Architect Archive
Thread: Yet another Vendor/Architect problem, Needs to be on next top 5 list
It's a known issue, but I decided to post it to let the problem get attention for the next top 5 list. When you use a vendor in your house every item that you put in it counts against your maxiumum number of items in your house. I think for small houses you get 200 items in a house, so if you have 180 items up for sale, then you can only have 19 items in your house (vendor takes 1 spot).
This greatly hurts architects. Not only are we not allowed to have a PA Hall or Large house along with our harvesters, but now in order to have a succesful business were not allowed to decorate our houses. Any good merchant keeps their items in stock and many of them. I try to keep 5 of every item in stock for furniture and if I could I would do the same for houses. If the items are chairs that likly one person will by several of the same kind I try to keep more in stock.
This is an easy change they could make and needs to be done as soon as possible. If the problem is they dont want our vendors being used as banks then give us a seperate items max just for vendors. (which should be a max of 500 or so). It would be an added bonus for master merchants to get that volume increased as they increase up the ladder.
(posting this in merchant forum to since it affects both class)
open another house to put your vendor in if this hurts you.
but honestly the devs are having trouble keeping the size of the data bases down, and they arn't going to allow vendors to create more storage room for us
I believe the small house has a 40 item limit. Mediums are at 70 or 80, and larges at 120. Dropping packs to stare things screws with the numbers just as putting a few packs in your inventory will. To my experience, I have never seen the amount of items in a vendor affect the items in the house, but I am not certain. On the other had, if the number of offers is too high, or if the person offering has items listed on the bazaar, it may give an invalid item error. This happens with packs and factory crates as well.
That the developers are having database issues is none of our concern. If they had planned the game better, then perhaps they wouldnt have database issues. Perhaps they need to take some of the money we have all spent on this beta and buy better servers. Blaming the players for having to much stuff is easy for them to do, but the people that coded the software are the ones to blame.
Having a large house should mean that you can hold a little more than 120 units in my opinion. By the time you fill one of those big things with furniture, you will have almost no storage space left, and what is the incentive for a large house?
Personally, I dont care what the issues plaguing the developers are. They advertised a product, and I along with hundreds of thousands of people bought it, and it should work.
Architects shouldn't be merchants anyways. The original focus to seemed to be on making different classes needed to get a product from the ground to the market.
Miners located, extracted and refined the resources.
Crafters bought those resources, designed schematics and sold them to manufacturers.
Manufacturers bought schematics and resources then used them in factories to make finished items. they then sold these items to merchants.
Merchants bought up finished items and sold them in stores.
Well since there is no mining or industrialist profession and since any profession can mine(quite silly) most crafters do every single function themselves. You can't have a robust economy when each person is self sustained. And as for the item limits in houses I think the limits are due to database issues with things crashing or becoming corrupt when you have large amounts of items.
If they would just do some profession limitation however part of that problem goes away. make it so only vendors can own/run merchants. Re enact the mining profession and make it so miners are the only ones who can use any extraction/refining buildings (other than personal extractors/sampling tools. Add the industrialist profession and allow only them to build factories/warehouse structures.
They already are working ona cert system for creature handling would be to hard to extend it to structures.
Cyber my dear, I usually agree with you, but.... HUH?
Does that mean a Scout shouldn't be a Marksman too? Ora TK Artist shouldn't be allowed to be a Medic as well?
I am going for Master Architect and Master Merchant. I think it's a natural fit, as I plan on specializing in slaes of Furniture. Structures will be just a side thing I do once in a while.