Merchant Archive
Thread: Merchant Item Limits Focus Thread: Please try to be constructive and rational (Pt 2)
1st I dont thik doc is the one to be asking, I dont think he knows excatly what the Dev's are thinking,yet heis trying to answer our questions as best he can.
LadyGrey wrote:
DocSavage -
I have what I feel is a pertinent question to ask at this point: Is the lack of database space due to an inability to increase database space, or is it due to a lack of funds to increase the database space?
If it is due to a lack of funds, then I would suggest that a large portion of the crafting community might be amenable to the idea of being charged RL dollars, which could then be used to purchase more RL storage for the database, in exchange for having higher limits on their vendors and houses. Could call it a "value added" account. I do realize that some people have limited funds, but many crafters have multiple accounts already, and an extra fee could be a realistic way of dealing with this problem.
However, if the lack of database space is due to an inability to increase such space, then it would be good to know that.
If we are not given sufficient information, then how can we possibly make constructive remarks? All that has been said is that this must be done. You need to tell us WHY this must be done.
Your spot on to ask your questions though, and that is why I am refusing to start throwing out made up numbers as to what is reasonable.
... Is the problem the data-base? If so there are a few thousand ideas posted in the last 2 days to help solve that.
...Is it the philosophical view that there are toofew crafters who "control" the market. If so there are a few thousand posts also with ideas to solve that and or discount that philosophy.
... Is it a combination of the above two?
... Is it something else?
We just dont know and that in itself makes this all the harder to accept. How can we honestly be ask/told to compromise when we dont even know why were being asked?
Message Edited by VarnaxDespin on 08-10-2004 12:26 PM
The above figure of 10 000 items assumes an average stock of 10 of each of 1000 items. Obviously I would stock more than 10 of the faster selling items and less than 10 of the slowest selling items. With this level of stock I would expect to be able to service approximately 20% of the servers population (Infinity is a small server). Now I admit this number is pretty much plucked out of the air, but I'm considering such things as ability to restock, limitations of resource quantities and unwillingness of people to travel. So lets double that figure and assume that I could service 40% of the server. That means if I could stock 25000 items I could service the entire server.
So with a limit of 660 items per crafter we would require 38 people to service the entire server, assuming we split the goods evenly and did not overlap at all. This wouldn't happen of course, as everyone would want to stock the 10% of the items that were most profitable, so lets assume that we all stock the highly desirable items plus a few of the less profitable items and therefore it requires twice as many of us to service the entire server, although most of us will now only be selling half of our stock. That puts it at 76 people needed.
Now this figure assumes that all of the crafters have a full stock, but what about crafter turnover - established crafters retiring and new crafters beginning. This would leave us with many more crafters with fewer items stocked. Now the novices will be selling different goods to the masters, so there is more variety available now, but fewer goods in total. Lets guess that this would put us up to 100 people needed to service the entire server. 100 crafters needed, with all the masters having to either be Master Merchants or have a Master Merchant selling their goods for them to give them a full 660 item limit. There is absolutely no way that on Infinity there are currently 100 serious crafters who are in or want to be in my main crafting professions. Maybe 40 if you're lucky. Maybe. That means that each of those 40 crafters requires an item limit of at least 1650 items at Master Merchant.
Now I'll admit that there is an awful lot of room for error in the above calculations, but I tried to overestimate so that the resulting figure would be an absolute minimum. Please feel free to disagree with any of my figures and suggest more realistic values and we'll see what number that puts us at in the end.
Bottom line: 1650 items as an aggregate limit for Master Merchants, which would equate to 6 vendors with a limit of 275 items per vendor.
EnigmaBSc
LadyGrey wrote:DocSavage -I have what I feel is a pertinent question to ask at this point: Is the lack of database space due to an inability to increase database space, or is it due to a lack of funds to increase the database space?If it is due to a lack of funds, then I would suggest that a large portion of the crafting community might be amenable to the idea of being charged RL dollars, which could then be used to purchase more RL storage for the database, in exchange for having higher limits on their vendors and houses. Could call it a "value added" account. I do realize that some people have limited funds, but many crafters have multiple accounts already, and an extra fee could be a realistic way of dealing with this problem.However, if the lack of database space is due to an inability to increase such space, then it would be good to know that.If we are not given sufficient information, then how can we possibly make constructive remarks? All that has been said is that this must be done. You need to tell us WHY this must be done.
I have no idea but from my experience in the IT industry it is a bad habit to throw hardware at a problem unless that is the only way to fix it. You can't keep pace by doing that. The best ways always involved changing the way you handle the data. I don't have a clue what the realities are about this data model but I can sympathize with the challenges you face trying to manage massive amounts of data.
as a developer myself (not at soe so spare me the flames) comments like this crack me up ... get over yourselves ... you don't own any part of this game or have any rights owed to you. the only right you are i have is when you or i choose to log in and play it (assuming the bill to play is paid).
EnigmaBSc wrote:
I think what I have been aiming towards is exactly the kind of crafter the DEVs don't want me to become - the crafter with everything in stock , all under one roof, cheaper that you would find anywhere else. Looking at some figures I was looking at an end-game situation of having upto 10 000 items in stock at one time. Looking at it I can understand that this could seriously affect novice crafters trying to enter my field. The question then become one of what number of items is the best compromise, bearing in mind the needs of the crafter, the customer and the competition.
The above figure of 10 000 items assumes an average stock of 10 of each of 1000 items. Obviously I would stock more than 10 of the faster selling items and less than 10 of the slowest selling items. With this level of stock I would expect to be able to service approximately 20% of the servers population (Infinity is a small server). Now I admit this number is pretty much plucked out of the air, but I'm considering such things as ability to restock, limitations of resource quantities and unwillingness of people to travel. So lets double that figure and assume that I could service 40% of the server. That means if I could stock 25000 items I could service the entire server.
EnigmaBSc
Nice post,
Some points, that is assuming you stay at your current level of business and dont get burned out or decide to try something else or someone else doesnt try the same thing and succeed.
Business 3: 75 and 1 vendor
Business 4: 100 no additional vendor
Novice: 150 each and 2 vendors
Management 1: 175 each and 3 vendors
Management 2: 200 each and 4 vendors
Management 3: 225 each and 5 vendors
Management 4: 250 each and 6 vendors
Efficiency 1: +10 each
Efficiency 2: +20 each
Efficiency 3: +30 each
Efficiency 4: +40 each
master: 450 each and 7 vendors
BONUS: Mastery of a basic profession +25 items each vendor. Mastery of an elite other than merchant +50 (-any- basic or elite profession, not just crafting ones). Bonus given only for one mastery.
So, the absolute maximum amount in this proposal would be 500 each (450 + 50 elite mastery bonus) on 7 vendors for a total maximum of 3500 items or drop the extra vendor and it would be 3000 total across 6 vendors. Master Artisan would have 125 items on 1 vendor (because of the mastery bonus).
Giving a bonus to mastery of any profession rewards mastery vs dabbling even in this indirect way. It also gives a high reward for mastering Merchant.
1. +25 Items per Artisan-Skill