Development Cycle Archive
Thread: Schematics limited to 100
Speaking as a chef, this would complicate the process of production to the point where it just be pointless. I don't think 1000 is enough. Please for goodness sake, don't make it 100.
With this change, any product that required two or more identical sub-components could only be made one full crate at a time, including all theproducts that are the core of my business.I can't keep up withdemand that way...I don't want to have to log in and check factories constantly. Please don't do this.
I know that if this change is implemented I will have a bunch of partial crates lying around. 1 with 50 items and 1 with 45, 46 whatever it is. How can this help the database?
I certainly wont be the only one with partial crates. What do I do about astimpack needing 3 identical components? Make crates of 33? This may well help the database when hundreds of folks stop crafting. If that is the intention, good work.
Tethys Lightspeed MD
I just love people like Nano bragging about their 4 accounts and turning everyone down lol....fanboys suck
Nano try to get a life and have sex someday eventually
Please keep the 1000 limit. In addition, fix the slider so you can have options for 250, 300, 500 or any amount in between 1 and 1000.
The problem is in the subcomponents. T21 rifles take 10 BPH. As it is, even with a 100 run, I could only get 9 matched T21s from a run. That’s assuming the first T21 I experimented on was perfect. Which doesn't happen.
It becomes even more problematic for Stimpacks. My friend is making StimD crates. But these take 2 matched sub components. People like to buy stimpacks in factory crates. But with the 100 limit, you can only get 1 full crate out of the 2 factory runs.
Run1 gives 100 chem dispersion sub comp
you eat 2 of them making the factory schematic for the second run.
Run2 gives you only 49 max possible stimD. That’s 1 crate of 25, and 1 crate of 24. Makes stocking stimpack vendors with crates kind of tough.
I sell a certain volume of weapons, right now to make those weapons; I rely in the 1000 schematic. By limiting the factory schems to 100, now I need to spend 10X the amount of time babysitting my factories. I like doing more in this game than just crafting. I already spend too much time feeding and moving harvesters. Crafting gets very tedious. I like to get out and do missions every now and then. But as it is, I can only do that about 10% of my play time. And I see the "free time" I have dropping to Zero is this change goes into place.
XASA WROTE:
IF YOU MUST LIMIT THIS, then do so. But in replacement of mass producing off one schematic, allow us to queue in up to 5, 10, 20? schematics at a time. I like to log off knowing I can expect x amount of items to craft with when I log in, and this would help alleveate some of the frustration.
Thats a wonderful idea ...
Reducing this count will hurt chefs badly. Tedium ... Tedious ... Onerous ...Work. Boy ... I thought this was SOE - Sony Online Entertainment.... who knew I was signing up for another job? Honestly developers have technical issues they need to address. I can understand this. But to impair the playability of your product due to a technical challenge does not speak of business savvy. It says to me that someone has got their heads burried far too deep to understand what the gaming business is all about. I can't imagine that people would want to pay to "PLAY" a game where you are babysiting a function of a game (That would be changing schematics all the time).
Developers ... team leads ... please ... take a few hours off work. Go to your local pub ... have a beer. Think things through ... eat some food (laugh) I think it will buff your minds enough to understand that making a game more tedious and work like will not reap big time coin.
If SOE Product Managers cant see this ... then please .. post their names on the net because the their careers will be over. Who wants to plan on playing a game where you have to work? Give me names so I can send it to all the gaming magazines ... then when SWG is gone and the new thing is out ... we should find out if these people are still calling the shots in the background ... if they are I would rather play ATARI LOL .. yeah you heard me ... two lines .... a tiny ball and a round circle for a joystick ... ping .. pong ... ping ... pong ...
I hope you all get the message here ... game = fun <> work .. tech issues are your challenges ... they should not impact SO"Entertainment" ... get it?
Chaenlmee (Flurry - Master Chef) ... not looking for another job thank you
I normally don't reply to these, but I got to say this is not cool. Please let us keep it at 1000. Here's howI see it now.
Well I don't feel like repeating what's been said in nearly 19 pages. I agree with 98% of the posters here.
500ish would be good, but 1000 preferable.
Also like the large on sub's and 100 or so on final.
Please do not limit it to 100. As a doctor it is rather fustrating to make sub-components using an already slow factory. Please set it to 1000.
Thank you.
I think schims of at least 500 is needed as a Master Doctor and Master Combat Medic it takes so many sub componets to make things that limiting it to 100 is going to raise the prices way up.
Maybe that is there point limit our ability to make things so that the already inflated prices of things goes up even more . . .
Quite a thread here. It won't make a huge difference to me now since I mostly make powerups in my factory. But I can easily see the points brought up about sub components are valid. Most schems I make are destroyed before I make the limit anyway, but it does give me more options just in case someone orders a large amount of one item. It's also helped me clear out some resource inventory, because I can load it in the hopper and let it run out. Still, the fact that I don't have to go back and make a schem every time I do a factory run is a big bonus. Plus, when I am making a schem for powerups, it could take me 10 or 12 times to produce the right combination. Even if I get lucky, it's usually at least 5. I keep the singles for bazaar sale. If you lower the limit to 100, that is potentially 50 to 100 extra items being crafted (I rarely throw stuff away). How can this help the DB. Furthermore, this points out one of the things I had posted in an earlier thread. You asked about closing the communication gap. This is a prime example of that gap. You say that it "might be a DB issue". Either it is or it isn't. Communication is built on several things. The ability to communicate clearly and listen is paramount. Trust is also a large factor. Not only we have to be able to trust that you are shooting straight with us, you have to trust that we can understand if there is a good reason for doing something. As it stands, I don't think your argument makes sense. How the number on the schematic affects the DB is beyond me. Cryptic comments like "might be" don't help. I've come a long way since the game first came out and I don't get angry about bugs and nerfs the way I once did. I take it as partof the overall challenge. But for heaven's sake, you could at least flesh these kind of things out for us. Giving people an idea of why things are being done and some of the mechanics behind it might tone down some of the rancor on the forums. So if you ask me, I like the 1000 item limit. But if you give me a good reason, I'll accept a smaller one.
Peace out,
For example, I am making a run of Stim Bs. Due to my casual play hours, this takes me about four days, regardless of how many I make. First day, I collect the ingredients from the PA supplies, and make a few schematics for components. Each schematic is 100 items. I put one schematic in the factory to run. (Why am I no longer getting xp from factories?) Second day I put the next schematic in, third day I put in the final component schematic. I now have three sets of 100 components. To make my StimB schematic, I need to use at least one of each of these, probably more. Thus, my run of StimBs is limited to at the most 99 items.
I just don't like the fact it's not a nice round number.