Merchant Archive

Thread: There won't be any change in crate and resource stack size

Happymob
Thu May 27, 2004 1:50 pm
#14






rexan wrote:
But then again, I don't think making 2 sets of 100 rocket launchersshould be easy.


Agreed, but what part of the process should be hard? Gathering the resources should be reasonably hard (which it is to find good resources). Mastering your profession should be hard (which it is - or at least it's terribly painful). Figuring out how much of 4 different types of fiberplast I have when they are mixed in the same backpack shouldn't be hard. Moving the 1000 subcomponents you made in factory A to factory B shouldn't be hard. Those are simple annoyances that don't add to the challenge of playing the game at all - they simply make it less fun to play.


I empathize with the need for more storage as well. Heck, I want more storage. I have mined resources in one house, meat in the hospital, harvester deeds in my merchant tent, and loot in the bank. It would be far easier to not have to run between 4 locations (and to not have to burn 6 lots). And I am only a medium-sized operator. I can definitely feel the pain of the truly large-scale manufacturers. But if the devs want to maintain the storage/lot trade-off, then fine. I can accept that. I would still like them to make our inventory management simpler in other ways.



Imadoh and Ikiecobi
Quality Resources and the Corellia Butcher - NoCo
NoCo Trade Center, Corellia (just northeast of Coronet) 796, -3076


LonelyGhost
Thu May 27, 2004 2:25 pm
#15

I want more storage. Plain and simple. My "fun" these days comes from collecting resources. I'm in the resource business, and I siphon off as much as I can just because. So needless to say I have about 8 digits worth of resources, and closer to 9 than 7. Thats what is fun for me right now. One day I'd like to open a Museum with a collection of all kinds of uber resources for the viewing pleasure of newer players. Well, there is no way I could have this collection unless I could put it all on a vendor. But if they let us combine stacks up to a million, I would probably only have about 150 or so slots needed.


When the Merchant nerf goes in, things will change, even though I am a master Merchant. I hope I still can keep things on my vendor, but I doubt it, so I have arranged to have some friends drop 10 small homes that I will use to store everything. I am also considering just making a city, because the city hall has 250 storage too, and an Outpost only costs 35k, and if you decorate it up, maybe 100k a week. So this will mean that lag for everyone will go up since I will have 10 (or more) structures up to deal with the storage I need, and NONE of them will be on my lots. SOE makes the rules, and we will do what we must to have fun in this game.


I just dont understand why they feel the need to restrict how much we can have. Is it a gameplay issue to them or a technology issue? Why not just come clean with it!



Crys Akkori - Merchant Engineer
Veteren of SIN, IO, and XC - A Founder of Jaxian Bay
Elder DE, Architect, Artisan, Chef, Merchant

Vendor on Naboo at -7547 4635 (Fly in to Theed)

Crafters do have decay on resources. As we use it it GOES AWAY. And when it's gone, we have to get more. - Elekae
rexan
Thu May 27, 2004 3:27 pm
#16






LonelyGhost wrote:



I just dont understand why they feel the need to restrict how much we can have. Is it a gameplay issue to them or a technology issue? Why not just come clean with it!





Storage is a major issue in the game. I'd like to have more storage as well. But were stuck with what we have.


The reason is the resource and crafting model in SWG.Resources in SWG are constantly changing. Every week we see a new set of resources introduced. Thats a new set of Copper, Steel, Iron, Aluminum, Polymers, Oils, Perto Chem, Ore, Gems, Radioactive....etc. In addition there are the planet specific resources. Each planet will haveunique resources like berries, fruits, greens, vegis, fiberplast, hides, meat, bone, wind power, solar power.... etc.Plus the fact that each crafter uses these unique resources to makes unique items, the potential amount of database space needed to store everything would become astronomical.


What the developers did to limit the potential database size is to limit the maximum amount of storage each player has. You get 10 lots. With 10 lots you can store a maximum of 1000 unique items. (2000 if you consider the output hopper if your factories). We asplayers have to work inside of these constraints. We can have an almost unlimited variety if objects in the game, however, we only have a limited about or storage to hold these items.

Message Edited by rexan on 05-27-2004 03:29 PM



Rexan Ryu
Master Smuggler
Flurry Server
p4Samwise
Thu May 27, 2004 3:37 pm
#17






rexan wrote:



What the developers did to limit the potential database size is to limit the maximum amount of storage each player has. You get 10 lots. With 10 lots you can store a maximum of 1000 unique items. (2000 if you consider the output hopper if your factories). We asplayers have to work inside of these constraints. We can have an almost unlimited variety if objects in the game, however, we only have a limited about or storage to hold these items.







Here's where the logic falls down, though.


There's no reason that a single stack of resources containing 1000k units should take up 10x as much database space as a single stack of resources containing 100k units.


If that were true, the single stack of resources containing 100k units would logically take up 100,000x as much space as those single-unit stacks we find in treasure chests.


Therefore, database space will only be conserved by letting crates/resources stack up higher. The amount of database space taken up is (as far as anyone can tell) directly related to the number of inventory items. Fewer inventory items equals less database space.


Now, I can understand how they might want to keep stacks small for game balance reasons, to make things more difficult for high-volume crafters that are trying to establish monopolies (thoughfrom a game balance perspective,it still illogically and unfairlypenalizes the classes that tend to require bulky stacks of resources, like architects).


The supposedly-technical "database space" reasoning, however,holds less water than a cracked colander.




"Prettiest shim on Bria!" - Sev
Certified "cool" by the Darth Vader of Bria

Blue glowie.
Songe
Thu May 27, 2004 3:46 pm
#18

The main flaw is that they prolly assume that if we have bigger stacks of resources, we will just have more stuff in our inventory to fill our storage, and I don't believe it is necessarily true. Or I would have been fine with having bigger stacks take more inventory space (like 2 for 400k, 3 for 600k or whatever) as long as they don't nerf vendor limits.



------

Novice Lekku Stomper
p4Samwise
Thu May 27, 2004 6:53 pm
#19

Even if we just kept packing our inventories, there wouldn't be any more space being taken up. So it's still silly. And if they had the larger items take up more "slots" as you suggest, then there would be guaranteed db space savings.


This is what we refer to in the software industry as a "no-brainer".



"Prettiest shim on Bria!" - Sev
Certified "cool" by the Darth Vader of Bria

Blue glowie.
DingoBoi
Thu May 27, 2004 7:56 pm
#20

It's the 8th sign of the apolocalypse. I actually agree with p4samwise



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p4Samwise
Sat May 29, 2004 12:08 am
#21

Furthermore, I'd like to declare that having cratesin your possession that contains25 items or less is an exploit. You have all been warned.



"Prettiest shim on Bria!" - Sev
Certified "cool" by the Darth Vader of Bria

Blue glowie.
LonelyGhost
Sat May 29, 2004 12:23 am
#22

YOu know, we might be able to convince them to give us profession-specific structures, and the Architect ones would allow for normal storage levels, but would have a seperate "hopper" for resources ONLY that do NOT count against the item count of the home. This "workshop" would be, say, 5 lots, and would have the "standard" 250 item cap, but the hopper would have an additional storage for, say, 400 stacks of resources. That means potentially, we could have 4 million units in there. This is a decent number for anyone who runs a big Architect biz. And its a perk that would make us feel "special"!



Crys Akkori - Merchant Engineer
Veteren of SIN, IO, and XC - A Founder of Jaxian Bay
Elder DE, Architect, Artisan, Chef, Merchant

Vendor on Naboo at -7547 4635 (Fly in to Theed)

Crafters do have decay on resources. As we use it it GOES AWAY. And when it's gone, we have to get more. - Elekae
p4Samwise
Sat May 29, 2004 12:26 am
#23

Another idea along those lines: have items of type "Furniture" not count towards the house's standard storage limit. This would prevent people from being penalized storage-wise for decorating their homes/shops and trying to add a little content to the game.



"Prettiest shim on Bria!" - Sev
Certified "cool" by the Darth Vader of Bria

Blue glowie.
GraySeven
Sun May 30, 2004 11:02 pm
#24

I remember 250 unit max resource stacks......


That being said, if the game already has factory crates of varying sizes (10 for power-ups, 50 for armor segments, 25 for droid brains etc) then the Dev's can set it up so that components needed for a final product (Power conditioners, deflector shield emitter assemblies, advanced frame units, etc) stack as units of 1000 (the max a schematic can be) while finished product (PSG Mk III's, composite armor helmets, R3's) remain at 10, 25 or 50...


There is no good reason to force a player to store 40 crates of a component factory run, especially when so many schematics call for "identical units from a factory crate". I do it because I am forced to do it, but it would save database space that could be used in other ways (such as making medium houses meaningful again).


Factory crates were once explained as "instant crafting", that is, crates had a potential. This potential was defined by the number of "charges" in the crate. When you pulled an item from the crate it was "insta-crafted". This means that a crate is always 1 item in the database no matter how much potential it has, whether it be 10 or 1000.


As a Master of Armorsmithing, Droid Engineering and Artisan, I always have plenty of factory crates around. So many that I have 4 houses to hold them and my resource containers. I don't think resource containers need increasing, but crates sure do. I think it was TH that said crate sizes wouldn't be increased because schematic runs of 100 are supposed to be the max, and that 1000 was a bug that was never fixed, but we all know that now schematics have been legitimately made to run between 1 and 1000, so this argument no longer holds true.


At least fix the crates, Dev's...





Vahl Arturin - Elder Ranger, Elder Bounty Hunter, Elder Rifleman
&
Vaylis Arturin - Elder Armorsmith
Starsider
"The burning is love"

Cafa
Tue Jun 01, 2004 1:57 pm
#25






rexan wrote:






LonelyGhost wrote:



I just dont understand why they feel the need to restrict how much we can have. Is it a gameplay issue to them or a technology issue? Why not just come clean with it!





Storage is a major issue in the game. I'd like to have more storage as well. But were stuck with what we have.


The reason is the resource and crafting model in SWG.Resources in SWG are constantly changing. Every week we see a new set of resources introduced. Thats a new set of Copper, Steel, Iron, Aluminum, Polymers, Oils, Perto Chem, Ore, Gems, Radioactive....etc. In addition there are the planet specific resources. Each planet will haveunique resources like berries, fruits, greens, vegis, fiberplast, hides, meat, bone, wind power, solar power.... etc.Plus the fact that each crafter uses these unique resources to makes unique items, the potential amount of database space needed to store everything would become astronomical.


What the developers did to limit the potential database size is to limit the maximum amount of storage each player has. You get 10 lots. With 10 lots you can store a maximum of 1000 unique items. (2000 if you consider the output hopper if your factories). We asplayers have to work inside of these constraints. We can have an almost unlimited variety if objects in the game, however, we only have a limited about or storage to hold these items.


Message Edited by rexan on 05-27-2004 03:29 PM






Do you understand Oracle database structures at all? It doesn't appear so by your insights.


Again I say that storage is NOT an issue. Management of storage is the issue. If you only have 10 lots to work with it is not my fault. I worked to develop one of the largest guilds on Tempest. 100K stacks do nothing but make ME spend more time managing the stacks. They do not stop storage increasing and certainly do not prevent us from collecting and storing the most rare spawns at a tune of 10 million units+.


Just because you agree with the public perceptions you stated does not mean we have to also.


Fivo Asia

Message Edited by Cafa on 06-01-2004 02:00 PM



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Okram2k
Wed Jun 02, 2004 12:19 am
#26

Anybody who has ever made a factory run of personal shield generators will tell you they need to increase the crate size. I had to throw up another small house for the sole purpose of storing factory crates. Making abour 300 imperial PSGs in one run, took enough crates that the factory's 100 item limit was almost completly full.


I could live with components being at 100 and finished products being limited to crates of 25. 10 crates of 10 is a lot better then 40 crates of 25. And I don't normally have runs of a thousand pieces of armor at a time.





dddddddddddddddddddddddddddd
Oa'kron of Tempest
Retired Armorsmith, Architect, Merchant, and RSF Pilot!
Armorsmith Correspondant: November 2004 - April 2005.
Revolutionary: April 2005 - Present.
" So instead of sticking to the thing that our players really love, we start changing it. And now we're alienating the players playing our game, losing our subscribers."
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