Development Cycle Archive
Thread: Schematics limited to 100
To all the "short bus" people how don’t understand anything... READ the following.
The limited schematics to 100, as originally intended, is of course correct. The fact that you were taking advantage of an error in the game, also known as hacking, and are now upset that it is fixed is laughable. The intention of limiting the number to 100, is so that your factory will only run for 4 hours, not 40. Every factory running 40 hours, basically means that every factory in the game will be constantly making updates to the database, which causes lag in the game, as the factory will rarely turn off. Gamers can easily get back to their factory, or even multiple factories, and turn them back on again, for another 40 hours and not worry about them . They can be out of the game for almost 2 days and still be lagging the servers. Where as limiting to 100 means that they go to bed.. and 4 hours later their factory stops accessing the database and making entries.
Now you complain about not being able to make finished products in "full" crates. WHO CARES. So the finished crate only holds 40 or even 20. That’s they way all crates in the game should have been, and will be. They will be sold at the adjusted price. Also, lets think about this, when your factory makes SO much stuff, you are either A) hording massive amounts of items, or B) making so much money that you are throwing off the economy for everyone else that is just starting the game, and is wanting to craft. There will be no shortage of items in the game. There are plenty of people crafting and making items. If you only make 40 a day now.. instead of the previous 400 a day, it will allow for those other 10 people that are trying to come up in the world to make a buck. It will allow for a lot more of the re-saleing of recourses, which is intended, at lower prices. You will harvest the same amount of stuff as you did before, but now you will have a surplus. You can either sell it or take a break from harvesting. This means that someone who is not harvesting will be able to craft still, buying the reasourses from you. You'll still make money from the reasourses, jus shareing the profits.
This is a GREAT improvement, catching this HACK. I know that the DEVS will not change this, and should not. As the original intention of the game was 100. If you don’t like the way the game was played, in a non-hacking mode, well that’s sad, Quit. That will allow the new people, and the people who don’t want to hack anymore, a much nicer time in the game. Besides the fact that you wont lag as much when we get near other people/items or anything else that is being processed from that database. To complain about a fix is sad.
Lets think people, before we go typing a reply to a FIX. Lets realize that we need to be improving the game. Not allowing things that are in the end, a determent. To say that this fix is going to ruin the economy is laughable. Just look at any master crafter, because of this hack they have been allowed to HORDE the cash in the game, instead of spreading it around. Don’t believe me? more than 90% of the people selling credits on "e-bay" are crafters that have been taking advantage of this hack.
Besides the fact that database entries are UPDATES.. which means that there is an UPDATE every few minutes from EVERY factory that never shuts off. EVER. To shut the factory off after four hours is very smart. Besides, if you are playing it means that you will be able to turn on the factory again in 4 hours.. and you will need to do more .. oh no don’t say it.... CRAFTING.... yes... now you will actually have to CRAFT more schematics.... oh no... And if you dont play that much, well should you really expect to be a powerful crafter if you only come in the game for a hour every other day. I think not.
And who really cares if you get a crate of 20, finished product, or of 50... i mean really.. what a moronic thing to complain about. " Oh no.. i have less things... 'cry'... . I cant hack more then originally intended....'cry' ....I think I am going to actually have to craft some more.... 'cry' ". Come on.... I mean the short bus is short.. but lets TRY to think outside the bus.
When it comes to running a medical shop, 1000 items schematics is needed real bad. I go through 1000 Biological Effect Controllers every 2 days. Even with 3 factories it's hard to keep up with restocking the vendors and handling custom orders. Some of the things i make need 150 sub. compenments for a crate of 50.
And i cant really see the harm in having 1000 item schematics. It doesnt hurt the economy or the game mechanics.
This will be horrible for us weapon smiths since for example powerhandlers is required in every gun we make and a limit of 100 isnt enough. If we get a limit of 100 we must have about one schematic on powerblaster handlers for every type of gun we make, and thats a lot of wasted databad space not to mention the amount of experimentation that is required. One example is T21, that requires 10 powerhandlers to make just one T21. Now with a limit of 100 we can only make 10 T21 in one factory run in teory. In practise its much less then that since we need to make 10 powerhandlers to just experiment one good T21 that we then put into the factory, that means 9 T21 will come out of a 100 schematic, IF WE are lucky and get a great success on the first try. If we fail like 2-3 times a then well the final T21 number will be much less than 10.
Nanoeffect1 wrote:
To all the "short bus" people how don’t understand anything... READ the following.
The limited schematics to 100, as originally intended, is of course correct. The fact that you were taking advantage of an error in the game, also known as hacking, and are now upset that it is fixed is laughable. The intention of limiting the number to 100, is so that your factory will only run for 4 hours, not 40. Every factory running 40 hours, basically means that every factory in the game will be constantly making updates to the database, which causes lag in the game, as the factory will rarely turn off. Gamers can easily get back to their factory, or even multiple factories, and turn them back on again, for another 40 hours and not worry about them . They can be out of the game for almost 2 days and still be lagging the servers. Where as limiting to 100 means that they go to bed.. and 4 hours later their factory stops accessing the database and making entries.
Now you complain about not being able to make finished products in "full" crates. WHO CARES. So the finished crate only holds 40 or even 20. That’s they way all crates in the game should have been, and will be. They will be sold at the adjusted price. Also, lets think about this, when your factory makes SO much stuff, you are either A) hording massive amounts of items, or B) making so much money that you are throwing off the economy for everyone else that is just starting the game, and is wanting to craft. There will be no shortage of items in the game. There are plenty of people crafting and making items. If you only make 40 a day now.. instead of the previous 400 a day, it will allow for those other 10 people that are trying to come up in the world to make a buck. It will allow for a lot more of the re-saleing of recourses, which is intended, at lower prices. You will harvest the same amount of stuff as you did before, but now you will have a surplus. You can either sell it or take a break from harvesting. This means that someone who is not harvesting will be able to craft still, buying the reasourses from you. You'll still make money from the reasourses, jus shareing the profits.
This is a GREAT improvement, catching this HACK. I know that the DEVS will not change this, and should not. As the original intention of the game was 100. If you don’t like the way the game was played, in a non-hacking mode, well that’s sad, Quit. That will allow the new people, and the people who don’t want to hack anymore, a much nicer time in the game. Besides the fact that you wont lag as much when we get near other people/items or anything else that is being processed from that database. To complain about a fix is sad.
Lets think people, before we go typing a reply to a FIX. Lets realize that we need to be improving the game. Not allowing things that are in the end, a determent. To say that this fix is going to ruin the economy is laughable. Just look at any master crafter, because of this hack they have been allowed to HORDE the cash in the game, instead of spreading it around. Don’t believe me? more than 90% of the people selling credits on "e-bay" are crafters that have been taking advantage of this hack.
Besides the fact that database entries are UPDATES.. which means that there is an UPDATE every few minutes from EVERY factory that never shuts off. EVER. To shut the factory off after four hours is very smart. Besides, if you are playing it means that you will be able to turn on the factory again in 4 hours.. and you will need to do more .. oh no don’t say it.... CRAFTING.... yes... now you will actually have to CRAFT more schematics.... oh no... And if you dont play that much, well should you really expect to be a powerful crafter if you only come in the game for a hour every other day. I think not.
And who really cares if you get a crate of 20, finished product, or of 50... i mean really.. what a moronic thing to complain about. " Oh no.. i have less things... 'cry'... . I cant hack more then originally intended....'cry' ....I think I am going to actually have to craft some more.... 'cry' ". Come on.... I mean the short bus is short.. but lets TRY to think outside the bus.
Um, "the short bus"? Is that right next to the "paragraph bus" where they teach people how to properly experess themselves?
In your long, unstructured rant you demonstratred nothing but you have no idea what it is you are talking about and have never crafted past a certain level.
What people are talking about most are subcomponents, which take up all those little items so you can finally make one big one. Some of these subcomponents require subcomponents, etc. - it's a very time consuming process.
This is your first post - welcome to SWG. Now please go away, until you know what you are talking about, can express yourself properly, and most importantly don't /rant, /flame, and /troll as you have here. Usually all three don't apply, but they sure do to this post.
Audio
500 I think is a fair number for this.
I must say this will make life as a chef even harder then it already is.
I have been contemplating surrendering my skill points... this I would consider a chef nerf when we really need some serious attention. Would be the icing on the cake to make me quit this broken profession.
Nanoeffect1 wrote:
To all the "short bus" people how don’t understand anything... READ the following.
The limited schematics to 100, as originally intended, is of course correct. The fact that you were taking advantage of an error in the game, also known as hacking, and are now upset that it is fixed is laughable. The intention of limiting the number to 100, is so that your factory will only run for 4 hours, not 40. Every factory running 40 hours, basically means that every factory in the game will be constantly making updates to the database, which causes lag in the game, as the factory will rarely turn off. Gamers can easily get back to their factory, or even multiple factories, and turn them back on again, for another 40 hours and not worry about them . They can be out of the game for almost 2 days and still be lagging the servers. Where as limiting to 100 means that they go to bed.. and 4 hours later their factory stops accessing the database and making entries.
Yo ... Mr short bus ...
A) No hacking ... there is a number that says 100 ... we just type 1000
B) Balance Issues ... CH's *started* with 3 Rancor's and that got cut down? You think the nerf bat can't work in reverse?
C) Lagging the Server? you got no clue ... read the previous dev posts ... it's a mini-sim that runs ... the factories don't run *all* the time. They run when they are loaded up ... which is only when the "owner" comes near it.
D) 4 Hours? where did you get that? Factory speed is based upon the complexity of the time ... 8 seconds per complexity point ... I have done things that are 40 complexity I believe .. that's almost 9 hours of factory run time. Also, Holo said once upon a time, with concerns to the 10% factory XP nerfs that factories are supposed to be running when you are not around and you should be able to keep them going 24 hours per day.
Anyways ... the rest of your thread is the same garbage ...
Hero out
Is that kind of response really productive or necessary? You may not agree with people who don't like this "fix", but responding in such a condescending manner is only going to put people needlessly on the defensive.
Let's stick to offering our opinions and constructive feedback rather than pointless flames where we try and convince our fellow players how much smarter we are than they are.
My personal opinion is that we could easily live with the 100 limit if we either removed the need for "identical" sub-components (Liquid Suspension, Chemical Release, etc...). If I could throw in 25 Biological Effect controllers with one serial number, and 75 with another serial number (for example), then that would make things easier. Just an idea.
The afore mentioned concept of providing sub-schematics that only require you to provide the resources vs. the actually X number of sub-components when making the end product would also make the 100 limit acceptable.
Otherwise, I support the 300-500 limit with the current setup.
Just my opinion.
100 item limit is ludicrous. I have to pay a LOT for a factory, for upkeep, and for the power to run it, I SHOULD be allowed to let it run for a full day(or more)as it cranks out 1000 items. This allows me to venture out further into the galaxy instead of having to stay close to my home-base 'just in case' the factory happens to churn out 100 items quicker then I had thought(A good idea here would be to allow us to see a real-time estimate of the duration of that particular factory run so that we know ahead of time and can plan accordingly)
Still, the fact is that after putting as much time and credits into a factory, as well as the time required to obtain the resources to run the components and THEN the final product, it is a NICE perk to be able to start a run at night before logging off and knowing that the factory is running as I sleep, unattended. The same comfort you have from knowing that your harvester is still running constantly without having to run back to it every 2K units harvested.
LEAVE the Maximum at 1000...Please.
Simple solution that remedies all....
Limit the runs to 100. But make the schematics, once loaded into the factory, reusable. Once loaded , you can crank out 10,000 of the item if thats all that factory runs. But it is only 100 units at a time, and then you have to clear the output hopper and restart it.
Now for a doctor, it woudl be great to have a factory in place for each component and never change it out. but who has the lots available for that? No one. And you cant gurantee you woudl get the exact same resources. So these in themselves would be limiting factors. But if you DID have 32K of those rare components, you COULD continually run it and get 1000 advanced components done.
.... 100 at a time....
...off the identical schematic....
Please for the sake of this great game, DO NOT nerf/fix the factory schematics. Crafting in SWG is hard enough as it is. This will make things much, much worse. My fellow crafters have already stated many good reasons to leave it as it is, or limit them to 500. 100 items per schematic is NOT enough. Why require 3-4 identical factory parts if you're only going to limit the production?Database problems? Pffffft. Put some of our hard earned money we're paying through our subscriptions and get a team to fix the database. Don't take it out on us. Either get rid of the identical factory requirement or raise schematic limits to 500. Shoot, I'll even take 250 at this point. Put yourself in our crafting shoes and think about the logistics involved for us to produce items. SOE boasts about how many subscribers there are. How are the crafters supposed to keep up with the demand with so many requests when you're talking about limiting our production output?
In case the execs at SOE are unaware, hundreds of crafters are cancelling their account becuase the devs are making it so tedious to craft items. This proposed "fix" will only drive away more people who really wanted this game to succeed. How many posts do you see in this thread that are "all for" this fix? 3 to 5 people out of 16 pages? Get a clue, the crafting class is telling you we DON'T want to see this happen becuase we're the one's that have to feel the effects. Try telling the fighting class that they're only limited to killing100 creatures before they have to stop and get a new gun oran Entertainer that they can only perform 100 dance moves and see what happens. Its the same premise, you are limiting us and it's not fair, especially since using factory items is "REQUIRED".
Here's an idea! FIX PSG's, FIX Advertising 3, FIX Advertising 4, FIX Layers, FIX Experimentation. FIX THINGS before you nerf. I swear, SOE does things so backward. Why worry about schematics when PSG's rarely work AND lose their resists at random?
MORE FIXING, LESS NERFING! Make the game more stable and playable, then go through and swing the nerf bat.
IF this change goes into effect then my server will loose another Weaponsmith... If it wasn't programmed this way in the first place then why does it come back with and error telling me to pick between 1-1000 if i try for anything more than 1000 on my schematics... After spending an hour and a half getting the right stats on a COMMONLY used item (power-ups) do you think i want to repeat this for EVERY customer that sends me an order? i think not...
If this change goes into effect you will see a dramatic decrease in your database alright... Free space from cancelled accounts... you make so many things in this game dependant on Factory Parts to begin with... might as well take out the pixel sucking heavy and medium harvesters to save on bandwidth...
Fix not nerf something that has been in-game for so long that is so important to our experience... Or this debacle will make the titanic look tame...
It may not be obvious to the casual SWG player, but this change will likely pummel parts of our emerging in-game economyand make factory usage arbitrarily tedious:
Like many other architects who want to build structures regularly (and account for critical failures), my partner and I typically run 500or morestructural modulesat a time overnight to keep up with product demand.It took several weeks to get our production to this point and we invest a largepercentage of our revenue back into buying resources from miners weekly to support these runs.People buy product from us and we in turn buy resources from miners to make more products.
Given that we aren't willing tomicromanage7+ hours of needlessly fragmentedfactory production runs each day (who would want to do this when we are already dealing with subcomponents?), this"fix" islikely toseverly limit our production capability,sqaush the theonly fun aspect of using factories (i.e. setting up nicelong factory runs), and reduce our ability to buy larger amounts of resources from miners.
The reward driving all this effort for us is mainly being able to sell via our stocked vendors while still having a little time left over for hunting and other in-game pursuits:it'sfunbeing able to sell our products even while we're out fighting critters on another planet. This change willpractically compel us to stand around micromanaging our factories for most if not all of our available in-game time. Maybe I'm missing something, butthat doesn't seem fun at all for architects or any crafter for that matter.
-Kebol