Architect Archive
Thread: Warehouses
Fred75 wrote:
From a dev post.
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... today was a benchmark in SWG testing history: TC2 reached a population of 2200, several times our previous max. approximately 1/2 of those people were on Dathomir o.O
If you were there, you know that testing was not possible because of the lag. Here is how we are going to mitigate this for the next couple of days:
1) We are going to cap the server population at 1000. This has already been done.
2) We are going to reconfigure the server processes around Dathomir to handle the increased load.
3) We are going to bounce the cluster (and change the Village Phase) 3 times/ day. When this goes live the phases will change approximately every3 weeks.
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Message Edited by Fred75 on 08-13-2004 11:17 AM
That was only on the "test" server.
I don't know if they publish stats regarding the number of users on the "live" servers at a given moment...I haven't seen them anyway. If you have a link, I would be interested in seeing those stats. ![]()
go thru each item unless you make everything the same price.
-Indene-
- A building, craftable only by Master Architects, that can be used to store and organize items.
- The building should take4 lots.
- Maintenance cost is based on thenumber of items that can be stored in the building. This cost should be somewhat (but not prohibitively) more expensive than houses. If calculation of maintenance is not possible based on the actual number of items in the house due to game mechanics, then the building should store a significant and variable number of items (depending on assembly and experimentation) and the maximum number of items determines the maintenance rate.
- The building contains a number of "shelves", "storage bins", or whatever. These "storage bins" can be renamed.
- Objects cannot be dropped or rotated in the building. This includes vendors.
- Residency cannot be declared in the building.
I had mentioned something on Warehouses on another thread, but will summarize it here. I really like the idea. The more building types the better, I think.
I believe Warehouses should have the following attributes:
- They should be large one room buildings with an "Inventory Interface" for depositing and extracting parts. The warehouse itself might only be able to hold a few (10-20 items) outside the "Inventory Interface". It would be nice to be able to store tools, or put posters on the wall for asthetic purposes. But, you don't need many ... it is a shop.
- The "Inventory Interface" is a like a modified vendor. It has a searchable/catagorized interface where the user can store parts. The parts would be submitted, just like on a vendor, but would not be searchable by anyone except those with administrative access. The parts would not "expire" either (they could be left as long as the building was there.) Nor could parts be bought or sold from the interface.
- The buildings should come in various sizes. Maintenance could be determined by the number of parts, and/or the number of lots the building took up. Lot sizes from 1 to 6 would be nice.
- The number of parts the "Inventory Interface" might be relative to the lot size of the warehouse. For example, a 1 lot sized warehouse might be able to hold 100 items, a 2 lot sized warehouse 400, etc. all the way up to a 6 lot size holding 3600 items (using LotSize*LotSize*100)
- Another aspect that might be fun is to be able to add "Inventory Control Droids" (ICD), which would count towards the basic item totals in the warehouse (outside the "Inventory Interface"), but would double the number of items the "Inventory Interface" could hold if the number of ICDs met or exceeded the lot size of the warehouse. So, the 1 lot size warehouse with 1 or more ICDs would hold 200, instead of 100 items. And likewise, a 6 lot size warehouse could hold 7200 items when utilizing atleast 6 ICDs. I like this idea, mostly because we need to encourage cross profession purchasing. But also realize, the droids are an additional purchase cost and maintenance cost (and must stay in the building and in working order to be effective.) Should a droid go out of order, that reduces the number of working droids below the lot size, then the number of accessible parts within the system would be randomly reduced, until the number of working droids was brought up to the lot size. The parts would not be gone for good ... just the interface would only show the normal maximum number of parts (i.e. Lot size 1 Warehouse would only show 100 parts at random, instead of the 101-200 parts that may actually be stored.)
- "Inventory Interfaces" should have an option to transfer a part to your possession, or to another "Inventory Interface" that you have administrative rights to. It would be nice if there was an option to "Transfer Selected" parts, and/or "Transfer All" parts too. This would allow you to transfer some or all the parts to another building (very nice when moving the building, or upsizing.)
- All Warehouses under administrative control of the user should be searchable from any of the "Inventory Interfaces" of the warehouses. This is like the networking ability of the vendor, to search local, region, or galaxy wide.
- Residency cannot be declared in any Warehouse (as mentioned above by FormlessOne)
Of course, numbers and sizes that I used are purely for illustration purposes. But I do think the larger the Warehouse the more it should hold in proportion to a smaller one (the advantage of volume being a cubed function)
Just my thoughts, and always open for debate!