Architect Archive
Thread: New vendor limit numbers.
I am sorry but as a master merchant that has been a merchant since day 1 and is all i wanted to be, i will resign rather then be forced to give up my casual game status, this is unacceptable to me as a paying customer, I am not happy with it no matter what tiny limits they "give" us as a if they are doing me a favor. I am not happy and will cancel any account that I use just for merchant status if this si the 'bone; they are tossing me and thinkign i will gladly thank them like a mindless lamb led to slaughter.
Bandola wrote:
This could be OK as long as they release it in steps.
...otherwise what am I going to do with all the items on pages 2 and 3 ? I will just lose them ? ...
new limits
Now its an aggregate limit and the max at master is 4000 units. Since its aggregate you can spread your items across your vendors how you see fit up to your total limit.
Manusara wrote:
6 Vendors with 500 Items each would be much better IMO.
Bandola wrote:
The fact is having to put in 12 vendors to achieve the same result would have hurt us a lot more, with already limited space and item count in houses that would have been too difficult for many of us, and 12 vendors would have increased the load on the servers, what with the need to load all those, plus any clothing as well. I wonder if it was player power or their own realisation that brought us to this end?
Personally, I don't see what the "benefit" is to the database. They made it sound like there were too many items and the server was taxed by having to do huge queries for vendors full of items. So they impose an insane limit, then they back off and make it a bit more sane but add six extra vendors. Ok, that makes sense, the limit on items per vendor means shorter queries will be the rule. More of them, yes, but quick to execute. It seems the processing "overhead" would be increased by more requests for fewer items, but latency would bedecreased because, even multi-threaded and time-sharing, the server can only physically accomodate so many requests at once. If it's tied up for a few hundred milliseconds each by thousand-item queries, that's a spot in the processing queue that can't be used by the "next" request. A backlog starts building up, and the server bogs down. Make the queries shorter, and it can finish and ship them out; lag doesn't build up because the human(s) on the other endcan't send requests any faster than they did before. While they send more, the load has been dispersed over more time.
So when they turn around and make the limits aggregate, allowing you to have 4000 items on one vendor, my reaction is "hunh? What was all this supposed to accomplish anyway?"
Does anyone know? Does Sony?
Bandola wrote:
Yeah! much better, amazing how they play a psycology tactic. Nerf, reduce the nerf effect, tweak it a bit and bingo, there they are, exactly where they want to be and everybody is cheering, despite the fact it is still a nerf.
The fact is having to put in 12 vendors to achieve the same result would have hurt us a lot more, with already limited space and item count in houses that would have been too difficult for many of us, and 12 vendors would have increased the load on the servers, what with the need to load all those, plus any clothing as well. I wonder if it was player power or their own realisation that brought us to this end?
Well, I am reasonably happy, despite the fact we have less capacity on the vendors I believe the end result is acceptable, and far preferable to having to fill our houses with vendors.
Having said that, the ability to create a temp vendor in the middle of nowhere now that I have 12 available and buy things people offer on the fly will change my business for the better.
Fivo Asia