Architect Archive
Thread: Top 5 Issues (rough Draft) 2.06.04
I guess the biggest problem for us as Architects, is we don't really have a MAJOR problem, so we don't get much attention from the DEVs. What we do have is a long list of "what bugs us" about our career. The largest concern I have, is lack of return sales. I can only sell so many couches before everyone around has enough. Same goes for homes and harvesters... and everything I make for that matter.
Providing weget something like theGCW schematics, something that can be destroyed and is meant for destruction, would help return sales. But only on one specific area.
Do people just destroy thier furniture when they buy a larger house? Or when they move in with a friend?
I don't think they would.
Message Edited by Bandola on 02-09-2004 02:55 AM
I really dont think there is an issue with the database. we ARE going to use whatever we need, and if we run out of storage in our house we will just find ways around that. Alot of people just do static server swaps with houses and factories if they need space. Others store them in PA halls and hoppers. Having 100 items per crate and stacks of 1 million would just make our lives so much easier and make the game more enjoyable.
I currently have 2 houses and 2 factories. that leaves me with 2 lots, not alot for someone who goes through 1 million units of resources a week. Thankfully I am mayor of a huge city and am able to use some city structures to store certain items.
If they were really worried about database space then why would they include completly and totally useless drops of loot on nearly every type of mob? Is it fun for anyone to loot a broken datapad and then immidiatly destroy it? Id rather not loot anything, it would save me time.
Message Edited by Thornstar on 02-09-2004 10:51 AM
Dvnce wrote:
Issue 1). Bugs These are what we have set as bugs, we need them fixed or addressed and clarified at least if this is as intended..
Master Armoire still is not right.
The resource stack size and crate size would help with database issues. Each item (or icon) is one record, with a quantity field. Raising the quantity field limit would not affect the database at all, except to the good by creating fewer items/icons. Those that say they keep 1k GTs on hand...great. If that fits into 10 crates of icons, instead of 67, the DB load is that much less. Also, having 10 crates of 100 GT's is less load than the current minimum of 16 stacks of stuff. Even going to 1M stack size, we still need a minimum of 6 stacks. Having 1M stacks would cut down considerably...for me, it would create a bunch of 200-800k stacks. Even those that have huge stores of resources would see a drastic reduction in number of icons. And there would not be that much more hoarding. Those folks that truly hoard stuff can still only get so much stuff out of the ground. It may allow them to pull up a couple houses and plant a few more harvs, but even then you are looking at no more than a couple more stacks of resources per week. The change may not reduce the total number of items/icons in game by much (for the hoarders), but it would tend to reduce the expansion via lot trades and such. I have considered doing a lot trade to get an extra 20 lots (my wifes acct and mine). With these changes, I would not need to. And to the one that said they would keep the same number of crates, regardless of size...why in the world would you need 6.7k GTs on hand? Even 1k of them seems a bit overboard (to me...you may have reason).
The biggest help I see coming from the crate change would be the ability to do decent size runs of final products. Being limited to a max of 28 Heavy Minerals sucks. Of course, I could sit around and babysit the factory, dropping in extra stuff from my inventory/backpack...but even that only gets the max to 60, and with some creative use of the output hopper on top of that(start the HMMI run with it full of OMUs) you could make 90 HMMIs. A little over half the full schem run of HMMIs (166 due to SSSMs). And that means having nothing in inventory, bag, or either hopper that is not for this run....assuming you can even get the output that full...my factories all choke anywhere from 60-80 items in output. And it means sitting at the factory dumping stuff in for up to 7 hours....and hope you don't LD or warp away from the factory, or the Input hopper closes and you have to stop the factory to open it back up. (why can I look at the output but not the input when factory is running?)
Gawd I ramble.
Message Edited by Tweaky on 02-10-2004 06:09 AM
As much as I'd like to see every stack size increased, I do see a problem with it. I sell guildmates food and drugs on my vendors and many peopleI know buy it in crates. Unless we can split a crate into smaller crates, this could be a problem. I know I wouldn't want to buy a 1000 piece crate of Muon.
-Agrin Pi'Nel
Tarquinas
Master Artisan
Master Architect
Master Tailor
That's a valid point, I see no reason why it should not be possible, I believe splitting crates can be done today.
Stargzrrag wrote:
As much as I'd like to see every stack size increased, I do see a problem with it. I sell guildmates food and drugs on my vendors and many peopleI know buy it in crates. Unless we can split a crate into smaller crates, this could be a problem. I know I wouldn't want to buy a 1000 piece crate of Muon.
Bandola wrote:
That's a valid point, I see no reason why it should not be possible, I believe splitting crates can be done today.
Stargzrrag wrote:
As much as I'd like to see every stack size increased, I do see a problem with it. I sell guildmates food and drugs on my vendors and many peopleI know buy it in crates. Unless we can split a crate into smaller crates, this could be a problem. I know I wouldn't want to buy a 1000 piece crate of Muon.