Development Cycle Archive

Thread: Schematics limited to 100

EVILGibson
Fri Sep 26, 2003 8:10 am
#508

Try typing in any number. Go 99999. It will show a window saying please enter a number between 1-1000. HOLY **edit**! CALL ZEROCOOL! GET OUT THE ICE PROGRAMS! HACK THE PLANET! LEAVE B4 U R EXPUNGED



500. That is a good limit. All those talking about the database probably don't know a **edit** of what they are talking about. Except for that one guy up above, just shut your yappers.






EVALGibson
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Kilren
Fri Sep 26, 2003 8:24 am
#509

Wow. I have been just using the slider to set the amount of schematics. I never even knew you could do more than 100 at a time. Being limited to 100 a run is not so bad. I speak from experience, since I have never used the bug. Go ahead and fix the bug.



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Trianna-Xanaphia
Fri Sep 26, 2003 8:31 am
#510

I say Schematics should be limited to as many as you can get with your limited number of skill points.
KarlaceEQ
Fri Sep 26, 2003 8:35 am
#511

FIX OUR CLASS THESE ARE THE PROBLEMS


1.Combat Medic Crafting/Schematics:


·13 Chemical Release Duration Mechanisms are listed as required for Ranged Stim Es. Please fix this apparent typo.


·CM Med Use on AOE diseases list somewhere in the 700-900 range. Please fix this down to the proper level. (Looks like a misplaced decimal or extra zero in a formula to me, since it seems that 1/10th the CM Med Use would be about right.)


·Advanced Resilience Compound does not load. Please fix.


·CM’s don’t get to carry over experimentation points into the CM crafting line, and cannot use CM experimentation points on medic sub-components, sub-components only used for CM products. Suggestions are to either allow CM Crafting to give experiment points to the current subcomponents (if possible) or to med crafting (if not), or to give CMs their own unique components created using CM Med Crafting.


·Change CM components to not use conductivity, etc when ingredients required do not have those stats.


·Way too many resources needed to function as a CM and/or way too many stat requirements are needed. Especially for our DPS wise. Currently for a poision c our best with excellent resources 850+ or high qualities a CM's DPS is 50. On average bodyshot 1 is 100+.


·Usefulness (or lack thereof) of "A" and "B" level CM Meds should be investigated. Why should it take 2 poision(A) to kill a level 1 mob on naboo i beleive it was a flesh eating gubor or something. Evenhealth shot 1 can kill it sooner and thats a starting profession not an elite profession.


·Clearer statements of what experimentation item does what, since Ease of Use, for example, also affects Potency on Poisons, or separation of those items for experimentation on their own (conceivably with a boost to how much each experimentation point does to make up for the fact that it no longer improves two stats.) Right now CM's have no idea what improves what in our experimenation.


2.Combat Medic Support line Items or ideas to be added to the line.


·A request is made for improving the skills set of the CM by possibly providing such things as defense bonuses, weapons speed and accuracy bonuses, accuracy while moving bonuses, special moves of a defensive nature, more Terrain Negotiation or even the addition of state attacks and/or schematics (such as a Stun or Blind grenade, or saleable chemical ammo usable by other professions).


·A better spread of skills throughout the tree, and not at just Master, is also requested, in order to provide a set of useful skills outside of only those available at Master CM.


·Look at adding more abilities for the CM to be geared towards PvE.


4.DoT Problems


. Diseases are totally bugged and have very little value in PVE.


·Resist rates across different servers needs to be examined. That Nabbo newbie mob reissted my well made poision(A) 5 times in a row!


·Examination of the AoE animations are also requested in order to better show the actual area affected by them if possible. Judging the area affected can sometime be difficult to eyeball and this would help.


·The usefulness of disease needs to be examined. Right now many people consider them useful for nothing but griefing. Perhaps alternate effects, such as preventing a player from being stimmed and/or healed while affected.


·(Fixed?) Diseases also need to be examined for the timer errors that allow a disease to continue even after a player has cloned. This bug makes the diseases look like a griefing tool and cause a great deal of concern among non-CMs. Bad press that CMs don’t want.


·CM’s don’t get anything in the way of Faction Points if the poison/disease is the killing factor. Same for loot or harvesting of any MOB killed by poison/disease. The system doesn't seem to recognize you as killing it unless you hit it once with a weapon.


5.PvE viability


·Poisons, the main weapon of a CM, are underpowered in PvE compared to other elite combat classes. Like i said a DPS of 50 take an elite class such as Commando, we both require master of 1 starting profession and 1 line in anotehr starting profession yet there dps is nearly 3times that of a CM. (Average flame thrower is700 damage at 6 second delay for non special plus it has a very nice DoT, Average CM DoT is 400 damage every 8 seconds.


·No xp for the damage done by poisons, other than initial med xp.


6.Combat Queue


·Would be nice if meds would visibly drop into the combat queue with the rest of our attacks, instead of using invisibly doing so mysterious timing system that is currently in place.


·Timers on heals and DoTs needs to be more accurate. Wait 4 seconds followed by 6 seconds of “you must wait” messages is not considered acceptable. Should the Diagnostics skill of the CM affect the actual delay (it seems to by the message) or does the message need to be changed so that Diag is not used when considering the time delay.


7.Faction Points


·CM’s don’t get anything in the way of Faction Points if the poison/disease is the killing factor. Same for loot or harvesting of any MOB killed by poison/disease.


·FPs should also be provided when healing groupmates in the way that Combat XP is now being provided for healing them, as well.


·Consideration is also being asked in the area of FPs in PvP. Considering that CMs will often drop an opponent using something like a poison from range, where they need to be as a combat/healing profession, they will rarely ever be able to DB an opposing faction player, and as such get no faction credit for the kill. This obviously affects all classes to some extent, but it particularly poignant among the healingt classes.


8.Bio Weapons


·CMs seem to like the idea for a more standard combat option within the Combat medic tree. Something like a Bio rifle, pistol, or carbine. This would be similar to a commando gun, starting at the novice Combat medic box and gaining +speed +Accuracy type stuff that only applies to that gun. Suggestions have been made to give such a weapon a few specials, possibly with special status effects attached to it, or just damage augmenting specials. Rifles have been suggested because rifles normally have a Mind cost attached to their special uses as a balancing point more effectively because health and action special costs would be pointless to a Profession that can heal those more often. It could be rationalized in the SWG universe as a Radiation Gun, Poison darts, Poison gas, Gravity gun or whatever, just something to the effect of causing instant damage to a biological system. Further balance could be given to the consideration that any particular special of a weapon may need to use some form of crafted “ammo”.


http://forums.station.sony.com/swg/board/message?board.id=combat_medic&message.id=6398


9.Mind Damage


(added request for healing into wording of issue)


·Mind damage has basically been the source of the screams of nerf against CM. As listed in so many other Medic profession correspondent lists, a focus and review of this issue and consideration into healing of it is requested.


10.AoE Stim Problems


·(Fixed?) Fix the duping charges in AoE stim packs when targeting a player out of range.


·AoE heals seem to be missing faction pets. Please fix to include healing of ALL friendlies.


·AoE stims that target yourself do not affect the surrounding area


11.LoS issues


·LoS should be looked at. While many acknowledge it could be exploited, it seems the issues were not with LoS, but NPC pathing. As it now stands CMs cannot use their weapons over even a barbed wire fence, but a CH pet can walk right through even the wall of a bunker. Some have issues with the idea that LoS should be implemented, just not include “open” structures, while others believe even closed structures should not hamper LoS (using a door, window or vent to get to the target, for example, as a counter to the relatively close ranges, high resists, time, high resource costs, direct cure and lower damage per second of poisons and diseases.)


12.CM effectiveness


·Combat Medic Effectiveness does not add up properly, maxing out at +90 instead of +100.


16.Medical Missions


·CMs would like to see the addition of some for of Medical Missions, since virtually every other profession has some extra content like this. Considering the oft-discussed problems with money that most of the Medic professions have this may prove to be at least an alleviation to that.




Karlace
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G0ldLeader
Fri Sep 26, 2003 8:38 am
#512

OK, I have to chime in...


1. 100 limit schematics hurts the novice crafters. Why? Master crafters needfewer attemps to createthe "best"schematic. Crafters who haven't yet mastered their profession will waste more resources and get less benefit (fewer manufacturable items) from finally achieving a schematic with all good and great experimentation successes.


2. 100 limit schematics hurts the casual gamer the most. Now he/she has to log on every couple of hours to build a new schematic and restart the factory, instead of being able to load it up, and come back a few days later. The power gamer will be online anyway, so it's just an inconvenience to him/her.


3. 100 limit schematics will hurt the economy. You think that anyone with schematics that call for insane numbers of subcomponents are NOT going to raise their prices? Rocket Launchers or T21's anyone? Stimpacks? Most any Architect structure?


4. 100 limit schematics will add unnecessary database load. I need x number of subcomponents created per day. To keep up my current production, I'll just drop more factores and create more schematics to do my runs in parallel overnight. I'll have more leftover partially used crates as well. If the 100 limit change is supposed to keep me from making more items (creating more database load), it's not going to work - I'll still keep up with my customer demand. Oh, and by the way... If I have more factories, I'll definitely be using them for more storage space...


5. 100 limit schematics are a pointlessartificial limitation. We are already limited by the resources for factory produced items. When I run out of a required resource, I can't make any more anyway. Schematics should not have any limit at all.


6. 100 limit schematics are NOT FUN. That's what the game is supposed to be about, isn't it? Now when I'm online I'll have even less time to go out and explore (something I get to do very little of as it is). I'll be chained to my factories even more than I already am. woo hoo. Crafting istedious enough... quit making it needlessly harder and less rewarding for the core of the player run economy.


7. 100 limit schematics will hurt your bottom line. I'm pretty stubborn, but how many people will quit over this? Do any ofthe devs, or the ones who make these decisions,play crafters? Stop adding more frustration already...sheesh.





Rykk Karlyle
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Jeris_Lang
Fri Sep 26, 2003 8:47 am
#513

I agree with the rest of my fellow players on this and cannot stress enough to leave this alone.


Factories are supposed to make life easier so you can do other thingsin the game not make it so you have to baby sit it or hire someone else to baby sit it.. sheesh !!


I'm sure there are more than enough bugs for you guys to fix which need immediate attention because it disrupts game play, but keeping the schematic at 1000 is not one of them.


If you really want to reduce the size of the DB then allow us to be able to create 1 big crate which we can split into whatever size we want.


If we are already able to splitresources why can we not do this with made components and final products produced in crates ???!!


Narae
Fri Sep 26, 2003 8:52 am
#514

and having 18 schematics (100)all with different serial numbers, for every crafter, every day, isnt worse for the database?


-Nyka

ZurixRoxx
Fri Sep 26, 2003 8:55 am
#515

I think what is a reasonable limit depends on the item. Runs of 100 guns makes sense I guess, also buildings, droids, and other 'big ticket' items. But 100 Stim packs? 100 power ups? 100 boffa treats? That doesn't make sense. It makes making them tedious.
Nimhnoid
Fri Sep 26, 2003 9:03 am
#516

Why are you even focusing and draft scehatics?? I cant even make a solid crate of 50 stims with out manually inserting each Biological Effect and Chemical Release into the Ingrediant Hopper (which means not enough room in the inventory to make a crate of 50 with out running the factory twice). Why are you focusing on fixing a bug with the Draft Schematics?There are bigger bugs for you to be looking at! How about trying to fix the problem withme notbeing able to insert my subcomponent crates into the Ingrediant hopper, or when I run my factory and it tells me that I dont have the right subcomponet parts in it (but the serial numbers match up), or when my chemical factory freezes and I have to destroy it and rebuild it (this eats up my cash flow).


Plus for some of us crafters, we need to use multiple subcomponets to build our items. For my Stim d's, I need two biological effect controlers in each stim. So now you lower the draft Schematic to (the "so called"correct amount) 100. Now this means that I can make a maximum of 100 Biological effect controlers with the same serial number. Ok, now I have to use some of them to make my stim d's. Say it takes me 5 trys to get a nice Stim d Schematic ready for mass production. Now I can only make one solid crate of 50, and a lower crate of 40. This is not cool at all. What if I want to make Stim e's? Now your gonna be talking about even lower numbers.


Come on guys, its time to give us players a break! Why would I even want to craft if I have to babysit my factories? I wanna get my factories going, go and get some xp and hunt with some friends! I dont want to sit down in my house and wait for my factories to be complete, so I can run them again! (BORING!)


But knowing how this game is run, the draft schematic will be changed, no matter what we say, because you see it as an "exploit", when there are way bigger problems in the SWG universe that you should be focusing on.


Try looking fixing these bugs instead: When you almost kill a creature but you get incaped, then the creatue dissapears; When you go and spend $20k on a weapon and it dissapears from your inventory; I buy some food, eat one piece of it, then I cant eat any more; Group leaders tend to have their groups go invisible to them, cant even see their chating; factory crates get jammed and you cant pull your components out; (These are just a few, if you have time I can tell you a lot more bugs, /tell Nimhnoid)


So I say change the Schematics to 1000! I work hard to get my resources, sometimes even get killed many times trying to go out and pick them up from dangerous planets. Please allow me the right to build all I can with what I got!


Thank you Devs for posting the wonderful change you are making! I hope we can get nurfed some more some time soon!


Nimhnoid (a frustrated Doctor)


P.S: The point of the SWRPG was for the gamemaster to make sure his players were having fun! Thats what the Dice Game was all about, players having fun. Maybe you guys should pull out the oldbooks and dice, and nerf each other. See how fun the game gets.


(I don't meant to sound harsh Mr. Koster, but it seems that I pay for play, so the fun can be slowly taken away.)




<Nimhnoid is Back>
Cry More NOOB
And buy my product while doing so
-5500 5500 Theed Naboo, Ketflair Industries FTW


Daekan
Fri Sep 26, 2003 9:05 am
#517

Limiting schematics is a bad idea for the simple fact crafters will be hindered.




_________________________________________________________
Daekan Sin
My underwear don't decay?
Rebel Second Lieutenant of Aeon
Devs: Uh that's broken too? We will address that next week.
Jihzaman
Fri Sep 26, 2003 9:07 am
#518

MonCalGuy
Fri Sep 26, 2003 9:19 am
#519

Keep it at 1000. The reason is this, what difference does it really make if you frustrate your players to do 10 - 100 runs vs. 1 - 1000 run? First of all, you have more player demand than supply can meet already. Don't make supply even worse. Second, it takes space to store things. Your cramped space for buildings already limits how much a crafter can make at any given time. Third, some items would not get made, like torches, powerups, etc. People only make those if they can make a bunch at a time. Fourth, people stock up on components so when you want to do a FWG5 pistol batch, you dont have to do 4 separate factory runs at once. Five, people still have to have all the components for the ingredients so the only effect is that it allows crafters to not have to log on and off 10 times instead of once. This is strictly a slap at crafters, it does not change resource needs, space needs, etc, it just makes us work 10 times as hard for no reason.


Meridian Trivector


Slimmloveborn
Fri Sep 26, 2003 9:27 am
#520

Tatooine Sunburn has been a good seller for me but my customers prefer it in crates. Each crate will contain 25 untis, which in turn will require 50 identical units of starshine surprise. With a cap of 100 I am limited to 2 factory crates which can easily sell out before I can even get them off the factory.


Please, if the database can in a stable way handle a higher limit on factory schematics, please do not limit us to 100. 500 is acceptable and I doubt I would ever need more than 1000.

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