Development Cycle Archive

Thread: Schematics limited to 100

NCIceman
Thu Sep 25, 2003 2:43 pm
#287

I'm not sure there should be a limit. Schematics are gained and lost by trianing and releasing skills, right? So if I can train it, by god I oughta be able to hold the schematic to craft it.


So set the value based on the possible permutations for crafters.


You mention database issues a lot...what back end are you using? Oracle? SQL Server?




Zendennin Darkwalker on Tarquinas and Flurry
forceone27
Thu Sep 25, 2003 2:43 pm
#288

Well I'm glad you at least asked us. I'm a master weaponsmith and this would be a huge nerf for me. Just one example, several gun schematics require 5 blaster power handlers, identical of course. So I can only make 20 of those guns now at a time? Lets not forget that I need to make the schematic, so mybe 17 or so in a crate? This is the worst weaponsmith nerf I have seen yet, and if anything would make me drop weaponsmith this would do it. It's ridiculous. What about ROCKET LAUNCHERS? They take 8 projectile feed mechanisms. So I can make 10 of those at once? Not even worth the time if you ask me. PLEASE DON'T set it at 100...PLEASE. At least 500 is needed to be realistic, but I say just leave it at 1000.



Ikeemi - NOT Master Weaponsmith (grinding) - Weapons by Ikeemi, -562, -4083 Senia, Naboo. Specializing in ONLY Carbines, Rifles, Pistols, Flamers, LLC's, and Heavy Acid Rifles.
Current Skill Mods: Assembly 5, Experimentation 10, Repair -337
--Currently seeking my god damn jedi slot...--
SilofUSDA
Thu Sep 25, 2003 2:46 pm
#289

its best to leave some things with higher limits...structure modules for example...why run your factory 10 times when you can run it once with the same schematic and get the same result (other than the fact you have a higher chance of failing on a schematic -.-)


structure modules are the only majorly important thing for an architect that should remain 1000 at least....


sil




woot!
Silmaril
Ahazi server, Dantooine
Brynnan
Thu Sep 25, 2003 2:47 pm
#290






Holocron wrote:
We got the message. Investigating now.





Heh Heh. Think he got the message?


Although I have to say that the post by Braydin wasa fantastic implementation idea and that would make everyone happy and thrilled.




Bryne Tentace, MDE
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Sheara Amore, Master Dancer
Sheara's Big Bam Boom Cantina
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Boldor
Thu Sep 25, 2003 2:51 pm
#291

It works now, why fix something that isn't broke I would rather them work on crap that dont work PEROID
PerAstra
Thu Sep 25, 2003 2:53 pm
#292

Not that anyone will read this far down, but...

Please stop talking about the database. All Holo said was that there *might* be DB issues with leaving the limit at 1,000 and that he would have to check with someone about that.

This is a bug-fix. Because of the potential impact, they came to us for feedback. We yelled, we screamed, they heard, and now they're going back to think about it.

Nothing about this has been confirmed to be about DB issues, so spending your time redesigning a DB you've never seen is fruitless.
BBS950
Thu Sep 25, 2003 2:53 pm
#293



Holocron wrote:

This is an upcoming change on TC. The change was made because this is what schematics were always supposed to be limited to--there is a bug that lets you put in a value larger than 100 right now.

I see some negative reaction to this change. How impactful is it? What is a reasonable limit in your mind?

I'll state up front that there may be DB reasons why we don't want a huge number here, so I will have to check on whether changing it is feasible at all.






Granted, none of us know exactly how your database works because you can't tell us for business reasons, but if your database was created with any sense in mind, then when an item is created, it simply references a serial number stored somewhere else in the database.

If that is indeed the case, then wouldn't it be better for the database to have less serial numbers?

If someone makes a run of 1000 items now, that's 1000 pointer items and one relational link to the master item description. If someone makes a run of 1000 items with the nerf, you've still got 1000 pointer items, but 10 master items. How can this be better for the DB?



Snafu Fubar, Valcyn Server
cragar
Thu Sep 25, 2003 2:54 pm
#294

Holo, i think anything less than 1000 limit on schematics is wrong. im sure 10000 or 100000 is excessive but 1000 seems about right. and database issues could be better fixed by slowing down the resource shifts and making a few adjustments to stat changes.


lets face it there are a few types of resources that really shouldnt be changing types every week.


wind energy is wind energy, solor is solor, and radioactive is radioactive and i dont think there needs to be a new type of these every week or so. the same can go for a few other resource types. but setting a minimum stat on things and making sure they respawn on each shift would smooth the toubles players are having when a needed resource doesnt spawn for multiple shifts.


but back to schematics i crafted a few before needing to sell back artisan skill points, making lower limits makes players who craft only do so in small amounts. and if you cannot find other players who put an effort into a certain area of the game suffer. there are not alot of players making 9 use food items for feeding pets.

HoTron-rex
Thu Sep 25, 2003 2:55 pm
#295

omg holo, you have no idea how much of a horrific nerf this is. How am I supposed to make a crate of 50 ranged stimpacks which require 3 of each type of controller (150 total required)? or how am i supposed to make a crate of enhance Ds, or a whole myriad of artisan items? the consumable buisnesses of powerups and medicines will be hardest hit and you'll likely see people just giving up on them. there is no way in hell I want to sit there and babysit my factories forever just to try and make stimpacks... if i have to babysit my factories constantly then i have to spend more time and energy there and travel as opposed to checking harvesters and gathering resources (Lord knows thats a big enough time sink as it is)


although you wont care, this medic will not be spending her time babysitting factories to sell items. its not worth it. people guzzle consumables down so fast that if you cant have factories running all the time you're up the creek without a paddle.


isnt the whole point of factories IRL to provide AUTOMATION so that you dont have to be there all the time!?!?


i'd say a 500 limit would be acceptable, but nothing lower




------------------------------------------
High Chancellor- KGB SWG
Hotron - Master Riflewoman, Master Pikeman
Nereus - Master Doctor, Master Politician
Ysaanne - Secretist Extraordinaire
LordSnave
Thu Sep 25, 2003 2:56 pm
#296

I'm sure this has been brought up already, but I'm not going to read all the posts. I currently make a lot of stimpacks and my customers don't like to buy anything except for crates of 50. If the limit of a schematic is set to 100, then I can only make one crate of 50 because I have to use part of the second crate to experiment with. This is a bad thing for business, my sanity, and my willingness to pay for the game.


I vote it stays at 1000. Heck, I'd love to see it even higher to be honest. I'd kill to be able to crank out 50 crates of subcomponents at a time. For doctors, the subcomponents are used in quite a few different schematics. Please don't make the game even more tedious than it already is.


I understand you have DB issues, but that really is your problem to fix. I pay my monthly amount to enjoy this game, not to get a serious nerf because you're having technical problems.




----
Kex - Starsider
Owner of Uncle Stimp's Medical Shop
Located at -5454, 3400 on Naboo (900 meters SW of Theed starport)
Jonzun
Thu Sep 25, 2003 3:02 pm
#297

I would suggest making the schematic limits crafter-specifc, i.e., chefs have a different limit than tailors who have a different limit than architects, etc. If you look at the recipe for Breath of Heaven in the chef line, each BoH requires 6 alcohol. Thus, in order to make a single crate of BoH I would have to run 75+ schematics alcohol in my factory twice... that's a pain in the arse as I like to set my factory to run while I'm not on. Architects my have different needs for their schematics.


Additionally, don't make the schematic limit an increment of 25, 50, or 100. I would like to be able to run a few "overs" so I can use those for schematics while being able to create X full crates. With the limit at 100, I'd end up making three crates of 25 then have a partial of 20+ items which I typically just take out of the crate an put on the vendor.


Anyhow, thanks for asking.


Cheers,


Jonzun


SirWalter
Thu Sep 25, 2003 3:05 pm
#298

When you are required Factory Parts to build another item It would be best to make it so you can make 100 X the number of factory parts required for the item. IE. Seeker droids require 2 GP Modules so therefore I would like to produce 200 GP Modules in the factory so I can make 100 Seeker droids. Ark Probe droids require 3 GP Modules so therefore I would like to produce 300 GP Modules in the factory so I can make 100 Probe Droids. I am not sure if there is any other multiple for other parts in other classes, but the number of factory parts should be increased to 100 times the number of Factory Parts something needs. This could also be made different for different factories or even different Classes.


1000 was too much because that would allow you to set your factory and go for 2 days until the parts were created. Something between that would require crafters to visit factories often, but still be able to produce ANY item at 100 even items that required Factory Parts.


Regards,


SirWalter

AudioOrgana
Thu Sep 25, 2003 3:08 pm
#299

Grr...I knew this was coming.


Look, this is a huge problem.


Factories require a large amount of tending,and except for allowing us to create parts from factory crates because a schematic requires them, they do little to actually help us.


They are incredibly slow. But unless you are sticking within a few 100m of your factory for your whole playtime, you can't afford to leave them either.


Example : I decide to go hunting on a secondary planet. I fill up my factory with enough to make 250 items, power, and maint., and take the night off to go hunting. When I return the next day, I have a load of components to use and didn't have to stay.


If I only had schematics for 100, my playtime would have been cut by more than half, becase I would have had to refill.


The high schematic count is the ONLY thing factories really have going for them. I have never needed 1000 - but I sure use 2-300 all the time.


I really don't understand what the big deal is - you just aren't forcing people to stay on one section of one planet, or play every few hours all day, to remain productive. I see people AFK-fighting where MOBS spawn, and I see the evidence of duped items/credits all the time - why give the honest people who are trying to make the best of what we are given a nerf?


Leave it the way it is, or make it a few hundred - 100 is too small (especiallly for subcomponents).


Audio

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