Weaponsmith Archive

Thread: Thunderheart, would these two simple fixes solve SOE's database problems? No flame, a sincere idea.

caddelite
Tue Mar 09, 2004 5:18 pm
#1

Ok, this is not just for Thunderheart to read but for every crafter who suffers from what I do. I've been mining resources since launch and a Master WS for 6+ months and AS for 2+ months. Needless to say, I've accumulated A LOT OF STUFF.


SOE is stating they are having database problems. But what is the CAUSE of these database problems? Players storing their items on vendors priced out to 9999999? No, this isn't the cause, this is an EFFECT.


The cause is contining to run launch coding when it comes to factory crates and resources.


I recommend the following two fixes to solve all of SOE's database issues. The fixes are simple and profound:


1) A factory schematic can produce 1000 items, allow factory to produce a single crate of 1000 items.


2) Allow resources to "single stack".


In terms of database load, the two simple fixes are just amazing.


Factory crates, in terms of WS and AS come out in crates of 25 or 50 items. If factories produced a single crate of 1000 items, it would make factory runs much more fun for the crafter, consider making triple layer composite or a T21 Rifle, and also REDUCE SOE's database load. A factory crate of 1000 items vs. mutiple crates of 25 items would reduce database load by 40 times. Crates of 50 items would reduce database load by 20 times.


From the crafters standpoint, being able to work witha single crate of 1000 Kinetic Layers or 1000 Advanced Power Handlers is much better than working with 20 crates of 50 Layers or 40 crates of 25 APH's. I don't know about you, but I store A LOT OF factory crates in my output hoppers, then pull them out as needed. I'm sure I'm not alone. Consider the load reduction on SOE's database if there were one pretty crate of 1000APH's that a crafter could split for any weapon they wanna make. A 40 fold reduction my fellow gamers. 40!


On resource stacking, SOE is still using launch coding to limit resource stacks to 100,000 units. A miner using (8) 13 BER Heavies even on a 60% spot can generate 89,856 units of resources a day. That's .60 times 13 BER times 60 minutes times 24 hours time 8 harvestors. Most resources are in shifting longer than a week too. This arguement is just for 13 BER on 60%. Do the math on 90+ spots.


Even (8) 10 BER mediums on 80% generate 92,160 units of resources a day. And there are a lot of miners who have multiple accounts, who enter into cross server mining contracts where they provide each other with the harverstors. So factoring in the number of accounts to resources being mined can't really be considered.


Allow "one stack" resources will further reduce database load by 2 to 25 times. I recently found a killer spot of 92% Kammris Iron, I put 16 heavies on it and pulled 2.5 million units. If instead of having (25) 100k stacks, I could have one stack of 2,500k that would be JUST AWESOME.


If these two simple coding changes were made, the database load reductions would be INCREDIBLE. For each crate or stack of resource, the database has to store data to account for it. If SOE wants to limit the two biggest causes of database variables, resource stacks and factory crates are it.


Limiting vendors to 150 items will only CREATE MORE DATA. We will make more vendors to offer our wears, so this change will not reduce database load at all.


Those "scamming" with vendors to store their items, if resources and factory crate limits were raised to my suggested levels, player would be VERY inclined to pull off their resources off these vendors and restack them and put them in the bank where they really belong. Recently on our server a well known weaponsmith was using a factory to store his resources in, he neglected to pay maintenace on it and LOST all of the resources. If resources could "single stack", this guy would most likely be in business still.


So here you have it, two very simple database fixes that will reduce SOE's load and make the game MUCH MORE FUN for the crafter. With the immense reduction in database load from single stack resources and 1000 item factory crates, the reduction in database load would save SO MUCH DATA FOR SOE that limiting vendors to 150 items wouldn't be necessary.


Limiting vendors to 150 items will only generate more data as well, not reduce it. The smart crafted will sacrifice a lot, put up a factory and store their items in the input hopper of the factory. A factory, any kind, is a better storage device than a vendor, bank or house because the input hopper can hold 100 items. If the 150 vendor cap, all those items stored on vendors will simply be re-located to factories. A vendor limit WILL NOT reduce database load, only increase it.


So let's address the causes together here, not limit what crafter have been used to for months.


Signing petitions to stop changes already in motion will not help the community. Coming up with simple solutions, presenting them in a friendly helpful manner with the intent to encourage needed changes is the way to go.


If you feel these two simple changes will help you and SOE, simply keep it bumped. That's all I ask.


A third idea down the road, which I think would be great for all crafters, is to change the way in which resources appear in your inventory. I'd like to see the NAME of the resource, not the type, when I look for it in my inventory. It's really an issue of effiency. When you have 8 different Coppers, 5 different Irons, 10 different Steels in your main backpack, it's tough to find them.


We can already disern if a resource is Copper, Iron or Steel from the COLOR of the Icon. Change the text to the name of the resource and put a fancy, trick "C" "I" or S" on the resource Icon. I think this third fix would makea lot of crafters even more happy. But first things first, let's fix the database issues and vendor abuse and make crafting FUN again with 1000 item factory crates and "single stack" resources!


Malfunction

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Skedoozy
Tue Mar 09, 2004 5:41 pm
#2

Awesome Idea and it should definately be taken to the Devs by Logix. Hell even if it was just for resources and COMPONENTS. Things that would not benefit a noncrafting player such as being able to carry 1000 muon golds in one crate. But definately this would help the Crafting Commuinty and the Database.


Give this man a medal.



U Skedoozy - Weaponsmith/Architect/Artisan/Merchant k
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Abominable-TCO
Tue Mar 09, 2004 7:02 pm
#3

Yeah any increase in crate/resource stack size would be welcomed across the board! they could still persist with them being less that 1000 in a crate etc if they feel its too out there for some weird reason but I get the feeling these things were around when the limit was meant to be 100 ie 4 crates and not 40!


Something needs to be done if not for the DB for crafters sanity as most of us don't like having to run multiple lot swapped dwellings just to be a crafter. My2 medium houses a bank are just about full andall but 20 odd items are resources/crates etc for my WS business. Just think you might actually get a shop decorated if this change was implemented as opposed to having a sterile couple of vendors about placed in a shop with nothing but backpacks on the wall!





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Skedoozy
Tue Mar 09, 2004 7:25 pm
#4


I feel your pain.. as an Architect and a Weaponsmith I have a total of 10 houses that I must use to keep all the crates AND resources I use. This could help out LOTS. Pun intended.

Message Edited by Skedoozy on 03-09-2004 06:31 PM



U Skedoozy - Weaponsmith/Architect/Artisan/Merchant k
Skedoozy Mart - Weapons, Architectual Items, Smuggler Goods
Juganoth Valley, Tatooine
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++ Krusos Darksun - Master Smuggler/Master TK/Pirate ++

WerrtZer
Tue Mar 09, 2004 7:50 pm
#5

Yeah this post makes simply too much sense to be ignored.


Add to it the reduction or nerfing altogether of pointless junk loot componentswith serial numbers that litter the bazaars.. The same with ALL the useless junk out there. No one really wnats it and in fact it annoys people the more they find of it. If its worth something or has a skill mod then fine; it gets used, but otherwise it swallows DB space until it gets destroyed while in the meantie 100 other junk items replace it.





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Agit66
Tue Mar 09, 2004 8:17 pm
#6

::sniff:::


wow man, that is the most eloquently put idea that I have seen yet


That would be completely amazing if they were to increase JUST the resource stacks, even if they did do a massive crate size increase you could still split the crate up.



Thank you for a beautiful idea 8)


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waaha
Wed Mar 10, 2004 3:35 am
#7






caddelite wrote:


Factory crates, in terms of WS and AS come out in crates of 25 or 50 items. If factories produced a single crate of 1000 items, A factory crate of 1000 items vs. mutiple crates of 25 items would reduce database load by 40 times. Crates of 50 items would reduce database load by 20 times.




Malfunction

Master WS/AS - Radiant Server





Great job, till people horde as many crates on 1000 as they do ones having 50 in them



Crates of 1000 would INCREASE database load





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Loriena
Wed Mar 10, 2004 3:51 am
#8

You know that the items are not really in the crates (and the database), do you? They are created on extraction. So even in your horror scenario the database load will not increase.
LLJK_Griz
Wed Mar 10, 2004 4:09 am
#9






Loriena wrote:
You know that the items are not really in the crates (and the database), do you? They are created on extraction. So even in your horror scenario the database load will not increase.





The crate itself is still an object and takes up database space. Most crafters have dozens of crates in factories and houses, and combat classes frequently carry several crates of powerups.



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Roadego
Wed Mar 10, 2004 4:12 am
#10

Yes, and one reason crafters have dozens of crates is because they are limited to 25-50 or as bad as 10 if ya deal in powerups. If you could have up to 1k in a crate you wouldn't have the need for dozens of crates.



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whoadae
Wed Mar 10, 2004 4:38 am
#11

oh man, both ideas are great. I never understood why I needed to waste inventory room on tons of stacks of 100k resources or 40 crates or power handlers. I imagine it doesnt help that you can loot 10 really crappy rifle barrels off a tuskan warlord. Crappy as in crafted ones are 10x better. Or getting projectile rifle barrels from the imp retreat, when the only weapon that uses them is the tuskan rifle, which no one uses because its garbage. I definatly believe their database problems have nothing to do with vendors but poor loot and no junk dealers (yet) to take the junk no one would ever need or want.






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RiskinMons
Wed Mar 10, 2004 5:34 am
#12

Sounds great to me, a win-win idea for players and devs



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Zarathustra
Wed Mar 10, 2004 6:20 am
#13

If they really want to save space in the database, they should change how merchants work too. You should only need 1 display item for sale, and having a factory crate in the storeroom that the same seriel number item is pulled from when a sale is made. The last sale sells the display item.


Not only would that be more efficient on the database, it would be much friendlier from a merchant/customer standpoint so they aren't searching through your 25-50 laser rifles to find the T21's below it. If you were able to have a stack in the crate of up to 1000 on top of that, it would really address a huge number of the database problems!!!





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