Pages: 1 2 3 4 [5] 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 .. 28 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 45 post(s) |
Zakarumit CZ
Zakarum Industries Exiliar Syndicate
168
|
Posted - 2014.04.29 13:59:00 -
[121] - Quote
So my 5 cents:
1.] FIrst, I thought you want to make manufacturing more easier. Thus you are introducing formulas including load of variables noone will be able to calculate on their own. Seems really strange, you could have leave the old ME/PE formulas alone, they are much easier to calculate than this. I really hope it will be easy to at least find out what the multipliers are on star map of systems, so people can actually easily make a desicion if the system they are in is good or not or where to find a cheaper installation and if it is worth it.
2.] Fees should be definitelly affected by standings.
3.] You are adding some dynamic aspect to the game and leaving players desicions, which is good, but I am afraid this will be just so hard for everyone so most people end up just installing wherever they are, because finding out something close and cheaper will be too complicated.
4.] You should consider API feed for all those multiplyers, so people have at least some chance to include this in their sheets. |
Rust Connor
Industrias PapaCapim
0
|
Posted - 2014.04.29 14:00:00 -
[122] - Quote
So many posts, so little time
- POS Bonus POS structures will keep their time bonus? 0.XX production time, research time, copy time? And with unlimited slots?!
- T2 BPO copy (off topic) If so, T2 BPO copy will have an even bigger impact with the copy time change. Or I'm missing something? (Dont know if it was discussed on the other post, i didnt read all pages)
- About multiple runs discount The discount is based on the time to run the job, right? So more bonus(skill, research, pos) means less discount on subsequent runs, right ? So TE10 bpo+Industry5 will give you more products, but they will be more expensive then someone using a TE0 bpo+Industry1. Is that right? |
probag Bear
Center for Advanced Studies Gallente Federation
34
|
Posted - 2014.04.29 14:02:00 -
[123] - Quote
Ouch. Hurts to hear that even though I currently have more assembly lines at my POSes than some station systems do, they won't count for anything under the new system. |
Corraidhin Farsaidh
Hello-There
435
|
Posted - 2014.04.29 14:02:00 -
[124] - Quote
I would suggest a discount on the workforce cost if the job is run in a POS (the new code must be able to include this in at least since it'll know not to apply NPC tax). Depending on how the database tables are set up it shouldn't be too hard to pull out the number of online labs for that POS and use this as a multiplier on workforce cost (if you provide better shinier equipment you will only be paying for labour). |
Medalyn Isis
Tribal Liberation Force Minmatar Republic
154
|
Posted - 2014.04.29 14:03:00 -
[125] - Quote
probag Bear wrote:Ouch. Hurts to hear that even though I currently have more assembly lines at my POSes than some station systems do, they won't count for anything under the new system. They will do, but they haven't figured out an appropriate bonus yet as detailed in the blog. |
Aryth
GoonWaffe Goonswarm Federation
1508
|
Posted - 2014.04.29 14:05:00 -
[126] - Quote
I would recommend caution around the perception it isn't exploitable aka forex. I had done some work in this area after the fix and we had mostly figured out how it worked and how we could probably break it. We didn't as we were busy and you handed us patch after patch of goodies. The fact we are watched like hawks and would have any profits taken was also a big factor.
My point, anyone without those limitations can probably bust this one too. At the very least have someone running reports to watch across the galaxy. Leader of the Goonswarm Economic Warfare Cabal. Vile Rat: You're the greatest sociopath that has ever played eve. |
|
CCP SoniClover
C C P C C P Alliance
560
|
Posted - 2014.04.29 14:07:00 -
[127] - Quote
Weaselior wrote:CCP Greyscale wrote:Market costs are all done using the system that is used for killmail pricing (and thus used for FW LP payouts), which should have reasonable values for most things already. Some newer items aren't being properly calculated on TQ right now, but we're fixing that. From what I recall of that system it relies on market prices, just with protections against manipulation that were added when some group of rapscallions abused the old one. It's going to break for the sort of items I mentioned (nobody sells or buys capital components or t2 capital components except in extremely rare cases at random prices) and supercaps cannot be on the market at all, so there's no market data for them and never can be. This is a problem pretty much for all production intermediates: is there any solution that's being considered or are those going to get highly variable costs?
It's not going to break the cost calculations. The valuation for unstable items like the ones you mention is very conservative, but that's fine. It might not show very accurate values for these items, but they will have values that make sense for the industry cost calculation. And manipulating the price on the 'real' market will only have minimal effect. |
|
DEATHB1RD
DU5T
0
|
Posted - 2014.04.29 14:07:00 -
[128] - Quote
Rivr Luzade wrote:So, basically if I produce in a 1 station system in High sec, I am screwed? And production in general for a ton of items is going to be unprofitable for a very long time. Wonderful. I sure hope you have plans to keep EVE up for the next couple of years until things have finally normalized at a profitable level again.
Looking at the Abaddon production cost example, CCP seems to think ships are too cheap, inflation is insufficient and we should have to do much more ISK grinding (or plex buying) between kills.
Given that CCP's game mechanics have permitted all null sec space to be run by a few large pyramids, I'm really not going to shed any tears about underwhelming station bonuses... The game totally lost the frontier feeling from the early days.
Even with its total lack of polish in 2003, the game was more fun then. You could actually still discover empty, unclaimed systems if you made it past the blockades. |
Corraidhin Farsaidh
Hello-There
435
|
Posted - 2014.04.29 14:08:00 -
[129] - Quote
How will the workforce cost be determined for WH's? They are not in any system as such so will they simply have a base worforce cost dependent on the amount of universal work done inside the WH? |
Althalus Stenory
Flying Blacksmiths
6
|
Posted - 2014.04.29 14:09:00 -
[130] - Quote
Zakarumit CZ wrote:4.] You should consider API feed for all those multiplyers, so people have at least some chance to include this in their sheets. This, +1 ! |
|
Medalyn Isis
Tribal Liberation Force Minmatar Republic
154
|
Posted - 2014.04.29 14:10:00 -
[131] - Quote
CCP SoniClover wrote:Weaselior wrote:CCP Greyscale wrote:Market costs are all done using the system that is used for killmail pricing (and thus used for FW LP payouts), which should have reasonable values for most things already. Some newer items aren't being properly calculated on TQ right now, but we're fixing that. From what I recall of that system it relies on market prices, just with protections against manipulation that were added when some group of rapscallions abused the old one. It's going to break for the sort of items I mentioned (nobody sells or buys capital components or t2 capital components except in extremely rare cases at random prices) and supercaps cannot be on the market at all, so there's no market data for them and never can be. This is a problem pretty much for all production intermediates: is there any solution that's being considered or are those going to get highly variable costs? It's not going to break the cost calculations. The valuation for unstable items like the ones you mention is very conservative, but that's fine. It might not show very accurate values for these items, but they will have values that make sense for the industry cost calculation. And manipulating the price on the 'real' market will only have minimal effect. Hmm, so if the real market has minimal affect on the cost calculation, then surely they aren't based upon the market, or if so only very vaguely and must be linked to something else.
Whatever it is, it is pretty confusing and makes industry that much more of a headache to calculate. Especially when the details are so vague. |
Aryth
GoonWaffe Goonswarm Federation
1508
|
Posted - 2014.04.29 14:10:00 -
[132] - Quote
CCP SoniClover wrote:Weaselior wrote:CCP Greyscale wrote:Market costs are all done using the system that is used for killmail pricing (and thus used for FW LP payouts), which should have reasonable values for most things already. Some newer items aren't being properly calculated on TQ right now, but we're fixing that. From what I recall of that system it relies on market prices, just with protections against manipulation that were added when some group of rapscallions abused the old one. It's going to break for the sort of items I mentioned (nobody sells or buys capital components or t2 capital components except in extremely rare cases at random prices) and supercaps cannot be on the market at all, so there's no market data for them and never can be. This is a problem pretty much for all production intermediates: is there any solution that's being considered or are those going to get highly variable costs? It's not going to break the cost calculations. The valuation for unstable items like the ones you mention is very conservative, but that's fine. It might not show very accurate values for these items, but they will have values that make sense for the industry cost calculation. And manipulating the price on the 'real' market will only have minimal effect.
Ok. We had mostly graphed this in a spreadsheet as I recall and figured out how the serverside variable you were never sending to client was determined. But as long as you guys are aware ok. Leader of the Goonswarm Economic Warfare Cabal. Vile Rat: You're the greatest sociopath that has ever played eve. |
Dirty Wrench
Royal Amarr Institute Amarr Empire
0
|
Posted - 2014.04.29 14:10:00 -
[133] - Quote
Right now I can manufacture an Abaddon for 2332 isk in factory fees. 1000 isk to install + 4*333 (333 isk isk per hour and it takes 4 hours).
So after the wonderful changes it will cost millions of isk to make a single ship in a not so busy system.
In your example you've paid 7,620,000 isk in factory fees.
All this does is jack up the price a manufacturer shoves onto the buyer.
I fail to see any reason to do this. This just drives the price of casual PvP up whilst doing nothing to the actual manufacturers as they are just displacing costs on to the buyer.
Did you really want to see people pay more for stuff they use to actually play the game ?
|
Medalyn Isis
Tribal Liberation Force Minmatar Republic
154
|
Posted - 2014.04.29 14:13:00 -
[134] - Quote
Aryth wrote:CCP SoniClover wrote:Weaselior wrote:CCP Greyscale wrote:Market costs are all done using the system that is used for killmail pricing (and thus used for FW LP payouts), which should have reasonable values for most things already. Some newer items aren't being properly calculated on TQ right now, but we're fixing that. From what I recall of that system it relies on market prices, just with protections against manipulation that were added when some group of rapscallions abused the old one. It's going to break for the sort of items I mentioned (nobody sells or buys capital components or t2 capital components except in extremely rare cases at random prices) and supercaps cannot be on the market at all, so there's no market data for them and never can be. This is a problem pretty much for all production intermediates: is there any solution that's being considered or are those going to get highly variable costs? It's not going to break the cost calculations. The valuation for unstable items like the ones you mention is very conservative, but that's fine. It might not show very accurate values for these items, but they will have values that make sense for the industry cost calculation. And manipulating the price on the 'real' market will only have minimal effect. Ok. We had mostly graphed this in a spreadsheet as I recall and figured out how the serverside variable you were never sending to client was determined. But as long as you guys are aware ok. Well from that response it seems CCP set the market values themselves. Very little influence is taken from the market. |
|
CCP SoniClover
C C P C C P Alliance
560
|
Posted - 2014.04.29 14:14:00 -
[135] - Quote
Aryth wrote:CCP SoniClover wrote:Weaselior wrote:CCP Greyscale wrote:Market costs are all done using the system that is used for killmail pricing (and thus used for FW LP payouts), which should have reasonable values for most things already. Some newer items aren't being properly calculated on TQ right now, but we're fixing that. From what I recall of that system it relies on market prices, just with protections against manipulation that were added when some group of rapscallions abused the old one. It's going to break for the sort of items I mentioned (nobody sells or buys capital components or t2 capital components except in extremely rare cases at random prices) and supercaps cannot be on the market at all, so there's no market data for them and never can be. This is a problem pretty much for all production intermediates: is there any solution that's being considered or are those going to get highly variable costs? It's not going to break the cost calculations. The valuation for unstable items like the ones you mention is very conservative, but that's fine. It might not show very accurate values for these items, but they will have values that make sense for the industry cost calculation. And manipulating the price on the 'real' market will only have minimal effect. Ok. We had mostly graphed this in a spreadsheet as I recall and figured out how the serverside variable you were never sending to client was determined. But as long as you guys are aware ok.
Just to be clear, I'm not saying that manipulation can't happen, but the fact we're only dealing with small fractions of the actual value means their effects will be minimal for the cost calculation. The biggest risk of exploitation has always been the FW payout system because of the link between ISK values and LPs, which creates dangers. But those are irrelevant for the cost calculation, so we're optimistic (famous last words, I know ).
|
|
Qorinn Eselle
Maasin Analytics
1
|
Posted - 2014.04.29 14:14:00 -
[136] - Quote
CCP Greyscale wrote:
It's not per-region, it's a global ballpark price value. What it does for us is it gives a pretty safe way for more expensive things to generally cost more to build than less expensive things, which seemed like a pretty reasonable outcome.
However it's calculated -- manufacturing cost as a direct function of price seems like it's going to create problems with supply/demand equilibrium and the efficiency of markets.
Regardless, this train has left the station, so I guess we'll just have to see how it plays out.
CCP Greyscale wrote:
We're not going to go into details on exactly how we're dealing with manipulation issues; the reason we're pretty confident is that we already use this system to price FW LP payouts and we've not seen a repeat of the price manipulation issues that system previously had since we put the new system in place. If there was manipulation to be done, we assume it would already be happening in FW.
Fair enough, I completely understand. |
Tippia
Sunshine and Lollipops
21403
|
Posted - 2014.04.29 14:14:00 -
[137] - Quote
Ok, I just know I must have missed something in all of this, but I can't spot any specific bonus related to them, soGǪ
GǪwhat's the point of even having a POS if it is not treated as its own separate entity that adds to/provides unique ownership of the industry capacity of the system?
The station slot system that benefits systems with many indy stations is transformed into a system-wide bonus that depends on the number of stations. But what do POSes add? The point of having one is that you get even more slots and don't have to mingle with the unwashed masses, and those slots are yours and yours alone GÇö let everyone else fight over the public scraps. Where's that in the new system? I'm not just talking about the missing bonus for having multiple arrays of the same type. What's the point of the POS itself in such a system? GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: Newbie skill plan 2.1. |
Medalyn Isis
Tribal Liberation Force Minmatar Republic
154
|
Posted - 2014.04.29 14:17:00 -
[138] - Quote
CCP SoniClover wrote:Aryth wrote:CCP SoniClover wrote:Weaselior wrote:CCP Greyscale wrote:Market costs are all done using the system that is used for killmail pricing (and thus used for FW LP payouts), which should have reasonable values for most things already. Some newer items aren't being properly calculated on TQ right now, but we're fixing that. From what I recall of that system it relies on market prices, just with protections against manipulation that were added when some group of rapscallions abused the old one. It's going to break for the sort of items I mentioned (nobody sells or buys capital components or t2 capital components except in extremely rare cases at random prices) and supercaps cannot be on the market at all, so there's no market data for them and never can be. This is a problem pretty much for all production intermediates: is there any solution that's being considered or are those going to get highly variable costs? It's not going to break the cost calculations. The valuation for unstable items like the ones you mention is very conservative, but that's fine. It might not show very accurate values for these items, but they will have values that make sense for the industry cost calculation. And manipulating the price on the 'real' market will only have minimal effect. Ok. We had mostly graphed this in a spreadsheet as I recall and figured out how the serverside variable you were never sending to client was determined. But as long as you guys are aware ok. Just to be clear, I'm not saying that manipulation can't happen, but the fact we're only dealing with small fractions of the actual value means their effects will be minimal for the cost calculation. The biggest risk of exploitation has always been the FW payout system because of the link between ISK values and LPs, which creates dangers. But those are irrelevant for the cost calculation, so we're optimistic (famous last words, I know ). Also it was mentioned that the cost Is based upon the regional market price. This would mean that maniplulation could effectively close down an entire regions viability for producing certain items. Yes perhaps only by increasing costs by a couple of %, but that still will have a cumulative affect and scales to having a larger affect on more expensive items. |
Ekaterina 'Ghetto' Thurn
Department 10
147
|
Posted - 2014.04.29 14:17:00 -
[139] - Quote
Aareya wrote:CCP Greyscale wrote:Weaselior wrote:Quote:For each previously-slot-improving outpost research upgrade, you'll similarly get a 0.9x multiplier to research job prices.
For each previously slot-improving manufacturing-related Outpost Improvement, you'll get a 1% bonus to ME instead (we can do that now). This is different because the manufacturing slot upgrades in particular are pretty substantial right now, and installation costs are assumed to be a sufficiently small fraction of final item costs in nullsec that a cost multiplier here seemed underwhelming. We're still looking at the exact bonus here, and the relationship between Amarr and Minmatar outposts in particular, so this may change before it's released. However, I'm fairly underwhelmed by the manufacturing slot replacement bonus. The reason is that it's exactly the same as the POS bonus: I can spend 60b on a station, or 300m on a pos. I think it's a little absurd that the absolute pinnacle of manufacturing you can aspire to, spend huge amounts of money to create, and have to defend gives you nothing better than a pos one jump from jita. And that's from a hyper-specialized factory: once you do that you've used up nearly all of your outpost upgrade slots and you've only got one tier 1 left (probably offices). I think that bonus should be increased slightly at the high end (i.e. a tier 2 or 3 upgrade should give 2%) or the bonus given to pos should be reduced somewhat. While people will claim pos are at risk, they're not: pos assembly arrays don't drop anything from a build in progress. Entity alluded to his "20b pos" in another thread, where if it was attacked he'd lose 20b of manufacturing products. But the thing is, if I bothered to find it and kill it, I'd get none of that: the assembly arrays would act like they were empty since between the build being installed and delivered, they are. So nobody will bother attacking pos unless someone's really pissed them off: it'll be purely for griefing and not for profit. I can't comment on the value of the research upgrade as I don't understand how research We're probably revisiting the starbase numbers in the near future, which should alleviate at least some of this concern I hope. Thank you. In the dev blog, Reprocess All The Things, you had indicated that refining arrays would receive a 52% and 54% efficiency. This is better than both NPC and un-upgraded outposts. However, you gave sov holding entities the opportunity to exceed this efficiency by upgrading their outposts further, with the maximum efficiency achievable as 57% and 60% (non-minmatar, minmatar). It would be nice if this strategy was made consistent with respect to manufacturing upgrades. This would provide sov holders a manufacturing advantage over non-sov holders whom the latter would only have NPC station or POS as their null sec manufacturing options.
CCP Greyscale said on page two of these comments that the idea of the industry changes is not to 'incentivize' nullsec industrial capability.
|
Aryth
GoonWaffe Goonswarm Federation
1508
|
Posted - 2014.04.29 14:17:00 -
[140] - Quote
CCP SoniClover wrote:Aryth wrote:CCP SoniClover wrote:Weaselior wrote:CCP Greyscale wrote:Market costs are all done using the system that is used for killmail pricing (and thus used for FW LP payouts), which should have reasonable values for most things already. Some newer items aren't being properly calculated on TQ right now, but we're fixing that. From what I recall of that system it relies on market prices, just with protections against manipulation that were added when some group of rapscallions abused the old one. It's going to break for the sort of items I mentioned (nobody sells or buys capital components or t2 capital components except in extremely rare cases at random prices) and supercaps cannot be on the market at all, so there's no market data for them and never can be. This is a problem pretty much for all production intermediates: is there any solution that's being considered or are those going to get highly variable costs? It's not going to break the cost calculations. The valuation for unstable items like the ones you mention is very conservative, but that's fine. It might not show very accurate values for these items, but they will have values that make sense for the industry cost calculation. And manipulating the price on the 'real' market will only have minimal effect. Ok. We had mostly graphed this in a spreadsheet as I recall and figured out how the serverside variable you were never sending to client was determined. But as long as you guys are aware ok. Just to be clear, I'm not saying that manipulation can't happen, but the fact we're only dealing with small fractions of the actual value means their effects will be minimal for the cost calculation. The biggest risk of exploitation has always been the FW payout system because of the link between ISK values and LPs, which creates dangers. But those are irrelevant for the cost calculation, so we're optimistic (famous last words, I know ).
Agreed. The biggest risk is someone will do the tests I was doing that combined fw/bounties and bust that one wide open again. Just want to make sure everyone is aware of that danger when linking more systems to it. Leader of the Goonswarm Economic Warfare Cabal. Vile Rat: You're the greatest sociopath that has ever played eve. |
|
Rivr Luzade
Coreli Corporation Ineluctable.
444
|
Posted - 2014.04.29 14:17:00 -
[141] - Quote
Weaselior wrote:As a followup to the problem with a fully upgraded amarr station that costs 60-80b (and remember this has no refine advantage over a highsec pos, maxes out at 52% since all other upgrade slots are taken) being only as good as a small highsec pos that costs 100-300m: https://forums.eveonline.com/default.aspx?g=posts&m=4526547Transport costs are going up 50% (at least), which throws a serious wrench into a lot of the chance for nullsec to compete: imported minerals just got more expensive, importing non-local moon materials likewise, making it make even more sense to import the smaller finished products instead of the raw materials. With no cost advantage over a highsec pos sitting one jump from jita, there's nothing you can do to make up those transport costs.
Lovely, isn't it? They give with one hand, and rip it off you with the other. They force High sec into POS, but make it impossible to use POS. That's CCP at its best... |
Valterra Craven
207
|
Posted - 2014.04.29 14:18:00 -
[142] - Quote
CCP Greyscale wrote:
Some people will get lucky on offices; that's just the luck of the draw and we aren't planning on any "compensation" there. Generally though, the systems that are good for building after the change tended to be good for building before the change.
I really really wish you guys would stop doing things like this. It makes literally zero sense for a station to have infinite production capabilities and have limited corp office space.
Seriously, apply this new fee structure to corp offices as well and make them infinite. |
Harah Noud
Royal Amarr Institute Amarr Empire
13
|
Posted - 2014.04.29 14:19:00 -
[143] - Quote
Medalyn Isis wrote:CCP Greyscale wrote:Harah Noud wrote:Well other than these points I m happy with the changes
1- a +5% ME bonus for a fully upgraded amarr null sec stations seems high , maybe raise their run cost to compensate?
2- I think it s really important to have the NPC station tax be affected by standings. I hope u could consider doing it with the expansion!
Btw, is the industry implants effects still the same in the new system? Is it calculated above all other bonuses?
Great job The full 5% bonus is a *lot* of money, and in any case is somewhat overshadowed currently by the Minmatar reprocessing bonus. We're not super-concerned about the balance here just yet. I'll see what can be done about the standings. I believe industry implants should still work, yes +1 for making standing affect the NPC station tax. Also a full 5% bonus is indeed a very good bonus for a null sec station. Imo that is possibly too much of an advantage for outposts, and definitely shouldn't be increased further. Also any details on where we can find the station modifiers?
That s my concern: The full minmatar reprocessing bonus 15% plus the amarr +5 me bonus is one heck of an advantage. I know they can't be in the same sys, but close by one or two jump, it s not too hard logistically to set it up
I think the balance should be a concern here ! The ME bonus is scary if u apply it on a perfect BPO in the new sys
Thanks for ur answers |
Weaselior
GoonWaffe Goonswarm Federation
7135
|
Posted - 2014.04.29 14:20:00 -
[144] - Quote
CCP SoniClover wrote: It's not going to break the cost calculations. The valuation for unstable items like the ones you mention is very conservative, but that's fine. It might not show very accurate values for these items, but they will have values that make sense for the industry cost calculation. And manipulating the price on the 'real' market will only have minimal effect.
Alright, cool, just wanted to make sure that it wasn't going to assume titans were worthless so all titan build jobs were free :v: Head of the Goonswarm Economic Warfare Cabal Pubbie Management and Exploitation Division. |
Medalyn Isis
Tribal Liberation Force Minmatar Republic
154
|
Posted - 2014.04.29 14:20:00 -
[145] - Quote
Tippia wrote:Ok, I just know I must have missed something in all of this, but I can't spot any specific bonus related to them, soGǪ GǪwhat's the point of even having a POS if it is not treated as its own separate entity that adds to/provides unique ownership of the industry capacity of the system? The station slot system that benefits systems with many indy stations is transformed into a system-wide bonus that depends on the number of stations. But what do POSes add? The point of having one is that you get even more slots and don't have to mingle with the unwashed masses, and those slots are yours and yours alone GÇö let everyone else fight over the public scraps. Where's that in the new system? I'm not just talking about the missing bonus for having multiple arrays of the same type. What's the point of the POS itself in such a system? The POS will not add to the overall multiplier, only stations are taken into consideration for that. And then CCP mentioned further bonuses will be announced dependent on the amount of mods stacked in the POS, which I expect will set the POS lab apart from stations in some meaningful way. |
Callisto Helix
Adhocracy Incorporated Adhocracy
17
|
Posted - 2014.04.29 14:21:00 -
[146] - Quote
For the most part these seem like really good changes and it seems like they make sense for all those people that do their industry out of stations and whatnot. But I haven't seen much if anything that addresses industrialists that live entirely out of a POS, specifically the wormhole community.
On first glance it looks like I'm going to have to have an increase in my costs with nothing to show for it. :( |
Ekaterina 'Ghetto' Thurn
Department 10
147
|
Posted - 2014.04.29 14:22:00 -
[147] - Quote
Rust Connor wrote:So many posts, so little time
- POS Bonus POS structures will keep their time bonus? 0.XX production time, research time, copy time? And with unlimited slots?!
- T2 BPO copy (off topic) If so, T2 BPO copy will have an even bigger impact with the copy time change. Or I'm missing something? (Dont know if it was discussed on the other post, i didnt read all pages)
- About multiple runs discount The discount is based on the time to run the job, right? So more bonus(skill, research, pos) means less discount on subsequent runs, right ? So TE10 bpo+Industry5 will give you more products, but they will be more expensive then someone using a TE0 bpo+Industry1. Is that right?
T2 BPOs were discussed a lot on the previous blogs comments. The CCP viewpoint is that there won't be a problem.
"You may say that. I couldn't possibly comment." House of Cards BBC TV series. |
Weaselior
GoonWaffe Goonswarm Federation
7135
|
Posted - 2014.04.29 14:24:00 -
[148] - Quote
The T2 multiple run discount may be irritating to people as it's more money for the t2bpoholder, but it doesn't actually affect anyone else like the copy issue did. No more units get produced so it's not a problem for inventors. Head of the Goonswarm Economic Warfare Cabal Pubbie Management and Exploitation Division. |
Tippia
Sunshine and Lollipops
21405
|
Posted - 2014.04.29 14:25:00 -
[149] - Quote
Medalyn Isis wrote:The POS will not add to the overall multiplier, only stations are taken into consideration for that. And then CCP mentioned further bonuses will be announced dependent on the amount of mods stacked in the POS, which I expect will set the POS lab apart from stations in some meaningful way. Well, that's kind of my point: why don't they? They either should add a multiplier just like stations do, but only to those who have access to the POS, or they should completely replace that multiplier with one that is wholly dependent on the POS. You are not using the system facilities so the system-facility multiplier should not be applicable.
Even if it were just a flat GÇ£I have a POSGÇ¥ multiplier, that would be something, but I can't see anything like that being mentioned.
Without a multiplier, they are completely pointless. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: Newbie skill plan 2.1. |
Grarr Dexx
Snuff Box
378
|
Posted - 2014.04.29 14:26:00 -
[150] - Quote
So non-faction warfare lowsec entities get dicked thrice. We don't get to influence factional warfare tax rates, and can't compete with the absence of tax in 0.0, while we still have to pay for 1.5x the fuel to import our materials to our preferred base. Why don't you just remove lowsec altogether? |
|
|
|
|
Pages: 1 2 3 4 [5] 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 .. 28 :: one page |
First page | Previous page | Next page | Last page |