Development Cycle Archive
Thread: Schematics limited to 100
I just had a second thought on this, if you really want to set it down to 100 then remove the identical pre-req on parts, problem solved.
Of course I can then make uber's at will using any tissues, but hey it's the database that's in need here right? And we all know that the entire game must be sacrificed to the needs of the DB.
I do owe SOE though, it has shown me clearly that Oracle really is a second rate DB, might I suggest you scrap it and put in DB2?
I'm a casual gamer, a Master Artisan, Merchant, and almost Armorsmith. My business partner is an Architect and Weaponsmith.
Neither one of us see any need for 1000 unit schematics. We don't use them. I did one run of weapons powerups with a 1000 unit schematic to see if it would work (factories were bugged at the time) and it didn't.
You don't have to babysit a factory. You put the schematic and resources in, you turn it on, you go do things until it is done. If you are hanging around trying to get the xp for your run, you are wasting time since it amounts to crap. If you want xp, build them by hand.
Schematics were NEVER intended to be more than 100 units per. The 1000 has been a bug since Beta3 and I am finally glad to see it fixed. I need identical factory pieces of loads of things, and I will just make multiple schematics for what I need just as I always have. Since more and more of the sub-components no longer have experimental values, the level of success during their creation is a moot point. It doesn't matter.
The people calling this a crafter nerf are messed in the head and all appear to be in large PA's where they, as crafters, don't have to gather all of their resources themselves and have a large base of people to supply with goods they produce. They are the only ones who would need 1000 unit schematics, since those of us who perfer to do things (mostly) on our own don't have access to 500k of any given resource and find it a challenge to draw in and hold customers.
If you don't want to actually craft, become a combat or exploration profession. Factories are tools to assist us in our professions, and a balance for crafting some of the high end items so that the market isn't saturated with thousands of (supposedly) rare craftables. If everyone has Composite Armor and a T-21, its not very fun for the other people who wanted to be Armor or Weapon smiths.
Seems to me that insisting on 1000 unit schematics is just plain greedy.
I did it all for the wookiee, the wookiee, the wookiee, so you can take that cookie and stick it up your *yeah!*
Okay, I just read something and I need to know for a fact...
Is there anything that requires more than 100 IDENTICAL units to make?
I.E. I have to make 7 different subcomponents for 1 Personal Shield Generator. A Mk II requires 2 identical Particle shield generators. If a Mk II required 150 identical units, a run limit of 100 would gate Mk II (make them uncraftable).
If so, then the base system is broken and needs fixed.
If not, then I stand by my statement that 100 unit runs creates a brake. No one should make more than 1 PA hall A WEEK! They are huge, require reams of resources and sub-components, and are an elite craftable and as such, should not be able to be pumped out at the same speed as a small naboo style 1 house.
The things are going for upwards of a quarter million credits. I don't see people lining up to get them, especially at this stage of the game where most of the PA halls that were going to be sold have already been sold.....
Solen80 wrote:
Architects will be devestated by this.
I am a successful Architect. I do not use the 1000 count exploit, nor do I build my items using macros to bypass the chance of a critical failure in final assembly.
I do not feel devastated.
You people act like Schematics have always been 1000, and they are going to be "reduced" to 100.
You seem to think that exploiting is normal and everyone is doing it.
You are wrong. You are a small fraction of the server population, and by extension the Architect or other Artisan line. You are the cheaters, the exploiters, so jaded that you take the exploit to be the normal way of things.
You are bold-faced cheaters and exploiters, looking to preserve your ill-gotten advantages. Having never worked within the rules, using the intended methods, you've developed warpedpractices and expectations which you hope to translate into standard practice.
You are giving the Devs, and any honest folk reading this thread, a candid glimpse into the workings of the dishonest, self-absorbed ubergamer psyche.
Their is a vision for this game, one that honest players try to identify and explore. I'm sure it's a disappointment to you that there are no published "cheat codes" for SWG so you could play it the way you play your Nintendo.
But the silent majority of honest people don't subscribe to your ideas, and though you dominate the development forums trying to retain your cheats and exploits, I'm hoping those in charge will take a discriminating look at what's really being said.
You can throw around that "exploit" word all you want - it doesn't make anyone feel bad, because it simply is not true.
Andal wrote:
ReggarBlane wrote:
Wait a sec... Why is it a database issue? Don't crates equal 1 item with one extra variable of quantity regardless of how many are in the crate?
Don't be led off into atangent equivalent to "How many angels can dance on the head of a pin" by the database dorks.
Nobody knows all the properties of any program object in this game but the developers, nobody knows how the database is designed but the developers, every comment I've ever seen posted by anyone speaking to database issues suggests the author is clueless.
The limit for schematics is currently 100 per schematic. Thequestion is supposed to be should that limit remain.
The thread is flooded with self-admitted exploiters who believe they should be sanctioned in their ongoing pattern of cheating and exploiting by having the number raised to match what they get when they cheat.
I maintain that the 100 limit should be preserved to protect serious Artisans from the flooding that is inevitable from ubergamer dabblers.
Everyone else appears to be an exploiter intent on continuing to produce exploited schematics. Since they have zero experience with operating within the rules, they have no objective position from which to argue, when addressing the actual question at hand.
You seem to be the one who has absolutely no idea what they are talking about.
Anyone who does not make and use subcomponent crafting items has no position whatsoever to argue, becase they don't know what in the blazes they are jumping on their high-horse for.
This may of been mentioned it may of not i read this and been thinkin about it for days...didnt feel like reading through everyons rants...i just want to make sure this point is brought up.
To make identical wall units u need identical structural moduels from crates for the factory to make the wall units.
A wall unit requires 10 structural modules...no problem there.
A large house requires 10 wall units....thats 100 structural moduels.....now when you look that its identical...how are we supposed to build them with a schem limit of 100 as 10 of these will be used to make the schem for the wall leaving us with only 9?
Lobaca
AudioOrgana wrote:
Anyone who does not make and use subcomponent crafting items has no position whatsoever to argue, becase they don't know what in the blazes they are jumping on their high-horse for. You can throw around that "exploit" word all you want - it doesn't make anyone feel bad, because it simply is not true.
Ummm...hate to rain on your parade but a Master Artisan and an Architect both make subcomponent items. I am both of those things. I'm not sure how you came to the conclusion that I don't make subcomponents, but I can only assume it's because you are ignorant of crafting.
Sony defineschanging 100 to 1000 in a manufacturing schematic as an exploit. I can not think of a higher pertinent authority than that, in the context of this game.
Lobaca-Scylla wrote:
how are we supposed to build them with a schem limit of 100 as 10 of these will be used to make the schem for the wall leaving us with only 9?Lobaca
Wall units require "similar" structural modules. It's confusing, but if you experiment with it you will find that you can construct a wall unit with structural modules built of different materials, and with different experimental values.
The right hand needs to pay attention to what the left hand is doing here.
As a weaponsmith, all ALL of my products used the same subcomponents - the blaster power-handler.
For ease of production (and taking the load off of your database) I would produce one kind of power-handler with the best possible stats and run 1000 of them.
I would subsequently produce several of my top guns using this same power-handler.
If you cut factory schematics to 100, aside from annoying the hell out of me with pointless design restrictions, you'll also create a bunch of run-tail items that I end up not using as I have more schematics using more different parts.
even with 1000 unit schematics I often used up the whole schematic on power handlers and powerups.
I think you are running in the wrong direction. If you want to reduce the # of junk items in the database :
* remove the manufacturing limit on factory schematics unless *I* put one there
* allow for supercrates which hold more items
* allow me to recrate items
'la!
- nox
(I haven't read everything up here like I usually do so maybe this has been said already...)
How does a crate of 10 xyz's take up any more space then a crate of 50 xyz's...
is it because of having 20 crates of 50xyz's that is the problem, that takes up the extra DB space?
(Can we have a redo of the "What we want fixed" poll with an addition option to "Use a real database engine"? as this seems to be a common answer to various problems posted...)