Architect Archive

Thread: How should housing work when it's really fixed?

GozertheCarpathian
Thu Aug 14, 2003 1:48 am
#1

I'm a doctor that crafts my own medicines, and I also enjoy decorating my house. I'm not about to rant about the way things are, we all know how FUBAR they are anyway.


We also all know the current "fix" is temporary. (Or had better be)


So the question becomes,how should it work in the end? Right now here's how it's sounding it'll be:



  • 75 spaces per lot and a probably changing on the lots per house. (Probably 1 for small 2 for medium 4 large etc, etc.)
  • Vendors will NOT count toward house space. (Though I doubt that'll last long)
  • Containers will be 1 space reguardless of contents. (Again I think this will change as well.

I've been reading a lot of suggestions but this one seems the best in my eyes:









Here's a novel idea... how about just make it a flat cap of 1000 items per player total. keep the personal inventory and bank limits the same. Let houses hold as much as you want (upto the 1k cap). This will help reduce the urban spawl, hopefully reducing the "Saturn Effect" - a city in the center completely surrounded by player buildings exactly 1k out (or whatever the build radius is). By allowing each player to Store as much as they want in 1 house, it will reduce the need to have 10 houses, and keep it very close to your proposed 75 per lot: 10x 75 = 750 + 110 personal + 100 bank = 960. 1000 isn't much of a jump from there.








Even Holo said this is one of the ideas they were thinking. In fact the devs projected 500 items for each person in the begining. (Most crafters would laugh at that though.) So for those who don't like big blocks of words let me bullet point this idea for you.



  • Instead of a "Per house" limit have a "Per Character" limit.
  • This limit would be about 1000 and would count all carried items and all items stored in anything you "own." This would include: Items in bags/containers, items on your person, items in your bank, and items in YOUR home.

There are of course pros and cons to ever idea. Here are some I can think of right off the top of my head.



Pros:



  • Fewer homes needed for storage. (Less urban sprawl)
  • MORE demand for furniture. (Since no "per house" limit)
  • Less "juggling" of inventory since you could never "fill" your home except making it unwieldy to find anything.
  • A database "limit" that can be properly planned for and covered.

Cons:



  • Shared homes and PA halls would limit what an individual could have. (I.e. If I share your home and I throw 900 items into it you can only carry 100 anywhere else)
  • 1000 items may be too many or too few items.
  • Where do vendors fit in?
This is deffinetly a game breaking problem for all crating professions, which in this economy means it effects EVERYONE in some way. So everyone should try and come up with a viable and doable solution. Yes, this is mainly the devs problem, so why don't we just tell them how we'd like it to end up eh?



P'twic Sunami
Flury Server
Master Medic
GozertheCarpathian
Thu Aug 14, 2003 6:14 pm
#2

Hmm... since this affects you guys most I'd thougth this was the best place to post this. AmI wrong?



P'twic Sunami
Flury Server
Master Medic
Deoka
Thu Aug 14, 2003 6:45 pm
#3

I'm fine with the house limit now that vendor items have been removed from it. I'm fine with the factory hopper limit now that crates take 1 slot each. But then again, I'm not much of a packrat.


Sorry but I think your idea would totally kill any housing market aside from merchants and pa halls.




**********************************************************
Deoka - Master Creature Handler, Novice Pistoleer
Lasek
Thu Aug 14, 2003 6:57 pm
#4






GozertheCarpathian wrote:
Containers will be 1 space reguardless of contents. (Again I think this will change as well.



Containers? Are you sure? I was pretty sure this only applied to factory crates.




]=- Kruul -- Jedi Sentinal Rank I -=[
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Arkkanon
Thu Aug 14, 2003 8:11 pm
#5

Hmm a 1000 total item limit might work if you don't happen to be a crafter or if everything you produced in a factory actually went into a crate but they seem to still have some problems with that. A perfect example is houseplants, They are an item everyone seems to buy 5-15 of and are a pain to craft that many items by hand. So every few days you do a run of 100 of each type of plant in the factory, no crates means you just used 300 of your itemspots. Now assume that your stuff has like 20-30 various subcomponents that all require you to use multiples of these items so you run the stuff as 5-10crate lots another 200 slots full now lets at 50 items you can make that occupy a single slot each and use not subcomponents you'd like to run 3 crates of each of these items 150 slots gone, Plan on 50 spots taken with various resources and since crates have to be unpacked to make finished items so hold out 100 spots for that. Well i'm up to 800 of my personal slots i'm buck naked and have no furniture yet.


Holding crafting professions to the same sort of limits you put on combat classes as far as items and lots is sort of silly. No certifications are required to set up a large complex piece of mining equipment and have it opperate perfectly seems that any 12yr old on the planet can do thatno skill required. However it takes vasts amount of skill and certifications to pick up a weapon and squeeze a trigger. Now mind you i'm not saying use it well, I just saying use it at all.


Maxamuus
Thu Aug 14, 2003 9:43 pm
#6

I think the whole purpose of lowering housing limits was to slash the amount of things a player can have. Rather then cut the house limit they should have cut the limit packs and people can carry and make it more useful to own a house. Rather then screw the houses to be even more worthless the travel packs.
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