Jump To Lightspeed Archive
Thread: Maximum storage numbers, MP ships and it's effects
Page 1 of 1
Blackjack_Nova
Thu Jan 06, 2005 2:15 pm
#1
Lets talk Storage!
Storage Containers
- Bank: 100
- Personnel Inventory: 100
- Personnel Inventory: 100
-Datapad Droids:
Max Droids in Data Pad: 5
Max Droid Storage Module Capacity: 10
Droid Max Total 5 x 10 = 50
-Houseing:
Small Style 1 - 1 Lot, 75 Items
Small Style 2 - 2 Lots, 150 Items
Medium house - 2 Lots, 150 Items
Large house - 6 Lots, 250 Items
Max House Storage: 750
Maximum* item storage capacity per character with 5 Small House's: 1000 Items
Maximum* item storage capacity per character with Merchant Management Skill
and 10 Factories: 4000
Merchant Break Down:
Equipment, Food and Wearables factories - 1 Lot, 100 Items(Output Hopper)
Equipment, Food and Wearables factories - 1 Lot, 100 Items(Output Hopper)
Merchant Management Skill: Max Item Limit: 2750
Novice Merchant: 730
Management I: 500
Management II: 500
Management III: 500
Management IV: 500
Total addional inventory capacity: 2750
Novice Merchant: 730
Management I: 500
Management II: 500
Management III: 500
Management IV: 500
Total addional inventory capacity: 2750
*Variables not taken into account:
1. The Bazaar and other players Vendors.
The Bazaar accepts 25 items, and each players vendor will also accept 25 items. So one could go around to every vendor in the game and place 25 items on them for sale but at some point this would cause someone's inventory to max out because the item can only be listed for 30 days. Theoretically, one could juggle items between vendors to exceed the 4000 item maximum. But that would require a fair amount of effort.
1. The Bazaar and other players Vendors.
The Bazaar accepts 25 items, and each players vendor will also accept 25 items. So one could go around to every vendor in the game and place 25 items on them for sale but at some point this would cause someone's inventory to max out because the item can only be listed for 30 days. Theoretically, one could juggle items between vendors to exceed the 4000 item maximum. But that would require a fair amount of effort.
2. Lot Swaps and Trades.
People can get more storage by having another person place a building down for them, assigning them admin permissions and then use it for storage. Maximum storage space gained for each lot swap is is 75. If a person gets all 10 slots from the other character, such as with a "cross-server" lot swap the maximum storage increase is 750 items. Lot swapings is just another way for someone to obtain more storage space. Because the other character "owns" the lot, the item storage does not count agaisnt them, it only counts against the house placed on the lot, which in turn is owned by another character. Theoretically, one could obtain every "free" lot on the server and be able to place items in houses placed on the lot.
People can get more storage by having another person place a building down for them, assigning them admin permissions and then use it for storage. Maximum storage space gained for each lot swap is is 75. If a person gets all 10 slots from the other character, such as with a "cross-server" lot swap the maximum storage increase is 750 items. Lot swapings is just another way for someone to obtain more storage space. Because the other character "owns" the lot, the item storage does not count agaisnt them, it only counts against the house placed on the lot, which in turn is owned by another character. Theoretically, one could obtain every "free" lot on the server and be able to place items in houses placed on the lot.
How Item Storage and Item Display Impact You.
Storing an item and displaying an item are two diffrent things. When an item is placed within a structure such as a house or a multi-player ship it is rendered (drawn) on the characters screen for viewing when the object comes with the players field of view. This is a very important diffrentiation to keep in mind when considering items.
Because characters can dynamicly move objects and effect the enviroment around them, the data that describes an objects state is rather involved. Data that descibes the interaction and the end result of the interaction with the object need to flow from the client system to the server and out to all other client systems who are within viewing range of the object. This data also needs to be stored on within the database for further refrence. This process occurs contiuesly in a never ending loop of "state checks" that check that state of every object, records that state and then renders the resulting state to the screen.
When you think in the terms of storage, if every person where to be a Master Merchant, then we all would have a "max" storage limit of 4000 items. But when you think in terms of items being within a field of view, we are all limited to the Maximum of 250 items within our viewing field. That being the Maximun number of objects that could be placed in one room that we could "stand in" and look at all at the same time. Picture a large house with 250 items dropped in one of the rooms and you looking at all of those objects. Sure we can look at more then 250 "objects", the room could be packed with a hunderd of of friends for example..but that is not the point.
What is the point ??
Some "baseline"needs to be set in order for rendering of 3D objects to occur in a timely and acceptable fashion. Reducingfeatures suchs as shading and bumpmaps does effect rendering speeds,also redering shapes that have a lower poly count also helps rendering speeds, butit also effects the quaility of the graphics.All 3D objects are made up of polygons.A polygon being, 3 or more lines that intersect, such as a triangle or a rectangle. Now add to that the surface textures and object location data and you have a massive amount of information that needs to be calculated and rendered every frame. If each object is lets say, 20,000 polygons and 250 objects can be viewed at one time, that is 5,000,000 polygons that need to be rendered for each frame. In space, a ship that could hold more then 75 objects could be a lag machine.
Some "baseline"needs to be set in order for rendering of 3D objects to occur in a timely and acceptable fashion. Reducingfeatures suchs as shading and bumpmaps does effect rendering speeds,also redering shapes that have a lower poly count also helps rendering speeds, butit also effects the quaility of the graphics.All 3D objects are made up of polygons.A polygon being, 3 or more lines that intersect, such as a triangle or a rectangle. Now add to that the surface textures and object location data and you have a massive amount of information that needs to be calculated and rendered every frame. If each object is lets say, 20,000 polygons and 250 objects can be viewed at one time, that is 5,000,000 polygons that need to be rendered for each frame. In space, a ship that could hold more then 75 objects could be a lag machine.
From my perspective, item limitsare not so much anissue of how may items the ship or housecan hold, rather it is how may items that COULD be rendered and how much data for those objects needs to move through the server and it's datapaths.
Message Edited by Blackjack_Nova on 01-07-2005 09:16 AM
NoVaRydr
Thu Jan 06, 2005 3:43 pm
#2
I've wanted to know what is behind inventory for a long time. Thanks for this very clear explanation. Five Stars!
Grey
theoden-flurry
Fri Jan 07, 2005 2:47 am
#3
you missed off a guild hall its 7 lots and only holds 250 items meaning people with guildhalls have even less storage per lot.
Blackjack_Nova
Fri Jan 07, 2005 9:00 am
#4
Thoden - The intent was to show all of the combinations that one could use to "Max Out" item storage. Being that PA halls
store the same amount of items as a house with a high lot cost, I choose not to include them.
store the same amount of items as a house with a high lot cost, I choose not to include them.
Zeon_Zaku
Fri Jan 07, 2005 4:50 pm
#6
Hmm... never thought of that. Nicely put.
But still... we never have enough space!
Of course, I'm just a pack-rat. Ask any of my guildies. I can never have enough storage. 
Page 1 of 1