Cities And Housing Archive
Thread: Why not change the items/houses limits rules
ana-mo-cara wrote:
There are limits in the game for two reasons.
1. You give player ample room and they will fill it up result the server will lag severely. This is why many items decay. So that items can flow out of the game to prevent this.
2. The limit also is important to force players to from time to time make choices of what they want to keep. I hear alot of crafters bag for huge stack sizes while if that were the case a person could simply get the best resource and have it forever. Haveing limits keeps one player from haveing all the best stuff.
Do not get me started on vendors, and how everyone is useing them as storage. I personally think that there should be a hard cap on vendor items. Perhaps 80000 this way if your going to stockpile an item you take the risk another player might comein and snatch it up. Result players will be less prone to use vendors to horde items. I seriously cannot think of any item in the game going for more then this anyway.
The only thing I personally think should be done. Is to give architects the ability to build structures with larger lot sizes. So a player could buy a six lot house, and have that house able to store 450 items. That alone would reduce player structures, and perhaps higher lot structures could have a modestly lower main rate say 90 an hour for a six lot house. While it might generate a bit more lag in the house I would guess most players would welcome it.
ana-mo-cara wrote:
There are limits in the game for two reasons.
1. You give player ample room and they will fill it up result the server will lag severely. This is why many items decay. So that items can flow out of the game to prevent this.
2. The limit also is important to force players to from time to time make choices of what they want to keep. I hear alot of crafters bag for huge stack sizes while if that were the case a person could simply get the best resource and have it forever. Haveing limits keeps one player from haveing all the best stuff.
Do not get me started on vendors, and how everyone is useing them as storage. I personally think that there should be a hard cap on vendor items. Perhaps 80000 this way if your going to stockpile an item you take the risk another player might comein and snatch it up. Result players will be less prone to use vendors to horde items. I seriously cannot think of any item in the game going for more then this anyway.
The only thing I personally think should be done. Is to give architects the ability to build structures with larger lot sizes. So a player could buy a six lot house, and have that house able to store 450 items. That alone would reduce player structures, and perhaps higher lot structures could have a modestly lower main rate say 90 an hour for a six lot house. While it might generate a bit more lag in the house I would guess most players would welcome it.
I think you are wrong. Having a lot of unusefull building makes it even slower. Same goes for a badly designed database.
Talking about it items should be flaged as a container or not. In the database, items hold links to their container (vendor, player inventory, an itembag, a bank stock, a house, a bazaar...) which is itself an item. Any player should hold an item list with 5000 entries max. We perform our sql requests.
You need to load a house?
"select * from items where container=house_id"
simple, plain and efficient.
You trade an item to someone?
items container is switched to the other's player inventory, and removed from your own items list and added to his personal items list.
Don't tell me this would be slow. I'm developper since a lot time and kind of know these problematics. Their answer is always the same. To get things fast, make them simple.