Character Count

How many characters should Awakening allow per account?

Poll ended at Thu Mar 19, 2015 1:46 pm

10
46
25%
8
25
14%
5
62
34%
3
36
19%
2
16
9%
 
Total votes: 185
Zizzs
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tarnwar wrote:My 2 cents here... I voted 5 because that gives the player enough to make an Ent, Doc/cm, 2 combat toons and a craft toon if they want or 2 craft toons and 1 combat... point is theres plenty you can do with 5. no one player should have the power to do everything for themselves
Voted 5 as well. Considering I have Zizzs(Combat), Hammer(Hybrid Combat), Zoo(Doc), Zedz(Architect), and LongneckZizzs(Ent). Thats around my limit on how many chars I can handle at once. My other ones are just either storage chars or citizen fodder.
Centurionforce
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I understand that 10 may have an impact on the economy of the server. But to remove people toons after the fact would cause too many peeps to get really pissed. At the same time to grandfather them in would piss off any new peeps coming into the server. Neither option is good. At this point it should probably be left alone.
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anjel
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What does it cost for this type of server with the given database size? What would it cost to upgrade it and would that even be an option if population keeps expanding?
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QuorTek
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8 would seem like a good round number to me.

Personally doubt would have more than 6 or 7 anyway as it is.

Goals:
2 Entertainers
1 ranged
1 melee
2 crafters
1 jedi
1 undecided
QuorTek - Master Creature Handler/Rifleman/Scout
Velve - Master Artisan/Weaponsmith/Merchant
Alantha - Master Dancer/Musician
Vendor Location: Dantooine -> Starsider Hollow -> Q-Tech Trade and Industry -> Right next to the shuttle.
MeltingHolster
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BigQEd wrote:
MeltingHolster wrote:If you raise a family of axe murderers thagettingwaydidn't raise them very well, did you?
My point is... I bet it wasn't very fun when you heard they enjoyed killing people with an axe. And I think we all know, it's not always the parents fault that their kid becomes an axe murderer. lol

Same as you don't start a server to work 18-20 hrs a day. :) Luckily, we can correct server issues...
If youre only going to analyze and reply to a small portion of my reply then Im just going to simplify my posts.
No point in us discussing this any further. You see your way I see my way. Lets stop derailing the thread.

Heres my vote: 3 characters and toons should be reimbursed for their loss.
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Grathar
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darriandm wrote:I picked three.

Personally, I think allowing too many characters per account can ultimately have a negative effect on the economy. Over a long enough period of time, anyone who would want their own crafters, entertainers, doctors, etc. could have their own and would not need to rely on others to further themselves.

Everything in Pre-Cu SWG is set up so that people have to rely on others to be the best they can be. Will *everyone* grind out all the characters they need to be self-sufficient? No, of course not, not everybody has that kind of time.. but I think enough would that we could see an impact. I suppose there wasn't anything stopping people from doing that in live if they had the money to pay for the accounts, and of course people did, but still.

With 3, it gives you enough room to have a combat toon, a support toon and a crafting toon, so you can reasonably experience all aspects of the game. But again, 5 is good too, it would give more wiggle room to try new things out and that's not necessarily a bad thing either. 10 is far too much, nobody needs that many unless they're just cranking them out to fill a city or something.

Couldn't have said it better myself.

I voted for 3
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BigQEd
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MeltingHolster wrote:3
Ok! Got it! :P

J/K btw... I have heard your point. I appreciate your opinion. I understand that people join and some use up 10 slots quickly. However, many use those slots for harvesters and also for city population etc etc... that has alot to do with my concern. Have you seen the never ending Harvester farm with the nice gas resource? I NEVER saw that many harvesters on live... it's insane. Now imagine when we have 5000 players... or 10000...
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MeltingHolster
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BigQEd wrote:
MeltingHolster wrote:3
Ok! Got it! :P

J/K btw... I have heard your point. I appreciate your opinion. I understand that people join and some use up 10 slots quickly. However, many use those slots for harvesters and also for city population etc etc... that has alot to do with my concern. Have you seen the never ending Harvester farm with the nice gas resource? I NEVER saw that many harvesters on live... it's insane. Now imagine when we have 5000 players... or 10000...
Yeah, that's stupid. Thats why 3 would be a good number. I think even 5 is a bit too much. My whole point is just that we should give people a nice little reward based upon the characters' theyve lost skill boxes.
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BigQEd
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MeltingHolster wrote:Yeah, that's stupid. Thats why 3 would be a good number. I think even 5 is a bit too much. My whole point is just that we should give people a nice little reward based upon the characters' theyve lost skill boxes.
It's a good thought. "If" we would go down that road, it's something to consider. Again, I really only did this post/poll to see what everyone thought. It would be tough to gather what exp characters they delete would have. Maybe give folks that were part of Awakening (within the first 4 months) a special title... similar to an Elder title, along with maybe a nice special Vet reward selection.

I do care ya know. :)
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Lyris
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BigQEd wrote:
MeltingHolster wrote:Yeah, that's stupid. Thats why 3 would be a good number. I think even 5 is a bit too much. My whole point is just that we should give people a nice little reward based upon the characters' theyve lost skill boxes.
It's a good thought. "If" we would go down that road, it's something to consider. Again, I really only did this post/poll to see what everyone thought. It would be tough to gather what exp characters they delete would have. Maybe give folks that were part of Awakening (within the first 4 months) a special title... similar to an Elder title, along with maybe a nice special Vet reward selection.

I do care ya know. :)
I had a quick thought. could have a raffle with all server members getting a chance to win 1 of 5 or so NGE houses? ;)
Hicks
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I choose 5.

And honestly I agree with Mr. Nudd that this should have been sorted out way before the servers launched about how many chars we can make.

Why?

Because if you only allow to have 2 characters to select out of 5 then it would seem extreme to everyone else who already mastered like a few alts already. Like for me when I first joined I went ahead and got TKM on my main alt because no one was online to help with my wounds treatment. So then I decide to help out by making a medic alt and enertainer alt to help people out. I got both Master Doctor and Master Dancer/Muiscan so I can buff and heal people's wounds. I got my main alt to help out with combat stuff and looting meat harvests. I have a 4th alt that is an artisan to help gather mateirals for my doctor. Now if we are forced going to 2 character limited I am not even sure which character I should have active. Would be ashamed if we are forced to go with 2 characters only after all of that time and work I put into for my alts.

Now 10 characters slots? That might be too many to create and may sound like you can do everything in game. I feel like 5 character slots should be good enough cause you can have enough time to figure out what you really want to do and this way we dont have to have alot of selfish people doing everything themselfs.
Dwyane Hicks - tkm, swordsman
Jakuz Undoc - master doctor
Dranaza - master dancer/musican
yeke - artisan
Korra - brawler
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Anomaly
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While I appreciate peoples worry about losing toons,
This imo is a server breaking problem in the making.
realistically very few people have 10 characters and even fewer
would have all 10 heavily worked on.
I think very few would be affected. And any that are probably wont lose much at all.

I hope people realise that a big part of the reason we have trouble finding buffs or slices or many other things....is BECAUSE of the 10 character limit.

You think people who loved to play entertainer or smuggler or doc buffer have a chance of making good income here?
Of course not. Because one or two people can keep up with demand because half the server buffs/dances/slices for themselves. And that will only get worse.
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cyrelvandroth
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I voted 8, but I'm just as kosher with 5, would still enjoy 3, and could live with 1 (but be really sad about it).
There are so many different facets of this issue...

Right now, I'm admittedly using the full ten character slots primarily for harvesters... but not using all ten characters to do harvesting.
I find it convenient to be able to park my 'harvester' character just... in their harvester patch, so I can daily log in and check to make sure the resource hasn't moved. It's convenience, that's all.

From another angle, I feel as though the whole mechanics of medium and heavy harvesters are focused on only having one character per server. When you sit down with a spreadsheet and work out the maintenance costs and power costs of running a harvester, the harvesters are all more-or-less equal (Several assumptions here, but ROUGHLY: 0.22/0.19/0.20 CPU @ 4.47/10.7/15 BER) when it comes to the CPU required to get a resource out of the ground.

The benefits of the larger harvesters are that they allow you to pull down more resources per harvester, an incredible perk when you only have 5-7 lots left after your factory and house... but this is diminished by being able to place 3 alts worth of personal harvesters down for a tiny fraction of the start-up cost, and a tiny fraction of the footprint size as well. (Honestly, if nothing else changed about heavy harvesters EXCEPT they had a smaller footprint then mediums, they might actually be worth the cost. I know that's not something the Devs can change, but I can wistfully dream.)

From an architect/resource gatherer standpoint, lowering the amount of character slots should have a direct correlation to the price of resources on the server AND positively benefit the architect profession by encouraging the use of higher class harvesters, thus increasing sales.

Also, in writing this I took a moment to work out what Sam's profit margins must be based on his prices and resource requirements... I'm in the wrong line of work :P
Cyrel - TKM, Novice Doctor, Wanna-be Ranger
Tweak - Master Architect, Novice Merchant, Harvester extraordinaire
Stirling - Future Bounty Hunter
Aristotle - Master Bio-Engineer
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BigQEd
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Hicks wrote:And honestly I agree with Mr. Nudd that this should have been sorted out way before the servers launched about how many chars we can make.
It was. It's a long story, but yet another reason why one of our staff was released.
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Kankulaan
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BigQEd wrote:
Hicks wrote:And honestly I agree with Mr. Nudd that this should have been sorted out way before the servers launched about how many chars we can make.
It was. It's a long story, but yet another reason why one of our staff was released.
Well I really appreciate you giving us input on this, I realize it's a very hard decision and some people won't be happy whatever is decided, and that it's your server and you didn't really have to consult with us.

That said call me masochistic but if there's any chance I'd prefer a decision on this sooner than later if you're going to move on changing the number of characters, it would give me an idea of what to grind next, etc, hope this makes sense.

Thanks again for all the work on Awakening it's great to be playing pre-CU again.
Brim
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I voted for 3. While I understand the appeal of having multiple toons and being able to be self-sufficient, I agree that this can have a negative impact on the economy. However, my biggest reason for choosing 3 is that any more than that and you start seeing more afk players than people who are really there at the keyboard playing. It makes it difficult to find people to train you and I feel like socialization suffers when too many people are afk in the cantinas and med centers. Some of my best pre-cu SWG memories are from being a Master Musician in a full cantina where very few people were afk. It just makes the game feel more alive. I would say whatever the final number is, there should still be the +1 slot for the jedi unlock.
EmwunGarand
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I am changing my original vote from 8 to 3.

Or maybe 5 but reduce the # of lots available.
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Pharcyde
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For those of us that have been here since the beginning, it would really suck to get cut off at the knees like this. If I am forced to pick and choose which toons will be deleted, I will re-locate to hillbilly SWG.

I don't have a problem with having less toons. I have a problem with being forced to pick which ones to delete.
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Lyris
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It sucks that some people will leave because of something like this but thems tha breaks. ::)
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Pharcyde
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What sucks is the select few that have monopolized the economy. That is one of the reasons we are having this discussion. If those greedy fucks would knock it off and let the little guy have an opportunity to get on their feet instead of raping them up the ass with high prices. Sam's, Qin, and SYPH all have more money than they know what to do with, and yet none of them are willing to loosen their grip on the economy. I only use 4 of my toons, but the concept of being forced to pick and choose which ones I keep or delete is outrageous. You are going to kill the population by pissing off all the veterans. Then what will you have left for a server? A ghost town?

The ones defending the reduction are the ones causing the problem. They already have everything they need, they are bored and only want to fuck with the little guy.

I was planning to donate $100+ to the server... not going to now.
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