Merchant Archive

Thread: Solving the database problem without nerfing Merchants to oblivion

Crimsonsplat
Wed Aug 11, 2004 4:40 pm
#1

I'm starting this thread so we can collect all the suggestions to solve one of the two problems that this nerf is alleged to be for: an overloaded database. (I consider it more likely than it being a method of "fixing" the economy, based on Raph's comments last April.)

I have two suggestions to kick it off.

#1: Eliminate serial numbers on all non-experimented items. If there's no difference between any two generators in terms of quality, why should they be tracked from seperate runs? Possibly a quick work-around: force all non-experimented sub-components to have the same serial number across all instances of that item. All power cores, all generators, etc. become instances of a single object. Since I usually find anywhere from 5-20 of a given serial number, that I forgot about left in a bag somewhere (and I think I'm pretty typical), the ability to stick them into a factory run based on a different schematic also means that crafters won't have so many odds and ends setting around. Essentially those schematics can treat them as needing "similar" items instead of "identical." This will further shrink the DB, because now there's fewer leftover components.

#2: Eliminate resource hording, which is what's really killing the DB. (This will only work if the DB has a record of when a particular spawn occured, but I suspect it does.) Every time a new resource spawns on the server, it checks the list of all prior spawns of that particular sub-category (for instance "Talusian Wild Rice" or "Phrik Aluminum"). All instances (within that category) of any specific named resource which last spawned over six months ago is ELIMINATED, and removed from the database. Presto! No more hording, AND new crafters are no longer at such a disadvantage vs. existing crafters with huge stocks of the best resources. Yes it's going to suck to be a weaponmaster and have your fantastic skeevon gas from 7 months ago disappear when a crappy spawn appears, but hey, you should have used it up and stockpiled the weapons. What, you were waiting something else to spawn in high quality so you could make uberweapon #235? Gee, too bad. Didn't the Devs mention they didn't like that? (Evil Grin)

Really, I see these two suggestions as working on multiple levels to make the game better, without screwing over every merchant and crafter in the game. I do not understand why they have not been brought up.

rexan
Wed Aug 11, 2004 6:20 pm
#2






Crimsonsplat wrote:


#2: Eliminate resource hording, which is what's really killing the DB. (This will only work if the DB has a record of when a particular spawn occured, but I suspect it does.) Every time a new resource spawns on the server, it checks the list of all prior spawns of that particular sub-category (for instance "Talusian Wild Rice" or "Phrik Aluminum"). All instances (within that category) of any specific named resource which last spawned over six months ago is ELIMINATED, and removed from the database. Presto! No more hording, AND new crafters are no longer at such a disadvantage vs. existing crafters with huge stocks of the best resources. Yes it's going to suck to be a weaponmaster and have your fantastic skeevon gas from 7 months ago disappear when a crappy spawn appears, but hey, you should have used it up and stockpiled the weapons. What, you were waiting something else to spawn in high quality so you could make uberweapon #235? Gee, too bad. Didn't the Devs mention they didn't like that? (Evil Grin)

Really, I see these two suggestions as working on multiple levels to make the game better, without screwing over every merchant and crafter in the game. I do not understand why they have not been brought up.




Why just delete EVERY item after 6 months?


/endsarcasm


The problem with the database is not the unique resource system. Or that there is acrafting system which creates unique items. All these problems are solved by limiting the storage for each character to 75-100 items per lot, +100 items in the bank, +110 items on your person +50 for droids.


The real problem with the database is whenplayers are using vendors as unlimited storage devices, or using vendors without the appropriatecost in skill points.





Message Edited by rexan on 08-11-2004 06:22 PM



Rexan Ryu
Master Smuggler
Flurry Server
MaDuece
Wed Aug 11, 2004 6:44 pm
#3

I don't see where eliminating serial numbersis just going to automaticly reduce the space in the database. Regardless of whether or not the item has a serial number, it still exists. Besides, serial numbers are a method of tracking what is made when and by who. This is to reduce exploiting and to help track those that use items for exploits.


Simply deleting resources after a certain amount of time is truely unfair. What happens to those that take a break from the game for those 6 months and come back to find all their resources gone?


Instead, I think they should increase the limit to resources containers (from 100 to 1000). In the long run this does conserve space. Crafters will need less storage space and therefore fewer storage houses.
Aeja
Wed Aug 11, 2004 7:08 pm
#4

Why is this always turned into an unlimited storage issue? Last word was that items stored in backpacks will still be counted as 1 item. And last I heard when this was brought up the DEVs acknowledged storage in game was lacking and that this was an exceptable work around ( I believe they meant that if someone actually spent the skill points and kept them though) untill the storage issue was addressed.


As to the resource hoarding issue this is a drop in the bucket in terms of storage space required, if someone hordes 600K of something its still only 6 items because they stack. Even 10Mill of a resource is only considered 100 items as far as the DB is concerned. Its NO worstthansomeone who has 100 of smaller amounts of resource (not saying it hurts the DB much please read last paragraph). And yes I do tend to gather lots of resources and when a particular one reached below 1K I tend to give it away or delete it.


The DB issue is a load of crap because if it was a major issuethey could clear out at least 50% if they removed the vendors from players whos accounts have been inactive for 3 or 6 months. And I dont know what the percent would be of those players who droped the skill to operate a vendor but Id say at least 10-20 percent (pure speculation on my part). And another 10-15% more by removing vendors left empty (This number again speculation because I dont know how many vendors would be removed by the first 2 solutions). But I do know the number of empty vendors on flury is close to 60-65% and thats near Coronet probly higher in more remote locations.


Also I heard they use Oracle DB system, Oracle is designed to hold HUGE amounts of data (the only limits to Oracle and MSservers are the size of the harddrives) and run it effectively with proper design. The only thing they can be thinking is how toplace some sorta cap on it so they dont have to "plan" for a huge increase or fluctuations in the data base size. Whith a cap inplace they can so that they will only need this much storage space for the next 3 months. Which is fine I can live with the caps but not at this limit, it just shows me they dont have a clue as how to play a crafting/merchant class (again not their fault they havnt have had to do much of any "rebalencing" of these player types.

Crimsonsplat
Thu Aug 12, 2004 2:29 am
#5

Hmmmm. Delete every item after six months? Ok.

/endsarcasm

All those stupid cdef pistols and +1 SEA's, especially. Actually, I have a better idea. How about all that junk never drops in the first place?

quote: "The problem with the database is not the unique resource system. Or that there is a crafting system which creates unique items. All these problems are solved by limiting the storage for each character to 75-100 items per lot, +100 items in the bank, +110 items on your person +50 for droids.

The real problem with the database is when players are using vendors as unlimited storage devices, or using vendors without the appropriate cost in skill points."
-----------------

First, please quote/cite your source for this. Second, isn't part of the nerf doing away with the no-skill vendor exploit?

And I disagree strongly with your first two contentions. Every week, 10-12 new resources are generated and added to the system. These resources effectively NEVER leave the game, because someone's always going to have a few bits laying around, or a few hundred k if it's really good. And if you really think tracking thousands and thousands of unique serial numbers isn't an additional load on a database, you know jack all about databases.

Let me break it down for you:

Common serial number: One entry with the item's stats. Every person with one (stack) in inventory has a record with pointer to that entry, and a quantity. Make the items restackable and the crates refillable, and you've got less inventory entries too. Increase stack sizes and you reduce entries (although you offset this negatively somewhat by requiring more bytes to hold the number).

Unique serial numbers: One entry with stats for every handcrafted item in the game. One entry for every factory run in the game. Each entry then points to the common stat. Then every player has one entry for each unique serial number in his inventory, with a pointer to the stats and a quantity.

Multiply this difference by 2,000 + players per server, and tell me it's not a load. Yes the storage vendors are contributing heavily to the problem, but forcing combat players to retake Merchant skills will solve that as they destroy the hordes of junk. (Although I think they should be able to list them on the bazaar or have a single, 10-item vendor on the data terminal in their homes.)

And as for the next person's complaint about fairness and six month hiatus, HELLO! The character isn't likely to be there after six months, if they didn't pay. And if they do, their credits didn't go anywhere, so they can just put everything up for sale (IOW, convert assets to cash), let the vendors autodelete 2 weeks later, and then repurcahse the new resources if/when they rejoin the game. You're promoting a an action that will screw over many people because you object to one that may screw over a few? It's "unfair?" What do you call wrecking the economy of the game and disrupting the businesses that thousands of crafters have built? "Inconvenient," perhaps?

MaDuece
Thu Aug 12, 2004 8:58 am
#6








Crimsonsplat wrote:


And as for the next person's complaint about fairness and six month hiatus, HELLO! The character isn't likely to be there after six months, if they didn't pay.


So players don't have a life outside of this game if they so choose? They don't deserve the choice of taking a break? Some people pay for 6 months to a year in advance when they subscribe/renew. These people deserve to have their stuff deleted just because they needed/wanted a break?


And if they do, their credits didn't go anywhere, so they can just put everything up for sale (IOW, convert assets to cash), let the vendors autodelete 2 weeks later, and then repurcahse the new resources if/when they rejoin the game.


How are they going to purchase resources that will become more coveted than ever if resources simply delete after a certain period of time. You as a crafter should know that this will only result in the price hike of resources.


You're promoting a an action that will screw over many people because you object to one that may screw over a few? It's "unfair?"


Its OK to screw over people if they are in the minority? Hmmmm....think about that one for a minute.


What do you call wrecking the economy of the game and disrupting the businesses that thousands of crafters have built? "Inconvenient," perhaps?


There is no doubt that crafters will get the shaft if the vendor limits are set too low. I don't dispute that. However, the important issue is exactly how low that limit should be. There needs to be a happy medium to discourage storage vendors yet allow crafters to still be able to sell their own goods. Simply not having any limits and just deleting crap is not the answer.


We all know about stuff that disappears all the time; even to players that log in everyday. And you are proposing that the Devs introduce an autodelete algorithm into the picture? Do you honestly think that it will work properly? How much of your stuff are you willing to have deleted by accident before they get the bugs out of that system?








Aeja
Thu Aug 12, 2004 3:30 pm
#7

Increasing the stack sizes just leads to more hoarding of resources, instead of having for example one small house of 150 x 100k; you now have 150 x 1000k which is way too much resources to have for anyone. Resource brokers would be happy, yes, but starting newbie crafters wouldn't have a chance to compete against aestablished names.




MaDuece wrote:








Crimsonsplat wrote:


And as for the next person's complaint about fairness and six month hiatus, HELLO! The character isn't likely to be there after six months, if they didn't pay.


So players don't have a life outside of this game if they so choose? They don't deserve the choice of taking a break? Some people pay for 6 months to a year in advance when they subscribe/renew. These people deserve to have their stuff deleted just because they needed/wanted a break?


And if they do, their credits didn't go anywhere, so they can just put everything up for sale (IOW, convert assets to cash), let the vendors autodelete 2 weeks later, and then repurcahse the new resources if/when they rejoin the game.


How are they going to purchase resources that will become more coveted than ever if resources simply delete after a certain period of time. You as a crafter should know that this will only result in the price hike of resources.


You're promoting a an action that will screw over many people because you object to one that may screw over a few? It's "unfair?"


Its OK to screw over people if they are in the minority? Hmmmm....think about that one for a minute.


What do you call wrecking the economy of the game and disrupting the businesses that thousands of crafters have built? "Inconvenient," perhaps?


There is no doubt that crafters will get the shaft if the vendor limits are set too low. I don't dispute that. However, the important issue is exactly how low that limit should be. There needs to be a happy medium to discourage storage vendors yet allow crafters to still be able to sell their own goods. Simply not having any limits and just deleting crap is not the answer.


We all know about stuff that disappears all the time; even to players that log in everyday. And you are proposing that the Devs introduce an autodelete algorithm into the picture? Do you honestly think that it will work properly? How much of your stuff are you willing to have deleted by accident before they get the bugs out of that system?















Sounds good to me why should I be penalized and actually PAY real money to SOE to store players items that havnt been on or PAYED anythingin 6mo. A break?? Try taking a 6mo break from your job see if your stuff will still be their when you decide to return (put into boxes if your luck and if your allowed to return if your luckier). 6mo. limit is extremely fair on this IMO. The only problem Id have is if these players were in the milatary but most have friends that would look after thier accts. (and if not Id help them re-establish themselves as most would (unless thier friends were from france :smileyvery-happy then its thier own tuf luck).


MaDuece
Thu Aug 12, 2004 4:36 pm
#8








Aeja wrote:
Increasing the stack sizes just leads to more hoarding of resources, instead of having for example one small house of 150 x 100k; you now have 150 x 1000k which is way too much resources to have for anyone. Resource brokers would be happy, yes, but starting newbie crafters wouldn't have a chance to compete against aestablished names.


Increasing the sizes of resource containers most certain will not increase resource hoarding. Resources are set at percentage limits in certain locations. The harvesters you place on them can only extract so much at one time. Its not like you can make them pump any faster. You can only place as many harvesters as you can for only as long as that resource lasts. People that have been "hoarding" resources are doing for more than simple economics of having enormous stashes later. Here's a little news flash for you:


If it takes more than 8k to make one swoop; how much do you think it will take to make one spacecraft when JTL comes out? All those "enormous" resource stacks don't look so big anymore then do they?


Besides, the habit of people harvesting tons of any ole' kind of crap will stop when hologrinding stops. Don't forget; it wasn't always this way. Not until "hoards" of people started doing everything a little cube told them to.


Sounds good to me why should I be penalized and actually PAY real money to SOE to store players items that havnt been on or PAYED anythingin 6mo. A break??


Yes a break. You know, where you actually go ouside and get some sunlight. Spend time exposing yourself to a real world. There is one out there you know. Dig yourself out from underneath mommy's basement and have a look.


Try taking a 6mo break from your job see if your stuff will still be their when you decide to return (put into boxes if your luck and if your allowed to return if your luckier).


Don't even start to compare any of this to a real life job or anything else real life. It only shows you have no clue about a real life OR a real job to begin with. People who pay their bills should have the right to have their accounts and its' entire contents secure when they return.


6mo. limit is extremely fair on this IMO. The only problem Id have is if these players were in the milatary but most have friends that would look after thier accts. (and if not Id help them re-establish themselves as most would (unless thier friends were from france :smileyvery-happy then its thier own tuf luck).


What about students that study abroad? Or people with new kids in the family? Or those that just simply WANT to step back away from it all for awhile. As long as they pay up and everything else is in order then there is absolutely nothing wrong with it.


Just because you can't envision yourself away from this game for any length of time doesn't mean that someone doesn't have a right to do so without getting screwed over.








Aeja
Sun Aug 15, 2004 7:23 pm
#9






MaDuece wrote:








Aeja wrote:
Increasing the stack sizes just leads to more hoarding of resources, instead of having for example one small house of 150 x 100k; you now have 150 x 1000k which is way too much resources to have for anyone. Resource brokers would be happy, yes, but starting newbie crafters wouldn't have a chance to compete against aestablished names.


Increasing the sizes of resource containers most certain will not increase resource hoarding. Resources are set at percentage limits in certain locations. The harvesters you place on them can only extract so much at one time. Its not like you can make them pump any faster. You can only place as many harvesters as you can for only as long as that resource lasts. People that have been "hoarding" resources are doing for more than simple economics of having enormous stashes later. Here's a little news flash for you:


If it takes more than 8k to make one swoop; how much do you think it will take to make one spacecraft when JTL comes out? All those "enormous" resource stacks don't look so big anymore then do they?


Besides, the habit of people harvesting tons of any ole' kind of crap will stop when hologrinding stops. Don't forget; it wasn't always this way. Not until "hoards" of people started doing everything a little cube told them to.


Must have made a mistate when I coppied and pated things together. I dont want any restrictions on how many resources a person can have


Sounds good to me why should I be penalized and actually PAY real money to SOE to store players items that havnt been on or PAYED anythingin 6mo. A break??


Yes a break. You know, where you actually go ouside and get some sunlight. Spend time exposing yourself to a real world. There is one out there you know. Dig yourself out from underneath mommy's basement and have a look.


Well I go out everyday several times a day get plenty of sunshine. But dont need 6mo of sunlike all that skin cancer everyone is so worried about though.


Try taking a 6mo break from your job see if your stuff will still be their when you decide to return (put into boxes if your luck and if your allowed to return if your luckier).


Don't even start to compare any of this to a real life job or anything else real life. It only shows you have no clue about a real life OR a real job to begin with. People who pay their bills should have the right to have their accounts and its' entire contents secure when they return.


Well if you keep you SOE bill payed up you wont lose your stuff or your characters. Its only those accts that have been cancelled or deactivated. SOE will never cancell a paying custumers accts LOL.


6mo. limit is extremely fair on this IMO. The only problem Id have is if these players were in the milatary but most have friends that would look after thier accts. (and if not Id help them re-establish themselves as most would (unless thier friends were from france :smileyvery-happy then its thier own tuf luck).


What about students that study abroad? Or people with new kids in the family? Or those that just simply WANT to step back away from it all for awhile. As long as they pay up and everything else is in order then there is absolutely nothing wrong with it.


Read Previous.


Just because you can't envision yourself away from this game for any length of time doesn't mean that someone doesn't have a right to do so without getting screwed over.


Again read previous












As mentioned B4 I dont want to pay for cancelled accts to be stored, If you do thats fine perhaps you can get with SOE and offer up your credit card.

GraySeven
Sun Aug 15, 2004 7:55 pm
#10

Does there need to be a Vendor Item limit? As I understood it, items in a vendor took up less DB space than they did if they were on the floor of a house. TH would have to re-confirm this though, as I can't remember who said it, or when. I believe it came up during the first discussion of VIL's.


I had 6 vendors up earlier today, holding a combined 1k of items. Now, one vendor had almost 500 items in it (my misc/ all other vendor) while another only had 10 (my smugglers supply vendor). Now, I have 5 small and 1 large house (myself and my business partners lots) holding most of these items, plus my 100 bank spaces filled, plus my inventory. I destroyed some organics that I didn't have the space for and which weren't selling, and I still have a vendor up holding a few items until I get another small house down to hold those items.


If database space is the issue, and if it is indeed easier on the DB to have items in vendors rather than outside of them, then this issue has worsened the DB issue simply because there are others who are doing the same thing I did for fear that they will loose their items.


The DB issue is better solved by removing the vendors from PC's who don't have the skills for them, removing structures from accounts that are cancelled (if they didn't pull them up, they obviously didn't want them), increasing factory crate sizes, fixing the cross-server lot trade issue,and other fixes that do not nerf a profession that doesn't really have much going for it in the first place.


I'm a 3 craft Master, with the remaining points in Merchant (and an ex-Master Merchant). With the required sub-components and named resources required for my two elite crafting professions, space is always at a premium. I will not be doing any crafting until after the nerf and will spend the time on my combat alternate instead, hoping that SOE sees the light at some point in the future and stops nerfing the crafting professions because of a crafting system they created requiring so much DB storage.



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

Aeja
Sun Aug 15, 2004 8:09 pm
#11






GraySeven wrote:

Does there need to be a Vendor Item limit? As I understood it, items in a vendor took up less DB space than they did if they were on the floor of a house. TH would have to re-confirm this though, as I can't remember who said it, or when. I believe it came up during the first discussion of VIL's.



I'm a 3 craft Master, with the remaining points in Merchant (and an ex-Master Merchant). With the required sub-components and named resources required for my two elite crafting professions, space is always at a premium. I will not be doing any crafting until after the nerf and will spend the time on my combat alternate instead, hoping that SOE sees the light at some point in the future and stops nerfing the crafting professions because of a crafting system they created requiring so much DB storage.





Well your partly correct it doesnt take less database space having the items on a vendor, But its Better to have the items on a vendor than in a house because it doesnt load into your computers memory everytime someone enters into a structure and is only called when someone uses the vendor.


As for the storage issue your absolutley correct the storage issue has been a "know issue" since week 4. This should be fixed B4 they limit the items on a vendor. But since last word items placed in packs are still going to be counted as 1 item.


Cybst0rm
Mon Aug 16, 2004 12:15 pm
#12

OK... I just read and reread this post... I am not sure who mentioned something to the effect of "Who needs those kinds or resources" refering to amounts...


Let me break it down for you Architect style... Lets take a "large" amount of ore and make some heavy harvestors... shall we?


200K ore makes 1K Structure Modules... Take more ore and those same modules become 99 walls (You lose one to make the schema)...now divide that by an average of 6 walls to make a heavy harvestor... that's only 16 heavy harvestors. Guess how fast that will sell? 1 week, maybe 2 if no one knows you exist and your vendor isn't registered. That just tracks ore. Ever try to mine a large amount of ore? IF you can find a good concentration (60% or better) and IF you can get enough people to harvest for you, you MIGHT mine 4M units if your REALLY lucky and hit the spawn just right.


Do me a favor, pull your foot out of your mouth cuz a "large" amount of resources to one profession is tiny to another. Also, keep in mind that it's rumored that some of the JtL ships are going to be on par with crafting a PA hall with the amount of resources they will take. If they TRY to limit resource hording... that Corellian frieghter is going to cost you way over 10M to have crafted IF you can find someone to do it for you.


As stated before, I think it would take some strain off the DB if some serialized items that don't matter weren't serialized like turbines, RFPs, Fiber Panels, Syth Clothes, Droid Storage Units... and a huge list of other items that quality doesn't matter.


And here is another good idea... how about having repeating spawns of resources? What SOE dev came up with the idea of every resource is new?



.:Karthes Braxis:.
_/-Viper Squadron-\_
+BXI+ Corp
Megacity, Corellia

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