Development Cycle Archive

Thread: Schematics limited to 100

Taqwus
Thu Sep 25, 2003 10:50 am
#66

What I think would be a fair way is:


Let the low end components go to 500 (The cap can be set by the diffuculty rating)


The final components at 100 (This will kind of stop the rich getting richer, since this will stop people running 1000's of units while they are at work or sleeping (You dont see combat classes getting xp while they arent logged on))





Shadowfire

No job to small, no fee to big
Mahr_lan
Thu Sep 25, 2003 10:50 am
#67

This really hurts me as an architech. For example


Wall Mods and structure Mods


you need 10 Structure mods to make one wall mod that means if I run a scmatic I will get 100 Structure mods ok Great so now if I want to make a wall mod I will now get 9 identcal Wall mods MAX becuse I will need 10 structure mods to make 1 wall mod scmatic then I will have 90 left to use on the scamtic. This means bascily now we get 9 wall mods for ever 101 structure mods have to count the one mod it took to create the origanal scmatic. This also means I have to sit and baby sit my factory. Come on what is the propuse of a 100 limit. All this does is make more work for an over worked profession . Lets see spend 10 hours a week on harvesters. 5 hours placeing them and then 5 hours picking them up...thats also with not going back to the harvesters ever day and just emptying them at teh end of the week. Then now I have to spend how much longer making scmatics and working wtih the factory. So just to make enough money to up keep my harvester to make stuff to sell to keep my harvesters up I need to waste 30-40 hours a week for nothing at the end of the week I have to take the money and dump it back in to my harvesters. I maybe clear one or two deeds that I have to end up giving to my friends. Lets not start with all the work we have to do to create furniture and lots of it dont even have creates or the time I have to spend relisting the itmes on my vendor becuse of the stupid 7 day limit on Vendors ( non sense) yes the bazzar I see why there is a limit but on a personal vendor that is just a joke. I work full time in RL and now I work FULL time in the game and I have nothing to show for it. No extra cash , no extra time , no extra anything. Now also there is no decay on anything so on the chilitra server has come to a point where everyone has everything they need and there is no need for furniture or houses becuse they have all they need , also harvesters dont break so you get your havesters sold and now people dont need more. So what has happend is I only make stuff for teh city I am building and there is no money in that. Furiture needs to be looked out we need to be able to make containers that dont count against your house item limits. Give us something or make it harder so that everyone but PA arcitechs quit. I have already lost 3 friends who used to play this game and now quit becuse there is nothing to do or they dont want a second job. Yes the 100 limit on schmatics has EVERYTHING to do with all this , its just another thing added to a list of issues. Look I dont want things to be simple just want a fare fight and something that i can do in 10-15 hours a week in. Please.




Mahr Lan - Master Architech
Owner of Marcadia's Finest Furniture
-Located at the corner of 2921 and -5957 ( 2000m South of Moenia )
-Master Architech Furniture In Stock
-I also do custom orders for Deeds to just about anything.
Large Houses - 150k
Med Houses - 75k
Pa Halls 400k ( 50k ) Deposit
thelink333
Thu Sep 25, 2003 10:50 am
#68

Before this thread blows up to unreadable length, I'd urge people to not just repeat what has been stated before (or even worse, just writing "/agree" and that's all... how annoying is that?). That being said, here's my thoughts (heavily biased toward how it will affect weaponsmiths):


This change will have yucky negative effects:


1. It will increase prices of ALL crafted products (not just those that require factory parts). As a weaponsmith, I craft and experiment for hours just to produce a single gun schematic. I experiment over and over until I get that perfect result for EVERY COMPONENT. It's not just a matter of getting "Great Success" on every experiment. You actually have to look at the final result (as you probably know, getting 3 great successes one time will not result in the same end result as getting 3 great success another time. In fact, I've often gotten a better schematic from a Good Success than from a Great Success). Anyway.. my point is... I waste a lot of resources trying to build a single schematic. Reducing the capacity of that schematic will force crafters to charge more because they don't as good a result from the whole mass-production.


2. It will decrease quality of ALL complex crafted products (for example, weapons). If each schematic I create only gives me 100 items, I am not going to bother experimenting to try to get that awesome schematic. I'll just settle for average result. Currently, I often experiment about 50-100 times before I get that perfect schematic. That's 50-100 component's worth of resources! Now, since I'd only get 100 final items out of the final schematic, I sure as hell ain't gonna waste the resources tryin to produce something uber.


3.The problem really occurs with subcomponents. I need to be able to produce large quantities of subcomponents (like blaster power handlers) becausethey are used in multiple different weapons (meaning I need that much more quantities of them) AND because even once I have those factory-made subcomponents I have to waste a LOT more of them. Why? You guessed it! On the final weapon assembly, I also experiment a LOT in order to get that perfect final weapon schematic. Therefore,of those 100 subcomponents I was able to produce in a schematic... I'd be wasting almost all of them on final weapon assembly experimentation.


Granted, at that point, I could probably sell the inferior trials as prototypes (blah blah bazaar blah blah)... but I didn't become a weaponsmith to produce sub-standard product. I like putting out my best effort, and let's face it... my customers want nothing less.


I probably don't have a problem setting the limit to 100 on things like FINAL WEAPON SCHEMATICS. I can live with only producing 100 DX2's or Laser Rifle's in a single run. In fact, I actually see that point as beingthe only positive effect of this change: For final weapon assemblies, you won't have those Rock solid Master Weaponsmiths (who are amazing at what they do) producing LOTS and LOTS of those *uber* models to supply the entire planet. This will help open up the market for lesser weaponsmiths (due to lack of what I'd consider decent resources, I would consider myself as "lesser"), because final weapon assemblies will be limited in quantity.


But PLEASE increase the limit on subcomponents. I like 1000!


IllandraAzuryne
Thu Sep 25, 2003 10:50 am
#69

For me, there are really only 2 items that I have wanted to make in quantities > 100. Both are sub-components. This should be a re-accuring theme in many people's posts. For example.... say I want to make a crate of laser rifles, a crate of laser carbines, a crate of Elites's and a crate of DXR6's. I currently use 2 factories. Right now, I make a run of 500 power handlers and125 blaster rifle barrels then go to bed. In the morning I log in, and start the lasers. Later on, I log back in and put in theElite's and DXR6's. 36 Power handlers and 21 barrels left over... less if I had any failure or poor combines on schematics. By the time I am done for the night, my 4 new crates of weapons are done.


In the 100 schematic limit system, make 1 run of 100 barrels and 100 handlers. Log in in the morning start laser rifles. 22 power handlers left over, not enough to make a run of laser carbines, so I start another 100 handlers. Log in later that day, start laser carbines, 22 power handlers left over... not enough for a crate, so I start another 100 handlers. By the time I am done for the night, 32 crates of weapons are done, though I realize now I cannot make a full crate of DXR6's ... can only make 21 since I only have 22 barrels left, so I start100 more barrels and 100 more power handlers go to bed. In the morning, I log on and realize I still can't make a full crate of DXR6's or Elites's (only 24/25), so start those and when i log in later that night, I now have 2 crates of 25 lasers, and 2 crates of 24/25 (DXR6 and Elite) with 44 extra power handlers and 96 barrels (22 of one type, 76 of another) left over. Nearly double the time for less items and more waste.


The example only gets worse for T21's or Rocket Launchers. T-21's need 10 identical power handlers, so can only make 9 at a time. Rocket Launchers (Shutters at the thought of the last ones I made) need 8 Idential feed mechanisms (limiting things to 11 (12-1 for schematics)).


Still, IMO, weaponsmiths are probably hurt the least by this. We already charge large amounts for weapons, and this will simply drive prices up since we will be spending more time to make fewer weapons. Other classes do not enjoy the same luxury as having a market that people already pay high prices in. This will drive them out of business in many cases, as their customers are not use to spending more. I will let them speak for themselve, but for me, a limit of 275 is really the bare bones minumum (10 * 26 for T21, leaving 15 left for possibly one re-attempt at a schematic before you end up with > 250 (or 10 crates worth)). 500 would be a much better limit.

shnelle
Thu Sep 25, 2003 10:51 am
#70

Reasons that 100 limit is too low:


1) Makes checking a factory a couple times a day mandatory. Also to create the amounts needed you would now need to use more factories to make them at an efficent speed.


2) Have to make multiple high quality schematics if you want to make more than 100 of an item there by wasting good quality resources in schematic making.


3) Most crafters do large loads of component making500 - 1000 because they buy in bulk resources.


4) This would cause a TON of grief for ALL artisans/medics/ and anyone else that uses a factory.


5) This might actually cause a good number of those crafters to quit.




Oppeei Xigu - Female Rodian - Bria - Rori

Master Creatuer Handler
Hunt Master
Novice Pistoleer
Emergency Tech - Field Tech
Faraday
Thu Sep 25, 2003 10:52 am
#71

As already stated, the problem really lies with the subcomponents. It would be disastrous for many crafters if they were limited to only 100 in a factory run. 300-500 is a much better figure.
Miradona
Thu Sep 25, 2003 10:52 am
#72

I'm glad to see that schematics are getting some attention...does this mean that we will finally be able to craft pet stims in a factory? =P



Havelcek
Master CH / Master Smuggler
Miradon
Master BE / Novice Doctor

The Mandalorian Cabal - Wanderhome
Betatoxin
Thu Sep 25, 2003 10:53 am
#73

Give us 1 single solitary technical or game balance reason why factory crates should be limited to 100? It seems to me what we have is a disconnect from the people who designed the whole factory system and the people that made the schematics. Max 100 schematics are simply incompatible with the crafting system as designed.

There are simply too many high level schematics that require 3, 6, or even 10 identical subcomponents.

Factories should be a labour "saving" device and Max 1000 schematics actually made them that. 100 schematics are just too tedious for many professions that are "required" to use identical components.

Leave the max at 1000, fix the slider bar to reflect it and make the crafters happy, simple.
Grungie
Thu Sep 25, 2003 10:53 am
#74

From the armorsmith's standpoint3 crates (1 segment,1 reinforced, 1 synthetic)= 2 suits of composite armor. 4 crates = 2 suits padded armor. Limiting the number of segments to 100 means we can never leave the factory. Some of us buy our fiber from tailors. Now they can't leave their factory either (I buy 10-20 crates at a time every other week).


I'm all for components at 1000 and final products at 100. Is someone worried we are gaining too much experience from factories?

Ill_Omen
Thu Sep 25, 2003 10:53 am
#75

I thought this had been fixed some time ago... I tried entering a number larger than 100 and had it just dropped to 100...

*BUT* I have always hoped that this would be changed. As a tailor, I use factories solely to create components for schematics that require factory-identical components (the factory-identical requirements are a whole other issue that I won't go into here). A run of 100 tailor components, at complexity level 15, takes 3.33 hours to complete. Since I can't be online every 3.33 hours to re-start my factory runs, my factory sits unused, burning maintenance, for most of the day. So, please, increase the manufacturing limit so that we no longer have to waste maintenance fees on a building that does nothing for most of the day.

(or, better yet, get rid of the entire factory-identical component requirement completely. )
Saitek
Thu Sep 25, 2003 10:53 am
#76

So holo, now that schematics are limited to 100, how am I suppossed to make 1 of the Top Master chef and one of the most popular chef foods by factory now.


You should looked at some of your own schematics before you start placing limits.


Breath of Heaven needs 6 identical Alcohol.


So in order to do a run of 100 Breath of Heaven, I would need 600 Identical Alcohol.


Say I want to make1 crate of BoH, that would be 25 of them. I will need 150 Identical Alcohol.


You've just made it a complete hassle to make this item.




Shop Smart, Shop S-Mart :: www.swgchef.com
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fsuchan
Thu Sep 25, 2003 10:53 am
#77

What I have to say has been said by many, but i'll add my voice to the arguement. If final assemblies were limited to 100 i'd be ok, but this changemakes it next to impossible to factory make items requiring multiple factory made components. It usually takes me 3-4 tries to get a schematic worrthy of production. An LLC with 4 handlers, we'll all be lucky if we get 19-20 in a run. Never mind the T-21.



Tholl
TC-Prime
Roxianna
Thu Sep 25, 2003 10:54 am
#78

For all the reasons already eloquently laid out in previous posts, I hate this change. There is a lot of tedium to crafting already, this adds more and some annoyance to boot. I play this game as entertainment. If I want busy work, I can go wash the dishes.


A more reasonable limit on component schematics would be 300 to 500.


===


If this really is a database issue, I can think of some better changes.For instance,stop cycling meat, hide and bone so often and make them not vary from planet to planet. At this point as a BE I have an entire house dedicated to the storage of meats. How silly is that?




Roxianna
Section One Guild Leader
Proprietor rpkHQ.com
Online Game Analyst--PM me! I'd love to hear about how you love or hate PvP.
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