Development Cycle Archive

Thread: Schematics limited to 100

Glast
Thu Sep 25, 2003 11:25 am
#131

Aye make it go for 300-500, that will let them run almost all day for most things. 100 just means you have to babysit your silly factories all day long to make sure you can get enough of what you want.



Glast
Master Smuggler/Novice Swordsman
Spice/AUK/WUK/Molecular Clamp vendor located on Naboo outisde of Theed at -5683 5643
Humble Patron to DROW
Ewach
Thu Sep 25, 2003 11:26 am
#132

>> Forgive me for my ignorance but I don't see why it's a big deal if they limit it to 100.






First - fellow crafters PLEASE read the rest of the posts in this thread before making any statement about the 100 limit being acceptable.


Second - I am a Master Artisan and my main source of income is crates of powerups. I sell 30-50 crates per day, with many customers buying 4to 6 crates (sometimes even 10) at a time.


These customers go out of their way to come to Tatooine from other planets in order to purchase my products.


At a limit of 100 per day, I could not keep up with this demand. I would go from grossing 75K to 125K per day to only 25K per day. That income would not even COME CLOSE to covering my overhead on structure maintenance for my harvesters and houses.


From what I have heard others say, it is not overly difficult for an elite combat class to make 100K in several hours runningdestroy missions.


Is it your intent that I must quit crafting and become an elite combat class to make the same amount of money?


This is a BAD IDEA and will cripple crafters, the economy and the game.




SWG Lexicon: "Every Player" Means "Except Crafters"



Ewach - Founder of Travelers Respite on Sunrunner
Located halfway between Anchorhead and Mos Eisley (2180, -4684)
Visit my Shop at (2030, -4660)
Busey
Thu Sep 25, 2003 11:26 am
#133

Not reading all the replies but here is my take.


Breath of Heaven requires SIX indentical Aludium-pu36's. With a max of 100 I can not even make a SINGLE crate of 25 BoHs. Why why why limit it to 100?


Chef is already broken. Please don't drive the stake through our undead hearts.

nitromethane
Thu Sep 25, 2003 11:26 am
#134

with the current ability to make 1000 at a time with my factorys i could very easily supply the entire server with atleast one item in about 2 days time. i think we need more than 100 limits on parts atleast, maybe not completed items, but 1000 item runs makes it easy for someone to flood the entire market with something considering there's what 3000 people total per server?
Inamalcus
Thu Sep 25, 2003 11:26 am
#135

I'm an architect.


Let's say you implemented this idea.


So I do a run of 100 structure modules.


I use 10 of them up (OVER TWO THOUSAND MATEIALS) making a wall schematic.


I use the remaining 90 structure modules (which I have to manually take out of the crate since structure factories are bugged and require this) and makerun of 9 wall modules. (Which is 1 top lvl structure, or half a guildhall).


Walls will KILL me. Seriously.



This is also a boot in the groin to every casual player. Some of us can't stand by our factory 24 hours a day.



1000 was absolutely perfect. Plase leave it as it stands.



You have no idea how mad even this being PROPOSED makes me.



I'm seriously livid. Do NOT put this change live.




-I think ribbons are pretty.
Gron_DM
Thu Sep 25, 2003 11:27 am
#136






Holocron wrote:

This is an upcoming change on TC. The change was made because this is what schematics were always supposed to be limited to--there is a bug that lets you put in a value larger than 100 right now.I see some negative reaction to this change. How impactful is it? What is a reasonable limit in your mind?


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.



Hi, in friendly language i will be happy to explain why this is a very negative change. As a meduim production crafter (DE) i need about 8 to 16 subcompont per droid. to make my life simple i produce about3/4 of thosecomponents by factory. i do this in lots of 300 to 500 for some of my component. Escpecially thing like Electronic GP, and Med mods. Now if this number was reduced to 100 it would translate to crafters, whom are in needing large lots to log in to re-run products (espcially weaponsmiths...) but a more poignent reason wht 300 to 500 is good is because, for example i need identical advanced droid brains for r3's, guess what it takes 8 identical subcomponets to make 1 of them. That equates to 200 items = 8 crates to make me one crate of 25 Adv droid brains. Now add that to the number of components to make a final r2, r3, surgical droid...take your pick, this would equate to me startiung production runs every 2 hours for 36 hours to make all the parts via factory. as it stands now all crafters have a item that is so intrinsic to what they craft that to make lots of less than 500 slows them down tremendously. please re-consider lowering the number to 100, if you must lower it 300 is much more reasonable to the crafting communtity.




Vilance -Retired from SWG
MDE for most of it, Guildleader as well
EGC Founding leader August 03
Corbantis
Founding Mayor Of Rhuidean, Tatooine
placed Nov 03.
Brynnan
Thu Sep 25, 2003 11:29 am
#137

This would be a huge negative impact for me. The only items that I do full runs of 1000 on are GP modules and EMMs, because they are used in tons of Droid subcombines. Most everything else I make in runs of about 250, maybe a rare 500.


A specific example of the problem would be Advanced Droid Brains. They require 4 factory crated GPs and 4 factory crated EMMs. If I could only make a run of 100 of either of those, that means that the maximum run of Advanced Droid Brains I could ever do would be a single almost-full crate of 24. This would further ruin me in the next combine, an R3 Chassis, that requires 2 factory-run Advanced Droid Brains, Meaning I could only run 11 R3 Chassis at any given time. These combines require me to use factory components, there is no ability to do it manually.If I ever felt like making final combines in a factory, that means that I could only max out a run of 10. So much for your 100 schematic limit, you just limited my factory run to 10.


Now keep in mind the time investment required to do this. Give or take 2 minutes to split and load resources and schematics, in order to make the same R3 Chassis would take a total of the following time investments:


12:00pm Start loading Schematics for GP run.
12:02pm Start factory. Go and have fun and come back in 3:33 hours.
3:35pm Come back, load next Schematic for EMM run.
3:37pm Start factory. go and have fun and come back in 3:33 hours.
7:10pm Come back, create and load next Schematic for Advanced Brains run.
7:13pm Start factory. Go and do something for and 1:33 hours. Not enough time to actually go have fun.
8:46pm Come back, create and load next Schematic for Advanced R3 Chassis.
8:49pm Start factory. Go and do something for56 minutes. But don't go too far.
9:45pm Come back, and retrive my lovely 2 crates of 5 R3 Chassis and a crate of 1 R3 Chassis.


I would total 11 Chassis in9 hours and 45 minutes. Add in there the time that I'm out surveying, or factioning, or playing the game, or sleeping, or Real Lifeing, would extend those time considerably. And considering that I sell several R3s in a day, I would have to immediately restart the factory making the run again. I would have to devote about 75-80% of the run times of one of my factories solely to the creation of this single product to keep up with my demands. God forbid I actually attempt to actively sale, I'm just talking about passive vendor sales.


And that is just a single example. Advanced Probots wouldbe an equally appalling situation. And BH droids? Forget them. I can't afford the factory time to try to run one of those things if I couldn't do massive 1000 unit runs of GP and EMMs just devoting a 33 hours of factory time to each one.


--------------------


Holocron, you stated in previous posts that you don't have the time to play the game. You have meetings, you have these boards posts, etc. You have to work, and when you aren't working you have a life and/or wife to attend to. I DO TOO. I already have to babysit the factory, harvesters, maintenece, orders, email. And I have to do this between all of my meetings and work and wife and everything else.


SWG is NOT MY JOB. But it certainly IS WORK. Please do things that lower the amount of work in game, not increase it. Specific items that I've mentioned before would greatly improve MY (and all aritisans) enjoyment of the game:


1. KEEP 1000 Quantity schematics. There is NO VALID reason to lower it. No database saving, no nothing.


2. Make Schematics able to be used as the component in a new schematic. HINT: I don't actually need GP modules. I need them in things. So if I made a GP Module schematic and dropped it into the Advanced Brain Schematic, and then dropped that Schematic into the R3 Chassis schematic and then dropped that whole thing into the factory, stuck in my tons of resources, Then I could go enjoy the game and come back in the 9 hours and 45 minutes to full crates (instead of partitials) of completed products and you saved the database space 12 items and thousands of database updates for every 12 items created in the above example.


3. Even in today's world, with no intersteller travel, no droids on every corner, and no zero gravity motivators, we have Bank Drafts. Make the harvesters, houses, and vendors, etc, pull the maintenence fees directly from the bank. It does so while I'm standing there, make it to it automatically. Have it pull the power from the safety deposit box also.


4. Reduce resource shifts from 3-5 days to 14ish days. I set a new record the other day. I tracked a resource down, plopped down my large harvester, and the resource had shifted by the time I opened the resource selection window and I had to start over.


5. Remember that this is not my job. It shouldn't be work. This isa game. I want to have fun playing in the theme parks too, not babysitting factories and such. Just cause I'm an artisan doesn't mean I want to be someone's slave. I want to go shoot the opposing faction too.





Bryne Tentace, MDE
Bryne Automaton Droid Sales, RADIANT SERVER


Sheara Amore, Master Dancer
Sheara's Big Bam Boom Cantina
Riverlands, Corellia, TEMPEST SERVER


KazeyW
Thu Sep 25, 2003 11:29 am
#138

We pretty much already tested this the entire time factories were broken and the only way to get 2 runs in a row was to make 99 of 100 on schematics. It was miserable then, and it would be miserable again. I don't appreciate being chained to my house and factory the entire time I'm online, all the while telling customer after customer, "sorry, can't make your order until the factory is done." And then, by the time that run is done, the orders outnumber the parts I just made, so lather rinse repeat.


The only way I see this being feasible is if the identical component requirement is removed from schematics. My schematics require any combination of 5 different factory made components. I can easily use 2-300 of some of them per day, double that on a weekend, and I make no finished products in the factory. That is just what I need to hand craft individual items due to the identical component requirement.


Tariss
Thu Sep 25, 2003 11:30 am
#139

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


I like that and think that I could live with that as a tailor, My hubby could as a Armorsmith .


Even asked my Brother aDoctor/Weaponsmith. Components at 1000, finished products at 100 would be a doable restriction.


But while you are redoing that.


Can we get components to stack in crates at 100 and all finished products at 50?


It might even save you some database space. Currently my main components for making clothes only stack in groups of 25. I keep 400 of each on stock always and remake as i use them up.




Tariss - Corbantis, Naboo, Kaadara

I want to hurt you just to hear you calling my name.

Seduce the mind, the heart will follow.
Zeraxis
Thu Sep 25, 2003 11:30 am
#140

Please.. KEEP it at 1000. If you limit it to 100 (by fixing the ability to type in 1000), or around there, you're gonna make us break components crates all the time. It's awful having a component crate of like, 48 or 23 or something uneven. At least with 1000 run, you break 1 crate, and the rest can come out evenly. This becomes a huge burden for people making small consumable items that people use/buy a lot... i.e. stims, food, etc. Making them do 100 schem at a time is just a pain in the ass, and screwing people out of components/materials and even-amountcrates. Anything with lots of multiple components are gonna be a HUGE pain in the ass if you do this.. some items are bad enough with lots of comps.


There's no reason to force 100 max. Make it actually coded for 1000 default, and everyone will be happy.


Braydin
Thu Sep 25, 2003 11:30 am
#141

Holo,


Here is my solution.


Let us use a schematic as a sub combine in a final product. Here is how this would work.


I want to make a "Small Stimpack - D"


I open my crafting tool. I select Biological Effect Controller(BEC). I set the limit at 2 (each Stim-D takes 2), I add the rescources needed to make2 BEC's. I select make schematic.


I open my crafting tool. I select Liquid Suspension(LS). I set the limit at1 (each Stim-D takes 1), I add the rescources needed to make1 LS. I select make schematic.


I open my crafting tool. I select Chemical Release Duration Mechanisims (CRDM). I set the limit at1 (each Stim-D takes 1), I add the rescources needed to make1 CRMD. I select make schematic.


I open my crafting tool. I select Small Stim Pack D. I drag my schematics into the slots for sub combines. I add my Organic and Inorganics needed for the final. I select 100 items . I click Make Schematic.


I open my factory Schematic Slot. I input the Schematic for Small StimPack D. I ask the station what I need for the schematic. The factory tells me I need. x rescource A, y Rescource B, z Rescource C, ect. to fufil my request for 100 stim D's.


I open the factories input hopper. I add x rescource A, y Rescource B, z Rescource C, ect.


I click Start. My factory then takes the total complexity for all sub-combines, and the final combine, and then makes the final product only. Thus not making the sub combine at all, not wasting valuable database space. If i want sub combines to hand create other items.. 100 would be fine at that point.. Increase the crate size to 100.. there by limiting that crate to 1 line of database space.


Effictively changing the schematic size to 100 across the board the way you currently have discussed is going to leave alot of 1 or 2 extra subs for the data bast to keep track of. Because people forget that they have the extras left over and put them in a bag to be used in hand crafting .. where they sit for over a month..wasting database space.





Braybacca/Brayden
Bounty Hunter/Master Architect
Destiny Industries. Sunrunner Tattoine -1803 -6388
Click here for my Price List
Leader of Ring of Destiny NOW RECRUITING!

Flight
Thu Sep 25, 2003 11:30 am
#142

Hi Holo



From Armorsmiths perspective this could be the nail in the coffin for many people. Armor crafting is ridiculously complex and lengthy compared to any other craft. Making one suit of armour is making 9 different complex products.


Add to this our over reliance on other trades - tailors and artisans for components, scouts for the ever dwindling hides, and things are getting silly.


Now armor segments are going to be reduced to runs of 100, when four factory produced segments are required for one Chest piece, along with two other factory produced components, and it all gets to be too much.


Any other craft you can find vendors with a range of products; thats never going to happen with Armorsmiths.


I'm not sure what the answer is and Im not sure there is an answer. I do know restricting factories to runs of 100 is going to bite hard. Please reconsider.

JoeyMojo
Thu Sep 25, 2003 11:30 am
#143

Reading something like this infuriates me.


There are several significant bugs in all professions that are _simple_ fixes (like the 13 crdms required for Ranged Stim E's) and whilesome arefinally being addressed after FOUR months after release, the idea of fixing something that isn't broken is an insult.


But if we can, for some reason, that 'this is the way you (SOE) has always intended it'; I have to wonder WHY?! I can see wanting to cut down on massive final product runs, but that's already in place by requiring multiple sub components. A Ubese Jacket requires four armor segments. Assuming that I get a perfect combine on the first time, I can't make more than 249 jackets. And that's all I could make with those armor segments that took 37+ hours (not counting for server downtime) to make. So no Ubese pants with that run of segments. Furthermore, since crafting is in the state that it is*, it's unlikely that I'm even going to have a schematic that I'm happy with on my first combine.


But okay, this is the way you want it to be. To what end? Decreasing the schematic maximum requires MORE database entries as crafters will continue to make the same amount of components, just with more serial numbers.There will be a 1-10% decrease in resource available. An increase in the "Rich get Richer" as crafters charge more to cover for increased schematic costs and have to buy more harvesters to get m ore of good rare resources. None of these are moves that I see helping the galaxies economy or database load.


So really, I ask, other than "this is how we'd meant it to be all along", why implement this dramatic change? Here's where you can comply with the "more communication" that we're constantly craving. We don't just wnat to know what it is you're doing, but often we want to know why.


jMojo




*Crafting State - this is one of the places we (the community) complain about the lack of communication/feedback. With 13.56% crafting tools, and a 37.89xxx% crafting station, on 44 experiments (with no more that 4 points used, and a 0% failure chance) I yield 4 crit failures and no amazing success. Materials used were all greater than 700 malleability and were the best that someone with +75 assembly/experimentation can make given resources. I have similar numbers with master artisan, master doctor, and master combat medic. One hunt for a single amazing success on a complexity 8 (EIGHT) item (+100 assembly, +100experimentation)yielded 87 experiments, 15 crit failures, and one amazing success - other results were moderate successes that reduced the quality of the item, a success that did nothing, good success that yielded no increases, and many many great successes.

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