Smuggler Archive

Thread: Slicing Loot Will Now Stack

TashunkaSapa
Tue Aug 16, 2005 3:44 pm
#79






Makris wrote:


/saves this post in the memory bank





I may seem quick to criticize, but that's come form years of really poor communication from SOE. I'm just as ready to be grateful when someone takes the time to come right out with important info.


I may be a cynic, but I'm glad to be proven wrong, really.





Shaan'ti Hokai (Kauri)
Imperial Pilot Ace/Master Smuggler/Master Bounty Hunter
Master Explorer. Force-Sensitive. HERO OF TATOOINE.
JFreeman
Tue Aug 16, 2005 3:47 pm
#80



DanceRulez wrote:
I'm
glad you're addressing the problems of looted items that don't stack
together and take up an unfortunate amount of inventory space for the
professions that need them. Is there any chance that this kind of fix
can be applied to other items as well, such as the Heavy Duty Leathers
and Clasps, Crystal Clothing Treatments, and those Sith resources
(though I realize that the Sith resources do tend to be different, but
perhaps you could find a way for more of those to drop so that they are
identical and could be stacked)?


It depends
on the item. Items that have unique properties can't be made stackable.
Items that are all, always the same, can be made stackable fairly
easily. But then any system which utilizes those items may need to be
modified to deal with 'stacks' (so that it doesn't eat the whole stack
when you use the item).



'Course it's difficult to identify just what those items might be.


Quiet420
Tue Aug 16, 2005 3:55 pm
#81






JFreeman wrote:


It depends on the item. Items that have unique properties can't be made stackable. Items that are all, always the same, can be made stackable fairly easily. But then any system which utilizes those items may need to be modified to deal with 'stacks' (so that it doesn't eat the whole stack when you use the item).

'Course it's difficult to identify just what those items might be.






please please please....make it so we can unstack the decomposing skulls.....and for a vet reward...give us an item that allows us to change an objects name.....I have61 skulls that need names.

Mystique2000uk
Tue Aug 16, 2005 3:56 pm
#82


Thanks for all the info JFreeman but can you posibly answer 2 quick questions.


1) Will the stacks be splitable?


If not this is goning to be a real problem, for people farming the loot as they will have to sell it in what ever stacks they end up having after they have finished their missions for the day and pop to the bazzar. Also It will mean smugglers will need a lot of credits to purchase large stacks all at once.


2) Will they auto stack so if you drop 2 stacs of 10 in a house or ship they will become one stack of 20?


Again this will cause problems with people selling them on the bazzar or vendors as stacks that cannot be split will just get bigger and bigger as you add to them in your storage house, bank or backpack.


Please don't use the code for kashyyk staking, use the code for resources. These are our resurses now imagin the problems all the crafters would have if their resources worked that way. Hope you can help. Thanks.

Message Edited by Mystique2000uk on 08-16-2005 11:57 PM



We're Charley Brown, the Dev's are lucy and the Smuggler revamp is the football.
Every time we think, this is the time were gona get to kick the football Lucy pulls it away at the last minute.



I only have one thing to say aauugghh!
TashunkaSapa
Tue Aug 16, 2005 3:58 pm
#83

I can understand those concerns, but as a slicer, I'd rather have unsplittable stacks than no stacks at all. If I could carry ALL my slicing tools in a pouch or droid (instead of having to store them in two houses, two ships, a bank and a vendor), I'd be very happy.



Shaan'ti Hokai (Kauri)
Imperial Pilot Ace/Master Smuggler/Master Bounty Hunter
Master Explorer. Force-Sensitive. HERO OF TATOOINE.
Mystique2000uk
Tue Aug 16, 2005 4:03 pm
#84






TashunkaSapa wrote:
I can understand those concerns, but as a slicer, I'd rather have unsplittable stacks than no stacks at all. If I could carry ALL my slicing tools in a pouch or droid (instead of having to store them in two houses, two ships, a bank and a vendor), I'd be very happy.





Oh don't get me wrong i totaly agree but while he's here why not go for the brass ring.



We're Charley Brown, the Dev's are lucy and the Smuggler revamp is the football.
Every time we think, this is the time were gona get to kick the football Lucy pulls it away at the last minute.



I only have one thing to say aauugghh!
DanceRulez
Tue Aug 16, 2005 5:06 pm
#85



JFreeman wrote:


DanceRulez wrote:
I'm glad you're addressing the problems of looted items that don't stack together and take up an unfortunate amount of inventory space for the professions that need them. Is there any chance that this kind of fix can be applied to other items as well, such as the Heavy Duty Leathers and Clasps, Crystal Clothing Treatments, and those Sith resources (though I realize that the Sith resources do tend to be different, but perhaps you could find a way for more of those to drop so that they are identical and could be stacked)?

It depends on the item. Items that have unique properties can't be made stackable. Items that are all, always the same, can be made stackable fairly easily. But then any system which utilizes those items may need to be modified to deal with 'stacks' (so that it doesn't eat the whole stack when you use the item).

'Course it's difficult to identify just what those items might be.






The Heavy Duty Clasps and Leathers, and the Crystal Clothing Treatments often have different serial numbers, but sometimes drop in sets of several with the same serial number. I've had as many as 11 of the leathers or clasps all with the same serial number, and also one time got 10 of the clothing treatments all with the same serial number. Unfortunately these items never stacked together so they chewed up a lot of my free inventory space. It would really be handy to Tailors, in this case, if items with the same serial numbers did stack. Of course you would also want them to unstack properly for insertion into schematics and when making a factory run with a factory schematic (though I believe I heard about a change coming which might prohibit doing factory runs on limited use schematics which these resources are all used for). Hopefully this stacking fix could apply to these items.

Now the Sith resources may all be unique items with different properties, so there may not be a good way to apply this fix to the Sith resources unless another change was made to start making some of the Sith resources identical so they could be stacked sometimes. This would really help out people doing the crafing quests during phases 2 and 3 because to complete them requires a minimum of 200 Sith resources, and right now none of them stack so that means 200 inventory spaces somewhere. It's hard because the people who loot them off the Sith run out of inventory room fast, and the people trying to do the quest have to keep juggling inventory space to pick them up and then craft them into the quest items. Add to that the fact that the best time to collect them is during phase 4, but then you have to just hold on to them until phases 2 and 3. It would be real handy if there were a way to store these more easily with less inventory space.



Shi'ann Dinova
Hot Pink Twi'lek of Mystery

LM
Tue Aug 16, 2005 6:28 pm
#86






JFreeman wrote:





SmugglinZane wrote:





MsNiL wrote:






Mystique2000uk wrote:
Profession: Smuggler

  • Slicing components will now auto-stack.

  • Slicing Critical Damage will work correctly

Thank God!




Seriously, I am glad this is fixed. It's one of my list.







Call it semi fixed. The main reason for needing this was the retrieval of AUKs and WUKs that we had to go through... which left many people with more tools than they could hold. Now this isn't going to help them at all really. Good for the future, meaningless to the present.




The fix to existing items is a completely different thing than the code change to make them stackable (and making the existing items stackable couldn't happen until that change was done). Making the existing items stackable will require a database update. We're looking into that now.

If we can't do it through a db update, we'll come up with some other solution to deal with those items.







Good news, JFreeman. Thank you for stopping by to let us know.



Lilac Moon

__________________________________________________________

There are no functional Smugglers in SWG; even Han cannot Smuggle.


Smuggler History
Harrison Bergeron by Kurt Vonnegut
WarrbaccaGorath
Tue Aug 16, 2005 6:36 pm
#87

((My apologies in advance for posting on a thread I found via dev tracker))






JFreeman wrote:





DanceRulez wrote:
I'm glad you're addressing the problems of looted items that don't stack together and take up an unfortunate amount of inventory space for the professions that need them. Is there any chance that this kind of fix can be applied to other items as well, such as the Heavy Duty Leathers and Clasps, Crystal Clothing Treatments, and those Sith resources (though I realize that the Sith resources do tend to be different, but perhaps you could find a way for more of those to drop so that they are identical and could be stacked)?



It depends on the item. Items that have unique properties can't be made stackable. Items that are all, always the same, can be made stackable fairly easily. But then any system which utilizes those items may need to be modified to deal with 'stacks' (so that it doesn't eat the whole stack when you use the item).

'Course it's difficult to identify just what those items might be.







Don't Heavy Duty Leathers [et al] drop in stacks already? Like Krayt Scales, Nightsister Shards, and GDK Scales? Not 100% sure, but I don't think this needs a fix. Different drops cannot stack because they use serial numbers.


Onto the second point, please please please can you make all sith resources same quality (or remove quality altogether) and stackable? The qualities are all prettyclose already and crafters needdozens and dozensof these things. Imagine how much fun the old FS grind would have been without stacked grenades. C'mon now.




Warrbacca // Still Fuzzy // After All These Years
Ramsey_Lanclo
Tue Aug 16, 2005 6:58 pm
#88



JFreeman wrote:


SmugglinZane wrote:


MsNiL wrote:

Mystique2000uk wrote:
Profession: Smuggler
  • Slicing components will now auto-stack.
  • Slicing Critical Damage will work correctly

Thank God!


Seriously, I am glad this is fixed. It's one of my list.



Call it semi fixed. The main reason for needing this was the retrieval of AUKs and WUKs that we had to go through... which left many people with more tools than they could hold. Now this isn't going to help them at all really. Good for the future, meaningless to the present.


The fix to existing items is a completely different thing than the code change to make them stackable (and making the existing items stackable couldn't happen until that change was done). Making the existing items stackable will require a database update. We're looking into that now.

If we can't do it through a db update, we'll come up with some other solution to deal with those items.






Just a thought, but since you've got recycler code in-game (as well as loot kits that hold items) - Wouldn't it be easier to make available some sort of recycler/toolbox that would hold these kits (In effect, stacking them)?

Granted, I don't know a thing about the code, but wouldn't it be easier/safer to do something along these lines that running a deep query on the db?



"Hokey religions and ancient weapons are no match for a good blaster at your side..."
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srotre
Tue Aug 16, 2005 7:27 pm
#89

ill believe it when i see it



Srotre Tholer
Scylla
Master Smuggler
Master Rifleman
Imp ace
Smuggler who cannot Smuggle
Ackehece
Tue Aug 16, 2005 7:33 pm
#90






LM wrote:





apprentice_of_eld wrote:
What do you think about still crated WUK/AUKs? If I remove one item from crate, salvage it, do you think it would stack if I do it after the patch?






That would be a question for SOE.


Maybe the folks on test center have found out the answer to this.


*runs off to look*




we had all of 24 hours to test everything >_< so most answers are not in yet. Seems Live will be the test server this time round (see how the publish failed when pushed already T_T )




"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




Bughunt
Tue Aug 16, 2005 9:20 pm
#91


JFreeman wrote:


'Course it's difficult to identify just what those items might be.


It is simpleany item that is stackable, crafted or looted should be stackable and follow the same crafting code. You guys are smart. What ever code allows crafted stacks work, use that code?

We had code that allow smuggers to pull stuff from crates, use that code.


Any looted item or crafted item with the same serial number should be stackable, and any unserial item should stack to, just set the stack size smaller, by item, although it would be best to keep the code simple.

Have the behave just like resources and have it stack to 100k. It seems we have to many coders doing things there own way and not follow the example of coding that is al ready there. To many cooks cookin, hense to many bugs.


Enough is enough, allow use to restack stuff even If it takes creating a tool to restack things then do it.


Also any item that decays should display that value, core, tool etc.


Save the Database and reduce player storage requirements.




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