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Sugar Shack 61P: Thoughts on Inventory
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Fansite Operator

Joined: Aug 16, 2005
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Way back in beta, inventory was a source of agony.  We had just as many tabs as now, but each was only half as big.  Incredible but true!  A long campaign was waged, with yours truly one of those at the forefront, to allot more space.  It was intoxicating when it was finally doubled.  And definitely things have been better since then.
 
At the same time, the relentless drive for acquisition has quickly overwhelmed even this marginally generous allotment.  Sure, many things like guns and clothes and boosters can be decompiled and recreated on demand.  But in the years since beta, we have seen a torrent of items which cannot:
 
·       PB arc materials.  And man, are there a lot!: feathers, tissue samples, countersigns, etc. 
·       Story arc items
·       Stat hack kits
·       Teal pills 
·       Seasonal items, like the snowflakes, gifts, corrupted codes, Oracle cookies and brownies, etc. 
·       One off items like Burning Eye Coats and Awakening Glasses 
·       Stuff from the constructs like Widow's Moor lenses.  Since you can't go back, you tend to stock up while you are there.
·       Blue frags 
·       Fortune cookie fortunes- stuff like the "thoughts of Neo" 
·       Collector stuff like Greywolf Coats
·       Fly in Amber rings
 
Players have responded to this with ingenuity unlikely to have been anticipated by the devs:
 
·       Dedicated alts solely for use as mules; I have a couple, and so do many people. 
·       Use of ingame email to store items
 
The disappointing thing is that the suitability of these to accommodate inventory is likely to have been a pure accident.  In any case, even these have been challenged by the large number of items which are "singleton" and thus not eligible for emailing or decompiling.  You know what I mean here, the Pandora Box materials, the Seraphic Feathers, the Awakening Coats, etc.  As a result, here in the middle of 2007, we have a collision of two things: the immovable stone of fixed inventory, and the irresistible, beautiful force of player magpieism. 
 
Many people have discussed this; what solutions have been suggested?   

1.     Expand inventory yet again.  This is apparently non-trivial, since one dev has posted that expanding this could trash the whole database of inventory. The dev 9mmfu sagely wrote in May:

"This issue unfortunately is the Database and character persistence, not our desire to give the community more storage.
"The upshot is that every character as a fixed allotted number of bits in the data base. These bits for the most part are all allocated to something at this time. Meaning it would be a huge and potentially catastrophic disaster if we monkied with the DB to try an accomidate a significate change.
"We are very aware of the limited space player's have some of that is intended and some of it isn't."

I'm thinking that MxO cannot be the only game or the only software product in the universe which needed to revise a database after it went into production.  So, presumably this would not be like inventing the wheel or something?    Fortunately this is not the only option.   
 
2.     Expand the code archive.   I mean, 500 items was okay 2-3 years ago.  But this is 2007!   This is only a very partial solution to one part of the issue though.  However, it has the merit of leading to my next point.
 
3.     Allow currently non-decompileable items to be decompiled, with the code serving as singleton code items, only compileable into a single item.  This would keep the sad, dull singleton restriction but free up space in inventory.  Naturally this would work best with an expanded code archive.  Otherwise it merely alleviates one problem at the expense of aggravating another.  For singleton items, it should also be ordained that they cannot be lost when being decompiled.  Otherwise this would not be elegant, to say the least. 
 
4.   Allow an additional mule character to store junk.  Of course, being able to access the inventory from an alt while logged on with your main character would be a cool thing too.   This would be tough, but possible, it seems to me.  Related to this is:
 
5.   Allow us to mail singleton items to alts on the same server.  This would also reduce some of the pressure.  I have a strong suspicion this is technically possible, since I know of at least one ostensibly singleton item which has been placed in email.
 
6.   Bags of Holding.  Quite common to many games.  Incorporating this would not be like inventing the wheel or something.
 
7.   Off-Character storage, as with banks, rentable storage depots, "hovercraft walk-in closets", etc.  Not exactly a revolutionary idea, I know.  But obviously doable in many other games. 
 
8.  Permit the mail system to scan all the way down.  How tough would that be?  Currently the mail window can only allow about 50  number of items to be viewed.  To see anything beyond this you have to delete existing items from the 50.  Good luck trying to find anything from last year; you have to a major overhaul to achieve something as seemingly simple as seeing how many snowflakes you have.  I have several blue frags.  I can't remember the last time I saw them, since doing so would involve effort on a par with spring-cleaning my house! 
 
9.  Allow us to append multiple items to email.  If we could attach 10 or 20 items per email, we could live within the current constraints of viewing.
 
Of all these I am guessing that Option 1 is the best from the point of view of the players. When I watch my son play WoW and I see the huge inventory he has, I want to cry.  However, from the point of view of devly convenience, I suspect that Options 8 and 9 are the least technically daunting.
 
Some people object to this, on the grounds that we should live within our inventory budgets.  No one is saying people have to fill up their inventories.  But since acquisitiveness is such a fundamental, simple human pleasure, frustrating it seems unreasonable. 
 
Some people might think, "If you've filled up already, then even if inventory were doubled, you'd be back in a year wailing for more".  However, the current inventory limit was set more than two years ago, before we had anniversary t-shirts, blue frags, Neo's thoughts, Oracle cookies, non-stackable corrupted stuff, and the slew of Pandora's Box items, to mention but a few.  That was then and this is now; such a request is quite reasonable considering the world we live in.
 
Let the devs review people's suggestions, here and in the Development Roundtable, where many of the suggestions above have parallels.  They have been so successful with so many things; I am sure they could be successful with this as well.
 
This and dozens of other writings relevant to MxO may be found in my blog, manifoldmischief.blogspot.com.  Thanks to Walrus for the first doubling of inventory, ages and ages ago.




Femme Fatale

Joined: Nov 26, 2005
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/sign

I have nothing more to add, sorry. But every reason for the expanding of our inventories has been covered. I remember how it was, with only 8 slots per inventory tab. But even with 16 slots per tab I still find it a challenge to fit everything in. An impossible challenge because I have 3 character slots full with stuff, spread my uploadable stuff and abilities over 2 characters because we get punished from having all abilities. And I have 2 characters with full email boxes on top of that.



Jacked Out

Joined: Aug 18, 2005
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A Bankingsystem would be really nice, or at least allow the ability to upload items tht arecurrently un-uplodable... That felt weird saying that...


Femme Fatale

Joined: Mar 31, 2006
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Cant refuse more invent space ^_^

Although that new coding system that was discussed at the Fan Faire could help ease invent space slightly, as you wouldn't have to get clothes for Apparel coding, Decompiling, Compiling.  You could just create one set of Compile/Decompile/Apparel clothes.  And being able to decompile System Shades and Demon Army Trenches and such, just make the code untradeable to and that prevents them being sold on.




Femme Fatale

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SolidRevolver wrote:

And being able to decompile System Shades and Demon Army Trenches and such, just make the code untradeable to and that prevents them being sold on.

Hm, I thought this was the purpose of Crypthography. It'd be friggin' sweet if it'd work one day like that!
It's a shame that most clothes are already looted but it'd be really good if they'd push that customizable clothing idea forward, the one Draco's maybe doing.

*crosses fingers*

Good looking & good buffs combined is so for teh win.



Vindicator

Joined: Aug 20, 2005
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The Oracle e-mailed Roukan an even Dozen of cookies. So 12 attachments are currently possible. Expanding that to players other than devs is the trick.



Fansite Operator

Joined: Aug 16, 2005
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sugaree wrote:

 

5.   Allow us to mail singleton items to alts on the same server.  This would also reduce some of the pressure.  I have a strong suspicion this is technically possible, since I know of at least one ostensibly singleton item which has been placed in email.
 

8.  Permit the mail system to scan all the way down.  How tough would that be?  Currently the mail window can only allow about 50  number of items to be viewed.  To see anything beyond this you have to delete existing items from the 50.  Good luck trying to find anything from last year; you have to a major overhaul to achieve something as seemingly simple as seeing how many snowflakes you have.  I have several blue frags.  I can't remember the last time I saw them, since doing so would involve effort on a par with spring-cleaning my house! 
 
9.  Allow us to append multiple items to email.  If we could attach 10 or 20 items per email, we could live within the current constraints of viewing.
 


imo, all 3 of these should be done.



Systemic Anomaly

Joined: Aug 16, 2005
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I'm all for it. Singletons are growing as we advance in the story. Time and time again we ask for this and it could be possible that some day we might have it.




Femme Fatale

Joined: Aug 15, 2005
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I think it'll be fine if they only add multiple attachments.



Jacked Out

Joined: May 20, 2006
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Roukan wrote:
I think it'll be fine if they only add multiple attachments.
QFT


Systemic Anomaly

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One simple fix that would eliminate the inventory crisis.

1. As mentioned, create a "bag" that can store a certain amount of items. So let's call it a "Code Cluster" for now, since we need to name it appropriate for the Matrix. Now, we can have a little fun with this. There will be different types of Code Clusters. The basic one holds 20 items for storage. These can be bought and coded by anyone. Then, you have bigger Code Clusters that are harder to find and harder to code. So here's what I'm thinking:
  • Basic Code Cluster
    • Holds a maximum of 20 items
  • Advanced Code Cluster
    • Holds a maximum of 40 items
  • Perfect Code Cluster
    • Holds a maximum of 60 items
You can put any item for storage in these, including clothes, abilities, pills, decompiling items, event items, Singleton items, etc. Basically anything in the game. So technically, a Perfect Code Cluster could hold any 60 items you have, but only take up ONE inventory slot, and depending on how many items you have stored, it will have say "x60" on the bottom right. You can then "open" these clusters which opens up either another inventory space or just show a standard loot table in which you can transfer out items or put new items in. They will not be able to be traded to other players, NPC's, or e-mailed to yourself.

If this could be done, it would pretty much solve everything.



Ascendent Logic

Joined: Sep 2, 2005
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I've had the thought for a while, and I think I mentioned it before, that there should be a special "souvenir storage" section in the loading area or something where all special/unique/rare/event related items could be kept without encroaching on regular storage. This storage area could then be expanded to fit the needs of players as special items were introduced.

I think a dev did explain why this wouldn't work, but I still think it would be a valuable addition to the game, though I can't think exactly how they'd implement it. Personally I'd go nuts and have a loading area that you can walk around with a wardrobe, gun rack, medicine cabinet and souvenir section - but I guess that's just a dream eh folks?


Femme Fatale

Joined: Mar 31, 2006
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Remag_Div wrote:
One simple fix that would eliminate the inventory crisis.

1. As mentioned, create a "bag" that can store a certain amount of items. So let's call it a "Code Cluster" for now, since we need to name it appropriate for the Matrix. Now, we can have a little fun with this. There will be different types of Code Clusters. The basic one holds 20 items for storage. These can be bought and coded by anyone. Then, you have bigger Code Clusters that are harder to find and harder to code. So here's what I'm thinking:
  • Basic Code Cluster
    • Holds a maximum of 20 items
  • Advanced Code Cluster
    • Holds a maximum of 40 items
  • Perfect Code Cluster
    • Holds a maximum of 60 items
You can put any item for storage in these, including clothes, abilities, pills, decompiling items, event items, Singleton items, etc. Basically anything in the game. So technically, a Perfect Code Cluster could hold any 60 items you have, but only take up ONE inventory slot, and depending on how many items you have stored, it will have say "x60" on the bottom right. You can then "open" these clusters which opens up either another inventory space or just show a standard loot table in which you can transfer out items or put new items in. They will not be able to be traded to other players, NPC's, or e-mailed to yourself.

If this could be done, it would pretty much solve everything.

Would they be singleton?  A whole page of these 'Perfect Code Clusters' would be perfect and solve everything.



Systemic Anomaly

Joined: Sep 8, 2005
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Even just two additional tabs would be a Godsend.

~V



Systemic Anomaly

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SolidRevolver wrote:
Remag_Div wrote:
One simple fix that would eliminate the inventory crisis.

1. As mentioned, create a "bag" that can store a certain amount of items. So let's call it a "Code Cluster" for now, since we need to name it appropriate for the Matrix. Now, we can have a little fun with this. There will be different types of Code Clusters. The basic one holds 20 items for storage. These can be bought and coded by anyone. Then, you have bigger Code Clusters that are harder to find and harder to code. So here's what I'm thinking:
  • Basic Code Cluster
    • Holds a maximum of 20 items
  • Advanced Code Cluster
    • Holds a maximum of 40 items
  • Perfect Code Cluster
    • Holds a maximum of 60 items
You can put any item for storage in these, including clothes, abilities, pills, decompiling items, event items, Singleton items, etc. Basically anything in the game. So technically, a Perfect Code Cluster could hold any 60 items you have, but only take up ONE inventory slot, and depending on how many items you have stored, it will have say "x60" on the bottom right. You can then "open" these clusters which opens up either another inventory space or just show a standard loot table in which you can transfer out items or put new items in. They will not be able to be traded to other players, NPC's, or e-mailed to yourself.

If this could be done, it would pretty much solve everything.

Would they be singleton?  A whole page of these 'Perfect Code Clusters' would be perfect and solve everything.

No, I say you can have as many Code Clusters as you want.

However, 60 may be overdoing it a little bit. So let's go with 10, 20, 30... and you can have as many as you want.

 
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