takes almost no space at all, even with 100 million players, you pay 60$, 1cent goes to storage (exageration).
Here's why. Battle.net does not "search" the whole database when you interact with your items while playing, that'd be the dumbest cumbersome implementation possible. When you log into the server, Battle.net search your username, your Bnet tag is Diablo -> under "D", etc., send you all the login screen information, then when you get into the actual game it sends the whole item list for that character to your client during the loading screen.
Doubling, tripling, quadrupling the stash size does not impact the server performance during gameplay, it would only double, triple, quadruple the time it takes to list and send that information to you while you are seeing the LOADING screen. Once you are in the game world, YOU tell the database which inventorized item you move and where, the database then procedd to do so, it doesn't even check what item it is since you cannot cheat the item properties. This is all there is to that communication; client says "move item in cell X to cell Y", server validates, server modifies database, server report success/failure to client.
Like in WoW, the database is surprinsingly small, its the network infrastructure and software computing that is impressive, both of which aren't affected at all by the amount of items stored in their database.
The 7TB was the argument, because it is the ONLY argument. And it doesn't make sense as it takes almost no space at all, even with 100 million players, you pay 60$, 1cent goes to storage (exageration).
Here's why. Battle.net does not "search" the whole database when you interact with your items while playing, that'd be the dumbest cumbersome implementation possible. When you log into the server, Battle.net search your username, your Bnet tag is Diablo -> under "D", etc., send you all the login screen information, then when you get into the actual game it sends the whole item list for that character to your client during the loading screen.
Doubling, tripling, quadrupling the stash size does not impact the server performance during gameplay, it would only double, triple, quadruple the time it takes to list and send that information to you while you are seeing the LOADING screen. Once you are in the game world, YOU tell the database which inventorized item you move and where, the database then procedd to do so, it doesn't even check what item it is since you cannot cheat the item properties. This is all there is to that communication; client says "move item in cell X to cell Y", server validates, server modifies database, server report success/failure to client.
Like in WoW, the database is surprinsingly small, its the network infrastructure and software computing that is impressive, both of which aren't affected at all by the amount of items stored in their database.
you are so wrong on how the database and game random searches work!
we had a very nice dialog few posts back and examples that we made it pretty clear!
its not about storage its about speed and looking into amounts of data in RT! and the loading screen is only taking place when you login!
what about the rest of the game? whn you kill a monster or your party kills a monster or you go to a merc to buy random generated ones, do you see a loading screen there? NO, those are dumbing in real time! and store and restores at real time!
why dont you people just want to understand this!!????
have you done any game programming? i did.
and trying to compaire it with the fact that you can make more chars just to store items, STILL it will be less items cause you are limitied to the charcters you are allowed to have!!! 8! no more.
Loot drops generated by the server are an entirely completely different thing from INVENTORY items that are in your character sheet. No matter how large the size of your stash and inventory is, it will never affect server performance once the server has sent the whole of that information to your client, a process that is most certainly a very low priority, just like achievements are. Having done some software programming doesn't mean you are a professional, a good one or even that you know what your are doing at all.
This whole argument is about inventorized items, not drops. Increasing the amount of affixes and suffixes WILL impact the server speed requiring faster hardware to compute the software, but the amount of character information in "your" database does not; the server never search through that information, it sends it all at the beginning and after it's a "one item at a time" situation. Your client points to a specific location, the server checks if the request is valid and proceeds, it doesn't search the whole thing.
In Diablo 2, or any game for that matter, when you take an item with your mouse, the interface doesn't ask the game "take flaming sowrd of the barbarian" and the game search the whole of your inventory for the item "equal to" that item, no. The interface ask "take item in cell X [of the inventory]" and the game put it on your cursor, even if the item is on the ground it has a # attached to interact with it without having to do 10 or more processor operations, especially when there is a more efficient way. If you'd ask a robot to take an item in your living room, then sure its processor would have to compare your request against that complete inventory, but it ain't the case here.
It has never been about game loot, but inventory space in the database per account. And if you believe the amount of items stored for your character impact the speed at which the game generate loots, you clearly don't reason with logic.
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The better question here is "does it make sense from a financial standpoint for them to do so?" For Twitter, that's all they do, so it's fix it or die. For Blizzard, it probably makes a lot more sense to give us a good compromise between storage space for users and cost to them, both in development and hardware.
Also, I'd be shocked if they didn't want to have "More stash space!" as a feature of their expansions, so they have to set the eventual goal and scale back from it for initial release, to have room for the future expansion.
Either we use the stash and enjoy it, or we make alternate accounts to store extra items.
Why not just make it easier for us and keep the stash LARGE?
T_T Very disappointed.
Author of: Random Ravings of Warcraft
Here's why. Battle.net does not "search" the whole database when you interact with your items while playing, that'd be the dumbest cumbersome implementation possible. When you log into the server, Battle.net search your username, your Bnet tag is Diablo -> under "D", etc., send you all the login screen information, then when you get into the actual game it sends the whole item list for that character to your client during the loading screen.
Doubling, tripling, quadrupling the stash size does not impact the server performance during gameplay, it would only double, triple, quadruple the time it takes to list and send that information to you while you are seeing the LOADING screen. Once you are in the game world, YOU tell the database which inventorized item you move and where, the database then procedd to do so, it doesn't even check what item it is since you cannot cheat the item properties. This is all there is to that communication; client says "move item in cell X to cell Y", server validates, server modifies database, server report success/failure to client.
Like in WoW, the database is surprinsingly small, its the network infrastructure and software computing that is impressive, both of which aren't affected at all by the amount of items stored in their database.
Loot drops generated by the server are an entirely completely different thing from INVENTORY items that are in your character sheet. No matter how large the size of your stash and inventory is, it will never affect server performance once the server has sent the whole of that information to your client, a process that is most certainly a very low priority, just like achievements are. Having done some software programming doesn't mean you are a professional, a good one or even that you know what your are doing at all.
This whole argument is about inventorized items, not drops. Increasing the amount of affixes and suffixes WILL impact the server speed requiring faster hardware to compute the software, but the amount of character information in "your" database does not; the server never search through that information, it sends it all at the beginning and after it's a "one item at a time" situation. Your client points to a specific location, the server checks if the request is valid and proceeds, it doesn't search the whole thing.
In Diablo 2, or any game for that matter, when you take an item with your mouse, the interface doesn't ask the game "take flaming sowrd of the barbarian" and the game search the whole of your inventory for the item "equal to" that item, no. The interface ask "take item in cell X [of the inventory]" and the game put it on your cursor, even if the item is on the ground it has a # attached to interact with it without having to do 10 or more processor operations, especially when there is a more efficient way. If you'd ask a robot to take an item in your living room, then sure its processor would have to compare your request against that complete inventory, but it ain't the case here.
It has never been about game loot, but inventory space in the database per account. And if you believe the amount of items stored for your character impact the speed at which the game generate loots, you clearly don't reason with logic.