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Hoarding Hurts the MOO

Having stuff is a status symbol in some online games, but not on SD. Everything you have counts toward the total number of things the server has to be in charge of at all times. The more things it has to be in charge of, the slower and less playable Sindome becomes. This is referred to as Bloat. 74% of the games total size is made up of the objects you have sitting in your cube or apartment. That means that hoarding has the largest impact on the size of the database. This was the reason behind the limits applied to material objects. Material objects at one point accounted for 15% of the entire MOO and today account for only 8%. What you see below is a textbook example of this.

Remember that this is NOT IC content.
[font=Courier New]
A handful of chrome wall sconces provide the lighting here, it reflects off the cream ceiling and gives the room a soft feeling. The large cream coloured room is sectioned off into different seating areas. Towards the middle of the room is a dark blue sofa flanked on either side by matching armchairs. In front of the sofa is a chrome and glass topped coffee table. Across from the sofa hanging on the wall is the typical flat panel television that you find in almost every home in Withmore. Hanging above the sofa and chairs is a ceiling fan that moves the warm air around in the apartment. Close to the kitchen is a small glass topped dining table surrounded by four chairs. The legs of the table as well as the chairs are made of a polished chrome plated metal. The cushions on the seats of the chairs are a modern design of overlapping blue and red squares. The kitchen is not what one would call spacious, or even roomy. It consists of a small chrome coloured fridge, a matching sink, stove, and microwave oven. The cupboards and drawers are a soft cream colour and the tiled counter tops a reflective black. The handles are of course chrome. The whole thing is lit by spot lights in the ceiling. Tucked away behind a red wicker screen in the far corner of the room is a small shiny chrome desk with a sewing machine and a lamp on it. Peeking out of a drawer in the little cabinet next to the desk is a swatch of green fabric.
You see a potted bamboo plant, a bouquet of roses, four medpaks, a N.Kwan Originals black t-shirt, a left ankle sheath, a leather wallet, six neXus synth-hide skirts, two SHI construction helmets, two 9mm extended magazines, eleven 9mm clips, four 12 gauge shells, fifteen 10mm clips, a sword scabbard, a NLM QuickTerm v1.0a, a neXus synth-hide dress, fifteen .45 clips, a Xo3 battle mesh, a six pack of lager, two stilettes, two flashlights, a note, a chain, a hacksaw, an Endoprine, a SHI TX-5D Debugger, a fluffy black towel, a mRc capsules, a pair of black sweatpants, a white t-shirt, three SpyderCo compact blades, two SHI GPS devices, two butterfly knifes, a pick axe, a plastic mask, two canteens, two large medpaks, a pair of leather boots, a machete, a SHI TX-5T Tracker, a solvent aerosol can, an incense burner, a Note To The Syndicate, three 6mm clips, five 11mm clips, a neXus trilayer synth-hide trenchcoat, a letter, three Nito-Kodak FunCams and a carton of .357 speed loaders here.
[/font]

Please remember to get rid of what you no longer need. The MOO will thank you.

And useless garbage you find laying around, too.  And uhm..  if it won't let you trash it, contact an admin or something..  Damn invincible NKO Umbrella..
most of those things aren't materials though, and you can't trash them, so, no matter what you do with them, they'll still exist somewhere.

Problem lies in the fact that players don't buy things from each other enough, and rely on stores. Rather than going to the mall for something, next time you decide you want something, advertise on the NLM boards, stimulate the player economy for those people who're trying to make a living as a fixer, because, it ain't easy when no one wants to buy anything.

Of course..if you have something sat in your cube you're not using, and someone advertises that they want one, and you don't bother to sell it, you're part of the problem :P


Someone make a reseller. Buy at more than the market buys for, and sell for less than it sells for, you'll still make plenty of profit, and provided people actually use the service, it should help keep hoards and object numbers down.

Oh yeah


and don't do retarded things like sell cups of coffee, plates of food, and almost empty packets of cigarettes at the market.


I don't know what hoarding does to the Moo, code wise other than what Johnny said. �If bloat is bad from a code standpoint, then so be it. �I do think people hoarding all this shit is bad for another reason and want to expand on what King mentioned.

Quote: from King[Fu] on 10:14 am on May 14, 2003[br]Problem lies in the fact that players don't buy things from each other enough, and rely on stores. Rather than going to the mall for something, next time you decide you want something, advertise on the NLM boards, stimulate the player economy for those people who're trying to make a living as a fixer, because, it ain't easy when no one wants to buy anything.

rant

For any economy to work, currency needs to change hands. �The faster and more often it changes hands, the more fluid the economy.

People here are hoarding gear and chyen when there really is no need.

Sure, you want to keep something aside for that rainy day, but it's gettin crazy. �

I see very little commerce between players happening.

So what happens? �The moo get's bloated, the economy is stagnant, no RP is generated. �It's bad all around.

This is not a game you can win by having the most red PVC pants or the most chyen in the bank. We're supposed to be cyberpunks. �Unless you're a corpie, you're -not supposed- to be well off. �And if you're a corpie, you should damn well be spending that chyen to make miserable the lives of the scum beneath you.

Player run businesses are just a part of this. �They don't get patronized, and that's a huge problem as well.

People, get out and sell the shit you ain't using to someone, take the chyen you make and buy something from someone that you need.

You need some V? �See a PC drug dealer.
You get into a scrap? �See a PC Doc. �(As a side note I've lost count of all the people I see who are on death's door yet refuse to get medical treatment and act as if they're fine. �That's just twinky)
You need a [insert item here?] Find a PC who has it and buy it from them.
You need chyen but don't have anything to sell? �Mug a PC who does!
Need a loan? �Find a PC loanshark.

My character knows of -at least- one other player who fits the description of each of the above examples.

In another thread, long, long ago, Tylissa said she would no longer use ooc at all.

I'm gonna throw down a challenge here.

My character -will not- buy anything from a store unless he can't get it from a player.

The same goes for services. �If a service I need is offered by a PC, they get my business.

How many of you will do the same?

/rant

no matter what you do with them, they'll still exist somewhere.

Not true at all.

If they're sitting in your cube, people don't know they're avalible. Even if your advertising to a few select people, this is not enough to solve the problem, as one or two people arn't going to be buying all that.

If they're in the market, they can be picked up by an audit and recycled if there's an over-abundance.

If they're in a player run store, they're avalible to everyone (who has access to the store, which is most people), and can be picked up by an audit, and recycled, comping the store for the price listed (it was bought by the ambience. This is one suggested solution to the player run store problem which were -considering- automating. Nothing's final yet).

If it's items that can't be sold in a store/market, RP looking for a fence. You'll find one with money, -gaurenteed-. You can MAKE MONEY turning around items in this way: Buy em cheap (or free) from players and sell em back to the system for tons of profit.

You want to play a fixer? Make a connection who can get em cheap. Don't hoard em. (See above paragraph for how to turn this to your extreme advantage). Hoarding will only deplete your funds (just ask any fixer from the past), where as if your constantly turning your stock over, you'll be making more money than you know what to do with.

I assure you it's much better to have lots of money and a reliable contact than to have lots of equipment and no steady income.

I would recemond AGAINST trying to be a 'reseller' as KingFu suggested. You'll have much better luck with this process. Let the system work for you instead of trying to outsell the system.

-Kevlar

(Edited by Kevlar at 12:10 pm on May 14, 2003)

Game balance vs. Realism : Round about 9million


The 'system' is all well and good, but, it also hampers potential rp and sources of income for players.

If everything is freely available to everyone through coded systems, it makes player run business somewhat redundant. Why bother going to the risk of finding a fixer, arranging a deal and buying a gun from them if you can get one largely risk free from the market?

Because there's RP involved, and RP == good

You take your hoard of shit and sell it in the market. Great! next time I'm looking for something, I'll get to see a million half empty clips, or digital fucking watches (those things are the bane of my existance..) and, some player that might have paid you twice what you'll get for it at the market will have to even more than that, to get the thing you sold, channeling money straight into the 'system' and out of player hands.

I dunno, that sounds like a bad thing to me. I'd much sooner see money flowing between players than 'systems'

Yes. Hoarding is bad
-however- if someone has a stockpile of gear, uses it to create money, and in turn channels that back into the economy, directly to players, then more power to them.

My point isn't that everyone should hoard things, they shouldn't. For most people if they own more than a couple of weapons, some armour/clothes/tools, they need to shed some surplus. However, if next time they die, or want to get a bigger, better weapon, they look to players before they look to the 'system' the money stays in player hands, which -hopefully- then moves onto other players, and so the circle continues.

I understand kevlar's point. I don't agree with it, but I understand it. I think there's a danger of becoming -too- reliant on code, because, as it stands, code brings money to players, and code takes it away again. Reward your fellow players who show some industry and initiative, that's what I say.

and with regard to what Max said, next time your character winds up mortally wounded, and sits in a bar saying, "It's only a flesh wound, I'll be right as rain in a little while…." ...I don't know what I'll do, but it'll be unpleasant.

I was going to say more on this subject, but, I think instead I'll start a new thread on it instead :P

MOOKingFoo said: Why bother going to the risk of finding a fixer, arranging a deal and buying a gun from them if you can get one largely risk free from the market?

Cuz you can't. Noone in their right mind would sell a gun at the market because they would get shit for a very expensive item. The market is only useful for items which are -READILY- avalible. This automatically rules out anything that's illegal, or hard to come by.

I'de respond to the rest of this, but I feel you got one thing majorly flawed in interpreting my vision of how things might work, so I'll just aptempt to correct that and perhaps your reply will change. Perhaps it won't. That's fine too.

When I said, 'use the system', I was definately not refering to code.

Definately not.

I was refering to gaining a contact (read 'friends with a person') who is willing to do what you need done. A fixer, or if you need to sell, a fence. You live with ~64,999,999 other people… there's someone out there who has the means, or the want. You just gotta find em. And I don't mean just players.

There's players who have figgured this out allready, and are sitting a lot better off then most. And they got there with RP, not skills/stats.

But if you aspire to nothing better than working at SHI, you'll never do anything more.

-Kevlar

(Edited by Kevlar at 8:20 pm on May 14, 2003)

okay, relay on NPC's for everything.

It still leaves the player economy stagnant and money only coming in through code, and out through NPC's


I'm not going to get into a pissing match with you about it, I'm stating an opinion, that, It'd be better for players to interact IC with each other a lot more, than with 'the system' be that NPC's, coded shops/markets.

Some players have access to ways of getting stuff. Great, that's a step forward. - That doesn't mean joe average shouldn't be able to make a few extra chyen selling the every day shit he has lying around to people who want it.

I'm all about player-player interaction, and the more of it the better.


oh yeah, and loads of people have used the market to sell guns in before. Loads.


But, whatever, you've made you rpoint, I've made mine, the rest of the moo can make thier own minds up which side of that coin they want to land face up.

I think your taking everything I'm saying to an extreme but I'm willing to let it go at this point.

We cool.

-Kevlar

Yes, I do tend to take it to an extreme, partially because I'm playing devil's advocate, but also because I get my teeth into things about the game I think could use a kick in the arse, and this happens to be one that's grated on me since I started playing.

Besides, it'd make the GM's jobs easier if more of the economy ran purely through players ;)

Quote: from King[Fu] on 10:56 pm on May 14, 2003[br]

…I don't know what I'll do, but it'll be unpleasant.


Actually, I think that should mostly be reserved for characters who have their hair (and I quote) 'in a long bread'.

*idly wonders if that player is still around..*

And fully-armored Judges hiding in small places on RED they'd never really be able to hide in. Or the ability for someone to walk into Carnal Desires and instantly spot the person they happen to be looking for. among the crowds of hundreds of dancers/druggers/fuckers.

I mean, honestly now.

Hey, if Batman can do it…
Ok, comic book boy. Come back down to reality now.

-Kevlar

Well hey, I don't consider stealth as purely hiding.

For a good idea of what stealth can be like, I suggest reading Tom Clancy's 'No Remorse' and playing a lot of Rainbow Six. Stealth isn't just hiding, it's standing in the right place,  the right way, moving at the right time. It's a combination of a billion factors.

And as for reality, Kev, don't get me started, cos I can bitch for hours about completely OOC, unrealistic things happening to my character far before he started stealthing (which are in fact, the cause of his stealthing in many cases), but I'm not that type of person. Bitching is not my way of doing things, reacting is. Either I can stealth, or I can idle in my cube and do jack shit, or die. I'll go with stealth.

When we're supposed to get to reality is when I'll assume my having a gun pretty much guarantees no one can get in close combat with me. Then I won't *need* to stealth. But such details are overlooked for game balance - it goes both ways, however. People want game balance where it suits them and realism where game balance doesn't.

I don't think they were wearing a full set of "WJF Attack Armor" at the time, either.

But maybe it's just me.

-Kevlar

It's black spandex with a nameplate and some zippers.

In fact, what they're wearing doesnt matter, because I remember one particular incident involving a disguise and them being swarmed by NPCs anyway. (this is me trying to be vague)

Of course 'it matters'. All it takes is one person to reconize you though. After that, everyone else is responding to the fact their friend is being attacked.

But this is off topic. If there's more, let's take it somewhere else, ok?

-Kevlar

There's plenty, but like I said, I'm not the type to bitch. I just adapt. And starting to get fed up at people taking potshots at me on the boards (as an aside: wanted criminals shouldn't be idling over 15-20 minutes in extremely popular bars).

I do have a few beefs, and if you want to discuss 'em private-like, hey, my AIM is right here in my profile. I consider myself a mostly rational and calm person…But like I said, when something is thrown at me, I'll deal with it somehow, till something else is thrown at me, then I'll deal with that, ad nauseam. IMHO, people should have that same attitude instead of being bitter. If something ever really gets to me, I'll e-mail, simple as that. The boards aren't a place for squabbling, unless it's Rastus and Kev, because that's just fun to watch.


For the record, said player in disguise wasn't attacking anyone at the time, didn't even have a weapon out. He/She/It was trying to leave. In his/her/its disguise. But things get confusing, it's in the past, and whatever. That's that.

Uhm..  anyway..  Hoarding hurts the MOO.  Regardless of IC situations, the OOC fact of the matter is that shitloads of objects (especially materials, I assume) slow down the MOO.  Think of your computer when you have diddly RAM and you try to run something big, or several things at once.  Sure there's differences between your system and the one that runs the MOO, and Sindome isn't exactly the most graphically intensive application, but there's -alot- of shit that's going on behind the scenes, a bunch of people logged in changing shit all the time, GMs doing their NPC gigs, people coding, etc., etc.  

Of course, since things should be handled ICly at all times, it can be difficult for some things to get done.  That of course leads into what everyone is arguing about right now (well, minus Murphy and Kev over there).

Anywho, I'm just trying to clarify the reason why hoarding is bad.  You may proceed with your rants, ramblings, and general arguments at this time.  :D