Author Topic: Guild storage  (Read 3704 times)

Vakachehk

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Re: Guild storage
« Reply #15 on: July 23, 2011, 03:13:25 am »
Vakachek, some gm told me a while back the space an item takes up is based on how long its name is, now idk if thats true, but it would mean the stack ammount doesnt matter, if its from 1 to 64.
So stacking 65 items isn't the same as 1-64?

Yes but the issue is, is that we have a limit on how many kbs (in memory) we can use but we have no idea as to what amount of memory an item would use. Yes they said it depends on the items programming traits. If we get told an average for an item's memory in every category then I'm sure I'd understand, and probably everyone else would too.

I'm guessing it's more than just the name, but 2D artwork, buffs (not too sure, that might only pick up when drawn), information (like weight, size, attack delay, category, etc).
You maybe roleplaying but you could still be OOC.

bilbous

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Re: Guild storage
« Reply #16 on: July 23, 2011, 04:21:08 am »
It sounds to me like an item in storage is a name and a number. The storage itself is a table with two fields corresponding to the name and the amount. The amount is likely a short integer of some type being in the range from 1-65, possibly enumerated item 0-64 hence the 64 from the quote. The name field is likely some kind of text field with some kind of character limit sufficient for any type of item available in the game. I suspect the biggest thing you could put in storage would be some book with a very long name but that is speculation like all the rest of this post. The storage table itself is likely constrained to a maximum byte limit. once you reach that limit things get lost, although I think it ought to be possible to program an error handler that would prevent any extra data to be entered.

Still to get back to the thread having a separate guild storage would likely entail having another table with its own reserved memory space, although it might be possible to somehow treat a guild as just another character instance. It would still add extra space requirements.

weltall

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Re: Guild storage
« Reply #17 on: July 23, 2011, 12:27:15 pm »
like storing each item possible coming from npc or each version from  10 q to 300 q of a crafted item. these are abuses. storing 500 apples in stack of 65 don't take much storing 65 different items because of a q difference is definitely an abuse.

bilbous

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Re: Guild storage
« Reply #18 on: July 23, 2011, 05:35:02 pm »
Thank you Weltall.

It sounds like I was indeed guilty of some abuse when I used it to stock my larder. Good thing I decided to give up cooking. I will go through the junk I have left and sell off all the various fishes I have caught, all the plants and plant parts I have no real use for any more, and stack all my unfinished craft components so as to take fewer slots in storage.

I guess this means that collector characters are not a viable Role Play option unless you have a guild hall somewhere to stash your trash because using storage to maintain an example of each unique type of looted weapon is not significantly different from  either the two types of abuses you have listed. I may possibly be extending the examples improperly.

I am guessing that your examples are meant for hoarding, i.e. if I am working a bunch of swords and decide to do something else I am free to stick them in storage as is, unaveraged as long as I intend to continue working on them in the not too distant future. Personally, I do not sell my crafts on the player market so having more than a few completed items of varying quality is unnecessary -- especially as I normally do not need to finish any particular piece while I am still practicing my craft. Raw Materials I usually stack and average keeping only the q300s separate.

But I am rambling now.

weltall

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Re: Guild storage
« Reply #19 on: July 23, 2011, 05:48:28 pm »
Exactly hoarding we had people using more than 64kb in a single category.
that's not *normal*

LigH

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Re: Guild storage
« Reply #20 on: July 23, 2011, 06:32:09 pm »
The networking code is not able to handle more than 64 KB of data in one packet; the content of one item category is handled in a whole packet. I remember a rough estimate of about 1000 units, depending on the length of the titles and the amount of identifying attributes per unit.

Stacking groups of qualities to an average, as bilbous describes, is certainly a valid approach. Documenting the exact quality ranges per verbal description might help (e.g. which min-max range is "extraordinary"?).
« Last Edit: July 23, 2011, 06:37:58 pm by LigH »

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Earowo

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Re: Guild storage
« Reply #21 on: July 23, 2011, 09:53:00 pm »
I suppose if you made all the weapons into one catagory like it used to be, people wouldnt be ablle to hoard them as much
Dohmo: Please clean up your language immediately.
Me: as i just said, what i said, fits in the guidlines of rated PG, i was just explaining to the G guy
Dohmo: Sorry I tried to e nice
Dohmo: and i'm telling you to clean it up. last warning
Dohmo: now just do it
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Abuse?

LigH

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Re: Guild storage
« Reply #22 on: July 24, 2011, 06:58:37 am »
Collecting rare weapons is not wrong. Storing a stock for crafting or markets neither.

In responsible dimensions. After all, it is just a game. Fame is evanescent.

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Vakachehk

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Re: Guild storage
« Reply #23 on: July 24, 2011, 08:52:16 am »
I suppose if you made all the weapons into one catagory like it used to be, people wouldnt be ablle to hoard them as much

But then the issue would be more worse.

What the storage system needs is a bar and/or percentage box added to the storage window, to see how full your storage is.

I still don't have my answer: Does storing 64 stacked items take up less memory/will it be better than storing 65 stacked items?
Or did I read Daxa's post wrong,
Quote from: Daxa
I will note that stackable items of 64 units counts as 1 item in the storage option.
You maybe roleplaying but you could still be OOC.

Earowo

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Re: Guild storage
« Reply #24 on: July 24, 2011, 09:18:21 am »
I suppose if you made all the weapons into one catagory like it used to be, people wouldnt be ablle to hoard them as much

But then the issue would be more worse.
That is wrong, If weapons were made back to a single catagory, it would be able to hold only as much as any other catagory, so it would be easier to run out of space, point being, this would obligate people to collect only the weapons they 'need' instead of what they 'want'
Dohmo: Please clean up your language immediately.
Me: as i just said, what i said, fits in the guidlines of rated PG, i was just explaining to the G guy
Dohmo: Sorry I tried to e nice
Dohmo: and i'm telling you to clean it up. last warning
Dohmo: now just do it
Dohmo: No more warnings

Abuse?

Sarva

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Re: Guild storage
« Reply #25 on: July 24, 2011, 03:31:59 pm »
Stacking items takes less memory, and less of the packet that can be transmitted form the server to your client, than unstacked items. It takes less room to say iron ore once than it does to say iron ore 65 times when sending the info about what is in your storage from the server to your client.

Earowo

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Re: Guild storage
« Reply #26 on: July 24, 2011, 08:36:11 pm »
right, the issue with weapons however, is you have a million of each kind, its randomly generated as [material] [weapon] [magic effect] as the most rare it can get, and since these are randomly generated, besides the weapon itself, people collect everything and anything that is different from say a Longsword. This is wear all the sapce is taken up, if the catagories are combined and people are keeping only what they need, they will only keep the rarest weapons that they plan to sell or use.
Dohmo: Please clean up your language immediately.
Me: as i just said, what i said, fits in the guidlines of rated PG, i was just explaining to the G guy
Dohmo: Sorry I tried to e nice
Dohmo: and i'm telling you to clean it up. last warning
Dohmo: now just do it
Dohmo: No more warnings

Abuse?