Shipwright Archive
Thread: Devs... listen up, I got a method for resolving the Factory delemma
Tamianx
Sun Nov 07, 2004 6:57 am
#14
Degriz,
The point is each and every person plays the game differently, and acheives their enjoyment from it in distinct ways. Your opinion is good for you, but it doent work for me. I enjoy the SW profession, I would like to enjoy other aspects of the game as well .... by not permiting factories, even with limited runs, is a fundamental problem.
As a SW there is no way to keep up with demand, and enjoying Piloting (and really cant do FS as a new player, the demand is just too overwhelming). SOE obviously added Piloting in without SP requirements so EVERYONE can participate ... and those against factories are taking that ability away from the game.
You know damn well how supply/demand and repeat customers work .. most are 'want now' buyers and will just move on to another person who is willing to ONLY sit there 24/7 and craft. Don't respond to me that I can not be anything else other then SW, thats not an appropriate answer ... there needs to be a solution that fits both the method SOE designed into the game and the playstyles of many. The simple solution is 1000 factory runs for Sub-Components and 100 factory runs for 'Final' Components (yes, there needs to be some exceptions such as nades... this, along with them fixing the run times (which they just did), helps control the flooding.
LuciferMullins
Sun Nov 07, 2004 10:15 pm
#15
1: Nobody can craft 24/7, unless you have nothing else in your life to do.
2: ravingbantha below and a few others are great examples of how two or three people in each profession can pull an entire economy to hell.
3: The only reason customers "expect" instant gratification is because the factories are screwing the economy.
4: Okay so someone could then make 100 of chassis', reactors, et al. at a time. Still screws the economy if they have 10+ factories.
5: Make the factories too slow (to control flooding) and you then remove the reason to use the factories.
6: Maybe, if you could remove the static factory/harvestor/storage house fields, you could allow factory runs.
7: You'll never be able to do #6 now, so you are left with the current solution to the problem.
Incidentally what is preventing you from enjoying other aspects of the game? You make the choice in how much time you spend doing what in-game. Nobody is making you craft. You can decide at anytime to go fly. Heaven knows I do! Am I the pre-eminent shipwright on my server? Probably not. Do I make some of the best stuff on my server? Yeah, easily, as I have been playing since day 1 and been hauling in resources by 100k stacks from week 3. Not the earliest probably, but arguably one of.
You can do whatever you like, but heaven knows this has prevented any one person from controlling the market. Your solution ignores the static farms of AFK lot swappers.
2: ravingbantha below and a few others are great examples of how two or three people in each profession can pull an entire economy to hell.
3: The only reason customers "expect" instant gratification is because the factories are screwing the economy.
4: Okay so someone could then make 100 of chassis', reactors, et al. at a time. Still screws the economy if they have 10+ factories.
5: Make the factories too slow (to control flooding) and you then remove the reason to use the factories.
6: Maybe, if you could remove the static factory/harvestor/storage house fields, you could allow factory runs.
7: You'll never be able to do #6 now, so you are left with the current solution to the problem.
Incidentally what is preventing you from enjoying other aspects of the game? You make the choice in how much time you spend doing what in-game. Nobody is making you craft. You can decide at anytime to go fly. Heaven knows I do! Am I the pre-eminent shipwright on my server? Probably not. Do I make some of the best stuff on my server? Yeah, easily, as I have been playing since day 1 and been hauling in resources by 100k stacks from week 3. Not the earliest probably, but arguably one of.
You can do whatever you like, but heaven knows this has prevented any one person from controlling the market. Your solution ignores the static farms of AFK lot swappers.
Tamianx wrote:Degriz,The point is each and every person plays the game differently, and acheives their enjoyment from it in distinct ways. Your opinion is good for you, but it doent work for me. I enjoy the SW profession, I would like to enjoy other aspects of the game as well .... by not permiting factories, even with limited runs, is a fundamental problem.As a SW there is no way to keep up with demand, and enjoying Piloting (and really cant do FS as a new player, the demand is just too overwhelming). SOE obviously added Piloting in without SP requirements so EVERYONE can participate ... and those against factories are taking that ability away from the game.You know damn well how supply/demand and repeat customers work .. most are 'want now' buyers and will just move on to another person who is willing to ONLY sit there 24/7 and craft. Don't respond to me that I can not be anything else other then SW, thats not an appropriate answer ... there needs to be a solution that fits both the method SOE designed into the game and the playstyles of many. The simple solution is 1000 factory runs for Sub-Components and 100 factory runs for 'Final' Components (yes, there needs to be some exceptions such as nades ... this, along with them fixing the run times (which they just did), helps control the flooding.
Tamianx
Sun Nov 07, 2004 10:52 pm
#16
Degriz,
While I agree with your point about lot-swappers, lets also be honest with this. If I wanted to flood the market (or they); Auto-It, a good macro, and 10 toolswill out perform 40 factories any day of the week .. so that is a mute point. Slower factory times would permit time to go out and enjoy other aspects of the game (i.e. Pilot .. hey, they did put it in there without SP requirements for a reason).
Also, dont use the 'client' interaction response, as to keep up with demand (maybe will change, but way system works now I dont see that happening) thats nearly impossible. Between actual crafting, resource gathering, travel time, etc ... its a one profession, nothing else environment.
You ping the slower factory suggestion, but the point its trying to adress is the ability to step away from clicking the same items over and over again for four hours just to keep up with demand .... Id rather wait 12 hours, and stage my inventory (and get out from standing in front of the station). The rest of the time I could then /faint interact better with my customers -OR- /gasp do a little piloting.
There has to be a balance found to let a SW be able toenjoy the same level of diversity that other crafting professionshave. How about instead of trying to tell me how I should play the game, offer your own suggestions to what is obviously may others delimas? Ill toss a few out that might work, and you can give it a shot as well, no?
1) How about limiting # of schem runs a character can have going at once, by profession. This would prevent lot-swap issues associated with factories and not impact multi-masters. If really want to make it more controled, to ensure its not being done across servers, make that # schem limitation by account.
2) Combine #1 with a cap .. I suggested 100 .. but can either reduce that to 50, or increase run time, or both. This still permits a SW to handle several components at once, while still able to make chasis and deal with custom orders (or, as above, have -ANY- other interaction with game and/or people).
Either by themselvesor the combination of both, in some form, would control the flow and help address your concerns -AND- addressthe fundamental issueI have with my ability to leverage an expansion I paid for and yet to truely enjoy (Beyond SW itself).
Im sorry if there seems (and I know there is) a level of sarcasm, I am just tired of reading all of these threads with folks zinging the others about the way they feel towards an issue. What exists today may suit your playstyle, just dont expect others to feel 100% the way you do. The better solution would be to offer your own ideas, that finds a median between your views/values/concerns and others. I am sure there is a way, there always is.
Tam
Tamianx
Sun Nov 07, 2004 11:01 pm
#17
(In addition)
Sorry, but adding a point and a suggestion.
First, is the balance between the 'power gamer' and the 'casual player'.. Without some level of factory support the later is screwed. And no, the answer is not to limit the profession only to those that have the playtime to keep up with ANY level of the demand. Thus, lets toss in a 3rd suggestion:
3) Force all products to be factory run -AND- limit schem runs per 'character' or 'account'.
Now, what that does is make lot swaping worthless. No matter how may resources a person can harvest there is a limited output he/she can generate. Maybe this goes to far? Could it be balanced so that only sub-components 'Have' to be factory run .. /shrug .. does offer some thought, but can be a step towards a solution.
Tam
Val_Hunter
Mon Nov 08, 2004 1:19 pm
#18
LuciferMullins wrote:Actually alot of us multi-master crafters are kind of hoping they'll change the other professions to be like shipwright. Subcomponents would be the only thing craftable.
Oh and that the devs fix the 1000 use schematic bug that's been in since day 1. Yep, schematics are supposed to be limited to 100.
Bridgett wrote:how about NOT.. all the other classes can run everything in a factory. why should ships be different? so you're saying...let me run weapons that sell for 100 cpu 1000 at a time, but dont let the people who need MILLIONS of materials a day run anything?does the word DONKEY mean anything to you? c'mon guys give up the factories no restrictions just like everyone else
They did fix the schematics 1000 or 100 issue. They decided to make it 1000 limits for schematics.
I could just imagine the slicing without crates. Here's 100 individual T21s....
only86
Mon Nov 08, 2004 1:32 pm
#19
Just my 5 cents since I'm fed up with this
I am not going to make all of this crap by hand for every person that crosses my path
Mk 1 Armor Front and back
Mk 2 Armor Front and back
Mk3 Armor Front and back
Mk4 Armor Front and back
Mk5 Armor Front and back
Mk 1 Shields
Mk2 Shields
Mk3 Shields
Mk4 Shields
Mk5 Shields
Mk 1 Reactor
Mk2 Reactor
Mk3 Reactor
Mk4 Reactor
Mk 5 Reactor
Mk 1 Droid Interface
Mk2 Droid Interface
Mk3 Droid Interface
Mk4 Droid Interface
Mk5 Droid Interface
Mk 1 Capicitor
Mk2 Capicitor
Mk3 Capicitor
Mk4 Capicitor
Mk5 Capicitor
Mk 1 Engine
Mk2 Engine
Mk 3 Engine
Mk4 Engine
Mk5 Engine
Green Mk 1-5 Blasters
Red Mk 1-5 Blasters
Ion Mk1-5 blaster
Disruptor Mk 1-5 blasters
Proton Mk 1-5
Concussions Mk 1-4
Space Bombs 1-2
lets see
Chaff Launchers
EM launchers
ETCCCCCCCCCCCCCCCCc
Screw this
neutrineaux
Mon Nov 08, 2004 6:35 pm
#21
Tamianx wrote:
Why is there such an issue against factory runs of these componets? I buy into the reduce the factory runs to 100 of 'FINAL' components for every profession .... AS wont be affected and WS wont be affected (well save for nades, make these an exception /shrug). The only way to keep up with demand is 24x7 crafting for SW and thats insane. There has to be a balance between crafting and other interaction within the game (eg flying, PvE, PvP) for those that do both .. and limited factory runs is the answer to that issue.
If your the type that does it all by hand, and are a FS crafter .. more power to you. But for the rest of us that like to enjoy all aspects of the game -AND- have multi master crafters that didnt get the benifit of 'free unlocks' give us a break. The only way we can even compete is via food/drink suplements which even slows the process down further.
This is a 'Must change and fast' issue .... I made 20 reactors by hand today, which took nearly 3 hours (food/drink/yada yada) only to have them sell out in 30 min .. that is a problem!
that is the kind of "problem" most businesses would kill for. it is not a problem for me if my stuff sells. it is a problem if i have hundreds of items languishing on a vendor for weeks.
give it time. the market will stabilize, initial demand will be quenched, and we can see how it plays. if we open the factory floodgates now, we can never go back. and this seemsa lot more like crafting than shoving a schematic in a factory.
CerionSkydreamer
Mon Nov 08, 2004 6:51 pm
#22
It's this simple. You can't keep up with demand? Well, there's another shipwright out there to fill the gaps. Can't play the rest of the game because you're feverishly trying to fill demand? Well, stop crafting at your feverish pitch, go enjoy the other parts of the game, there's another Shipwright out there to fill the gaps. I know the thought of lost profits bothers a lot of people, the thought that someone else is getting a share of "your" revenues. The game and JtL will not collapse because 'you' couldn't fill demand. There's another Shipwright out there to fill the gaps.
Sit back, take a deep breath. Go play the game.
Sit back, take a deep breath. Go play the game.
CerionSkydreamer
Mon Nov 08, 2004 6:55 pm
#23
only86 wrote:Just my 5 cents since I'm fed up with thisI am not going to make all of this crap by hand for every person that crosses my pathMk 1 Armor Front and backMk 2 Armor Front and backMk 3 Armor Front and backMk 4 Armor Front and backMk 5 Armor Front and backMk 1 ShieldsMk 2 ShieldsMk 3 ShieldsMk 4 ShieldsMk 5 ShieldsMk 1 ReactorMk 2 ReactorMk 3 ReactorMk 4 ReactorMk 5 ReactorMk 1 Droid InterfaceMk 2 Droid InterfaceMk 3 Droid InterfaceMk 4 Droid InterfaceMk 5 Droid InterfaceMk 1 CapicitorMk 2 CapicitorMk 3 CapicitorMk 4 CapicitorMk 5 CapicitorMk 1 EngineMk 2 EngineMk 3 EngineMk 4 EngineMk 5 EngineGreen Mk 1-5 BlastersRed Mk 1-5 BlastersIon Mk1-5 blasterDisruptor Mk 1-5 blastersProton Mk 1-5Concussions Mk 1-4Space Bombs 1-2lets seeChaff LaunchersEM launchersETCCCCCCCCCCCCCCCCcScrew this
Then don't. Pick one area to specialize in. Another Shipwright on your server will pick another component, or perhaps stock ship expendables. The sooner people realize they weren't MEANT to handle everything, the fewer trips to the pharmacy for Pepto-Bizmal. Friends, it's not worth gettting an ulcer over.
neutrineaux
Mon Nov 08, 2004 7:30 pm
#24
just say "no" to increased factory use for shipwright!
Tamianx wrote:
Degriz,
The point is each and every person plays the game differently, and acheives their enjoyment from it in distinct ways. Your opinion is good for you, but it doent work for me. I enjoy the SW profession, I would like to enjoy other aspects of the game as well .... by not permiting factories, even with limited runs, is a fundamental problem.
So let me get this straight... you don't want to spend your time crafting, so we should have factories so you can do something else? ok, i sympathize to an extent. i made factory runs of stims to sell, and i spent nearly no time actually crafting after master. but it was not really crafting at all. it was mass production. and even then i could not compete with the guys who had gigantic operations.
so that is where shipwright is different. i can craft and my stuff is wanted and sells quickly. not having massive numbers of items flood the market helps everyone have an equal footing.
so here is what i do not understand: do you want to craft, or do you just want to make money? if you want to craft, you don't need no stinking factories. craft as much as you like, then go fly or pvp or whatever. no one chains you to the crafting station.
if you want to make factory runs for cash, there are plenty of ways to do that. become a chef or an armorsmith or something.
shipwright is presently unique in that you actually have to craft your product except for ammo. can't we have one crafting profession where you actually have to craft? please? you have numerous others to choose from if you want the other.
As a SW there is no way to keep up with demand, and enjoying Piloting (and really cant do FS as a new player, the demand is just too overwhelming). SOE obviously added Piloting in without SP requirements so EVERYONE can participate ... and those against factories are taking that ability away from the game.
i fly every day. i craft as much as i want to, then i fly. maybe you are crafting too much. go fly. but you can't have every playstyle in this game. you can't be a master combatmedic/master TK/master dancer/master doctor. you have to make decisions about what you want to do. this is no different. if you don't want to craft so much, take a break. the only thing that suffers is revenue, and if you want that from factories, you can get it in another profession.
You know damn well how supply/demand and repeat customers work .. most are 'want now' buyers and will just move on to another person who is willing to ONLY sit there 24/7 and craft.
there are plenty of customers to go around. you cannot have them all, regardless of your prof. just have fun. no one crafts 24/7. find some partners and share the work. there are lots of creative ways to approach it without factory flooding.
Don't respond to me that I can not be anything else other then SW, thats not an appropriate answer ... there needs to be a solution that fits both the method SOE designed into the game and the playstyles of many.
this fits a play style that has not been addressed otherwise. actual crafting vs. gigantic factory runs. many shipwrights are saying that it is more fun for them. it isa lot more fun for me, and i have crafted a moderate amount. but if factorys are expanded, if you want to play, you will have to make factory runs. and it will be more of the same. adding increased roles for factories will narrow rather than expand play style options in swg.
The simple solution is 1000 factory runs for Sub-Components and 100 factory runs for 'Final' Components (yes, there needs to be some exceptions such as nades... this, along with them fixing the run times (which they just did), helps control the flooding.
it will not control flooding. it will just make it harder for the small operators to compete since they will not have factory farms to run 10 schematics at once.
LuciferMullins
Mon Nov 08, 2004 10:30 pm
#25
Wow!
Are your vendors down yet?
Are your vendors down yet?
only86 wrote:Just my 5 cents since I'm fed up with thisI am not going to make all of this crap by hand for every person that crosses my path
LuciferMullins
Mon Nov 08, 2004 10:47 pm
#26
1) Auto-It: Wow it even does the experimenation and guarantees you will get 1000 identical high quality components/deeds! I want this 3rd party app!
2) Again, no one is forcing you to craft! Hmm, maybe if they made mark 1's take 10min, doubling for each level. No doubling is too much, but you get the idea. You would have to make it extremely slow to prevent someone from flooding the market. If it takes 4 mins to make a part, crated in 10s, it's only 16hrs to make 250, and a few people I know have over 10 factories. You could quickly get most component markets flooded that count, since a couple suck compared to looted parts (*cough* capacitors *cough*).
3) Your idea (limiting schematics running at one time) is interesting, but I will wait for dev announcment that it is possible, as factories are separate entities in-game. Only problem, who would decide the cap? The lot-swappers will want a huge number, the single server people a lot less.
4) Other people have suggested a 20 cap, but you can write a macro and let your crafter run afk by the factories all lined up nice, and reload the schematic/start factory. I mean if auto it can craft...
5)What exisits today prevents powergamers from absolute dominance. The 1 account, partial miner, partial crafter, resource buying shipwright can actually compete right now because the 2-5 account, 130+ lot swap, powergamer can't grind out hundreds or even thousands of components per day.
6) The powergamers can run the subcomponent and consumables markets
I'll gladly let someone else factory run 1000's of subcomponents and make missiles/countermeasures 
2) Again, no one is forcing you to craft! Hmm, maybe if they made mark 1's take 10min, doubling for each level. No doubling is too much, but you get the idea. You would have to make it extremely slow to prevent someone from flooding the market. If it takes 4 mins to make a part, crated in 10s, it's only 16hrs to make 250, and a few people I know have over 10 factories. You could quickly get most component markets flooded that count, since a couple suck compared to looted parts (*cough* capacitors *cough*).
3) Your idea (limiting schematics running at one time) is interesting, but I will wait for dev announcment that it is possible, as factories are separate entities in-game. Only problem, who would decide the cap? The lot-swappers will want a huge number, the single server people a lot less.
4) Other people have suggested a 20 cap, but you can write a macro and let your crafter run afk by the factories all lined up nice, and reload the schematic/start factory. I mean if auto it can craft...
5)What exisits today prevents powergamers from absolute dominance. The 1 account, partial miner, partial crafter, resource buying shipwright can actually compete right now because the 2-5 account, 130+ lot swap, powergamer can't grind out hundreds or even thousands of components per day.
6) The powergamers can run the subcomponent and consumables markets
Tamianx wrote:Degriz,While I agree with your point about lot-swappers, lets also be honest with this. If I wanted to flood the market (or they); Auto-It, a good macro, and 10 tools will out perform 40 factories any day of the week .. so that is a mute point. Slower factory times would permit time to go out and enjoy other aspects of the game (i.e. Pilot .. hey, they did put it in there without SP requirements for a reason).Also, dont use the 'client' interaction response, as to keep up with demand (maybe will change, but way system works now I dont see that happening) thats nearly impossible. Between actual crafting, resource gathering, travel time, etc ... its a one profession, nothing else environment.You ping the slower factory suggestion, but the point its trying to adress is the ability to step away from clicking the same items over and over again for four hours just to keep up with demand .... Id rather wait 12 hours, and stage my inventory (and get out from standing in front of the station). The rest of the time I could then /faint interact better with my customers -OR- /gasp do a little piloting.There has to be a balance found to let a SW be able to enjoy the same level of diversity that other crafting professions have. How about instead of trying to tell me how I should play the game, offer your own suggestions to what is obviously may others delimas? Ill toss a few out that might work, and you can give it a shot as well, no?1) How about limiting # of schem runs a character can have going at once, by profession. This would prevent lot-swap issues associated with factories and not impact multi-masters. If really want to make it more controled, to ensure its not being done across servers, make that # schem limitation by account.2) Combine #1 with a cap .. I suggested 100 .. but can either reduce that to 50, or increase run time, or both. This still permits a SW to handle several components at once, while still able to make chasis and deal with custom orders (or, as above, have -ANY- other interaction with game and/or people).Either by themselves or the combination of both, in some form, would control the flow and help address your concerns -AND- address the fundamental issue I have with my ability to leverage an expansion I paid for and yet to truely enjoy (Beyond SW itself).Im sorry if there seems (and I know there is) a level of sarcasm, I am just tired of reading all of these threads with folks zinging the others about the way they feel towards an issue. What exists today may suit your playstyle, just dont expect others to feel 100% the way you do. The better solution would be to offer your own ideas, that finds a median between your views/values/concerns and others. I am sure there is a way, there always is.Tam