why the frick do i need to load in an entire player's stashes? or even inventory contents?
what kind of moronic diversity hire programming does this game have?
It's probably some stupid excuse like when Madden devs at EA said the issue for not having the Pro Bowl in franchise a few years ago because having so many different helmets during gameplay created memory issues...
These are all blatant lies.
The real reason for having a limited stash in this game is the fact Blizzard plans to sell some upgrades to people later on.
>dropping inventory
Just load in the item when it's dropped.
If your "quick hack" is a burden on normal everyday situations, it's time to fire some codemonkeys.
okay but he's 110% correct
an item shouldn't be visible to another player until its put into a state where that player can view or interact with it
you cannot look at someone else's stash, so why would the server provide that data for other players? the entire point of hosting on a server rather than p2p is to limit these kinds of things and let dedicated hardware handle it
this is basic shit. blizzard is, again, lying to you, either to cover up blatant laziness and incompetence, or to obfuscate the fact that they're just going to sell this shit to you as mtx and present it as a "solution" to a thing that was never a problem before
but he's right. it makes no sense to hamstring standard play to fix an edge case scenario.
I'm a wfh code money and he's 100% correct. Sorry bro but you're just a moron.
touched a nerve huh samegay? you're not working for a billion dollar company, they are. shut the frick up
okay but he's 110% correct
an item shouldn't be visible to another player until its put into a state where that player can view or interact with it
you cannot look at someone else's stash, so why would the server provide that data for other players? the entire point of hosting on a server rather than p2p is to limit these kinds of things and let dedicated hardware handle it
this is basic shit. blizzard is, again, lying to you, either to cover up blatant laziness and incompetence, or to obfuscate the fact that they're just going to sell this shit to you as mtx and present it as a "solution" to a thing that was never a problem before
It just indicates that diablo 4 was designed with a different scope in mind, an instanced system with predictable and limited player join events like old titles, and then was changed in scope to be what it is now; open world seamless coop.
This would not be an issue in diablo 3. The foolishness on blizzards part was to assume you could have the game function this way with a drastic change in scope without at some point limiting the information that players load on encountering one another.
9 months ago
Anonymous
I don't put any good faith whatsoever in the idea that Blizzard is telling the truth on this.
There's no way it's actually designed like that. This is ACID, specifically the concept of Isolation, it's literally the most basic shit that even the most braindead interns would be familiar with.
There's no performance or implementation issue with having more stash tabs, they just want you to think it's something difficult or cumbersome to add, so mewling sheep don't ask questions when Blizzard asks you to pay $10 for a single tab.
9 months ago
Anonymous
I can point you straight at games that scope creep killed stone dead like anthem.
9 months ago
Anonymous
Anthem was an MMO made by a team that exclusively produced single-player RPGs, with one exception for an online mode that was almost certainly outsourced to another team at EA.
Diablo 4 is a game produced by a studio that has almost exclusively been making online games for the past 20 years. The standards are completely different. Even with a crack team of fresh college grads, they would know to limit the scope of data being shared between players.
9 months ago
Anonymous
You're almost right.
They have been making diablo for the past 20 years and then got told to make lost ark.
That's why diablo 4 is in a playable but suboptimal state and anthem was notably below that level.
They likely store way too much in the user profile. Usually you'd split out what a profile entity is into smaller chunks and only call the bits you need. Instead, they are calling the entire profile every time the game asks for one. It would actually be quite a big chunk of work to change that. It's likely a shortcut that wasn't addressed sooner and got out of hand.
>It's likely a shortcut that wasn't addressed sooner and got out of hand.
this is what I think is most likely. one guy probably got something working quickly (syncing player data across the network) and the idiot junior devs just stuffed all their new features (storage, equipped items, etc) in this process because it was easier than figuring out how to do it properly under a time constraint.
>When you see another player in game you load them and their entire stash
What? Why? You can't even see their stash, why would that shit get loaded for you?
Even if you load every single player's stash that you walk by, there should be no performance constraints. Items should take up basically no data considering how simple they are. An item in D2 is maybe 120 bytes in the most extreme, absurdist instance (i.e. you've stacked like 30 skills on a single item because you are doing open bnet shenanigans), and that item is going to have far more information on it than anything you see in D4.
>every single stat on an item is encoded in some bloated data structure that takes up 1 MB >item stats aren't derived at all, every single attribute of an item is saved individually, even if there are common elements that could be saved as one stat >loads every related model, texture, animation, sound, character graphic, and a bunch of deprecated proto-graphics >does this every single time the game syncs with another player to make sure the stash hasn't changed in the meanwhile
All this to cover the times when an item is dropped, see someone switch an equipped item for one in stash, item trade. Situations that 99.9% of players never encounter or see.
oh no, what if someone - anyone - had this genius idea of making diablo 4, dare i say it, not a mandatory pseudoMMO live server experience?? so people with shitty toasters didn't lock up their game whenever they came across little timmy who's in their game for.... literally no reason?
genuinely hope this dogshit company goes bankrupt in my lifetime, then i would die happy
noooooo! you can't do that! heckin' locally stored inventory is problematic and can cause issues when bad apples start cheating it hurts the economy it's unfair to other players blah blah blah
>We are working diligently to do something that a competent programmer could accomplish single-handedly in less than a week >Please understand, all our competent staff left the company because we pay them some of the worst rates in the industry and treat them like shit >We tried to replace them with black women and the mentally ill, but for some reason we can't figure out our new workers aren't as good as the ones we lost.
I get why they did this.
It's so players in parties can seamlessly ctrl click stashes onto the floor like in d3.
Unfortunately they probably got told to feature creep the game into an openworld lost ark clone and then didn't take the time to recode inventory.
Them explicitly saying this is how they made clients load player stashes is the clue.
I wonder how these morons got around this "stash issue" with world of warcraft, or how modders got around it with unlimited or extended stash boxes in d2/d3? I bet these greedy fricks are going to try and sell stash slots like the homosexuals they are. glad I didn't by this pile of shit.
not only that but the core devs at Acti/Blizz were contractors who left and the other half were offshore resources handled by a tard wrangling Proiect manager
> "Hello yes sirs we have accomplished the tasks sirs, we have moved the code to the production branch sirs and you can see items now"
OK SOMEONE RIGHT NOW explain why loading an entire stash or even a thousand items would take up a significant amount of memory, since items would obviously be stored with their attributes in text which uses up a miniscule amount of RAM.
I think the blizzard response is implying it fully loads the items in stash, i.e. it's loading their models/textures/animation data/sounds etc. Specifically textures and audio can take up a lot of space when they are decompressed.
The online aspects of the game are an absolute abomination. Non stop lag and rubberbanding if you're not in an instanced dungeon The same company could handle hundreds of players in two thousand and fricking 5, but now they struggle to handle a dozen players on your screen in a game that pretends to be an MMO.
Imagine running into Stormwind and the game just fricking crashes because it tried to load hundreds of bank tabs, and then the devs tried to roll out that excuse.
They created a poor db design and shitcoded everything like morons, so now when they need to scale it they have to either rewrite completely or shitcode even more, that will inevitable increase time of interaction with db and cause lag
This is probably my favorite answer so far about stash tabs. Feels much better having a more specific reason than ambiguous statements saying it’s difficult to implement. I appreciate the answer.
why the frick do i need to load in an entire player's stashes? or even inventory contents?
what kind of moronic diversity hire programming does this game have?
It's probably some stupid excuse like when Madden devs at EA said the issue for not having the Pro Bowl in franchise a few years ago because having so many different helmets during gameplay created memory issues...
These are all blatant lies.
The real reason for having a limited stash in this game is the fact Blizzard plans to sell some upgrades to people later on.
Probably a quick hack to cover edge cases of characters dropping inventory or similar. To code it properly would require time and effort.
>dropping inventory
Just load in the item when it's dropped.
If your "quick hack" is a burden on normal everyday situations, it's time to fire some codemonkeys.
ah yes, the neet neckbeard who never worked a day in his life let alone doing payed coding already has all the solutions lmao
>i have no counterarguments so i'll just fight with this imaginary person in my head i just made up
okay
touched a nerve huh samegay? you're not working for a billion dollar company, they are. shut the frick up
okay but he's 110% correct
an item shouldn't be visible to another player until its put into a state where that player can view or interact with it
you cannot look at someone else's stash, so why would the server provide that data for other players? the entire point of hosting on a server rather than p2p is to limit these kinds of things and let dedicated hardware handle it
this is basic shit. blizzard is, again, lying to you, either to cover up blatant laziness and incompetence, or to obfuscate the fact that they're just going to sell this shit to you as mtx and present it as a "solution" to a thing that was never a problem before
It just indicates that diablo 4 was designed with a different scope in mind, an instanced system with predictable and limited player join events like old titles, and then was changed in scope to be what it is now; open world seamless coop.
This would not be an issue in diablo 3. The foolishness on blizzards part was to assume you could have the game function this way with a drastic change in scope without at some point limiting the information that players load on encountering one another.
I don't put any good faith whatsoever in the idea that Blizzard is telling the truth on this.
There's no way it's actually designed like that. This is ACID, specifically the concept of Isolation, it's literally the most basic shit that even the most braindead interns would be familiar with.
There's no performance or implementation issue with having more stash tabs, they just want you to think it's something difficult or cumbersome to add, so mewling sheep don't ask questions when Blizzard asks you to pay $10 for a single tab.
I can point you straight at games that scope creep killed stone dead like anthem.
Anthem was an MMO made by a team that exclusively produced single-player RPGs, with one exception for an online mode that was almost certainly outsourced to another team at EA.
Diablo 4 is a game produced by a studio that has almost exclusively been making online games for the past 20 years. The standards are completely different. Even with a crack team of fresh college grads, they would know to limit the scope of data being shared between players.
You're almost right.
They have been making diablo for the past 20 years and then got told to make lost ark.
That's why diablo 4 is in a playable but suboptimal state and anthem was notably below that level.
but he's right. it makes no sense to hamstring standard play to fix an edge case scenario.
I'm a wfh code money and he's 100% correct. Sorry bro but you're just a moron.
They likely store way too much in the user profile. Usually you'd split out what a profile entity is into smaller chunks and only call the bits you need. Instead, they are calling the entire profile every time the game asks for one. It would actually be quite a big chunk of work to change that. It's likely a shortcut that wasn't addressed sooner and got out of hand.
>It's likely a shortcut that wasn't addressed sooner and got out of hand.
this is what I think is most likely. one guy probably got something working quickly (syncing player data across the network) and the idiot junior devs just stuffed all their new features (storage, equipped items, etc) in this process because it was easier than figuring out how to do it properly under a time constraint.
That sounds so fricking moronic, but in this day and age, I'd be more surprised about actual good and optimized games.
>When you see another player in game you load them and their entire stash
What? Why? You can't even see their stash, why would that shit get loaded for you?
Because nu-Bliz software 'developers.'
that's asinine
Even if you load every single player's stash that you walk by, there should be no performance constraints. Items should take up basically no data considering how simple they are. An item in D2 is maybe 120 bytes in the most extreme, absurdist instance (i.e. you've stacked like 30 skills on a single item because you are doing open bnet shenanigans), and that item is going to have far more information on it than anything you see in D4.
Knowing modern blizzard it probably loads all the models, textures and animations for all the items in the stash as well for no reason
>every single stat on an item is encoded in some bloated data structure that takes up 1 MB
>item stats aren't derived at all, every single attribute of an item is saved individually, even if there are common elements that could be saved as one stat
>loads every related model, texture, animation, sound, character graphic, and a bunch of deprecated proto-graphics
>does this every single time the game syncs with another player to make sure the stash hasn't changed in the meanwhile
All this to cover the times when an item is dropped, see someone switch an equipped item for one in stash, item trade. Situations that 99.9% of players never encounter or see.
oh no, what if someone - anyone - had this genius idea of making diablo 4, dare i say it, not a mandatory pseudoMMO live server experience?? so people with shitty toasters didn't lock up their game whenever they came across little timmy who's in their game for.... literally no reason?
genuinely hope this dogshit company goes bankrupt in my lifetime, then i would die happy
noooooo! you can't do that! heckin' locally stored inventory is problematic and can cause issues when bad apples start cheating it hurts the economy it's unfair to other players blah blah blah
>We are working diligently to do something that a competent programmer could accomplish single-handedly in less than a week
>Please understand, all our competent staff left the company because we pay them some of the worst rates in the industry and treat them like shit
>We tried to replace them with black women and the mentally ill, but for some reason we can't figure out our new workers aren't as good as the ones we lost.
I get why they did this.
It's so players in parties can seamlessly ctrl click stashes onto the floor like in d3.
Unfortunately they probably got told to feature creep the game into an openworld lost ark clone and then didn't take the time to recode inventory.
Them explicitly saying this is how they made clients load player stashes is the clue.
I wonder how these morons got around this "stash issue" with world of warcraft, or how modders got around it with unlimited or extended stash boxes in d2/d3? I bet these greedy fricks are going to try and sell stash slots like the homosexuals they are. glad I didn't by this pile of shit.
All those games are running on different engines, clueless moron.
>clueless moron
I'm not the one who bought the game
neither did i lmao
i dipped out when they nerfed the skeletons in open testing
It's very simple: WoW and D2's engines were made by competent programmers.
good point
>pic
hahaha what the frick
>y'all
not only that but the core devs at Acti/Blizz were contractors who left and the other half were offshore resources handled by a tard wrangling Proiect manager
> "Hello yes sirs we have accomplished the tasks sirs, we have moved the code to the production branch sirs and you can see items now"
I don't believe anything a dev says, especially a Blizzard dev. It's just excuses to make you go away
OK SOMEONE RIGHT NOW explain why loading an entire stash or even a thousand items would take up a significant amount of memory, since items would obviously be stored with their attributes in text which uses up a miniscule amount of RAM.
your first mistake is assuming the items are being stored and transferred efficiently
I think the blizzard response is implying it fully loads the items in stash, i.e. it's loading their models/textures/animation data/sounds etc. Specifically textures and audio can take up a lot of space when they are decompressed.
What the frick? MMOs don't do this, so why does D4 do it?
This is why you don't hire Black folk and trannies to write code.
I guarantee this is the result of "object oriented programming" design damage. Pajeets especially love this sort of shit.
Wait what's wrong with OOP now?
The online aspects of the game are an absolute abomination. Non stop lag and rubberbanding if you're not in an instanced dungeon The same company could handle hundreds of players in two thousand and fricking 5, but now they struggle to handle a dozen players on your screen in a game that pretends to be an MMO.
Imagine running into Stormwind and the game just fricking crashes because it tried to load hundreds of bank tabs, and then the devs tried to roll out that excuse.
They created a poor db design and shitcoded everything like morons, so now when they need to scale it they have to either rewrite completely or shitcode even more, that will inevitable increase time of interaction with db and cause lag
This is probably my favorite answer so far about stash tabs. Feels much better having a more specific reason than ambiguous statements saying it’s difficult to implement. I appreciate the answer.
Pajeet code do pajeet things.