Development Cycle Archive
Thread: Schematics limited to 100
At very very minimum should have subcombines be able to goto 500 or leave at 1000, but make final combines limited to 100. Noone needs 1000 cdef's
But we all need 500 or so BEC's, CRDM's and other stim components.
LImited runs to 100 will pretty much garentee I won't be crafting any stims for sale anymore, and very few others will. Will run some for myself but thats it. Who wants to buy a crate of 33 stims that took me 2 days to make?
Well how about a verdict on this instead of just ignoring the thread..
Andal wrote:
Well, I'mpleased to hear they've fixed the exploit with schema count. Now hopefully they'll fix the macroing exploit.
This should thin the heard, and make being a Master of any Artisan specialty an accomplishment worthy of pride instead of the routine accomplishment of any number of exploiters.
Andal,
Please tell me how this is an "exploit" I'm very interested in this. I'll be happy to explain how it's not, but would very much like to hear your rational as to why it is. You sound like an angry child who just found out they could have done things a little easier and is now upset and has to call everyone cheaters and exploiters. By the way, it apparently isn't because I'm logging in just fine to my account.
So here's how it's not..
Let's assume you actually do a full run of 1000 resources. Since you've never done thisI'll fill you in on some info. First off it takes a LONG time to run off that many, neighborhood of two days. So if I'm making something that need 3 subcomponents, I'll use a stim B as example, that's 6 days just for the subcomponents. Plus even assuming that I run off 999 Stim B's that's another 2 days. 8 days to run off 20 crates. So if your exploit concern is time, well that's a long time, and I'm sure using 100 run schematics you could come close to matching that, so you can't be worried about a time imbalance.
Oh yeah money.. well if you can run off a comparable number of Stim B's using 100 runs, well there goes that argument too.
Another "exploit" factor, experience. Well right now factory XP is broken so that's not valid currently, but let's assume that it's given it's full 10%. So let's see 1000 BEC's over two days will net 3000 XP, Let's see if you craft 100 by hand you'll have that in about 30 minutes. So no argument there either. Even less if your grind. Oh but wait, I'm sure you consider that an "exploit" too.
Hacking - Another common exploit problem. Well all you have to do is type a 0 at the end of 100, not hacking. So that argument doesn't work either. Bug or not it let you do it.
Oh. And you mentioned that SOE called this an exploit, please indicate where this is documented. I haven't seen that posted anywhere, and even if they did, why wait 4 months later to fix it, especially when we were telling them that the factories keep locking up after a 100 run of subcomponents. They could have easily "fixed" it then, but they didn't.
I'm sure you'll be using your whit to come back and tell me how I'm a "cheater" and "exploiter" and how I should be banned or whatnot. But when you do, you'll just prove my point.
And lastly you mention that crafting should be "hard" well it is. Even assuming I run of 999 Stim B'sI sure make a lot more things by hand and do craft quite a bit, so because I want one thing to be easier to do, I'm suddenly an exploiter? No one here's denying they couldn't "get-by" with 100 schematic run, but it does make it easier (gasp easier oh no not that, that means I can actually go have fun playing the game while my factory is doing something) Since you think crafting should be harder, Might as well reduce all the harvesters by 1/2 their yield, and double the crit fail rate, and while we're at it let's limit everyone to being admin/hopper access on only 10 harvesters. That should make it good and difficult enough for you. Will that work?
Also I'll argue that this will not help the database at all, and in fact, make things worse. I actually believe it would help the database by letting us make 1000 schematic runs. The only time this is a database issue is when all 1000 items are in existence at the same time, that's assuming that the schematic is run it's full course.
So now I'll have 5-10 schematics to run off small things, and then 5-10 schematics for larger things.
Just because you want it hard, don't rain on our parade, There's nothing keeping you from keeping the schematic at 100 even if they fix it. Heck why don't you make it 10 then. I'm sure you could make a lot of wall units with schematic runs of 10...
No limit is better.
Limit is the output hopper.
Really what is the difference between make 1 time 1000 items or 10 time 100 items. You have 1000 items.
If you limit to 100, it will more defficul to make. But only for some of profession like DE.
If you take architect you need really big amount of resource to make 1000 generator turbine.
But DE need 1000 memory module for 100 droid.
PLEASE NO LIMIT
There's a way to make more than 100 items per schematic? News to me!
I've been using factories for a few weeks to make medical supplies, and I haven't had the 100-item limit be an issue.
I do agree with many of the folks here that it would be nice to have larger runs of subcomponents so we could actually create a full crate of Stim D's (or other items that use mutliples of a subcomponent).
- GG Crew
Baaric wrote:
Andal,
Please tell me how this is an "exploit" I'm very interested in this.
It should be obvious that if it wasn't considered an exploit, it would not have been eliminated.
But rather, the default value for schematics would have been changed to 1000 so folks wouldn't have to be browsing discussion boards to learn how to employ this non-evident "feature".
As to those speaking of macroing, macroing itself is not an exploit obviously. But when a bug exists that results in zero chance of critical failures if using macros to craft, there is a potential to exploit.
Other crafters wouldn't use this method, as experimentation is essential. However, Architects throughout the boards admit they use macroing primarily to circumvent critical failures.
I'm really not interested in yet another self-serving illogical explanation that essentially boils down to "I'm mad! And I hate hearing the truth."
If Sony decides there is justification to make schematics equal 1000, then they will do so and this change will become evident to 100% of the crafters in the game. And not simply to the small subset of exploiters who comb the boards looking for cheats, then whine to preserve them.
Andal wrote:
Baaric wrote:
Andal,
Please tell me how this is an "exploit" I'm very interested in this.
It should be obvious that if it wasn't considered an exploit, it would not have been eliminated.
But rather, the default value for schematics would have been changed to 1000 so folks wouldn't have to be browsing discussion boards to learn how to employ this non-evident "feature".
I think you're applying too much logic to this. A programmer simply mistyped the limit as stated page one.
Call it an exploit, call it a bug, call it whatever; it still doesn't change the fact that us heavy crafters have come to rely on this ability to make our wares quickly and efficiently for our customers. Change this functionality and the core producers of consumables, weapons, armor and supplies will be crippled.
Our customers rely on this ability to put out products to market quickly and efficiently. If you hinder our ability to do that you will find that all the player crafted items will get more expensive and harder to find.
At this point it's gone on too long to just turn off. It doesn't adversely affect anyone in the game; only those people who didn't know about it feel slighted in some way.