Development Cycle Archive
Thread: Schematics limited to 100
How about an end number based on the complexity of the item being manufactured?
Without going through a whole load of schematics to look at the differing complexities, I'm guessing the component items have a relatively lower complexity than the end product?
e.g. (illustration purposes only)
Max # of items on schematic = 10000 / item complexity
...would mean 1000 * "complexity 10" items, through to 200 * "complexity 50" items
I can see the purpose of wanting to reduce the number of "uber" items in the economy (yes, the economy is WRONG if everything is mass produced and too cheap, allowing people to stockpile yet more credits), there needs to be a little more waste.
But if architects are indeed being prevented from even being ABLE to produce a couple of deeds then it's a little extreme ![]()
You physicallly cant make a PA hall with 100 limit as u need 150 identical struc mods + some to schematic wall mods with plus allowance for crit fails
You can only make about 48 stim Ds per schematic with a limit of 100 as u need 2 factory made bio-effects controllers per stim + some to make the stim D schematic with.
Get rid of the falling leaves, ants and butterflies - nice touches but they dont add to the playability of the game, and above all else cut the number of different resources into 1/4 at most of what they currently are as the game is approaching unplayable with restricted inv limits as is and making us have to keep yet more resources to make yet more schematics is only going to increase this problem.
Make does this enhance or detract from playability ur criteria for decision-making plz, and hurry as many of us are looking for a new online as is. We aren't interested in a balanced economy etc etc, we want a game that is 1) playable and 2) fun to play. Playing inv shuffle and reschematic things twice a day is NOT fun.
Make it a skill.....
Normal runs 100 schematics max
Masters can run 250 schematics max.
Final Schematics 100 is fine.
Subcomponents need 1000. (What's the point of a T21 schematic if you can only make 9 with 100 sub-components?)
If you can't separate final and subcomponent schematic limits, then make it 1000. Going below 500 will lose so many crafters it's scary.
Losing these crafters will fix the database load, because they will be playing another game.
Note - The database load is total bull**edit**, as well. We all know it. If anyone over at SOE believes this is a database fix, fire them, and hire an 8 year old. Then show him two plates of cookies, one with 10 cookies and one with a single cookie. If this child can tell you which plate has more cookies on it, he's smarter than the person you fired.
How about fixing your database? Houses and other structures disappear, weapons disappear and so on and do not reappear until server reset (sometimes they never reappear). Is the real reason SWG wants to limit schematics to 100 because large quatities imbalance the game? Or is it a database problem?
Come on, it's the future, one should be able to make lots of something, like 1000 synthetic cloth. Making a large quantity of something reduces the tedious aspects of the game.
I would like to propose the following changes to how schematics and factory's work.
1. Make all schematics unlimited, and reusable.
Their useful life will be determined by the availability of the necessary resources.
With resource shifts working properly this would limit the life of all schematics.
2. Allow the user to select how many items to make at the factory interface. That way if you only wont to make one crate of 25 for example you can. But if you need 999 (3x333) for a given component with none left over you can.
Does this make sence to anyone?
Make all scematics default to 1000, Its bad enough that it takes all the materials for 1 item to make a scematic. A 1000 use scematic is just large enough to allow you to make as many as you can gather matrials for in a week.
To be honest a scematic shouldn't have any number of uses. It is just a detailed plan of assembly. The only reason a scematic should no longer be of any use would be when the materials used are no longer available or you create a better scematic to replace it.
I want to explain, why schematic for less then 1000 Blaster Power Handles is VERY BAD and taking in mind limited home capacity will make our life horrible.
I'm average master weaponsmith. I'm making only firearms. I sell a few guns each day, lets say about 10. Most of that are diffrent models.
1000 Blaster Power Hanldels (BPH)allow me to make 100 T-21 or about 200 other high level weapons like DXR6. Thats a lot, but this only in case I use all 1000 BPH in one final product. No one haveenough storage space in house to store components and sub-somponents for each gun type individually. So those 1000 BPH will go to all products I make. Lets limit my choices even to 20 gun types (there are more acutally, and more coming as devs told us). Lets count, at average, thatgun uses 4 BPH. 1000 / 20 / 4 = 12.5 items. So stock of 1000 BPH allow me to make about 12 guns of each type I have in assortment.
In all previous calculations I did not took into account all expenses for blueprints making, critical falures (aka fizzles) and experiments with bad & moderate outcome. Let's say I'mvery lucky so Imake 10 guns of each type, not less.
Factory is mass production, right? How one call something mass production if as result he will get less then 10 similar items? Sounds ridiculous.
Even if I made some mistakes in my calculations, and someone will limit their assortment more, then you can get 20, maybe whole crate (25) of same guns. It's still not a lot and should not be nerfed more.
Also, on our server, I know at least serveral master weaponsmiths who did quitor unlearned this professionns due to bugs and nerfs. Are you going to make crafters professions too hard and why? This game looks much more about crafting, then combat, yet, so if you spoil crafting part, then how much content (andpeople)will stay in game?
Dixi, Master Weaponsmith on Eclipse.
One a big no to this!
Two can you please explain to us how this helps the database issues? No-one here with any kinda database experience (including me) believes you.
Three how does this make the game more friendly to casual gamers (like this game was supposed to be)?
Alexoin Darkwood (Architect, Weaponsmith, Artisan, Merchant) Radiant Server
100 limit would realy suck. for compents that require 3 or more of identical factory crate this wouod cause more hassle in factory runs. keeping vendors stock would be harder and cause my regulars to complain to not be able to have easy acces to there shields.
#1 Anyone that believes that this will help the database issue obviously forgot to turn their brain on this morning. If you truely wanted to fix the database issue:
a.) Instead of lowering Schematic Size, increase crate size. It might be too much for whatever microcomputer you are running the database on to store all those extra crates, but if you allowed someone to create a crate of say 500, then 500*2 < 20*2 in regards to database space
b.) By more computers. Seriously, you are the first people I have ever seen use the database as an excuse for everything. How the hell did all the other MMORPGS manage to handle their information? Instead of buying anothering one you are going to alienate your customers?