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Thread Statistics | Show CCP posts - 10 post(s) |
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CCP Chronotis
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Posted - 2008.03.10 13:50:00 -
[91]
Originally by: clone 1
All I want is to be able to multiply the number of runs x minerals and have enough to make it. Why is that so difficult?
That is what will be happening in 1.2. The mass production efficiency and scaling will instead come from the job install and per hour costs in the future is the idea but for now, we will change the waste calculations to scale perfectly with runs.
I edited the blog to reflect the change as well now so hopefully less confusion all round.
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clone 1
Laughing Leprechauns Corporation
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Posted - 2008.03.10 13:59:00 -
[92]
Originally by: CCP Chronotis
Originally by: clone 1
All I want is to be able to multiply the number of runs x minerals and have enough to make it. Why is that so difficult?
That is what will be happening in 1.2. The mass production efficiency and scaling will instead come from the job install and per hour costs in the future.
I edited the blog to reflect the change as well now so hopefully less confusion all round.
See, you just made me throw my hands up in the air in disgust I was looking forward to easier T2 production tomorrow .. oh well..
Will 1.2 be another 3 months down the line?
-------------------------------------------------- The Angels Have the Phone Box |
Sidrat Flush
Caldari Life is Experience
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Posted - 2008.03.10 18:01:00 -
[93]
Why do we have to wait several months for something that got broken in the first place? Change it back to the way it was, and then put in the desired nerf later on in one head-banging-on-wall moment.
Waste from a blueprint should be known. A non-researched blueprint has 10% waste as default. That's fine. ME:100 should mean that waste=0.00% The best that item (ship, module, ammo, missile or drone) can be made from the materials required. This is the system that's been in place for as long as I can remember. Is this going to be changed at all?
Making multiple runs shouldn't be any cheaper, in terms of time or mineral requirements. Keep production simple, dirty and nasty like it always has been. Don't fix what isn't broken for the sake of "realism", it just gets confusing and convoluted.
If you must address a "saving" for multiple runs, give the boost to the time it takes to do the total run, not the materials used. This will be of greater benefit to the mass producers out there than having saved a couple of units of low end minerals.
Life is about memories the more the better.
http://lifeisexperience.freeforums.org (because it's a small corp) |
Letrange
Chaosstorm Corporation Apoapsis Multiversal Consortium
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Posted - 2008.03.18 12:18:00 -
[94]
well unless the install costs get a serious upgrade you realize that this change brings us back exactly to where we started?
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