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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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FelniFosk
SWG Commander
Posts: 321
Registered: 06-27-2003


FelniFosk
PA: ReBorn
Server: Flurry

Reply 61 of 73

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Sure, there is an issue with inadequate storage overall, but at what limit would storage BE adequate? If for example they were to grant us unlimited resource stacks, 1000 crate sizes, re-crating, etc. this would no doubt go a long way towards reducing our item counts, but these items would still count as 1 item each and eventually players will fill their house and asking for even more storage. There has to be a limit somewhere. The issue that does it for me is having to spread out my items among storage houses, and having to house hop to find something. I really would like the ability to have access to my items under one roof. I've been working on a similar idea that Gizmo posted.

Adding lots to our existing structure at the management terminal would reduce Architect sales to a degree since you could just buy one 2-lot house, and fill it up with 8 lots worth of storage instead of buying 8 lots worth of houses. Also, increasing the item limit in a house by adding lots doesn't address the issue of those items lagging your house (hence the limits).

Garva had this to say awhile back:As far as crates holding 100 or 25, I did not mention anything about that, because I don't know the why. Other than possibly... longevity of crafting, if you can store 1000 items in one crate, why even bother being a crafter after you have a stock? It keeps the profession in the game and active. Might as well make npc vendors that make and sell everything. Lastly, house item limits are not solely based on database, its also the fact that each time you enter a house it has to load all those items, each of the visual representations for those items. Imagine walking into your 800 item house. Not everyone has a Radeon 9800.

My tweak to Gizmo's idea would be a vendor-like Storage Unit. A Master Merchant could have up to 4000 items on a vendor and I believe this doesn't lag a house because the vendor doesn't actually render these items in the house and the items on the vendor are tied to the vendor and not the house in which it resides. This Storage Unit would act like a vendor in that regard. The Storage Unit would require the use of structure deeds which in turn would limit you by available lots and the Storage Unit's capacity would be dictated by the deed used. The Storage Unit itself and the items within would not count towards your house limit, like a vendor.

Here's how it would work: Right click a structure deed and select "Create Storage Unit" from the radial menu. The deed would change to an item that can be dropped in a house where you are the Owner. Once dropped, it uses the appropriate lots and you would have to pay the appropriate maintenance for that structure just as if you had planted it in the world. Only the Owner can pick up the Storage Unit to re-deed it for the regular re-deed cost and reclaim the used lots. When placed in your house you can only rotate it or re-deed it. Re-deeding the Storage Unit would destroy the contents within, and a system message would remind you if there are items in it. The Storage Unit's capacity would be determined by the deed used, e.g. 200 items for a Small Generic. You can drop as many Storage Units as you have available lots, and paying the maintenance for each unit.

Only administrators of the Storage Unit can view and access the contents, and pay maintenance on the Storage Unit. You could, for instance, convert a 1 lot small Naboo deed to a 100 item Storage Unit and assign certain customers, friends, guildmates, acquaintances, etc. as administrators so they can only access items within it without having to give access to your whole house. Maybe good for pickups/drop offs for whatever arrangements you make.

Since I'm drawing from vendor-like functionality, the UI may require to be vendor-like as well. Meaning the contents would be displayed like a vendor and you couldn't drag n' drop items in/out like a regular container. You may need to use buttons like "Retrieve Item" and "Store Item" instead of "Sell Item" for example.

My "tweak", involves living within our limits as it is now on the whole, but just adds the convenience. I still have to buy the deeds, use my lots, and pay maintenance. I can decorate my house up to the house limit, store things in Storage Units, and have it under one roof. Of course you could still plant storage houses in the world but I think some players would opt for the under one roof idea.

Just my 2 creds, for what it's worth...

QFE:
Glzmo wrote:

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.


Message Edited by FelniFosk on 03-03-2005 03:13 PM


FLURRY: Felni Fosk [FOSK ARMS; Master Munitions Trader;12pt MWS]
Corellia - Renovo Natu [700, -3740]
Naboo - Theed [-5435, 3430]
Dantooine - Mining Outpost [-390, 2910]

KETTEMOOR: Olo Lightseeker [Lightseeker Labs; MBE/MCH Commando]
03-03-2005 03:49 PM  

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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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OmegaZeuS
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Reply 62 of 73

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What about allowing a house storage units that are instanced to the player only (like bank safety deposits) where you can store items there that way load time would be reduced for players entering.

I don't mean lockers and stuff, I mean actual instanced "cabinets" integrated into the house. the bigger the house, the more cabinets. it's the same principal as with the player bank system, isn't it? Or would that, too, take too much of the server to allow?

(Sorry if someone said this already but those are some looong posts and I'm feeling rather tired...)

Message Edited by OmegaZeuS on 03-05-2005 10:51 PM

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03-05-2005 10:51 PM  

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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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FelniFosk
SWG Commander
Posts: 321
Registered: 06-27-2003


FelniFosk
PA: ReBorn
Server: Flurry

Reply 63 of 73

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OmegaZeuS wrote:
What about allowing a house storage units that are instanced to the player only (like bank safety deposits) where you can store items there that way load time would be reduced for players entering.

I don't mean lockers and stuff, I mean actual instanced "cabinets" integrated into the house. the bigger the house, the more cabinets. it's the same principal as with the player bank system, isn't it? Or would that, too, take too much of the server to allow?

(Sorry if someone said this already but those are some looong posts and I'm feeling rather tired...)

Message Edited by OmegaZeuS on 03-05-2005 10:51 PM



I considered something along those lines as well, but I prefer a way to integrate structure deeds to limit lot usage, apply maintenance, inheriting the deeds item capacity,  assign administrators, and not cut into Architect sales. If for example you had a storage unit as an extension of the bank deposit box accessable from the structure's management terminal how would you regulate that for balance?


FLURRY: Felni Fosk [FOSK ARMS; Master Munitions Trader;12pt MWS]
Corellia - Renovo Natu [700, -3740]
Naboo - Theed [-5435, 3430]
Dantooine - Mining Outpost [-390, 2910]

KETTEMOOR: Olo Lightseeker [Lightseeker Labs; MBE/MCH Commando]
03-07-2005 04:14 PM  

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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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DarthOlomew
Jedi
Posts: 1102
Registered: 07-05-2003



Reply 64 of 73

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I do not know for sure if this issue has been raised, but here goes:
 
Personally, I think that TOO MANY items can be placed as it is. But this is from someone with no alternative but to connect to the internet via dial-up and who cannot afford to upgrade his computer.
 
My system chokes hard every time I enter a decorated house. All those items clustered in one place drops my framerate down to 1 fps, and because I am using dialup, it takes forever to load everything in, and then my memory is too low to process it all correctly, so it goes into virtual memory, which bogs EVERYTHING down. Sometimes the system crashes with errors about exceeding virtual memory.
 
IF what is proposed here goes into effect, I might as well just forget playing the game.
 
I do not upgrade or replace my system for the sake of one game, and if I have to make a choice between $500 for a new (but still substandard) computer and saving an additional $15 per month by canceling, I will cancel.
 
Your ideas are good, but they are put forward with the assumption that everyone has systems that can easily run SWG with all the settings jacked to maximum. A lot of people may be that much into blowing money, but some of us have bills to pay and Girlfriends to take out, and have a limited budget to do it all with.
 
I have found some lightly decorated houses to look a LOT better than some of the heavily decorated ones. And I don't get bogged down as badly.
 
I look at it this way... with all the people leaving SWG, a lot of database resources are going to be freed up, and the devs can up the amount of stored items that can be placed within containers.
 
In all fairness, if nobody had to worry about the technical limitations of their systems, then your idea would be great. But I think that the system now can accomodate the average player if he/she simply uses a bit of conservativism when decorating their house/ship.
 
Just my .002 credits worth...
 
In Christ,
G. B. Jackson

In Christ,
G. B. Jackson
SWG gives us choices, alright. It's like "What do you want, the Gray Food with the Brown Sauce or the Brown Food with the Gray Sauce?" And, with the expertise system, both options are now served with Green Chunks...
04-03-2005 12:21 PM  

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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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bluejanus
Jedi
Posts: 8419
Registered: 11-11-2003



PA: Red Star Elite
Server: Kettemoor

Reply 65 of 73

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DarthOlomew wrote:
I do not know for sure if this issue has been raised, but here goes:
 
Personally, I think that TOO MANY items can be placed as it is. But this is from someone with no alternative but to connect to the internet via dial-up and who cannot afford to upgrade his computer.
 
My system chokes hard every time I enter a decorated house. All those items clustered in one place drops my framerate down to 1 fps, and because I am using dialup, it takes forever to load everything in, and then my memory is too low to process it all correctly, so it goes into virtual memory, which bogs EVERYTHING down. Sometimes the system crashes with errors about exceeding virtual memory.
 
IF what is proposed here goes into effect, I might as well just forget playing the game.
 
I do not upgrade or replace my system for the sake of one game, and if I have to make a choice between $500 for a new (but still substandard) computer and saving an additional $15 per month by canceling, I will cancel.
 
Your ideas are good, but they are put forward with the assumption that everyone has systems that can easily run SWG with all the settings jacked to maximum. A lot of people may be that much into blowing money, but some of us have bills to pay and Girlfriends to take out, and have a limited budget to do it all with.
 
I have found some lightly decorated houses to look a LOT better than some of the heavily decorated ones. And I don't get bogged down as badly.
 
I look at it this way... with all the people leaving SWG, a lot of database resources are going to be freed up, and the devs can up the amount of stored items that can be placed within containers.
 
In all fairness, if nobody had to worry about the technical limitations of their systems, then your idea would be great. But I think that the system now can accomodate the average player if he/she simply uses a bit of conservativism when decorating their house/ship.
 
Just my .002 credits worth...
 
In Christ,
G. B. Jackson


It is generally understood in gaming that if you adhere to minimum requirements that the game (or actually any application) will not work as well as a system with processing power and memory to spare.  Now your game is operating just not well.  Have you tried lowering your graphical standards?  There are options in ctrl o to reduce the load from loading up various graphical attributes.



Isander Aperin - Kettemoor Master Architect (home: Serenity, Naboo)
Structures vendor in the HorkCo Shop near Coronet, Corellia (CLOSED)
Structures vendors in the Mos Mesric Mall near Mos Espa, Tatooine (CLOSED)
Structures, jedi kit, crafting station and resource vendors in Serenity near Kaadara, Naboo (CLOSED)
04-03-2005 08:56 PM  

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Re: Vision to resolve the item limit problem for houses and multipassenger ships(updated 01/19/05)   [ Edited ]
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annasimone
Wing Commander
Posts: 1606
Registered: 10-05-2004


annasimone
PA: A-T
Server: Infinity

Reply 66 of 73

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I absolutly agree we need more space BUT
 
no no.... I do not think it would be wise..
 
In stead, let items in armoures, bookcases and chests not count into the item count limit on the house
 
Cause the fact is, crafters have a storage nightmare and like me, I am a commando / scout, but working as interior designer within the game, and a good large kitchen takes at least 100 items, if you want it to look good.

Message Edited by annasimone on 04-05-2005 03:38 AM


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04-05-2005 03:34 AM  

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Re: Vision to resolve the item limit problem for houses and multipassenger ships(updated 01/19/05)
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bluejanus
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Registered: 11-11-2003



PA: Red Star Elite
Server: Kettemoor

Reply 67 of 73

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annasimone wrote:
I absolutly agree we need more space BUT
 
no no.... I do not think it would be wise..
 
In stead, let items in armoures, bookcases and chests not count into the item count limit on the house
 
Cause the fact is, crafters have a storage nightmare and like me, I am a commando / scout, but working as interior designer within the game, and a good large kitchen takes at least 100 items, if you want it to look good.

Message Edited by annasimone on 04-05-2005 03:38 AM


I know you can't put storage furniture in backpacks, but can you put backpacks in storage furniture?  If you can, then you can have 500 items stored in furniture which would be a problem.  Fill up your small/medium house with 200 storage cabinets and you'd have 100,000 items stored in it.



Isander Aperin - Kettemoor Master Architect (home: Serenity, Naboo)
Structures vendor in the HorkCo Shop near Coronet, Corellia (CLOSED)
Structures vendors in the Mos Mesric Mall near Mos Espa, Tatooine (CLOSED)
Structures, jedi kit, crafting station and resource vendors in Serenity near Kaadara, Naboo (CLOSED)
04-05-2005 07:30 PM  

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Re: Vision to resolve the item limit problem for houses and multipassenger ships(updated 01/19/05)
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Loranna
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Posts: 213
Registered: 03-16-2005


Loranna
PA: SOAR
Server: Starsider

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Ok, well if i am reading this right I do not see how it would work.  I know I myself enjoy decorating PA halls and other places for other people, If our limit is based on what we drop down I would never be able to do any of that because of the grand scale that I do things hell just last night i dropped about 100 items in diffarnt places for projects that I am working of for someone.  So unless I am reading the idea wrong (which i may be) then I dont see how it will work.
 
 
Second, half of our problem with decorating would be solved if they would make things so that we would not have to impravise so dang much, *note Pillers would be great *
 
but so u know, I am all for uping the amout of items we can store.


Loranna Sadora

Y Starsider Y
Master Dancer / Interior Decorator

04-06-2005 10:18 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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SgtCordak
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Registered: 09-21-2003


SgtCordak

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Alright man. I think that should be enough. Proposals from one person wont change anything - unless you're the game creator.

Why don't we all compile or vote on a set of changes, if the developers allow us to do so, and then work on it from that?

Let's not be self-centered, all right? Because Gizmo is posting what HE thinks is right - what HE thinks is the best. But best for who? Only him and maybe a hundred players. But this is democracy. I hope I didn't offend anyone...

--Cordak Swartior--

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04-13-2005 08:11 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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Loranna
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Loranna
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I think that is well said, and you shouldnt have offended anyone, you are very accurate in what you are saying, if we can all work out the "kinks" then agree on what we would feel best for everyone not just a few than they are more likely to listen to what we have to say.


Loranna Sadora

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Master Dancer / Interior Decorator

04-14-2005 11:27 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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mturnage
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mturnage
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Looks like a database nightmare to me.


Vakra Erl-i - Elec Osierdan
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06-22-2005 02:37 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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Itheos
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Itheos

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small house = 2 lots = 200 items
medium house = 3 lots = 300 items
large house = 5 lots = 500 items
 
i think this would work good if items that were in bookcases wouldnt be add to house item count

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10-29-2005 11:00 PM  

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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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Azzlegog
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Azzlegog
PA: Nabubu Imperial Front (NIF) Wanderhome
Server: Wanderhome

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My original post can be read here: Clicky
 
This has been something I have thought alot about. I personally would love to see this changed. Here are my thoughts: (Cut and pasted from my linked post above)

First off:

I would love to see chests and containers not count toward an item limit as well.

EDIT: However they should still retain the item limits they currently have

Second:

It is also my hope that someday it will be possible to load only the room you are in and any room (or hallway) that is connected by a door, effectively breaking up the house (or starship) into smaller, loadable sections.

You would be downloading a lot more but in smaller chunks, as well as Unloading rooms that are 2 chunks away.

If this were to happen, the devs could effectively set an Item limit per room, adding to the benefit of forcing people to spread their loot out and not allowing people to cram 400 (or even 1000) items in to 1 single space.

Of course this would be a major overhaul to all the houses in game and may be hard to implement for houses that currently have items over a new room limit. Maybe a good way to implement this would be: at the time the overhaul was patched in, any room that had items over the determined limit would all get packed into a single temporary container, until the owner could unpack them into other rooms.

Third:

I would love to see an upgrade to houses that allowed us to decorate the exterior area in the lot. Of course this would have to be a much lower item limit than an interior room, as other people would also be decorating their exterior right next to yours upping how much you have to load as you travel past houses.

Last (and not about houses):

I would love it if mayors or architect's or anyone could alter the landscape of a city. The ability to paint down road, place streetlights, gates, trees, Etc... This of course would mean a major overhaul to the city system, and abilities of which class gets to alter these areas. All in all, I think it would make player cities really shine.

Again, the Item limit could be set on a on exteriors as well, by dividing the areas into decorative cells.

EDIT: It would have to be Trades with the new NGE. Or maybe even the towns Mayor, or appointed decorator)

Message Edited by Azzlegog on 11-10-200503:10 PM

Message Edited by Azzlegog on 11-10-2005 03:13 PM

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