Merchant Archive
Thread: If the Merchant Vendor problem is database, why not streamline the database?
I'm just curious.. where did this whole database problem issue come up from?
it seems everyone is assuming that the changes they have made are database issues..
I must have missed it where they said that.. seems everyone is jumping the database bandwagon..
has anyone thought that maybe that there are different motives behind it? like trying to fix merchant after everyone has been complaining about it?
Enix_Dayspring wrote:
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.
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.
But theres no such thing as a "crafting monopoly" in SWG. There are crafters who are very popular because they treat their customers right and make sure they are always stocked.
I think that people who are complaining about monopolies are people that took up weaponsmithing or armorsmithing or whatever thinking they would be billionaires within a month and finding out that it takes months of hard work and building a customer base.
So if the purpose of the merchant changes are to break up non-existant monopolies because a few lazy players want instant gratification, that makes it 10,000 times worse.