Development Cycle Archive
Thread: Test Center Update Notes Mar 5, 2004
Its not only armor. I often buy a set of furniture to decoratehouses. The architect puts the 20-40 items in a backpack. It makes my life and his so much eaiser. This'fix' is justcausing more greaf for players. If your trying to deal with another issue with this 'fix' - try again.
Rogue_5 wrote:
Commodities Market/Vendors: Fix to no longer allow people to sell bags that are not empty on vendors.
Commodities Market/Vendors: Added error messages for attempting to sell items in trade windows, non-empty bags, and un-tradeable items like goggles and light sabres.
As a merchant I found this rather disturbing. I usually do not go against what the devs do (as they are usually good changes) however, this "fix" is not for the best of the game or the community. It would just be better to allow us to see what is inside of the bags on a vendor or in a trade window then to just take it away completely.
Kevm is right, they had problems with storage in the begining that caused the servers to crase because of it. Limits to how much you can store is important. But to let you know, this game has more storage in it than anyother online game i have ever played and the nost items to collect to. But most of the stuff is just junk anyway and really is not worth keeping.
In my RL, my dad is a pack rat. He brings home useless stuff all the time that i have to throw away because it takes up to much room. But most of the time he does this is to claim space as his own. Yes i do have stuff i like to collect, but at some point i just clean stuff out so i can get the new stuff i want.(except the rare collectibles that are worth money down the road).
So, here in the game, most merchents want the storage so they dont feel that they made lots of goods to sell that will not be sold or that they want to claim space they call there own. Ether way, the limits are going in to stop some problems.
Rogue_5 wrote:
Commodities Market/Vendors: Added error messages for attempting to sell items in trade windows, non-empty bags, and un-tradeable items like goggles and light sabres.
This item is very confusing. Is it meant to include the inability to trade someone - player to player - a 'container' of items in a trade window? If so, how does this change effect Locked and Unlocked containers? Anyone have a slicer on test that can take a look at this and see if either locked containers or just unlocked containers with their 1 unit of ore inside are still tradeable?
Ok now, lol
What I see is this, DEVS, take out the MOST CONVENIENT way of selling large custom orders...because 10 or 20 people in the WHOLE game put a bunch of their personal stuff in bags on the public bazaars? STUPID. make it impossible to put full bags on the Public bazaar...this might take some Genius programming, but I think the DEVS could do this...So you have heard the popular vote devs, almost everyone, besides maybe 1 or 2 people have basically told you that they DON'T want this out of game...so don't take it out. simply put, if you do EVERYONE will know about the fact that you didn't listen. If you DO decide to take it out, give us a better than bull**edit**/vague response why...we ask for 2 things in the swg community, no bull**edit**, and a detailed heads up. deliver it.
Kevm wrote:
Do you have any idea the database capacity that would be needed if there weren't limits placed on storage? I'm against not being able to sell loaded bags on my own vendors, but there are needs to limit the amount of things everyone can horde.
This wasn't addressed to me but lets put some math to this....and assumptions of course which might be wrong but its an approximation anyway right?
300,000 Registered Users....lets assume 10,000 active accounts on a given galaxy. Each item is described by a set of properties that are all typically numeric. Lets say each "item" has a max of 50 numeric properties, an ID to a picture, database ID, OwnerID, LocationOwner & Coords (if in a house), item name (50 characters maybe...never checked this). So estimating high...each item we work with is maybe 500bytes. Lets say an "average" user might have 500 items....a mega-crafter might have 5000 items? So lets assume an average of 1000 items per active account. So average item storage in database is going to be 1000 * 500bytes = 500KBytes. OK...so 10,000 users * 500Kbytes = 5Gbytes per Galaxy for item storage. So...even if I'm off in any of the above by a factor of 10 we are still talking 50Gbyte and I would hazard to say most of us have a hard drive in our personal computers that are at least this size.
I don't know what SOE is using in their server clusters but 5Gbytes is not "BIG" as far as commercial databases go. Please feel free to comment or point out where I might be mis-estimating.
I realize vendors and factories could throw a wrench in some of my numbers but having been a crafter (WS) for a while I can't imagine I ever had over 5000 items including all my houses, vendors, factory inventories, etc. I also think most "casual" non-crafters have a lot less than this (even if they kept everything they ever touched).
Rogue_5 wrote:
Commodities Market/Vendors: Fix to no longer allow people to sell bags that are not empty on vendors.
This is a huge hit to the playability and enjoyment of the game. I personally use bags to sell a set of 6Buff Kits in each stat on the vendor. Please donot go live with this "fix".
- Do not allow non-empty bags to be placed on the Bazaar. I can see how could be a problem with people using this as a way of storage.
- Make a non-empty bag count towards the total item limit on the vendor, which I believe is being changed to 150 items.
- Allow a way to view the contents of a bag on a personal vendor. This willsolve a problem with possible vendor fraud.
Rogue_5 wrote:
Commodities Market/Vendors: Fix to no longer allow people to sell bags that are not empty on vendors.
I think this is an incredibly bad idea.
I think this is a very bad idea. I have a tailor who provides special orders for me. She will place my order into a backpack named "rexan special order". Once I get the e-mail that my order is ready, I go to her shop and purchase the pack (with my ordered items in it) from her vendor.
Also, good armorsmiths will put an entire suit of armor into a backpack. This ensures that you can get a FULL suit of MATCHING COLOR armor. How many times have you gone to an armorsmiths vendor and found out that someone has purchased ALL the composite helmets trying to get the perfect encumbrance slice.
DeQuosaek wrote:
Was somebody actually debating that it wouldn't? That doesn't make any sense at all. The game as it is already has a z axis. Try pressing CTRL-SHIFT-G and look at the numbers that describe your current location. As long as there are changes in elevation, there is a z axis.
PlayeroftheDay wrote:
Rogue_5 wrote:
Corellian Corvette: Fixed the case where party members would sometimes end up at 0,0,0 on the first transport after a server restart.
Well SE debaters there you go, due to this information it is obvious that the Space Expansion will have an active Z axis.
Sorry, I was being facetious...hard to tell with text. I just remember a few weeks back reading a post with someone jokingly saying that the SE wouldn't have a Z axis.
When are you going to remove the unwanted Experimentation Changes *cough*nerf to every experimented crafted item ingame*cough*?