As posted in the thread in engineering, how bout a Cargo Bay? Anything over 1000 goes in there. If your citation ends up in there you can get it out using merits. If nothing useful does, no harm no foul
Banjo, my man, this is a solution in search of a problem. Go into the code, change 1000 to 2500, problem solved.
As posted in the thread in engineering, how bout a Cargo Bay? Anything over 1000 goes in there. If your citation ends up in there you can get it out using merits. If nothing useful does, no harm no foul
Banjo, my man, this is a solution in search of a problem. Go into the code, change 1000 to 2500, problem solved.
If I’m not mistaken Shan said they can’t do a fix like that hence the need for alternate solutions. It’s neither here nor there to me. I’ve never had a cap problem
As posted in the thread in engineering, how bout a Cargo Bay? Anything over 1000 goes in there. If your citation ends up in there you can get it out using merits. If nothing useful does, no harm no foul
Banjo, my man, this is a solution in search of a problem. Go into the code, change 1000 to 2500, problem solved.
If I’m not mistaken Shan said they can’t do a fix like that hence the need for alternate solutions. It’s neither here nor there to me. I’ve never had a cap problem
When they first released this game in 2016, the average device speed was slower. They were worried about the item buffer, I suppose. I would venture to guess that after 3+ years, most phones and especially a PC running Steam can tolerate a buffer thats at least 50% larger.
Well it's not really though. The better solution is to add verbiage about the cap in game (aka a warning) or to let you better replicate through inventory or to let you "omnigel" stuff as you get it. I don't want to pay 250 merits to recover citations because of a crappy game design. Better to address the actual issue - which has plagued us for over 3 years now.
You're all overthinking this, which is admirable. I appreciate you all. But trying to solve this problem by adding features only makes the game even more slow. Just edit code, adjust.
You're all overthinking this, which is admirable. I appreciate you all. But trying to solve this problem by adding features only makes the game even more slow. Just edit code, adjust.
before: itemlimit=1000
after: itemlimit=1500
done.
Well, they raised it once early on and may raise it again if they think things will still perform okay, but it doesn't really solve things. It just put's things off a bit before we start having threads with people reaching the new limit, whatever that may be.
You're all overthinking this, which is admirable. I appreciate you all. But trying to solve this problem by adding features only makes the game even more slow. Just edit code, adjust.
before: itemlimit=1000
after: itemlimit=1500
done.
Shouldn't even be a code change, just a config setting on the servers. Hell, shouldn't be a hard limit anyway.
However it's been mentioned before that it's a "can't" rather "won't", which, along with the odd slip about the quality of the code, indicates the problem is a lot of badly written code.
My - completely unfounded - suspicion is how the server database is setup. If architected badly, then each 1000 items per user takes up a maximum 20k of space. Which is 1GB per 50000 users if my math is correct. Not a great deal in the scheme of things, but then you've all the other stuff in there as well. So increasing that amount may come with cost with cost implications if you need to scale up your database.
And, if you've made the novice mistake of running MS SQL on AWS, you're quickly going to discover AWS' pricing structure for that will make your bank account scream.
You're all overthinking this, which is admirable. I appreciate you all. But trying to solve this problem by adding features only makes the game even more slow. Just edit code, adjust.
before: itemlimit=1000
after: itemlimit=1500
done.
I largely agree, but I do also think that labeling single items in the replicator would make it a lot easier to pick out which of those things to use as fuel. As it is, it's just too much of a hassle to add all the things that look like Clothing Patterns just to find out which one is a Diplomatic Dress I can use for anyone and which one is something specific to someone I've already immortalized. Just 86'ing those things would make it a lot easier to prune the inventory.
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Until the spit and baling wire database explodes.
If I’m not mistaken Shan said they can’t do a fix like that hence the need for alternate solutions. It’s neither here nor there to me. I’ve never had a cap problem
When they first released this game in 2016, the average device speed was slower. They were worried about the item buffer, I suppose. I would venture to guess that after 3+ years, most phones and especially a PC running Steam can tolerate a buffer thats at least 50% larger.
Proud Former Officer of The Gluten Empire
Retired 12-14-20. So long, and thanks for all the cat pics!
1) An info tip in the inventory area that explains the cap and warns what happens when going over.
2) An easy method to remove items (delete them, sell them, whatever. there needs to be something besides the replicator)
3) A pop-up warning when you reach the limit (this should pop-up every time you load the game until you're back under the cap)
before: itemlimit=1000
after: itemlimit=1500
done.
Well, they raised it once early on and may raise it again if they think things will still perform okay, but it doesn't really solve things. It just put's things off a bit before we start having threads with people reaching the new limit, whatever that may be.
Shouldn't even be a code change, just a config setting on the servers. Hell, shouldn't be a hard limit anyway.
However it's been mentioned before that it's a "can't" rather "won't", which, along with the odd slip about the quality of the code, indicates the problem is a lot of badly written code.
My - completely unfounded - suspicion is how the server database is setup. If architected badly, then each 1000 items per user takes up a maximum 20k of space. Which is 1GB per 50000 users if my math is correct. Not a great deal in the scheme of things, but then you've all the other stuff in there as well. So increasing that amount may come with cost with cost implications if you need to scale up your database.
And, if you've made the novice mistake of running MS SQL on AWS, you're quickly going to discover AWS' pricing structure for that will make your bank account scream.
I largely agree, but I do also think that labeling single items in the replicator would make it a lot easier to pick out which of those things to use as fuel. As it is, it's just too much of a hassle to add all the things that look like Clothing Patterns just to find out which one is a Diplomatic Dress I can use for anyone and which one is something specific to someone I've already immortalized. Just 86'ing those things would make it a lot easier to prune the inventory.