Cities And Housing Archive

Thread: An idea on house item limits

AgerFreecrest
Fri Apr 22, 2005 4:49 pm
#1

The house item limit should be set at x number of items per lots used but also have the ability to increase the item limit for the house at the expense of increased lot usage.
For example; a small generic house holds 200 items and uses 2 lots to place (100 items per lot). Normally a player would have to place an additional house to be able to drop more items. This new plan would allow the owner of the structure to increase the item limit by spending additional lots. So the player can essentially go to the structure terminal and spend however many free lots he/she has to increase the item limit and make one small house cost 10 lots but hold 1000 items.
Resetgun
Sun Apr 24, 2005 2:10 pm
#2

There isGlzmo idea that is pretty similar with your. Basic problem inyour and Glzmo's idea isthat some players have modem connection or computer with small memory. When these players walk inside room/house that have... something like 400 or more items... their computer stops responding awhile, because data transfer is taking so much time by modem - or Windows is swapping memory between RAM andhard drive. Result: users like these havevery bad lagproblemand theyalsovery likely crash to desktop.


One choice would be room based item limit. However -SWGitems seem to be loaded when player enters to house. This would mean that "room" based item limit would be also out of questions -all items are loaded when player enters to house. So unless devs improve house item loading system to room based -or they improve item loading some other way, increasing visible item count would be out of question.


(Sidenote: I am not sure is this only visual bug - but it seems like that there is again way to store more than allowed limit of items in some structures. I am just wondering - how it is possible that this isn't yet eliminated (some dev character have ingame item limit problem?).... or maybe it was only visual bug. I wasn't eagerand didn' t need to test it out.)






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It's easy to find something worth dying for. Do you have anything worth living for?
FelniFosk
Tue Apr 26, 2005 10:45 am
#3

I made this suggestion in Glzmo's post:



Storage Unit Idea




FLURRY: Felni Fosk [FOSK ARMS; Master Munitions Trader;12pt MWS]
Corellia - Renovo Natu [700, -3740]
Naboo - Theed [-5435, 3430]
Dantooine - Mining Outpost [-390, 2910]

KETTEMOOR: Olo Lightseeker [Lightseeker Labs; MBE/MCH Commando]

FelniFosk
Tue Apr 26, 2005 10:48 am
#4


sorry for the double post. /argh

Message Edited by FelniFosk on 04-26-2005 10:49 AM




FLURRY: Felni Fosk [FOSK ARMS; Master Munitions Trader;12pt MWS]
Corellia - Renovo Natu [700, -3740]
Naboo - Theed [-5435, 3430]
Dantooine - Mining Outpost [-390, 2910]

KETTEMOOR: Olo Lightseeker [Lightseeker Labs; MBE/MCH Commando]

Resetgun
Wed Apr 27, 2005 6:31 am
#5

If I could decide I would set two item limits to each house: decoration item limit (visible items) and contained item limit.


When user drop item to house like chair, table or weapon, itwouldbe counted as decoration item. This decoration item limit would be same as current item limits in houses.


When useplace item to container inside house - like armory orchest, it would be counted as contained item. If houses contained item limitis already reached, item would be counted as decoration item. So maximal amount of items stored to house would be decoration item limit + contained item limit. Contained item limit could be something like 100-200 items / lot.


This solution would give somekind meaning for all armories and chests furnitures inside house.



――――――――――――――――――――――――――――――――――――――――――――――――――――――
It's easy to find something worth dying for. Do you have anything worth living for?
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