Architect Archive
Thread: Solve the Storage issue in One Publish
The House storage capacity per lot is famously inconsistent. While it is 75 items per lot for small and medium houses, for large houses and guild halls it is 250.
The devs have said this is due to a database issue. That can only mean that the existing storage limits are too high, and they are unwilling to remove the limitations on large houses. While players can get around this limitation by building multiple small and/or medium houses, those how do spend their lot points on a large house get fewer items, thus reducing the number of items in the game.
There is a solution here. In one publish, nerf house and guild hall storage capacity to a consistent 30 items per lot. (or some similar number) At the same time bring in a series of warehouses. Large medium and small, with a storage capacity of 75 items per lot. The warehouses will be installations, not houses, so you cannot enter them.
This has short and long term advantages. First of all it reduces the total number of items allowed in the game for most players. At the same time it leaves players ample space to decorate their houses, while giving crafters a better way to store their items with no loss of storage capacity.
I am a little shaky on the long term benefit but here goes: The warehouses should create an opportunity for the devs to reduce the number of items in the game. They could do this by changing the code on the warehouses so that an item that is stored in the warehouse is destroyed when it is stored, and re-created when it is removed. Thus reducing the total number of items in the game at any one time. This would mean that items in a warehouse should not decay, which they shouldn’t do anyways.
Andymantium wrote:
I'm open to a lot of ideas, but whatever they might be, I don't really agree with the players having to adjust their gaming experience because the SOE database servers can't handle the volume, especially when we're paying them a monthly fee.
Agreed. When they say that their database can't handle it, that isn't an excuse its a failure.
Neilla wrote:
I agree 100%. Raising resource limits to 1 million and letting all crates go up to 1000 units would reduce by footprint in the database by a factor of about 10.
BTW - I think that doing these would help a lot with the database issues and would increase player convenience. However, I don't think it would be a factor of 10X. Obviously the devs could run some queries to give a better number, and I think it is substantial, but not 10X.
When I look at my "resource stock vendor", I see 19 stacks of some steel. That would go down to 2 1M stacks, so almost a 10X reduction. But there are 3 stacks of this iron, which would go to 1 stack, so a 3X improvement. When I look in my inventory I see mostly "unique" items, so that doesn't give an reduction. Similarly for my showroom - probably no reduction in the 125 items that are there.
2. Increase crate capacity for any object to a maximum of 1000.
Message Edited by Morwen on 03-26-2004 03:09 PM
I like you'r idea about the warehouse's, I feel that a warehouse should take up 1 lot like any other installation's but that they should hold the same amount as a large house. The reason I say that is there are some people in the game that run 2 account's and have both character's as a crafting class or might have 1 character do 2 crafting classes and the other might be a combat/crafting class.
Snails/Softail
Master DoctorMaster PikeWoman
IntoTheGarbage wrote:
...There is a solution here. In one publish, nerf house and guild hall storage capacity to a consistent 30 items per lot. (or some similar number) ...
This would be a giant hassle. Everyone would scream their heads off. I'd probably scream myself. I'd go from1 medium house with 150 capacity to 1 medium house with 60 capacity. I'd have to useanother lot and buy another building to getthe capacity I've got now. Tons of people are in the same boat as me.
...
I am a little shaky on the long term benefit but here goes: The warehouses should create an opportunity for the devs to reduce the number of items in the game. They could do this by changing the code on the warehouses so that an item that is stored in the warehouse is destroyed when it is stored, and re-created when it is removed. ...
If the item is "destroyed" when it is stored then how will they keep track of what you had in the warehouse in order to recreate it? They'd have to have a record of the items stats in order to recreate it. Thats what they store in the database right now. I see no difference in this proposal and the current system.
I currently have a medium house as a showroom / workshop. I actually display a lot of lights and furniture, plus I have crafting stations, etc. I don't keep many resources there at all. If the item count on that went down, my whole ability to have a "showroom" would go out the window.
With regards to the "warehouse" and your comment about "destroying" objects I am a little confused as to why this would save anything in terms of database records. If you have 10 things in your inventory, then there are 10 database records that exist for those things. If you transfer them to a warehouse, those 10 database records still have to exist - the only thing that changes is the "container" that they are assigned to. It is *possible* to get some database savings by "crating" the items you put into the warehouse. That is, if you had 10 identical things in your inventory (chairs, for example), and dumped them into the warehouse, the warehouse could have a record for "chair" and then add a quantity (which is essentially what a "crate" is). So in that case it would only end up with 1 record instead of 10. But since they don't currentl "stack" objects like they do resources, that would be new code to write.
Again, changing max crate size to 1000 and max resource stack size to 1M would drop the number of objects in the game substantially.
2. Increase crate capacity for any object to a maximum of 1000.