Chef Archive
Thread: Factories should hold 130 not 100 ( :P )
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Battery
Sun Jun 20, 2004 3:49 am
#1
Just wondering why the devs picked a 100 item limit.
For chefs when you do a run of something that has 2 sub-components and the otional additives it totals 120 + resources.
This is such a pain in the butt. I never remember where I put the extra parts to add after it stops the first time, and the input/output hoppers are linked. You get an error mail if you go over 100 so leaving them in the output hopper doesn't work.
What are the odds they'd bump that number up to 130 or let architects experiment it up ? and while I'm whining about factories can we have a select all option for moving stuff from one inventory/hopper window to the next pretty please 
fatgit
Sun Jun 20, 2004 4:31 am
#2
I guess we're lucky we have 100 storage in a factory, as structures usually follow the rule of lots*75.
SWG suffers from itemcounts causing lag issues and database issues, something almost all MMO's suffer from, but the complexity of most SWG items multiplies it. It's something the devs have struggled with since beta, and I can't see an increase in storage at all - in fact I can see a decrease before too long.
SWG suffers from itemcounts causing lag issues and database issues, something almost all MMO's suffer from, but the complexity of most SWG items multiplies it. It's something the devs have struggled with since beta, and I can't see an increase in storage at all - in fact I can see a decrease before too long.
Message Edited by fatgit on 06-20-2004 12:33 PM
Unleashead
Sun Jun 20, 2004 4:38 pm
#3
i can say that they need to increase the limit for subcomponet crates like from 25 to 100 or why not 200 that would solve the problem.
Battery
Sun Jun 20, 2004 5:13 pm
#4
Unleashead wrote:
i can say that they need to increase the limit for subcomponet crates like from 25 to 100 or why not 200 that would solve the problem.
I'd be happy with that too. why are they 25 anyway ?
Dsabre
Sun Jun 20, 2004 11:52 pm
#5
fatgit wrote:
I guess we're lucky we have 100 storage in a factory, as structures usually follow the rule of lots*75.
SWG suffers from itemcounts causing lag issues and database issues, something almost all MMO's suffer from, but the complexity of most SWG items multiplies it. It's something the devs have struggled with since beta, and I can't see an increase in storage at all - in fact I can see a decrease before too long.Message Edited by fatgit on 06-20-2004 12:33 PM
the devs already conceded the 1000 count manufacturing limit...very doubtful they'll concede anything else in regards to item manufacturing limits.
they're also going to be trying to discourage lot trading (and as for why lot trades are picking up again despite that news...who knows), one way they'll succeed in making lot trades unappealing is to remove administrative functions from houses, factories, etc. (but leave in a "add vendor" type permission)...and then just to prevent everyone from getting overly upset at this...give all players an extra 2 lots...
either that or keep things as they are with administration functions...but cap accounts at 15 lots across all servers...so 15 on 1 server...5 on 3...
but who knows what the devs will put in.
fatgit
Mon Jun 21, 2004 2:14 am
#6
The lot cap per account would harm people that actually play on multiple servers, so I can't see that, unless it was 3*10, then 2*5 etc.
What I think will happen, is they will make it so only the owner can turn a harvester on/off or pay the maintenance on a house etc.
Doing that would kill 90% of lot trades, as it would be too much hassle.
What I think will happen, is they will make it so only the owner can turn a harvester on/off or pay the maintenance on a house etc.
Doing that would kill 90% of lot trades, as it would be too much hassle.
Balin76
Mon Jun 21, 2004 9:19 am
#7
Except, one of the merchant skills is a 20% reduction to structures that the merchant is currently paying maintenance on. I could go into the whole big debate about this and "vendor poaching", it's not relevant here, but I can't see them changing how maintenance works, without further ticking off merchants...
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