Development Cycle Archive
Thread: Schematics limited to 100
Ok, first I admit that I did not read every post in this thread, but I have a proposal that may be a good compromise:
- 1000 limit for anything which can be used as a subcomponent
- 100 limit for everything else
Lowering the limit to 100 on subcomponents such as Structure Modules, Power Handlers, and SynthCloth will be a huge hassle as all it accomplishes is wasting even more of a crafter's time. Crafting can be tedious as it is, but this will simply cause even more crafters to quit (crafting if not the game as a whole).
And while I am on the topic of tedious, when are crates of Structure Modules going to work in the input hopper when making Wall Modules?!? Nothing I love more than spending hours double-clicking and dragging things from one window into another ![]()
--Inanna, MEGACORP Crafting Expert [Eclipse]
What if the schematic limit was limited by your skill as a crafter?
Orin relation tothe complexity of the item?
So the schematic limit could be (1000 / (item complexity - your skill level)) [never exceeding 1000]
Obviously those numbers aren't exact and would need tweaking, but it would help.
Ok, I'm seeing 10 pages of responses so far, and I've read most of them. I've only seen 1 person who responded that they thought limiting it to 100 was a good thing, and it was obvious that they hadn't even read any of the previous posts, because they professed ignorance at how this would affect the game.
Everyone else wants this nerf nerfed before it makes it into the game.
Please Holo, tell us someone is reading this!
-I AM WARGHUL
I use schematics of more than 100 for making structural modules. I use the first 10 to make a wall schematic, and the remaining to make walls in the factory. If I am limited to 100, I can only make 9 walls while wasting 3000 resources to make the schematic for those walls.
CaBhaal Lourn, Master Architect, Kauri
I know you will never read this, but here is the simple reason.
PA Halls require 10 Identical Wall modulesm which each require 10 identical structural modules.
Now that would be a perfect 100, IF YOU DIDNT HAVE TO MAKE THE SCHEMATIC!!!
So you have to make 110 structural Modules for anything that requires 10 Identical Wall Modules.
Maybe you should check out the schematic requirements before you nerf.
This is a bad idea for the reasons covered by most of the other folks.
increase the amount of items in each crate or allow us to set crate size. You could even say each schematic makes 4 crates....the amount in each crate is determined by the amount you choose to make. ie 100= 25 each crate 400=100 each crate. This at least keeps the number of crates semi-manageble.
Right now the constant running around feeding maint. and power to harvesters and factories.....trying to earn money is getting cumbersome. I've started telling my wife.. "Time to go to my other job" ... She asks me why I play if it's work. I'm starting to wonder. This change would really make me address that question.
Greyfolk
This has more then likley been stated about 100 times or so Holo, but I must ask...
Instead of lowering the Schematic size, why not add an adjustable crate size? That way crafters like myself no longer have to deal with the 60 crates of subcomponents it takes to churn out 300 MK.3 shields, and instead only have to deal with 6, or even 27 if you limited crates to 100 max?* That would also allow people who like to sell components, or food, or spice, or whatever to make crates for the size they most want to sell. Instead of selling the max of 25 items per now, they could sell crates that contain 10 items each, or even 50 if they wanted for their higher end customers. Limiting the schematic limit to 100 would only truly hurt thoes of us who either like to only deal with factories once a week, thoes of us who are casual gamers, and thoes of us who have items that take rediculous amounts of subcomponents to make (Weapon smiths, Armor smiths, Medics, Doctors, Combat Medics, (soon to be) Bio Engineers, and of course the wost hit being Architects (sorry if I missed someone)).
The other issue being failures. As I believe was stated earlier, items like the T-21 Rifle and Mk.3 shields (as well as numerous others from other professions) that take 3+ identical components would be limited to a factory run of 32 max, and with the amazing amout of failures we Master Crafters tend to get, it would be more like 29 or so. So in order to fill an order of 50 (we will say MK.3 shields here, I'm bias, I know) Instead of 1 crate to hold all 50, we now have to make 2 runs. Which leads to more failurs, which leads to more lost resources and more items in the ever so stable SWG Database. Not to mention, all the lost time we have when it comes to waiting and babysitting the factorieswaitingto see if our current run of 100 is done yet or not.
I believe the 1000 (bugged as you put it) limit is just fine, and should be implemented more as a feature then a mistake. The crafting professions already have it rough enough (Carpol Tunnel anyone?), why would you try and make it even harder?
*MK.3 shields for thoes of you who don't know, take 6 different subcomponents, to make 300 MK.3 shields, one would need to have 300 of 5 of the subcomponents and 900 of the 5th. Leading to a mass amout of items (factory crates) the server has to deal with.
DarthSmackdown wrote:
This is just another attempt to band-aid a crippled database. The real solution to this problem is to fire your current DB team and hire some professionals.
You label yourself a fool, as you have no knowledge of the programmers responsible. They may very well be some of the best in the world at database manipulation.
Databases are always, inherently unstable- this has proven itself true year in, year out for over a decade and a half in over 30-50 projects at 4 seperate job sites, working for fortune 500 companies, on my behalf.
If you think you could do better, I'll tip you in: You wouldn't.
Nerf nerf nerf... I think you should think with a different point of view, we are tired of your "Nerfing because we dont think about another solution" dev's. Really tired...
Ar'kan, Droid Designer for the GTC
And btw, when will you put a developper for the droids??????????????? IN 3 YEARS????
We need to be able to make larger runs of components. I'd really like to see the limit set to something like 500.
It was you who came up with rotating and shifting resources... Im a master weaponsmith and well lets talk resources a moment. Instead of having a few resources to craft with now I have 19 different Duralloy steels, 20 different ostrine ores, 15 different titanium aluminums. I have filled up a medium, a large and a small house with **edit** resources.... I have over 500 differnt items. The 3 houses are full, my bank and my pack... just trying to keep up with the shifting resources. To mention "DATABASE ISSUE" at a schematic over 100 makes me laugh...
Looking through my pack here I have 6 different stacks of "Nabooian leathery hide" that wont stack... The quanities are to small to be very useful and cant really sell them. 5 different "Nabooian scaley hide" that dont stack. "DATABASE ISSUE"
Just skipping over things like T-21 rifles taking 10 identical power handlers that are made from 5 rare named resources that you have 16 types of each to choose from... And it takes about 4 or 5 tries to even get a good one. Leaves me about 4 or 5 rifles per 3 schematics.
Do you realize how much left over items and junk resources are building up? Extinct resources that you dont have enough of to make a factory run with... You will soon...
Looks like you will just be adding to your DB problem by me creating 10 schematics instead of one. Would'nt 1 schematic for 1k be better than 10 schematics for 1k database wise??? Would'nt 1 serial number be better than 10 serial numbers with left over units piling up?
Can you even give ONE reason why this change is anything more than a grief to crafters?