Development Cycle Archive

Thread: Schematics limited to 100

Quandry
Thu Sep 25, 2003 1:51 pm
#248

The only way i can see this 100 limit working is if you compleatly remove all "item from factory crate" requirments and allow the module with the highest stats to dictate the end item quality.



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Haruspex77
Thu Sep 25, 2003 1:51 pm
#249

Somebody in SOE seems to be using "DB issues" as a generic excuse for whatever they want.


Unless the implementation is wierd, there should be less DB storage and traffic from 20 identical crates of 50with one serial number than from 50 crates with 10 different serial numbers in sets of two. Roughly the same number of items are going to get made anyway, unless you think that the increased effort and pain is going to reduce the amount of crafting done. I don't expect much change, since factory crafting is done for profit (experience is broken), and is market driven.


One change that would be nice, and I believe decrease DB load, might be to increase crate size (or start crating) for some items. Ideally, the crafter could set the crate size within limits either at schematic time or factory start. The 10 item crates for powerups are a nice salable size package, but many players would appreciate larger crates to save inventory space from carrying several. I findI typically sell 2 or 3 at a time.


While I am on the subject, a way to put items back into the crate would be nice too!

Shogun007
Thu Sep 25, 2003 1:53 pm
#250

For all the reasons stated better than i could.


At least 300, 500 is better.






"I like pie."
-Methos, Starsider
xRavX
Thu Sep 25, 2003 1:55 pm
#251

Why even ask us?


Have you seen the patch notes Holocron? I thought you guys had 350 pages of notes to "trim down"...well you trimmed it down to 1 page of fixes and nerfs (1/2 of which already went in as hot fixes).


I especially liked the two droid engineer fixes...
1) We now have droid repair tools! Yay, you guys finally added..er wait...we already have them, they just don't work
2) And some schems weren't giving proper XP...yeah, us Master DEs really needed that fixed.


Oh well, guess I'll have to wait 8 more weeks and hope that we can get 2 more Droid Engineer fixes. Maybe next you can fix the exploit that allows us to put cluster modules inside themselves (not REALLY an exploit since too many modules break the droid), but this would be a fix that wouldn't really solve anything...so you'll most likely do it.


Why not just scrap the whole DE profession and let CHs tame baby droids out in the wild.





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777jb777
Thu Sep 25, 2003 1:56 pm
#252

100 is ridiculous. As a weaponcrafter I can tell you one thing - prices will be going up quite a bit. Why ? Because, a) I lack the time and energy to go through the tedium it will now be to keep a full line of weapons in stock. This will be the same for many smiths, so supply with shrink (prices rise), and b) I'm just going to charge more because things are going to be more resource and time consuming to make on average, with having to produce new schematics so often.


And things like heavy weapons and carbines that take 4-5 blaster powerhandlers each to make are going *way* up. so no one will buy them. right now the dxr6 and elite carbines generally suck so people occasionally buy one for show or for the acid dmg (dxr6). with the price going up, they probably wont. So I just won't make them. So the price of those that do get made will go *way* up. We already get flamed enough on price issues by customers who dont understand crafting - this will make the abuse we take much worse.


And if it gets too tedious, which I will evaluate, I'll probably just quit.


100-item limit makes about as much sense as the 2.5x melee damage penalty people holding a rifle in their hands suffer.


Does random drug-testing need to be instituted at the SOE development lab ?


As has been correctly pointed out - this insanity will not solve any database problem only make it worse. BTW SOE some of us work in the software profession. Don't try to pull the wool over our eyes we are not stupid.


NO NO NO TO 100-ITEM LIMIT.


If you want to reduce the number of things crafted, this will do it. Why don't you try some other things also that would solve the db problems (since your Oracle db is obviously crap). Here are some ideas:


a) eliminate slicing altogether. that way customers will never buy/want more than one of a weapon


b) reduce inventory capacity to 20 so we just cant have anything


c) eliminate all backpacks (so we just cant have anything)


d) reduce house-storage limits to 50, or better yet just eliminate houses altogether


e) eliminate the players. then your db will be nice and clean.





Mira Mar

Nuldien
Thu Sep 25, 2003 1:57 pm
#253

I hope the dev are not even considering changing it to 1000. Most of the people posting at this thread have been working with a schematics of 100 just like me! They only want an increase of 1000 just to make more money while doing less work on there behave. But they dont see that this will ruin the economy of there server. Prices for their items will go down and people wont buy morePLUS they wont be able to maintain the factory, harvestor, and home. And an increase of schematics to 1000 will only benefit the uber crafters! I dont see a causual crafter surviving with this increase. Leave it to the way it should be! 100


Nuldien


Shadowfire Server

xxan_xiao
Thu Sep 25, 2003 1:57 pm
#254

For some higher level items that require multiple identical items from a factory crates, 100 is a bit too restrictive. But I do agree 1000 is a little excessive also.


Like some of the other posts, I would suggest reducing the max run to 500 for sub-components and 100 for final run items.




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AngusX
Thu Sep 25, 2003 2:00 pm
#255

Ah relax, they are looking into it already.


Oh, one DB fix you should really consider would be removing the silly dogman race! What a waste of data!

Meuge
Thu Sep 25, 2003 2:02 pm
#256

The reason this change will be of grave impact to medical crafters like myself, is that some of the advanced components I am dealing with require materials that do not spawn regularly. If i needed to remake the schematic every 100 items, that would mean 10-15 failedschematics per 100 units, since the crafting process is already bugged. On the scale of complex products that require multiple components, this would decrease the already thin profit margin crafters like me are working on. Practically speaking, i could bear having a 500 item limit on a schematic, but 100 items is an excessive loss. This is an even bigger issue when it comes to some other professions, since their subcomponents may be using materials that are even more rare and valuable.


And for god's sakes - please fix critical fail errors. If the crafting window displays the fail chance at 0%, it should never happen. After all, what kind of a Master Chemist commits critical fails every 10-15 crafts?




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Tiolel
Thu Sep 25, 2003 2:02 pm
#257

Let us continue to generate schematics of 1000. If I am limited to 100 on a schematic It will make creating medical components a nightmare. Right now I'm running 1000 Advanced Stim Bs... that's 1000 ABECs, 1000 ACRDMs and 1000 ALSs. It has taken days to get all the components generated as it is. If I had to do this is sets of 100 (new Stim B schematics for every new set of component schematics) it would only increase the frustration level with crafting.


Please don't reduce the schematic size. It will negatively impact my enjoyment of the game.


Thanks,


Tiolel




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Oddler82
Thu Sep 25, 2003 2:03 pm
#258

Limiting schematics would make me cancel my account.



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CorranAntilles
Thu Sep 25, 2003 2:03 pm
#259

1000 was a comfortable number, really. When I was doing large production runs, I absolutely NEEDED 1000 so I could run my factory overnight and into the afternoon so when I got home from work, I had what I needed to start my NEXT cycle of factory parts, using the pieces made that day.
Taallyn
Thu Sep 25, 2003 2:05 pm
#260

You've created a crafting system that requires an enormous amount of resources in order to craft even basic items. Yet, you have a database that chokes when there are too many entries in it. You've limited nearly all player storage spaces to lighten the database load. Factories are only supposed to manufacture two crates of items (i.e. 100 items). Many items require factory made components from the same crates. The only way tohave cost effective factory runs is via large batches, which is patently impossible with a 100 item limit on factories when you need to use some of those items to for in the schematic for the final assembly. Something really needs to give in your crafting system. The schematics seem to require way too many resources / subcomponents for yourdatabase to be able to handle.
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