Armorsmith Archive
Thread: Thunderheart, would these two simple fixes solve SOE's databse problems? No flame, a sincere idea.
Nice post.
Nice idea.
Message Edited by BlumFatch on 03-09-2004 08:21 PM
/vote
This is probably the best idea I heard in a while for helping solve the DB bloat.
What exactly IS the problem with the database ?
Could we get to see an example of the problem ?
I really dont see how a few hundred, or even thousand, items per user can be a problem on a properly indexed database with a sensible table setup.
Is it a poor database model ? Everything dumped into a single database ? Redundant storage ? Lack of indexes ?
We have yet to get a single clue as to what the problem actually is. Or maybe they prefer to keep that a secret ?
Nice Post. I agree
Here is a few more ideas to help reduce data base issues.
1) Player Vendors. Why not allow a Admin selection to player vendors. Doing this might reduce the total number of vendors on all the servers. What this would allow, is other crafters would have the ability to put their own crafted items up for sale on a players vendor. 2ndly It could be set so that when the item is sold the money would go directly to that crafter. an option you which could be considered is only master crafters could only be admined to a merchents vendor. Pluss You could Tie in the players vendors to the main bazaar terminals so you could search the entire galaxy for what you want. instead of searching vendor to vendor in hopes the vendor is not empty when you get there. here is my reasoning for this.
I am a master armorcrafter / merchent / artisan. I host 6 vendors for myself and friends. I run seperate vendors for them becouse it is easier to keep track of who sold what items. If it were changed to the above system I could reduce it to me only having 1 vendor and just admin the other crafters to it so they could add, remove their own items from the same vendor. thus reducing the data base lag of keeping track of my current 6 vendors. A bonus to this would benefit some crafters so that they would not need to have the artisan buisness 1 -4 to get a basic robot vendor. they could put those skill points elsewhere.
2) aristan personal harvesters. Since everything else comes out in crate form. Can also reduce the data base lag by Changing the personal harvesters made in factories to come out in crate form. I just made 200 various personal harvesters and none of them were in crates. I had to put down an extra house just to store the deeds since i do not put them all up for sale at once.
3) Empty vendors: if in the case my vendor idea is not cared for here is another idea to be considered. I travel alot on gorath in search of those top quality resources. You could reduce the data server inormation by jsut making it so if your vendor is empty. you cant put it on the planetary map. On gorath I went planet to planet searching resources. and looked at over 200 player vendors and over 70% of them were empty. i know the data saved would not be much but it would still reduce the amount of information the data server keeps track of if it didnt have to keep track of 160 vendors on a planetary map. *just an idea, becouse when i go shoping i expect to spend at least 1 to 5 mil cred on resources.*
/bmp
Bey wrote:
...
I really dont see how a few hundred, or even thousand, items per user can be a problem on a properly indexed database with a sensible table setup.
...
Message Edited by Andymantium on 03-10-2004 08:17 AM
I hope you posted this in a forum he reads. Great idea. You may want to email it to him as well.
-Wicca