Development Cycle Archive
Thread: Schematics limited to 100
If 1000 is good, why not 10000. I mean, why should we have to run back to the factory after every 1000 items? We could do one-tenth the work if it were set to 10000. Or even less, we should set the limit to 100000. Then we'd only have to visit our factories once a month.
Hey, why not 1000000?
Frankly, I really don't think crafting should be made so easy that every player in the gamecould choose it as a casual sideline. Keep the difficulty level up, so that those who are serious about crafting become masters, and the others find more appropiate things to do with their time.
I believe 100 is a good number, and I doubt many serious crafters are going to balk at that. Only those inclined to exploitation everused the bug, and it is those who are against the reduction.
Ignore the exploiters, and stand by the 100 number.
Serious crafters wouldn't be affected? LOL.
I'm a serious crafter. I am a Master Architec, Artisan, and Weaponsmith. I have to produce items more than 100 every single day. Namely powerhandlers, structure mods, and weapon powerups.
It takes 170 structure mods to make a PA hall, and 100 to make a large house. So now the developers want me to babysit my factory and wait for 2-4 hrs online time for each house or PAsold? Sure, cripple the architect profession. I'll move onto a combat profession and start having fun instead of providing for my customer base.
I am just getting so tired of them fixing things that are not broken and dont need to be fixed.
i dont care if it was unintentional its in the game and we have built a market based on it, to cange it now just cripples the market and hurts all builders, so yes it is a nerf no matter what you say about it not being one.
i need the limit at 1000 for building almost anything in game and it could be higher if they need to realy fix it.
the Dev'sneed to take the time to look at whats realy broken and move in that direction and leav use builders alone. We build this world for all others, we stop they fail.
the nerf bat sucks and i dont want to see it any more!
Wallaby
NarfleTheGarthog wrote:
Holo,
I am confused by the statements concerning the size of the database. While my query language is somewhat lacking, I don't see how the run size of a schematic would effect the database size.
If I have a table for hopper_in with a sub table for Item_Slot_1 that has fields Item_name, Item_serial, Item_effectiveness, Item_quantity, etc. then the size of the run is irrelevant to the database size because the Item_quantity is a value that even at 0000 takes as much space as a value of 1000. So then, how is a limitation of the run size affecting the database size?
All factory runs produce stackable crates, correct? For the databse, a stack of 1 takes up as much server space as a stack of 1000 because a table is created as a placeholder for that item.
If you could spam out al little blurb for us technophiles as to how item storage is handled by the database, we may have some very useful Ideas to help keep gameplay the way we like it as well as help to reduce your server overhead costs. Heck, I would even be willing to pay additional $ monthly for a premier account with increased character storage capacity if that's what it comes down to.
Narfle, you have to assume that once something has left a crate, it has become it's own unique record in some item table they use. Because I can trade it, destroy it, use it - it has to have its own record.
More than likely when it's crated, the crate itself is an item in a record, and only when I split something out of it does that new item get to be its own record in an item table. Would certainly save space.
I'm not sure I really "buy" into the space issue, though. What with SAN drive arrays, and hard drive space being dirt-cheap, even in server environments - you can simply throw more space at it. I've no clue what they work with as far as their infrastructure goes for each server, but I certainly do have experience in this - I develop against a 16 server (each a 2-way XEON) web application supported by two 8-way 2.GHz SQL 2k databases (in a failover cluster).
What gets to be a problem is indexing and queries of said tables. You can have large amounts - but when you get to millions of records - response time can get unacceptable. That's more than likely what they're dealing with. Just a guess on my part, though - as nobody has exposed what the true "database" issue is - yeah it's size - but what is that size affecting? Physical space limits? Response times?
This will SCREW Armorsmitths BIGTIME
limit us to 100 identical segments? bah I will run 10,000 segements now and then retire.
Cant even begin to imagine crafting armor being limited to (2) crates of identical segments. Gotta be one of the worst ideas ever.
Bad enough Most Armor Layers still dont work properly, and Advanced Ubese segments are still bugged...
Lets make crafting even more worthless
I hope the uproar on this bad idea stops SOE from making another stupid move
:/
No I haven't read all 24+ pages but it seems to me that most everyone is simply reinforcing what the devs already know, and what the fix to this bug is meant to mitigate, namely prodution runs are too high.
It seems thatnoone is concerned that it will prevent them from crafting. Most are concerned that they won't be able to craft on theSCALE they're used to.
As for those playing the 'casual gamer card' to win sympathy for their cause--we casual crafters shouldn't expect to produce items at the level of powercrafters. That's where the casual part comes in. In fact this may help casual gamers by reducing supply.
Boy am I glad I just quit crafting.
I used to make powerups. I easily sold 100 a DAY. EASILY. The way things are now, I'd have to either buy a bunch of factories or make runs on one factory many times.
To say nothing of the pain in the butt and resource drain going through that double random craft is. (Once took me 150 combines to get a Hair Trigger Grip of Aiming schematic.)