Merchant Archive
Thread: Backpacks on Vendors
The packs would not effect db load time because they would load as one item and not be such a huge hit on the db.
I don't think packs allow anyone to get around the system - its more actually of using the system wisely and efficiently.
And do you ever read the boards and get to know how folks you berate really feel before you lash out with ackward and childish anger? The guy has stated he knows there's problems that need to be addressed and that while some of the fixes are good, there are issues that need to be addressed. The 2 concerns he has already told the community he is bringing up is that folks like armorsmiths that sell "sets" need to somehow still be able to sell sets in the new system and that the ability to offer items to vendors for folks like tailors and BE's that offer large runs to vendors regularly needs to be addressed. Wow, he answered both your problems right there. But, then again he was too busy kissing dev ass according to you... Of course your even temper and well though out posts make you a perfect candidate for doing his job. I'm sure the community would whole-heartedly back your level head if you wanted to replace DocSavag...lol.
Ciirybeccaskyr wrote:
DocSavag wrote:
As many of you know containers on vendors on TC currently count as 1 item towards the sales item limit. This was obviously not intended and I have confirmed with JustG that it won't remain that way. It might not get changed before publish 10 gets released however VERY soon the total items in the container will count against your item limit cap.
This really was the only way to do it, it makes no sense to set item limits and then give people a way to store 50x that number in containers.
Edit: Please don't use packs to store things on your vendor above the limit of the items you can have in the mean time. You will only get frustrated when theyh fix it and having informed you in advance the sympathy level will be rather low. You can still use backpacks of course just realize that when this gets changed if you are over the limit you will have to reorganize things to get back under the limit.
Message Edited by DocSavag on 08-21-2004 03:42 PM
do you ever bother to think anything out????
or do you jsut hop on the badwagon odf trying to get at people using vendors as storage and let that total blind you to the other issues that this causes? Or are you simply incapable of seeing them.
Either way i think we need someone that will actualy speek for us not jump on the half asses poorly thought through ideas of the devs with the zeal you do.
How are you unable to see the effect this will have on people offering items to my vendor? sets of cubes from the geo cave better not have more than 3 sets. RIS componets better not have more than 2 drops to sell me. same with NS layers. Oh and armro subcomponetns cant even offer me a full run of those to my vendor.
These are just a few of the MAJOR ISSUES THAT YOU HAVE FAILED TO CONSIDER IN YOUR QUEST TO KISS AS MUCH DEV ASS AS YOU CAN.
shadowdefender wrote:
Actually after playing Dark Age of Camelot and being limited to my pack and how much strength I had (oh and realizing the things in your pack burden you) and a storage compartment in their bank I have found SWG a bit generous in regards to storage. But I haven't played some of the other games like Ever Quest etc - so don't know if they have more.
In addition to bank storage ( which holds more items than the one here), they also now have house vaults ( yep another much higher than here limit). ALSO, you get 6 free vendors whose only limit is they can't sell any more when they hit 200p. This means you have to clean them off periodically cash wise. That would be like us getting 6 free vendors, no item limit, but with a 20 million in sales until you need tovisit your vendorsagain. ( ALOT less lag there too, I have no trouble stolling around houseing areas there. You can customize the exterior of your home too).
In EQ, the devs freely admit tradeskills were an afterthought. They were meant from gitgo to be a money sink. You cannot buy resources, and craft for a profit. Everytime a profitable ( however small) way came out, it got nerfed ( even advanced arrowmaking). You can sell the looted resources for more than crafting it into something as well ( comparable to pulling ore from the ground at .5 cpu, selling it to the vendor at 3 cpu, or crafting it into a house, where they offer 100 credits total for it). They tried to jazz it up, and give it a purpose, but it still became mid level twink goods, for those not capable of raiding. After lvl 50, if you are wearing anything player crafted, you get thrown out of raids as a hinderance ( sorta like wearing maberi to the corvette assassination missions or DWB
)
Difference between DAoC, EQ and this?? THIS IS A PURELY PLAYER CRAFTED ECONOMY. In EQ and DAoC, you can get by very nicely without player crafted goods. Right now, the markets are destroyed in those games for crafter goods. In DAoC, the only currently marketable skill is Spellcrafting. Even trinketing got a huge nerf bat swung on it. EQ doubled bank space for all characters, AND allowed bank sharing for them. You can get several chars per server as well.
shadowdefender wrote:
Actually after playing Dark Age of Camelot and being limited to my pack and how much strength I had (oh and realizing the things in your pack burden you) and a storage compartment in their bank I have found SWG a bit generous in regards to storage. But I haven't played some of the other games like Ever Quest etc - so don't know if they have more.
PS the closest game to a player crafted economy is UO, and they had a sh*tload more storage space there than here. My account was granfathered for 5 houses. Even the smallest shack got 450 items ( no weight limit). I had a tower in trammel all by itself on another server. A tower holds 1100 items. Backpacks hold more than here as well ( 125), ( plus weight limit) and banks hold 125 items ( no limit), not 100 like here. Resources didn't have quality. The only difference was in metal ingots, which came in a variety of colors, each rarer than the next. Resources only stacked to 60k, however, if a suit of armor took you 5000 units of metal, you needed to take your newbie smith a$$ back to a lower armor!! An exceptional bow would take me 20 units, armor 250, tailored leather armor less than 20. You could also salvage less than exceptional items for half their resource value ( which DAoC does as well).
DocSavag wrote:
As many of you know containers on vendors on TC currently count as 1 item towards the sales item limit. This was obviously not intended and I have confirmed with JustG that it won't remain that way. It might not get changed before publish 10 gets released however VERY soon the total items in the container will count against your item limit cap.
This really was the only way to do it, it makes no sense to set item limits and then give people a way to store 50x that number in containers.
Edit: Please don't use packs to store things on your vendor above the limit of the items you can have in the mean time. You will only get frustrated when theyh fix it and having informed you in advance the sympathy level will be rather low. You can still use backpacks of course just realize that when this gets changed if you are over the limit you will have to reorganize things to get back under the limit.
Message Edited by DocSavag on 08-21-2004 03:42 PM
LadyGrey wrote:
Just as a rough guess, there are at least 600 different specifically-named resources. These resources spawn in an infinite variety of different flavors, with a new one appearing about every 7 to 10 days. On top of that, they don't ever repeat. If there can be an infinite variety of resources, then crafters need an almost infinite amount of storage space.
Lets go with your figures here, 600 spcifically named resources, most crafts probably need at most 25 specific resources and lets say another25 generic, of those50 differentresources you need, many will be used in only one item and so a single 100k stack can make several thousand items.
So lets say you need to have 100 stacks of 100k of resources to craft for a reasonable period of time? So you need 1 small house for storing resources max. If something better comes along sell your old stuff, as grind if necessary.
Crafters don't need an infinite amount of space as you don't need to keep every single shift of every possible resource, you need a small fraction of them.
Note: I have 30 different AS resources in my AS Pack, thats both named and un-named, to make good ubese and composite and most of the different layers. You don't need that many different resources to be a successful crafter.
Message Edited by lisasdarren on 08-26-2004 03:20 PM
This is kinda getting into an ot conversation, but since I'm still reading this thread for some reason I thought I'd interject.... Weaponsmith, when you include all the named and generic resource slots, and the different experimentation needs of each (e.g. Bowcasters need Quadranium steel with high CD+OQ, but APRBs need Quadranium with high HR+SR, and NELs just need high SR) you end up with roughly 150 different resource "slots" you need to fill. Realistically a WS can double or triple that number in resource storage needs when you account for multiple spawns or stacks over 100k.
lisasdarren wrote:Lets go with your figures here, 600 spcifically named resources, most crafts probably need at most 25 specific resources and lets say another 25 generic, of those 50 different resources you need, many will be used in only one item and so a single 100k stack can make several thousand items.
Even tossing out grenades and mines and a few of the rarely or never made guns you're still talking 90-100 diff resources needed.
Message Edited by Ragnaat on 08-26-2004 10:40 AM