Chef Archive

Thread: Heads up on Pub11 factory change

Ankor
Sat Oct 23, 2004 8:59 am
#14



HarryKeough wrote:
just do all your experimentation in one shot till you get amzing result its only food you'll get the best results that way anyway and it wont affect the time as bad, i craft all my foods that way and its like getting 13+points of experimentation.good luck all





The part of this "fix" that pisses me off isn't food... food goes pretty quick and turning 11 hours into 14 hours isn't really that big a deal imo. There are, however, other professions out there who already have to deal with ridiculously slow factory builds, like AS which will typically take about 4 days to run just a subcomponent (or in the case of layers, a subcomponent for a subcomponent...) From raw materials to composite armor is already well over a week. What's it going to look like now?



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crypticknight
Sat Oct 23, 2004 9:58 am
#15

if soe keeps it up they wont have any game to fix. there gonna piss off every person and make them leave. i loved this game when i started then i gto second account now i coudl be inching closer to the cancel button.



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Morganite
Sat Oct 23, 2004 10:39 am
#16






sciguyCO wrote:

Ok, just wanted to clear up a couple possible misconceptions:


1) The "10 experiment" example means that you spent ten points one at a time. Does anyone actually do this (and if so, why)? At Master, you're pretty much guaranteed a great success doing 3-4 points at a time, so I figured most people would fall between the 2 experiment and 5 experiment categories. From what I've seen, most crafters do their first experiment with a large number of points in the item's primary category to take advantage of any possible amazing success. Personally, I usuually do 7-8 points in Nutrition then the rest into Flavor.


I do this all the time, as do many of the big crafters on my server. I put 7 points into nutrition, 3 into flavor, 2 into duration. (example there) Then 1 amazing covers everything. Where this really hurts crafters is crafting where it is impossible to put everything together for 1 experiment.


2) This is a raw time increase per experiment run, not a percentage increase. Brandy's manufacturing time gets doubled after 10 experiments because it only starts at 10 complexity. INNs have a starting complexity of 26, so pre-Pub11 they took 208s per tissue (about 58 hours for a 1000 item run). Post-Pub11 they'll take 232-240s per tissue (64-67 hours per 1000 item run).


Yes, I know it's a "little fix" (and one that messes with people's existing manufacturing pipelines) when so many big things are still broken. But it was probably an "Oh by the way" fix done by some dev while they were in the crafting code (likely for the new JTL items). I doubt it took more than a few hours out of anyone's time, including testing. Do we really need to get into all the "oh by the way" fixes they could have done through the past year that they didn't which needed to be addressed? This one they decided to fix?


In my opinion, this won't really have too large of an effect once people start accounting for it. I know my factories always have a few hours downtime after a run, usually because they finish up while I'm at work or sleeping. Factories will end up using a few more hours of power usage, but with radioactive selling at 3cpu or less on most servers, you're only looking at an additional 300-500 credits. This has a huge affect, althought admittedly not as much on us. currently, I set up my runs on saturday nights, so by thurs night of the following week, it is done and my items are ready to be stocked. This way I can do a new run every week if I choose, now that is going to be next to impossible. Just another example of a pointless fix being made to something that nobody ever complained was broke. Great job SOE!









MMM Industries, found at 2540 -4661 near Mos eisley. Food, weapons, powerups, armor, med's, speeders, repair tools, we have it all..


Offer all auction winnings to the food vendor at said waypoint..
Morganite
Sat Oct 23, 2004 12:51 pm
#17






psikobunny wrote:








Uri-Gellar wrote:
Another great decision by the devs yet again.
...


SOE, Screwing every single profession one by one.





Actually, this is a great decision. Thought it was the way things worked, and am surprised to learn it wasn't. Glad to see them finally implement a change so the process makes more sense, not less.


Sorry you don't like it, but hey, someone's gotta whine. As for that last line, I think by your estimate they are hurting all the crafting professions at once this way, not one by one hunnychile.








Explain to me how? how does it matter at the car factory's assembly line whether the engineers took 1 attempt to get the final product they wanted, or 10, it is still the same thing in the end, why in the world would it take longer to produce once you have the factory/assembly line all set up? I am positive I could give 30 examples of aspects of the crafting system that make no sense whatsoever logically. This wasn't one of them.





MMM Industries, found at 2540 -4661 near Mos eisley. Food, weapons, powerups, armor, med's, speeders, repair tools, we have it all..


Offer all auction winnings to the food vendor at said waypoint..
Pas-Ty
Sat Oct 23, 2004 3:58 pm
#18





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TeamTwin1
Sun Oct 24, 2004 5:31 pm
#19

I guess the best way to solve this is to make 2 schematics of the same product and use 2 factories instead of 1.


So you essentially half the production time.







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Eerif
Sun Oct 24, 2004 9:51 pm
#20

Going to have to tell my BE to craft the schematics using as many experiment points at a time, thanks for the heads up!



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Ybagi
Mon Oct 25, 2004 4:21 am
#21






TyfoE wrote:

You wouldn't have questioned it if they had it working from the start? It was meant to be this way all along.







They also meant for rancors to spawn from your crafting station while you try to craft


that will be "fixed" in publish 12.




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TyfoE
Mon Oct 25, 2004 4:38 am
#22

What are you talking about?



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Okin_Sin
Mon Oct 25, 2004 5:17 am
#23






TeamTwin1 wrote:

I guess the best way to solve this is to make 2 schematics of the same product and use 2 factories instead of 1.


So you essentially half the production time.









If you do that, you only have 2 half runs though, so say you want to make a full run of Bivoli, with one schematic that wouldn't work. If you don't mind making 2 part runs I geuss that could work.


The funny thing is, all the normal bugs are still in game. New ones are creeping up all the time. With this JTL crap, at least on Bria, its so laggy crafting is near impossible. Through all this, SOE decided to nerf factory times?


What is the goal of this, to promote more static lot trades? Hasn't SOE learned yet that powergamers will do whatever they have to? I guess they figured we will slow down crafting a bit, but what does that do? Now people will take more lot trades to gain more factories to cut down the lag, which equals less space to place harvesters/factories/houses. So now there will be more harvesters/factories that no one that plays on the server owns.


Im pretty much done with the game myself. I don't care about spaceships or Jedi, there doens't seem to be much left here for me. I will probably leave very soon for WOW, this game is a sinking ship. SOE doesn't care about fixing anything, they add more broken stuff, that broken stuff breaks more stuff ... its a vicious cycle.


It just amazes me that with this many problems in the game, and the BS you have to go through with bugs, that this is the direction they want to head. Spend time making new launchpads and new emotes, while the people who play the game struggle.

NicoDimus
Mon Oct 25, 2004 5:31 am
#24

easy guys. the sky is not falling. its not the end of the world. Im sure you will make an adjustment. if you cant, then the economy willl make one for you.



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Okin_Sin
Mon Oct 25, 2004 5:34 am
#25






NicoDimus wrote:

easy guys. the sky is not falling. its not the end of the world. Im sure you will make an adjustment. if you cant, then the economy willl make one for you.






You are right its not the end of the world, just the end of a poorly run game for me
Mayor_Woosh
Mon Oct 25, 2004 6:18 am
#26






NicoDimus wrote:

easy guys. the sky is not falling. its not the end of the world. Im sure you will make an adjustment. if you cant, then the economy willl make one for you.






I will relax when issues that NEED fixing are attended too. Rather then trivial things like this that could have been left alone still.





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