Development Cycle Archive
Thread: Schematics limited to 100
i think 250 or 300 would be more sufficient. i don't see aneed to create 500 identical anything and if you do then make a second schematic. i htink the big thing on having a large number is so that if we want a lot of one item we don't have to have more than 1 factory. with say 500, we start a factory when we go to bed and when we wake up we have our stuff. if it's too low, then we make 100 and it stops, then we waste our valuable in game time waiting or our objects to get completed in the factory rather than doing other stuff wre'd like to do.
Throwing in my Vote to keep it at 1000.
I think this is an example of fixing a long-standing error that is better off without the fix.
Leave it alone... or make it so the slider lets you make 1000.
How about fixing the waypoint bug...
Or a better interface for factories..
Or revenge TEF...
Or 0 items in a harvester not allowing redeed...
Orpets getting stuck on zone lines...
Chef food becoming unusable after a relog...
Mounts... Vehicles... Player Cities...
I'll add a vote to keep it at 1000 as well. Support the medics! ![]()
Uh, Why do you waste your time fixing "bugs" That arent really. Its not a exploit....I really dont see what is wrong with keeping it the way it is?
Please start doing things that matter.
Alright, Holo, let's put all our Sabbac cards on the table. Factories can be a very helpful thing. They are also, at a certain point in the professions, necessary. As it stands there is a tradeoff. factories do not crit fail and factories produce without constant clicking. the tradeoff is that it takes more time to produce, say, 25 synthetic cloths than it would to click up 25. Fair enough. It takes fees and it takes fuel. Good. But frankly, given the time and expense 100 items at a time just doesn't cut it. I think alot of crafters, especially those who craft multiple items per customer for multiple customers a play session, just don't have the in-game time to tend to the factory as well. We tend to program the factory at the end of a play session so that when we log in for the next session there are items waiting for us to satisfy customers with again. I would ask for at the very least 300-500 per schematic, and many of us hope to the Maker (and the devs) for the ability one day to upload multiple schematics at once. I for one, as a tailor, consume obscene amounts of factory crates in a single session and tend to walk around with 5+ crates of 5 different components at all times. The inventory woes are one matter, but the constant running out of materials is worse. Its bad enough that we cannot produce multiple types of crates at a time.. don't horribly limit the schematics too.
a gentle plea from a dedicated crafter- thank you
Incase anyone is keeping track, count my vote to keep the limit at 1000. My reason for taking this position is that I only play a few hours each day, so with a lower schematic limit my factory will beinactive for 75% of the day.
If it proves impossible for DB reasons to keep the limit at 1000 then another possible solution that wouldprobably beacceptable tomost crafterswould be to load the factory with multiple schematics, each programed to start when the previous run ends.
Well, lets face it, there are already 400+posts on this thread, there is no way anyone is reading this. Oh well.
final assemblies 100 any components 1000 or....the ultimate
any number you want.....and let me queue jobs in the factory
Regards, Bob'the Builder
Holo,
Bite the bullet and limit this to 100.
This issued needed to be fixed in beta. It was reported by meand I am sure others reported it as well. Consider a small increase in factory output for equipment,food/chem,armor type factories. Small meaning ~25% or so. XP from factories are a joke, so this will not an issue.
If you limit this to 100, consider adding dropped factory schematics to make 'special' components. Runs could be limited to 1,5,10, etc.....100. This might be some kind of 'deed' that when used puts the manufacturing schematic onto the player's datapad. The deed (or whatever) would need a good discription of the item and components.
The key would also be using general component types (either metal,organic, etc... or possible copper,steel, chemical, hides, etc....) for what is manufactured. The player would also need to know which stats are MOST important.
Holo, one reason people need a larger number of items to be produced is components. You burn at least one set of components to make a new schematic.Now thatonly cuts the number of finished goods to 99. That doesn't seem like a lot right? Well, what if it takes 10 to 20 tries to get the kind of numbers on the schematic you want between crafting errors and experimentation errors? Now you can only make 80 to 90 of those items. What if you want to use 5 of the same powerhandlers in your gun? Now your max schematic for a finished gun is 20, and often much lower (if it took 20 tries to get the schematic - you no longer even have any power handlers to use with the schematic).
It would be great to have the 100 limit apply to finished goods, but allow for a larger supply of unfinished parts. Maybe 500 or so for parts, 100 for finished products.
concerning DB, it will not lighten the burden on DB because we have to make more schematics. once this 100 limit implemented, i'll have to make at least 1 blaster power handler schematic for each type of guns. i used to have 3 or 4 blaster power handler schematics for all guns in my datapad but i expect them to be 20 or moreafter the proposal applies. so correct me if i'm wrong. how can the proposed 100 limit can help DB problem?
and i'll not evenmention the increased time sink. i'll just raise my prices double to ten times once the patch goes live.