Development Cycle Archive
Thread: Schematics limited to 100
one word:
NOOOOooooooooooooooo!!!!!!!!!!!!!!!
Let me give you a real .. err .. virtual .. example:
I'm the only medic in my PA with a factory ... actually, I'm the only one with any elite medic skills (Doc). I make stims for all my PA members, to sell in on of their stores and on the bazaar.
Folks have already stated the issues with items that require 2 or 3 factory identical components for meds, and I really feel for the weaponsmiths and architects who have 10 factory identical components in some of their items (ouch!).
But seriously ... you mean I can NEVER create a full crate of Stim D's? and barely create half a crate of Stim E's?????????!!!!!!!!!!!!!!
My response would be to go back to hand crafting everything but the required components and not selling crates .... btw .. that means 50INDIVIDUAL items in your database instead of ONE crate. Not to mention hundreds of Stim B & C's that currently stay in their crate until being used.
As a master architect I find the current 1000 limit a minimum -- a 100 limit would force me to make most of my things by hand. I use a factory to make things like walls because of the insane critical failure rate! Making 9 walls per schematic would put me out of business.
Say goodbye to me as a merchant if schematics are locked in at 100. 1000 is a minimum, I'd rather see 10,000. We are already limited by how much of any one resource we can collect before it shifts. The output hopper of a factory only holds 100 items. I can only store 75 items per lot in my house. I don't see a database issue here.
Why do you want to hurt crafters??
It's nice that you took away the requirement for 6 identical walls made of 10 identical bricks each (70 bricks produced in a factory to make one heavy harvester), but that doesn't change the fact that use master architects find it much easier to mass produce the bricks in a factory and then either mass produce the walls or hand make them.
There are only a few 'items' that I've done runs of more than 100, bricks (structure modules) is one of them. Infact, I did a 1000 run of structural modules, and it still wasn't enough for what I needed. I ran annother 600 or so in a second run of them.
I like to make lots of structural storage modules at once, it takes 4 of these for a schematic and they stack in stacks of 10. That means I need two stacks, of the identical type, to use them all up properly. It is much easier for me to do a run of 300-500 of these and just keep the creates around for me to use any of them, than making multiple runs of 100 and having to make sure I pick the same 'serial number' when I'm using the last 2 of one crate and moving on to the next crate.
Lowering this number isn't going to prevent us from making as many items as we make, we'll still make just as many. It just means more aggrivagion with having to deal with 'matching' serial numbers when it comes to identical items, and wasteing the resources to make more than one schematic for more than 100 units.
This 'limit'/'nerf' has ABSOLUTLEY NOTHING to do with database space. It takes just as much database space to store 300 items from 3 different schematics as it does 300 items from 1 schematic. More so, due to the fact that you now need an additional 2 schematics while producing it all. It means, when I go to make a bunch of harvesters that require factory crate ore mechanisms AND factory crate turbine generators, I'm not going to use the same schematic for the turbine generators that go into the ore mechanism as I'll use that go into the harvester. I'm going to have to make seperate runs of it, so I'm less limited by the 100 limit.
What this >DOES< do is force us to have to do more 'manual work'... more 'experimenting'... more 'crafting by hand'... and more 'critical failures'... so more 'wasted resources'... (not to mention all the wasted resources that go into all the additional schematics)
It takes 70 bricks to make most of the heavy harvesters, that means I either have to craft them all by hand, and deal with the 40%+ chance of critical failure on them, or I need close to 3/4's of an entire factory run of bricks to make one harvester.
How about tying the limit to crates produced rather than items produced.
Each schematic can be used to create 1-10 crates.
You can thendo the balancingby changing the number of items in a crate to the appropriate level, rather than capping everything at the same limit.
Bianca Minola
I agree with many other posters. The limit on sub-components should be higher. I don't care if you limit the final product to 100, but we go through lots and lots of sub-components.
Dr. Vema Gara
I think what most people are wanting is for the lower level items to be crafted in 1000 increments... the higher level items are ok to be restricted some, but it makes it much easier on the crafter to get their lower level items which are used in multiple schematics output in much larger quanitites.
Impact will be that this becomes a larger time sink for the crafters, resulting in much higher costs for the buyers... and many crafters I know are saying they think the time investment for stocking their vendors is too high.
I know that this has already been said 12-pages-worth times, but I suppose I should get my vote in too.
It would be near impossible to effectively be any crafting profession being able to only make 100 identical items of something. We have all felt this during the 100-item-per-day factory bug that occured a few weeks abo. This dramatically killed the market in every profession. It was just not possible to make a living during that time.
1. As has been said several times already: Items that require large numbers of identical sub-components (Stim Es require 3) will only be able to make a very small number of identical versions of them. In the Stim E example you'll only be able to make 32 max (you need one set for the schematic). That is rediculous.
2. This game is supposed to be for the casual gamer, right? One of th reasons I love this game is that I can craft stuff when I'm at work. If we can only do 100 identical items you'll never have a run of more than 3 hours. Most will be 1.5 or so. Even if I am in-game, I don't plan to run back to my factory from Yavin4 every 1.5 hours to restart my factory. Do Artisans have to do this with thier harvesters?
Please reconsider this change. I like the idea of allowing more uses for sub-components than for final products.
This is one of the rare cases where a typo was a very good thing. If it had not been 1000 you would already increased it from 100 because the community would have requested it as essential.
Thanks,
Raistlin
If you must lower it 500 for components and 300 for a final product seems to be the way to go, vitrually every product in the upper end of all crafting classes requires over 3 identical subcomponents, please dont go below 500! i dont want to have to log in 5 times a day to restart my factory! i can burn thru 100 of any Master artisan component in a few minutes of making seekers, probe droids, adv droid brains, personality chips, micro sensors..........
please! 500 max!
Get rid of the concept of 'factory-identical' components. Really, is there any reason for it?
Ziran Nariz