Development Cycle Archive

Thread: Holobits?!?!?!

Neoteric
Tue Aug 10, 2004 4:24 pm
#157

-First Post Here, Prob-ley Last


I'm Glad alimit is being put in place for the number of items placed on a vendor. I do not totally argree with the numbers set so far but it has to start somewhere, at the bottom is, I think, the best.


GLAD-I've seen,meet,listen to people with absolute endless amounts of loot, all on vendors. Some sell, some don't.

Yet the ones that don't sell are still down where ever, Camp spawn's, looting and flameing whoever comes near with "Go away, I was here first".

There are to many Bird's that see something shiny and have to get it and keep it, not just settleing for the one shiney, but 1000's of them.

NERF the vendor, get rid of those that judge their enjoyment in a game by how many of the same shiney thing they have in their vendor.


With no endless vendors, I might enjoy trying to loot, without looking over my shoulder for that pep that wants everything.
MikiLeet
Tue Aug 10, 2004 4:25 pm
#158

I have a dancer on TC and she is like 0012 or something maybe lower..and i did it ALL at the keyboard but with a recursive macro so that instead of hitting a button or typing all my flourishes in i had time to be socially interactive..if im reading the change right..this bites...
CardDreamer
Tue Aug 10, 2004 5:23 pm
#159

Dumarses.


That's all every single person at SoE is. Just dumbarses. Not a single flipp'n person there knows what they're doing. Video games based on franchises (SW, ST, AvP, etc) should be creatively supervised by the fans, sinc eit seems 95% of them know what the heck is needed. The dumbarses at SoE should just do as they're told.


Perhaps those reading think I'm just pissed with no bases or I'm over reacting. Well, let's look at SoE's history:


1.) "Let's make a MMORPG based on Star Wars!" "Great idea!" "Yeah, we can have swordsmen, pikemen, fencers,..." "Yeah, because we all saw the ORIGINAL D* escape scene in ANH --"


Han: *fleeing to Falcon* Blast the door, kid!"

Luke: *puzzled* Han, I'm a pikeman! What do I do? poke it until it shorts?"

Stormie: *shoots Han between the eyes*


Not that I don't think SW needs different classes of fighting styles, but those 3 were totally out of sync in Star Wars. The only races to use melee weapons were Tuskens, Gamoreeans, etc. These races are considered primative races!! (TKA is acceptable, since unarmed combat is obviously shown and reliant upon should a character be disarmed).


2.) "When we launch the game, let's make it ground only!" "Terrific! All that...space combat and such really just slowed things down in STAR wars."


3.) "We need to reduce how many items a house can hold." "Why?" "People actually want to collect what we've put in the game to collect." "Those sick freaks!"


4.) "Hmm, I don't like how freely people are expermienting with their stats, finding happy mediums for their chosen professions." "Oh, that's easy. Let IDs only perform stat migrations now and let them waste 10 minutes doing it. Then they can justify somehow 25k to do it."


5.) "Sir, people are wanting things like revamps and bug fixes. What do we do?" "Give them holoemotes. Duh." *slaps Dev upside head*


...and now it's just getting worse. Now they want to reduce vendor items? Why? I'm a Master Weaponsmith and I can't fathom this in the least. I have 4 vendors (each specifically geared towards different things). And I use the stockroom on 2 of them, both with 2 pages of stock. Not just for items I want to collect, but for weapon parts, schematics, resources, weapons ready to hit the floor when current supply runs low or out, etc. What should I do? Put what I cna on the floor and screw everything else? sorry, but I'd like to decorate my "armory" as it is in the game. Make it fun to visit and not just tons of dropped items because SOE is too stupid to give us ANY kind of decent storage. There should be NO limit on vendor item #s. Yes, people w/ vendors who don't have merchant anymore, get rid of them. People who have had empty vendors for an X amount of days, sure, axe them! But you're hurting WAY more than helping with this stupid move. Me, or ANYONE else using a vendor as storage space does NOT limit ANYONE's gameplay fun or affect them in ANY way (and any arguement to say it does is simply cheap and pathetic). If I so desire to collecta lot of items I thin kare cool (in which, btw, I DID earn buy either killing whatever it was to get it, or paying for it outright), that's my choice and no one else should have a say in that matter. Everyone has that same option. If they choose another path, then that's on them. My (random # time) 1000 random loot items I wanted to save doesn't affect another random BHer from deciding to hunt a Jedi, buy a weapon from me or anyone else. If too many items are in the database, then just stop making loot for people to collect, OR LEARN TO PROGRAM/USE A GOOD DATABASE!!


And that's not everything. I'm so sick of more half arsed, incomplete content being introduced without the old stuff ever being fixed. We have weapons we can't make, Quests that can't be completed, loot that should be dropping and isn't, revamps needed, gcw upgrades needed, and yet, the Devs hit us with not only this CRAP, but "Let's throw JtL out there so not only will we have bugs on the ground needing fixing, but JtL will have a ton of problems as well, and when they cry for a fix, we'll either nerf or better yet, give them more holo emotes!"


The sickest part of this is the player base. about 80% of those complaining are going to just take it up the arse and keep playing like good little guinie pigs. Show some guts and actually cancle your accounts. When the money stops flowing, they'll listen. Plain and simple. Once they listen, go back to playing.


I used to love this game at launch. Now it's just a lousy suck arse game and I often have more fun playing Solatiare than this crap. should this change go in, I will be cancling my account.


Thanks for your time, all and I appologize if I offend anyone. My only offense intended is directed at SoE themselves, none of you loyal players who want to play a GOOD online STAR WARS game for once.



_____________________________________________________
"I try not to set standards. I don't like to show people I'm superior."
jopenack
Tue Aug 10, 2004 6:45 pm
#160

Bottom line there are toooo many limits on too much


as master armorsmith and arch on tempest (and i do not use my vendor for storage)

if I own a mediumhouse i cant even furnish it its full after furnishing 3 rooms

med houses have same storage as small ones but large houses have 100 more item storage but use more than twice the lots who tought u guys math anyways???


u add storage for crafting and what do we do we cant make alot of anything people email orders we run around and have to tell people no sorry i cant right now.


you want a million people to join swg but guess what more people go combat than craft, shadowfire has very few BE's so no bio enhancers for chefs they run crazy trien to find em, BE's hide from evryone because they cant fill orders.


maybe raising all your limits on vendors, houses, or even game wharehouses something like the bank but charge might actually help people tryen to accomidate people instead of tyen theyr hands behind theyr back and making them drop crafting proffesions out of frustration.





SHADOWFIRE - MASTER CREATURE HANDLER / MASTER RIFLEMAN

TEMPEST MTK/MD - WANDERHOME MT/MM -???-???

"Creature Handlers are not 1% of the population, they are over the 50% mark, the 1% excuse is a flat out lie"
jopenack
Tue Aug 10, 2004 6:47 pm
#161


Bottom line there are toooo many limits on too much


as master armorsmith and arch on tempest (and i do not use my vendor for storage)

if I own a mediumhouse i cant even furnish it its full after furnishing 3 rooms

med houses have same storage as small ones but large houses have 100 more item storage but use more than twice the lots who tought u guys math anyways???


uset limits onstorage for crafting and what do we do we cant make alot of anything people email orders we run around and have to tell people no sorry i cant right now.


you want a million people to join swg but guess what more people go combat than craft, shadowfire has very few BE's so no bio enhancers for chefs they run crazy trien to find em, BE's hide from evryone because they cant fill orders.


maybe raising all your limits on vendors, houses, or even game wharehouses something like the bank but charge might actually help people tryen to accomidate people instead of tyen theyr hands behind theyr back and making them drop crafting proffesions out of frustration.


sorry not a double post edited a mistake




SHADOWFIRE - MASTER CREATURE HANDLER / MASTER RIFLEMAN

TEMPEST MTK/MD - WANDERHOME MT/MM -???-???

"Creature Handlers are not 1% of the population, they are over the 50% mark, the 1% excuse is a flat out lie"
Stikjok
Tue Aug 10, 2004 9:07 pm
#162


I have been reading aboutall the "merchant" changes but stayed out of the debate till I saw some more feedback from the devs.


I understand they are attempting to make merchants more useful or needed, and in some way may even be trying to relieve some strain on the server systems, but IMO any limit will kill the crafters.


As a Master Armorsmith I can craft10 types of armor (not including the quest armors).


Each type of armorhas upto 9 items per full suit.


I can also craft Shield Generators, Repair Kits, and Armor Upgrade Kits.


As you can see the limit will be reached quickly if I choose to craft and stock armors of all types.


I don't sell many of my products by the crate, because most players don't need 25 helmets on hand.


I could put sets of armorinto packs as many "smiths" do, but then players that need a piece here or there are not able to buy justthe pieces they need, and customers can't examine the item stats, they have to rely on my item description/name being accurate.


It is bad enough that the 100k resource units perstack limit and item limits on structures makes inventory management a nightmare. Many crafters have to use vendors as a storage system (and they take big risks as Stryker on Eclipse found out 7 months ago).


Even though I am a Master Merchant, I for one will quit crafting all together if any vendor item limit is put in place. I enjoy crafting (inventory management issues aside) but working arounditem limits and merchant restrictions will take me away from all the other things I must do (Crafting, resource "hunting", etc) to serve my customers.


If you need to fix server issues with vendors stocked with hundreds of thousands of items, make 999K resource stacks and factory cratesthat hold up to 1000 items (the limit of a schematic/factory run) and watch how fast the server item load drops.



Here lies Atoning Unifexfrom Eclipse
Former Crafter & Merchant
R.I.P
06-26-03 to 11-15-05
Artiman
Wed Aug 11, 2004 12:11 am
#163

What I am is *in stock.* And it requires a lot of items on the vendors to make sure I stay that way. I have a few other things I do to enhance my chances, but I'm not going to give away all the details. Every thing I do is aboveboard (except the cross-server lots, if you have an issue with that) andis a strategy found somewhere in these forums. And hard work. Lots of it.

______________________________________


In stock. That is the point. I can't compete with you. Not because it makes sense, not because you products are better or cheaper, but because they have a system that requires HUGE amounts of time for players to locate me, and there is simply no reason for them to locate me because my stock will be limited. They won't come back.Is that really the advantage that you want? Screw the newbie?


But of course you are right, this nerf is the most asinine way to address the problem. The time sink to locate me is still right there. The new player (me) won't sell more because people will do without or just quit.


All that is needed is a functioning market devs. Can you hear that?

MisterWizard
Wed Aug 11, 2004 12:18 am
#164

On vendors:

Allow a Merchant to create a vendor AND grant another user admin rights to it. The merchant can have exclusive rights to set a transaction fee (flat fee or %) or a "maintenance fee" for the merchant. This allows people to sell items via a vendor without being a merchant, yet the merchant retains the ability and skill to enhance the vendor, advertise it, etc.. You can also enforce merchant skills by doing this -- a merchant can't drop a skill while he has the skill used (i.e. already has his allowed vendors dropped, has advertising turned on, etc).





Alaric (Wanderhome)
Alrik (Flurry)


AFTER SWG, play some online baseball at http://www.csfbl.com.
Amythen
Wed Aug 11, 2004 12:30 am
#165






CasualMaker wrote:





Propain666 wrote:






Iceman-KG- wrote:




I think statements like that are precisely what they are trying to get rid of, and for good reason.






Five - only 40 back packs, all packs have 50 items in it, this is my storage vendor WITH EVERYTHING I OWN WORTH EASY - 20 MILLION - in armor weapons crystals furniture harvesters loot kits ( ie rugs gongs ya know) Loot galore that is 2000 ITEMS


There is no way i have any room any where for all this stuff. ALMOST 4000 ITEMS






Amythen shakes his head in disgust over the above post.






I have to agree with ya on this point.



This guy is a dope for even listing that crap. You just made it painfully obvious why this change is happening and because of who.. people like YOU!



DONT USE VENDORS AS STORAGE AND WE WOULDNT HAVE THIS PROBLEM...



(and the community turns on one another)


Message Edited by Propain666 on 08-10-2004 07:13 AM


I swear I have said this before... No wait I think it was, stop exploiting macros for unattended gameplay and there would be no needfor removing recursive macros. (just an observation, not a poke at the poster, no offense intended what-so-ever





And where ARE we supposed to store things? My house is usually full to the item cap with stacks of crafting resources (Furniture? What's that?). My lots are generally covered with harvesters and factories, so i can't put down more houses. That leaves my vendor as the only place to keep the stock I've already removed from factories; some items are selling slower than I'd hoped, but I don't want to lose them OR stop stocking new things that sell faster.

Bigger resource stacks would help a little, but not very much. Wish-list item: stacking crates of identical item! You can split a crate but never recombine them.





It sounds to me like you may want to hire out parts of your business to others. Try and find people you can trust. Figure out which part you want to do, say its the final builds. So locate someone willing to build sub-components, perhaps try and locate someone who likes to just harvest. I am sure you could find a bunch of entertainers that wouldn't mind much selling you resources that they may harvest.


Don't go it alone anymore, learn to cooperate, is all I am saying.



    =-- - - - - - - - - - - - - - - - - --=

Adolai Danst - Dead Man Walking & Master Musician / Master Entertainer / Master Artisan

FSCSexplorer
Wed Aug 11, 2004 12:52 am
#166

GeneralKerensky wrote:

Fifth Holocron - Silent started RANDOM mastering of Professions ------> Give no credit as we chose to proceed hap hazardly and took a gamble."

********************************************************************************************************************************************


Some people had to do 5 holocron professions, some with10 or more previous mastered professions. How do you fit that in ?


But more importantly , what about character transfer? When and How ?


Can I transfer a good char from another galaxy to my galaxy where my Jedi is and replace my borked up hologrinder char?

What will that char be able to take with them?

An equipped backpack- full, inventory- full and bank box full? Storage droids?



Ok last holobit,

That just made me think. Post Pub 10 what will be the standing of deleteing Jedi ? Would the new character have to go through the whole FS process again ?







Free the pvp Jedi, stop forced pve
May the force be with you
May 10th 2005
"Removed Jedi PvE experience penalty on death"
I told you they'd make it easier for you !
Coming Pub 20- Group members no longer add to a Jedi's visibility
And so it continues !

Nov 2 2005 You'll get what you've been asking for........Order 66

Fear the RotE

Draethyl
Wed Aug 11, 2004 1:59 am
#167





To your first point, the whole idea of economizing on moves is a key element that should really come through with the changes to combat. The challenge is to make it more dynamic and excited and not just make it a game of diminishing returns. It should be more like a recharging mana pool orsimilar type of mechanic where the player is challenged, but not hamstrung. With the new HAM, what will happen is rather than use specials until your bar is empty, you would use a special and wait for it to recharge ( just a couple of seconds) and then be able to use it again.




I am just wondering does this new HAM and COMBAT system take into fact the element of your population that enjoys solo play....


I know that the combat system needs to be worked on and made more intereactive...I am always for adding content and playablity. However, these changes do "NERF" the ability to solo. With the current re-addition to mobs using weapons and the Night sisters Using there force powers again while gaining the ability to also use weapons soloing has become more challanging.


I am just afraid that this change will limit those of us to a degree that we can no longer solo certain areas that offer a large enough reward to be worth it. Since as you well know or atleast should that this game is weak on true"Content" Kill/Loot and PVP is the only thing that keeps many of us from leaving from plain old boredom.


Without the ability to do this and no realy dynamic content I find that I may have no reason to play in the end. I am willing to wait to see what the additions that JTL and the Combat Rebalance will bring. I just hope that this new system will not kill my ability to, with properly planned stratigy go out and solo a vast majority of certain areas I used to enjoy going.


I just represent one of your solo players voices...I do have friends and I do group but I do enjoy being solo most of the time.


Draethyl
Wed Aug 11, 2004 2:19 am
#168







I've been reading the feedback with regards to the Merchant/Vendor changes.


On one hand, merchants need to be the vendor wranglers. There is no getting around tying vendor limitations to Artisan/Business skills and Merchant skills. On the other hand, I've been speaking with the team on the item number restrictions and I'm pretty sure we'll be able to get those limits raised to a suitable level.






I am sorry ThunderHeart but I don't see why this is such a difficult concept for the developers to grasp. Very Few people disagree this the statement that "merchants need to be the vendor wranglers". However, you take a simple concept like this and go way overboard, terrorizing the general population.


It would have been simple to state that non merchant vendors will be limited to 100 items(though even for non merchant artisans I believe this numer is a bit small considering the amount a Master of Artisans has to offer). As one progress up the Merchant tree they not only gaint he ability to have "more vendors" but thier "artisan cap" on "stored items" also increase dramatically with accent to master. Just like a Merchant's Number ofVendors increase you could add to various collumns an "increase in Stored Items".


If you do this not only in one column but in multiple colums, for example, your vendor limitations increase in 2-3-4-1 aspects, of these columns and then finally max in Master Merchant you wont get the person who just masters the one line of Merchatn they will beforced to be a true merchant to gain this benifit.


I don't believe this would be difficult for you to implement and I believe that a vast majority of your clients would be satisfied with this compramise.


I am not a merchant nor do I care to be, but I know that the whole of SWG would have trembled if you had implemented that very limiting cap on those who have choosen to be not only Crafter's but also Merchants.





DesertLost
Wed Aug 11, 2004 4:24 am
#169






VarnaxDespin wrote:








Thunderheart wrote:



I've been speaking with the team on the item number restrictions and I'm pretty sure we'll be able to get those limits raised to a suitable level.







This is not enough and far too vague,


What type and how many items we place on vendors is already limited......not by a arbitray # thrown up into the air by us and/or the dev's, rather by the 30 day limit placed on all vendor items.


Let me explain.... currently I and everyone else can put as many items onto a vendor as we like... what stops many of us from going over a certain number is the 30 day limit. For instance I have aprox 700 100k unit stacks up on my resoruce vendor... using my backstock I could double or maybe even triple that number. Yet I dont.. why? because some items sell slower then others and I dont need to have 5mil units of X resource up at any one time, especially if I know that by doubling my items.. I am going t ohave to spend an extra 2 hours re-stocking those items in 30 days... the amount I put on my vendor is proportional to the amount I think I will sell and how much time I am willing to spend re-stocking ever month it those items dont sell.


Why else do we not see vendors with 20k items... or 50k items.. or even a 100k items? because no merchant in their right mind canwants to spend20+ hours adding and then re-stocking all those items.


I am going to keep posting this becasue there is no reasonable item limit....100 items per vendor...200 items... 500 items the number is irrelevent.... You cannot go from an infinite number to a finite one and maintain any rational perspective.





Heres a real life example from another post of mine to point out how absurd a vendor limit is:


2 assumtions:

Humans need to breath air inorder to survive

Merchants need vendors is SWG to survive as a proffesion


Lets say you live in a large industrial city (SWG) and the goverment (Sony) comes to the citizens and says, "Hey guys, we have a carbon dioxide problem (database) and inorder to to solve it we are going to have to limit the amount of times each person breaths per day. Now in order to make this fair, we cant base the number of breaths on the size of the person (the amount a crafter produces/sells) because larger people and athletesbreath more then small people and that isnt fair. So next month (publish) each family is going to be alloted a number of breaths per day....If you a single Adult you'll get 50 breaths, a couple each get 70 breaths, couple w/ 1 kid each get 80 breaths, couple w/ 2 kids each get 90, couple w/ 3 kidseach get100 and a couple w/ 4 kids each get 110 breaths per day, Have a nice day."


Well of course the community (forum) gets all up in an uproar and yells, screams and kicks thier feet because they cannot survive only breathing so few times a day. People start throwing out ideas on how many breaths "they" could actually live with, how they could get around the breathing limit and how they could change the way they breath. The problem with this is they have by doing this already accepted the insane idea that they should have to limit thier breathing to solve the cities air problem rather then the city working on solving the amount of carbon dioxide being emited by the city's Industries.


So after a week the city government comes back and says, "We hear your plee's/concerns, and thanks for the feed back and ideas, we understand your points of view and feel your pain, so we have decided to double the amount of breaths we previously proposed. We have given, now you must."


Well I am sorry I cannot live on 50 breaths (items), 100 breaths, or 1000 breaths a day....This leaves me very few options, try to live with the absurd demand to limit my breaths and die, or leave the city (swg)I have loved up until now, for another town (MOG) that will allow me to breath.



Vendors are a merchants main tool, much like a rilfe is a riflemans main tool,Limiting items per vendoris akin to telling a rifleman they can only shoot a rilfe so many time per day....It is absurd.


As some have disliked my rilfe/vendor analogy I will add a rebutle here to keep it visable.


Argument against: a combat proffession is limit by the spd cap and the condition of a weapon so they are limited and so should vendors be..


Rebutal: The loss condition of a weapon for shooting it does not limit the skill/or abilty to shoot.. the weapon itself is the limitation. Theoratically you could have 100 weapons on your person and stay online from server re-boot to server re-boot and shoot those weapons for as long as you desire. While there is a "actual" finite number of shots that could be made in a day...that number is going to depend on the amount of enemies you can find to shoot and the spd cap at which you shoot... but you have at least have the option of doing that.. the items maybe be limtied and the speed at which you shoot them, but the "skill/tool" (ability to fire it) is not limited to a specificaly unrealistic number.


Merchants have the option of theoretically stocking and infinte number of items..how many vendors have to stumbled arcoss that currently stock an unlimited number of items? My guess is none


While theoretically the number of items on a vendor has no current limit, we.. merchants are limited already by something called the 30day drop off....if I spend 8 hours of RL time puting 20k identical items up on my vendor...then most likely 30 days from now I am going to have 15k+ "item auction unsuccessful" emails to delete and I am going to have to spend another 6 hours of my time restocking those items...


We merchants control ourselves and place as many items as we think is necessary to maintain a selection and keep up with our sales...but we do not overstock by massive amounts because we dont want to waste hours of our time restocking those items. In other words....we are limited...by ourselves, just as combat class is most likely not going to spend 24 hours a day 7 days a week, week after weekonly shooting thier gun...



Message Edited by VarnaxDespin on 08-10-2004 08:36 AM




I whole heartly agree with Varnax on the issue.


Combined with the economic issues I mentioned on the TC forum thread andit amounts to a very Bad situation.




Taggari the Wookiee
Tempest's Wandering Nomad & Jack of All Trades
Master Scout / Ranger / Master Artisan / Retired M. Swordsman & M. Brawler
Check out Taggari's Adventure Supply for all you adventure needs!
Located inside the Butler General Store, 200 -5579, Corellia.
Currently wandering lost in the galactic wastes.
Page 13 of 17