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Re: Vision to resolve the item limit problem for houses and multipassenger ships(updated 01/22/05)
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KaiRan
Jedi
Posts: 3889
Registered: 07-08-2003


KaiRan
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Server: Starsider

Reply 46 of 73

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I like this idea, particularly the 10 lots per character, 750 items dropped in houses per character, but I have to ask, what of factories?
 
Hypothetically:
 
Ima Smuggler places a Tat guild hall and 3 food factories on a Tatooine mesa with a nice view.
 
He then loads the house up with 741 items of his success selling spices (I did say hypothetically).
 
He then sets to work creating 3 schems of 1000 units of Muon gold, and places 3 stacks of the needed resources and the schems in the factories. 
 
Including the resources, he now has 750 items spread across 3 factories and the house.
 
He selects "Start Manufacturing"  on all 3 factories and loggs out.
 
 
Does he:
 
1) Log in in the morning to find 3 emails that say "Factory stopped, unable to make crate" because he has no room for crates
 
-or-
 
2) Log in in the morning to find 3 emails that say "Factory finished, 40 items made" because the output hopper does not count against inventory limits?

jnoh | master smuggler + master pilot | starsider
If you don't want me to "play the forums," then I suggest you make time playing the game more rewarding and less repetitive than "playing" here!
READ THIS before telling me I cannot complain about Smuggler
GOT SMUGGLING? - I AM STILL NOT A SMUGGLER - GOT SPICE?
01-26-2005 10:14 AM  

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Re: Vision to resolve the item limit problem for houses and multipassenger ships(updated 01/22/05)
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MonsofoLexius
Blue Glowie
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MonsofoLexius
PA: [GUA] Pilot Correspondant Retired
Server: Scylla

Reply 47 of 73

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If I understood this right
 
Drop a guild hall using 7 lots = 525 storage and 3 lots left over
 
Drop 3 factories and 0 lots left over, no way to get more then 525 items in PA hall at this point.

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01-26-2005 10:24 AM  

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Re: Vision to resolve the item limit problem for houses and multipassenger ships(updated 01/22/05)
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BleuDestiny
Jedi
Posts: 1275
Registered: 12-08-2003


BleuDestiny

Reply 48 of 73

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Glzmo wrote:


BleuDestiny wrote:
Still do not agree that keeping total storage overall the same is a valid solution or proposal.  The feedback to SOE's "what would you change?" question gives a resounding call to SOE to increase storage.  The examples I gave above, minus the resource stacks part (1,200 items) still leaves a need for 1,800 units of storage per character on average.  I'd bump that up to 2,000 just to have some flexibility (200 per lot) including fixing crates and resource stack enhancements.  Otherwise, its no improvement being suggested other than to solve decorating challenges, with no tangible and functional improvement.

Perhaps. But you are forgetting that this is a Massively Multiplayer Online Roleplaying Game. A House or ship with one fully decorated room and loads of emty rooms just hampers the experience of roleplaying living in one.

Yes, I can see the crafter's needs, but this post isn't about increasing total storage amount, it is about solving the problem of not being able to fully decorate a house and/or ship as well as remove many unneeded 'storage structures' from the gaming world while keeping the current limits intact, considering the developers' claims that the current maximum is the most a character can have due to database limitations.

It might be wise to create a seperate thread on how to get rid of current 'database limitations' to be able to accomodate increased item storage per character.



Or it might be better to rename your thread to what it is, "Problems decorating houses within existing storage limitations."  Cause what its named now, I'm adamantly opposed to giving the devs an out to "storage issues" when they dont address the core functional issues.  Either address all storage issues, or call the solution what it is, a narrow approach to improve decorating issues only.


Fundamentally opposed to the SWG GR (Game Revamp) - Fix Classic SWG incrementally rather than embarking on balancing a New SWG from scratch - Players have suffered enuf for 2 yrs., time to build on strengths, thanks! - CLICK HERE
01-26-2005 10:44 AM  

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Re: Vision to resolve the item limit problem for houses and multipassenger ships(updated 01/22/05)   [ Edited ]
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gera
Wing Commander
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gera

Reply 49 of 73

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I'm looking at thread posts lately but...
May I ask how can you have 3750 items right now without lot trade...
 
Beside...
Why to have 100 pieces of armor, Why to keep somethings you don't use with hope you may use one day, may be never.. Why to keep useless junk in your home....
This game limits you to do big business "alone" and I like it for simply keeping people doing math...
 
Learn to be tidy ladies and gentlemen....
 
 

Message Edited by gera on 01-26-2005 10:49 AM


Armor removed from Jedi so they can be kited 'as designed' - Blixtev
01-26-2005 10:45 AM  

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Re: Vision to resolve the item limit problem for houses and multipassenger ships(updated 01/22/05)
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Crizis
Jedi
Posts: 1335
Registered: 09-12-2003



Reply 50 of 73

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gera wrote:
I'm looking at thread posts lately but...
May I ask how can you have 3750 items right now without lot trade...
 
Beside...
Why to have 100 pieces of armor, Why to keep somethings you don't use with hope you may use one day, may be never.. Why to keep useless junk in your home....
This game limits you to do big business "alone" and I like it for simply keeping people doing math...
 
Learn to be tidy ladies and gentlemen....
Message Edited by gera on 01-26-2005 10:49 AM

Isn't it funny how people can be judgmental about how others play the game, instead of focusing on the game itself and making it better.

I can't speak for anyone else, and I'm not going to, but here's how I can easily have 100 peices of armor...

A)  I have a jedi toon, which in the earlier days could thankfully wear armor

B)  Achieving profession mastery in this game involves grinding, grinding involves a lot of combat, often times we change our minds, or the game changes, and we're back to the grind for another profession, or for FS xp grinding, grinding, and more grinding

C)  A set of armor comes in 9 different pieces.  Hey, I didn't design the game, the armor, or the retched storage limitations, I just wear what i have to wear

D)  Between two toons, I store a few sets of uber armor, in various levels of decay, of various level of decay per type of piece (ie. boots more worn that the same set's bracers), so its constantly going back to the bin and sorting through "what's up to snuff to get me through a corvette, krayt, or DWB session?" or what needs to go to the armorsmith.  I also store a few sets of hi-resist kinetic armor for referring back to item (B) above, the never ending grinding, particularly when i'm regrinding another tree.  I also have some mid level armor for when tending harvesters, or general use where I don't want to use up the uber expensive stuff.

Easy to get to 100 pieces with 9 to a set, and all decaying at different rates.  If they all decayed at the same rate, I could do with one set and a back up for uber, mid, and grinding kinetic, or 6 sets.  And if they didn't require 9 pieces each, say only 4, we could get it down to 24 items to store, but hey again, I didn't design the game.

So lets stop looking to the next player to say, "why do you do this or do that" and instead deal with the real issues that need fixing around here in the game itself.  The resounding message to the dev's question this last week about, "what's your top 3 issues you'd like fixed" was around the aweful storage situation, and I doubt that that was significantly around decorating concerns.  Thats just one group's perspective of the bigger issues around storage, and it would be great if we could address the bigger issues to work for the community as a whole.

===================SIG================
Management change and credibility is expected & deserved, and really a requirement for me to desire to log in and not have my MMORPG time completely wasted. SWG's mismanagement, ongoing, lacks credibility. I have no desire to log into my toon, attempt to accomplish something, only to find out that my blue zebra, 12th level, with 20 badges, isn't going to be turned into tomorrow's 4th tier yellow monkey, and all the zebra's stuff is no longer of value. Without credibility, its just a duck hunt game that doesn't even keep score of how many shots land on a duck.
01-26-2005 11:07 AM  

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Re: Vision to resolve the item limit problem for houses and multipassenger ships(updated 01/22/05)
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gera
Wing Commander
Posts: 4607
Registered: 07-20-2004


gera

Reply 51 of 73

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Crizis wrote:


gera wrote:
I'm looking at thread posts lately but...
May I ask how can you have 3750 items right now without lot trade...
 
Beside...
Why to have 100 pieces of armor, Why to keep somethings you don't use with hope you may use one day, may be never.. Why to keep useless junk in your home....
This game limits you to do big business "alone" and I like it for simply keeping people doing math...
 
Learn to be tidy ladies and gentlemen....
Message Edited by gera on 01-26-2005 10:49 AM

Isn't it funny how people can be judgmental about how others play the game, instead of focusing on the game itself and making it better.

I can't speak for anyone else, and I'm not going to, but here's how I can easily have 100 peices of armor...

A)  I have a jedi toon, which in the earlier days could thankfully wear armor

B)  Achieving profession mastery in this game involves grinding, grinding involves a lot of combat, often times we change our minds, or the game changes, and we're back to the grind for another profession, or for FS xp grinding, grinding, and more grinding

C)  A set of armor comes in 9 different pieces.  Hey, I didn't design the game, the armor, or the retched storage limitations, I just wear what i have to wear

D)  Between two toons, I store a few sets of uber armor, in various levels of decay, of various level of decay per type of piece (ie. boots more worn that the same set's bracers), so its constantly going back to the bin and sorting through "what's up to snuff to get me through a corvette, krayt, or DWB session?" or what needs to go to the armorsmith.  I also store a few sets of hi-resist kinetic armor for referring back to item (B) above, the never ending grinding, particularly when i'm regrinding another tree.  I also have some mid level armor for when tending harvesters, or general use where I don't want to use up the uber expensive stuff.

Easy to get to 100 pieces with 9 to a set, and all decaying at different rates.  If they all decayed at the same rate, I could do with one set and a back up for uber, mid, and grinding kinetic, or 6 sets.  And if they didn't require 9 pieces each, say only 4, we could get it down to 24 items to store, but hey again, I didn't design the game.

So lets stop looking to the next player to say, "why do you do this or do that" and instead deal with the real issues that need fixing around here in the game itself.  The resounding message to the dev's question this last week about, "what's your top 3 issues you'd like fixed" was around the aweful storage situation, and I doubt that that was significantly around decorating concerns.  Thats just one group's perspective of the bigger issues around storage, and it would be great if we could address the bigger issues to work for the community as a whole.



 

Jedi toon + own toon = 20 lots, you have much more storage than others.. You are rich as much as you can, when an armor destroyed, delete by new one. Or buy your armors in crates.. Thats not even issue..

This is just trash-collecting most of you do...

 

 


Armor removed from Jedi so they can be kited 'as designed' - Blixtev
01-26-2005 11:15 AM  

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Re: Vision to resolve the item limit problem for houses and multipassenger ships(updated 01/22/05)
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BleuDestiny
Jedi
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BleuDestiny

Reply 52 of 73

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Hehe OK... Glad to hear that perspective.  Thanks.  Now moving on...
 
I'm sure most can recognize the truth of the situation.  Just look to that Dev thread where the storage is brought up as a top3.


Fundamentally opposed to the SWG GR (Game Revamp) - Fix Classic SWG incrementally rather than embarking on balancing a New SWG from scratch - Players have suffered enuf for 2 yrs., time to build on strengths, thanks! - CLICK HERE
01-26-2005 11:17 AM  

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Re: Vision to resolve the item limit problem for houses and multipassenger ships(updated 01/22/05)
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Crizis
Jedi
Posts: 1335
Registered: 09-12-2003



Reply 53 of 73

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BleuDestiny wrote:
Hehe OK... Glad to hear that perspective.  Thanks.  Now moving on...
 
I'm sure most can recognize the truth of the situation.  Just look to that Dev thread where the storage is brought up as a top3.


That's the truth.  It's always been an issue with the community, but we didn't have anywhere to address it without getting the thread locked, or deleted.  It's probably the top issue on that thread, or at least equal to others among the most reported issue.  The way things been moving and shaking lately, I wonder if we're actually on the brink of seeing dev response to the issue and a solution.  Could it be???

===================SIG================
Management change and credibility is expected & deserved, and really a requirement for me to desire to log in and not have my MMORPG time completely wasted. SWG's mismanagement, ongoing, lacks credibility. I have no desire to log into my toon, attempt to accomplish something, only to find out that my blue zebra, 12th level, with 20 badges, isn't going to be turned into tomorrow's 4th tier yellow monkey, and all the zebra's stuff is no longer of value. Without credibility, its just a duck hunt game that doesn't even keep score of how many shots land on a duck.
01-26-2005 11:19 AM  

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Re: Vision to resolve the item limit problem for houses and multipassenger ships(updated 01/22/05)
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BleuDestiny
Jedi
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Registered: 12-08-2003


BleuDestiny

Reply 54 of 73

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Crizis wrote:


BleuDestiny wrote:
Hehe OK... Glad to hear that perspective.  Thanks.  Now moving on...
 
I'm sure most can recognize the truth of the situation.  Just look to that Dev thread where the storage is brought up as a top3.


That's the truth.  It's always been an issue with the community, but we didn't have anywhere to address it without getting the thread locked, or deleted.  It's probably the top issue on that thread, or at least equal to others among the most reported issue.  The way things been moving and shaking lately, I wonder if we're actually on the brink of seeing dev response to the issue and a solution.  Could it be???



Seems that way. Things are looking up. Hope its in time.


Fundamentally opposed to the SWG GR (Game Revamp) - Fix Classic SWG incrementally rather than embarking on balancing a New SWG from scratch - Players have suffered enuf for 2 yrs., time to build on strengths, thanks! - CLICK HERE
01-26-2005 11:21 AM  

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Re: Vision to resolve the item limit problem for houses and multipassenger ships(updated 01/22/05)
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Nitwit
SWG Petty Officer
Posts: 250
Registered: 07-06-2004


Nitwit
PA: The Enclave
Server: Chilastra

Reply 55 of 73

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gera wrote:

This is just trash-collecting most of you do...


 
Another person who lacks the ability to understand that his ideas and ways aren't the only way acceptiable... /move on
 

BleuDestiny wrote:
Hehe OK... Glad to hear that perspective.  Thanks.  Now moving on...
 
I'm sure most can recognize the truth of the situation.  Just look to that Dev thread where the storage is brought up as a top3.

That is the truth...Something needs to get done.  I'm not sure the original post was the best idea...

Nitwit - The Enclave
In Template Limbo - 2 Million FS Away from Padawan...
Never to get it because of the CU


-I support keeping & balancing the OLD combat system
Account Terminates on May 22. Later all!

01-26-2005 11:55 AM  

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Re: Vision to resolve the item limit problem for houses and multipassenger ships(updated 01/22/05)
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Glzmo
Galactic Senator
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Glzmo

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Seems like something is being done to storage in houses and lot changes in an upcoming publish.
It doesn't seem that total storage per character per lot will be increased for now, although inventory space is being raised by 20 items, it seems.
Ships also do not require lots anymore, although I hope their item limits will be raised as well.
I still like my ideas better, although this looks to be better than the current situation.
What do you people think how the developers have tackled this matter?
 

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GLZMO - visionaire extraordinaire, self-proclaimed guardian and enforcer of roleplay and Star Wars continuity in Star Wars Galaxies
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01-29-2005 02:13 AM  

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Re: Vision to resolve the item limit problem for houses and multipassenger ships(updated 01/22/05)   [ Edited ]
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TurboSith
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TurboSith
PA: aDv
Server: Gorath

Reply 57 of 73

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Glzmo wrote:
Seems like something is being done to storage in houses and lot changes in an upcoming publish.
It doesn't seem that total storage per character per lot will be increased for now, although inventory space is being raised by 20 items, it seems.
Ships also do not require lots anymore, although I hope their item limits will be raised as well.
I still like my ideas better, although this looks to be better than the current situation.
What do you people think how the developers have tackled this matter?
 
http://forums.station.sony.com/swg/board/message?board.id=in_testing&message.id=37821



Structures 
  • All Housing item limits have been changed. This will mean that small houses can now store 100 items for a Naboo small house, and 200 for the the other small and medium houses. Large houses and Guild Halls can now store 400 items each instead of being limited to 250 items each
  • Large houses should now take up 5 lots instead of 6.
  • Guild halls should now take up 5 lots instead of 7. 

unless you are referring to exceeding 1000 items per person by use of lots... then no no changes.. they just made the need of fewer store houses

Message Edited by TurboSith on 01-29-2005 10:07 AM

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s Shipwright s
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01-29-2005 09:55 AM  

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Re: Vision to resolve the item limit problem for houses and multipassenger ships(updated 01/22/05)
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Suraknar
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Suraknar
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Reply 58 of 73

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Well, read the initial Vision, I somewhat agree that with tha vast number of ressources and items Storage does become an issue down the line.

We just received a patch that raises storage capacity, which is more than welcomed as it is!

But, and I do not know if this has been suggested before, another approach to storage could be that Containers, like a Travel Bag for instance, count as 1 item in your House independently of what they contain.

What I mean by that is while keeping the same storage limits as it is now per House, lets say 100 for a Smallest Naboo House. One could have 10 Bags with 50 Items inside them and that counts for 10 Items in the House, and still have 90 Items worth of decorating that house.

Nesting bags is not permited so that should not change, and if anyone would kinda go crasy and actually have 100 Bags with 50 items each in there, this would still ring as 100 items to render when someone enters that house which is the present Item limit so should not hinder performance, it could however make for Vast Databases per Character, and take up lots of Server Side Storage space, which is also a factor I am thinking in this equation.

Yet if this is something that can be handled server side, it is a simpler and easyer to implement, and will at the same time provide a solution to the expressed needs in this Vision I think.

~ Duke Surak'nar ~
Order of the Silver Star (OSS) ~ Kauri
02-11-2005 02:06 AM  

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Re: Vision to resolve the item limit problem for houses and multipassenger ships(updated 01/22/05)
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Thryss
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Thryss
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Reply 59 of 73

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There is a solution that is half implemented. It is the furniture containers. The problem with SWG is how things are viewed in the software. There are containers of all sorts, your inventory, bank, amoire, toolchest, house, factory, backpack, etc. The problem is once one container is placed inside another all the contents of the first contribute to the space used up in the second. This should not be so. SWG implements things in a very simplistic manner, hence everything seems cool for a while until ppl dig a little deeper. I think their view on the implementation of containers should change as follows: (problem is this requires work and is not a quick fix, but honestly this shouldn't be too hard to implement)

There are two types of containers, structure and item containers. Structure containers are not quite as they sound as they do not include all structures. They include merchant tents, all houses and PA Halls and any other structure a PC can "enter," which includes certain multiplayer ships. Item containers are the safety deposit boxes, factory input hopper, backpacks, crafting stations, new container furniture, etc. The following rules should apply (some already do):

  • A structure container cannot be placed inside any other container (structure or item).

  • An item container placed inside a structure container occupies ONE, count that, ONE slot in the structure container regardless of the contents of the item container.

  • A structure container has X number of slots for items. From those X slots, Y slots can be used for item containers. Any other item container put in beyond that point is for decoration only. Hence you CANNOT put 100 bookcases and fill them all with items in your small Naboo house.

  • An item container placed inside another item container will have it's contents accounted for in the second container. This prevents the user from having an infinite amount of nested levels of containers.


Notice that the first and third bullets already exist in the game. The second kinda makes things resemble RL in that when I drop my backpack onto the floor in my house IRL my house doesn't fill up all of a sudden. When I open up my backpack and dump the contents onto the floor my house starts to fill up. See objects went from one container into another; taking up space in one or the other. Clothes on floor means they are not in backpack. Clothes in backpack means they are not on floor. DEVs you listening!?

A note about merchants: I didn't mention it because I don't really view them as a container. If you do then look at them as another type in addition to the two I propose. I have no beef with vendors.

Other things that would be nice:

  • When I pick up my backpack, if I am not wearing one already it is auto-equipped. Kinda blows when you put your pack down and then have to shuffle contents to and from another container just so you can pick it up to wear it again.

  • I do like Gizmo's idea of placing an item back into the crate where it came from. Sometimes I get click happy when picking up crates from my factory and somehow manage to quadruple click something so I pick it up and grab an item from the crate at the same time. Something I don't find out about until I open my inventory. This should be real easy to implement as only a serial number comparison appears to be needed.

  • When "Finding Lost Items" in your house, a window pops up with all the items listed inside. This would behave like the factory output hopper window where you could grab items from the house but could not place items into it.

- I support keeping & balancing the original combat system
Signed Petition Line #15020 www.swgpetition.com
03-03-2005 06:11 AM  

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Re: Vision to resolve the item limit problem for houses and multipassenger ships(updated 01/22/05)
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Thryss
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Thryss
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Reply 60 of 73

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Thryss wrote:
Notice that the first and third bullets already exist in the game.


Ooops. Should read 1st and 4th.

- I support keeping & balancing the original combat system
Signed Petition Line #15020 www.swgpetition.com
03-03-2005 06:48 AM  

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