Development Cycle Archive
Thread: Schematics limited to 100
>> Leave "components" to be 1000 and make "finished" goods to be 100.
This does NOT work either. Powerups, as an example, are finished goods, but they sell in high volume and a 100 limit would cripple my business.
Please - everyone look beyond your own specialty and take the time to consider, or at least read, how this change affects others before you comment.
No!
This is counter-intuitive. If you limit schematics to 100, you WILL end up with even more DB issues because now there will be ALOT more different types of crates being made. ALOT more different items will have to be made now because of this.
However, if you DO implement this, it WILL make alot of crafters quit, therefore decreasing the number of things being made.. Is that the true intention here?
Anyway, here's some ideas for what to do with schematics that I'm sure alot of people will make alot of people happy (and hopefully they will ease the stress on the DB):
1)Allow for infinite count schematics. How will this help you ask? Well, now people will just be making ONE type of item as long as they have resources. This means less different items being made. The only reason you want to have a specific number on the schematic count is for those people who actually sell their schematics to others. You don't want to shoot yourself by selling someone an infinite schematic, but hey, it's an option.
2) Allow for much much larger item counts ineach factory crate (I would suggest 10x-20x more than what they are now, after all, it's just another number). This will definitely reduce the number of crates out there. Let's not even get into realism here, especiallywhen people can carry around stacks of 100k of a resource...
3)Allow crates to be split and put back into (as long as serial numbers match). You don't know how many times I accidentally extract more than I need out of a crate. I end up not using it so it just lays there taking up an extra spot in the DB. Assuming that the DB is coded suchthat a crate is only one entry (that has an item count value), this will save ALOT of DB space.
The main problem I think is that once a resourceis pulled out,it will never disappear unless destroyed. I don't know about other people, but personally I have over 100 different types of resources (some possibly from the first week the game came out) just lying around. These NEVER degrade (along with other stuff, furniture, clothing) so they will always take up a DB entry as long as they never get used up. There's no real way to fix this problem though since it's at the core of the game. No matter what you change, it won't help, all it will do is buy you a little time.
What you could do (butwill certainly annoyEVERYONE) isto put alimit the maximum number of items each person can ever have.
I know that some of these ideas were already thrown out there, but repeating doesn't hurt. It just emphasizes that other people feel the same way.
Holo, I've been enjoying the game so much that I bought a 2nd box and created a crafter, so I have some reasonable knowledge of the impact of limiting schematics to 100.
The largest impact is simply that we won't be able to start a factory and let it "run" overnight with only a 100 production run. It'll run for a couple hours tops, then shut down. If we have need for 500 items, it will take days instead of overnight to produce. Multiply this slowdown times all the skillboxes we need to master any crafting profession, and the advancement slows way down.
Secondly, is there some reason that a crate of 1000 is different somehow on the database than a crate of 100, other than a single digit? Is there really some reason to limit schematics to 100, or is this one of those "supposed to have always been this wayand so we're just correcting it" type of fixes, even if there is no valid gameplay rationale for limiting it to 100?
Please, crafting is hard enough to advance without limiting our production runs.
Lodacai
aka Photari Snackbar, Mon Cal future armorsmith
1) Limiting factory crates to 300-500 has gotten some play, why? 1000 works, it is accepted and it is not causing the servers to crash on a daily basis. If it ain't broke don't fix it.
This is not a bartering session where we start at 1000, holo starts at 100 and we meet in the middle. The current state of factory schematics is acceptable to the player base and 1000 is generally accepted to be a reasonable hard cap. Just because you do not use the full 1000 does not mean it is too high. Some people need 1000. 1000 means that even for some of the most complex items like the T21 rifle you can still make 100 items in 4 crates. People calling for 300-500 know very well that does not limit them at all but it does hurt some professions.
Also keep in mind that just because the cap is 1000 that does not mean you have to make 1000 items with every schematic. If you want to max a schematic do so, if you want to run it at 50, you have that option to. Some people can be happy making 300-500 runs but 1000 should be an option, don't take that away from people that need it because some people can make do with 300.
2) Limiting certain final items to 100. This is complex, arbitrary, full of potential bugs and exploits and is also is completely unecessary. Under the current system final combines often need multiple identical subcomponents. That means for many complex items there is already a practical limit of 100 or 250 final items even if the schematic says 1000. A complex, confusing and artificial cap for "final items" is neither necessary nor advisable from a coding perspective.
1000 is the current cap, do not nerf it, fix the bug with the slider.
I believe that 100 is way, way to small of a #.
example.
If i wanted to make a crate of stims c's(or b's) i need 2 crates of bec, liquid sus, and chem releases. I say i need 2 because it will not make 1 50 stack crate, i have to place double the amount for my factories to even run. In the case that i can only make 100 components at a time, The most full crates i could make at a time would be 1. 50 in one, at the most 49 in another. Furthermore, making enhancement pack crates would be inpossible for me anymore. Using 3 becs per for most, 100/3=33.3 packs, not counting the becs to make the schems. In addition, making 1000 bec/liquids/chem/solids at a time gives u the ability to make 1 schem that uses all of these, say a run of 19 full crated stims.
Im am sure alot of crafters will have it worse off than i do in terms of #'s of crated components needed. Cm's use 13 chem releases in ranged e's, would mean a crate of 6 at the most,O_o. Holocron, if your team is in dire need of lowering that 1000 use schematic, I would think something about 500. It would helptremendously if there was an option to have say a 510 (better yet 1010) schematic so not to waste a full crate in makingthe schematicthat will be using those newly crafted components.
I would like to make runs off 500. I would also like to be able to add more than one schematic, so when the first one completes, the secound will automatically start. It would also be great to be able to access the hoppers at all times, so we do not have as much downtime on the factory.
OK, I'm not going to argue from teh perspective of economy or convenience. Finding ways to reduce the number of items and money in the economy is probably a good thing.
But not this way.
Your game's biggest flaw is very simple. Tedium. Dull, mindless, boring, pointless time sinks that do nothing but sap the joy from the gaming session.
This nerf/bug fix is just going to increase that tedium. The factories were supposed to be a great anti-tedium invention, so crafters didn't have to sit developing carpal tunnels syndrome moving bits around in the data base. They were finally going to allow players to log off their characters and still let them have a presence in the game world, accomplishing things. Most importantly, they let crafters get out and see the game more. You know, explore, shoot things. The fun stuff.
100 item runs nerf the tar out of this. There are tons of items people consume like M&M's, and being a BE, I can tell you I have seen the world where you have to prepare those items like filet migon. It is not fun spending all of your time in game making pet stims, and if you keep this nerf, every other class with high turnover items will also learn this hellish tedium. Realistically, you are talking about a 10 minute process for every schematic you want to use, plus you have to come back and switch schematics every 1-2 hours, which means if you have friends going to another elite planet, you will need to spend 5-20 minutes each way to get home, then switch out schematic and spend 5-20 minutes getting back with your friends. What does this add to the game?
Tedium.
Let me makesome suggestions to you if you want to reduce the number of items in the game. Take all of these multicharged items, and increase the number of charges by a factor of 10 and the resources required for them by a factor of 10. One pet stim pack will last like 10 minutes at most in a combat group. make it last 100 minutes. people don't need as many kits with them (saving database space), but they still require the same resouces, so prices shouldn't shift much. In crase the factory time on them too.
Secondly reduce the number of resources this game requires.Is there really a need for 6 kinds of nabooian insect meat? Does having 10 types of Tattoine Fiberplast add anything to the game? Ditch that crap. Have maybe 20 TOTAL types of each resource, and cycle those through the planets. Ditch the planetary tags for recipes and items, just demand "Yacrei fiberplast" which will be one of the 20 types that maybe on one of the 12 planets after any of the resource shifts. Less realistic? C'mon, you are adding and removing all copper sources from a planet at a time, its not like its very real to begin with.
Thirdly, increase the bazaar selling limit, at least on auctions. You have just a stupid amount of sales at the bazaar terminals, because peoplebreak up their resources to fit into the 3000 credit limit. If that were a 9000 credit limit, you would reduce resource sales by about athird, taking a big burdenoff the database system. If it were auction only above 3000 (set at a max 3 days, not 7 - shorter time on the vendor is fewer sales ont he vendor) but unlimited cap, players would be able to sell stacks of 10K's resources instead of 1K, get a good value for them, and you'd reduce your database enormously. If that seems unfair to player vendors, charge a 10% fee to the seller and buyer for the final price. That plus the instant sales capability of player vendors would be more than enough to give incentive to put resources on player vendors. Note that nearly everyone shops at bazaars for resources now anyway.
Finally, don't allow resources to be sold in stupidly small quantities. There is no need to look through 100 "1 egg - 2000 credits" type sales on the bazaar vendor. If you can't get 100 to sell, don't waste our time.
I am a master weaponsmith.
I would be happy with 1000 (or some other number significanly higher than 100) on sub-components and 100 on final products. Limiting sub-componets to 100 is BAD for the reasons mentioned in this thread.
I also agree with the poster that stated perhaps fixing or updating the database might be an alternative. What exaclty is the "problem" with the database anyway? Seems many bug "fixes" or "updates" are all to reduce load on the DB. Maybe some day we can actually decorate our barren PA hall.
As as DE this will become amazing annoying, mainly due to the massive amounts of subcomponets needed.
Droids require agood combination of Electronic GP, Electronic Memory Module, Control Units, Sensor Packages, Microsensor Suites, Motive Systems, Brains, Adv Motive Systems, Adv Brains, Manipulator Arms, Manipulator Arm Package Sets, Armor plates and modules.
An adv probot has a total of (I believe) 14 subparts/combines.
An Adv R2 unit has 24 parts/combines + 1 final assembly.
The only way i can avoid insanity is to run a couple hundred of the extremely frequent components, like GPs and EMM at time so that I don't need to spend 20 mins building a single droid.
Crafting is tedious enough. Don't make it more so by making me log in 5 times a day just to baby sit my factory.
The Solution (from several different posts)
1) Make schematic limit 500 for Sub-Components (Anything used in another schematic)
2) Make schematic limit 100 for Finished Products
3) Increase Factory Runs to 500 items
4) Increase default crate limit to 500 for ALL craftable items
5) Make crates able to be split (same code as resource stacks)
6) Whatever you are using for your Database space, double it. Then double it again. It's not like you are not able to afford it. And since the Database issues are behind a lot of nerfs that reduce the "fun" factor, and cause players to exit the game sooner, can you afford not to?
This change would really hurt crafting professions.. especially when you're trying to make finished products in mass numbers to sell..
For example, if this change was to go in I would not be able to make a crate of 50 stim e's anymore.. i'd be gated to only being able to make 20 at a time since e's take 3 exact components to make 1 stim e.
I think making the max we could make be 1000 would be good. It'd let us be able to make descent amounts of items without having to babysit our factories all the time.
If you REALLY don't want to raise the number above 100.. I'd suggest removing ALL exact item requirements from all schematics.. That way it won't matter if they're exact and we can continue making items in the quantites we want.
Also for another suggestion on factories.. I think we also need the ability to load in multiple schematics at a time. Then we won't have to babysit our factory again. We can just load it up with everything we need for all those schematics and let it run for a few days. This seems reasonable to me since factories take forever to make items. This game is already enough of a pain in the arse with having to babysit harvesters and structures all the time just so they keep going.. i wish you'd make it easier on us.