Programmers! Can you explain the stash thing to me?

In case they trade with you bro.

if they had trading in mind where you could pull from the stash
or maybe trade item you can only have one of, is there such a thing?

also probably when another player is loaded near you and goes to the gemcrafter, he can craft gem from his stash because stash is loaded up, as can you

Jesus - I forgot you could trade yellows in this game.

FFS - they did all this just for some idiotic feature no one uses?

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I could second this theory. Offloading work to the client side is certainly one reason things may be the way they are.

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Keeping the stash server side instead of client side stops item duping. Check D3 on the consoles for ridiculous examples of item duping, as they keep the items on the client side.

Not that I am a programmer either, but that is how I understood item duping.

This whole “load everyone’s stash you meet” stuff is complete nonsense and just bad game design. You can save items on other character slots. Why is that not a problem? Every character you have doesn’t have to be loaded every time you see someone else in game, no reason the stash has to be either.

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Ive also forgotten that, in game lol

All it is, is a bunch of JSON strings probably. It’s not like it’s a massive amount of data.

The problem happens when your client tries to load all the assets for the items in those strings.

They probably need a rate limiter on the loading function to prevent it loading all at once.

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no
it seems to be legacy code as in d3 had trading before and the code is then there

and they reused it rather than start from scratch which is where the laziness comes in
but is also because of unrealistic deadlines

From the response Joe gave in his tweet, it can only be because they re-used D3’s stash code.

Blizzard are using cheap and kinda bad infrastructure in their games since Wow: Warlords of Dreanor.

Before there was a physical servers and they used it a lot, but later during Draenor they started to use virtual cloud hosts and the latency and stability of service became many worse.
There was no sharding or layering and still there was no lags. At AQ40 opening (a global server wow event) there was close to 2000 people in one location and it was not so laggy when they did the same in Wow Classic with server layering.

I’m sure they were cutting costs because server infrastructure is expensive, so this is the result. Now they need to preload more data to the client because they are using cheap and awful cloud virtual hosts and they dont want to pay more for it.

Activision Blizzard as it is.

I wouldnt doubt it, I also would be surprised if they denied that.

Us: Did you reuse code from Skyrim in Fallout76?
Todd Howard: Absolutely not!
Us: But there are comments referring to dragons in the boss code…
Todd Howard: Ok we did

It’s about money. Database calls are expensive. Making everything load for everyone takes less db calls than separating it.

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if that was the case it would be a simpler fix
just rebuild the queries
infact they said this code is costing them alot

It is a simple fix. It just costs them a lot more money.

You can also overwhelm the database. THey are probably not using the best database they can. Or they were worried about scaling.

I am not a game developer but I did develop software. I heard that playstation and xbox have to use a specific db. Can’t remember what it was but it wasn’t mysql, so it might be part of the reason.

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pretty sure they said in campfire they had to keep upping server memory due to this code

that isn’t cost saving, that is the opposite

Thats disappointing if true. Like, you have the resources, use em, scale back after you see what happens. Its like when New World had log in issues when the company that made it literally owns AWS…

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So can i assume that they load all potential drops from a dungeon in the initial load in?

Or are they doing calls everytime I kill a monster?

On that note

We either have a hack that tells you everything that will drop when you load in.

Or

The amount of calls you do to the DB in a town is irrelevant.

Drops are probably determined client side and then synced with the server at some interval.