Development Cycle Archive
Thread: Schematics limited to 100
Wow, another tedium-increasing idea from Raph. Not very much of a surprise, really.
Raph ... when will you understand that players don't like tedium? If you have a database problem (and, personally, let's be honest, it's a "database interface code" problem, since somehow I doubt that your database-of-choice has such serious issues) increase the size of crates.
Remember in UO when you made various things stackable? That was a GOOD idea. How about making it so that if we stack two identicle items, they MAKEa crate, eh? Oooh, item count reduction.
And, let crates hold a LOT of items, not just 5, 10, 50, etc. like it is now.
OK, so it's not "realistic" ... but neither is expecting us to keep paying as the tedium level rises.
This is practically a class killer for a weaponsmith making ANY higher end weapons!!
Lets take a look at the rocket launcher requirements to just put this as an easy example:
Requires 5 proton Grenades from a factory crate
Proton Grenade requires 4 subcomponets, so that means you need to make at LEAST 24 (this is considering you get a great result and don't critically fail on the gun, more realistically you need 32 of the subcomponents). As it is, to make a Rocket Launcher, it takes 7 factory runs!!!
Take into consideration the amount of time it takes to do 7 factory runs of subcomponents only fail and have lousy results on the final product!!!
Taking all of this into account, the highest you could do a factory run on Rocket Launders would be 3!!!!!!!! With how much time you spend into making these things, 3 in a crate of a good quality RL is not worth the time.
Now take T21's, 10 factory subcomponent parts!!!!!! This means you could at most get 9 in a crate.
Bottom line, you should be able to at least make a full crate of a gun, to be able to do a full crate of rocket launchers, you need 600 in the factory.
Planning on this would have a high effect on weaponsmiths that will riple like mad throughout the rest of the game!!!!!! In a player run economy, these kind of things are extremely sensative and should not be messed with.
This is unfortunate. How bad is it you ask? Well let me put it this way the amount of work this will create for me will make this seem much more like busy work than a game. In fact, if this change is made and is intended to stay this way. I will simply cancel my account. That's how bad i think it. I don't know how to say it any clearer.
xerrex
With droid engineers it goes like this:
I make 100 Electronic GP modules
I make 100 Memory Modules
It takes 4 of each to make a droid brain.
The most I can ever make off a schematic for droid brains is 24. A crate holds 25
This might not seem like a problem but I am often trying to get the best experiment and with this I may use 5-10 "Brains" to get a good effectivness. Therefor I would only get a max of 15-20 per run.
The R3 droid takes 2 brains. I go through brains like nobodies business. So yeah, I can make 4 or 5 droids but then I got to spend the rest of my day next to the factory... again. (refering to factory bug we most all hated)
If you ask me its like having that bug again being only able to make 100 items then having to redeed the factory to continue crafting. How many people griped about that?
*I* in this post is not me, but my boyfriend Deloo Pabet.
(heh)
I submit that this will affect master architects more than any other profession. Structure are such a dominant part of the crafting scheme, that we simply must be able to make at least 500 at a time. How hard would it be to limit the number of finished product shematics, while allowing larger amounts of sub- components in a schematic?
It may take some time, so please dont change it from the way it is until you have completely thought this through. IF you do, my arch business is dead
Thanks
Though it is pretty obvious that schematics were supposed to be limited to 100 from day one, I feel very strongly that at the subcomponents should have a higher limit. My gut feel is that 500 for subcomponents would be just fine for most of the professions.
I do not feel that the larger items should have more than 10 per crate, with a limit of 100 for economic reasons. Selling crates of 25 or 50 stims may be good for stims, but overall it is hard for players to come up with the credits for a crate so big. I'd love to buy a crate of 10 camping kits for instance, not 25 or 50. Using up a crate of 25 or 50 for most common items is not reasonable.Medsyes, but otherwise no.
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?
Btw I won't mention names but the person who wrote this claiming to be a master architect is not familiar with his profession. Most of they heavy Harvesters require and some require 6 of the exact same. Crtated wall modules. As far as as Structural Moduals go, I make anywhere from 500- 2000 at one time. I will take 100k-400k of ore and the appropriate amount of steeland plop it in my factory and let it run. I don't like having to change them up all the time and at 100 on the schematic means i have a lot of runs i have to be there for. I want to enjoy the game not babysit a slow factory. I also don't want email spam from the factory completes.
As far as the data base goes. Every time a resource switches
I make a new schmeatic. I don't destroy my shematics especially for the ones that take a lot of resources to make it. I can imaginge how many schematics are created for people in some of the other professions. Like I said, that all these different types of resources are thea major contributorof the database nightmare.
Please allow 1000 unit runs or something a heck of a lot closer than 100 (4 crates most of the time).
If you are going to lower it to a small number like 100 please allow a Scematic que and speed up the factories.
I think we have gone round in round. The long and short of it, is people need more than 100 identical items to produce a decent number of the final products. That said, very few people actually crank out a 1000 of any give item. Despite that being the current limit. They just use 1000 uses resource quantity as the limiting factor in factory production. If you lower the limit to 100 items, people are still going to make 100 use schematics even for items that they would have no possible way to create a 100 off.
If you really believe this change will significantly improve your mythical database problems then you need to tell use how percisely. Because the majority of people think you are going to make it worse, and based on my knowledge of databases I tend to agree that this is a bs, catch all-line you are using as excuse to change whatever you want.
If you really want to improve your mythical database situation try the following:
1. Increase the maximum capacity of single factory crates to 100x current maximum.
2. Have the inventory requirement be equal to items in crate/current max crate size + 1. (So a 1000 unit crate of stims would take 20 inventory spaces)
This would reduce the total number of items stored in the database without allowing the player to store any more items than the current system permits.
a. A system to split/combine identical crates. And to put items back into crates assuming they are identical.
This works under the primise that people like to have a clean inventory, and will generally stack things as much as possible.
.......
PS your current system of solving bugs based on CS reports is flawed logic. People don't report long standing bugs in the same number per unit of time as they do new bugs. So you have numberous long standing problems that are never getting address despite them being more severe than the new problems you produce with every new patch simply because they cannot generate a high enough report per day ratio that a new bug/change can produce.
Sorry to call you on it shortjedi, but you are wrong. wall module have to be "similar" not factory made. I am a Master Arch. and I have never factory made a wall module for a heavy harvester.
Try it. You will see that I'm right
Johon