Development Cycle Archive

Thread: Schematics limited to 100

Tydive
Thu Sep 25, 2003 11:01 am
#92

It is very annoying to be limited to 100 units per schematic. As a Smuggler I have to create my WUK/AUKs off other people schematics, I don't want to have to get 10 schematics to do a reasonable run. Also for spice it's annoying to have to go back every time it runs 4 crates and pop in a new schematic. As a casual player I really don't want to spend any more time then necessary running my factory... that is why I don't have any harvesters, too many maintance issues.




Paidhi Al'Thor
Master Smuggler of Dark Sovereignty
MikaelGueck
Thu Sep 25, 2003 11:02 am
#93

A suitable number would be 1000-5000.

Why? Because I don't want to sit beside my factory all day long.

Or 100 if you really, really relax the requirements on factory crafted materials.

Really, just removing the requirement for all but master-level items would in fact jumpstart the crafter professions pretty well, along with this change.

Alone this change will just take away from the very little fun I'm having with the currently very broken Chef profession. And Chef isn't alone in the brokenness.



[email protected] - Master Chef
500m from the Theed Palace, /waypoint -5695 5333
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Enott
Thu Sep 25, 2003 11:02 am
#94

It's amazing that you people still find ways to make an already boring game get more difficult, and drive off masses more..


Hmm.. MOB drops limited to 10 items MAX.. Great.. so that means no more enhanced t21's, since they require 10 barrels.. Not like it works properly anyway, with ANY items that weaponsmiths makethat require more than one handler.. we know it only takes the enhancement from 1 of the handlers.. hardcap or bug? BUG I'd think..


You're "it's a bug" with the 100 max is an invalid excuse.. The text clearly says enter a number between 1 and 1000.. So if it was a mistake, then call it a mistake.. NOT a bug..


Database problems? Not our fault for poor design..


What you want weaponsmiths to do is for an item like a flame thrower, to make a schematic of 100 items for handlers, then try and get a good prototype/schematic, and then run the schematic to make maybe 20 or 22 weapons if we have great success all the way along? And do again? LOL.. Good thing you took the marketing for the "Casual Gamer" out of the advertising for the game.. This is alame move..


Stop messing with things while you sit behind a desk and have NO clue to how it plays out in the game..


If you want a good solid idea of pro's and con's with stupid weaponcrafting changes, then talk to players that know what the heck they are doing, and how the changes can effect the play, and most importantly, the enjoyment of the game.. Not a bunch of geeks that play a little bit at best.. They are too buried in problematic code..


100 max schematic.. LOL..


HythosSWG
Thu Sep 25, 2003 11:02 am
#95

This would be another detrimental set-back for DROID ENGINEERS..


We require hundreds upon hundreds of IDENTICALGP Modules + Electronic Memory Modules for ANYTHING that people actually want (Seekers + Arakyds + Adv. Protocol / R3's)


Also, how are architects now going torun PA hall schematics?

Cloudgatherer
Thu Sep 25, 2003 11:04 am
#96

I'll structure several points against this limit. No particular order.

- Shoddy crate crafting. The 100 limit would mean that many, many items could not be made in crates of 50. Example: Stim D or any item that requires 2 or more subcomponents from the same factory crate.

- Seriously hurts the casual gamer. Common practice: crank up the factory before logging off. While asleep/at work/at school the factory is making hundreds of components so there is less 'work' to be done once logged back in. With the lower limit, the casual gamer must log in more often and can get less done with this limit.

- Imposed Limit on player-based economy. Resources shift, we need specific resources to aligned to do factory runs, in large quantities, so why can't we crank the factory if we have them? Instead, we crank out a few (50 or less if 2 subcomponents are required) with a limit, when we could actually crank out more without the limit.

- It just angers me! If I have the resources, the factory, the schematic, the power, the maintainence, for what reason can I not just let it run? I mean, due to the *specific* nature of schematics, even if the limit were *removed*, it would only be good during the current resource shift, since it won't work with the next batch of resources availabe!

In all honesty, this is a pretty big problem for Medics and Doctor who sell medicines. We have several items that require many different subcomponents, and it requires *4* factory runs to make a set of stims. Considering each takes 3-5 hours when making around 100 items, this greatly increases the 'waiting on the factory' element of the game...




Cloudgatherer & Thrin Gatherer of Tempest
Thrin's Power and Miscellany
Crimson Valley, Naboo: 7427 -6412

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cimianx
Thu Sep 25, 2003 11:05 am
#97

This change will have the greatest impact on final combines that require multiple, identical components from the same factory crate. A limit of 1000 seems far more appropriate - there's simply no reason to introduce additional overhead to professions that already have considerable overhead!


If there's a technical issue that prevents 1000, then please change schematics to simply require multiple components from factory crates, dropping the restriction of being identical.




Cimm Katta on Chilastra (active)
Teräs Käsi Master | Master Creature Hander | Medic

Cimmee on Tarquinas (retired)
Master Weaponsmith | Master Artisan | Fencer | Marksman
jfergie
Thu Sep 25, 2003 11:05 am
#98






Holocron wrote:

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.





What DB issues? I mean, if someone needs to make 1000 sub-components, what difference does it make if he made them with 1 schematic or 10 schematics? The same number of items will be stored in the database. How can this possibly be a DB issue? The only difference is the tedium of making 10 schematics and starting the factory 10 times.
Phredrick
Thu Sep 25, 2003 11:05 am
#99

To say that the limitation on this issue is a database one is a very fair answer and one that I and most reasonable people are willing to accept. Because it seems that 100 is not the limit of the database issue then I think a fair answer to your question would be what amount can the database handle?


I think most people are used to dealing with 1k, so would have zero problem accepting this as the new limit. I personally think that as long as database constraints and other such game-related issues dont interfere, I say let people make as much as possible. If somebody goes through the trouble of collecting enough of the exact same resources and components to run off a billion things and the game can handle that, I say let them run off a billion things.


I've given it some serious thought, and as far as I can see this in no way unbalances the game or makes things unfair or damaging. So I think the ball is more in SOE's court by way of figuring out what the game can handle. I would hope that without there being a database issue involved that it wouldnt be less than 1000, but I think that is pretty much the only answer you're going to get from the community that is substancial and properly supported by the majority of the community. Give us what you can, we can probably use it.




Phredrick GhostHunter
wynlyndd
Thu Sep 25, 2003 11:05 am
#100

By limiting items to 100run schematics you are making it such that we could never make runs of 100 of a finished product requiring identical items due to having to use some to create the schematic for the final combine.


Right now, even on my more limited runs, I end up making 102 or 103 items just to have a couple for the final combine's schematic and an extra in case of failure.


Right now, I am juggling several disparent needs in the game and having to babysit a factory just to get subcomponents in the numbers I need/want, greatly reduces my enjoyment of the game.


As several have stated, if I need 1000 items, I'm going to make 1000 items. That can be either 1000 items in 20 50item crates plus one schematic or plus 10 schematics. I would think that a schematic versus 10 would be better if you are concerned about the number of database objects (unless your database has a crazy system by which you allocate an object for every possible item in a schematic whether or not we decide to create them and so those of us who always make 1000 item schematics kill your DB).


Granted we users do not know your database structure, but I cannot imagine that limiting the schematic size will ease any burden on the database, unless you are counting on the change to piss off crafters and make them want to craft less.


If database stability through crafter attrition is yourintended method of managing the database, please design a better database.




Nashara Navaboda
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--------------------------------------------
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Happymob
Thu Sep 25, 2003 11:06 am
#101




YukonSam wrote:


Ideally, a factory should be able to run 20-24 hours without needing a schematic swap-out. It would be nice if we could queue production to run a series of different schematics in sequence.




I'd almost be content with the schematic limit if they did this. The 100 limit would still be annoying as I would end up with crates of 30, 31, or 32 of certain meds (depending on how the schematic experimentation went), but at least I could queue up production of different meds to run during a day.


If they want the casual player to be able to be a crafter, they have to allow longer, unattended factory runs. We currently get that with 1000 limit schematics.




Imadoh and Ikiecobi
Quality Resources and the Corellia Butcher - NoCo
NoCo Trade Center, Corellia (just northeast of Coronet) 796, -3076


Tarinth2
Thu Sep 25, 2003 11:06 am
#102

I'm adding my voice to the chorus complaining about the 100 limit on factory manufacturing. This wouldn't be so bad if it was 100 for final products, but too many products require a significant number of subcomponents. It is going to be extremely painful for some of these things. For example, it will no longer be possible to manufacture more than 33 Stim D's at once in a factory due to the need for factory-identical subcomponents. Please tell me this wasn't intended!


I'd consider 300 to be an absolute minimum. Even that is a little low for certain things. 500-1000 is a more reasonable range.


As for the potential database issue: decreasing the manufacturing limit isn't going to magically decrease demand for the items, and thus this isn't going to decrease the number of items that get created--all it will do is dramatically aggravate all of the crafters in the game, possibly leading to more people abandoning the crafting professions. If there really is a database issue, then I suggest doing something so that subcomponent type items (Biological Effect Controllers, Synthetic Cloth, Blaster Power Handlers, Structure Modules, etc.) always go into crates of 100 (or even higher) to avoid the extra crates.


Taerinth


Leader of Section One, Bloodfin


Subcriminal
Thu Sep 25, 2003 11:07 am
#103

Limiting schematics to 100 will impact my business, but also my enjoyment of the game. If there is one thing I do not enjoy paying for, that is having my time wasted. I had recently tried and greatly ENJOYED having the 100-10000 schematic option. Although I don't usually have enough resources for a 10000 or even 1000, I have used 500 schematics and loved it.


Before we were allowed to make more than 100 schematics due to the bug, I know of countless people who had to borrow lots because they had to havea millionfactories running at the same time in order to make enough panels for crafting and to fulfill their orders. With the 1000-10000 schematic one can make much more efficient use of their factories and use less of them to get the same amount of panels because you can drop in a large schematic overnight and not worry about it.


I go through synth cloth and RFPs a million times faster than panties. It impacts my business when I run out of crated items for making my garments. No cloth and panels means no clothes to sell, and my orders become delayed if not cancelled.


I simply cannot be online all the timeto pop in schematic after schematic just so that I have a steady supply of panels.Although I am sure this was not the intent, I do have a life outside of the game, and I do not appreciate being penalized for that. It is very VERY helpful to me to make a 500-1000 schematic and drop it into my factory, freeing up precious time for: SLEEP, trips to the harvester, surveying for new resources, going out and hunting once in a while, actually playing the game and doing things besides crafting.


I can only imagine what a pain in the butt this new 100 limit will cause for other tailors who sell their Synth Cloth and RFPs to armorsmiths in bulk. You would literally have to be online 24/7 in order to pop schematics into your fatories just to keep up with your orders. Who has that kind of time? I certainly don't. And I liked the fact that after a hard day of crafing I could place a 500 schematic into my factory and go to sleep, knowing that when I log in next I will have a nice supply of panels waiting for me.


Please don't reinstate the schematic limit, if you want to reduce the number, cut it down to 1000 max, but please don't impliment the 100 schematic limit.


Theria
Thu Sep 25, 2003 11:07 am
#104

Forgive me for my ignorance but I don't see why it's a big deal if they limit it to 100. The only time I even use 1000 is if I want to get rid of extra resources. Other than that, it's not that hard to make a schematic and pop it in the factory real fast. But perhaps crates are more in demand for crafters other than tailors.



Theria thon'Alisef, Master Tailor of Intrepid

thon'Alisef Designs -3953 3887 (Naboo-Theed)
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