Development Cycle Archive

Thread: Schematics limited to 100

DS9
Sun Sep 28, 2003 8:29 pm
#625

We want more than 100 !



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Ahroo E-E
Imperial Rank (Colonel)

RemoGrey
Sun Sep 28, 2003 10:15 pm
#626

You know.... if I went to my Director and told him that we had to remove data from the Oracle database because it was not capable of handling the amount of data that was currently stored in it, I would be fired and replaced with a Data Base Administrator that had a clue.
IbosskRangoon
Mon Sep 29, 2003 12:12 am
#627

It comes down to one thing and one thing only and I have said it time after time in beta.. they NEVER GOT THEIR DATABASE UNDER CONTROL.. it should be a 1000 limit.. Medium homes should take 4 lots.. You should be able to store 75 items per lot with NO CAP.. but you cannot because they cannot CONTROL their database. Holo knows what the issue is but alas Holo is leaving SWG in the dust to try and control all games.. well if Holo gets control of EQ2 then count that one off also.. They need to look at their database and see where they can trim the fat like maybe the hundreds of house signs that still exist in game and take up precious database space although the house was removed months ago.. Or maybe the hundreds of different types of hide.. or bones.. I have never seen an animal go from Nabooian type A hide to Naboian type B hide.. animals should NOT recycle... But alas this is Holo's follies..
ReggarBlane
Mon Sep 29, 2003 12:26 am
#628

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?



"Goodness gracious me."
Andal
Mon Sep 29, 2003 12:48 am
#629






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.





---Composite photo of average thread authors here: http://home.nyc.rr.com/andal/UberDoodz.JPG
Razorlord
Mon Sep 29, 2003 2:06 am
#630

I think its a good change


max 100 makes the game more difficult (more challenge)
max 100 makes the prices go up (good for economy)
max 100 makes people quit (good for lag on the servers)


especially people leaving so we have less lag is my major drive to be oke with it. Less crafters so I become more elite



Cas_Lowca
Mon Sep 29, 2003 4:56 am
#631

Wow I guess I will be going out of med supply business............


Due to the subcompents involved I could make 33 stim-e's at a time, then have a single bio-controler leftover. Sim B's and C's will be fine; but buffs rez packs ect, will now be maxed out at 33 items in a crate.


Buffs will no longer only 5k per six that is for sure.




Visit the Credit Sink - outside of Coronet 884 -4778, just look for Jenny. Drop off anything you would like to sell or take a look around and purchase something.
Sinnare
Mon Sep 29, 2003 5:13 am
#632

One other thing to keep in mind holo on easing you database. The crafters WILL find a way. Now rather then a couple factories we will rent lots and have 15 factories. Your database will be in worse shape then it ever was and yet again you can thank your self.


Also you will have more left overs IE more stored stuff for the rainy day. If you think the limit will help you are wrong. I have already bought extra factories and have lots lined up. My complex will make the big three automakers look small. You wont change my business, but the change if implemented may change yours.

vazkoor
Mon Sep 29, 2003 5:28 am
#633

I dont see why you want to decrease this number to 100, you will only disapoint all of us with additionnal severe annoyance to run a factory.


Leave it at 1000.



Thanks





Loreline and Katz
Medical Supplies Paradise - Kauri
Tatoine : Very close to Bestine at -1763 / -4389
Stims B / C / D / E - Wound Packs - Rescuscitation Kits - Pet vit packs & Stim packs
Medical Component Crates - TOP Ressources for Medic / Docs / CM - Harvesters Deeds
Enhance D med use 90
MagusAlbertus
Mon Sep 29, 2003 6:30 am
#634

i'm only minorly in-convenced in that i won't be able to go out adventruing while bricks are being made in my factory.


i guess you didn't want crafter types to become force sensative anyway.

Lobaca-Scylla
Mon Sep 29, 2003 7:46 am
#635

Another two cents.....

All identical items in schematics where changed to similar....or find a way to flag an item from a crate....so that any two wall modules made with any type resources but still both made from runs in factory would work in the schematic where multiple identical items now are required.

However, there are a dozen good ideas listed above we can only hope that you guys (The Devs) take this thread seriously. There is some 19 pages of negative responses, the current setup can not possible be as much of impact on the database as it appears.

Logically items in crates actually only use 1 line of code so an efficent way to take care of this problem would to be to raise the units per crate up so to streamline how much code is taken up.

For instance here is a schematic that probably does impact the DB: Small Structural Module very few resouces and a run of a 100 produces 10 crates? how about 1 or 2 crates? 1 would be best as that all items from a particular schematic are the same why waist that precious DB space on multiple crates? What there isnt differnt sized crates IRL? Look at a shipping yard there are crates that take up entire boat liners.

Lastly a possible solution to having such large crate sizes is set the crates so for every X units in crate the crate takes up Y units of space. Code this into each item not into the generic crate code and you would still be able to keep items that are large in size to take up more inventory space.

Doubly Lastly, Isnt there already an inventory cap in game? IE # of houses one can own and how much storage space is in those houses and or in the persons bank? Schematic changes arent going to stop people from filling their house with tons of furniture and items.

Lobaca,
Scylla - Server

**0/255 Skill Points BH & CH**
DeckNar
Mon Sep 29, 2003 8:32 am
#636

Why not make crate output larger so there are less of an item then a bunch of little crates of the same item. Make foraged food all the same serial number and stackable. I am sure if you think about it there are a number of ways to make things more efficent by combining or making larger single quantities of items to make the DB smaller.y

VadersHelm
Mon Sep 29, 2003 9:36 am
#637

Struc Mod's 1000 Is ok more would be better since I like to do one mass run per week of each item I need


Stuc mod's 100 makes like 1 Large Mineral and 1 factory WOOT WOOT





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