Merchant Archive
Thread: Item Limit (150)on vinders?
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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
thanks MADDOC
Message Edited by MadDoc76 on 03-02-2004 05:06 AM
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?
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.
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.
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.
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
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.
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.
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