Merchant Archive

Thread: If the Merchant Vendor problem is database, why not streamline the database?

Enix_Dayspring
Sat Aug 07, 2004 11:13 pm
#1


Well if database is the problem, cant they get rid of some of the stupid/pointless things that clutter it up?


I dont really understand how the database works, but is it not easier to manage that there are 1 million generic Weapon/droid crafting tools than to track 1 million crafting tools with different serial numbers?


Molecular clamps, weapon and armor upgrade kits, precision laser knives, surveying tools - These are a short list of things that experimentation or resource quality really doesnt matter on. Why not just make them all the same and get rid of the different serial numbers?


Then you have lots of other things which the experimentation/resource quality difference is really insignificant or not really necessary. Repair kits, crafting tools, crafting stations,etc. Is it REALLY that important that players need the tool they use to make an extra 1 or 2% of success or failure?


The cost does not seem equal to the reward.


You want to cut back the database? Streamline your item counting system. There are tons of WORTHLESS items that there is no logical reason why they should have individual serial numbers. Make them all generic and the same no matter what resources are used.


Allow us to group together items with the same serial number back into a crate (ever split up a crate of pistol barrels and couldnt put it back together?).


Allow us to stack resources higher than 100k. It is foolishness to claim that you want them in small stacks to keep people from hoarding them. People with 50 lots from cross server trading are already hoarding them anyway.




SOE, hamstring yourself AND US by sticking to obsolete game designs and impractical theories about things that the players find ways to work around in reality.



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Pyrrhus
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VarnaxDespin
Sat Aug 07, 2004 11:16 pm
#2

We as players do not need to solve data space issues, or code problems.


We are not a union of works being asked by management if we are willing to take lower wages or benifitsto maintain our jobs.


We are the people who pay for this product to play a game and enjoy it. Our role is to play...not to fix problems with the database or code.




Varnax Despin
Enix_Dayspring
Sat Aug 07, 2004 11:18 pm
#3






VarnaxDespin wrote:

We as players do not need to solve data space issues, or code problems.


We are not a union of works being asked by management if we are willing to take lower wages or benifitsto maintain our jobs.


We are the people who pay for this product to play a game and enjoy it. Our role is to play...not to fix problems with the database or code.







Yes, yes. You cant rant about it all you like. But the fact is that we are being affected by it whether it is our job to fix the problems or not.


So I dont really care to hear how its not our place to fix it. If you want to sit back and take it fine. I prefer to try to point out the obvious.



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Pyrrhus
Sunrunner

VarnaxDespin
Sat Aug 07, 2004 11:33 pm
#4






Enix_Dayspring wrote:





VarnaxDespin wrote:

We as players do not need to solve data space issues, or code problems.


We are not a union of works being asked by management if we are willing to take lower wages or benifitsto maintain our jobs.


We are the people who pay for this product to play a game and enjoy it. Our role is to play...not to fix problems with the database or code.







Yes, yes. You cant rant about it all you like. But the fact is that we are being affected by it whether it is our job to fix the problems or not.


So I dont really care to hear how its not our place to fix it. If you want to sit back and take it fine. I prefer to try to point out the obvious.






I did in no way intend that to come off as a rant... the points that we have yet to hear from the dev's as to why this change is taking place. I have yet to see offical word that the database is the reason.


There are many options on how to "fix" datespace problems, but we are not privy to all the factsor any facts for that matter that I have seen as of yet.


How can people propose changes to solve the problem if we dont even know what the problem is...all we know is that we dont want our merchant vendors limited in such a draconnia manner.


Look at the hundreds of threads from today... people have propossed hundredsand prob thousands of ways to fix, change and alter the database, the vendors, the proffession(s), etc.... Its like we are doctors administering medication to a patient who has notyet been diagnosed.



Varnax Despin
Enix_Dayspring
Sat Aug 07, 2004 11:39 pm
#5


True we don't know 100% that this is the reason. But SOE is a business, and businesses are always looking out for the bottom line.


Why would SOE care if people had jillions of items on vendors if it wasnt hurting anyone and that will impact the crafting classes so severely that alot of people will cancel their subscriptions? I mean if it was all about making Master Merchant mean something they could very easily have made it 300 items per vendorat master merchant which is much more reasonable.


The only possible purpose for them cutting back so severely has to be database, the thing that will cost them money. Its the reason we only have one character per server. Its the reason we have item limits in houses. And logically its the reason theyre putting limits on the infinate storage of vendors.



Ive wondered about the things I mentioned in the original post for months. It just seemed like a good time to bring them up since SOE is acting upon the problem.

Message Edited by Enix_Dayspring on 08-07-2004 11:40 PM



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Pyrrhus
Sunrunner

astiateu
Sat Aug 07, 2004 11:44 pm
#6

Anyone else see a theme here? They are doing this to save on database space? They are also planing on a huge character purge for database space? Seems to me that SOE is not willing to give this game the data space it needs as it grows, but rather limit and cut where they can to save a buck. Sad, really.



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VarnaxDespin
Sat Aug 07, 2004 11:53 pm
#7






Enix_Dayspring wrote:


True we don't know 100% that this is the reason. But SOE is a business, and businesses are always

The only possible purpose for them cutting back so severely has to be database, the thing that will cost them money. Its the reason we only have one character per server. Its the reason we have item limits in houses. And logically its the reason theyre putting limits on the infinate storage of vendors.



Ive wondered about the things I mentioned in the original post for months. It just seemed like a good time to bring them up since SOE is acting upon the problem.




Yes that would seem a logical reason... the only logical reason, yet there are items that have been mentioned thatcontradict that logic..


For instance the


-removal of all the false exploit vendors will free up a vast amount of data space.


- the Oct dead accounts character purge will clear up even more.


- the introduction of the recent rugs, gongs etc require many many piece... why add more items to an already overwhelmed data base?


- What will the natural recaction of a player be when theirthousands of items drop off thier vendor 30 days after the limit is implimented? Well I for one wont let all my hard work be destroyed and will try to save as much of it as possible..if that means i place 10 more homes, 20 more homes or 60 more homes I will do what is necessary...now multiple that by 200 crafters per server and you have an even larger data problem...


My understanding as of now is that all vendor info is stored seperate from live data. Well what will happen to the live servers if all those vendor item now are stored in thousands upon thousands of new storage homes and factories? The lag will be absurd and the live data base will suffer dramatically.


It will be a natural reaction by crafters/merhcants to save the items they have worked hard to make/aquire, thus a greater problem will be created.


Message Edited by VarnaxDespin on 08-07-2004 11:57 PM



Varnax Despin
Enix_Dayspring
Sun Aug 08, 2004 9:03 am
#8






SaleusCorwen wrote:

has anyone thought that maybe that there are different motives behind it? like trying to fix merchant after everyone has been complaining about it?







Because there are lots of ways to fix merchant without destroying the profession, which the current item limits would do.


As I said in the post above, SOE is a business that is interested in saving money wherever they can. People forget that fact since its a game, but they are in it for the money. Logically getting rid of infinite storage on vendors is going to help do that.







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Pyrrhus
Sunrunner

SaleusCorwen
Sun Aug 08, 2004 9:48 am
#9






Enix_Dayspring wrote:





SaleusCorwen wrote:

has anyone thought that maybe that there are different motives behind it? like trying to fix merchant after everyone has been complaining about it?








Because there are lots of ways to fix merchant without destroying the profession, which the current item limits would do.


As I said in the post above, SOE is a business that is interested in saving money wherever they can. People forget that fact since its a game, but they are in it for the money. Logically getting rid of infinite storage on vendors is going to help do that.










but how does it destroy merchant?


if anything it makes merchant one of the most valuable professions in the game..


think about it.. without merchant the most items you can sell is 110 at a time on a vendor..


with merchant you get 6x more items.. and now merchant is pretty much the only one that can have multiple vendors.


now it may ruin the ability for other crafting professions to sell their wares but that is seperate from merchant


the main gripe seems to come from everyone looking at merchant through the armor smith or weapon smith eyes (or pick a crafting profession).


but if you look at merchant as a profession, this type of change makes merchant an indispensible profession and an absolute backbone to the economy of SWG..



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VarnaxDespin
Sun Aug 08, 2004 9:55 am
#10






SaleusCorwen wrote:





Enix_Dayspring wrote:





SaleusCorwen wrote:

has anyone thought that maybe that there are different motives behind it? like trying to fix merchant after everyone has been complaining about it?








Because there are lots of ways to fix merchant without destroying the profession, which the current item limits would do.


As I said in the post above, SOE is a business that is interested in saving money wherever they can. People forget that fact since its a game, but they are in it for the money. Logically getting rid of infinite storage on vendors is going to help do that.










but how does it destroy merchant?


if anything it makes merchant one of the most valuable professions in the game..


think about it.. without merchant the most items you can sell is 110 at a time on a vendor..


with merchant you get 6x more items.. and now merchant is pretty much the only one that can have multiple vendors.


now it may ruin the ability for other crafting professions to sell their wares but that is seperate from merchant


the main gripe seems to come from everyone looking at merchant through the armor smith or weapon smith eyes (or pick a crafting profession).


but if you look at merchant as a profession, this type of change makes merchant an indispensible profession and an absolute backbone to the economy of SWG..






Without merchant the proposal is 50 items if you have Artisan business 3.. no business 3 no vendor.


From what I have seen 90+% of crafters are also merchants and sell thier wares...it is going to be very hard forjoeblow crafter if they can only stock 660 items at master merchant and also much run 6 vendors to do so.


I dont think they will hand over 10-50+mil cr in merchandise to random people who happen to be merchants, to sell on consignment. What will happen is merchant will die... sales will move to the forums and via email.






Varnax Despin
NancyJ
Sun Aug 08, 2004 10:09 am
#11

Its been said before but the item limits are very little to do with database space afaik, the reasoning behind the limits is to crack down on crafting monopolies.
Strict item limits means it will not be possible to keep a vendor stocked for an extended period of time or have a wide variety of items for sale, thus creating more space in the market for other traders.




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Gyopi
Sun Aug 08, 2004 11:07 am
#12






NancyJ wrote:
Its been said before but the item limits are very little to do with database space afaik, the reasoning behind the limits is to crack down on crafting monopolies.
Strict item limits means it will not be possible to keep a vendor stocked for an extended period of time or have a wide variety of items for sale, thus creating more space in the market for other traders.






The question is, where are these crafting monopolies? I know that with a little planning I was able to jump into weaponsmithing just fine, and that should be a very competitive profession. I have seen lots of monopolies, but they are *loot* monopolies because certain guilds will camp certain areas. If you want Aakuan items, krayt tissues and pearls, etc., you often have to go to a handfull of vendors because their guild has a virtual monopoly on those items. Vendor limits will not change this at all.


It takes a lot of work to start a large shop. This should be rewarded, not eliminated! Even as things are right now, I don't know how many times I have had to tell friends I could not join them for some fun event, or had to show up to guild hunts several hours late because I was busy filling orders. It can only get worse with vendor limits. It looks like we are being left with a choice: If you want to go out and have fun with friends, then become a combat class and go out hunting. If you want to make money which you can't even take advantage of because every moment of your playing time is being used to make orders and restocking vendors, then become a crafting class.


Message Edited by Gyopi on 08-08-2004 02:09 PM




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DarkDeathDude
Sun Aug 08, 2004 11:18 am
#13

SOE are no different to an elected government.


you vote them in on these promises that they offer, then they just do what they like without the interest of the people at heart.


Only difernce is we pay monthly for this abuse by SOE





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