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Author |
Thread Statistics | Show CCP posts - 45 post(s) |
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CCP Eterne
C C P C C P Alliance
3449
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Posted - 2014.04.30 11:35:00 -
[1] - Quote
The next in our line of Industry-focused dev blogs for the summer release takes a look at Industry Work Teams. These teams will become important parts of the new system, determining how efficient your industry works. Learn all about how to recruit and exploit these work teams in the newest dev blog from CCP SoniClover. EVE Online/DUST 514 Community Representative GÇ+ EVE Illuminati GÇ+ Fiction Adept
@CCP_Eterne GÇ+ @EVE_LiveEvents |
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Omnathious Deninard
Novis Initiis
2314
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Posted - 2014.04.30 11:37:00 -
[2] - Quote
First again, looks like the last one is finally here. -á --á |
ChromeStriker
Chrome Exploration
720
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Posted - 2014.04.30 11:40:00 -
[3] - Quote
ooo oo o o o o ooooooo
Nulla Curas |
Omnathious Deninard
Novis Initiis
2314
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Posted - 2014.04.30 11:45:00 -
[4] - Quote
Hmmm, I'm not sure how I feel about this and the job instillation cost changes. They give the vibe they are nothing more than elaborate isk sinks. -á --á |
Kendra Zane
Working From Home
2
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Posted - 2014.04.30 11:47:00 -
[5] - Quote
It sounds like a reasonable idea but I'm concerned that most of the teams will end up in the same few systems because of the concentration of industry happening there and the easier spread of costs.
I do like the idea of team creation being a PI activity.
How many teams can be active in a system at once? How many active over the whole of New Eden? How often do they "spawn"?
EDIT: This all feels a little too dynamic. Industry doesn't like moving around so it wouldn't surprise me if we ended up with a mostly similar cost for building the same thing, be it in a busy or empty system. |
Harvey James
The Sengoku Legacy
786
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Posted - 2014.04.30 11:50:00 -
[6] - Quote
mm.. from farming animals in PI to humans m... slave trading Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name.. remove drone assist mechanic. Nerf web strength ..... module tiercide FTW role based instead of tiers please. |
BadAssMcKill
ElitistOps
769
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Posted - 2014.04.30 11:51:00 -
[7] - Quote
l 0 l . |
Bad Bobby
Bring Me Sunshine In Tea We Trust
404
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Posted - 2014.04.30 11:52:00 -
[8] - Quote
Nice! |
Gilbaron
Free-Space-Ranger Nulli Secunda
1362
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Posted - 2014.04.30 11:52:00 -
[9] - Quote
And I thought teams would be a way to pool my alts so that I don't have to log in another character to start jobs :D
I need to get some math running and I need to know a bit more about the seeding and likelyness of actually finding a good team, however, this looks like an interesting addition.
One more thing: NPC seeding is always boring. Fix that ASAP. GRRR Goons |
Colonel STFU
SiN Corp The Unthinkables
3
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Posted - 2014.04.30 11:55:00 -
[10] - Quote
Harvey James wrote:mm.. from farming animals in PI to humans m... slave trading
Yea, welcome to life as a consulting contractor.
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CCP SoniClover
C C P C C P Alliance
560
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Posted - 2014.04.30 11:55:00 -
[11] - Quote
ChromeStriker wrote:ooo oo o o o o ooooooo
Edit:
So to be clear... A system can have any number of "Teams"? and these are drawn from a global pool?
There is no limit to the number of teams a system can have. There is no limit to how many jobs the team can be used on (either in parallel or in sequence). The pool is global. |
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Nalha Saldana
DEAD JESTERS The Harlequin's
795
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Posted - 2014.04.30 11:56:00 -
[12] - Quote
Is there a minimum markup when bidding on a team? And if so is it % or fixed value? |
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CCP SoniClover
C C P C C P Alliance
560
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Posted - 2014.04.30 11:58:00 -
[13] - Quote
Kendra Zane wrote:It sounds like a reasonable idea but I'm concerned that most of the teams will end up in the same few systems because of the concentration of industry happening there and the easier spread of costs.
I do like the idea of team creation being a PI activity.
How many teams can be active in a system at once? How many active over the whole of New Eden? How often do they "spawn"?
EDIT: This all feels a little too dynamic. Industry doesn't like moving around so it wouldn't surprise me if we ended up with a mostly similar cost for building the same thing, be it in a busy or empty system.
The total number of teams is determined by how fast they are seeded. We will adjust this number based on usage and on how many different teams we have (for instance the seeding will speed up when we add invention teams). Currently it is around six teams per hour. |
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Medalyn Isis
Tribal Liberation Force Minmatar Republic
159
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Posted - 2014.04.30 11:58:00 -
[14] - Quote
So, how many teams will be seeded onto the global market? That is going to be quite an important variable.
Also I am not sure about this minimum bid system based upon distance from the team, I don't see how that will serve any purpose.
Overall, I very much like the team system though. Sounds interesting. |
Medalyn Isis
Tribal Liberation Force Minmatar Republic
159
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Posted - 2014.04.30 11:59:00 -
[15] - Quote
Also I would consider teams lasting more than a month, I think 3 months would be more suitable. 1 month is nothing when you are making even short term industry decisions. |
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CCP SoniClover
C C P C C P Alliance
560
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Posted - 2014.04.30 12:00:00 -
[16] - Quote
Nalha Saldana wrote:Is there a minimum markup when bidding on a team? And if so is it % or fixed value?
The minimum is based on the distance between the team's home system and the system you're bidding for. The current numbers are 10,000 ISK per jump (this is easily adjustable). |
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Nalha Saldana
DEAD JESTERS The Harlequin's
795
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Posted - 2014.04.30 12:01:00 -
[17] - Quote
CCP SoniClover wrote:Nalha Saldana wrote:Is there a minimum markup when bidding on a team? And if so is it % or fixed value? The minimum is based on the distance between the team's home system and the system you're bidding for. The current numbers are 10,000 ISK per jump (this is easily adjustable).
I was more thinking about outbidding each other, don't want it to turn into a 0.01 isk war. |
Berluth Luthian
Onslaught Inc RISE of LEGION
187
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Posted - 2014.04.30 12:01:00 -
[18] - Quote
I guess since teams can be used for POS/wormhole work, they can be summoned in systems where there isn't a station service for their respective specialty? |
Aziesta
Serenity Labs
409
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Posted - 2014.04.30 12:02:00 -
[19] - Quote
Oh man. All these additional variable costs. My spreadsheets are going to need some serious love. |
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CCP SoniClover
C C P C C P Alliance
560
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Posted - 2014.04.30 12:03:00 -
[20] - Quote
Medalyn Isis wrote:Also I would consider teams lasting more than a month, I think 3 months would be more suitable. 1 month is nothing when you are making even short term industry decisions.
4 weeks may be too short. That's the number we're working with right now, but it can be adjusted of course if the need arises. We have to be mindful of several different things here, for instance the longer a team stays in a system the more people will be compelled to move to that system and we are wary of encouraging nomadic behavior too much. |
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Medalyn Isis
Tribal Liberation Force Minmatar Republic
159
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Posted - 2014.04.30 12:03:00 -
[21] - Quote
CCP SoniClover wrote:Kendra Zane wrote:It sounds like a reasonable idea but I'm concerned that most of the teams will end up in the same few systems because of the concentration of industry happening there and the easier spread of costs.
I do like the idea of team creation being a PI activity.
How many teams can be active in a system at once? How many active over the whole of New Eden? How often do they "spawn"?
EDIT: This all feels a little too dynamic. Industry doesn't like moving around so it wouldn't surprise me if we ended up with a mostly similar cost for building the same thing, be it in a busy or empty system. Currently it is around six teams per hour. Ok just answered my question there. Six teams per hour sounds like quite a lot. So six teams would equal 24 members as each is made up of 4 different specialisations. So that is quite a lot per hour considering they last a month.
Also are teams predefined in terms of their composition, or can we select individually each of the component members?
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CCP SoniClover
C C P C C P Alliance
560
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Posted - 2014.04.30 12:03:00 -
[22] - Quote
Berluth Luthian wrote:I guess since teams can be used for POS/wormhole work, they can be summoned in systems where there isn't a station service for their respective specialty?
Yes, a team can operate in a system regardless of the system's infrastructure. |
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CCP SoniClover
C C P C C P Alliance
560
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Posted - 2014.04.30 12:05:00 -
[23] - Quote
Medalyn Isis wrote:CCP SoniClover wrote:Kendra Zane wrote:It sounds like a reasonable idea but I'm concerned that most of the teams will end up in the same few systems because of the concentration of industry happening there and the easier spread of costs.
I do like the idea of team creation being a PI activity.
How many teams can be active in a system at once? How many active over the whole of New Eden? How often do they "spawn"?
EDIT: This all feels a little too dynamic. Industry doesn't like moving around so it wouldn't surprise me if we ended up with a mostly similar cost for building the same thing, be it in a busy or empty system. Currently it is around six teams per hour. Ok just answered my question there. Six teams per hour sounds like quite a lot. So six teams would equal 24 members as each is made up of 4 different specialisations. So that is quite a lot per hour considering they last a month. Also are teams predefined in terms of their composition, or can we select individually each of the component members?
They are selected semi-randomly at creation. If and when we allow players to create teams themselves, they will have more control over this. By semi-random I mean that the specialties of the team members will be connected (like all ship related), not all over the place. |
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Nalha Saldana
DEAD JESTERS The Harlequin's
795
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Posted - 2014.04.30 12:05:00 -
[24] - Quote
Aziesta wrote:Oh man. All these additional variable costs. My spreadsheets are going to need some serious love.
Hopefully the new UI will be good enough so you dont need to spreadsheet as much. |
Alphari Vendren
Applied Vendrenics
5
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Posted - 2014.04.30 12:06:00 -
[25] - Quote
Will there be sniper protection? I.e. a team auction doesn't close if a bid has been made in the last 60 seconds or so? If there isn't, an auction becomes a race to see who clicks fastest in the last server tick. |
Nalha Saldana
DEAD JESTERS The Harlequin's
795
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Posted - 2014.04.30 12:06:00 -
[26] - Quote
CCP SoniClover wrote:Kendra Zane wrote:It sounds like a reasonable idea but I'm concerned that most of the teams will end up in the same few systems because of the concentration of industry happening there and the easier spread of costs.
I do like the idea of team creation being a PI activity.
How many teams can be active in a system at once? How many active over the whole of New Eden? How often do they "spawn"?
EDIT: This all feels a little too dynamic. Industry doesn't like moving around so it wouldn't surprise me if we ended up with a mostly similar cost for building the same thing, be it in a busy or empty system. The total number of teams is determined by how fast they are seeded. We will adjust this number based on usage and on how many different teams we have (for instance the seeding will speed up when we add invention teams). Currently it is around six teams per hour.
You should consider having a floating spawn rate that depends on how popular they are, future proof ftw. |
Droidyk
Maniacal Miners INC No Safe Haven
55
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Posted - 2014.04.30 12:06:00 -
[27] - Quote
Awesome, I love how it all goes more in tact with lore and the EVE Universe itself. |
Medalyn Isis
Tribal Liberation Force Minmatar Republic
159
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Posted - 2014.04.30 12:07:00 -
[28] - Quote
CCP SoniClover wrote:Nalha Saldana wrote:Is there a minimum markup when bidding on a team? And if so is it % or fixed value? The minimum is based on the distance between the team's home system and the system you're bidding for. The current numbers are 10,000 ISK per jump (this is easily adjustable). You get the isk back though if you lose the auction. So I don't see how this is much of a deterrent unless there is no competition for bidding on teams.
Perhaps make there be a fixed cost to bid on the team which would not count towards the auction bid, and is only taken if you win the auction. That would make a lot more sense. |
Cultural Enrichment
Jenkem Puffing Association
29
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Posted - 2014.04.30 12:08:00 -
[29] - Quote
CCP SoniClover wrote:Kendra Zane wrote:It sounds like a reasonable idea but I'm concerned that most of the teams will end up in the same few systems because of the concentration of industry happening there and the easier spread of costs.
I do like the idea of team creation being a PI activity.
How many teams can be active in a system at once? How many active over the whole of New Eden? How often do they "spawn"?
EDIT: This all feels a little too dynamic. Industry doesn't like moving around so it wouldn't surprise me if we ended up with a mostly similar cost for building the same thing, be it in a busy or empty system. The total number of teams is determined by how fast they are seeded. We will adjust this number based on usage and on how many different teams we have (for instance the seeding will speed up when we add invention teams). Currently it is around six teams per hour. 6 teams created each hour, as in 144 each day, over 4000 active simultanously? |
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CCP SoniClover
C C P C C P Alliance
562
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Posted - 2014.04.30 12:09:00 -
[30] - Quote
Alphari Vendren wrote:Will there be sniper protection? I.e. a team auction doesn't close if a bid has been made in the last 60 seconds or so? If there isn't, an auction becomes a race to see who clicks fastest in the last server tick.
We haven't implemented it yet, but it is on our agenda. If we don't manage to add it before the release, we aim to do it in a point release. |
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