Business And Economy Archive

Thread: Would you want to see these changes to factories?

Moonkat
Mon Mar 14, 2005 3:28 am
#1


- Standardization of crate size across all professions to50 or 100items.


- Factory production time speeded up so that factories make items faster thanhandcrafting.


- Production queues added so that2 (or more)schematics can be programmed. When the first one is finished (or runs out of ingredients), the factory switches production over to the next one.



/sign

Message Edited by Moonkat on 03-17-2005 10:43 AM



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Elth
Mon Mar 14, 2005 3:32 am
#2

I agree with that lot



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MeciniaLua
Mon Mar 14, 2005 3:40 am
#3

Would be very nice. Though I doubt they'll give us the 1000 crate size. I'd love to see it increased though.



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Zadokk
Mon Mar 14, 2005 4:18 am
#4

No, I dislike it. It turns all professions into schematic monkeys. It's bad enough that we have a market flooded fall of goods which take such little time investment to produce whereas there are professions that require much, much more time but get little return - such as Bio-Engineered pets. They take the longest to produce, are sold to the smallest audience and yet have a small return. I agreed that crate size is a bit annoying but having a single crate of 1000 items is unrealistic and renders inventory space and vendor limits pointless. I think an increase to 50 items per crate is sufficient. These changes would just promote a big materialistic nature of the game. We have already seen the devs yield to this (increasing inventory space and house limits) and I don't want to see this happen again. Players have too much stuff and these changes would only promote inflation make the crafting game far too easy.
Tinkergirl
Mon Mar 14, 2005 5:08 am
#5

Part of me has to agree with Zadokk for one reason. If I managed to buy a crate of 1000 (or several crates of) ANYthing, when would be the next time I had to buy any?

For the cost of one inventory space I have as many as I want of an item for the next month+, longer if it's an item that I don't go through too quickly.

This would stagnate the economy as fewer purchases would be needed. Indeed, why not grind up to the master in the profession you buy from most, make 20,000 of the items you like and then drop it, never having to buy again?

Where does the new crafter fit into this?

(Usually I'd be up for new proposals like this, but this one seems to encourage bulk buying and no return custom.)



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Tirranus
Mon Mar 14, 2005 6:02 am
#6

I would like to see crate size for components rise to about 100, but usable items are good the way they are.

I think factory speed is fine, and I think queues would be nice, but not likely to happen.

Message Edited by Tirranus on 03-14-2005 08:02 AM




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FantasticPlastic
Mon Mar 14, 2005 6:08 am
#7

I'd be hard-pressed to talk about "realism" in terms of crate sizes when I have several hundred thousand units of steel in my backpack.

Still, I'd be in favor of a 100-item count on crates, and perhaps on a 500k limit on resource stacks. I hadn't thought about the idea of buying a crate of 1000 and then not having to buy for months--that is a good argument which makes sense. Crates of 100 might be more reasonable.

Really, I wouldn't even care about crate sizes IF we could drag and drop multiple items. It really fouls up the muscles in my hand when I spend a whole week nonstop crafting to stock both locations of my very busy food shop. A single factory run can involve 30 minutes of doing nothing but dragging and dropping crates. I usually run ten factories at a time, which is five hours of nothing but dragging and dropping crates.

And once they finish I start them all up again. Then I go put an ice-pack on my wrist. Then I remember I have to stock those hundreds of crates, by clicking on them one at a time to add them to the vendor. Sigh.

If we had multiple drag and drop that 30 minutes could be accomplished in five. That five hours of tedium and strain could be completed in an hour. And I'd have that much more time to enjoy the game and I would be healthier

I love crafting in SWG and running a Chef shop is a lot of fun--multiple drag and drop and multiple-item stocking would be my top number one priority to make it even better without unbalancing anything.

O.



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Phaelyn
Mon Mar 14, 2005 6:18 am
#8






Moonkat wrote:

- Standardization of crate size across all professions to 1000 items.

I'd prefer a Game Mechanic that allowed me to choose a crate size from 5 to 100, with a restriciton of item count needing to end in 5 or 0 (5, 10, 15, 20, 25 - and so on). Using that method, I could specialize in different things, have pre-packed items instead of always having to Split cases.


- Factory production time speeded up so that factories make items faster thanhandcrafting.

Faster yes, but not too fast - I don't want to glut the market to the point I could literally craft one day a year, and then have enough to never craft again.

- Production queues added so that multiple schematics can be programmed. When the first one is finished (or runs out of ingredients), the factory switches production over to the next one.

Not sure about THAT - BUT, I WOULD like to see the ability to pre load schematics that depend on each other - IE, I load a Power Handler schematic then a Scatter pistol schematic - Once the first finishes, then the end product is completed...


/sign









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Zadokk
Mon Mar 14, 2005 7:13 am
#9






FantasticPlastic wrote:
I'd be hard-pressed to talk about "realism" in terms of crate sizes when I have several hundred thousand units of steel in my backpack.

Still, I'd be in favor of a 100-item count on crates, and perhaps on a 500k limit on resource stacks. I hadn't thought about the idea of buying a crate of 1000 and then not having to buy for months--that is a good argument which makes sense. Crates of 100 might be more reasonable.

Really, I wouldn't even care about crate sizes IF we could drag and drop multiple items. It really fouls up the muscles in my hand when I spend a whole week nonstop crafting to stock both locations of my very busy food shop. A single factory run can involve 30 minutes of doing nothing but dragging and dropping crates. I usually run ten factories at a time, which is five hours of nothing but dragging and dropping crates.

And once they finish I start them all up again. Then I go put an ice-pack on my wrist. Then I remember I have to stock those hundreds of crates, by clicking on them one at a time to add them to the vendor. Sigh.

If we had multiple drag and drop that 30 minutes could be accomplished in five. That five hours of tedium and strain could be completed in an hour. And I'd have that much more time to enjoy the game and I would be healthier

I love crafting in SWG and running a Chef shop is a lot of fun--multiple drag and drop and multiple-item stocking would be my top number one priority to make it even better without unbalancing anything.

O.




Sounds like to me that you are giving yourself too much work and I think that is what people don't realise. You don't have to craft so much. Specialise. Only work with food. Only work with drink. You will find that although you wont make as much money, you will have more time to do other things and not turn SWG into another job.
MichailArris
Mon Mar 14, 2005 7:57 am
#10






Moonkat wrote:

- Standardization of crate size across all professions to 1000 items.


  • Personally I could live with 100 item crates, namely for the storage issue. Organizing10 Crates forstorage is easierthan 40 crates on a 1000 unit run.

- Factory production time speeded up so that factories make items faster thanhandcrafting.


  • Factory Times do need an increase. Factories are supposed to be more effiecent in producing items than handcrafting those items. Currently for a Weaponsmith or Armorsmith, with all the sub-components that are required. It takes more time to make them than the final products.


- Production queues added so that multiple schematics can be programmed. When the first one is finished (or runs out of ingredients), the factory switches production over to the next one.


  • I really like this idea, it would go a long way to making things slightly easier for all crafters. But you would have to already make some runs of parts to make the schematics you need or add the option of being able to add additional schematics while the factory is still running.



/sign









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GrafvonSoden
Mon Mar 14, 2005 11:24 am
#11

I know you're gonna zing me for this, but here goes.


I think components are the only thing that should be mass produced. But if thats a no-go, then factory produced final products should only have standard stats (ie no experimenting). That way a "Hand Crafted" item like a piece of armor or weapon would have better stats (because of the care put into it) and experimentation would work in this case.


I also think factory time should be sped up alittle compared to handcrafting.


Sorry, I just think some item shouldnt be mass produced and flooding the market....but that's just me. I'm not even a crafter anymore. And yes, I understand that prices on some item would increase. So I guess what I'm saying here is stuff like candles, yea, mass produce. Items like a finely crafted set of perfectly balanced VK's should be like the samurai swordsmith, embued with his knowedge and talent (you know...Special...an artwork of craftmanship).


just my 2 credits.


thanks
EdOWar
Mon Mar 14, 2005 12:26 pm
#12






GrafvonSoden wrote:

I know you're gonna zing me for this, but here goes.


I think components are the only thing that should be mass produced. But if thats a no-go, then factory produced final products should only have standard stats (ie no experimenting). That way a "Hand Crafted" item like a piece of armor or weapon would have better stats (because of the care put into it) and experimentation would work in this case.


I also think factory time should be sped up alittle compared to handcrafting.


Sorry, I just think some item shouldnt be mass produced and flooding the market....but that's just me. I'm not even a crafter anymore. And yes, I understand that prices on some item would increase. So I guess what I'm saying here is stuff like candles, yea, mass produce. Items like a finely crafted set of perfectly balanced VK's should be like the samurai swordsmith, embued with his knowedge and talent (you know...Special...an artwork of craftmanship).


just my 2 credits.


thanks





Well, to make finely crafted weapons and armor, you need loots, which basically means they have to be hand crafted anyways. So we already have what you're proposing, more or less.


I'm for larger crate sizes and schematic ques, but not faster factory times. Factories already convey three significant advantages: 1) they lock in quality, 2) they work while you are off-line and 3) multiple factories allow you to produce multiple things simultaneously. The game-balancing trade off is that they take longer to produce each item. They provide enough advantages as they already are.


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shadowdefender
Tue Mar 15, 2005 1:10 am
#13

I like the first 2 points not the third.

Would certainly make storage problems alot easier if we could get 1000 stacks of components.



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