Development Cycle Archive

Thread: Schematics limited to 100

Degasai
Fri Sep 26, 2003 12:03 am
#404

If this change makes it to live, you can expect the prices for many manufactured items to increase by 200% or more. My main character is a miner, and I don't use factories. However, factory owners use the resources I mine. There is no justification here for me to raise my prices to these crafters, nor is there any justification for other players to raise their prices. Therefore, you are effectively making an already-large money sink even larger.


What it boils down to is cost of production. In an online game, this is both objective and subjective. The objective part consists of the maintenance fees for factories and the losses incurred by introducing the necessity of increased experimentation, among other things. Whereas, with the 1000 item limit, you were able to create a large number of identical items using one round of experimentation (in order to create one good schematic), crafters will now have to create 10.


Also objectively, what this means is that factories game-wide will be running at greatly reduced rates. Under the 1000 limit system, factories pretty much ran 24/7, and productivity was high. Since new schematics will now be required every 1 to 2 hours of in-game time, you can expect a lot fewer products to enter the marketplace. Scarcity will become a factor in the large price increases.


Subjectively, you are going to see a lot of crafters simply give up the profession, and this leads right back to the scarcity issues. Players are just not going to hassle with factories if they require this kind of micromanagement.


In summary, this "fix" or "change" is going to have a huge impact on the economy. The question is: Are the changes that will result desirable, in the opinion of the developers? IOW, do they think that T-21 rifles are too common in the game? Do they believe that 5,000 credits for a crate of 25 Stim B's is a more realistic figure than 1,500? If so, then complaining about it will do absolutely no good.




Degas
MCH(Retired)MP(Retired)
Now playing as FOTM (SOE wins)
Degasai
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ChefEddy
Fri Sep 26, 2003 12:03 am
#405

How about NO limit? Let the amount of stuff we make be determined by what resources we have.


A useful change would be allowing us to adjust crate size. Every crafters life would be hugely improved if they could have all their subcomps in one crate instead of shuttling many smaller crates from place to place.


Once you get over the newness of it, crafting in this game is tedius and boring andthere is NOTHING fun whatsoever about constantly baby sitting factorys due to small size scematics....


Inoga_Tarien
Fri Sep 26, 2003 12:03 am
#406

At present this doesn't effect me , much. Later on I could see where having several crates of layers in stock would make a great deal of diffrence in how long it takes to make armor. Considering the time in making layers is so nuts.


Cut the time factor of making items in a factory and I could care less if it's 100 or 300.





[PROUD MEMBER OF THE VOCAL FORUM MINORITY] -*- The User INTERFACE IS FIXXED! YAY! -*- [Trader Revamp NOW!] The crafters still need support and are needed in game! - [Able to converse calmly in a PM until the other person thinks they have won, when infact they have not.] - I was here when an At-At was considered for a Cantina - [Your Forum Posting Skill goes up by 1!] - I support Yivits & Mr. Bubble's Podcast - = [ REBEL ACE : Final-dam-ly ! ! ! ]= - They said more Starwarsy and Iconic... Not More STUPID and IRONIC.... Which is what they seemed to have delivered.-- -- That cute enetertainer is still cute. - I do give the Devs Credit when they Do things Right...
Draconicius
Fri Sep 26, 2003 12:03 am
#407

PLEASE PLEASE PLEASE DO NOT DO THIS!!



This will kill SOOO many of us crafters. Yes you are aware of t-21 rifles.... but are you aware of the needs of a Rocket Launcher? Even more component heavy. As of now it takes 22? hours Realtime to make one Rocket... this is taking into account ALL factory builds needed to make the parts for one Rocket.


I can see and agree with a final build limit of 100 but allow the componentry to be made in batches of 500 at least.


If you DO institute this change you will completely destroy ANY chance of ANY crafter going out and having fun (i.e. Theme parks .. hunting with friends) because you will REQUIRE them to sit and tend their factories.



I for one ban ANYONE who has the nerve to me to say I SHOULDNT HUNT and only Sit and Make weapons. I LIKE to kill stuff with the guns I have made.... instead of just hearing about it. If you do this you will have a load of players who cannot explore the content in the game.


Being able to make parts in runs of 1000 works great for me... I can load my factories up for a couple days .. then go hunting (worry free mind you). When i get an email saying I am out of a weapon i run back and stick more items from my crates in. As for making guns in runs of 100 I rarely do that due the resources shifting so often. I normally just make a smaller crate of 25 or so and place 10 on my vendor.


So even if you make the Final Weapon schem build limited to 100 that would be ok with me ... BUT being able to set the factories working while I am out hunting things down is a great gift.




Please do not chain the crafters to thier factories!!!!




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Ender007
Fri Sep 26, 2003 12:04 am
#408

I think I'm seeing a trend here and I hope you are too. ITEMS THAT REQUIRE LARGE QUANTITIES OF SUBCOMPONENTS ARE GETTING NERFED HARD with this fix. Thats why master weaponsmiths, med maker and mostly ARCHITECTS hate this idea.



As far as the DB issue goes haven't you stated before that a factory crate is 1 item in the database, would you rather have me make structure modules by hand so that I have 100s of lines in the database?




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Asleiph
Fri Sep 26, 2003 12:06 am
#409

This isa bad idea, especially for Consumable items like stims, foods, spices, clothes. First it takes multiple runs of sub components to make a single item AND it takes experimentation to make a final good product. By limiting it to 100 then we will never be able to make 100 of anything with experimentation using runs or pre-components.



I think runs of 1000 for consumables is fine, I have not had a problem with these numbers and they get used so fast it allows me to keep a few crates of Stims and food available to sell and still keep up with demand.



As for weapons and stuff I cannot say how many weaponsmiths actually make runs of 1000 pistols, but it is not my place to put a limit on them I will let them suggest their limits.



All I know is if this number is reduced to 100, especially for consumables like Stims, Food, Spices, Clothes then I will have to depart. It will not be worth my time or effort to spend time making stuff in batches of 95 with different serial numbers, god just thinking about it gives me a headache. Please don't set the limit at 100!



Syndein Corp Merchantile & Exchange.

GoCanes
Fri Sep 26, 2003 12:10 am
#410

Limit it to 300 wouldn't be too bad, but anything less than 300 would be very hard to live with...



GoCanes - Radiant Server - Pikeman
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Wyyne
Fri Sep 26, 2003 12:10 am
#411

I think that the limit should be somewhere around 500. THat makes it possible to make significant numbers of items that require subcomponents. If you don't want to increase the number in the factory, reduce the number of identical subcompents required.



Wyn
Master Armorsmith, Retired
Now flying X-wings for the Rebellion!
Grimjakk
Fri Sep 26, 2003 12:10 am
#412

I've onlyskimmed the rest of the comments, but I seethe issues with subcombine components have been pretty fairly laid out...


My suggestions is, IF you insist on limiting the size of production runs, then make schematic creation "free".


Do NOT allow schematic creation to consume any subcombines involved... raw resources are ok, but don't consume the subcombines. This 'ld go a long way toward easing the "irritation value" of this change.


I know schematics are supposed to be a commodity in their own right, but the schematics for the subcombines have already been "paid for" in resources.





Grimjakk Ghostripper / Master Bounty Hunter - Sunrunner
Where DEATH has no price, LIFE has no value.
"You're no Jedi. You're just someone with a fancy sword and a few parlor tricks."
BrandonIT
Fri Sep 26, 2003 12:12 am
#413

I vote against this change.


If you must change it, please make it somewhere around 300-500.


Many others have posted reasons but my main reason is I buy schematics for such things as Clamps, FAN's, WUK's, andlots more from others then run them in my factory to sell. I would now have to buy multiple schematics made by these people (resulting in more experimentation and more wasted resources on their part, including wasted time).


Time is rapidly becoming the most precious commodity in this game, not resources, or equipment, or anything. And that is not a good thing for what is supposedly a 'game'.




Erdeid - Master Commando
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nope...gone again...
HawkinsofEforde
Fri Sep 26, 2003 12:13 am
#414

If it is possible technically, give the crafters what they want/need. Why not? If they've gotten used to 1000 item runs, let them run 1000 items.



Neerae Emip
Master Bounty Hunter
RAID

Tatooine, Nauritus
Cordellbacination
Fri Sep 26, 2003 12:14 am
#415

Holo, pls read this thread. Related and Critical topreserving the'endgame' folks.


http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=601258




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Delcorian
Fri Sep 26, 2003 12:15 am
#416

Bottom line is that you insult us all,if you attempt to use "database" issue bullsh*t. And if by some miracle your database is that horribly designed, please higher me for 500K a year to explain basic SQL concepts.


Also speaking from the doctor profession, having crates of 50 stims, wound packs, and enhances, is really vital to the enjoyment of the game, for those of us that love to make our own items, but not slave over them constantly. I can spend a few weeks making packs, then play for a few months without worrying about items.


*Key point* write this down!!! With final components taking up to 3 of the same item, its oh-so-fun to know that I will only be able to make crates of 33...not to mention the extra time I must waste hanging around the factory if I want my items to be crafted sooner than a week.


I would actually like to see a Developer post a logical, valid arguement of how Schematics of 1000, or even 100,000 hurt the game. After all the required components are still needed. As resources change each week, they can only collect so much. So they will need new schematics anyways.


Final thought...before you keep nerfing everything why don't you fix logical things... like being able to tell your factory to make 10 crates of 5 a pieces.... How stupid is your design that a person must hang around a factory all day to make small crates to sell? You basically force people to make large crates due to your design, and now you decide to screw it.


Seriously, lucky for you people are stupid (me included). Shouldn't be spending money on beta.

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