My point is that it's not a "completely inefficient and pointless design" - they are fetching data before it may be used, so when its used there is no lag... 100% a real life valid design decisionNo one is saying they know why Blizzard is doing it…they are questioning why, as it seems like a completely inefficient and pointless design. You can say it’s probably just an issue here or there but when they flat out state they don’t even want to add more than one inventory tab because it’s a problem…it’s obviously an issue.
I imagine each town is a process, and there's multiple processes per game server, and there's multiple game servers, etc. The individual process is loading players inventory and stash from additional network calls (from the database) into memory. I'm sure the database calls are the problem (as the process waits for this response it produces lag - they probably purposely treat it as a blocking call - to ensure data integrity). Now the players inventory and stash is in that processes memory, so when things like dropping directly from stash to ground is instant (for everyone that's in that process).
By fetching data before they are circumventing abusive behaviors. Imagine if someone drops a gem on the ground and that's when the process makes a database call (i.e., fetching only when needed). You want to limit that type of exposure, because its variable and not controllable. Especially if the player repeatedly drops gems (to produce lag, i.e., the number 1 way to dupe in d2). By having all that data in memory they are mitigating player controlled produced lag.
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