Merchant Archive
Thread: What is the official reason for not increasing stack sizes to 1000k and crates to 100 items?
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Keltrien
Tue Aug 10, 2004 6:44 am
#1
Has anyone seen anything official beyond "We're not going to do it"?
I just wish the Devs would try some other things to get the Database cleaned up before this terrible thought out vendor nerf.
Anyone?
I just wish the Devs would try some other things to get the Database cleaned up before this terrible thought out vendor nerf.
Anyone?
Message Edited by Keltrien on 08-10-2004 07:04 AM
Gavvot
Tue Aug 10, 2004 6:45 am
#2
Maybe because they never had the idea to make sim city online, and that for them crafter doesn't mean mass producer.
Just a though.
Just a though.
Tirgwystraff
Tue Aug 10, 2004 6:53 am
#3
If I had to guess, to prevent even worse resource hoarding by old crafters. If I could have neat 1 million stacks, I could even more into my bank box. Right now my bank box is nothing but armorsmithing resources, in 100k stacks. I quit pulling resources, as I didn't want to have to find new places to put it ( like a 2nd lot swap) ( all my harvy deeds are on my person).
Crates not being 100 items ( or up to 1000 actually)is truly stupid, as we are going to put out 1000 items at a time reguardless. A full run of trim is needed by chefs, I do full runs. Fiberplast panels come in crates of 50, trim in 25. And the reasoning is????? 3 full runs of layers are required to ado a single factory run of comp, no matter the crate size.
I wish I wish I wish, OH HOW I WISH, we could simply sell sliding scale off the vendors. Want only 2k of that nice resource? Great! I dont have to do mini stacks, you can just slide it off the big chunk
Want only half a crate of stims? Wonderful! If this were implemented, the only people left screaming about the cap would be us tailors!
DocSavag
Tue Aug 10, 2004 6:57 am
#4
I don't know what the official reason for not doing it is but I'll tell you that resources take up relatively little database because they aren't customizable and I've been told by a developer that changing the stack size wouldn't help the database as much as the average person might assume. That isnt' to say there aren't other reasons.
Gavvot
Tue Aug 10, 2004 6:58 am
#5
For the size of crates, keep in mind that the ability to make factory run for 1000 items is in fact a bug, and that originally, you were supposed to only be able to make items per 100.
They don't change this because it would be a too big nerf for people.
They don't change this because it would be a too big nerf for people.
joined42904
Tue Aug 10, 2004 7:03 am
#6
DocSavag,
I think there are certainly other reasons. Resources need to take up space. And if you don't have enough space for them then they need to get the old heave-ho. Deletion.
Now it's going to be harder to store them on vendors.
When they fix the cross-lotting situation.... There will be even less storage room. When unpaid accounts get their lots deleted.... Well...you get the picture.
Gavvot
Tue Aug 10, 2004 7:08 am
#7
Resource take the same space as is for the players in inventory and house.
But as size in database, it doesn't take alot of space.
A link to the owner, a link to the resource type and a quantity.
That's all, 3 fields. Maybe a couple more for techincal reason.
Much less database storage need than for anything else.
But as size in database, it doesn't take alot of space.
A link to the owner, a link to the resource type and a quantity.
That's all, 3 fields. Maybe a couple more for techincal reason.
Much less database storage need than for anything else.
Iannyen
Tue Aug 10, 2004 8:03 am
#8
How is 1 crate of 100 items not less database space than 10 crates of 10?
Ryche_Mykola
Tue Aug 10, 2004 8:11 am
#9
I read a post about this a while back and TH responded to it:
Resource Stacks - Won't go above 100k to prevent stockpiling/hoarding of resources
Crate Sizes - Its a bug, we were never meant to run schematics of 1000.
Mkappus
Tue Aug 10, 2004 8:14 am
#10
Keltrien,
As folks have been saying, I think resource crate size is used as a limiting factor. It prevents hoarding, or forces people to take lots out of production (harvestors) and use them for strorage (factories or houses). Also, it forces you to start making choices, do I keep this resource or sell it..... It also hopefully ensures a turnover of resources and doesn't allow a crafter to have old resources forever.
Cafa
Tue Aug 10, 2004 9:48 am
#11
I fundamentally disagree with the hording comments. It takes over 42 different resources by type for chef, not to mention architect. I have a building that is nothing but metals for architect, all found over a year and designed to do specific tasks. I do not have more than 2 million of any steel, and why should it be so hard to save a variety of materials I've collected to do specific tasks.
If I have to have pay over other month accounts to have the extra storage, fine. But if they really wanted to offer relevant veteran benefits increase the stacks to 1000K so I can have my resources at my fingertips.
It's not like I magically created the stuff. I paid for the game, I made the harvestors and I mined the resources. Why make the layers of organization so crazy with small size stacks.
Of course, being an architect first skews my viewpoint. I know weaponsmiths that think a 30k stack of something is large. But not when dealing with harvestors or food, IMO.
Fivo Asia
Mkappus
Tue Aug 10, 2004 10:06 am
#12
Cafa,
Do you disagree that you having a house full of steel gives you an advantage over someone starting the game? If they can limit the amount of resources you can have they limit the amount of an advantage you can have.
Right now you could have a 15million units of resouces in a small house. Going to 150million sounds pretty exhorbinant to me.
For an arhcitect I don't think it is much of an issue. Folks can get MAX BER relatively easily with resources that come and go. But for a weaponsmith, what if they could hoard a plumbum iron that spawns with the best stats ever, and nothing equivalent spawns for 1 year? If resource stacks are 100k they have to make a decision about how much they can keep to the detriment of other resources and resouce variety. If it was 1000k they would have to make that decision.
Keltrien
Tue Aug 10, 2004 10:19 am
#13
Goliath, why do we need to make it just as easy for a new player to break into markets? Those of use who have been around and are established deserve the advantages we get. A new person can still make a great living and become a well known (insert profession here), it will just take hard work.
The Devs wants to coddle the newbs. Screw that, and screw Flanders!
The Devs wants to coddle the newbs. Screw that, and screw Flanders!
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