Mog Lockers!

Mog Lockers are one of the special “benefits” of being an employee of the mercenary company Salaheem’s Sentinels. This private locker is initially provided free of charge, and its contents are managed by a familiar moogle-based system. Paying an expansion fee will grant you access to additional space for storing items. Although the Mog Locker is initially free, using this service even once will require you to keep up periodic “lease” payments in order to retain access to your stored items. A convenient system for overburdened adventurers but in the words of President Naja Salaheem, “A coin paid out from the company coffers will find its way back eventually.” The development team is aware that players have been experiencing difficulties finding room for excess equipment and has been working on a solution. Limiting the amount of space available for storing items was part of the original game design, however the sheer volume of new equipment and items introduced through various updates and events has overloaded the humble Mog Safe to an unexpected degree. Expanding available storage space requires overcoming several problems such as increasing the amount of savable character data, as well as considering the extra memory for displaying client-based information. With the release of Treasures of Aht Urhgan, the development team is pleased to announce that the issues concerning character data and display memory have been solved with the introduction of a separate storage facility--the Mog Locker. The Mog Locker is scheduled to become available in the early stages of the new Treasures of Aht Urhgan missions. The availability of a new storage facility will have a direct effect on Vana’diel’s economy, and so to help balance this new element we have introduced the concept of a locker “lease.” A single payment will give you access to a Mog Locker for the period of time set out in the lease. If you allow your lease to expire, you will lose access to the items stored within your Mog Locker. These items will not be permanently lost, but will simply be unavailable until another lease payment is made. We first considered having the Mog Locker lease payable in gil. However, with the total amount of gil circulating in Vana’diel seeing a continued decline, we decided to change the payment to require items exclusive to the Treasure of Aht Urhgan areas. It will be possible to trade these items, as well as find them on the auction house. When the Mog Locker is first introduced its use will be limited to Rent-a-Rooms in the Treasures of Aht Urhgan areas. It will initially have 30 item slots available, and can later be expanded to 50 slots. Allowing Mog Locker use in other areas, as well as increasing the maximum number of item slots, will be considered for future version updates. In the upcoming version update, it will be possible to view the contents of your Mog Safe, Storage, and Mog Locker from any location, not just inside your Mog House. We hope the introduction of the Mog Locker will add to your enjoyment as you adventure in the world of Vana’diel!

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concerning memory storage and usage
# Nov 01 2007 at 1:30 PM Rating: Decent
people, they (SOE) are NOT talking about storage space on your PC, PS2, XBox360, or even PS3 if your lucky enough to have one, they are talking about storage space on THEIR servers. They have to account for the ammount of players per server, currently active characters, character's lying around gathering dust, and many other considerations. They only have soo much room on their server hard drives, it costs US more money for them to increase server capacity, quit your complaining, they are trying to keep costs down for us and thinking of new ways to get old information stored and sorted better.
space issues
# Apr 19 2006 at 8:44 AM Rating: Decent
you know I have a suggestion for SE with all this updating space for charaters.What about the AH space come on 7 spots to put stuff up for sell come on think of something to make that a little bigger. PLEASE some of us have issuse with that problem.(Just a thought about all this space issues).
....
# Apr 11 2006 at 3:09 PM Rating: Decent
23 posts
the odds of running out of space for inventory on the ps2 is very slim considering equipment .dat files are mere bits as it currently stands i have 20 gigs left of free space and thats including the 3 games i have put on my HD (i chipped my ps2 to do this) and like stated before it is a scripting type of deal nothing with the ps2 storage capacity
...
# Apr 09 2006 at 3:55 PM Rating: Default
god damn it im so tired of all you people complaining about there being no mog at dunes THERES A REASON! if you think about it dunes would probly suck more if there was a mog there you just cant be so stupid while your thinking about it
PS2
# Apr 08 2006 at 9:13 PM Rating: Default
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1,276 posts
For all the people saying they should have coded it differently in the first place, and ***** the ps2, etc etc. Remember one thing:

FFXI is a PS2 game that was ported to PC.

Not the other way around. And even if they did drop the PS2, which wouldn't surprised me if the did at the time of the next expansion (whatever comes after ToAU), the code is already written the way it is, and as was mentioned before, it wouldn't be a "simple" fix to change it.

And as far as it being free.. SE has been trying to come up with ways to stop inflation. After Christmas, it was WAY out of hand. Now if its a million gil to use, that might be insane, but anything that takes a few gil out of the system at a time is a GOOD thing.


Edited, Sat Apr 8 21:11:03 2006
attn all
# Apr 08 2006 at 5:15 PM Rating: Default
the problem is the memory required to view not store and problem is not just for ps2 is for all system ty and goodbye
later updates
# Apr 08 2006 at 8:32 AM Rating: Default
I know i'm not the only one thinking it... Make selbina one of the places you can access your mog locker so you don't have to run all the way to another city to get gear or change jobs or whatever else. LOL thats just a thought. And yes i agree with one other person. Make another area with the availability to mobs, camps, towns, outposts, and homepoints as the dunes. Because we all know once AU comes out there will be 50,000,000,000 BLU Puppetmasters and Corsairs clogging up the dunes.

Now i must plug my other "cause". Anyone who agrees with this (mnks) quote me on your pages.

"Counter-attacks should add to your TP%. I see no reason that getting hit gives you 1-3 hitting something gives you 5-12+ yet countering which is hitting gives you 0. Make Counter attacks give TP, at least the 1-3 that we deserve for damage being inflicted. At this point this is the only physical damage without a TP% bonus."
Memory problems. Real or just an excuse?
# Apr 07 2006 at 4:06 PM Rating: Default
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726 posts
I'm not a programming genious but do have an understanding of how it works so...I'm still trying to figure out how coding more space for the existing system will take up more memory than...programming an entirely new storage system worth of code and then saving the additional items in that. You are actually adding more savable code with the new system than by expanding on what's already there.

Oh and the PS2 is not causing memory save problems so stop blaming it.
RE: Memory problems. Real or just an excuse?
# Apr 07 2006 at 9:58 PM Rating: Decent
Because it's probably done by the server.
mog locker
# Apr 07 2006 at 6:05 AM Rating: Default
WOW i can't wait for this expansion. I am soo over burderned with space because i have so many jobs leveled.
Stupid idea.
# Apr 06 2006 at 4:31 PM Rating: Decent
*
236 posts


Edited, Thu Apr 6 17:32:58 2006
RE: Stupid idea.
# Apr 06 2006 at 4:38 PM Rating: Default
It wasn't stupid, but most people know the reason why there can't be additional inventory, mog safe, or storage slots. It's because of the PS2 memory limitations. If the PS2 version was canned I'm sure there would be increases to all three of those. Limitiing storage space is a good thing too.
Valkarum Dunes Redux
# Apr 06 2006 at 4:22 AM Rating: Decent
y'know... all I really want is a new version of the Valk dunes... WITH MOGLOCKIN' MOGHOUSE access.

I'm hoping one of the AU areas is the right level mob mix for the 10-20 leveling band.
RE: Valkarum Dunes Redux
# Apr 06 2006 at 10:23 PM Rating: Good
Hey what job did you get to 30 to have RNG at 50? Just wondering...since all your normal jobs are under 30.
RE: Valkarum Dunes Redux
# Apr 10 2006 at 2:20 AM Rating: Good
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61 posts
lol good eye ^^
RE: Valkarum Dunes Redux
# Apr 08 2006 at 12:18 PM Rating: Default
Looking at their jobs I would say they are a RNG/NIN, at RNG 50 their sub would only have to be 25.
RE: Valkarum Dunes Redux
# Apr 08 2006 at 12:24 PM Rating: Decent
What job did they get to 30 to open RNG.
RE: Valkarum Dunes Redux
# Apr 08 2006 at 3:12 PM Rating: Decent
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799 posts
since not all jobs are listed, I'm going to presume that maybe WAR? or MNK? he may simply have forgotten to list the job that got to 30. or may REALLY not want to play that job anymore?
RE: Valkarum Dunes Redux
# Apr 10 2006 at 2:22 AM Rating: Good
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61 posts
True not all jobs are listed... but why would they leave out the war or mnk... i mean there are under lvl 30 jobs listed so whay leave out a lvl 30 job....
im just ranting for no reason
sorry ^^
RE: Valkarum Dunes Redux
# Apr 06 2006 at 11:24 AM Rating: Decent
from what ive heard the target audience for the new expansion is high level players. i dont know for sure but most the areas should be pretty high level agroe. dunno tho but theres my input
heres the link to the page

first paragraph talking bout "Assult" maybe this helps
RE: Valkarum Dunes Redux
# Apr 06 2006 at 11:25 AM Rating: Decent
http://www.playonline.com/ff11us/topics/060324.html

this is link other ones not working
why complain?
# Apr 05 2006 at 8:16 PM Rating: Decent
It sounds nice and shouldnt be that hard to take care of, only down side is that you can for now only access it via AU areas but thatll get fixed, only thing i wonder, are areas around AU cities also low lvl areas, cuz then you could store low lvl gear in it..BTW why complain?!? they dont have to give us anything but they are working on solutions to make things easier, so what if you have to farm an item for rent, its not like you dont have to farm anyways
Storage
# Apr 05 2006 at 7:23 PM Rating: Decent
Sorta Off Subject, Is the memory limitation the same reason you can only have 80 Storage Spaces even if you have furniture that gives you more? (Mule + Water Jugs FTW)
RE: Storage
# Apr 06 2006 at 4:58 AM Rating: Decent
****
6,424 posts
You have a maximum of 80 mogsafe, 80 mogstorage and 60 inventory.

Those 80+80+60=200 items need to be kepted in memory, hence the limits.

Furniture increases mogstorage, but never above 80.
Water jugs are a poor man's choice, because they only give 2 slots, but TAKE 1 from safe.

40x STG:2 (ie. chest, water jug)
Mogsafe: 40 , Mogstorage: 80, Total: 120
27x STG:3 (ie, coffer)
MogSafe: 53, Mogstorage: 80, Total: 133
20x STG:4 (ie, cabinet)
MogSafe: 60, Mogstorage: 80, Total: 140
16x STG:5 (ie, armoire)
MogSafe: 64, Mogstorage: 80, Total: 144


The ultimate storage efficiency is:
8x STG:7 (all 8 Rare/Ex mannequins)
5x STG:5 (armoire) / 6x STG:4 (cabinet)
Mogsafe: 67/66, Mogstorage: 80, Total: 147/146

RE: Storage
# Apr 06 2006 at 11:44 PM Rating: Decent
40 posts
80+80+60=220
RE: Storage
# Apr 08 2006 at 6:24 AM Rating: Decent
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111 posts
pwned ...

Kristal... please recalculate your storage capacity... and keep in mind i dont want a galka mannequin in my MH...
RE: Storage
# Apr 05 2006 at 8:26 PM Rating: Decent
more room is still good,no matter how folks look at it,just hoping we dont get raped on the prices of the items needed to activate the Mog Locker.>>>Thumbs UP SE!^^<<<
Better Yet
# Apr 05 2006 at 6:56 PM Rating: Decent
Better yet, here's an idea for you programers at Square Enix. Don't make us WASTE our hard earned gil and just imrpove what we have now. Just make item bags hold more, or stack other itmes, increase mog house space with more quests, Gobbie Bag quest additions you name it. Trust me it'll pay off a lot better than wasting hours with testing and programing.
RE: Better Yet
# Apr 05 2006 at 7:16 PM Rating: Default
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1,743 posts
You clearly didn't read the update, you moron. They explained that they couldn't do that because of problems with the size of stored character data.
RE: Better Yet
# Apr 05 2006 at 7:34 PM Rating: Default
Hey hey hey no need to get personal. I know I was glancing I had to run off somewhere and I posted this when I got back home. I don't seem to think you have to get so aggitated. Yes I see where it says it and now

Quote:
Expanding available storage space requires overcoming several problems such as increasing the amount of savable character data, as well as considering the extra memory for displaying client-based information.


See? Now please just be more curteous next time, I don't know what crawled up your ****** and died. Good day sir/madam.
RE: Better Yet
# Apr 06 2006 at 5:18 AM Rating: Good
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499 posts
So you admit you didn't read the news before you replyed?

Why post then?

Read > comprehend > post

You'll annoy less people and look like less of an idiot.
RE: Better Yet
# Apr 05 2006 at 8:50 PM Rating: Default
I'm tired of people who think they know more then the professionals who work on this game.
RE: Better Yet
# Apr 06 2006 at 1:42 AM Rating: Good
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634 posts
eh the memory issue is really only a problem on the ps2 version... they could easily increase it for people playing on PC and Xbox... but then people would compain that that wasn't 'fair'
RE: Better Yet
# Apr 06 2006 at 1:20 PM Rating: Decent
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2,214 posts
I'm sorry, but I don't think you understand the limitations of the game world. Simply put, imagine if you log out in an area that requires CoP. now, log in on a system that doesn't have CoP installed. You will not be able to log into that character.

This doesn't seem like a big deal, and in and of itself is not. However, now apply the same logic to one of the hundreds of people who use both the PS2 and PC version of the game. You now have people who will either lose items, or have an inventory that would never properly empty due to the fact that they don't have access to slots that they would on another system.

Now there could be several ways that SE could program around that, however, not one of them would actually solve the problem, but rather make the problem more barable for some, however, others (if not all) would still be unhappy.

Now, the users who have both PS2 and PC versions of the game may be a small amount, I would guess maybe 300-500 users. However, considering say $15 dollars a month (with mules), SE would be looking at a gross loss of $4,500 to $7,500 dollars a month, and approximately $50,000 to $90,000 a year. With the current setup, they don't have that many people leaving because they don't like it. So, if you were a multi-million dollar company, which would you do. Put in something that makes a bunch of people happy, and suffer the people who leave, or do you find another way to make it work so everyone gets the options, and game play stays the same platform to platform.

This game was meant to be platform independant. If they start entering platform specific changes they are going to create more problems not only for the users, but for the poor developers who are probably already overstretched and beating their heads into walls because of outragous requets.
____________________________
http://na.finalfantasyxiv.com/lodestone/character/729735/
RE: Better Yet
# Apr 06 2006 at 5:21 PM Rating: Decent
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634 posts
"I'm sorry, but I don't think you understand the limitations of the game world. Simply put, imagine if you log out in an area that requires CoP. now, log in on a system that doesn't have CoP installed. You will not be able to log into that character."

Think again... I understand exactly what the implications are with client/server multiplatform games; as well as all the networking considerations they need. Probably orders of magnitude better than you do too by the way, so be careful whom you try to flame.

The limit they are currently designing everything around IS the PS2's physical RAM. They could fix some of this potentially by lowering the complexity of game objects in areas requiring more in memory data structs, or by doing a lot more swapping of objects that are way on the other end of the zone you're in... sure every time you swap to the HDD you slow down the client but it's certainly not the hard wall like they want to pretend it is.

Since they apparently don't feel like installing a smart memory management system in the game - that's why I suggested perhaps a few areas that PS2 can't get to. Sure that could cause issues too... but limiting the game based on something that really isn't a limit (and rather is just an excuse to avoid redeveloping part of the game engine's guts) as much as they'd like to pretend it is is annoying to say the least.

They could easily fix the problem with 'storage size' by simply showing a 'dummy' image of items in your inventory and only actually bring up the 'detailed shot' when you scroll down to it. This would be relatively easy to do but definitely would slow down the PS2 client a little bit for those who had close to max inventory space used.

It, however, wouldn't affect equipped items in any way - as those are in a object tree that has little to do with items in inventory/storage. Basically - by reducing the amount of data kept persistent in memory for your inventory objects, you leave room for more objects to be held. A usable item's activation code can be pulled up and used as needed - no need to have the code/graphics to 'use' echo drops constantly loaded in RAM just because you have a stack in your mog house.

There are smart ways to get things done beyond what has been so far... SE gives excuses only because they don't feel like fixing them - not because they're impossible to do.

But since they've got enough server issues as it is - this may be low on their list of items to fix. That sucks though - there's no reason my mog safe shouldn't be able to hold 200 spots, and I'd still keep my mules for hitting regional vendor NPCs so SE wouldn't lose much if any revenue by doing it either.

Edit: why on Earth am I getting rated down for this? Don't rate me down if you don't understand the deep innards of TCP/IP, programming languages, database servers, client/server interaction, etc... I've got a lot of experience in the field and what I say is absolutely valid.

Edited, Fri Apr 7 08:33:53 2006
RE: Better Yet
# Apr 07 2006 at 8:11 PM Rating: Decent
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2,890 posts
hehe
I usually don't post here however subject is rather amusing. I don’t work at SE though I have been in the game industry for about 5 or 6 years now.

I just want to answer one question that was asked.
I believe that Mindwalker asked why he was being rated down. So all I want to do is point out why.
It was fairly easy to see why by looking at what you are saying from the eyes of a person who develops games for a living.
I don't know how SE works internally, nor do I know how many people they have at a time working on FF11. I can tell you though some red flags in your argument that I found.

1.)"(And rather is just an excuse to avoid redeveloping part of the game engine's guts)"

Ok dude basically too a developer this reads as.
"Why don’t you guys just rewrite a huge chunk of the engine."
This is akin to walking up to a bunch of workers at a construction site just as the building is in the last steps of development and telling them to start over and do it again in less than a fraction of the time. Actually, its more like walking up to an already constructed building with people living in it and then saying that they need to deal with the slight inconvenience that the whole thing needs to be reconstructed and it needs to happen yesterday in order for them to make the deadline that was during lunch time today and they are already late because lunch time was 4 hours ago.
(Sarcasm) Oh yeah that was a realistic deadline! XD (/sarcasm)

You don't know the condition of the code base any better than I do right?
Remember these are the same guys that when asked about adding new features to link pearls they replied by saying that they don't know if they can change that part of the code because it was one of the first things that they ever implemented. Now I don’t want to knock the condition of FF11 code base but a response like that might very well mean making big changes like you mentioned to be very far from a realistic task. I definitely don’t think SE is just looking for an excuse. Far from it man, very far.

2) "Since they apparently don't feel like installing a smart memory management system in the game - that's why I suggested perhaps a few areas that PS2 can't get to."
3) "sure every time you swap to the HDD you slow down the client but it's certainly not the hard wall like they want to pretend it is."

Ok you do actually have a point. It is possible to find ways to lighten the load on memory with any number newly coded memory management systems. However, there is no way to take what you are saying from the world of hypothetical to the world of practical and useful.
Have you ever worked with A PS2 before? Imho they have like no memory. I bow down before all that can code for the PS2 let alone create a fully functional game that both runs and looks good. I bow even lower to anyone who would even attempt to create a multiplatform MMO that runs on the PS2 PC and XBox.

There are also all kinds of other factors too that both you and I don’t know about whether it be contract related to management too what ever. LOL
I’m sure Sony wont mind if SE just… oh I don’t know.. Makes the game run like crap on its platform.. BAH that’s Sony they are just a huge mega giant corporation they don’t actually have a say. XD

With all the above said...
If SE told me that they are adding mog lockers to prevent alien invasions from mars it would be just fine. All I can say is im glad you are not the head manager at SE because I would rather have a new cool feature than no game at all (because it wasn’t perfect). Thus that is why you have been rated down ^^d

And, as far as newly coded memory management systems: Most developers will tell you. "Oh that's for our next game."
And I greatly understand and welcome that thought.
RE: Better Yet
# Apr 13 2006 at 11:56 AM Rating: Good
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634 posts
hehe nice post.

Yeah I definitely understand that any SE development people reading my post would go 'oh ****!', but I don't exactly think that warrants the people who don't (and who often think they understand a lot more about how computers work than they actually do - so don't understand when a geek is 'speaking binary' so to speak) to go on a mad ratedown campaign.

Although I've never attempted to reverse engineer the code itself (but explored the object files a lot), I have seen many thinly veiled comments in 'official GM interviews' that essentially the codebase is on shakier ground than NT4 was back in the days when you'd have to install Service Pack 4 like 3 different times (immediately in install, after installing app1, after installing app2, etc) to get stuff to work.

I'm sorry for their sake, but it's not my fault if they don't have an active QA team working on bugfixes, reengineering 'scotch tape' from early rushes to get a semi-working chunk of code out the door, etc. There just are too many memory leaks on even a Windows box - and that's just the client end... I'm sure the player-objects on the server (where all the real numbers are generated, etc) are even worse off unless they've spend a lot of time isolating the leak sources in that code. Overall the code seems to work but I don't see why they can't continue to fix old bugs - especially since this isn't a one-off game but a platform that needs to stay running for at least a few more years. Obviously any patch can break new things - but test scripts could identify any of those pre-release.

I totally agree with you about the super tiny amount of RAM on a PS2 and I agree it must be challenging, however I'd rather have them reduce the memory footprint of the sound subsystem or something similar instead of affecting the inventory capacity - which really shouldn't take up that much space anyways. I've done some console and thin client coding so I understand the annoyances of coding with memory restrictions, however it's sad to have all FFXI players restricted essentially by some old fixable code that (most of which at least) really only pertains to the PS2 version.

I'm not sure if you've looked under the hood at all, but each game item has a unique reference # which is basically just a simple hex string - doesn't even look like they're using a (32bit) long int to store it (it seems to be 16bit). Now if they only are using 16 bits for object ID that does put a lower cap on the total unique number of objects the game can represent (~64,000), but it also means each item in 'storage' or 'mog safe' only takes a tiny amount of data to represent in memory if they didn't also keep all the attributes in memory - stackable items would perhaps need a tiny bit more since you'd also need to keep track of quantity, but there's no need to keep the damage and attack speed for a weapon in your storage loaded in memory unless you're actually looking at your storage box.

They say they can't increase inventory capacity, when if it was actually implemented correctly would only take a TINY amount of the total amount of memory allocated. As you at least understand, any graphics texture file for a typical beastman mob takes up a LOT more memory than a few hundred element long pointer array, linked list or other similar low level struct... The only inventory objects that would need to have 'details' loaded for them are ones equipped, or at the moment you 'use' them if they're in inventory. That's putting the cap around 20 (16 equippable slots + whatever consumables you may be using).

I know it's a lot of work and they'd need to fix other bugs in the process, but I really think they need to find a way to minimize the amount of game object data in memory to increase the functionality of the PS2 version - the other platforms of course should have enough memory and so it's more than a little bit annoying that we're being held back simply because SE didn't plan ahead when they were writing the PS2 code.

The accountants and managers at SE need to remember you need to invest in yourself... and not just for the sake of this particular game, but for their future projects as well. But since they don't actually play the game...

Edited, Thu Apr 13 12:07:00 2006
RE: Better Yet
# Apr 07 2006 at 5:08 AM Rating: Decent
46 posts
Although your ideas work from a programming view, from a networking view that's a major headache.

In a single player game, your idea would work perfectly since there's only one source of data. But in an online instance, won't work as well.

Whenever you move into a zone, all your info is loaded in as well. Generally the only packets your receiving after you zone is info in regards to other players as well as periodic commands from SE's servers.

That's why in high traffic areas such as Jeuno, lag is so heavy. You're getting hit with so much data at once that it takes time to process it all. And since it's constantly changing, it makes it pretty much impossible for it to be stable enough to be lag free.

Now, we implement your ideas, and that's a lot more packets having to be sent and processed as it has to pull even more info from the server to do it. This would increase bandwidth usage rather drastically.

Now, I know you're thinking that you're in your Mog House, so it won't be an issue. But that's where the bandwidth issue comes into play. A lot of other people are pulling data from the same servers and using the same lines and bandwidth you are. To pull this extra data could cause a lot of problems and potential lag issues, even in non-lag areas.

Although it's limiting true, their current setup from a networking standpoint is a bit less headache inducing since after the initial data pull, the main information being sent and received is information on things such as character positions and actions.

The only exception to this would be if item descriptions are stored locally. If that's the case, then it's a different story. If they're stored locally, then it's a mere matter of rewriting the code to do what you mentioned.

I'll admit, when it comes to the actual files, I'm not all sure what's stored client side and server side.

Of course, both of our posts is assuming we're correct on how they already handle this aspect.

Disclaimer: As of writing this, I'm a bit on the tired side, any issues with this post are to be taken up with the Sandman as he's yet to put me to sleep. Thank you, and have a nice day/night, whatever the case maybe for you.

Edited, Fri Apr 7 06:14:11 2006
RE: Better Yet
# Apr 07 2006 at 8:34 AM Rating: Good
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634 posts
No, all of the local data objects related to your items are stored in the many data files on the client. Although the 'values' (and the 'official' inventory list) are mostly stored/computed on the server end to avoid hax0rs cheating/minting their own gil, the client has all of the data related to what items look like, sounds, motions, spell graphics, mob graphics, etc. It's all on the local side - and much of it really only needs to be pulled off the HDD _as needed_.

Indeed those data files contain ALL of the objects that one could possibly equip, sell, bazaar, etc - even if it's from an expansion area that you don't yet have. The main data files directly related to an expansion area define the monsters, zones, music, NPCs etc in those areas. Any equippable/buyable/sellable/dropped item, however, is stored in the 'common' data definition area so all people can see all the items on the AH, regardless of what expansions they have installed. That's why anybody can see the weapon you have equipped, even if it's dropped from an NM in an expansion area that person who is checking you doesn't have.

Currently they seem to hold a lot in memory that just isn't required to be persistent (at least on a low memory platform like PS2). If the inventory hash in-memory was simply a list of object IDs (but not the full details of an object sitting in storage for instance), and perhaps a few major attributes about these objects, you could leave ALL of the graphics and activation code routines (as well as the detailed attributes, which is still small but much more space than a single object ID) sitting on the HDD until used AND have cleared up room for MANY more objects in your object hash (i.e.: your character could put more crap in mog house, storage, gobbiebag, etc.).

Everything I mentioned wouldn't increase bandwidth in the slightest, and indeed if they did an upgrade correctly, you wouldn't even get an 'update packet' from the server mentioning that somebody entered the same zone as you until you; opened a search window, got within a certain proximity of their character, were in a party/alliance with them (before they zoned), or you heard a /shout from them. Then once the server tells your client that you're 'so far' away from them again, your local client can recover the memory used to store that other player info, and has no need to track their position in-zone - unless of course you approach their location when the server would tell your client to add it back on to 'nearby objects' list.

As is the game passes FAR too much information to the client about who is in your current zone... and especially when we're talking about Jeuno there's simply no reason to pass along all that data to the client - other than it was much easier to code that way.

Yay SE... :<

Edited, Fri Apr 7 11:43:05 2006
RE: Better Yet
# Apr 07 2006 at 8:29 PM Rating: Decent
46 posts
Ah, now see, that makes more sense than before.

I was tired when I was reading what you said, so I was thinking you meant it going another way that would chew it up.

And thanks for clearing up what's all stored locally. Kinda hard to find out when you're on a PS2, though hopefully that'll be remedied soon.

I think when they first created the game they didn't expect all the addition items and rare/ex stuff which is the main culprit for the lack of space. Which honestly there's a few rather simple ways to fix that issue as well they just don't do it.

Anyway, thanks for clearing that up.
RE: Better Yet
# Apr 06 2006 at 5:21 PM Rating: Good
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634 posts
doh.. double post.

Edited, Thu Apr 6 18:22:04 2006
ToAU only?
# Apr 05 2006 at 5:39 PM Rating: Good
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189 posts
its gonna be available in ToAU rent-a-rooms only? ; ; im not gonna like havin to go all the way to an AU area just to nab some gear :\
but, they did say they were gonna work on making it accessible to other areas in the future.. i just hope they dont mean distant future. i guess we'll just wait and see~
RE: ToAU only?
# Apr 06 2006 at 4:45 PM Rating: Decent
It said to start with it will be ToAU rent-a-rooms. As the game progress there will be many more changes. It'll be just like CoP where some areas weren't released at the start of the expansion.
Jueno acess to Mog Locker {Yes, please}
# Apr 05 2006 at 5:33 PM Rating: Decent
47 posts
Quote:
When the Mog Locker is first introduced its use will be limited to Rent-a-Rooms in the Treasures of Aht Urhgan areas.


=/

I was really hoping they would have given us acess from ToAU Empire and Jeuno from the get go. I'd help out /shouts for level cap missions so much more if I could only store my level cap stuff on hand instead of muling the stuff over >.> Not letting us store +1 items made the storage NPC's all but useless save for AF and some event stuff /sigh.

Well, here's to hopefully giving us acess from Jeuno. Maybe the Al Zabhi well become Jeuno#2 lol.
nice
# Apr 05 2006 at 5:17 PM Rating: Decent
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2,306 posts
need to find something to remedy my storage issues already. i got limited inventory space to start, this will help out in putting useless RareEx stuff up until later.
hmmm
# Apr 05 2006 at 5:05 PM Rating: Decent
****
6,424 posts
There's a flying rodent haunting my mansion... I wish I had a cage of sorts to trap him in... a mog locker if you like...
Memory Issue
# Apr 05 2006 at 4:59 PM Rating: Good
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792 posts
I understand what the article says - hell, I'm a programmer, I can relate. But... I fail to see how adding items to a "Mog Locker" and making a separate system to put stuff in, along with the rent system, make for -less- space used up in memory. In theory, those same memory spaces are used if you just add more space to Mog Safes... in fact, one could imply that it takes up -less- space, because you don't have a whole new database of pointers to refer to. Am I missing something here?
RE: Memory Issue
# Apr 05 2006 at 7:41 PM Rating: Decent
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417 posts
Probably they are having problems with the memory being used to display the content of your mog space not the actual memory that stores the data of what you have in there. I'm also a programmer and thats one i can think off.
RE: Memory Issue
# Apr 05 2006 at 9:48 PM Rating: Good
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792 posts
Quote:
Probably they are having problems with the memory being used to display the content of your mog space not the actual memory that stores the data of what you have in there.

Excellent point, I didn't think of that. For some reason, I took it to mean that they didn't have the space for the actual memory for the items. Also, I thought it might be that they'll store it serverside, but then I realized that it would create so much load that we'd be back to the days of maintenance every twenty minutes. X3
RE: Memory Issue
# Apr 05 2006 at 8:41 PM Rating: Default
41 posts
more than likely the AU areas are gonna be hosted on several other pieces of linked server equipment (it's not like all of caitsith is on 1 server after all, but an array). In all likelyhood some of the server space in the AU array will be allocated to locker/character space. With the time constraints of a hard release date they probably just haven't been able to set-up the links in the code to other areas. I do wonder if use is going to require completion of a quest 1st. Understandable if it does, I just have alot of stuff on my plate already...Smiley: banghead
____________________________
"I didn't do it, nobody saw me do it, you can't prove anything..."
-Bart Simpson, Bill Clinton, the CIA, any defendant...
RE: Memory Issue
# Apr 05 2006 at 9:08 PM Rating: Decent
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417 posts
Yeah more likely. Thats why they promised that in the future we will be able to access the storage area from place other than MH.

I hope they do it like the way we can see what we have in our mog house safe everywhere we go. Letting us see what's inside our furnitures will help too i think.

I feel the same way regarding the need for space^^

RE: Memory Issue
# Apr 06 2006 at 1:47 AM Rating: Excellent
39 posts
You can check your Mog House Safe anywhere using the menu View Safe or typing (/bank).
You can check your Mog House Storage (that which is hidden in your furniture) anywhere by typing (/storage). The help [/?] for (/storage) says "Opens the Storage menu. This comand is used in the Mog House." However I know it works with the PS2 and PC versions anywhere in Vana diel.
I look forward to what SE comes out with on the new expansion. ('-'*)

Hope this helps
RE: Memory Issue
# Apr 06 2006 at 4:45 AM Rating: Decent
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417 posts
Thanks for this! I obviously dont check all the / commands. I know i can access mog house storage anywhere by using the menu. I didn't know about the /storage command. really helpful^^
#REDACTED, Posted: Apr 05 2006 at 3:52 PM, Rating: Sub-Default, (Expand Post) Not gonna lie, right now I'm thinking "**** the PS2, just give us another damn gobbiebag!".
bah
# Apr 05 2006 at 3:39 PM Rating: Decent
i dont like it at all...they are just throwing us bone....
Two Things:
# Apr 05 2006 at 3:05 PM Rating: Decent
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450 posts
1. I definitely need more storage space, seeing as how I refuse to spend any money for a mule character, even if it's only $1.oo - however, with <Mog Locker> in autotranslate, I can see it being used in place of a certain naughty word:

The Vanguard Necromancer uses Astral Flow!
Shiva uses Diamond Dust!

Kayberry is defeated by Shiva.
Altoc is defeated by Shiva.
Arianna is defeated by Shiva.
Friedchocobo is defeated by Shiva.

...
Kayberry > That [Green]<Mog Locker>just MPK'd Altoc!
Altoc > T.T[/blue]


2. To rent it, it requires an item, that can be traded or placed in the Auction house, that is used in place of gil. I wonder how quickly the gilsellers will be on top of either using these to exchange gil with buyers (like how pachinko parlors have those tokens as prizes you can trade in later for cash, to avoid antigambling laws in Japan); or just farming them for gil.

Edited, Wed Apr 5 15:06:02 2006
RE: Two Things:
# Apr 05 2006 at 8:01 PM Rating: Decent
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268 posts
Kay, I love you. XD
O.o
# Apr 05 2006 at 2:22 PM Rating: Decent
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421 posts
Prayer does work...Thank u Jebus
This is a good idea if.....
# Apr 05 2006 at 2:02 PM Rating: Default
I think this is a good idea to have additional storage space outside of the moghouse. At least SE knows about the growing storage demands that have arose out of all of the expansions. Kudos for that. I dont mind paying "items" as long as they wont be items that can be manipulated by the RMT groups.

Thanks and that is my two cents...Baude the SMN
stop complaining
# Apr 05 2006 at 1:57 PM Rating: Default
MY GOD almost evryone i see hase at least 300k now so you can spare petty change.


on a better note i think its a good idea to have a new way to sort out items and make farming easier.
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