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Thread: MOVED to Cities and Housing forum: Vision to resolve the item limit problem for houses and multip...
Glzmo wrote:
- There will still be the same maximum amount of totalitems acharacter can store in his/her houses and ships which shouldn't strain the database any more than it is now
Message Edited by Glzmo on 11-02-2004 04:57 AM
this shows that you don't know how a database works. Say you have 100 people that wanted to go across country and you have access to cars that hold 10 people each. the logical solution is to get 10 cars and put 10 people in each car. What you are suggesting is to put 100 people in one car simply because you will save gas and everyone can be together. the highest you can hold in a house or guild hall right now is 250 items. on average it takes my character almost a minute to load the items. imagine if i had to load 600 items. it would take almost 5 minutes to load. 5 minutes of running around, waiting for a vendor to load is something i don't think anyone wants to do.
factories can store 100 items with no problem, because the graphic system doesn't have to support them. factories are just standard databases with UI.
your idea is flawed. the only thing that would allow them to give people more items per lot is if they upgraded their databases. An easier solution is for them to carry through on the old character deletes and allow people an extra lot or two since they are just freeing up space.
GadonThek wrote:
The simplest solution is to make everything 100 items/lot and make lots a sane progression: Small House(all) 2 lots, 200 items storage. Medium house(all) 4 lots, 400 item storage. Large house(all) 6 lots, 600 item storage. PA Halls(all) 6 lots, 600 item storage. That way you dont have people taking 4 or 5 small houses because its gives more storage, meaning less houses to load/keep track of server-side, and less locations for the database to reference all the time. It would also mean we could decorate the larger sodding buildings.
Message Edited by truewildman on 11-23-2004 04:59 PM
Of course, I would like to see the item limit increased beyond 750 items (75 per lot X 10 lots). That system was put in place a long time ago because of the database capacity issues.
The whole system needs to be revamped. There has to be limits on what people can store but we also need to have just a tad bit more space. We also need to be able to stack same serial items. Once an item is removed from a crate, it cannot be put back. We need more dynamic crates. We need to be able to put items back into crates. Crates should be at least 1000 capacity (the max item count from a factory run) and individual items that have the same serial should be stackable and "form" a crate of that item. We have way to many single items polluting our inventories. Many items because we don't know if we will ever need them. (Looted resources from sith guys).
The whole system needs a revamp. Maybe sometime in Publish 20 =)
truewildman wrote:Some food for thought:Aktrez: Great, something we love to hear. Next question is, again, coming from more than just one person, we don't have a name down, this is just Miscellaneous, the question is: "The yacht is increasingly becoming popular with veterans, but why was the item limit set at 75? With the vast amount of room in the wonderful layout of the ship, and reduced server lag in space, is there something we're missing?"TH: Well, yes and no. The reason it's 75 is simply because it's one lot. One lot is 75 items. In [JtL] Beta, when I posted the Friday Feature about the Yacht and the original design was that you could only have one multiplayer ship out at a time, and if you wanted to take out another one, you'd have to take all of the items off of one ship and place them on another, or put down another set of items if you decorated the two ships differently. And the community very clearly communicated to me that they did not like that. So I went back to the dev team to find out what alternatives we had. The alternative was, rather than attach a certain amount of database usage to each ship, we assigned it to a lot. So it's one lot. Now, that takes us to the layer of complexity. A lot is 75 items. That's half a house. That's like having half a house running around with you inside the game world. The computer has to track all that and it affects your personal game performance on the client.So if we give you 150, or even more, it would be a lot you have to spend, and that's fine for some people, but it will slow your performance down, because those objects are associated with the character. And lot limits, and things like that, while we know, is not so popular with players, performance in space and performance for ground is key and when we make these decisions that are difficult, it's because we're keeping a broader picture, we're keeping the technology and all of these things working smoothly. And while we would love to give you as many items as players want, we can't right now. When someone out there at some college invents a new kind of computer, and a new kind of internet that will handle the data stream and a new kind of computer to process it, we will give you more lots.Message Edited by truewildman on 11-23-2004 04:59 PM
Wow... That post by TH really illustrates the way the ground game engine was used to make the space game. I think that was a fundamental flaw. The key is that the items should NOT be "flying around with you". You cannot see inside the ships form outside. The way the engine should have been created is that the ship (more or less) is the character. The items in your ship should not even have been considered. The only players that need to see those items are you and any guests aboard. A bubble of a house in space. Those items and the occupants are tracked accordingly, but everyone else in space only knows you as your exterior. There should be no need to track all that other stuff in space.
I am certainly no programmer, but this SHOULD have been possible which would have freed up SO many resources to be used for game physics, universe size, etc.
and 400 for a large house. That way crafters are still short of a few lots but it's a start. Currently i have a
This is after all an MMORPG (Massive Multiplayer Online Role Playing Game) and not an MAORPG (Massive
was already bad to begin with, is made even worse with this. Why this was allowed in the first place is beyond me.