Development Cycle Archive

Thread: Schematics limited to 100

IlyaMasool
Fri Oct 03, 2003 9:04 am
#703

I heard they changed the schemetic limit back to 1000 on TC.


Still at work so can't confirm this. Anyone here who can?

Iamrebelscum
Fri Oct 03, 2003 1:29 pm
#704


Ynatti wrote:


IlyaMasool wrote:

I heard they changed the schemetic limit back to 1000 on TC.

Still at work so can't confirm this. Anyone here who can?




The test notes still say 100.


I was able to make a 1000 unit schematic this morning.

1K limit might of been a bug, but people were playing it for so long that it had become a "feature"

I think 1K is reasonable, because it wasn't changing the amount of resources needed or hurting the economy. It was basically making the crafting more convenient. And don't forget the reason that factories exist... convenience.



Quick's Store-n-More located on Tattoine at /waypoint 350 -4940 (Ahazi Galaxy)
VEHICLES || Bulk Resources || Harvesters || Collectables || Surveying Supplies || Droid Food
KwoungSy
Fri Oct 03, 2003 2:03 pm
#705






Iamrebelscum wrote:
I was able to make a 1000 unit schematic this morning.

1K limit might of been a bug, but people were playing it for so long that it had become a "feature"



That is very good to hear..


...although I still completely disbelieve that it was evera bug, since the slider was the only "bugged" part.Typing in any number from 1-1000 hasworkedforeverand even the error message clearly stated 1000 was the limit if you tried to go higher.


It is nicethat they didn't push me one step closer to cancelling for oncethough... way to many changes tothis game alreadyhave done nothing but remove the fun or up the frustration factor for the players... allin the name oflightening the load on their poorly designed database.




::: Dragon's Call Mall :::
-6700 -5100
Dragon's Call, Tatooine - Test Center
Omou Eif'Kre - Proprietor


GarVa
Fri Oct 03, 2003 3:41 pm
#706

http://forums.station.sony.com/swg/board/message?board.id=TestCenter&message.id=19088#M19088


Link above to vass's post.






GarVa
Community Relations

SOE Forum Usage Guidelines
Galactic Home Show
Back to top
View user's profileSend private message
Ynatti

Joined: 22 Sep 2022
Posts: 63

PostPosted: Sat Oct 04, 2003 12:32 am Post subject:



IlyaMasool wrote:

I heard they changed the schemetic limit back to 1000 on TC.

Still at work so can't confirm this. Anyone here who can?







The test notes still say 100.



Two accounts cancelled (last day 8/14/04)
Ynatti, Master Doctor & Master Pikeman (Kauri)
Taeo Dakai, Bio-Engineer & Creature Handler (Ahazi)
Back to top
View user's profileSend private message
Ralgur

Joined: 22 Sep 2022
Posts: 108

PostPosted: Mon Oct 06, 2003 8:40 am Post subject:

To get any decent quantity of stim b produced in a timely fashion takes at least 3 factories. If limited to 100 per schematic, it will severely limit the influx of stim b's into the economy - Stim b is the stim of choice due to the good healing with low med use skill.


With 100 use, I'll be lucky to get 30 stims out of a run. I played with a production run and it took forever. Part of it was the learning curve, but a lot of it was the speed of the factory. It's rather ironic that an automated process using schematics is slower than manually making a similar quantity. Heck I could manually create stims faster, but the quality would vary.


If you are going to limit to 100, then increase the speed of the factory. The database excuse wore thin a long time ago. Why is your database so crappy compared to Everquest's database? The database limiting the fun of the game is baaaaaaad news.

Back to top
View user's profileSend private message
Ehan

Joined: 22 Sep 2022
Posts: 107

PostPosted: Mon Oct 06, 2003 1:32 pm Post subject:

Just from the viewpoint of a Master Weaponsmith, here is why not only 100 limit schematic runs will make the game incredibly UNfun for me, but will create a database nightmare for you.


We all know that 100 schematics will,BEST case scenario, allow somebody to make 9 T21's because of the Blaster Power Handlers needed to make one. Okay, annoying, but bearable. Let's move on.


Most weaponsmiths do not just make T21's or just one of ANY gun. I consider myself a small time weaponsmith, and I just try to keep about 5 of any particular weapon on my vendor at one time, meaning I usually run a schematic of about 10 at a time. If 1 sells out, one comes out of the crate of 10 and goes on the vendor. If all 10 sell out, I run a few more on my schematic, rinse and repeat.


I will usually run 100 Blaster Pistol Barrels, 100 Blaster Rifle Barrels, 100 Projectile Feed Mechanisms, etc, for most of the components needed, because any 1 gun requires 1 of these items. That's fine. I can use one blaster pistol barrel schematic to make 10 different pistols 10 times each. That's reasonable.


Then there come Blaster Power Handlers. With the exception of a Tangle Pistol, every gun I make uses these. Most use several of these. So I run a schematic for 1000 Blaster Power Handlers and over the course of making 10 different weapons 10 times each, I will probably use up at least 500 of these. Every weapon needs a schematic, most of the time the first run doesn't work out. Themore complex the gun, the greater the chance the first attempt won't come out great.The more power handlers used in the gun, the more complex the schematic. Self-fulfilling blaster power handler comsumption nightmare. Right now though, I can still use a total of about 6 schematics to be able to sit down and craft any gun I can make (7 if you include Tangle Pistols and SR82s). Add about 10 more schematics forthe 10 firearms I'm currently making, and you have a full menu for any demands I may have using atotal of 6-7 component schematics, and 10 finished gun schematics for grand sum of 16-17 schematics. And, all it takes to replace something is a quick trip to my factory, juggling some resources, plugging in a schematic, turn it on, and go.


Now limit me to 100. I now have to make a separate schematic for blaster power handlers for every gun I decide to make. You've just doubled the amount of schematics you are storing for my character, which still have identical stats, but different serial #'s. (I don't keep the schematic unless it comes out as good as it can). You've also at least increased the time I have to spend to get the same results 10-fold.Now I have to spend time crafting a new blaster power handler schematic for each weapon, running those, now sifting through all of my schematics to figure out which power handler to run to make more for my Laser Rifles. Then after I've got the power handlers run, I craft new Laser Rifles. Additionally, now I've got leftover power handlers laying around for every different gun, because crates only hold 25, and lets face it, with 25 blaster power handlers, you're lucky to getaperfect Laser Rifle for a schematic. Great .. back to the drawing board. But instead of just being able to use the same Blaster Power Handler schematic that allows me to make basically as many as I want, I have to make a new schematic, and start from scratch .. another day spent just to make the schematics for the power handlers to make a run of a few high quality weapons.


And after spending 6 days constantly running my factory on blaster power handlers and grinding weapons out more than I did getting to Master Weaponsmith justto make 5 of a few different guns ...... the resources shift and every gun I just made is now obsolete. Rinse and repeat ad infinititum.




Ehan Afape - Master Weaponsmith (+25 Assembly/+20 Experimentation)
Visit my shops, Cutlasses & Archebuses, in one
of two convenient locations across the galaxy.
Waterhaven on Dantooine at 371, -4428
East of Bestine on Tatooine at 100, -3828
Back to top
View user's profileSend private message
Dargonis

Joined: 22 Sep 2022
Posts: 4

PostPosted: Mon Oct 06, 2003 2:14 pm Post subject:

I'd have to agree with the crafter folks here, do NOT keep the 100 cap. I'd explain all my reasons why, but everyone in this forum has done a heck of a job explaining why to throw that 100 limit out. Kudo's to all for making a strong case. Devs would have to be completely blind to keepit in.




----------
Before you judge your enemy, walk a mile in their shoes. That way you'll be a mile away and.. you'll have their shoes.
Back to top
View user's profileSend private message
Display posts from previous:Sort by:
Page 51 of 52[777 Posts] Goto page:Previous1, 2, 3, ..., 49, 50, 51, 52Next
This forum is locked: you cannot post, reply to, or edit topics.This topic is locked: you cannot edit posts or make replies. View previous topic :: View next topic
Watch this topic for replies
Forum index »Development Cycle Archive
Jump to:

You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group
Dargonis
Mon Oct 06, 2003 2:20 pm
#707

Er.. oh, wow, ok.. uh.. go back about 4 posts.. this issue is closed. They are throwing out the 100 limit.



----------
Before you judge your enemy, walk a mile in their shoes. That way you'll be a mile away and.. you'll have their shoes.
Hakkan_Oomti
Mon Oct 06, 2003 2:22 pm
#708

Folks -


Go read the link to that is about 3 posts up from SOE.


They are leaving the schematics at 1000. Please stop kicking the dead horse.



Hakkan

Ralgur
Mon Oct 06, 2003 9:24 pm
#709

I realized that after I posted but there's no option to delete. So I guess you could quit kicking those of us who accidentally kicked the dead horse.
Bacon369
Mon Oct 06, 2003 10:48 pm
#710

If the schematic is kept at 100, then it must be made reusable. 100 items that must first be drawn from to make a new more complex object skews everything. Items that need 3 factory crate objects are then limited to 33 production (if and only if you get it right on the first experiment) then slot 2 only needs 2 items from a factory crate and the last slot only needs 1 ........ you are left with a bunch of unusable items at the end. Waste of money.



BACON "Git-er done"


shihiza
Mon Oct 06, 2003 11:21 pm
#711

I've been making simpDs and spices in my food factory for the past week or more and the max number of items ive been able to create has been 100 (it's also the default number when i create the schematic, possibly i can type in a larger number -- haven't tried that. but the slider bar appears maxed at 100, so that hadn't occured to me). I'm new to the whole factory thing, so its possible i'm doing something wrong.



Okiak Vipyr
Master Bounty Hunter
Master Squad Leader
DEATH BY NGE
7/11/2003 - 12/2/2005


Ipree_Keamym
Sun Oct 26, 2003 6:35 am
#712

Leave it at 1000.




__________________________________________________
Evil will always triumph because good is dumb.
tIme2DiE
Mon Oct 27, 2003 9:45 am
#713

Why even have a schematic size limit?


Infact, why even have schematics...


My idea is that we could make a normal prototype item which we could put in our factories; the factory would use it like a schematic, making copies of it. then when we are done we could just take it out and it would still be usable. This would solve the wall moduale problem all architects are complaining about.


Just my two credits.


And BTW I'm not an architect.




--------------------------------------------------------------------------------
Tover wrote:

Iif you started with the Vet Yacht, welded a Y-Wing on top in the back, and welded a YT-1300 on the top in the front you'd have the Enterprise.
--------------------------------------------------------------------------------
ToppDog
Mon Oct 27, 2003 4:50 pm
#714

There are ways to reduce items on the database that will not piss off players & will actually make the game more enjoyable for all. The problem is you dev's are creating multiple items of things behind the scenes that players never really see or care about, & then you want to take away from the things we do see & do care about. That's F'd up!


Here's a fix so easy I can't understand why nobody gets it:


Instead of having several versions of Steel, how about just one kind, & you can call it.....STEEL. Same for all the other resources. You're creating extra data just by having those unnecessary subgroups that nobody gives a rip about.


If you're going to put a limit on schematics, you first better figure out what the max number schematics available is for every single profession combination, or just tell the community you changed your mind about letting players mix & match any profession combinations they like like you told us before we bought the **edit** game.

BugEyed
Wed Oct 29, 2003 11:39 pm
#715

To make some droids parts (example: ADVANCED DROID BRAIN) you need FOUR identical Electronics GP Modules as well as FOUR Electronics Memory Modules, all with the same serial #.


With a limit of 100, that only gives me the chance to make 25 identical advanced droid brains, ie: my limit forMANY items that I make a lot of is now going to be 25 with the proposed limit of 100. NOW...


On top of that, if I want to make some R3 chassis, I need TWO identical ADVANCED DROID BRAINS, so now I am at a limit of 12!!!


This is only one item chain that would make the DE's highly disapointed, becase we need mulitple identical items in order to makeOTHER items, then we need multiple ones of THOSE to make yet other items, as explained above.


A schematic limit of 100 would devistate me and all DE's!!!!


Please dont make it under 500!!!

Page 55 of 56