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Templar XIII
170
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Posted - 2015.05.17 12:09:00 -
[1] - Quote
I'd like to know, how much memory is being taken by having different amounts of modules and suit fittings to load into battle?
Isn't it possible to: - have no module amounts at all, having to auto purchase with ISK, LP or/and AUR each time we deploy? As if all fittings were red all the time. Fitting suits possible as usual with skill, CPU/PG and ISK as constraining factors.
- officer weapons and suits would have to be exempt from this rule, as they cannot be repurchased. They are the only ones displaying any limitation on suit fit amount - have to be, to avoid accidental use up of officer resources in lack of pre-information.
- ISK, AUR and LP spent on modules and suits would have to be refunded back to each player's pool to allow autopay on deploy
- AUR spent refund might be a problem, though, don't know its effects on loyalty ranks
- Aurum purchased BPO items would not be affected
- the concept of pay to deploy, lose suit, lose ISK is being upheld this way
- restocking suits would be a thing of the past this way, purchase will be 'as and when needed' (auto restock to 1 on single fit being deployed)
- don't know whether different module and fittings amounts loading into battle is better to memory than having ISK/AUR/LP transaction on each deployment
- in case loading different fittings and modules amounts into match is marginal on memory, this post is allowed to die.
**funny thing is, I've seen this concept before, in each of KTB'S videos tbh, and it itched me every time to see the suit purchase transaction before every deploy** |
Templar XIII
171
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Posted - 2015.05.17 13:03:00 -
[2] - Quote
Dreis ShadowWeaver wrote:Thank you for contributing. TBH, I never imagined that the quantity of items had any quantifiable impact on memory.
If I remember correctly, restocking fittings in-match led to game and system freezes for a lot of people on a regular basis, me included. Thats where my assumption stemmed from. |
Templar XIII
174
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Posted - 2015.05.17 13:34:00 -
[3] - Quote
deezy dabest wrote:Templar XIII wrote:Dreis ShadowWeaver wrote:Thank you for contributing. TBH, I never imagined that the quantity of items had any quantifiable impact on memory. If I remember correctly, restocking fittings in-match led to game and system freezes for a lot of people on a regular basis, me included. Thats where my assumption stemmed from. I'd call such the result of a very much quantifiable impact, thanks for contributing, Dreis. From what I have been able to tell the restock issues stems more from the fact that it is making a separate API call to tranquility which opens up a huge can of worms on where the actual issue could be on that. If you look at the operation that takes place from the standpoint of all of that happening while the PS3 is trying to maintain battle information and an open connection to the battle server it gets quite interesting. Interesting. Does this mean, that doing away with restocking by making each fit a fixed entity with a fixed price tag could remedy this? Is it then necessary to disallow fitting modifications in-match to uphold those fixed fitting identities in-match? That would seem to be a bit of high price. |
Templar XIII
174
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Posted - 2015.05.17 13:36:00 -
[4] - Quote
Aero Yassavi wrote:Not sure if there's any performance boost with this, but I always wanted a pay as you go method that didn't take as long as restocking one fit using the current method every time I spawn. Thanks a lot for this. 'Pay as you go' is a nice and quite fitting summarizing term. |
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