There are other problems, Hellblazer. I don't know the intricacies of the housing system, but I can make a guess at it.Given that, at the moment, houses are unique areas, I'm guessing that the area tag is the primary index of the database that records the location, orientation, and contents of all housing placeables. By putting more than one house in an area, you would need to create an entirely new database which indexes by something else (owner, perhaps, or an id attached to a given key). You would also have to migrate all the existing information, or (more likely, because all the locations are going to change relative to the area size) require that everyone clear everything out of every house. (!!!)Now, on top of that, any script that employs the existing database would have to be altered as well. Persistent chests, the deeds, the house-content-loading script, the key scripts, the door scripts, and, likely, the real-estate scripts.Serving larger areas also provides a drag on server resources - one of the principal guides to PW development says, multiple times, that larger areas cause massive lag - so avoid them. Areas with 800+ dynamic furniture objects (four or more houses in the same area with the maximum number of placeables) would be nightmarish.So no, it's not just transitions, Hellblazer. This would be a major overhaul of an integral system
Not to mention, how would you make a single houses floorplan larger if the owner decided to pay for a renovation and add an additional 2 or 4 tiles to their floorplan and there simply was no room to do so because all the other houses floorplans in the same are were already squished up next to it?But really, this has far digressed from the intention of this thread, which was to inform about changes with the most recent patches.
yes I remember reading those when I was making the areas, but those were mainly for adventuring areas if I remember. Houses are not use to the extend that they would create such a massive lag even less for the loading time now that they have spread it over 40 seconds.. But yeah for the database thing I knew i was missing something, that is a very good point. for the community housing project. Although it doesn't count for the npc warehouses, as it would simply use what is already in game beside the npc script to hand out the key. And my guess is that persistent chest are saved to owners already, because you can set them in any houses/guild/inn interior areas by anyone, and they can be locked or unlocked only by the one placing them. So that wouldn't change.Nehet, the bigger houses have roughly a 9 by 9 tile set at the moment if I remember. The larger areas are 32 by 32 if I remember correctly that still leaves space to have them made bigger. BUt 32 by 32 is huge really huge... I madea desert out of it once, massive... too big to adventure in. if you take a 9 by 9 house leave 5 tyles sent in between them, and put the other one that is still 24 by 24. Big but not overly.
And yes I know its easier just to ask the player to carry less, but that hasn't work as of yet either.
And here's the thing...none of these proposed systems will alleviate that. There's a fundamental player behavior that involves keeping many things directly in the character's inventory that is the main issue. It's not, unfortunately, an issue of want for available storage, as I know there are plenty of people who have access to sufficient storage who have been guilty of a pack-rat sort of behavior from time to time, my own primary character included.There's a saying that goes something like: "Clutter expands to fill the available space."The solution to that is to not clutter.
The Inn lock door system script of the Single player module can be reused. But a tag is set on the keys not to be transferable but to also be persistent.
First, from the sounds of it you're proposing that these rental storage units be placed in multiple cities - and that they be double-decker. So that's dozens of areas, right there, regardless of their size. Next, you're proposing that each of these areas have an outrageous number of usable placeable items - a major lag issue, despite the Team's heroic efforts with regards to placeable loading!
Now, making these things static rather than dynamic doesn't help much, because this is drastically different from the way the bank chests work. The contents are tied to the tag of the persistent chest, rather than to (for example) a unique character ID. So what you have there is a strange amalgam of the housing placeable system and some other persistent storage - definitely a new system.
Point four sounds like additional administration for a system that doesn't seem strictly necessary in the first place.
Point five... is, at the very least, simplistic, I think. Bear in mind, the "houses available" script isn't just a list of houses available, but rather a part of a system that attaches a player name to a house. So "simply assigning unit names as house names" almost certainly won't work - I can't imagine that the database is configured in such a way that the number of nulls required would work.
Point six: If I agreed that this is a system that should be implemented (I don't), I would say that to facilitate this process, rent would be drawn from the character's bank account every two RL weeks (30 IG weeks.) In the event that the account is overdrawn, all contents of the room are pawned to pay off the debt, and the room is made available. Again, however, I don't think this is a necessary system.
In your original point eight (and still implied) was the caveat that one character could rent multiple units, provided they were in different cities. This totally defeats the purpose of providing a place to put things for those who can't afford or can't find housing.
Again, if I supported this system, I would add a point #9: no character who owns a house can rent a storage area. But that, sadly, is insufficient. Take, for example (and not to pick on you, Hellblazer), the Angels. You have a group of people who use a large house/guildhall for storage and living space. But only one person owns the house. The others would be free to rent these storage units. And with only 20 spaces available, you can bet that they'd be snapped up more or less instantly.So in order to keep some available, the pricing would have to be commensurate with the desirability of 350 slots of storage - say 5000-8000 True/2weeks RL. And right there, you've priced it clean out of the range of the types of people who can't reasonably afford a house... but it doesn't matter, because if you don't do that, they still won't be able to use it, because it will all be occupied!
As Dorg said, the tendency is for clutter to fill all available space. By making more space available, you're not alleviating the problem; you're enabling it.