Merchant Archive
Thread: If they really want to fix the database issues....
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Neilla
Sat Aug 07, 2004 8:58 am
#1
If the devs really wanted to fix the database size issue, two simple things would do the trick:
* 1000 items per crate, for everything. That's a factor of 100 on working storage.
* Allow vendors to split items from crates. Instead of putting 20 Bestine Candles 9 crates, I could put 1 crate up on my vendor. That's good for a factor of 10-30 on the volume of goods in most vendors. And, if someone wanted to buy 6 candles, they'd come away with a crate of 6 candles, reducing backpack space and again reducing database traffic.
How would this work from the point-of-view of various parties?
* Customers. It would be faster and easier to buy stuff. Fewer pages of inventory. Fewer transactions when buying multiple identical items. Good for customers.
* Crafters. Inventory management becomes much easier. Most crafters only need one vendor, freeing up skill credits (unless they're exploiting by dropping merchant after setting up their vendors). Good for crafters.
* Merchants. It becomes much more practical to operate as a true reseller by buying wholesale and operating vendors across the galaxy.
Can anyone come up with a downside to this?
* 1000 items per crate, for everything. That's a factor of 100 on working storage.
* Allow vendors to split items from crates. Instead of putting 20 Bestine Candles 9 crates, I could put 1 crate up on my vendor. That's good for a factor of 10-30 on the volume of goods in most vendors. And, if someone wanted to buy 6 candles, they'd come away with a crate of 6 candles, reducing backpack space and again reducing database traffic.
How would this work from the point-of-view of various parties?
* Customers. It would be faster and easier to buy stuff. Fewer pages of inventory. Fewer transactions when buying multiple identical items. Good for customers.
* Crafters. Inventory management becomes much easier. Most crafters only need one vendor, freeing up skill credits (unless they're exploiting by dropping merchant after setting up their vendors). Good for crafters.
* Merchants. It becomes much more practical to operate as a true reseller by buying wholesale and operating vendors across the galaxy.
Can anyone come up with a downside to this?
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