Development Cycle Archive
Thread: Schematics limited to 100
Sure, I can't make more than 24 advance droid brains at a time in factory. But do I need more than 24 at a time?
Amo Ooda
Droid Designer
Master Tailor
Test Center Galaxy
Maybe limit final products to 100, but components used in those final products limited to 500 or so.
I think 100 is to low the reasons why are below (from a Doctor's perspective):
1) Most of the items you really want to make require factory subcomponents (i.e. Advanced Biological Controllers, Advanced Liquid Suspension, Chemical Release Duration Mechanisms).
If it is limited to a 100 then the most I can make of the sub components is a 100 also, but then I need tocreate a schematic for the Stim crate I actually want to create. Let's say I want to make a Stim D crate and it takes me three tries to get a good schematic. Since Stim Ds take 2 ABECs, 1 ALS, and 1 CRDM. The most I can make on the final run is 47 STIM Ds. A full crate is 50. So I am not able to even run a full crate through anymore. This would be frustrating...
I personally like it the way it is - I think a 1000 is a good number,but if a change is needed I might recommend allowing larger batches of the subcomponents to be run and then limit the schematic size on final product goods. So I could run say a 1000 ABECs through, but only 100 Stim Ds. I dont know if this is possible though.
2) It already feels like I have to baby sit factories. Lowering the limit of items produced will make it more confusing, require more management, and overall take away from the enjoyment of running my med shop. Instead of having 1000 components with the same serial number lieing around.
Thanks for asking for feedback on this.
Gorwooken
From my other post:
whether or not it was originally intended is completely irrelevant to the fact that removing it is a bad idea. Crafting is already a tedious system, especially when dealing with bulk (and players do enjoy buying in bulk).
This is devastating for the medical profession at the very least. You already want craploads of extremely specific items in larger quantities than we can make feasibly. If stims require 3 from a single run, that means we can make a max of 33 items at any given time. (in reality, 32. we have to use some to make the schematic). Players want their stims and other supplies in bulk, and they want consistent quality.
I could be wrong but by reducing the amount we can make, you are in essence creating MORE load on the database as now instead of 600exactly identical stims, you now havelots ofcompletely different stims. So1 item that needs to be tracked and broken down by charges is now a ton more.
Babysitting a factory is also extremely unfun.
I guess my question here is: how many tedious restrictions do you intend to put on us in the name of the DB? I'm starting to become extremely concerned about the actual health of said database and the implications it has for the longevity of this game.
The database is proving to be a limitation that is going to kill SWG. Things have become more and more tedious and little yet extremely annoying limitations (housing anyone?) are being placed on the players because the database cannot support the game built on top of it.
this is going to get me flamed, possibly ingame /tell flames etc. But hear me out a bit, it's just a thought.
Possibly changing the schematic to certain things to lower and certain things higher.
small items, spices, upgrade kits, power ups, food, clothing/armor/weapon/medical components should be low because of the relative ease in finding the materials or making the materials.
things like weapons/armor, high level medical, chemical, clothing, structures, should be low. I would suggest say 25.
I think the game would be alot more economically intense if it's more difficult to get these items high quality. This could also stop the dabblers in professions maybe, keeping the extremely high quality items being made by people that are keeping the profession, instead of some that work up a tree, use it to stock pile items to sell for months, then killing the tree and going with something else(don't know how bad this really happens).
This is just a thought, not sure if anyone will think of it this way.
I am telling you this will absolutely devastate people who make items with several subcomps. Stims, spices, food especially. We sell items like this by the CRATEFUL and each crate is 50 for stims, so after two crates we have to make another whole schematic, risking crit fails during experimentation and using more and more subcomps.
And for the subcomps themselves, what is the point of making several (I make 10+ subcomp crates at a time) schematics just to make one fac run worth? This just wastes resources and is nothing but a time sink. Please please do not do this, I strain for time to get my crafting done during the day and doing this will just make things doubly time consuming.
A t21 rifle takes 10 (identical power handlers) schematics for 100 would mean I could make 9 rifles from one run of power handlers. And how often do you get a "schematic worthy rifle" on the first try? This means in reality you would get 7-8 rifles per run.
Armor breastplates require 4 ident segments. 100 limit means 24 at best from one run in reality it takes me about 5-8 hand crafts before I get a "schematic worthy bp". Again final result is around 20 bps if the new limit goes in.
Dont even mention archs who use 10 struct modules, so now every 9 walls they will need to make a new schematic?
Schematics have always been limited in useful lifespan by the amount of resources you are able to aquire. As it stands you need to make new schematics every cycle or 2 anyways. Those uber guns you were able to make for 2 cycles will run out at some point because you simply run out of those materials. If you must have a limit 1000 is acceptable, 100 is not. Limitless would be fine because the fact remains you WILL always run out of those specific materials, or better will come along and you will need to upgrade.
If it's a database issue, make the crates bigger. One crate of 1000 identical units is less space than 20 crates of 50 or 40 crates of 25. If we can split crates, even better.
Ideally, a factory should be able to run 20-24 hours without needing a schematic swap-out. It would be nice if we could queue production to run a series of different schematics in sequence.
I hate being forced to be a factory owner and operator -- it's a remnant of a dead system -- but if I have to use the infernal contraptions I'd as soon do as little with it as possible.
This was definitely my biggest groan when I read the patch notes. I understand it was a bug, but it was a very welcomed one. I understand reasons you might want to limit production runs, but this really doesn't limit them. Resources limit the production. If you can have one schematic with such-and-such resources, you can have many. The problem is it creates extra work for with absolutely no real gain. It's not an effective stopgate at all.. not that we really need any outside of resources, time and money.
It would certainly make life easier though if I could make one stack of 100 AOE Stim Ds instead of 3 stacks of 33 stims.
Holocron,
Maybe you should state exactly what is wrong with the DB issues and maybe some of us IT professionals can maybe suggest ideas... Reduce the variance of meat resource shifting(1 every 2 weeks). I am a medic and if this was done maybe once a month we could utilize the meat from scouts in factories. Right now I have 30 different types of meat I am saving up to make any factory runs. Ok back to the point.
1. You are taking away from the casual gamer if you reduce the limit to 100. A casual gamer can have a run and maybe not have to log in for a couple days. If you reduce this number a person is going to have to log in roughly every hour or so. What would be the use of them paying cash amounts to power a factory they may use once a week?
2. The people that sell crates of items will have a hard time doing so in limited runs as a run would only produce 1 crate of 50 and another crate of 50-x (x being the number used to make the schematic).
3.With more schematics and factory runs you are now going to have me have different types of stim bs in different sizes. These will now have to be tracked indvidually by serial numbers as I will then be making 1000 stim bs with close to the same stats.
4. As a medic we need sometimes 3 of the same ingredient from a factory. We can then make a crate of 32 if we are LUCKY(not failing or using the 1st schematic we make).
Medics really are getting hurt by this you already make it near impossible with meat gathering, resource shifting and RARE SPECIFIC resources we need currently. You claim this game can be for a casual gamer, but doing what being an entertainer or just a combat person?
I think there are other ways of reducing database loads and this is not one of them as you are going to create multiple serial numbers for your DB to track. Worse case scenario add another column to the DB ie. Serial Count (this would be the number of said serial numbers identified to that person/house). I guess it depends on how it is tracked.
This is all I could think of at the moment.
Admittedly, this is not so much of a problem for me as it is for the Medic crafters out there. They have to go to all of this trouble to make an item (Stim C) that they might can sell for 1000cr. So, the maximum crate size for stims is 33 now? It will take them all day (as stated above) to make one crate that they might can sell for 30k cr.
I'm warning you now, call 1-800-ORACLE because 100 per schematic is going to go over like a lead balloon.