Merchant Archive

Thread: Item Limit (150)on vinders?

plonger
Mon Mar 01, 2004 10:29 pm
#27

I still don't understand how limits imposed today to help database performance will help in 3 months. If nothing new was added to the game, I could agree with this. But every week, new, unique resources spawn, putting a ever increasing load on the database, not to mention the thousands of worthless CDEF weapons, stone knives, broken junk etc. Are we going to be squeezed again in 3 months?
MadDoc76
Tue Mar 02, 2004 6:03 am
#28


The problem is that more space means more items in the world and more issues for the database. The devs want less items in the game.
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Doc., this is not going to happen unless the Dev's restructure the whole crafting class., we are set up to make mass quantities of items, I mean take the WS., Adv-Sword Cores we can make 1000 of them in one run they come in boxes/crates of what (25) that's 40 crates just for one component of a weapon..,., So what is this? This whole thing of taking away space just does not make sense in this game, the way it's set up., if they would do it right & take those 40 crates and put all that into (1) crate of 1K of Adv-Sword cores., would this not make much more since or is common since beyond the reach of the Dev's? I really don't want to sound like a ass.,but come on.,The Dev's are setting them self's up for the Date space lose.,., not us.,.,We are just working around it.,that's all.,,.So they (F) up and thin come and Nerf us.,.? no, this is not what we are PAYING for.,Like I said befor.,I have (7) accounts.,, I love this game.,but enough is enough.,.,I say Tell the Dev's to Fix things on thier end .,,. Thin Look at it after the bugs are gone.,Oh and these Jerks that dropped their Merc skills and still have venders.,. This is the Dev's fault.,,. They need to fix this as well before coming and nerfing us real Merc's

Sorry for my spelling.,
thanks MADDOC)~

Message Edited by MadDoc76 on 03-02-2004 05:06 AM

DocSavag
Tue Mar 02, 2004 1:56 pm
#29






plonger wrote:
I still don't understand how limits imposed today to help database performance will help in 3 months. If nothing new was added to the game, I could agree with this. But every week, new, unique resources spawn, putting a ever increasing load on the database, not to mention the thousands of worthless CDEF weapons, stone knives, broken junk etc. Are we going to be squeezed again in 3 months?






The number of items stored is a finite number. It is an equation based on the number of players and the number of possible storage avenues available to them. Limit those numbers and you don't just limit the items in the universe today but forever. If you have 150 items in your house a new resource won't fit in there. You have to delete something or find someplace else to put it.


This is probably one of the reasons why vendor item storage is now getting changed. It is the only "unlimited" storage available in the game. Effectively making all their projections about item numbers useless.




----------------------------------
Chataka Windae
Rifleman/Combat Medic
CEO, Windae Enterprises
Mesric Sanctuary Founder



Naufragus
Tue Mar 02, 2004 9:28 pm
#30

it is my belief that if they put limits on the vendors it will actually HURT their feeble database


1) Players will switch to the bazaar. People who would normally just use their vendors will just move the items to the bazaar and make it more sluggish. They will also just get others to list items and use tehir lots mules to do this as well


2) Some of us are happy with 1-3 vendors. The limit would force us to have more. Merchant xp is the easiest to get in the game so many people will just add more vendors. They will also use their lot mules or get friends to get Biz 3and place some. I mean if you have 75 lots how hard would it be to get a few more vendors. I really think that their database would be happier with many items sitting on fewer vendors than MANY vendors with fewer items.


3) THE ITEMS ARE NOT GOING TO GO AWAY. people will just store them. I for one will do anotehr lot trade with someone and simple have them place 10 equipment factories or 5 house and just store the junk there. Once agin more crap for the database to deal with.


Any cahnge they make is just going to cause them more problems in the long run.


(but if the new experimentation goes live, tehre will probably be fewer crafters, and fewer players for taht matter)
ArusSaab
Tue Mar 02, 2004 11:43 pm
#31

If the devs just listen (again) and allow for increasing the size of crates, and selling variable number of units from a given crate (i.e. the vendor shows "1000 CDEF Pistols, 100cr each" and you can buy 1, 2, 10, 1000, rather than having individual units or crates of 25 (or 10 for some items) that would be a HUGE decrease in the database size.


Right now I have 500+ "items" on my 6 vendors. But there's only 10 unique serial numbers involved. If I could change from, for instance,80 crates of 25 Molecular Clamps to TWO crates of 1000, that'd remove 78 records from the database.


It's easier to deal with (from a customer and vendor perspective) and it removes a ton of extra data from the engine. Imagine! Saving database space, giving a profession something they've been asking for for months, AND providing an easy way to minimize some of the max item nerf pain.


The only drawback is that people will be able to carry more items (1 volume for a crate of 100 muon gold vs 4 volume for 4 crates of 25). Even this can be taken care of with a 1-record-per-base-item database of "how many items of X in a crate make up 1.0 volume" and voila, that crate of 100 muons now uses 4 volume again.


ArusSaab
Tue Mar 02, 2004 11:59 pm
#32

Actually I think Nafragaus hit it pretty cleanly on the head.


The easiest way to clean up the database performance issues isn't to redesign the database. Simply keep nerfing as many different professions as you can, and say that the nerfs were asked for by the professions, until you have so few remaining players that the design can keep up.


Now, having said that, I'll defend the apparently not too scalable database design a little. Having something like EQ's bazaar isn't that hard a database - each item is linked to a master record for stats, appearance, etc. Compare that to SWG where each item is effectively unique - serialization, creator information, different stats, heck, you can have 6+ different visible scopes on a blaster pistol, and the database has to keep track of each item, not just "Bob has a copy of Blaster_01".


They did the best they could, but the design has unforeseen limits.


But the other stuff that's happened in publish 6 + incoming on publish 7? Core system redesigns a year into a game and "community relations" staff telling weaponsmiths to hoard stock to sell while they figure out how to adjust from the adjustments? GIve me a break. We've gone from beta testing to alpha testing, but we're still paying SOE for the privilege.


Aynsun
Wed Mar 03, 2004 10:06 am
#33

150 is very low for almost all crafters/sellers. 200-250 items and 400-500 as master. Crates up to 100 items and 1million unit resource stacks. Also bank terminal to house or declared residense house. These changes would help a lot and decrease amount of items in game.





Account cancelled and business closed, Bye bye all
Naufragus
Wed Mar 03, 2004 3:04 pm
#34

true Lady...


ironically they keep adding items to the game...


they take out melons then some idiot adds useless bats and flies to lairs...


then they add all this ACT 1-3 crap....like do we need 1000000000s of Rebel disc 3's floating around


Then they add thugs drooping 1 unit of X resource or broken binoculars asloot


If anyone is junking up the database its SOE....


bit the database was having major problems before there where even well stocked vendors....


i am having my lot mules train up business right now...luckily merchant is a skill you do nothing to earn and dont even have to be online to get the points....so after training up biz 3 & 4 all they have to do is place a vendor....i will do the rest by broswing the vendors and buying the goods i have supplied them for 1 credit....in about a week or so i will have access to 10 morevendors if need be..can you imagine how many some of the guilds will be able to acquire...you will walk in an there will be 50 vendors in a room


this is the easiest nerf to work around yet


PerilousWish
Wed Mar 03, 2004 11:21 pm
#35

SOE is going to kill all craft-trade professions with this, especially tailoring.

Do you know how many items a tailor can make?

230


Sure, I could cut that down to 150....if I wanted one of everybloody color of my popular items.


I have a difficult enough time keeping my vendor stocked with over 500 items in it.

I can't store ready-madeitems in my shop because all my display maniquins are up to entice the customer in to buying complete outfits instead of one or two pieces of clothing.



I am not a hunter. I am not a fighter. Like other craft-only players, my craft, tailoring, is how I make my money in game. And that certainly won't be helping the economy.


You will force every crafter to be a slave to his or her trade,making them sit in their shops making items just to keep up with restocking their vendors. This is not for the good of the game, not for the good of the players. I


I agree with Naufragus: take out the stupid broken junk mobs drop. God knows that would help free up atleast 1/4 of the space needed. Maybe stop changing the freakin resources a billion times a month so I don't have 50 of this kind of iron and 25 of that kind. That should give you some more room, too.



I love being a tailor. I love my shop.This patch will have turned what I loved about swginto a monotonous,frustrating and resentfulchore.



Lamia La'RueProprietor of Corellia Outfitters
Master Tailor Shop & Costume Emporium
Corellia: 1150 -4630
"Never tempt a woman with that which you wish to keep"
LadyGrey
Thu Mar 04, 2004 1:43 am
#36

Sony built in their own problems in the game, and then blame the players for actually playing the game as it stands. The resources change all of the time, the schematics require vastly different types of resources, the resources themselves have this infinite variety of flavors that they can come in. We, the players, are being punished for being creative in our game play, and making the best of what is really a stupid way to set up a game.

Sony created their own monster, and now they are trying to sweep it under the rug, using the database as an excuse. They are having to track the stats on an ever-growing amount of resources (that are required by game play to be hoarded and stored). Bottom line is, they are losing control of their database. Just reading (and experiencing) the problems that people are having with their vendors and with storage in their homes, indicates that the database is quickly becoming corrupt, that pointers are floating all over the place, and Sony has no clue what they really have in the database. There are lost items cluttering up the database, items that can be seen in certain circumstances, but cannot be retrieved or deleted. Items seem to disappear during trades, but are probably still floating around somewhere. Vehicles and pets will disappear, but show up as ghost images along server lines. These are very very bad signs of a database that is in serious trouble. It really has nothing to do with how many items people put on their vendors.



/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
LadyGrey

Don't let the negative AFKophobes get you down. Play the game however you want.

Is the beta testing almost over for this game?
kazmoony
Thu Mar 04, 2004 4:32 am
#37

I agree, crafting is gonna get killed because of this. This is a tactic by sony to force players to purchase another account I bet you, once for master merchant slash what ever crafter you are and another for pvp. Boy this sure sucks if this happens.






- THOMPSON THE HUTT -

WE WERE ONCE TITANS ...

ItemCreator
Thu Mar 04, 2004 5:14 am
#38

As a Master Tailor training to be Master Merchant and Bio-Engineer, I know I couldn't cope with a cap of 150 items in a vendor. My current clothing vendor has over 1000 items in it and I'm still adding different items to meet my customers needs.


As I said somewhere else on the forum, imagine walking into GAP or any other shop and only be given a choice of 150 items.


Kel





~~~ Kelsaka Rymi ~~~
Clothing-Obsessed Elder Tailor of Infinity
Kelsaka's Clothing Boutique -6820 2700 Tyrsis, Naboo
(Maisaka ~ Outfits, Shasaka ~ Hunter, Teisaka ~ Fashion Armour)
(Survived 2 crafting trips to the DWB)
zeeraz
Thu Mar 04, 2004 2:53 pm
#39

God I really thought the Devs had smarted up and killed this absolutely ridiculos idea. Well if this goes thru that's 5 more accounts leaving. While I understand combat changing to tell anyone how to run their business is wrong, and I'm sorry I know it's your game but we pay for it, you really should try to at least listen to your customers while you stilol have some.
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