Architect Archive
Thread: Factory Fix (For my fellow architects here is your factory fix)
Padashar wrote:
Last but not least. A fix to factory crates that are problematic.
You can either be patient for 20 minutes and remove the items from the crate or you can cross a server boundary and remove the items instantly. Server boundaries are areas where a great hesitation occurs (sometimes you hesitate and butterflies or leaves fly up in the air shortly after). This is a server boundary. If you are lucky enough to find one, remember it. I use one near my estate and never have to wait.
I had some "bugged" factory crates the other day. They were doing the "here's your item... Nope, I'm sticking it back in the crate" thing.
I remembered in EQ that in order to get something to not poof on you incase of a server crash (like a roll back), you needed to "force" a server save. By opening a bag and messing around with your inventory, or something like that.)
The best thing I could figure was selling it to my vendor and pulling it back out. That did the trick and it took just a few seconds.
And with the factory breaking at 100 items, could it be that the factory is counting the items inside the factory crates and not only the crate itself?
Marduke Akkad
Architect (3 boxes left)
Merchant (4 boxes left)
South Beach, Talus
Well nothings working for me...crossed 2 boundries, put them in vendor, removed them from vendor, dropped them, moved them around on the floor(use to work). The only ting that seems to work, is to make another crate of something....as soon as I pull out the new crate the old crates start working, BUT the new crate doesn't work lol Catch 22 ![]()
The patch notes stated that redeed costs would be gone until factories were fixed. I'm guessing more people than just myself decided to give them a try once that happened, only to have to pay again to redeed our factories.
Of course, the way they "fixed" that problem was to just remove that statement from the patch notes, but by the time they got around to that the damage had been done. Most people who had been looking forward to trying to use factories again had made the attempt and consequently gotten boned for even trying. At some point, hopefully they do their own testing and stop relying on us to test out what seem to be even the smallest changes. It's one thing to completely regression test an entire in-game system for any new issues introduced by a fix, quite another to check to see that one of onlytwo things you said would be in a new version of the software is actually there. Guess someone was looking forward to the weekend too much to do their job correctly.
So the short answer to your question was yes, it was supposed to make it free, but no, it didn't. Sorry I had to do that in a roundabout way, but these (non)fixes that they keep releasing to us are starting to really frustrate me.
Vallosk
IlyaMasool wrote:
CandaVespin wrote:
This is a bug that will be fixed. For all you archs out there that do your 1000+ schematics... don't whine when it gets fixed and you are not able to make more than 100 at a time. THIS IS A BUG! ANd an exploit to boot.
Umm... Nope.
Not bug
Not Exploit
Doubt they will "fix" something that isn't broke, especially by fixing it they will cause great stress to their already short database space.
Not much benifit to make 99 or 999. reasons for both side of this issue are already too many to list again. Look it up if you like
OK... then if it's not a bug... and an exploit... why can I not type in 250? It bumps me immediately back to 100. So that's the bug then you're saying? WHy does the slider only go to 100? Is that the bug? The slider only goes to 100 because that's how it was intended. You can only get numbers larger than 100 by typing in extra zeroes then manually changing the number. If you want 200. You highlight the one and click 2. But you can't just type 200. This *IS* a bug. And it will be fixed. I'm letting you know that whine all you want... it's something that's not intended. Just like factories giving 100% XP. That wasn't how it was intended either. Besides that... it won't cause any stress on their database. I'll bet these larger than they are supposed to be schematics cause more stress on the DB.
I do agree that its just a bug in their validation code. Why? Because I've made the same bug happen when validating number fields in my software. This will get fixed eventually.
Very few architects have the mass quantities of resources available to even use a 1000 schematics now that the resources are shifting every week. I think thats the reason that it can't really be exploited effectively, even though its technically an exploit.
Hmm bug in the 1000 or bug in the default setting, Try typing in 10000, it will ask you to enter a value between 1 and 1000. Based on that logic I would assume 1000 is a valid choice.
What is all this talk about whining about exploits?
It is coded that way for a reason. It wouldnt give the error message that it has to be between 1 and 1000 if it wasnt already hard coded this way.
And anything which is an exploit which countermands a broken part of the game is not an exploit in my opinion it merely just rewards for the poor state of programming that is currently in the game regarding factories and crafting in general.
This game wasnt ready for release, in my opinion it still isnt, there are still way too many occasions of people becoming stuck or losing items, resources exp etc for this game to be ready.
WhatI dont get is why people wont put up with it in aregular nonMMORPGgame and will return it demanding a refund but say that MMORPG's are understandable that some of the coding for basic gameplayis bugged and doesnt work even after 2 months of daily patches and restarts (yes it has been every single day, I work at night and am online everyday at 4amPDT when the server comes down, it used to be 6 and 7am but too many dayshifters whined about it about it interfering with their gametime)
I wonder what everyone would say if they brought the servers down each day at 2pm-5pmPDT and kept them down for 1 1/2 to 3 hours like they are every morning. I couldpretty much bet even money that there were be more than a few cancelled subscriptions and refunds demanded at the retail outlets that sold them the beta4 version of this game.
Just wanted to throw in my latest 2 cents-worth:
I'm a pc tech and problems like this one just drive me totally nuts. So I have spent the past week trying every single combination of events that I could come up with hoping to solve this problem.
Thus far, I can tell you with 90% certainty that the problem exists in the factory's ability (or inability, as it were) to recognize items that are in factory crates.
For example, last night, I was able to make schematics for subcomponents and even some Stimpack-A's. I succeeded in making these basic items with two factories... a brand new one and one that keeps reporting out of ingredients when attempting Stimpack-B's, complicated foods, or any other item that requires pre-made subcomponents. Anyway, I then tried a brand new schematic for Stim-B's on both. Both factories failed, even after perfect success with making stacks of all the subcomponents.
The other day, I placed two new factories and two factories that had previously reported the "out of ingredients" problem. In each one, I put in a new schematic for Stim-B's, double-checked the serial numbers on my factory crates of subcomponents, and turned them on. Not a one even made so much as a single Stim-B. I turned right around and made shematics for subcomponents and those worked just fine on the two brand new factories. The other two (who had been previously used and reported "out of ingredients") stopped, asking for more of one kind of ingredient or another... yes, the ingredients were there.
So, on the advice of a friend, I stopped one of the two almost-new factories which were running subcomponents. I replaced the schematic with a brand new Stim-B schematic and turned it on. It stopped after making zero items, telling me that it was out of the exact same component it had reported earlier.
The one new factory that I left running, I let run through to the end of the subcomponent schematic. After it finished, I supplied a new Stim-B schematic and it still shut down on me. I don't know why, but this one reported missing a different ingredient than it had reported before.
I don't know if anyone can understand what I've said here since it's hard for me to even keep up. But I have tried everything that I know... even the same scenario as explained above combined with picking up and re-placing the factories in between schematic changes.
My only suggestion as at least a fix, if not a solution:
Get rid of the schematic's requirement that subcomponents have the same serial number as the original that was used to make ths schematic.
Otherwise... I can only hope someone fixes this soon. I'm a very patient person, but this is getting annoying.
"WhatI dont get is why people wont put up with it in aregular nonMMORPGgame "
Even though your comments are waaaaaaaaaaay off-topic, I feel the need to respond to your attitude here.
Just how many "regular" MMORPGs have you played? If you were in on the front end of as many as I have been, I believe you would see that more often than not, gamers will get disappointed, frustrated, and even irate. But they have always put up with these problems in the early days of every majorMMORPG released to date.
There were such insane bugs in UO during the first six months (hell, mighta been the first full year) that you could never count on anything you did after around 10 p.m. CST actually being saved. Sometimes it would, sometimes it wouldn't. That's just one of them... I have a good long list from that game. Not only did we, the customers, stick with the frustration of being able to play 1 out of every four Saturdays, losing 50-60% of all the work we did on a nightly basis... not only did the players stick around, they actually gained in the number of accounts.
Onward we move to EQ. Talk about a nasty release. The only saving grace this game had was that Verant was lucky enough to squash pretty much every major release-bug within the first three to four months. There were still many minor ones (hell, some still exist today from what I hear) but the majority of them were taken care of and the customers stayed.
How about DAOC? Thus far, I'd have to say that Mythic Entertainment's release has been one of the smoothest. Their major bugs had nothing to do with saving items and character advancement. But that doesn't mean that their mob pathing, LOS, gumps (bugged and/or missing),focus bugs, etc weren't just as frustrating to the player. Still people stuck with that one.
But, you need to see... UO had the most bugs of those three (let's not even get into AO or Shadowbane). It had all those bugs because it had a much, MUCH more detailed economy than any other game prior to SWG. It just took time for them to get ironed out, that's all.
My only point is that one should not single out SWG simply because this game is the source of frustration at the moment. Every other MMORPG has frustrated many, many other players and yet we stick around not because we "will put up with it". But, the majority of us, do so because we see the future of the game offering a lot of possibilities. Otherwise, I'd have to believe that there are a particular couple of games that would have survived their own release.
So, I'm hoping that you can relax a bit and tell others to, also. This game may be a bit bugged right now, but I'm sure that when each and every single bug is tracked down and squashed... not only will all the players still here be glad they stuck around, but the game itself is going to be much more a source of entertainment than frustration.