Architect Archive

Thread: Impending catastrophe with Schematic Limit of 100

Ropock
Fri Sep 26, 2003 9:03 pm
#40

actually, i've seen it mentioned in a few threads before this so its by far not the first time its come up as something you could do... not sure why you didn't see it before.


the only possible game supported reason I can see for it would be to force weapon and armorsmiths to create new schematicsa bit more ofteninstead of making one for 1000 weapons and then selling them for a month.


hard to say the real reasons... no one will ever know for sure I suspect.




Ropock Epock
Master Architect
Moenia, Naboo - Kettemoor

Interior design screenshots at www.81x.com/gridlokk/SWGdesigns
glibdud
Fri Sep 26, 2003 11:01 pm
#41




Ropock wrote:

the only possible game supported reason I can see for it would be to force weapon and armorsmiths to create new schematicsa bit more ofteninstead of making one for 1000 weapons and then selling them for a month.




That's actually kind of whatI always assumed the reason to be... keep things changing, and maintain some semblance of equipment diversity.

Vorgus
Sat Sep 27, 2003 5:29 am
#42

This is a nerf, and it is a problem, and not just in this profession.


Not everyone in this game wants to get Merchant, so they have enough storage, so crated items really are important to every crafting profession. For many "finished product" crates, locking the subcomponents to 100 as a max run, means it will be impossible to create the finished product in numbers above 30 or so per crate (or even less) and for those without vendors, they will just have to find places to store the now additional number of crates, to have the same output that would have fitted in less space before.


Factory's become far less "automated" with even more babysitting needed, more time and resources are wasted making extra templates, but the bottom line is, how does anyone see this nerf making the game more fun? Extra tedium never makes my list of things that make a game more enjoyable, and thats the only thing this adds to this game, there simply are no benefits to the players that can come from this.


Why does anyone support a change that doesn't benefit the players of the game? While some painful nerfs, must be swallowed in the name of balance, I don't see this one haveing the sort of long term benefits the way a balancing nerf would. My bottom line is, if it add's nothing positive to anyones gaming experience, I see no reason to make that change.


Vorgus on Bria

Knocky
Sat Sep 27, 2003 10:27 am
#43

There you go calling it an explot again.


There are TWO items that indicate that it is supposed to be a 1000 item limit and only ONE item that indicates it is supposed to bea 100 item limit (beside the fact the Holo said "Oops" it is supposed to be 100).


Adding a zero on the schematicis NOT an exploit. That is a Dev **edit** up.


There is nothing wrong with having a 1000 item schematic.

glibdud
Sat Sep 27, 2003 4:13 pm
#44






Knocky wrote:

There you go calling it an explot again.


There are TWO items that indicate that it is supposed to be a 1000 item limit and only ONE item that indicates it is supposed to bea 100 item limit (beside the fact the Holo said "Oops" it is supposed to be 100).




As I said, readthrough this thread.If they intended to make the limit 1000, then why can't you manually enter anything between 101 and 999?

Jhava_Bein
Sat Sep 27, 2003 5:16 pm
#45

The more i read about it, the more it looks like it was supposed to be 100, and the 1000 workaround is an exploit. If you could type any number from 101 - 999 i might have thought it was intended. I think they need to fix it, make it 100 and move on.




.




Jhava Bein - Master Merchant / Master Artisan / Master Architect
Jamocha Bein - Master Shipwright

Bein Bros. Houses & Hulls
Worstine Federation
glibdud
Sun Sep 28, 2003 9:29 am
#46






PCBean wrote:


I thought factories were supposed to help relieve the stress of having to make things by hand not force me to do so.




So are you saying that it's just as easy to hand-make 100 structural modules as to let a factory do it? Have a sense of perspective here... imagine what you would have done if the exploit had never existed. If you would have said "screw artisan professions, that's too hard", then do something else. If you would have said "this game sucks because I can't make 1000 items at once", go play another game. If you would have simply not scaled up your production so far, then just scale back a little bit and relax. This really isn't worth all the stress people are creating for themselves.


Feel free to petition them to increase the cap, but last I checked, that discussion was happening in the Development Forum.

PCBean
Sun Sep 28, 2003 12:08 pm
#47






GenChaos wrote:

Hmmm... Let's see. I bring in about 20K ore/day. Therefore I can do one schematics run of 100 struc modules/day. This is the same for most independent architects.


THerefore, the only architects this is going to hurt are the huge, PA architects that have lots of their guildmates lots to use and are already selling 10 heavies a day at insanely low prices making it impossible for the rest of us.


I'm afraid I have no sympathy for you.







When I make my Structural Module runs I generally wait until I'm at around 100-200k ore to do so so its not a waste of my day to wait at the factory for a module run to complete. Since you DON'T make alot of modules and DON'T sell alot of houses/mining platforms does that mean that my life and those of us who do make these items have to become hell?


I thought factories were supposed to help relieve the stress of having to make things by hand not force me to do so.


Ataq
Mon Sep 29, 2003 2:38 am
#48

uhh /sign




www ATAQ www
-----------------------------------------

Master Weaponsmith

Tatooine Bestine -2580 -2880

Ataq
Mon Sep 29, 2003 3:22 am
#49






Neilla wrote:
I'm completely amazed by this. It is really hard for me to imagine a nerf that was more damaging to architecture. And yet, at least half the posters here are saying, 'hey, no big deal; go ahead and nerf the big guys, that leaves more for us small guys.'

The large and the small operations have common interests. If the small guys are so anxious to throw the large guys to the wolves, don't expect them to stick up for you. We get very little love from the developers as it is - internal divisions just won't help.

And, as a note, this nerf would make life very tedious for the big PA-supported architects, but you know what - they'd just scrounge up another 8 lots or so, put up a bunch of factories, grumble, and deal with the tedium. Some would quit, but more would take their place. The people who would REALLY be put out of business are those who operate by buying resources: if the daily routine is buy 30k resources at 2.5 credits, make one factory run, and sell finished goods at 3 credits, then their daily net-revenue is down to 15k per day and they are REALLY cooked.




Aye, the nerf would hit the powergamers somewhat - BUT powergamers always find a way to work around it - I am not saying and I don't mean by exploiting, just because they have more play time, usually friends who have been playing games with them for years (like I have 10 names on my factories admin lists and I will always find somebody who can help me out with small stuff - small stuff that would be a real problem for a casual gamer).


I don't really think architects are hit as hardby the schematic limit nerf as other professions but wehave to see the larger picture. For architects however it means thattheir costs to make a certain structure go up a few percents. The casual gamer will get hit a lot harder than the power gamer. One guy offers heavy harvesters for 70k a piece and sells a lot, the other guy offers them for 130 k and can hardly sell them OR make a profit. Who will get hurt more if the production costs increase? The cheaper guy can raise hie price easy to cover higher costs and still stay way below your costs.





www ATAQ www
-----------------------------------------

Master Weaponsmith

Tatooine Bestine -2580 -2880

LiftTicket
Mon Sep 29, 2003 4:14 am
#50

no idea how im supposed to make mk3s anymore if i can only make parts in schems of 100



Ernesto Moonstrider
Master swordsman
Master tka
Master brawler
medic 4-1-4-0
Chilastra
PCBean
Wed Oct 01, 2003 6:09 am
#51






glibdud wrote:



So are you saying that it's just as easy to hand-make 100 structural modules as to let a factory do it? Have a sense of perspective here... imagine what you would have done if the exploit had never existed. If you would have said "screw artisan professions, that's too hard", then do something else. If you would have said "this game sucks because I can't make 1000 items at once", go play another game. If you would have simply not scaled up your production so far, then just scale back a little bit and relax. This really isn't worth all the stress people are creating for themselves.


Feel free to petition them to increase the cap, but last I checked, that discussion was happening in the Development Forum.










Not as easy no, but faster, and alot of times on a multi-harv order its time critical for me to have those things built and ready to make walls. 100 Structural Modules macro'd is pretty easy, and alot faster than the factory. The only reason I actually use the factory for structural modules is so I can que up 500-1000 at once.


and glibdud I might be being a bit stressful because this will effect my buisness since I honestly don't feel like JUST being an Architect all the time. However, your response was a bit harsh.

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