Development Cycle Archive

Thread: Schematics limited to 100

Hinfist
Thu Sep 25, 2003 11:15 am
#118

I might be blamed, but 100 might be good in sense of item decay concept.


Shouldweallow master Weaponsmiths to duplicate his masterpiece to 1000?


Wonkinator
Thu Sep 25, 2003 11:15 am
#119

This is terrible for me. I am selling about a 100 crates of spice per week (~2500 doses), and if a schematic is only limited to 100, then I'd be forced to babysit the factory. Currently, I just have to put 2 or 3 loads into the factory and I have enough spice for many days. But that would be impossible to do now.
Titanus_Aegis
Thu Sep 25, 2003 11:16 am
#120

please don{t limit them to 100... like many people said, it{d be a pain to make subcomponents. Plus if a guy has enough resources to make 1000 items, he will still make them, no matter if he has to make 10 schems or 1... it just takes more time and is boring. I don{t see how having 10 different schems occupies LESS DB space than 1 schem.



***
Boourns for President!
The official Carbineer Motto: I bet I can kill Me before you can kill me!

Titanus Aegis
** Titania Aegis in Chilastra **
Kylania
Thu Sep 25, 2003 11:17 am
#121

Sigh.

Hero_DarkJedi
Thu Sep 25, 2003 11:18 am
#122

Greets ...


I have not read the thread so this may have been discussed / suggested before.


Leave "components" to be 1000 and make "finished" goods to be 100.


This will give you the balance you want and not hamper us crafters to much.


ie: T21 rifles take 10 power handlers to make 1 gun .. making 1 schem for power handlers for every 10 guns is just a little much :-)


I don't mind only making 100 guns on a schem ... I do mind only being able to make 10 (actually 9, since 10 of the power handlers go to the schem).


So ... keep the "components" at 1000 and make the "guns/finished goods" at 100.


Hero out





'=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='=-*-='
Hero--[Hero Built]Weapons
~ ~M a s t e rW e a p o n S m i t hS i n c e8 / 1 8 / 0 3~ ~
[Coronet Mall, Corellia: 910, -4690]-[EPOC Mall, Naboo: -3950, 3885]
[Freedom City, Dantooine: -6040, 6160]-[Sandy Hills, Tatooine: 363, 3218]

Resource and Loot Drop Off: [Hero's Workshop, South Coronet, Corellia: 400, -6050]
Ellestar
Thu Sep 25, 2003 11:19 am
#123

It will beDEVASTATING to a most suffering professions -Chefs, Riflemans (T21), Doctors...


Try to get an amazing success on a T21 schematics. 1 in 8 i think? So just4,104 rifles on average (if i'm correct)? LOL. 60% Waste. Pistoleers own everyone and you want to screw Riflemans even more??? Try to find any T21 NOW what is just slightly better than Laser Rifle.What will be after this patch???


A poor Chef or a Doctor. Components, schematics... 24 hours online? Try to find a doctor at a Med center now - it's really to find one in non-peak times even at major cities. (Yes i'm always tipping btw).



Even more important - you a KILLING any PA crafters. Our PA had 100+ members a week ago. Try to make Stims for 1 mission LOL. It will be 2+ weeks of work for a PA Doctor. Who want to craft NOW? It's much harder than just running and shooting and not rewarding. Also, you have only one acc so youmust choose - to be a crappy crafter (so you can't effectively participate in PA raids) or to own everyone as a BH/CH or Commando or anything. Most of our crafters (80% at least) are guys with multiple accounts by the way (i just brought secondacount too - i don't want to stay at thePA Hall or near a Factory duringraids, but i want to craft a little).



By the way your change with a maximum drop of 10 screws Rifleman too. Try to makea T21 then you need 11 identical components. It was impossible to find a Krayt T21 before that (it gives more DPS increase to a pistols, you can make a lot of them insteadof one T21, other ranged classes are way better than Riflemans in PvE so they have more money to spend).



Other production is regulated by resources.




----
Wild-MaN - left this game April 9th
Wildy - left this game April 9th
BlueOx
Thu Sep 25, 2003 11:19 am
#124

As a tailor, I don't think this will hit me as hard as the other crafters.I do know some fellow tailors though who like to produce very large amounts of synthetic cloth with identical serial numbers because the armorsmiths prefer it that way. I don't sell my products in crates, like the medical crafters do, so it's no big deal to me if some of my crates of factory-produced clothes are no longer in round lots of 25. I personally have never done a factory run higher than 300, but I'm not a master tailor yet, and there might be reason to do bigger lots that I haven't discovered yet.





Holocron wrote:

I'll state up front that there may be DB reasons why we don't want a huge number here, so I will have to check on whether changing it is feasible at all.





This paragraph makes me very sad. I'm seeing the devs being forced into a lot of designing around the database, and that's not good. I sometimes wonder if things would have been different if the powers-that-be hadn't gone with that Oracle solution. They're probably locked into a contract now. /sigh.




Girnan Yi'tey (Gorath)
Master Tailor ~ Master Architect ~ Master Artisan ~ Pesky Old Lady

CarverOrmazd
Thu Sep 25, 2003 11:19 am
#125

ABSOLUTELY NOT!


1000 is working GREAT on the live servers. There are petitions from every crafting profession to keep this from happening. How about a real suggestion?


HOLO:


Allow schematics to have a slider that goes up to 1000, and a separate slider for crate size. If we want to sell crates of 10 items (Stim B's, camps, etc.) let our factories make 100 such crates!





Carver Ormazd
Founder of the Rebel Underground
Today, Smuggling Armorsmith
(Former Master Rifleman, Medic, Doctor, CH, Scout, Merchant, Marksman, Tailor, etc.)

Vendor @ 3400, -7075 on Tatooine, south of Mos Eisley in Echo Base.
Stingray9
Thu Sep 25, 2003 11:21 am
#126

Here's a novel Idea.. Fix the database... fast becoming an industry laughing stock SOE is.


Sad.. so very sad


Elsa
Thu Sep 25, 2003 11:24 am
#127

No way, don't remove this



This would mean that things that require subcomponents you could NEVER make a full run on it, or in the case of things that take 3-4-5-6-7-8-9 subcomponents of the same serial it would make making the item in a factory completely useless. This would mean that a "Factory Run" of itemsfor many schematics would never even fill ONE crate!! Not even ONE crate!


This will kill crafters, and I think you would be amazed at the number of crafters that use this. If you change *anything* change it so the default is 100 but the slider moves to 1000.


What is the benefit of leaving this at 1000?



  1. The end result is that it takes a lot more money out of the game at 1000, right? More power used, more resources used into things that will decay or be consumed. This removes money, since resources are money.

  2. Crafters can actually fill a crate of things that require more than 1 subcomponent. (And infact, at 100 with just ONE subcomponent they cannot make 1 complete run because 1 of them will be used for a schematic which would be 99 and that assumes they hit the experimentation % they want)

What is the downsides of leaving this at 1000?



  1. People do not have to keep visiting a factory and just turning it on. This takes more time per item, if you want this, then changing it would be good.

  2. Discourages people from making many items in a factory or using a factory.

  3. Many items will become useless to make in a factory and manyitems will be impossible to make a single crate.Such as many medical subcomponents and weapons. If this is what you intend, then it accomplishes that.


If you DO change this, think a long time about how much more difficult it makes it for crafters and the impossibility of making even 1 crate of many items in a factory. Think long and hard about that because it is a significant change. If you do this, you should really, really change what is considered an "Identical" item when using subcomponents with the same schematic.





I told you he was tricksy. I told you he was false.

I hate fake prophets, false gods and icons... oooOoh especially the blue ones with the "i"
SeaRaptor
Thu Sep 25, 2003 11:24 am
#128

This isn't that great of an idea.


I can speak only for myself (a humble weaponsmith) but I'm sure I'm not alone in saying that I burn through components like water. 100 blaster power handlers is nothing. It's like 1 run of laser rifles. Or a handful of T21s.


1000 blaster power handlers at least gives me enough to make a few runs of weapons with. I can turn out a dozen or two T21s, a stack of scouts, etc. You get the idea. I mean, it takes TWO AND A HALF DAYS to make 1000 power handlers. I'll burn through them far quicker than it took my factoryto make them. It's nice to be able to leave the factory running and steal crates out of it as necessary to make some runs of firearms. I know the situation with medics is similar... a doc friend of mine made 1000 advanced liquid suspensions or something and it took better than two days to finish the run.


If you want to limit "end products" to 100 or so, that's perfectly acceptable from where I sit. But most of us chew through components like they're going out of style -- sword cores, power handlers, pistol barrels, etc. So cut us a break and let us turn those out in very large lots, please. =)


My $.02.




Felton Kel
Master Weaponsmith, FelKel LTD Weaponsmiths

Old weaponsmiths never die, they buy a planet and retire in luxury.
Now on MMORadio - Where Gamers ROCK!
glibdud
Thu Sep 25, 2003 11:25 am
#129

Personally, I don't have a problem with the 100 item limit. I do think there are some additional pieces of factory functionality that would make it much easier to stomach. I have a vision for how I think factories should work, but I'll save that for the Artisan forum. To summarize, I'd like to see:



  • Factory job queueing. Feed in several schematics and let it run. Less factory downtime without unreasonable mass-production from one schematic.

  • Checking output hopper for valid components. In combination with the above, if the factory would check the output hopper for valid components when it doesn't find any in the input hopper, it would allow multi-component products to be run in one shot.

  • Ability to salvage components from Manufacturing Schematic items. Would be very handy to be able to reclaim the components that were used to make the Manufacturing Schematic (though the raw resources should still be consumed). This is mainly to keep things neat and clean (being able to manufacture 100 wound packs instead of 99), but will also fix problems such as one I read on the TC forum involving Krayt-enhanced rifles.
VizGul
Thu Sep 25, 2003 11:25 am
#130

Reducing the schematic size to 100 will kill my business. With my schedule, I already don't really have enough time in a day to run harvesters hunt, and keep enough consumables in the vendor for my customers.


Limiting the schematic size will limit the number of final components that can be made since most of my customers want supplies that take multiple subcomponents from the same crate.


I believe that you limit these to 100, you are going to either:


1) make casual players go out of business
2) make hardcore craftersbabysit harvesters even more thanthey do now
3) make your database worse since most crafters will have tons of odds and ends laying around from where they couldn't use or didnt need them in a run for a final component.


Saturday, I created 2*1000 CDRMS, 1000 BECS, 1000 SDS, and 1000 LS. Of those lots, I'm out of CDRMs, BECs, LS, and almost out of SDS. I've sold 85% of the final components and I still have some slated to be picked up tonight by customers. I also still have orders to fill.


Since Saturday night, I've only had time to hunt only once. If the size gets pushed back to 100, I'll be forced out of business as I spend way too much time babysitting factories and filling orders as it is.


I'll also be cancelling my second account(mymerchant)as I won't need the extra lots for my factories, my vendors, orharvesters.


The people that will be affected most by this proposed change are those who make rapidly used consumables(ie meds, poisons, food, spice, vitality packs)


OVERALL this is a bad idea. I think the database size could be handled better if we didn't have so many different types of resources. Killing two nunas within 15m of each other should yield the same type of meat and quality. Yesterday, I had my CM killing these and he ended up with two unstackable stacks of avian meat. Talk about a waste of database space...




Yolos
Master Doctor
Master Combat Medicine Crafter
SoTR Pharmaceuticals
/waypoint 636,1739
Keren Naboo
Page 10 of 56