Development Cycle Archive

Thread: Schematics limited to 100

Aluvia
Thu Sep 25, 2003 1:24 pm
#222

Here we go again ........... I almost quit out of fustration during the last factory bug..... and now you want to make it official by limiting schematics to 100 items.


All you have to do is look at the draft schematics for all the items in the game to see what a devestating effect this would have on people that craft.


Crafting is the only thing about this game I really enjoy ..... so if you want to make it as tedious, fustrating and pointless as the rest ...... I can always find something else to do with my time and my money.

pragmatous
Thu Sep 25, 2003 1:24 pm
#223

the limit should be a 1000.



_______________________________
Ove Afeliti - MASTER Weaponsmith
Lowca Galaxy - Naboo - Theed
Reeka
Thu Sep 25, 2003 1:24 pm
#224

As a Master Architect I vote for leaving it at 1000. If I get an order for 10 heavies, there is 1000 structural mosules right there.


I also would like to suggest either speeding up factories and/or giving Architect a schematic to create high efficiency factories that run twice as fast. I have had factory runns that take up to 33 hours to finish, I feel this is a little obscene.


Thank you,




________________________________________
Reeka Oxa [Foreman]
OE-I Mall
- Structures, Furntiure, Droids & Smuggling Tools -2000 -3900 Tatooine, Starsider
Still awaiting the perfect single player MMO


EasyMcRhinopants
Thu Sep 25, 2003 1:25 pm
#225

This will probably repeat what everyone else has said.



  • How will reducing the capacity of a schematic help the database? I forsee that the change will cause multiple schematics to be made, with multiple crates of stuff being made, with MORE partially-full crates being made, with a wider variety of serial numbers. Please tell me a schematic with a capacity of 1000 does not take up more space in the db than a schematic of capacity 100?

Right now, factories don't produce any xp. And by design, they only produce piddly xp. Therefore, the only reason to use factories is for convenience. It's convenient for the crafter because they don't have to make boring subcomponents, tney can easier manipulate a single crate in inventory, and they don't have discard so much product when trying to make their "best" product. They are also convenient for the buyer, who can now buy crates of item x, and manipulate those in their inventory easier.


Right now factories are annoying. They take a long time to produce anything, and they have to be baby-sit in order to swtich from various components and on to final output. I made my first factory run of Stim-C's the other day... barf!


Reducing this limit won't really reduce the amount of output that gets made. Powercrafters are going to have enough resources stockpile to where wastage isn't a problem. Power crafters are also going to be playing enough so they can just make more schematics when needed. What it's going to hurt are players who don't have the time to baby sit a factory as much, who don't have vast resources to spend on wastage, and who don't want to be able to make only one partially full crate of some advanced items (Stim E's)


Holo, is there a design goal to limit the production, or at least the consistency, of uber-items, like the T21 rifle or PA halls? I can see this as a possibility. But I don't think limiting schematics to 100 will do it. And even then, wouldn't it be better to make it so that only schematics for those uber-items were limited in quality?


You can't say you want to encourage a hand-crafted economy, since so many things require factory subcomponents as to maker player vilalges look like Detroit anyway.

Alvah
Thu Sep 25, 2003 1:29 pm
#226

I would just like to add to the list. I am not yet using factories but plan to in the future to eliminate the time that I feel I am spending doing mundane tasks just to survive. I have read all the replies and feel that even if this were an error originally it was a good one. I play games to have fun. Currently, I spend my limited time (1-2 hrs every other day or so) running back and forth to my harvesters to keep them afloat. I haven't been able to fully enjoy character interaction as I am constantly running to harvesters, generators and then the bazaar. I have accepted this as part of the curve and was waiting to access factories so that my life would be made easier and I could explore the rest of this world. Factories are supposed to save time, not waste it. I already work in real life and don't want to have to run home to worry about work in a game. I mean, I am paying money so I get to know what real life is like???? I already edged out of the rat race in real life and didn't think it was fun, I don't want to pay to re-experience that.


There are plenty of time sinks, money sinks and resource sinks in play. Please think this through prior to making a final decision.



Thank you,



John Coe


J'alvah Va'rruk


Theed, Naboo, Gorath

ImperialZenta
Thu Sep 25, 2003 1:29 pm
#227

I'm saying yes to 1000 use schematics.



If the system was changed to 100 use schematics I would then go to my tailor friend (I'm an armoursmith) and get multiple 100 use schematics. I'm not the only one who would do this. Would this decrease the "database" problems or increase it? Each new schematic would carry a different serial number.



Currently I get 1 1000 use schematic for what I need and I put in resources enough for smaller runs 50,100,200 etc. If I'm working hard I can sometimes use up all the uses on that schematic.



At least make sub components 1000 use.





Elowyn of Talus
Armoursmith
Valcyn Galaxy
Phaseadept
Thu Sep 25, 2003 1:30 pm
#228

Maybe I'm just ditsy or something, but I agree it should remain at 100.


I know I'm in the minority, but then again for some reason or another I never knew that you could do 1000 items.


As far as I know, there isn't 1 Architect schematic that requires Factory made wall modules. So what is the deal with stockpiling a bunch of them?


As far as making a PA hall. It requires 150 structural modules. Make 2 schematics. That nets you enough for a pa hall and a medium house. What's the big deal?


Most of you complaining on this forum have been taking advantage of an error in game mechanics, and are now complaining that its a nerf.


This depresses me somewhat. If you make 1000 items the norm, then why don't you have them restore Baz Nitch missions, and Snorbal. . .etc etc.


It wasn't supposed to be like this, I know its hard being a crafter, but really? I was wondering how some people were able to sustain an entire planet by themselves.


Allow other crafters some space to work.


Matsuri Auroch


Master Architect

Holocron
Thu Sep 25, 2003 1:30 pm
#229

We got the message. Investigating now.



-Raph Koster
Chief Creative Officer,
Sony Online Entertainment


Also, ex-Creative Director of SWG


TheUnJake
Thu Sep 25, 2003 1:32 pm
#230

I already have enough space problems with crates of 50 and once I start having to deal with 33 items per crate it just gets worse. Sorry that database is having problems handling the load, but you hurting our enjoyment of the game is not what I call fixing the problem. You need to figure how to fix the game not the players or else we are going to start losing a lot of people and prices for factories items will start jumping when we have to add in the chained to the factory factor. I already am wasting enough tmie in this game going from planet to planet droping haverstors, picking up resources and moving the havestors after a shift. As a combat medic I have to visit 5 planets miniumn all the time to get my very specific resource, then fighting, faction pts getting, and lets not even meantion the quests I never have time for cause when I have a second to spare I have to come by the factory and reload it. Plus even with the factory at least once a week I have to spend the whole day just working small crafting and housekeeping stuff. So now on top of that you want me to have to drop everything I am doing and come back every 4 hours or so to my factory to reload it??? Depending on what planet I am on and missing shuttle by seconds (much like last night) it could take me a hour to get back load up a new run and head back to what I was doing. Plus for those of us who need to make money selling items like stim which we can't make much above cost already won't be able to produce enough to live. Instead of taking 3 days to make a large number of componets and then on the 4 combine them to make mabye 100 or 150 stims which just cover the cost of making them, travel expensive, and enough for your own use it will take the same amount fo time to make 33 stims which isn't enough for a busy medic to last till the next run. Personally I never expect to be able to have enough medical resources on hand to make more then 1000 ever of evena componet, but I think that 1000 is reasonable. 100 is a complete joke and if you implement they "fix" for that you can be sure you done nothing but harming everyone including your bussiness. So stop taking the easy way out and dumping on the players and find a real solution to this issue that keeps us enjoying the game.



Colonel Emdee Cutter-Rebel Combat Medic
Member of the Troika Syndikat
Citizen of Dead Sands
Valcyn Galaxy
Akaara
Thu Sep 25, 2003 1:33 pm
#231

I always run 400 syn cloth at one time, it just makes my life as a tailor easier


The other componantsI just stick to 100 at a time.





_____Chiana_________________________
JEDI ELDERCL 90

Sying ~ Master Entertainer

Nikeesha YMaster Tailor

Alciril
Thu Sep 25, 2003 1:33 pm
#232

I'm also in favor of 1000 use schematics. There isn't much else to say that hasn't been repeated already. Crafting is already tedious enough.




Alciril, Master Tailor
"Alciril's Clothing Creations is located south of Coronet, Corellia at (-315, -5780)
"Tailoring-related components (fiber panels, synthetic cloth, trim) always in stock!
"Custom orders welcome! Please see me for any of your tailoring needs!

Morbus
Thu Sep 25, 2003 1:34 pm
#233

100 item schematics are not acceptable, if you do this then allow certain componets like power handlers and gun barrels to be made at 1000
Reeka
Thu Sep 25, 2003 1:35 pm
#234

I would also like to add the question, how can this be a database issue?


I need 1000 structural mosules. I create a schematic for 1000. I run them off in my factory which creates 10 crates.


Now you limit the schematic size to 100, so I know need to create 10 schematics. I still have the same 10 crates in my hopper but you are now storing 9 extra schematics in your database while I wait for them to finsh.


Stating that the number might be limited due to database issues seems flawed. You are going to increase load on the database by limiting the number.


We are already gated by storage limits on every front. House capacity, factory hopper capacity, bank space, inventory space etc. How does limiting the number of a schematic have any impact whatsoever on the database?



P.S. Increase lot size of medium houses to 3. I have two rooms I can't even decorate!


Small House = 2 lost 150 item cap.


Medium House = 2 lots 150 item cap.


Large house = 4 lots 250 item cap.


PA Hall - 7 / 9 lots 250 item cap.


See the probelm??




________________________________________
Reeka Oxa [Foreman]
OE-I Mall
- Structures, Furntiure, Droids & Smuggling Tools -2000 -3900 Tatooine, Starsider
Still awaiting the perfect single player MMO


Page 18 of 56