Revising Shop Stockrooms (delicate subject)

by Estarra

Back to Common Grounds.

Unknown2011-11-10 05:28:18
Anisu:

Celest has a tourism information thing, though db searchers are also resource intensive so I'm not sure we would want such a thing at this time.


Actually, they're not that bad. It's the size of the db that's the problem, not going through the information. You can search the db at an order of n log n (base 2) .

Morshoth:

Why not buy a server with more capacity for the game, rather than devaluing the money players have put into this game, that they didn't have to in the first place... seems like IRE would rather take a kick at their consumers than take a cut out of their own bank account in this particular situation


I'm going to agree and QFT.
Morshoth2011-11-10 05:52:55
Oh... one more possible thing

Could it be possible to do something called a recycler if this is all implemented that will give you back all the commodity costs of items if you put them in it? Doesn't have to give back special comms, just things that are riftable... or even pay you a price in gold back for items you put in based off of average city/commune prices of that commodity
Eventru2011-11-10 06:10:55
Morshoth:

Why not buy a server with more capacity for the game, rather than devaluing the money players have put into this game, that they didn't have to in the first place... seems like IRE would rather take a kick at their consumers than take a cut out of their own bank account in this particular situation


It's not about space. A thousand TB won't change the fact it takes time to process information - the bloat is causing it to take unholy amounts of time to search through everything. It's a matter of processing speed, as I understand, and my understanding is that we have pretty damn good processors in the servers. So shy of a new quintuple-stacked processing unit(s) being built and produced and sold at an economical value, it's lag or addressing bloat. (Or convincing IRE to give us more RAM)
Estarra2011-11-10 06:50:00
I would love to have a new server! Unfortunately, that's not my call to make (even though I've requested it I don't know how many times). In fact, it's like swimming upstream to get us more RAM... BUT I think we'll have some good news soon (re RAM) and I'll keep you posted!
Unknown2011-11-10 07:29:43
Can people start reducing their stock now in anticipation for the 250?
Sakr2011-11-10 09:20:38
Most people are already doing that. It will take a while, remember
Kiradawea2011-11-10 09:28:01
I'm still waiting for confirmation as to if runes can be shopriftable, or if I'm gonna have to find a runist to hand them over to, but I am looking into things I can just get rid of.

Also, another thing. Tarot decks can only contain six different cards, correct? So why not instead make one tarot deck able to hold all the different cards? There are 22 different Tarot cards, so it'd cut down the neccessary amount of decks to 1/4th, if my information is correct.
Saran2011-11-10 09:52:58
Kiradawea:

I'm still waiting for confirmation as to if runes can be shopriftable, or if I'm gonna have to find a runist to hand them over to, but I am looking into things I can just get rid of.

Also, another thing. Tarot decks can only contain six different cards, correct? So why not instead make one tarot deck able to hold all the different cards? There are 22 different Tarot cards, so it'd cut down the neccessary amount of decks to 1/4th, if my information is correct.


I believe dreamcatchers and runebags also work the same way so +1 and like and all that.

Also allow anything that can be stored in a pocketbelt like item to be sold from the shop rift.
Unknown2011-11-10 15:39:34
Estarra:

I would love to have a new server! Unfortunately, that's not my call to make (even though I've requested it I don't know how many times). In fact, it's like swimming upstream to get us more RAM... BUT I think we'll have some good news soon (re RAM) and I'll keep you posted!


What are you guys running on? What would you like to run on? And what kind of RAM would you need/want?

Sorry, just being curious/nosy. :)
Lilian2011-11-10 16:17:05
I am not reading through this thread. Tl;dr and all, 16 pages.

However, I was told that we had to suddenly clear up inventory in the Somnius shop because items surpassing 250 would decay? There's no announce post regarding this. This would be fine with city/commune shops and give incentive to people wanting to expand their selection to seriously consider a manse shop. However, this devalues the artifact manse shop, and I frankly request that if this is a change that is not just serious contemplation but actually going through, that the price drop dramatically (potentially to 500-700cr range), and that current aethershop holders be given the opportunity to either be given a complete or partial refund. As 250 shop space is not worth the 1000cr price tag. Not if storage is an issue when stasis gem+cabinet/weapon rack, or jewellery boxes, or manse safes, or parafilament purses are less than a fraction of the cost.
Diamondais2011-11-10 17:49:03
It's not in effect yet? I think it's still in discussion stage, though I only kind of read the thread at times so I may have missed something.
Unknown2011-11-10 17:57:09
Other people's ideas that I support:
-Putting multiple enchantments on a single jewelery item.
-Allowing cities upgrade city stockrooms.
-Changing origami to be N times as expensive in vellum and have N charges.
-Making vellum riftable.
-Making runestones riftable.

Ideas I came up with:
-Change powerstones to powergems. 1 powergem = 1% of a powerstone. Riftable and you wield a stack of them when enchanting/doing alchemy.

Concerns I have with the new system:
-Storing items inside of recursively nests of modular origami can easily be used to bypass any sort of per replica limit on stockroom sizes. Having 249 items for sale and a single closed unit of modular origami that contains 25 closed units of modular origami which each contain 25 closed units of modular origami which each contain 25 closed units of modular origami which each contain 25 not-currently-for-sale items you want to keep stocked puts you just under the 250 item limit while having 16K or more replicas stored in the database for your shop. The price to upkeep this is something on the order of 25 gold per year plus 100 gold to get your stock back out of the origami.
Ssaliss2011-11-10 18:00:50
Greleag:

Concerns I have with the new system:
-Storing items inside of recursively nests of modular origami can easily be used to bypass any sort of per replica limit on stockroom sizes. Having 249 items for sale and a single closed unit of modular origami that contains 25 closed units of modular origami which each contain 25 closed units of modular origami which each contain 25 closed units of modular origami which each contain 25 not-currently-for-sale items you want to keep stocked puts you just under the 250 item limit while having 16K or more replicas stored in the database for your shop. The price to upkeep this is something on the order of 25 gold per year plus 100 gold to get your stock back out of the origami.

That's already possible with today's system though. It's also kinda-sorta negated with modularorigami always decaying, even if in a stockroom or other origami. But yes, this change might encourage the use of more modular origami, especially for logically grouped items (a set of clothing, a set of enchanted rings, etc).
Unknown2011-11-10 18:57:59
It's currently possible, but nobody does it because you don't gain anything from going through the hassle. If a item limit on stockrooms goes in, an implict benefit (bypassing the stockroom limit) is introduced to the tactic where none currently exists, making the hassle worthwhile to anyone that values the ability to bypass stockroom limits over a pittance of gold and a bit of hassle fiddling with origami.
Eventru2011-11-10 19:00:54
Greleag:

It's currently possible, but nobody does it because you don't gain anything from going through the hassle. If a item limit on stockrooms goes in, an implict benefit (bypassing the stockroom limit) is introduced to the tactic where none currently exists, making the hassle worthwhile to anyone that values the ability to bypass stockroom limits over a pittance of gold and a bit of hassle fiddling with origami.


I imagine it won't be a problem (if it becomes one, it's been pointed out we could make items inside containers count against the item limit). Which may be something that's decided to be done anyway.
Unknown2011-11-10 19:26:38
Sorry if it was mentioned. Far too much to read, but the reason behind there being (a usual) 255 limit is down to memory management within the code, basically.

Changing this back (to what I will assume should really be an unsigned char) -will- make things better, imo.

I'm all for it.
Revan2011-11-10 19:51:53
I am hoping that Manse Shop owners will be reimbursed in some fashion, as the item is becoming worth less than what it actually costs.
Aubrey2011-11-10 20:35:46
Okay never mind the flowers, then. Seems flower pots and gardens will be worthless now. :unsure:

But really glad to hear about a possibility with RAM improvements! :cheer: If it's up to IRE and not you guys, would it help if we players emailed the relevant IRE management, just to support that your request really would be a huge help to retaining a happy playerbase? Just thinking sometimes requests are taken differently if it comes from someone else, especially directly from customers, and I'm sure we'd all be glad to do what we can to help improve a growing game we're so invested in!
Unknown2011-11-10 22:45:37
Greleag:

Concerns I have with the new system:
-Storing items inside of recursively nests of modular origami can easily be used to bypass any sort of per replica limit on stockroom sizes. Having 249 items for sale and a single closed unit of modular origami that contains 25 closed units of modular origami which each contain 25 closed units of modular origami which each contain 25 closed units of modular origami which each contain 25 not-currently-for-sale items you want to keep stocked puts you just under the 250 item limit while having 16K or more replicas stored in the database for your shop. The price to upkeep this is something on the order of 25 gold per year plus 100 gold to get your stock back out of the origami.

This workaround would take some maintenance. There was an announce stating closed origami decays, even inside a stockroom. (Had novice starter kits in modular origami decay away, leaving all the contained items in the stock room.) Open origami doesn't decay in stockrooms, but any items inside decay as usual.
Asmodea2011-11-11 04:20:14
I know this is a little off topic, but I thought it might help a little with accruing amounts of stock. I think a big reason that stop accumulates in city shops is because it is alot easier to just go to the portal room and PORTAL SEARCH SHOPS to find what you want rather than walk around your local city looking for things, especially in places like Hallifax where the shops are wide spread.

So, I thought maybe a way to help this, which might also move stock faster, would maybe be to add a similar command, maybe in the COMM shops of cities/communes, where you can COMMUNE SEARCH SHOPS to find what you want. Not sure how viable or code heavy it would be but just an idea to think about.