Development Cycle Archive

Thread: Schematics limited to 100

tiberian_death
Thu Sep 25, 2003 10:54 am
#79

Thank you devs from actually reading my orginally post. I mean this is a big problem for all crafters and occasional gamers. One this would mean that we would have to babysit our factories more then we already do, would make it harder for weapon smiths to make good weapons and would invertly increase weapon prices even more then they already hard, plus probably almost all other crafters goods and would make it even harder for an occasional gamer to be a crafter then it already is. Please increase it to 1000 because this is going to just make crafting even less fun and cause the economy to get all messed up and even courage more people to leave crafting and possibly even the game.


Maller Malice


Master Architect/Novice Carbineer, Starsider




Maller Malice
Former Mayor of New Aldera
Selling Loot, Meat and Resources south of Cnet at 364, -5476, vendor named Loot, Meat, and Resources.
PadreBook
Thu Sep 25, 2003 10:54 am
#80

What a horrific change for crafters. I mean making us suffer again and again for inadequate database design and/or implementation is getting to breaking point of frustation. I can guarantee that you will have a high number of crafting types that will quite over this and the won't be replaced over time (as is the standard MMORPG thinking) because it's already very frustrating to be a crafter in SWG so even less people will go down that route.

You are talking about doing this nightmarish change but with no recompense for us like fixing the various vendor issues (money sink-what!) or letting us store more stuff (I would like to actually have furniture in my house as an architect). Crafting is not for the casual player and there is a trend among the hard core players that are crafters to abandon it because of the lack of positive changes in realm of all crafting types.

Well for the games sake I hope you abandon this dangerous line of thinking as it will cripple crafting and cause this game to leap ever closer to Everquest with lasers. If you choose to do that you could at least bring the loot back to the substandard level it was at so people can at least get some cool stuff, because buying it is going to be out of the picture.

Padre Book
Intrepid Scientist
Tappen
Thu Sep 25, 2003 10:55 am
#81

For medic crafting, withthe 3 factory-made sub-component requirementfor some items, we need a 300 schematic limit please.
Chut
Thu Sep 25, 2003 10:56 am
#82

a point on quality vs quantity.


The crafting system is currently biased towards quantity not quality. I.e. if I have lots of factories and lots of resources, this multi-component items stuff is beneficial towards me. If you switch back to 1 of each item then it evens the playing field for smaller crafters.


That will free up your designers to come up with a better mechanism to differentiate quality between master crafters.


Please advance our crafting world to focus on differentiating product by quality not quantity. RIght now it's boiler plate master's when it comes to weapons produced (after enough time for the resources all crafters evens out)





Chut
GM Sabacc Legends SL
Corbantis Server
EQII - Shadow Legends Najena Server
http://shadowlegends.eq2guilds.org
Fernus
Thu Sep 25, 2003 10:56 am
#83



Holocron wrote:

This is an upcoming change on TC. The change was made because this is what schematics were always supposed to be limited to--there is a bug that lets you put in a value larger than 100 right now.

I see some negative reaction to this change. How impactful is it? What is a reasonable limit in your mind?

I'll state up front that there may be DB reasons why we don't want a huge number here, so I will have to check on whether changing it is feasible at all.






The problem is factories run to dang slow.

Remember in Beta, XP came to fast with factories? So the speed was reduced.

Then people used factories for free XP, just more factories? So the XP was reduced?

So now we have one compounding the other. We don't get but 10% XP AND the thing runs 10x slower then by hand.

If you reduce it back to the original 100, increase the speed to compensate.
Welwood
Thu Sep 25, 2003 10:58 am
#84

It's hard enough trying to find and buy good stimpack schematics.

PureS
Thu Sep 25, 2003 10:59 am
#85

well, as a DE all I can say is ; with out the 1000 schematics BH droids will not be worth my time and effort to produce at a price that BH would be interested in buying. no more BH droids from me



PureS,..MDE of Bria
Owner, Operator of 'Superior Robotics'
(S*R)
thelink333
Thu Sep 25, 2003 10:59 am
#86






thelink333 wrote:

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):







LOL.


I started my post when there were only 5 replies so far. By the time it posted, everyone had already pretty much said what I said. Now, I'm the repeater. Oh well.

speardancer
Thu Sep 25, 2003 10:59 am
#87

OK, while for end products, a limit of 100 is plenty, the issue here is the requirement for matched, factory made sub-components.

Some items need to have different schematic limits, based off how many of them are needed in the end products they are used in. People have been using the "1000 bug" to be able to make items in decent quanties. it also varies by class. That weaponsmith might be able to live with only making 10 T21's at a time, but that medic that goes thru stimpack's by the dozen would be realy hurt by a 100 item limit on their sub-components.

There is no clean "one item limit fits all" answer here, you have to look at the issue as a whole, and fix where it's appropriate, not just bludgeon that single square peg into the round hole, even though it fits nicely into the square one.



Speardancer Master Artisian, Shipwright and 12pt Armorsmith *cancelation pending*
Garlyn, Master Tailor and 11pt Chef *Canceled, last day Apr. 24th*
Motas, Master Scout and Carbineer *Canceled, last day June 16th
*Waited 1 year for a combat fix, and all I got was this lousy T-Shirt*
jfergie
Thu Sep 25, 2003 11:00 am
#88

Anything below 500 will be painful for me and cause the game to be more tedious and less fun. I am all for just leaving it at 1000. What is it hurting with how it is now? Let's just leave it alone.


SOE really needs to stop this constant nerfing. I realize you are calling this a bug fix, but that's what you said when you made each lot have 25 items each too. Make the game MORE fun. Each patch seems to make the game more tedious and less fun.


None of my friends or myself bother with missions anymore. Too tedious and boring. Why make crafting any more tedious than it already is. Leave it at 1000.

Dumahim
Thu Sep 25, 2003 11:00 am
#89


As stated in the other topic on this, I think a 100 limit is a bit restrictive. For one thing, we can only have 1 schematic in the factory at any given time. That means at most our factory can run for a couple hours before we have to go back and load another schematic. This is very frustrating for people who like to spend a day away from home fighting on other planets and would like to have their factory run for a long time. i.e. higher productivity. That is one driving reason for a factory right?


Also it is a problem for final products such as stimpaks. Making two crates of 50 BECs, LSs, and CRs, requires that we pull at the very least 1 item from each crate to make the schematic. That means for a product like a Stimpak-B, our final outcome will be one crate of 50 and one crate of 49. The problem gets worse when experimentation goes bad trying to make the schematic. Whereas a schematic of 1000 would allow us to create 19 full crates of 50, with only one crate with reduced numbers.


Personally, 1000 is way more then I'd ever run since I don't hand out that much product and I don't enjoy gathering that much. But I think 500 would be a reasonable compromise.




____________________________________________

Suprak Kal'Avant
Teras Kasi Artist
Master Doctor
Krella
Thu Sep 25, 2003 11:01 am
#90

500 would be nice.



Krella - Disgruntled Ex-Droid Engineer
AmidEpoc
Thu Sep 25, 2003 11:01 am
#91

The problem with this "nerf" is the sheer number of subcomponents which some products required. For instance the glop grenade requires 15 bio effect controllers so a full factory run of the "limited 100" bio effect controllers would make only 6 glop grenades.

Stim kit E's equire 3 bio effect controllers so the best crate size of stim Es you can make is 33.

I'm not opposed to having limits on this, but I would much prefer to have those limits be dynamic rather than one size fits all because they dont. For instance factory runs of 300 bio effect controllers makes sense because that will let you make a factory run of 100 stim kits. Factory limits of 100 stimkits makes more sense than factory runs of 300.

Likewise I'd like to see a hard coded crate size to an item and then allow the user to lower that limit. For instance the cratesize on stims is limited to 50 which is fine, but I'd like an option to set the crate size between 25 and 50 because sometimes it's just better to offer crates of 25 to people than crates of 50 and NOBODY likes staring at a factory waiting for the magic number to pop up so you can pull the product.

But regardelss, thanks to the massive number of subcomponents needed in many end-products changing the factory run size to a hard-coded 100 will make factories a lot more work than they should be in a game. IMHO 100 is beyond unreasonable. If you can't create variable schematic sizes then it's best to leave the limit at 1000 (which everybody uses now without real problems to the servers or economy) rather than set it at 100 and then have to backtrack a few months down the road when you finally can't stand to hear the incessant whining of the artisan classes on this issue.
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