Implemented - Other - Update "No Trade Shared" to Allow Placing Item in Alt or Main Char's House Instead of their Own. | Star Wars Galaxies Restoration

Implemented Other Update "No Trade Shared" to Allow Placing Item in Alt or Main Char's House Instead of their Own.

This idea/suggestion has been flagged as Implemented so it has (or will be) implemented into the game in some capacity. More information can be found in the post from the development team.
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Proposal
The proposal is to allow "no trade shared" items be dropped in any of the account's characters to facilitate easier sharing of "no trade shared" items.
Justification
The change is justified due to the burden it places on sharing of items that are marked "no trade shared." With the recent change in harvesters and buildings becoming "no trade shared," this has become more of an issue than in the past and a change is justified to reduce the burden of moving items between characters on the same account.
Motivation
The current requirement, placing the item in the current item possessor's house, requires that every character you have has their own residence to share items with the others. Many main characters have their own house, but alts may not so that accounts can maximize the number of harvesters, for example.
Currently, "no trade shared" items require the character currently in possession to drop the item in their own house so that another character can pick it up.
 
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Definitely support this. Would like to see the same change on the looted/reward purely cosmetic decoration items. Please make stuff like Nym's Collectible Globe, for one example, no trade/shared so that I can move it between my characters buildings.
 
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Currently, "no trade shared" items require the character currently in possession to drop the item in their own house so that another character can pick it up.
I agree. Please remove "No Trade Shared". Especially on Harvesters. By having "No Trade Shared" on harvesters, I am going to have to keep a full set of 10 mineral, gas, chemical, Flora, etc harvesters on each character's inventory. That would be about 80 harvesters on each char's inventory?

If I want to transfer, sell, or trade a harvester, I cannot.

I used to be able to move harvesters between characters. I have 3 chars which means a total of 30 harvesters in use at any one time. But now I am going to have to carry about 80 harvesters (10 harvesters for each type of harvester) in each characters inventory just in case a resource pops up and my other chars are already using up their lots and I cannot move harvesters between chars.

I don't understand why they need to have this restriction??
 

PhilmorALF

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I agree. Please remove "No Trade Shared". Especially on Harvesters. By having "No Trade Shared" on harvesters, I am going to have to keep a full set of 10 mineral, gas, chemical, Flora, etc harvesters on each character's inventory. That would be about 80 harvesters on each char's inventory?

If I want to transfer, sell, or trade a harvester, I cannot.

I used to be able to move harvesters between characters. I have 3 chars which means a total of 30 harvesters in use at any one time. But now I am going to have to carry about 80 harvesters (10 harvesters for each type of harvester) in each characters inventory just in case a resource pops up and my other chars are already using up their lots and I cannot move harvesters between chars.

I don't understand why they need to have this restriction??
If your characters have houses, you can drop them in the owners house and your alts on admin can pick them up. It is indeed an inconvenience, however, you can still move these deeds between your characters.
 
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I agree. Please remove "No Trade Shared". Especially on Harvesters. By having "No Trade Shared" on harvesters, I am going to have to keep a full set of 10 mineral, gas, chemical, Flora, etc harvesters on each character's inventory. That would be about 80 harvesters on each char's inventory?

If I want to transfer, sell, or trade a harvester, I cannot.

I used to be able to move harvesters between characters. I have 3 chars which means a total of 30 harvesters in use at any one time. But now I am going to have to carry about 80 harvesters (10 harvesters for each type of harvester) in each characters inventory just in case a resource pops up and my other chars are already using up their lots and I cannot move harvesters between chars.

I don't understand why they need to have this restriction??

To add to what PhilmorALF mentioned, and to add context as to why this change was made mere months ago:

1686103091795.png
 
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If your characters have houses, you can drop them in the owners house and your alts on admin can pick them up. It is indeed an inconvenience, however, you can still move these deeds between your characters.
Thank you Philmor for your reply and information on a work around.

But that would mean I would have to have a house for each char which takes up lots. That is also an inconvenience. But I guess it is what it is. Until / or if the Devs will consider changing it. (One can only hope)

To add to what PhilmorALF mentioned, and to add context as to why this change was made mere months ago:

View attachment 1080
Thank you Ethavan for this post from Aconite. I did not see it. However, this is still a major inconvenience. What if I want to sell a harvester (because I want to recover some of my time, effort, and resources that went into building it) because I made a better one, I can't. I have to destroy it.

Unless there is a work around for that perhaps??????

I guess I am also not seeing the problem with moving deeds around between chars as the need arises. If you or someone can explain that it would help me see a bigger picture??
 
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I guess I am also not seeing the problem with moving deeds around between chars as the need arises. If you or someone can explain that it would help me see a bigger picture??
The problem is, it destroys one of the major sales elements of the Architect profession, a whole tree actually. Let's say each account only has 5 harvs, though you and I know, the average is higher. Those 5 harvs are traded and sold on every active account - the "replacement" harvs you hypothesize are few, because most harvs (on this server) are only sold if they are made with the best stuff. Junky harvs made from poor resources won't even sell cheap because people know they can get better for a little extra time grinding. Let's say there are 200 active accounts at any given time - that's 1,000 harvs passing between 200 people and that's just the beginning. As they all add more, the market is flooded. There soon is nobody buying new harvs at all, not even to replace ones that burn, because they can just grab a good quality used one that likely already has some power and maintenance in them.

Secondly, giving access to administration on harvs outside of the account characters means that there will be seas of harvs all over every planet that allows them, almost perpetually. Bob decides he is gonna take a break from the game, so he gives his friend Biff access to his 30 lots, putting harvs down all over the place and setting Biff as admin. As long as Biff doesn't move them, he now controls 30 extra harvs that he'll set to whatever resource is available nearby and keep them running. This happens again and again. The market is then inundated with resources and the landscape covered in machines.

At best, harvester deeds should be tradable as they are, but in perfect world - you would only need to drop them in your primary characters house allowing the other 1 or 2 characters in your account to pick them up. However, as it is, you have to drop them in each characters house (as the house owner) to allow the others access to them. As you said, that means you have to at least drop a house long enough to make the transfer, if you don't want to lose those lots with a static home - which is tedious.
 

PhilmorALF

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Thank you Philmor for your reply and information on a work around.

But that would mean I would have to have a house for each char which takes up lots. That is also an inconvenience. But I guess it is what it is. Until / or if the Devs will consider changing it. (One can only hope)


Thank you Ethavan for this post from Aconite. I did not see it. However, this is still a major inconvenience. What if I want to sell a harvester (because I want to recover some of my time, effort, and resources that went into building it) because I made a better one, I can't. I have to destroy it.

Unless there is a work around for that perhaps??????

I guess I am also not seeing the problem with moving deeds around between chars as the need arises. If you or someone can explain that it would help me see a bigger picture??
Let me give ya one more thing that needs to be considered. Right now there are thousands and thousands of Heavy harvesters floating around. For the ones that have been used - they are no trade shared, which keeps sales going to Architects and not to players reselling them.

This is particularly important because there are Elite harvesters that at some point will be released in the game. When that occurs, people will replace 80-90% of their harvesters with elites, and if they were able to trade/sell their harvesters to other people, they would exponentially destroy the heavy market because people would race to the bottom to offload their harvesters they no longer need.

I get the inconvenience - and hopefully it is something that can be worked - but there are technical issues with the SOE code (I have asked to get a fix). Ideally there could be a fix to be able to drop them in any of your characters houses. Maybe in the future..but at the very least it is a fix that protects the architect market when a new update is released.
 
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Let me give ya one more thing that needs to be considered. Right now there are thousands and thousands of Heavy harvesters floating around. For the ones that have been used - they are no trade shared, which keeps sales going to Architects and not to players reselling them.

This is particularly important because there are Elite harvesters that at some point will be released in the game. When that occurs, people will replace 80-90% of their harvesters with elites, and if they were able to trade/sell their harvesters to other people, they would exponentially destroy the heavy market because people would race to the bottom to offload their harvesters they no longer need.

I get the inconvenience - and hopefully it is something that can be worked - but there are technical issues with the SOE code (I have asked to get a fix). Ideally there could be a fix to be able to drop them in any of your characters houses. Maybe in the future..but at the very least it is a fix that protects the architect market when a new update is released.
Thanks for the info.

I understand about the issue surrounding harvesters and that they essentially last for ever which will impact Architects (i have one).
Has anyone thought of making or putting an "Expiration Date" om items like Harvesters and maybe droids as well? Example: a Heavy Harvester would cease to work after one year from the date it was made or perhaps ... first used.

A personal harvester could expire after 6 months and a medium 9 months. (or what ever time limit to want to put on it)

Something like the above could help resolve this issue. I do not know if this is possible due to any potential restrictions in existing coding?
"IF" this is possible, then maybe they can remove the No Trade Shared tag.
 

PhilmorALF

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Thanks for the info.

I understand about the issue surrounding harvesters and that they essentially last for ever which will impact Architects (i have one).
Has anyone thought of making or putting an "Expiration Date" om items like Harvesters and maybe droids as well? Example: a Heavy Harvester would cease to work after one year from the date it was made or perhaps ... first used.

A personal harvester could expire after 6 months and a medium 9 months. (or what ever time limit to want to put on it)

Something like the above could help resolve this issue. I do not know if this is possible due to any potential restrictions in existing coding?
"IF" this is possible, then maybe they can remove the No Trade Shared tag.
That was was just a single example of why the No Trade Shared was actually beneficial.

There were other reasons behind the implementation initially - and if I'm not mistaken it had to do with concerns about some untraceable credit movement between accounts.

No trade shared is not going away - but I have asked about allowing movement between characters in the same account so you're not forced to have houses on each. Right now it's an issue with how the coding works, so unless that can get resolved and they decide it is worth moving forward, we're stuck as is. I will keep asking, as this has been brought up many times. I don't anticipate the ability to resell harvesters again though.
 

PhilmorALF

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Oh - and just realized the whole credit movement quote from Aconite was posted above. Thanks for that! Missed it.
 
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If anyone else hits this problem, I had to have my second character declare the second house as their residence before the drop-pick worked on harv deeds.
The original owner also seems to have to click on the deed to convert it from No Trade to No Trade Share first, but I could be wrong on this point.
 
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I started on this server at the very beginning three or so years ago. I stopped for personal reasons and recently came back and created an architect as that is one profession I had back in the original game. I didn't have any problems selling harvesters then and I am not sure why, but at the end of game I had maxed my credits on the architect. I have been back playing on Restoration for at least six months and have not sold one harvester (and yes they are 14's). It is hard to make a living as an architect and if not for my combat toon looting extra housing and collecting enough to sell entire sets, I would be broke and not able to run my harvesters. The harvesters on this server are so cheap, I don't think enough credits are made to pay for the maintenance and power that is required to operate them. I think that harvesters, houses, factories, should all have a decay component in them. Afterall, weapons and armor do, why not some of the architect items as well.
 
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That was was just a single example of why the No Trade Shared was actually beneficial.

There were other reasons behind the implementation initially - and if I'm not mistaken it had to do with concerns about some untraceable credit movement between accounts.

No trade shared is not going away - but I have asked about allowing movement between characters in the same account so you're not forced to have houses on each. Right now it's an issue with how the coding works, so unless that can get resolved and they decide it is worth moving forward, we're stuck as is. I will keep asking, as this has been brought up many times. I don't anticipate the ability to resell harvesters again though.
Totally agree with no share across accounts, Would it be easier just to have a account shared deposit box at the bank that you can buy for x amount of credits with maybe 50 storage and a Maintenace cost less then a house.
 
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