Bounty Hunter Archive

Thread: Need some help guys

Ezran
Mon Jan 19, 2004 10:26 am
#14

I realize this doen't help you at all, but I absolutely agree that house storage is out of wack. It should be 75units/lot, regardless.

I was glad to find out recently that guild halls are not required to keep a guild. They are only required to create a guild. It's too bad the treasury is also very useful. Guild halls are the BIGGEST waste of lots I've ever seen.


***Perfect World changes I'd like to see***
- Mediums go from 2 lots to 4
- Every lot gives 75 storage
- Furniture in a house that are meant for storage actually store stuff (I hate looking at backpacks in the corner of every house)



Ezran
Vodokar
Mon Jan 19, 2004 10:34 am
#15

----- Nikki stated:


but it seems that it seems to be something thats more of an issue for me personally than other people


---


No Nikki, your not the only one. It happens to me also. Factory run quit at 70 items due to hopper input internal error or some such nonsense. Had to remove some stuff before could finish the run.




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SirVimes
Mon Jan 19, 2004 10:37 am
#16

Are you all saying that houses are not holding 75 items per lot?
Ezran
Mon Jan 19, 2004 11:32 am
#17

Small Houses store 75 item per lot.
Medium houses store 75 items per lot.
Large houses store (250/6) 42 items per lot.
Generic Guild halls store (250/9) 28 items per lot.

Yes, I'm saying not all houses store 75 items per lot.



Ezran
Georb79
Mon Jan 19, 2004 8:02 pm
#18

I really think this is a huge problem for SOE if their database is unstable at 7 months after release. What will happen when the space expansion comes out? This is something that all 200,000 subscribers want changed this isnt a crafter specific problem. They need to cough up a little more then a quad zeon rack server to run this game. I mean as a player I run 1.5 gigs of 800mhz Rdram and a 3.0 p4. Are they serious when they are saying they have reached the limit of technology? Lucas made episodes 1 and 2 for the most part on a computer. Telling me that Lucas arts is running out of computing power is kinda a slap in the face.


I am stopping the rant sorry Vimes it just pisses me off when we get a generic answer like this and are totaly left out of our own revamp even our Voice our own correspondent is left out of the loop. What are they worried about you finding out how to make the new items and us helping smash the bugs out before live.


Something is seriously fishy here, and I hope they decided to shed some light on the subject.





Georb
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Vayde_Aren
Mon Jan 19, 2004 8:33 pm
#19

Word up Georb.


I just making extra crafting tools and storing related material stacks inside their hoppers too, and call em 'xxx locker' so I know that's my stuff in there.




VAYDE AREN
R
Saitek
Mon Jan 19, 2004 9:30 pm
#20






Georb79 wrote:

I really think this is a huge problem for SOE if their database is unstable at 7 months after release. What will happen when the space expansion comes out? This is something that all 200,000 subscribers want changed this isnt a crafter specific problem. They need to cough up a little more then a quad zeon rack server to run this game. I mean as a player I run 1.5 gigs of 800mhz Rdram and a 3.0 p4. Are they serious when they are saying they have reached the limit of technology? Lucas made episodes 1 and 2 for the most part on a computer. Telling me that Lucas arts is running out of computing power is kinda a slap in the face.


I am stopping the rant sorry Vimes it just pisses me off when we get a generic answer like this and are totaly left out of our own revamp even our Voice our own correspondent is left out of the loop. What are they worried about you finding out how to make the new items and us helping smash the bugs out before live.


Something is seriously fishy here, and I hope they decided to shed some light on the subject.



I agree with you here, these database issues should have been resolved months ago.



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SirVimes
Mon Jan 19, 2004 10:04 pm
#21

The databases are absolutely huge. Much bigger than anything that Lucas put in his movies.


I mean, each item has to have it's own entry. And when I say each item, I mean each item with it's individual serial number. Each entry has to have it's graphic, it's serial number, all it's stats, who it was made by, who it is owned by. That is besides all the resources out there. How many individual items do you have that you need that space for?I know I have my bank full, my backpack full, two factories full andahouse that is almost full. That is just the tipof the iceberg. This is just the stuff we see. Forget the backend stuff. Every time you examine something, eat something, move something, drop something, drink someting, shoot something...do anything in this game, you are accessing this database. Now, how many players are online accessing the database at once?


During beta, I used to talk with some of the database administrators ingame...the thing is huge and massive. It was so big the latest version of oracle was having a hard time dealing with it during beta.


It is all about variety. The more variety they give us during crafting, the larger the database is. No other game has a database this size because they use the same item over and over again.


This is why the need to put limits on what you can store...


As for being worried about me finding out anything...they are not. just right now they are in such a crunch that they are having trouble finding the time to talk to us.


Sorry guys...but that's the truth.

SirVimes
Mon Jan 19, 2004 10:23 pm
#22

Oh, and I will bring this up with the developers, but I am just telling you what the answer will probably be. It is one thing to just say to make something better, another thing to do it.
PBN
Tue Jan 20, 2004 1:32 am
#23

Try the single account, running a cantina :-(


Cantina = 5 lots


House = 2 lots


That leaves 3 (count 'em) for harvesting. Luckily, through the generosity of friends, they support my factory habit (I don't *own* the 3 factories I run). I'm still hard-pressed however, for resource gathering. As far as storage, I've found the following helps:


Vendor (until the upcoming changes)


Output hoppers in factories (at least to hold the component runs)


Input Hopper of Crafting station (this way the house doesn't get cluttered with resources)


Safety deposit of bank (for "extras" until they're sold)


- Just some thoughts


Misterie

Naturner
Tue Jan 20, 2004 8:33 am
#24

I don't think people really appreciate the insane number of attributes each item has in this game. SOE's number 1 mistake was probably tying the resource shifts to random number generators. If resources came back, or if they spawned on other servers, it would help out a tremendous amount. With all of those attributes on all of those resources (because of planet specific organics, the resource spawns are tremendous), you have and endless number of items that the database has to keep track of. And the scary part of that is that SWG generates them.


Craftable items compound this problem. You could have two identical BoH crates, made from the same materials to the same experimentation, but a different serial number. You need to list out all the attributes of each one separatley, with no relation. Unless the serial number somehow ties into the stats, it's insanity. I realize that this is probably an anti-duping practice (I hope it is), but it creates incredable stress when you think about the fact that you are doing 5-10 factory runs a week, and distributing those stacks to other people to keep in their inventory. Multiply that by about 100-500 prolific crafters, and you have a ridiculus number of items entering the system. Now multiply that by server number, and then by the 5-10 unique attributes per serial number.


Now, all of this makes the best crafting experience I've ever had in an MMORPG, but it makes me think more and more that SWG might be a little too ahead of it's time. The database is flawed at it's core design, and that it seems unlikely that the database issues will be relieved anytime soon. Practice mode was a huge improvement on things (Imagine the database problems with all the hologrinders now if there was no practice!), and I'll be waiting for thier next fix.




_______________
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Saitek
Tue Jan 20, 2004 9:19 am
#25

I appreciate it, but I also feel if they wanted to build the game in that manner they should have been better prepared for it.



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::Voted Best Chef on Nartius NUNA's 2004::
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:: Proud Member of RAID::

Naturner
Tue Jan 20, 2004 11:57 am
#26

Yes, I agree, I just don't know if the developers really comprehended the system they were implementing. There really is no precident, and I would be very surprised if any game in the next year took a similar approach to it's crafting system.



_______________
Caravaggio Sead - Master Chef
MMM Pharm and Food
Mos Eisley (2468, -4572), Coronet (956, -3724), Theed (-4820, 3360)

Buying 1k lots of general Carnivore, Insect, and Domesticated Meat, PM me for details!
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