Business And Economy Archive
Thread: Would you want to see these changes to factories?
Moonkat wrote:
- Standardization of crate size across all professions to 1000 items.
how about 100 items in a crate and let the crafter pick how many will be in a crate..ie. i want crates with only 5 items or crates with 10 items i could do so. 1000 seems a bit much.
- Factory production time speeded up so that factories make items faster thanhandcrafting.
That'd be ok
- 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.
That's good too.
/sign
Shaina | Battle Smurfs | Bria | Master Sword / Master Doc
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Ti'ka | Battle Smurfs | Bria
Master Merchant / Master Tailor / 11pt Master Weaponsmith
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
http://www.battlesmurfs.tk
"I killed them. I killed them all. They're dead, every single one of them. And not just the men, but the women and the children, too! They're like animals, and I slaughtered them like animals! I hate them! " - Anakin Skywalker
Moonkat wrote:
- Standardization of crate size across all professions to 1000 items.
- Factory production time speeded up so that factories make items faster thanhandcrafting.
- 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.
These ideas are very convenient, but the devs won't go for them. The small crate sizes are limitations on production. The factory speed is a limit on production. The lack of queues is the devs desire for factories to be actively managed. I don't think the devs want more products to be pushed out faster.
As for factory production being slower than handcrafting, I'd say that that's part of the price of using a factory instead of handcrafting. So you get more work done and no losses from failed builds, I think we should be willing to accept something that builds slower.
Shaisea wrote:I'd just like for architect components to come in crates of 25 or 50 like most other items, instead of 5 to 15. And there are some that don't get crated at all and just come loose in the output hopper.
Well I think it makes sense. A wall module is bigger than a blob of carbosyrup, so you can fit less into a box.
Zadokk wrote:
Shaisea wrote:
I'd just like for architect components to come in crates of 25 or 50 like most other items, instead of 5 to 15. And there are some that don't get crated at all and just come loose in the output hopper.
Well I think it makes sense. A wall module is bigger than a blob of carbosyrup, so you can fit less into a box.
If size is the determining factor in how many items come in a crate, then why do power-ups come in crates of 10? Personally I'd love to have a crate of 50 or 100 power-ups, instead of 5 or 10 crates of 10 power-ups.
Slim Vargo, Corbantis
Zadokk wrote:
Shaisea wrote:
I'd just like for architect components to come in crates of 25 or 50 like most other items, instead of 5 to 15. And there are some that don't get crated at all and just come loose in the output hopper.
Well I think it makes sense. A wall module is bigger than a blob of carbosyrup, so you can fit less into a box.
For wall modules, perhaps. But power core units, as one example, come in crates of 5and I don't believe they're as big as the wall modules that come in crates of 10, or structural modules that are in crates of 100.
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.
One problem with that is that there are different levels of "durability" on items.
Buy a harvester, factory, or piece of clothing and it'll last forever.
Buy a weapon or armor, and it'll last you for weeks (ok, less if you're a hard-core combat player going to the Corvette or DWB on a regular basis).
EdOWar wrote:
Zadokk wrote:
Shaisea wrote:
I'd just like for architect components to come in crates of 25 or 50 like most other items, instead of 5 to 15. And there are some that don't get crated at all and just come loose in the output hopper.
Well I think it makes sense. A wall module is bigger than a blob of carbosyrup, so you can fit less into a box.
If size is the determining factor in how many items come in a crate, then why do power-ups come in crates of 10? Personally I'd love to have a crate of 50 or 100 power-ups, instead of 5 or 10 crates of 10 power-ups.
Slim Vargo, Corbantis
/shrug
Bubblewrap?
Zadokk wrote:
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.
Yes, he COULD do so. But why must he? Obviously it is his passion not only to craft but to have a stocked shop so that all customers will be content with and they should never leave his shop with empty hands if their wallet is big enough.
That is something I like very much, too. Why need the devs program an interface that hinders people like us so that it is work where it could be fun instead?
I do specialize for the most part, on the main foods people use in PVP, such as Brandy, Ahrisa, Canape and a few others--I have a reputation on my server for being a well-stocked and affordable Chef so I do my best to live up to that faith.
However I just went through a big push to expand my menu and make some factory runs of the foods that sell more slowly, but that I get requests for.
I tend to craft non-stop for a week, spending almost all my gametime working on the various components and products I'm making, then stock them up and let them sell for a couple of weeks. So it's nowhere near a continuous process of what I described
Still, I think most crafters and most people who use the game would agree that it'd be nice to drag and drop multiple items. And especially to be able to stock and re-stock multiple items at once on the vendors.
Regardless of how intensely you work at your SWG business, those improvements would lower the physical stress involved and make them more enjoyable, without unbalancing anything.
O.
This is how I make my brandy, I don't make a schematic unless all the results are "Amazing". Sometimes I get it on the first try, but once recently it took me two days and around 45 experimentations to get a schematic! LOL
It helps keep my singles vendor stocked
O.