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Re: Guild Hall and Apartment Inventory

Posted: Tue Jan 11, 2005 9:56 pm
by mfostel
I, like my friends at Ballistic Mystix, have never seen the inside of a Guild hall yet. Based off what Noinossalg describes, they are a fair size with several rooms. Since the locker idea seems to be having a warm response, let me offer an expansion on the idea:

Two rooms in the guildhall are filled with lockers, one for officers and the other regulars (each decorated accordingly, and hopefully by racial style depending on the guildhall's location). Each locker acts as a packer, where you can see it's contents in the Inventory screen, but cannot add or remove items until you move into the 'psuedo-stables area' in these rooms. Officers have a locker in each room (perks of responsibility), and their posh lockers will be twice as big as the regulars.

Now, I'm not sure the physical code for shared storage has been worked out yet, so I'll hold off on ideas for the vaults/display-cases and following up on one of the above ideas of a guild-owned packer.

Meanwhile, please keep in mind this topic is only for GUILDHALLS. I notice a lot of Apartment chatter above which might be seen as a parallel to the discussion, but is really not what Cerest asked us for opinions on.

Anyway, I like a lot of the ideas mentioned so far, but some of them seem to require a lot of effort to impliment, and I'm willing to bet they are looking for a more short-term answer. So, I'm just trying to work with what I know already exists in the game.

Using the existing packer system's code has the advantage of fixing several of the complaints above (not being able to craft, see from afar, etc.), while also perhaps being easy to setup on Nevrax's side.

- Matthias

Re: Guild Hall and Apartment Inventory

Posted: Tue Jan 11, 2005 10:37 pm
by cerest
mfostel wrote:Meanwhile, please keep in mind this topic is only for GUILDHALLS. I notice a lot of Apartment chatter above which might be seen as a parallel to the discussion, but is really not what Cerest asked us for opinions on.



cerest wrote:It was brought to our attention that you are not fully satisfied with the way guild inventory is managed in game at the moment.

We have some changes in production at the moment, such as increasing its bulk. That is also true for player appartment inventory.
;) I actually do want input about apartments too.

Re: Guild Hall and Apartment Inventory

Posted: Tue Jan 11, 2005 11:07 pm
by iphdrunk
Without repeating what has been said (I agree) other points:

* IIRC, it is not possible to transfer "just a few mats" from guild inv to bag, only full stacks.

* Let players store backup tickets in apartments or personal lockers (not GH to avoid ticket trading). It is not as good as a ticketbook, but it will help with the mess in most homins' bags.



Enhancements

* Increase craft success rate in apartment (I know I know, not inv related :) )

Re: Guild Hall and Apartment Inventory

Posted: Wed Jan 12, 2005 12:18 am
by hklown
Well, I agree with most of what was said before me, i.e. more space, and I know that my idea isn't nearly as important, but...

How about furniture crafting? It'd be pretty cool to have "Architects", like in SWG, that can craft furniture items. As a matter of fact, I think SWG did a lot of things right with their "Interior Decorating" system (excecpt for the lack of collision O.O). It would be oh-so-nice to be able to have 4-5 different apartment and guild hall layouts per race, and to be able to decorate each one in an almost infinate number of ways :)

Re: Guild Hall and Apartment Inventory

Posted: Wed Jan 12, 2005 1:20 am
by roninpvp
I agree with most of the comments posted. The current state of Guild Hall and apartment management/storage is horrible. This combined with race specific mats makes inventory managmenet a constant chore. Take me for an example (I may be extreme but others are close :P ); I am a harvestor in all 4 lands and a crafter of all four race goodies. This requires I have either roots mats (the sources deplete quickly ...sigh..) or everything in all four race mats.

Now let me tell you a little story thats been passed down from homin to homin.

Once upon a time mats had nearly zero bulk and all was good in the world of Atys. Then one day every mat was given a value of .5 bulk. Soon homins learned they could not carry or store as much as they were used to. Over night many homins learned that their packers were on the verge of tipping over from being overburdened and heard a strange voice in their head saying "Your mektoub is too encumbered" .

There also was a phenomena where bulk did not equal the # of mats x .5 for the item made. Sometimes bulk would magically be higher than expected or magically lower.

1.) Earrings 1 jewel 1 setting should be 2 x .5 =1 . But strangely the bulk is 2.

2.) Heavy helmets should be 26 x .5 = 13. But strangely bulk disappears to make the item a bulk of 7.


Once upon a time mats were not race specific and a crafter that had mastered the artistry of various lands did not have to manage a vast number of mats that could only be used for specific purposes. There were even stories passed down from craftsman to apprentice of things called generic mats long gone from Atys. But these are not those happy times. The current system required crafters to become bookkeepers and practice mathematics (something all true artisans disdain). Soon the bulk of 500 per packer (max 3) and 500 bulk apartment and 2000 bulk guildhalls meant there had to be records kept and management of when to store and remove mats for various purposes. Hunters soon complained there was no room in the guild halls or their personal storage. Harvesters complained there was no room in the guild halls or their personal storage. Leaders and High officers complained of the constant travel back and forth to manage space to prevent all out dissatisfaction with the system.

With that back ground lets look at the current system. The current system penalizes cooperation since the management of a cooperative inventory is painful and the current amount of storage is extremely inadequate. The following is a list of changes that would address my problems with the current system.

1. More storage for guild hall [must have]
2. More storage for apartments [must have]
3. Ability to have more than one guild hall (i.e. one in every land) [nice to have]
4. Ability to have more than one apartment (i.e. one in every land) [nice to have]
5. Ability to put/pull partial stacks to and from guild inventory [must have]
6. User definable access lists (Permisions) that allow [must have]
a. One time withdrawl of an item by a single guild member.
b. Permanent withdrawl ability.
7. Better filters to examine inventory in all storage tabs [nice to have]
8. An apartment tab and Guild Hall tab in players inventory window [must have].

Re: Guild Hall and Apartment Inventory

Posted: Wed Jan 12, 2005 1:31 am
by lyrah68
Not sure exactly how it is currently implemented, but I know security is an issue. PLEASE allow the ability for officers to allow access to inventory for ONE item or a group of items (using something similar to the NPC system or something like that). (using guild list, and a password or somthing like it, with high officers as WELL as leader being able to grant that access).

And like others said, more bulk, more number of items as well as weight. If it is a building capable of having more than 30 people in, then it should be able to hold that ammount of gear, mats etc. Just being logical is all.

Re: Guild Hall and Apartment Inventory

Posted: Wed Jan 12, 2005 4:30 am
by paradise
Divide Guild Hall into 4 security levels:

Level 4: Take/Put/View access to Members and above.

Level 3: Take/Put/View access to Officers and above.

Level 2: Take/Put/View access to High Officer(s) and Guild Leader, Put/View access to Officers, no acess to members

Level 1: Take/Put/View access to Guild Leader, View/Put access to HIgh Officer and Officers, No access to members.

Re: Guild Hall and Apartment Inventory

Posted: Wed Jan 12, 2005 11:34 am
by ligia
More storage overall (duh!)

Upgrades like a training hall with npcs to fight or a small gauntlet where u fight bigger and biggers stuff till you die ;P (no dp of course)

Different security options for guildhall access

A different inventory in guildhall for materials and equipment

Ty, Ligia

Re: Guild Hall and Apartment Inventory

Posted: Wed Jan 12, 2005 1:18 pm
by starsus
umm..yeah

Size increase

Access rights

Trainers

and the guild halls to be global. (if u dont catch my drift ill explain.. the ability to be able to get into guild hall from any main city and come out back in that main city that way there is no need to teleport twice)

Re: Guild Hall and Apartment Inventory

Posted: Wed Jan 12, 2005 2:04 pm
by vguerin
Many great ideas tossed about here... in a nutshell make the GH the meeting place for guilds they should be instead of the stables areas. If trainers and inventory (both packers and apartments) were accessible from the Guild Halls there would be much more activity in them.

Currently, unless there is a planned meeting you pretty much don't have many folks using the GH unless they need something out of storage or are adding things into the inventory. In the RP side of things having everything accessible in a GH is also solid.

If the GH and apartment is in the same city, there should be a portal in the GH that will take folks to their apartment directly (and one in apartment with same functionality). This I consider just a convenience since as stated numerous times you should have access to everything (guild, packers, apartment inventories) from the GH.

Make Guild Halls the central core they should be, and many of the issues go away... Crafters should be able to do everything inside the GH and have a much larger supply access. Others coming and going would be filling the GH to support their efforts without the constant trade windows and inventory management issues.

[EDIT]Oh, my apartment needs a lavalamp !
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