Development Cycle Archive

Thread: Schematics limited to 100

Aldack
Thu Sep 25, 2003 2:24 pm
#274

Based upon someone's comment on one of the other boards, I think the number 600 seemed like a good number. But failing that, at least 300 would be an acceptable amount.


Although, why would there be DB concerns when people can already make 1000 items from a schematic??


As a DE, this one probalby doesn't affect me a whole lot, but some of my medical friends are VERY concerned about the Stim E situation.

Ackis
Thu Sep 25, 2003 2:24 pm
#275

If you limit it to 100, why not 125... it uses no more room on the database (7 bits)... heck, up it to 250 for 1 more bit only (8 bits = 1 byte = 1 char). Also increase the capacity of factories or let them pull items from crates.




Imperial Captain Ackis Losackego - Über f335h

NGrey
Thu Sep 25, 2003 2:25 pm
#276

Horrid idea to limit them to 100. Weaponsmith killer with things like T-21's out there.



Jag Feldil
Master Weaponsmith, Artisan, Entertainer, Medic, Combat Medic, Musician, Marksman, Commando, Jedi Initiate, Creature Handeler...
MSP0
Thu Sep 25, 2003 2:26 pm
#277

On the other hand WaerbGloofin, you could queue the schematics for say T21's and generate the items without having the DB generate the subcomponents. so if 15 subcomponents are used in an item, and you create 10 such items, the DB would have to get involved in only 10, instead of 150.





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Drummerboychris
Thu Sep 25, 2003 2:28 pm
#278

it's an enormous pain to me. With a schematic of 1000 i could run a factory all night. now i get 1/10th the amount of work done with the same effort. this is not right.



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Tiku_Giammo
Thu Sep 25, 2003 2:29 pm
#279






Phaseadept wrote:

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






because everyone that uses a factory is an architect?



stim e's alone take 3 BEC's(bio. effect controlers), and to make a crate of r 50 e's with the same stats, you would need a schematic of at least 151, so with the limit at 100 makes it impossible to make a full crate of e's




___________________________________________________

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laminator0
Thu Sep 25, 2003 2:30 pm
#280

If u drop schematics limit to 200, i think then about open thread "Monthlypayment limited to 1.5$"


Ok?





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Drow33
Thu Sep 25, 2003 2:32 pm
#281

1000 is fine, don't change it. We all don't have 15 hours a day to play to load a factory multiple times



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Rath
Thu Sep 25, 2003 2:35 pm
#282

If you don't want a thousand than 500 would be good. Realistically you should be able to make a full crate of any item with the schematic limit. At a 100 limit you would only be able to make 9 T21s.



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Kitsunetsuki
Thu Sep 25, 2003 2:37 pm
#283

SPECIFIC SUGGESTIONS BELOW

Some of these may have already been made, but I didn't read through all the replies so far.

  1. Item complexity should be related somehow to the real DB size of the item, if it's not already. Crafting more complex items is harder, insuring more complex items is more expensive, and this would already create a slight overall tilt towards players owning objects with a smaller data size.

  2. Factory schematics could exploit this relationship. Use a formula to calculate the maximum possible units produced by a given schematic. Off the top of my head, I'm thinking [1000 / max((complexity-10),1)]. That is, an item with complexity of 10 or less could be produced in lots of 1000. An item with complexity of 20 could be produced in lots of 100 and so forth.

  3. The entire results of a factory run, of whatever number, should come out in a single factory crate. I'm going to go out on a limb and speculate that in the DB a factory crate consists of a single DB row for the item, and another row for the crate itself, which consists of nothing but a reference to the item and an integer count. This is extremely economical, but less so the more crates you force us to create in a run. Since probably most factory-made items are components, it would never be technically necessary to instantiate any of them as independent items in the database. Particularly with the recent fixes to crate use during crafting, the relevant data would be pulled out during crafting and used to assemble the final object, but the individual components themselves would never "exist" as far as the database is concerned. Only the counter on the crate matters. The only time you'd have to create a new entry would be if I for some reason decided I wanted to yank a GP Module out of a crate and carry it around with me (when you have to track it as an inventory item). With working crates, I would never have a reason to do this.



Granted I have a lot of speculation in here about how things work in your database, but as things currently stand, this sort of approach could potentially actually save you tons of DB space, and not drive your crafters insane to do it.
Hero_DarkJedi
Thu Sep 25, 2003 2:38 pm
#284






Phaseadept wrote:

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







I don't think you read the *countless* posts from medics and weapnsmiths.


Sure you archs don't build even 5 PA's at one time ... but read about the weaponsmiths and the T21 ... heck ... even most good guns take 4-5 identical power handlers.


If I could only make 100 PH's at a time ... and you figured you have to throw away 2 or 3 sets before you come up with a good schem ... (yes, unlike archs we actually experiment) ... that means I can produces 6 or 7 t21 guns at a time ...


More like 15 or 16 Laser Rifles at a time ...


Anyways ... the world is bigger then you archs :-) ... look around ...


Hero out





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Madagain-Bria
Thu Sep 25, 2003 2:39 pm
#285

I allready spend 10x more time working with my factory than I would have to if they were working 100%. With out being able to do runs of a 1000 the game is going to become a real chore. I am trying to play to have fun.. please don't make that anymore difficult than it allready is.

1000 runs is needed for components.



IGN Madagain
Reprieval
Thu Sep 25, 2003 2:41 pm
#286

I think crates shouldn't have to be put into groups of 25 or 50 depending on what you're manufacturing. Players should be able to set a unit-per-crate size, especially since one or two of the last pieces of the crate are often wasted in schematics that require three our four identical crate pieces.



- Reprieval. Master of Armor Design. Coronet, South. -115, -5760.
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