Cities And Housing Archive
Thread: Structure storage limits.
Small houses: I think the 200 item limit is good for small houses. A small house could be well decorated top to bottom with that limit.
Medium House: A medium house has the same size limit as a small house even though they're almost twice as big. I feel the limit of medium houses should be increased to at least 300 items. Once the limit is increased the number of lots the medium house takes up should also be increased to 3.
Large House: I beleive 400 is the limit for large houses. I haven't owned a large house or a guild hall so perhaps someone else could comment on that.
This is my main goal for increasing the amount we can store. The contents of storage containers such as backpacks, toolchests, cabinets, etc... should not count towards the capacity of a structure. If I plop a cabinet in a house it takes up a certain amount of space. It contents should not increase the amount of space taken since the contents are completely inside the cabinet. Lets say we have a small house which has a limit of 200 items. If I were to put 200 cabinets in that house I could have 10,000 items in the house (200 cabinets x 50 items per cabinet. In this scenario I would have NO space left in the house, it would purely be storage and full of cabinets.
- Warehouses - Buildings set aside for the sole purpose of storing items. These would be large one room buildings with an "Inventory Interface" for depositing and extracting parts. The warehouse itself might only be able to hold a few (10-20 items) outside the "Inventory Interface". However, the warehouse "Inventory Interface" would be able to hold a large number of parts. The number of parts the "Inventory Interface" might be relative to the lot size of the warehouse. For example, a 1 lot sized warehouse might be able to hold 100 items, a 2 lot sized warehouse 400, etc. all the way up to a 6 lot size holding 3600 items (using LotSize*LotSize*100) Another aspect that might be fun is to be able to add "Inventory Control Droids" (ICD), which would count towards the basic item totalsin the warehouse (outside the "Inventory Interface"), but would double the number of items the "Inventory Interface" could hold if the number ofICDs met or exceeded the lot size of the warehouse. So, the 1 lot size warehouse with 1 or more ICDs would hold 200, instead of 100 items. And likewise, a 6 lot size warehouse could hold 7200 items when utilizing atleast 6 ICDs.
- "Junkyards" - Areas of land on a planet that are fenced off for the purpose of storing parts. These would work much the same way as Warehouses, but might be cheaper to put up and maintain.They may be able to hold a much larger amount of parts (such as twice what a Warehouse could), but have the added twist that parts in the Junkyard are subject to a slow decay (perhaps, just 1-2% per game month)
In my mind, it would be more fun to see different types of structures than just expanding existing structures to do more.
Also, one of the things that the game overlooks, is mass and size. I think it funny that I can put a ship engine inside the storage area of a droid. Perhaps, that reality has to be suspended for the sake of game simplicity. But I wouldn't mind toons and buildings being limited to volumetric and mass restrictions for the sake of reality. Of course, that opens its own issues.
Just
Legej wrote:
Marcolo,
I beleive they've already removed the ability to put containers in containers. A couple weeks ago I did a lot of moving of items and I wasn't able to put toolchests into my backpack. I had to remove the items from the toolchest, move them individually into my backpack. Even the empty chest had to be left in my inventory.
Note: If my idea was ever put in place, the contents of a container should still count towards the limit when in personal inventory. Otherwise it could be exploited and 80 toolchests could be kept in inventory making a persons limit 4000 that could be carried at once.
I stand corrected. However, I know I have several satchels inside my cabinets, as we speak. Although, that may just mean you can only put smaller containers (20 holders) inside larger (50 holders). And those satchels/bags have parts in them (so I could keep parts separate from other parts.) I will have to do some research.
More importantly, thank you for your clarification. I realized that you were just as interested in maintaining some type of limitation. I was mostly curious as to what your suggestions/solutions would be towards that end.
Overall, I think your suggestion has merit. And I, like you, would like to have more placable inventory, without having to utilize vendor space.
Legej wrote:
Warehouses and Junkyards is an interesting idea. HoweverI'm not sure I would like it as a sollution to consolidating the housing issues. As a crafter, I can increase my storage simply by putting down more houses, however that seperates your items and means I have to travel all over the place in order to complete your crafting. A warehouse also seperates your items from your crafting area.
Also what happens if you have a smaller warehouse which only holds 400 items... As your crafting business (or what ever you're up to) grows you need more space. You could eitherplace another warehouse (more buildings again) or you could replace your existing warehouse with a larger model. That means a lot of moving items.
Another benefit of using containers to increase storage space is organization. In two of my storage buildings I have a dozen toolchests with custom names I ordered from an architect. This allows me to quickly and easily know whats in each container without needing to open it. With a large mass inventory in a warehouse theres no organization to items.
(Ugh .. I don't know what happened there. This interface submits randomly it seems .. sorry. Moderator, please feel free to remove the duplicate post. Thanks)
Legej wrote:
Warehouses and Junkyards is an interesting idea. HoweverI'm not sure I would like it as a sollution to consolidating the housing issues. As a crafter, I can increase my storage simply by putting down more houses, however that seperates your items and means I have to travel all over the place in order to complete your crafting. A warehouse also seperates your items from your crafting area.
Also what happens if you have a smaller warehouse which only holds 400 items... As your crafting business (or what ever you're up to) grows you need more space. You could eitherplace another warehouse (more buildings again) or you could replace your existing warehouse with a larger model. That means a lot of moving items.
Another benefit of using containers to increase storage space is organization. In two of my storage buildings I have a dozen toolchests with custom names I ordered from an architect. This allows me to quickly and easily know whats in each container without needing to open it. With a large mass inventory in a warehouse theres no organization to items.
To clarify a bit on the concept of Warehouses:
- I do agree, moving would be a pain. It would be nice if Warehouses were implemented to have an option on the "Inventory Interface" that would allow you to transfer all the parts to another building under your control (deeded and placed, of course) That way moving would be a snap. The downside is you couldn't put the new building where the old one was ... or atleast might have to play leapfrog of sorts.
- I imagined the "Inventory Interface" being something like a modified vendor interface, where parts could be seperated into searchable categories. When an item was placed into the interface it would be removed from your inventory (or other Warehouse Inventory and placed) .. and vice-versa.
In a sense, Warehouses would be nothing more than shells for a modified vendor. They would, in fact be a modified vendor that just had the shape of a large building. But rather than be purposed for sales, they would be used to store inventory.
Legej wrote:
So no more response to this from the community? Is storage not as big of an issue for others as it is for me?
They already have increased the storage sizes of houses and personal inventory.
There is a big issue of hoarding. We all get in the pack rat mode. You will have tolearn to tighten up the belt and let some stuff go. Yes, all have the problem with storage but it comes down to having to much junk collecting dust and not moving stuff out of the resource into product, then on to customer.
Its not a lag issue, that comes from to many items being loaded up that can be seen. What the problem is that the database is only so big and making everyone have unlimited storage would make it crash and burn. Each item has a number. Each item is a seperate bit of data that takes up space in the database.
Oh, and ever MMO has a limit on the items you can carry or store. SWG is the biggest thati know of. So, stop being a pack rat, and i am one of them too, and find a different wayto take care of your needs. I bet if you look hard enough, you will see a lot of garbage taking up valuable space in your inventory.
Yahoo runs a lot of its services off of MySQL. They have a lot more people accessing the data at any given time than SWG yet its still nice and fast.
I can see how hoarding would be un-wanted. It would also be unwanted by the individual. As a crafter it slows down production when you have to search through piles of useless resources to find the one you want. Thats why theres tools like the recycler in game. Although I'm shocked they don't make those parts drop more to make them easier/cheaper to get... its a great cleanup tool for the game.
Don't get me wrong, I'm NOT trying to get unlimited storage... just increased and easier to manage. With the increase of item storage I wouldn't have anything against reducing the number of lots per individual. Of course that gets into other issues like harvesters... which also brings up cross server lot trading. Some things to think about there might be moving harvester placement into the artisan profession to allow for more harvester placement like a merchant and their vendors. Possibly even create a new mining profession. I'm sure there would be a lot of people that would hate that.
Anyway, it just seems to me that this area needs some work. I'm sure the devs will work on it after the bug fixes, the revamp for non-combat professions, the GCW content, the new FRS for Jedi, then more bug fixes, and then maybe they'll get to it after the CU part deux.