Cities And Housing Archive
Thread: Vision to resolve the item limit problem for houses and multipassenger ships(updated 01/22/05)
SmokingFrog wrote:
I think we've overlooked the factory issue here. If you place nothing but factories with your 10 lots, you could effectively have up to 2000 units of storage...do the mathI realize that there's a maintenance differential compared to housing, but if it's really space you're after - and money isn't an object - then factories are the exception to the storage rule at 100 items per lot minimum. (that's 100 in the input hopper, and 100 factory-run goods in the output hopper)
LOL - So your solution is to live in Factories? And what about the fact that crafters have to actually use them for, guess what? Production!
I don't think when I saw the theme of the game and heard about player cities, and the game experience around houses, and cantinas, and structures of various kinds that they promoted that we will need to use our 10 lots on factories for storage.
I think you're just pointing out ways to make ends meet until things get FIXED, but having our lots dedicated to factories for storage and impeding production is not a FIX, its a work-around until the design overall is fixed.
BleuDestiny wrote:
Still do not agree that keeping total storage overall the same is a valid solution or proposal. The feedback to SOE's "what would you change?" question gives a resounding call to SOE to increase storage. The examples I gave above, minus the resource stacks part (1,200 items) still leaves a need for 1,800 units of storage per character on average. I'd bump that up to 2,000 just to have some flexibility (200 per lot) including fixing crates and resource stack enhancements. Otherwise, its no improvement being suggested other than to solve decorating challenges, with no tangible and functional improvement.
Perhaps. But you are forgetting that this is a Massively Multiplayer Online Roleplaying Game.A House or ship with one fully decorated room and loads of emty rooms just hampers the experience of roleplaying living in one.
Yes, I can see the crafter's needs, but this post isn't about increasing total storage amount, it is about solving the problem of not being able to fully decorate ahouse and/or ship as well as remove many unneeded 'storage structures' from the gaming world while keeping the current limits intact, considering the developers' claims that the current maximum is the most a character can have due to database limitations.
It might be wise to create a seperatethread on how toget rid ofcurrent 'database limitations' to be able to accomodate increased item storage per character.
Or it might be better to rename your thread to what it is, "Problems decorating houses within existing storage limitations." Cause what its named now, I'm adamantly opposed to giving the devs an out to "storage issues" when they dont address the core functional issues. Either address all storage issues, or call the solution what it is, a narrow approach to improve decorating issues only.
Glzmo wrote:
BleuDestiny wrote:
Still do not agree that keeping total storage overall the same is a valid solution or proposal. The feedback to SOE's "what would you change?" question gives a resounding call to SOE to increase storage. The examples I gave above, minus the resource stacks part (1,200 items) still leaves a need for 1,800 units of storage per character on average. I'd bump that up to 2,000 just to have some flexibility (200 per lot) including fixing crates and resource stack enhancements. Otherwise, its no improvement being suggested other than to solve decorating challenges, with no tangible and functional improvement.
Perhaps. But you are forgetting that this is a Massively Multiplayer Online Roleplaying Game.A House or ship with one fully decorated room and loads of emty rooms just hampers the experience of roleplaying living in one.
Yes, I can see the crafter's needs, but this post isn't about increasing total storage amount, it is about solving the problem of not being able to fully decorate ahouse and/or ship as well as remove many unneeded 'storage structures' from the gaming world while keeping the current limits intact, considering the developers' claims that the current maximum is the most a character can have due to database limitations.
It might be wise to create a seperatethread on how toget rid ofcurrent 'database limitations' to be able to accomodate increased item storage per character.
Message Edited by gera on 01-26-2005 10:49 AM
gera wrote:
I'm looking at thread posts lately but...
May I ask how can you have 3750 items right now without lot trade...
Beside...
Why to have 100pieces of armor, Why to keep somethings you don't use with hope you may use one day, may be never.. Why to keep useless junk in your home....
This game limits you to do big business "alone" and I like it for simply keeping people doing math...
Learn to be tidy ladies and gentlemen....
Message Edited by gera on 01-26-2005 10:49 AM
Isn't it funny how people can be judgmental about how others play the game, instead of focusing on the game itself and making it better.
I can't speak for anyone else, and I'm not going to, but here's how I can easily have 100 peices of armor...
A) I have a jedi toon, which in the earlier days could thankfully wear armor
B) Achieving profession mastery in this game involves grinding, grinding involves a lot of combat, often times we change our minds, or the game changes, and we're back to the grind for another profession, or for FS xp grinding, grinding, and more grinding
C) A set of armor comes in 9 different pieces. Hey, I didn't design the game, the armor, or the retched storage limitations, I just wear what i have to wear
D) Between two toons, I store a few sets of uber armor, in various levels of decay, of various level of decay per type of piece (ie. boots more worn that the same set's bracers), so its constantly going back to the bin and sorting through "what's up to snuff to get me through a corvette, krayt, or DWB session?" or what needs to go to the armorsmith. I also store a few sets of hi-resist kinetic armor for referring back to item (B) above, the never ending grinding, particularly when i'm regrinding another tree. I also have some mid level armor for when tending harvesters, or general use where I don't want to use up the uber expensive stuff.
Easy to get to 100 pieces with 9 to a set, and all decaying at different rates. If they all decayed at the same rate, I could do with one set and a back up for uber, mid, and grinding kinetic, or 6 sets. And if they didn't require 9 pieces each, say only 4, we could get it down to 24 items to store, but hey again, I didn't design the game.
So lets stop looking to the next player to say, "why do you do this or do that" and instead deal with the real issues that need fixing around here in the game itself. The resounding message to the dev's question this last week about, "what's your top 3 issues you'd like fixed" was around the aweful storage situation, and I doubt that that was significantly around decorating concerns. Thats just one group's perspective of the bigger issues around storage, and it would be great if we could address the bigger issues to work for the community as a whole.
Crizis wrote:
gera wrote:
I'm looking at thread posts lately but...
May I ask how can you have 3750 items right now without lot trade...
Beside...
Why to have 100pieces of armor, Why to keep somethings you don't use with hope you may use one day, may be never.. Why to keep useless junk in your home....
This game limits you to do big business "alone" and I like it for simply keeping people doing math...
Learn to be tidy ladies and gentlemen....
Message Edited by gera on 01-26-2005 10:49 AM
Isn't it funny how people can be judgmental about how others play the game, instead of focusing on the game itself and making it better.
I can't speak for anyone else, and I'm not going to, but here's how I can easily have 100 peices of armor...
A) I have a jedi toon, which in the earlier days could thankfully wear armor
B) Achieving profession mastery in this game involves grinding, grinding involves a lot of combat, often times we change our minds, or the game changes, and we're back to the grind for another profession, or for FS xp grinding, grinding, and more grinding
C) A set of armor comes in 9 different pieces. Hey, I didn't design the game, the armor, or the retched storage limitations, I just wear what i have to wear
D) Between two toons, I store a few sets of uber armor, in various levels of decay, of various level of decay per type of piece (ie. boots more worn that the same set's bracers), so its constantly going back to the bin and sorting through "what's up to snuff to get me through a corvette, krayt, or DWB session?" or what needs to go to the armorsmith. I also store a few sets of hi-resist kinetic armor for referring back to item (B) above, the never ending grinding, particularly when i'm regrinding another tree. I also have some mid level armor for when tending harvesters, or general use where I don't want to use up the uber expensive stuff.
Easy to get to 100 pieces with 9 to a set, and all decaying at different rates. If they all decayed at the same rate, I could do with one set and a back up for uber, mid, and grinding kinetic, or 6 sets. And if they didn't require 9 pieces each, say only 4, we could get it down to 24 items to store, but hey again, I didn't design the game.
So lets stop looking to the next player to say, "why do you do this or do that" and instead deal with the real issues that need fixing around here in the game itself. The resounding message to the dev's question this last week about, "what's your top 3 issues you'd like fixed" was around the aweful storage situation, and I doubt that that was significantly around decorating concerns. Thats just one group's perspective of the bigger issues around storage, and it would be great if we could address the bigger issues to work for the community as a whole.
Jedi toon + own toon = 20 lots, you have much more storage than others.. You are rich as much as you can, when an armor destroyed, delete by new one. Or buy your armors in crates.. Thats not even issue..
This is just trash-collecting most of you do...
That's the truth. It's always been an issue with the community, but we didn't have anywhere to address it without getting the thread locked, or deleted. It's probably the top issue on that thread, or at least equal to others among the most reported issue. The way things been moving and shaking lately, I wonder if we're actually on the brink of seeing dev response to the issue and a solution. Could it be???
BleuDestiny wrote:
Hehe OK... Glad to hear that perspective. Thanks. Now moving on...
I'm sure most can recognize the truth of the situation. Just look to that Dev thread where the storage is brought up as a top3.
Crizis wrote:That's the truth. It's always been an issue with the community, but we didn't have anywhere to address it without getting the thread locked, or deleted. It's probably the top issue on that thread, or at least equal to others among the most reported issue. The way things been moving and shaking lately, I wonder if we're actually on the brink of seeing dev response to the issue and a solution. Could it be???
BleuDestiny wrote:Hehe OK... Glad to hear that perspective. Thanks. Now moving on...I'm sure most can recognize the truth of the situation. Just look to that Dev thread where the storage is brought up as a top3.
Seems that way. Things are looking up. Hope its in time.
gerawrote:
This is just trash-collecting most of you do...
BleuDestiny wrote:
Hehe OK... Glad to hear that perspective. Thanks. Now moving on...
I'm sure most can recognize the truth of the situation. Just look to that Dev thread where the storage is brought up as a top3.