Cities And Housing Archive
Thread: Lots vs Items (updated original post)
GrafvonSoden
Wed Jan 19, 2005 2:38 pm
#14
as fluxxen said, they're really not saving database by making someone place 5, two lot houses to get 750 items,rather than1, ten lot house that has 750 items.
The database excuse is getting real old now. And if they're having DB probs,how are theyable to add all the different new loots without it causing problems ?
Us "Pack Rats" wanna know 
Message Edited by GrafvonSoden on 01-19-2005 03:39 PM
ana-mo-cara
Wed Jan 19, 2005 8:50 pm
#15
Certainly I think the devs could do something about this.
Reguardless of size a player house should be bought in lot size. If I want my house to have eight lot sizes and its a medium generic it should work. Ofcoarse more costs would be reasonable. I already have to deal with this lag anyway going from one house to the next house to the next house. I can stand waiting one minute for my home to load up.
Players should be allowed to have factories built in their house.
Non crafters should have the option to apply lots to their safety deposit box. Pay marginally less say 30 credits for an extra lot in their safety deposit box. That way they do not need houses. They just open their safety deposit box. Flip through their different boxes to get what they want and presto.
Somehow I think removeing tens of thousands of houses per server would help with the games overall run times. I am sick of going into areas and finding a company has set up 80 houses for storage. If there were a system that let those 80 get crammed into 16 how can that do anything but reduce the lag issues in the game in general.
You know what the best part would be. Alot less clutter. Then if they put a max charge cap on the vendors we can get past people useing those for storage aswell.
Narreem0884
Wed Jan 19, 2005 11:21 pm
#16
The housing would make more sense if you got 75 items per lot so a 1 lot house would have 75 items and a 6 lot house would have 450 items.
Glzmo
Thu Jan 20, 2005 5:23 am
#17
Fluxxen wrote:
How it works now:
Small house, style 1(1 lot) = 75 items
Small house, style 2(2 lots) = 150 items
Medium house (2 lots) = 150 items
Large house (6 lots) = 250 items
PA hall (7 lots)= 250 items
How it should work:
Small house, style 1(1 lot) = 75 items
Small house, style 2(2 lots) = 150 items
Medium house (4 lots) = 300 items
Large house (6 lots) = 450 items
PA hall (7 lots)= 525 items
Right now, all above a medium house only causes you to have fewer items capability, you are actually punished for wanted to have a larger house and it becomes IMPOSSIBLE to decorate an entire PA hall with only 250 items. Medium houses are function wise identical with small houses, even though they have a much larger footprint in the game. They cannot hold more items than a small house (style 2). This needs to change, it needs to be more logical. One should not lose item storage capability becuase you own a large house or a are a PA leader. Please, take a look at my suggestion above.
This would be so much better, indeed. The only problem I would have here is, that multipassenger ships would still be limited to 75 items, which just isn't enough to decorate them and keep enough room for space loot at the same time.
Fluxxen
Thu Jan 20, 2005 8:20 am
#18
Glzmo wrote:
The only problem I would have here is, that multipassenger ships would still be limited to 75 items, which just isn't enough to decorate them and keep enough room for space loot at the same time.
One idea would be to let a yacht be AT LEAST 1 lot, but the player can OPTIONALLY bind up more lots in it to be able to place more items. So, ifI want my yacht to be a 3 lot yacht, thenI can have 225 items in it.
cfdfireman749
Thu Jan 20, 2005 2:46 pm
#19
If nothing else, at least put on the structure management terminal an option such as a content counter. ie: in a small corellian house, if it was half full, it would show 37/75. That way we have an actual number as tosee what we can place in the house.
Staveeno
Thu Jan 20, 2005 2:57 pm
#20
yeah, I've had a guild hall sitting in my inventory for the longest time but since storage is so low on it, there is no need to drop it. My large house is only half decorated. I have a make shift wall setup to keep people out of the other areas of the house since there is nothing there.
I store a lot of stuff and end up having to have4 houses which takes up room. It would be nice to set down one PA hall and be done with it.
NeverMindMe
Thu Jan 20, 2005 11:30 pm
#21
I have long wanted a large house, but the need of storage have always made me give up the idea. Lets hop the Developers take the time to find a good solution to this. The higher maintenance on large buildings should give advantages. not punish the player with both high fees and low lot vs item storage.
Puertoriqueno
Fri Jan 21, 2005 12:46 am
#22
Has anyone noticed however that a vendor FULL of items (we are talking over a thousand) appears almost instantly if the house is bare, but a pack of 50 items in an empty will take three times as long? We tried this in an experiment, and the results were interesting indeed.
Render requirements do create problems, and we found that rendering 4 houses does take longer than rendering 2 halls. Again, interesting.
What has happened, in my uninformed opinion from what I could gather in game, is that the intended effect of the item limit backfired. They wanted to prevent hoarding, my guess, and instead they increased server load because people found out ways to hoard anyway.
I say allow a vendor type storage device in every home. Problem solved.
Oh, and yes, larger houses should have more items, but I think it should be more like this with a storage vendor equipped....
Small house :2 lot :150 items
Medium house :3 lots :225 items
Large houise :4 lots :300 items
PA hall or city hall :5 lots :375 items
I think this is a reasonable increase AND it makes the lot allotment make more sense. When someone drops a guild hall, especially if they have a yacht lets say, they can forget about being able to drop harvesters or factories.
Message Edited by Puertoriqueno on 01-20-2005 11:52 PM
Gyorgy
Fri Jan 21, 2005 4:50 am
#23
The lots you need to place a house should always give you the right itemamount available in there (and that is 75 per lot at the moment).For me it's more a decoring issue buta storage one, since for storage you can always place more small or medium houses if you wantthe right itemamount for your lots.
But only having 250 items for a large house with 6 lots (450 items normally) isa joke (plus how can you properly decor a large house with all it's rooms with only 250 items?).
The large house is just an attempt to free database space with the help of those who really want one. There is no other logical reason for the currentsituation.
I really hope this is coming to the devs attention since they seem to be very keen on releasing more and more decor (loot)... To put where?
Message Edited by Gyorgy on 01-21-2005 03:50 AM
ana-mo-cara
Fri Jan 21, 2005 7:13 am
#24
For me its the issue of storage space I am a crafter, and thus need to keep hundreds of resources. I end up stacking medium houses up in walls to provide the space that I need.
Sadly I will get around a item limit by useing more houses. I would just love to be able to compress like six lots into one house even if its a small tattooine.
The structure system is convoluted anyway. Hell houses should have more options in general.
The option to say have other structures built right into a house like factories. Sure they could go to one lot cost, but this would save the sprawling factory problem which uglifies cities.
Here are my ideas and yes I know this detracts from cities somewhat but on the other hand it promotes more fun in structure use.
Houses built with a mission terminal in it with a mission bonus. You know for the guy who is a combat. It would cost one lot space, but the house would also give the player the option to take a cut of the increased job market for other players useing it.
House with experimentation bonus. Cost 2 lots and only useable by the owner. That way crafters can skill the sea market but have to pay the price in lots to work with.
Houses with banking/bizarre terminals built in cost one lot.
Houses with repair bonuses 3 extra lots. Gives a to repair bonus to the owner. Works for vehicles armor weapons.
Smugglers den the house gives a plus 4 to slices, or allows a smuggler to choose the type of slice. Cost three spare lots.
The bonus is obvious the devs could limit alot of hordeing by letting players skill their houses. They would also be able to generate more interdependence and reduce the number of houses in the game.
theoden-flurry
Fri Jan 21, 2005 7:46 am
#25
they should definatly change the way lots and item storage work if they cant let us have more than 250 items in a structure they should bring guildhalls and large houses down to 3 or 4 lots since it works out around there at 75 items a lot.
Puertoriqueno
Fri Jan 21, 2005 3:11 pm
#26
Yes, and that was my point. If you are going to limit top end, lower the lot requirement since you know people are going to place more houses anyway. And add the vendor like storage apparatus in each house so that a person can actually concentrate on decorating. I know i have zero problems with decorating my house, but then again I am a merchant, so my vendors do storage duty.