Kaivan wrote:
First, it is a supposition that stable masters were always added as needed. This is evidenced by the taming archive, which shows that among the North American servers, the number of stable masters between the shards varied a very sizable amount. Assuming that the servers had a remotely even distribution of players, we can see that many servers were effectively left out to dry relative to other servers. What's even more compelling is the fact that the newsgroups cite this issue in several threads, which shows that it was a problem for the players during the era.
It is a supposition that the servers had a remotely even distribution of players. I don't believe they did - Atlantic was far more populated in fall 1999 than a shard like Chesapeake. Furthermore, the tamer population being a subset of the few thousand regular players on any given shard... it's mathematically very easy to demonstrate how one shard could have twice the number of desired slots that another would have.
I've never argued that it wasn't a problem at some points. However, is there any flaw in the logic here:
1) Put stable limits for bandwith reasons
2) Players need more slots
3) Add limited amount of stablemasters so as to help out players and not vastly increase server load
4) repeat 2 and 3
Kaivan wrote:On OSI servers, it was unlikely that players would intentionally fill up hundreds of stable slots with animals, just to keep them out of other players' hands.
This, too, is a supposition. And furthermore, it's chicken-and-egg! If GMs added stablemasters shortly after limits were reached, what would be the point of doing this?! Of course no one would. The biggest reason this occurs on this shard is because we haven't added stablemasters, and you continually refer to the fact that we won't be, thereby essentially guaranteeing that the value of this behavior will hold!
Kaivan wrote:This does not speak to an issue with players simply having too many pets that they legitimately wish to stable, but speaks to an entirely different issue of players acquiring as much of a limited resource as possible.
Emphasis mine, but I don't see how this word should enter the discussion. Furthermore, if you really are concerned with "legitimate" use of stable slots, the only way to ensure they're used legitimately is to remove the cap or add stablemasters as necessary! You're passing a negative value judgment on a behavior that you are implicitly rewarding!
Kaivan wrote:This issue cannot be effectively dealt with by increasing the stable limit by two or three stable masters, and would require us to increase the number of stable masters to the point that all players who wish to acquire and hold these spaces cannot feasibly afford the task. Without doing the math, it becomes obvious that the cash outflow would need to be many times the 117k per week that the entire shard requires at this point. The end result of such a move would be that these players would dump their stable spaces (because they can't have them all anyway), effectively leaving a huge void of 200 or 300 stable masters that would be functionally identical to unlimited stable slots. It is this end result that makes any idea of increasing stable limits a silly proposition.
And here is the fundamental issue we have. You see a finite number of stablemasters from one snapshot in time, along with a few scattered posts, and think that they were finite. I see stablemasters added willy-nilly across shards in this snapshot, have little if any memory of there ever being a problem on my shard (Chesapeake, FWIW), and certainly no memory of there ever being some kind of secondary market - which surely would have been the case if the resource was indeed as restricted and valuable as it is here - and think that they were essentially infinite.
Kaivan wrote:Take this particular change for what you will, but stable slots were, at one point, unlimited. They were severely limited with the 3/18/98 patch notes:
Stablemasters will have a limit on how many creatures they can stable.
The reason for this change isn't exactly made clear anywhere (there were no public HoC chats held at that time for the question to be asked).
Quoting this does nothing to invalidate my point; I'm not sure what your point is. We are human beings, with the ability to reason. Is it really a stretch to think that they were originally made unlimited, proved costly in terms of bandwith/server load/whatever, and then limited to help reduce that cost? Can you think of any more likely explanation for this?