Armorsmith Archive
Thread: Thunderheart, would these two simple fixes solve SOE's databse problems? No flame, a sincere idea.
These changes are a superbly great idea. The only thing I would add is an option to set the quantity in the crates to whatever number you want. As a DE a crate of seekers holds 5 units at 10 uses each. And although this is adequate for a good BH to run about 10 missions, most want higher crate quantities. As a crafter I am constantly running out of space for the numerous subcomponents for droids so a high quantity crate would be ideal. As a DE I dont run through my subcomponents as fast but Im sure all the Weaponsmiths and Armorsmiths do quite a bit. It is easy enough to put in the right amount of resources for the quantity you want, the quantity per crate should be something we can control. The oter big problem I face is transporting. I sell out of Electronics GP modules fasterthan I can make them and constantly have to clear out my inventory to carry them to vendors off planet. If I could carry a 1000 unit crate and split it there, oh joy, plus I could sell the higher quantity crate to other crafters who have their own inventory issues.
Prin Eckbo
Master DE, Shadowfire
I LOVE THIS!
so many times grinding armorsmith i was kicking myself because early on, for storage reasons, i had to add diffrent components to 1 back pack for moving from factory to house. And i had to /examine EVERY single one of the things when i needed to get Factory # Whatever. Since then, iv been naming things easier to remember "ArmrSeg1Comp" Or "SynthCloth1" instead of default name, if things had been able to stack higher than 25 and 50, i could have just taken an hour and stacked em all up nicly and not had to go thru the /examine game
this is a nice idea, it would save players a lot of time, make the game more fun and as side effect be good for soes Database. I dont see where the points of the limits are, is it that no player can get an insane amout of stuff?
I think such a change could and should be done and will not give us any extra checkers ![]()
Excellent solutions that have hindered the crafting community for a long time.
Side Note: Nice to see you in action over in this forum, Malfunction. Kinda cool to get away from all the childish BS that happens on our galaxy forums.
if the total number of availible inventory spaces isnt reduced, then the playerbase will reach the point when all inventory spaces are filled with items - then it doesnt matter if a factory crate says 25 or 1000 quantity.
The real problem is that items are generated too easily and/or wear down too slow, so a better solution would be any combination of reducing the number of generated items (lower loot drop rates, slow down resource harvesting) and increasing the comsumption rate of items (increase decay on armor and weapons, increase resource usage in crafting, decrease number of uses on consumables)
BigAke wrote:
hm, i dont think such a change will do any good to the database. it is just a matter of time until the players will get to the same situation.
if the total number of availible inventory spaces isnt reduced, then the playerbase will reach the point when all inventory spaces are filled with items - then it doesnt matter if a factory crate says 25 or 1000 quantity.
The real problem is that items are generated too easily and/or wear down too slow, so a better solution would be any combination of reducing the number of generated items (lower loot drop rates, slow down resource harvesting) and increasing the comsumption rate of items (increase decay on armor and weapons, increase resource usage in crafting, decrease number of uses on consumables)
That would actually make things worse. I work with databases, and having items stored is not straining the database. What strains the database is changes to those data, and what you propose would not decrease that traffic but increase it, as higher resource cost and more decay would necessitate higher production, which in turn means heating up the harvesting / collecting even more, with all the database inserts / deletes / updates that come with those.
I don't know what kind of database SOE uses, or what their database model looks like, but I'd say they messed up somewhere if they claim that they have more data than they can handle. They should deal with that problem at the source : the database. Not "adjusting" what we can put into it.