Armorsmith Archive
Thread: Space management, enough is enough!!
One aspect of resource managment I don't hear a lot of people complain about is the shear amount of frustration in trying to find a specific resource in even a well organized setup.
For example, if I'm looking for one particular kind of steel, I have to look through all of my neutronium, kiirium, ditanium, duralloy, etc. just to find the one I want since they all show up as "Steel" until you hover over them. With multiple 100K stacks of most kinds, it gets to be a true waste of time to have to hover over a dozen stacks of "Steel" to find the one I'm looking for.
The first thing to realize is that the reason there is a problem is that the Devs are so unconnected from how the game is actually played live that they cannot see the problem AND when they do fool with things their "solutions" do not reflect the reality of the game as we play it. Considering that any change made would be made by this crowd .... maybe you should just let well enough alone before it gets worse!
I think the system is working the way it should. Lets be honest about what your saying. You want to be greedy. You obviosly lot swap. I did the math on this earlier you have the space provided to store over 50 million units of resources. Fifty million is more then enough. Your bank box alone can hold ten million units of metal. A backpack can hold 5 million a medium house can hold 15 million. Thirty million units on the base package. You can also use droids for storage a couple million there. Factories can hold quite a bit.
So in the end you have ample storage. You just cannot horde a perfect resource forever which is how it should be. You have many ways to clean up your clutter. I am sure you have resources that arent as good anymore here is an idea sell them on the bizarre. That helps alot if you have a particular gemstone that is great and one that is not so great sell the not so great on the bizarre. It clears up some space, and you will make some money.
Your idea on increasing stacks in storage will only do more harm to the game economy, because it will make it impossible for up and comeing crafters to ever catch up. So they will not ever try. So what happens when you quit. Nobody to take your place. In the long run this will hurt the economy. With no means to generate additional supply the game would become a gougers monopoly.
DirthNader wrote:One aspect of resource managment I don't hear a lot of people complain about is the shear amount of frustration in trying to find a specific resource in even a well organized setup.
For example, if I'm looking for one particular kind of steel, I have to look through all of my neutronium, kiirium, ditanium, duralloy, etc. just to find the one I want since they all show up as "Steel" until you hover over them. With multiple 100K stacks of most kinds, it gets to be a true waste of time to have to hover over a dozen stacks of "Steel" to find the one I'm looking for.
Same goes for buying it. I jsut want it to say "Steel, Neutronium" or "Steel, Kiirium" in the short description, the general label on the resource crate. Drives me nuts and they all start to blurr into one if I have been on too long of a resource hunt (I look for old spawn stuff or stuff we missed, for whatever reason, in harvesting).
Bigger blocks would be nice. So would more storage space or other ways to organise other than only figgin' back packs. At least the name on the bags can changed....
Dodece wrote:
I think the system is working the way it should. Lets be honest about what your saying. You want to be greedy. You obviosly lot swap. I did the math on this earlier you have the space provided to store over 50 million units of resources. Fifty million is more then enough. Your bank box alone can hold ten million units of metal. A backpack can hold 5 million a medium house can hold 15 million. Thirty million units on the base package. You can also use droids for storage a couple million there. Factories can hold quite a bit.
So in the end you have ample storage. You just cannot horde a perfect resource forever which is how it should be. You have many ways to clean up your clutter. I am sure you have resources that arent as good anymore here is an idea sell them on the bizarre. That helps alot if you have a particular gemstone that is great and one that is not so great sell the not so great on the bizarre. It clears up some space, and you will make some money.
Your idea on increasing stacks in storage will only do more harm to the game economy, because it will make it impossible for up and comeing crafters to ever catch up. So they will not ever try. So what happens when you quit. Nobody to take your place. In the long run this will hurt the economy. With no means to generate additional supply the game would become a gougers monopoly.
While I agree with the premise of what you say, the fact is that it's not grounded in reality. New crafters already will never catch up because players do lot swap and have as much storage as they want.
This means 2 things:
1) It means that the professional resource sellers that have entire areas blanketed by 70+ heavy harvesters will CONTINUALLY flood the market with high end resources (more than would be in the market if everyone only had their 10 lots to deal with).
2) That wealthy crafters will CONTINUE to lot swap and have 20+ medium houses to store a practically endless supply of the above mentioned high end resources.
There is so much about this game that shows a complete and catastrophic lack of foresight on the developers part that its nearly unbelievable. This is one of those areas.
If youre a crafter in this game, the 10 lots youre given "legally" aren't nearly enough to support a succesful business. Even if you buy all of your resources and dont do any harvesting yourself, you still have factories and a place of business that uses up all your lots.
The item limit on houses is fine if youre a hunter that just wants to decorate it and display some trophies. But if youre a crafter that has to store dozens of different kinds of resources, plus factory made items and items youre storing to put on vendors at a later date; the item cap is EXTREMELY BURDENSOM.
We usefactories as storage space, but even THAT was not intended and the argument could be made that its a minor exploit.
But new players CAN break into the business. But it wont be instant gratification (which is good because there is ENTIRELY too much of that in the game already). It took me about 5 months being in business to finally get a large customer base and the resources to make weapons that competed with the already established smiths.
In my opinion, this is a GOOD thing. It means that only players that are playing a weaponsmith because they want to will be succesful and the Flavor of the Month or "get rich quick" players will stay out and leave the business to the serious smiths.
Personally I think having stacks of resources above 100k is a great idea as well as the factory crates holding all the items made rahter than having 40 stacks of 25.
There are tons of things they could do to shorten up the database. Why do survey tools have individual serial numbers? Each one is identical to another. How about Weapon Upgrade Kits, Armor Upgrade Kits, Moldecular Clamps and Precisiona Laser Knives? There is no difference in one that uses 1000 conductivity metal and one that uses 10 cond metal. Just remove the serial number and make them all the same.