Comments by "kxmode" (@kxmode) on "Upper Echelon" channel.

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  6. 2:43 Bethesda's statement is a real thing. Unlike Fallout 3 and 4, Fallout 76 stores your items in a database. Every time you open your inventory, the game has to make a call to the database to ensure it has the current catalog. Sometimes this happens between views to pre-cache the data so that you don't experience lag. If you double the limit, then that doubles the amount of time it takes to read the data. Now granted, we're talking milliseconds, but in a shared online environment, a millisecond becomes exponential across all players. For this reason, ALL online games -- from WOW to Diablo 3, and Fortnite to Guild Wars 2 -- have to limit to inventory space. Fallout 76 is no exception. If they gave EVERYONE uncapped inventory space that would very quickly crash the databases. In fact, under such a scenario, a single person continually opening and closing their inventory could, in theory, crash the database and the game. The only way to make inventory unlimited is to go with an offline model like Fallout 3 and 4 or give the player a dedicated world where what they do has no impact on the main game. In case you think I'm full of BS, I work in the IT department of a multi-million dollar eCommerce company. I know a thing or two about databases and how they work for live services. All that said, that they didn't take into account hoarding as a signature behavioral feature of Fallout games, and that such a thing wouldn't work in a shared online environment with character's items stored a database, is bad game design and horrible information architecture.
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