Development Cycle Archive
Thread: Schematics limited to 100
At least 500 would be nice.
Not bothering to elaborate, everyone else already did, just making my vote.
100 = BAD idea = my toon DROPPING ALL CRAFTING SKILLS
1000 = ok
as a creature handler/bio engineer im running around with a grown Graul and a growing Dragonet.
I'm usingup to 8 stim A's PER battle to heal my pets and myself.
lets sayumm 100 stim a = 13 battles =apx 2 hrs gaming.
and yet each stack of resources is 10,000 or 100,000 units
whats the incentive to use a factory that runs for 1-2 hrs vs having 3 crafting tools and hand crafting.
harviser = $$$, power, andunusable components (used in the schematic), and same stats
3 crafting tools = 19, 30, 60+seconds and the time time to select the items, diferent stats. (+ MORE db usage)
I have been playing since the June release, and untill last week i had only used my factory 1 time (I've used it 3 times this week).
If I am only able to craft 100 items ill just grab 2 backpacks and hand craft everything (using more db) and hopefully make the game crash and the server catch on fire. <smile>
Howabout making crate size bigger instead? I don't know the database structure, but here's some random theory.
It looks like each crate has its own serial, the serial of the item within, a volume, and in internal counter for quantity contained.
why not make crates store 100 items and have a volume of 2?
That way 1000 items will need 10 crates worth of database info instead of 20 crates worth. That cuts memory usage for tracking crates in half on full 100 item runs. Not bad considering there's probably thousands and thousands of crates per server.
There is the problem of partial crates, so this isn't really a 50% reducing in system resources, but still.
100 limit on schematics hurts at least DE, the need for 4 identical EMM & GP modules would make BH droids not worth making at all if we could only make 32 or so in one factory run. If you want DE to support Bounty Hunters, don't make it extra hard for us to do so.
Chefs have a drink that has a 6 identical component subcombine, and I have read that weaponsmiths have a 10 identical subcombine.
Imposing this limit would be a very annoying burden on craftsman, and would make factories "merely" neccesary to use and not a helpful labor (and wrist saving) building. I for one do not want to babysit a factory and feed it subcomponents every couple of hours.
DON'T make this change
I really can't imagine dealing with only 100, as stated many times previously, medical components take multiple identicals, and it doesnt' make sense to not be able to at least fill a crate.
I would suggest a mininum of 300, a maximium of 1000.
Also, architechts need to be able to make more structural modules than 100, otherwise they would be required to make a new schematic every 9 walls. That's an aweful lot of schematics. A new one for every heavy harvester. This will certainly drive up the prices of many items.
Thank you for caring
Dahn
Yes I am still a Chef
I would have to agree, if there is some DB issue then Limiting factories to 100 is not going to fix the issue. I would say Increase the crate size on items. Crates that are only 5 should be 10 that way you have less "items" in your database.
I would also say find ways to group other items to make it so that the DB is not overwelmed. Limiting Factories will just increase the amount of time it takes for a crafter to craft the same amount of items, but will not decrease the total amount of items in game.
Regards,
SirWalter
Tensalis wrote:
Just adding one more vote to schematics being for more than 100. Limiting (fixing) them will not limit the number of crates in the game at all. It will just take more player's time.
Howabout making crate size bigger instead? I don't know the database structure, but here's some random theory.
It looks like each crate has its own serial, the serial of the item within, a volume, and in internal counter for quantity contained.
why not make crates store 100 items and have a volume of 2?
That way 1000 items will need 10 crates worth of database info instead of 20 crates worth. That cuts memory usage for tracking crates in half on full 100 item runs. Not bad considering there's probably thousands and thousands of crates per server.
There is the problem of partial crates, so this isn't really a 50% reducing in system resources, but still.
Adding my vote for 500. I like the runs of 1000 but will settle for 500 since that would still allow me decent runs of the higher level meds.
Gwenolydd CA Master Doc/Combat Medic
Flurry/Naboo/Theed
Leave it like it was.
Use the programming resources to fix something else.
Johaan, MD
Starstrider
One more vote to KEEP the 1000 unit limit for schematics
As an armorsmith, the majority of my armor suits take identical armor segments. I commonly make runs of 200 in order to have stock to make suits with. For Individually crafted pieces, thats usually all I need (unless someone orders a suit of mabari). Some of the pieces also require cloth and etc, which I can either make by hand or buy from my local Tailor.
However with the current 10-50% critical failure rate, losing 10-50% (or more) of my product is unacceptable. So I go through the annoyance of creating a schematic for say, 10 pairs of boots. That then requires me to have factory identical cloth pieces. So suddenly I need crates of everyting in varying amounts. Nothing is more annoying than needing 20 identical panels from the same run, yet only having 5 available from any single run.
How much simpler it is to make a run of 500 synth cloth, 500 reinforced fiber panels, 1000 Composite Armor segments. You get customers with a consistant product quality, a much happier crafter, and said crafter buying factory components (and factories) from others, thus adding more to the economy
If this change happens, I will close my accounts, both of them. It is already taking too long to craft items as it is. I cannot and will not babysit my factories just to make 100. Then I might as well go play another game that I will get some enjoyment out of.