more attachment points
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WeFlossDaily Resident
If anything we need less attachment slots, cause even with 38, people refuse to even attempt to optimize their avatars.
Cynos3D Resident
We can have more attachments without breaking everything and allowing no mod brands to keep doing their thing, but LL needs to put in the work to transition out of a hard capped limit towards something doesn't rely on arbitrary attachment numbers to limit performance issues. Not everything is created equally nor does it impact servers and client viewers the same, we need a flexible system that recognizes that.
Light Snacc
And increase the amount of issues brought on by having 38? Why?
SL is a giant lagfest and avatars are one of the biggest reasons why.
Optimization doesn't exist in this platform like it would in video games (trim sheets, etc). To limit this, there is a limit on attachments. These attachment can have many scripts, many assets inside itself, many textures as there are faces, and lots of other things.
There exist workarounds already that you can link two attachments together sometimes and the functionality won't break, allowing you to effectively wear more.
A higher attachment limit means that users will quickly slam attachments on to that attachment limit, complain that the limit is there, and we're back at square 1 with the only difference being now avatars are even more taxing on PCs.
I think we shouldn't do this.
prissypaw Aldrin
i don't agree this can be solved by making bodies like maitrey modify or using bodies which are modify so that you can link things like hands, feet, heads, tails, wings to the mesh body creating a single attachment rather than 5 or more, this is a personal managment issue and not a linden issue.
Zanya Resident
prissypaw Aldrin While I would love to see more creators make their products mod, most won't and short of making it mandatory (which I do not support). What you're suggesting is offloading a minor problem for the devs by creating a major one for the users.
prissypaw Aldrin
Zanya Resident i don't se how it would be a major problem for the users, aside from the falacy that it protects against copy bot, or that some think the avarage user is to stupid to learn how to use secondlifes tools properly, if you are thinking liability i think it is up to the user to take responsability when they breakthings especialy things when stores have redilvery systems, you can't make an omlet without breaking a few eggs, so please do explain how it would be a bigger problem?
Zanya Resident
prissypaw Aldrin So the people who haven't learned the ins and outs of modding and building tools, something I might add keeps changing every few years, are "stupid"?
Those skills take time and effort to learn, I should know, I've been a builder since Obama's first term, but I have never been so arrogant to demand everyone else to become that familiar with them as well. Some people who have real jobs just come to this world to relax and socialize.
As for the various problems, I've addressed those across multiple posts, at least one you already replied to. I see no need to further entertain the curiosity of someone who has so much contempt for a majority of the userbase.
prissypaw Aldrin
Zanya Resident " I've been a builder since Obama's first " i have been in sl since 2007 and have done it all so i know the processes
as for taking time i won't deny that, an appeal to epxperience though is rediculus because there is always some one who knows things you don't.
"So the people who haven't learned the ins and outs of modding and building tools, something I might add keeps changing every few years, are "stupid"?" thats how you make your argument sound, i don't consder any one stupid or incapable, however you choose to treat your customers like they are, there for it is you who say they are.
"Some people who have real jobs just come to this world to relax and socialize." this is not enough to invalidate the people who can and do learn to modify and build being locked out of that option by creators who think their customers are not good enough to handle that skill.
in the end its creators like you who do this that craete the cycle of increase and match/exceed that forces the lindens to ever increase their attachment limits, instead of being a voice in the community to find more creative ways of sloving this problem.
Alessandra Corvinus
Yes, it's overdue and reasonable to expect.
Light Snacc
Alessandra Corvinus Not without improving the performance of SL, it isn't.
Zy Butcher
Link rigged mod mesh together so you save attachment points. I use less than 10 most of the time.
Sylwia Obolensky
Zy Butcher my attachments are no mod
Zanya Resident
Zy Butcher A lot of attachments are no-mod these days.
prissypaw Aldrin
Zanya Resident because people keep buying them and not thinking about what it costs themself and the community to vote with their money.
Cynos3D Resident
prissypaw Aldrin Butting heads with creators that aren't willing to make their work mod isn't going to help anyone with attachment count shortage nor will it incentivize them to cater to you, they can do as they wish and don't need to justify their reasons. If you don't like no mod items, don't buy them. We don't need to choose either or, both can exist at the same time.
prissypaw Aldrin
Cynos3D Resident i already choose not to use bodies and parts from creators who make them no mod clothing is different but body parts are a nogo i tried maitreya i hated that it was so limiting i praise bodies like ebody reborn for their choice to be modify when ever it comes up, even if i didn't like the shape it provided, i still use older bodies like kemono because they are mod and are supported by some of the items that make me me, butting heads with creators allows others to see who they realy are even if it exposes who i am, some one has to do it for the sake of transparency and honesty.
Cloud Python
Because the average avatar doesn't already have 2-3 million triangles and coming close to 1GB worth of textures or anything...
Moo Boo
I'm upvoting this but let's be real, LL won't let this be a thing 'till SL is basically a wasteland and no one's around to see it anyways.
Pro tip:
Rez out the stuff on the ground and link it all together.
I typically use a dozen deformers and these I all link into one object so that I don't need to waste 5-6 attachment slots on it. Same with fur, I have 3 linked into one item. Same with facial piercings and head mods, I'll rez out the head and link all piercings and mods to the head and then pick it up with a custom name so I remember which copy has what items included etc.
This typically breaks any scripts within the item(s) and so I make sure to set any settings that I'd like (colour / state etc) and then remove any script from the item before linking it all together.
By linking it together you can technically have unlimited attachments.
Sylvie Jackman
Moo Boo Doesn't work with no-mod deformers, btw
Miabella Ethereal
Moo Boo Unh? I am not sure where you hangout but the places I go easily have 50-101 avatars almost daily. Real players no bots.
Cynos3D Resident
Moo BooThey never said it wouldn't happen, they're probably concerned about the increased scene load and are looking for ways of further optimizing SL before adding additional load.
Zanya Resident
A good head, body, and hair can take up 8 attachment points just on their own, and basic utility HUDS another 6-8, so this is long overdue. At least another 10 would account for mesh bodies and parts without substantially affecting lag.
prissypaw Aldrin
Zanya Resident if the community were to opt for mod items instead of no mod items thos attachments could be linked to the hair/body or what ever reducing attachment points, this is a personal managment issue not a SL issue.
Zanya Resident
prissypaw Aldrin I don't find it helpful to bring up "IF". Creators who make their items "no-mod" aren't going to be moved and if LL makes it mandatory all that will happen is fewer sellers.
prissypaw Aldrin
Zanya Resident this is the problem and its cultural one but a valid reason to not force it, however the cycle of increasing attachment sizes and maxing them out willl continue at this rate we have aleready had one increase.
Zanya Resident
prissypaw Aldrin Cycle? What cycle?
How many times has the attachment number been increased in the last 20 years?
prissypaw Aldrin
Zanya Resident atleast once since my start in 2007, maybe more durring the development cycle in the early days, they had also added many of the attachment points you now enjoy because viewers had added them and it caused a mismatch of experience for those who didn't use one of these viewers, and what happened we are here again with people asking for another increase.
Cynos3D Resident
prissypaw AldrinI don't reeeealy want to keep doing this, it's hacky, tedious and forces me to wear clumped outfits instead of allowing me to freely interchange parts, this is very much a workaround solution and after 20 years i'm dooooooooooooooooooooooooone with hacky workaround solutions, fix the underlying problems.
prissypaw Aldrin
Cynos3D Resident the things to link are the avatar parts head, hands, feet, tail, wings etc. not clothing, and unless you like only one hair style not hair, so if you are using it right its not realy a hacky work aorund, as for reaching limit if you are attaching that much in outfits you are just going to run into run into the issue again because you will just attach more.
Lindinha Hyun
It would be very good
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