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Thread Statistics | Show CCP posts - 15 post(s) |

Neo Agricola
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Posted - 2011.11.07 16:00:00 -
[1] - Quote
Entity wrote:NO NO NO NO NO NO NO NOThe benefit of faction towers is two-fold: - Longer run time before refuel - Lower cost per period You're basically removing the cost benefit. Better solution: Instead of producing 4 fuel blocks per batch, produce like 100 or some other larger quantity per batch (and obviously make the volume per block lower and the blocks consumed/cycle higher). then you can apply fuel reduction bonuses as per usual and everyone will be happy. Again, a lot of people, including me, bought a faction tower to save fuel cost, which is not insignificant. Removing that makes the investment pointless if all it does is give more time between refuels, which with this change would be of questionable value since it will be much easier. THIS
Jack Dant wrote:On a first calculation, I think the build times for fuel blocks are a bit too high. At 10 minutes/run, thats over a day for each week of fuel for a large tower. I guess you are counting on a mini-industry to arise for this.
THIS!
Large Pos = 4 Block /H = (4*24=) 96 Blocks a day * 2,5 min each = 240 min (/60=) = 4 H for 1 POS. I have to maintain 10 Poses, so I have to produce 40 h every day for a day of Fuel ;-) That will change my Workload from 1 day a Week running Jita buy Orders + Transport + fuelling to producing Fuel every day + Transport + Fueling. That makes my eve live easier, because I dont have to think about "What should I do with all my spare time in Eve?"
I think:
100 pc/h small 200 pc/h med 300 pc/h large
with 0.5 m^3 would be nicer. And please for the sake of exploding spaceships, change the BPO to 1.000 - 2.000 units per 10 min. So I don't have to use every production Slot I have for POS-fueling... DISSONANCE is recruiting Members: https://forums.eveonline.com/default.aspx?g=posts&m=70361#post70361 Black-Mark Alliance Recruitment: https://forums.eveonline.com/default.aspx?g=posts&t=6710 |

Neo Agricola
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62
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Posted - 2011.11.07 16:10:00 -
[2] - Quote
ShadowandLight wrote:any thoughts in adding a way to "stack" or queue anchoring and onlining of pos modules? This would be a big time saver for the pilots involved on the same lines as changing pos fuel over to blocks.
Pretty please! DISSONANCE is recruiting Members: https://forums.eveonline.com/default.aspx?g=posts&m=70361#post70361 Black-Mark Alliance Recruitment: https://forums.eveonline.com/default.aspx?g=posts&t=6710 |

Neo Agricola
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Posted - 2011.11.07 16:21:00 -
[3] - Quote
Callic Veratar wrote: So, before you bought all the fuel items and use them in your starbases. Why would you still buy the pieces instead of just buying blocks directly? Then it goes from 8-10 buy orders down to 1 with no manufacturing time.
Costs! (and it would be 3 buy orders...)
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Neo Agricola
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62
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Posted - 2011.11.07 16:50:00 -
[4] - Quote
Gizan wrote:So, let me get this strait, your making it cost MORE to run towers now? your fuel blocks use almost twice what my medium gally tower uses now! Nope. more or less the same...
EDIT: except faction / sov issue.. DISSONANCE is recruiting Members: https://forums.eveonline.com/default.aspx?g=posts&m=70361#post70361 Black-Mark Alliance Recruitment: https://forums.eveonline.com/default.aspx?g=posts&t=6710 |

Neo Agricola
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63
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Posted - 2011.11.07 17:01:00 -
[5] - Quote
Creat Posudol wrote: That actually isn't a real issue, since it's just an investment. You can unanchor and resell it (if it hasn't gotten blown up of course) at any time, getting your "deposit" back :)
yeah. they are still woth 2 bil, because everyone wants them for there reduced Fuel need. oh wait...
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Neo Agricola
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63
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Posted - 2011.11.07 17:09:00 -
[6] - Quote
CCP Greyscale wrote:Currently thinking about:
- Fuel divisibility situation (ie, faction/sov fuel bonuses)
- Block build times
Keep on posting, we are paying attention :) THX a lot!!!!
Please add to your list:
Change 1 block to 100 block. => easyer for you (Fuel divisibilly situation)
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Neo Agricola
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63
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Posted - 2011.11.07 17:12:00 -
[7] - Quote
CynoNet Two wrote:Neo Agricola wrote:Creat Posudol wrote: That actually isn't a real issue, since it's just an investment. You can unanchor and resell it (if it hasn't gotten blown up of course) at any time, getting your "deposit" back :)
yeah. they are still woth 2 bil, because everyone wants them for there reduced Fuel need. oh wait... They're worth 2bil because drop rates for faction POS gear have been ****** for a while, and very few if any new ones show up.
No they are worht 2 bil because someone is thinking it is worth 2 bil. And I think the main reason for that is: reduced fuel costs (inkl. reduced logistic) And if they dont have that advantage anymore why should i pay 2 bil for them? because they are rare? If I'm a producer, i dont care for rarity, i care about cost efficency... DISSONANCE is recruiting Members: https://forums.eveonline.com/default.aspx?g=posts&m=70361#post70361 Black-Mark Alliance Recruitment: https://forums.eveonline.com/default.aspx?g=posts&t=6710 |

Neo Agricola
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64
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Posted - 2011.11.07 17:24:00 -
[8] - Quote
Halloween Harry wrote:Metis Laxon wrote:
You listen as well, with this system you only need to haul in fuel pellets that you bought off the market. If you don't want to manufacture them at your own POS, which you can. Using the same damn materials you are used to.
You havn't the production capacity in station to make all the fuel. On large POS need a production slot for 5days every 29days.
So basically: every 10 towers need 2 lines in one station for a Month (roughly speaking) so how many towers are out there and how many production lines do we have?
i see interesting times... DISSONANCE is recruiting Members: https://forums.eveonline.com/default.aspx?g=posts&m=70361#post70361 Black-Mark Alliance Recruitment: https://forums.eveonline.com/default.aspx?g=posts&t=6710 |

Neo Agricola
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Posted - 2011.11.07 19:23:00 -
[9] - Quote
HelicoBacter wrote:Alec Freeman wrote:
Instead of 1x 50m3 block have 1x 5m3. .
lol u want to haul pos fuel in frigate ?:P we need logistic as its one of the profesions in game :P
Basically:
If i have to set up a Tower with fuel for 1 Month and you have 140k space and have to fuel it with a 10.000 k ship. How many runs do you have to take?
or if you use a Iteron V with 38 k space. it is still a pain in the ass. Yeah you start to love those weekly runs where you are jumping fuel from System A to System B. Great way of spending time. NOT.
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Neo Agricola
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Posted - 2011.11.07 19:53:00 -
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Scrapyard Bob wrote:Neo Agricola wrote: Basically:
If i have to set up a Tower with fuel for 1 Month and you have 140k space and have to fuel it with a 10.000 k ship. How many runs do you have to take?
or if you use a Iteron V with 38 k space. it is still a pain in the ass. Yeah you start to love those weekly runs where you are jumping fuel from System A to System B. Great way of spending time. NOT.
They make these ships called Orcas, Freighters and Jump Freighters...
Yeah. they are great if you are in Highsec.
But I live in 0.0. There are times when you [d]cant [/d]+ñhm. shouldn't use them. (neuts in System and so on).
And yes. you can jump a JF from System A to System B. But i don't know what you are thinking about risking a 5 Bil. ISK ship for transporting Fuel from System A to B, well I hope you got the point...
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Neo Agricola
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67
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Posted - 2011.11.07 20:16:00 -
[11] - Quote
Weaselior wrote:Neo Agricola wrote:Yeah. they are great if you are in Highsec. But I live in 0.0. There are times when you +ñhm. shouldn't use them. (neuts in System and so on). And yes. you can jump a JF from System A to System B. But i don't know what you are thinking about risking a 5 Bil. ISK ship for transporting Fuel from System A to B, well I hope you got the point... use a rorq just like every other 0.0 alliance
Obviously I wasn't able to make myselfe clear:
Why does it have to be a PITA? Why do i have to transport 140k to a tower to run it 29 days? I have to move about 1.400k m^3 each month for fuel alone... even a frighter needs two runs to move that sh*t.
So I'm asking the question why? (and not how to misuse a RQ as a JF)
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Neo Agricola
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67
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Posted - 2011.11.07 20:23:00 -
[12] - Quote
Jin Rich wrote:Weaselior wrote:Neo Agricola wrote:Yeah. they are great if you are in Highsec. But I live in 0.0. There are times when you +ñhm. shouldn't use them. (neuts in System and so on). And yes. you can jump a JF from System A to System B. But i don't know what you are thinking about risking a 5 Bil. ISK ship for transporting Fuel from System A to B, well I hope you got the point... use a rorq just like every other 0.0 alliance Alliances. Nullsec. 5 B ISK. What about us small corps of 1-2 players playing EVE causually and running POSses in lowsec, producing stuff for the markets for the benefit of all you others out there?! Fuel pellets will make it a bit easier on us, but there is currently no plan to reduce the really tediuous work; transporting POS fuel to lowsec. "Use a rorq" or " buy a jump freighter" you say. Well, they are WAY to expensive for a small corp! "Flying blockade runners through low sec makes for good targets for pirates/gankers etc - thats good for EVE, and have a nice day!". Nope. I have flown through soo many gate camps in low sec and they never catch a blockade runner anyway (cloaky, warp core stabbed etc). So why then, has no one in this simulated future ultra-capitalistic world invented a ship to solve an obvious need on the market!? Might I suggest to you CCP that you consider introduction of a "jump hauler", i.e. a Iteron hull ship with a jump drive that is affordable for small corps (like an Orca maybe?) but has reduced cargo capacity (20000 m3 maybe). Make it work in only lowsec, if it in some way otherwise could impact the "balance" in null (what do I care about nullsec anyway?). Make it easier to maintain POSes in lowsec, and let us spend more time with pewpew instead! Fuel pellets are good, but it will not reduce the workload for low sec POS owners significantly. Jump haulers would! Comments, anyone? CCP?
At least someone is getting the point, I wanted to make. But even you are looking at the sympoms and not on the problem. Why does that sh*t have to be so large....
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Neo Agricola
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Posted - 2011.11.07 20:24:00 -
[13] - Quote
David Grogan wrote:Can a GM/DEV answer this
what happens to poses with ordinary fuel in the fuel bays during the change over?
for example the day before patch day... i have a 3/4 full fuel bay in the tower.... after patch is deployed does my tower lose all this fuel and the tower go offline?
Or is the pos fuel in the tower automatically converted into fuel blocks?
Goes offline, if you dont have any fuel blocks in it... you can through in both kind of Fuel, blocks and parts but after the change, only the fuel blocks will work...
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Neo Agricola
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Posted - 2011.11.07 20:42:00 -
[14] - Quote
Weaselior wrote:Jin Rich wrote: Alliances. Nullsec. 5 B ISK.
a rorq isn't 5b isk numbnuts Yeah but a Jump Frighter is...
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Neo Agricola
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Posted - 2011.11.07 21:44:00 -
[15] - Quote
Koldri Untham wrote:In order to benefit from faction POS fuel consumption bonus one has to run it for ages, it has already been discussed for thousand times on different forums. I think that the fuel bay bonus is OK. Yeah and a lot of other think they are not OK, even if they dont have a 2 bil Faction Tower...
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Neo Agricola
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Posted - 2011.11.08 10:31:00 -
[16] - Quote
ED209X wrote: How is more steps to build your fuel an advantage?
Not the building, but the fuelling...
In the future you only have to have the right "Pellet/Block/Cell whatever" and put them in till the fuel bay is full.
No more calculation with CPU / PG with 10 differen towers / large / small / med./ faction / non faction, sov / non sov a.s.o.
And for the Building:
just multiply the figures and go...
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Neo Agricola
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71
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Posted - 2011.11.08 10:39:00 -
[17] - Quote
Doctor Ungabungas wrote:Smoking Blunts wrote: 1. remove LO and HW from the blocks- let them run as normal 2. increase the number of blocks in each batch to allow for sov and faction tower discounts 3. dont implment this at the same time when pi is undergoing a massive change with the player planet things(do these teams even talk to each other ffs)
1. No don't. 2. No don't. 3. Yes do.
1. I dont care 2. Yes please do so! 3. I dont care. DISSONANCE is recruiting Members: https://forums.eveonline.com/default.aspx?g=posts&m=70361#post70361 Black-Mark Alliance Recruitment: https://forums.eveonline.com/default.aspx?g=posts&t=6710 |

Neo Agricola
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Posted - 2011.11.08 10:50:00 -
[18] - Quote
ChiefAlex wrote:Quote:We reduced effective robotics consumption on medium and small towers because it was judged to be better than increasing the consumption on large towers
Quote:Towers will use 1 block/hour for small, 2 blocks/hour for medium and 4 blocks/hour for large Making large towers consume 4x as much as before is better then... increasing their consumtion?    LOL CCP.
1 robotics = 4 Blocks = 1 h of running a large POS.
little pice of advice: read the Dev Blog bevor posting or at least one of the 30 Postes which already pointed that out... DISSONANCE is recruiting Members: https://forums.eveonline.com/default.aspx?g=posts&m=70361#post70361 Black-Mark Alliance Recruitment: https://forums.eveonline.com/default.aspx?g=posts&t=6710 |

Neo Agricola
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Posted - 2011.11.08 11:10:00 -
[19] - Quote
Smoking Blunts wrote: anom nerf effecting 0.0 residence, there were many reasons why that chnage was bad listed and ignored.(we know how well that change worked out) the pos fuel change effects 0.0 residence primarly(forget faction towers). there are many reasons why removing the sov discount is bad and all have been listed. will they also be ignored this time round?
Somewhere at Page 10 was:
CCP Greyscale wrote:Currently thinking about:
- Fuel divisibility situation (ie, faction/sov fuel bonuses)
- Block build times
Keep on posting, we are paying attention :)
So give them the time they need to think about that....
At least they are listening. (or they were till page 10 or so...) DISSONANCE is recruiting Members: https://forums.eveonline.com/default.aspx?g=posts&m=70361#post70361 Black-Mark Alliance Recruitment: https://forums.eveonline.com/default.aspx?g=posts&t=6710 |

Neo Agricola
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Posted - 2011.11.08 12:24:00 -
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Floydd Heywood wrote:Midnight Hope wrote:This sucks from a WH perspective. Now you not only have to haul in ice products but you also you have to create the stupid blocks. I fail to see how this "simplifies" anything. You don't have to build anything. Just buy the blocks in hisec.
Yeah. because they apperar out of thin air, without any costs. Those NPCs which are producing the block will sell them below or for the same isk value which they need to produce it. And since they are NPCs they dont need any earnings....
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Neo Agricola
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Posted - 2011.11.08 12:44:00 -
[21] - Quote
CCP Greyscale wrote:Hi again.
Changes: ...[/list]
Great!
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Neo Agricola
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79
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Posted - 2011.11.08 12:47:00 -
[22] - Quote
Jack Dant wrote: The blocks are around 8% cheaper than the current fuel costs. Selling the blocks at that 8% gives a very generous 1.2b/month profit per character building them (300 mil more if building at a small tower). Somehow, I don't think supply will be an issue.
if you are using a Tower with 100% CPU and PG....
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Neo Agricola
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Posted - 2011.11.08 12:57:00 -
[23] - Quote
Just for the lols:
Nice to Have: Fuel Hauler
e.g. take the Orca and delte: - 250% bonus to Tractor Beam range - 100% bonus to Tractor Beam velocity - 500% bonus to Survey Scanner range - 99% reduction in CPU need for Gang Link modules - Can use 3 Gang Link modules simultaneously
change the 50k ORE Hold to 210k Fuel hold (for every kind of POS Fuel inkl. Pellets/Blocks whatever) + Jump drive (like JF) + paint it green and print a BP on it... (scnr) e vola...
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Neo Agricola
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Posted - 2011.11.08 12:59:00 -
[24] - Quote
Elgaris Dukor wrote:Why not just increase the cycle time of faction towers instead of only increasing there fuel bay size? read the last 30 pages. it is written at least 50 times: it will change the moon mining, prducing, inventing a.s.o. cycle also...
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Neo Agricola
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80
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Posted - 2011.11.08 14:22:00 -
[25] - Quote
Dr Mercy wrote: Also, is there a reason you have made the fuels racial rather than generic?
Read the Blog:
"GÇóWe kept racial types because we didn't want to mess around with isotopes"
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Neo Agricola
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Posted - 2011.11.08 15:11:00 -
[26] - Quote
Via Shivon wrote:SuperSpy00bob wrote:Can we get a comment on the fuel block coloring issue? Currently having them all blue is going to result in serious mixups. Having them their racial color would help immensely. strg+A / right click, stack all = win
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Neo Agricola
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Posted - 2011.11.08 15:33:00 -
[27] - Quote
Esrevid Nekkeg wrote:Now I just have to find a way to avoid seeing EvE as a HappyHappyJoyJoyLand after all the good changes and iterations announced for the upcoming expansion. Stop it! You're making me too happy!.... 
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Neo Agricola
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Posted - 2011.11.08 15:49:00 -
[28] - Quote
MentalM wrote:Surely to address the lower running costs of a Faction tower all that needs to be changed is the cycle time changed to 1.25 hours (As an example) between cycle rather than 1 hour? That cannot be too hard to implement? AAAAAAAAAAAAAAAARRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR
Did you read the last 30 pages or at least the last 3 of them?
Rethorical question.
go 2-3 pages back, read, understand and feel ashamed...
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Neo Agricola
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Posted - 2011.11.08 16:15:00 -
[29] - Quote
MentalM wrote:Neo Agricola wrote:MentalM wrote:Surely to address the lower running costs of a Faction tower all that needs to be changed is the cycle time changed to 1.25 hours (As an example) between cycle rather than 1 hour? That cannot be too hard to implement? AAAAAAAAAAAAAAAARRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR Did you read the last 30 pages or at least the last 3 of them? Rethorical question. go 2-3 pages back, read, understand and feel ashamed... I'm not reading 40+ pages of predominantly waffle, if my input has been discussed already just disregard it, no need for me to feel ashamed for raising what I see as a simple answer to the faction bonuses, although your response to my post doesn't add anything to this discussion and this is why I haven't read the 40 odd pages before because of flaming and waffle like your quoted post! 
Yeah it is easier to ask the same question over and over again and complain, because there are so many pages, where you can not find those information, because everyone is asking the same questions over and over again... DISSONANCE is recruiting Members: https://forums.eveonline.com/default.aspx?g=posts&m=70361#post70361
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Neo Agricola
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Posted - 2011.11.08 16:31:00 -
[30] - Quote
Amiar wrote:So ywah... For a corp that bought alot of faction POS's to keep the run cost down we will now have to pull down the faction ones to put up normal ones since its basicly the same now!? Does that makes sence to anyone?
I suggest you keep the fuel benefits for faction towers. Afterall its what we paid fir when billions of isk on towers.
Other that, looking forward to the rest.
CCP Greyscale wrote:Hi again. Changes:
- We're going to kick the build time down to 5 minutes and see where that gets us to.
- We're going to allow component assembly arrays to build fuel blocks too because why not.
- We're going to kick the granularity up by a factor of ten and re-implement ~15%/~25% fuel use bonuses for faction towers (and remove the faction-tower-specific bay size increases at the same time).
- CORRECTION: offline timers are not changed, that's still instantaneous; sorry for any confusion, I'm going to get the blog updated in a bit.
WRT the faction tower fuel use, we were hoping that what we were being told by various large-scale fuel operators that maintaining the high refuel interval was the main benefit for most people, as all other things being equal a 1/2/4 scheme is easier to work with than a 10/20/40 one. Obviously we didn't talk to enough small-scale users for whom the use bonus is a bigger deal; this feedback thread has established that this is still a big deal, so we're dropping to our first fallback position and doing 10/20/40 instead. Things we're not considering:
- Upping cycle times. It breaks reactors etc, and it makes the system harder for players to wrangle. We'd like to move away from designs that require you to memorize data tables to use them properly.
- Making the handover (or anything else to do with this change) more complex/more automated. If for example we determined that we couldn't do this without some form of upgrade script, we'd have cut the feature, because it increases the workload and the risk of this change by a factor of two or three, and at that level we can't justify committing to it. This goes for putting fuel into towers, it goes for running two fuel types at once (which would require major code changes) and so on.
Other things:
- You'll be able to reprocess fuel blocks in the normal way, getting back all the materials etc.
- Currently they're configured to be researchable, with fairly short durations. I'm seeing some questions about this here - is there a strong reason why these need to be unresearchable? I don't have an industry designer on hand right now or I'd ask them :)
- We'll keep an eye on the ice use situation and make further changes there if needed
- WRT the changes to robotics use, assuming large towers are the primary use case then going the other way would kick global consumption up by a factor of 3-4, which would make them a gigantic production bottleneck. Reducing the demand on small/medium towers a little is believed to be a better option than significantly driving up the running costs of all non-small towers everywhere.
- The handover isn't doing anything magic - it'll use old fuel before the switchover and new fuel afterwards. We're saying "half-and-half" because we're recommending you all put a mix of old and new fuel in your towers while the switch is happening, so it has old fuel available before the switch downtime and new fuel available after the downtime.
- WRT talking to players earlier, we have to strike a very careful balance between getting feedback early and not getting people's hopes up. Ideally we'd get input from everyone as soon as we start design work, but our experience has been that bringing very vague designs to the community, and/or pitching designs that subsequently get cut due to being infeasible, creates more disruption than holding back until we're sure something is actually going to work. We do of course talk to subject-matter specialists (ie, people who play that area of the game regularly) within CCP, and the CSM, in the early stages of the design.
qft
bornaa wrote:Amiar wrote:So ywah... For a corp that bought alot of faction POS's to keep the run cost down we will now have to pull down the faction ones to put up normal ones since its basicly the same now!? Does that makes sence to anyone?
I suggest you keep the fuel benefits for faction towers. Afterall its what we paid fir when billions of isk on towers.
Other that, looking forward to the rest. MOTHER OF GOD... DO YOU PPL READ??? No. reading is overrated. it is so much easier to ask the same questions over and over again and complain that you can not find those information, because everyone is asking the same questions over and over again... DISSONANCE is recruiting Members: https://forums.eveonline.com/default.aspx?g=posts&m=70361#post70361
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Posted - 2011.11.08 16:57:00 -
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Tas Nok wrote: quoting Greyscale for the Nth time cause of all the trolls too lazy to read...
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Posted - 2011.11.08 17:13:00 -
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Zaepho wrote:CCP Greyscale wrote:Changes that I've just checked in for testing:
Any hope on the block coloring request or have I missed it in the intervening 40 odd pages? Nope, that is one thing they didnt say anything about... DISSONANCE is recruiting Members: https://forums.eveonline.com/default.aspx?g=posts&m=70361#post70361
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Posted - 2011.11.08 17:36:00 -
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Vincent Athena wrote:Nocturrne Primitive wrote:CCP, you are not listening.... We want a response to this question.
How does adding extra steps to the POS fueling process make our lives easier?
...No, it doesn't.
Repeat this in your mind over and over until you get it.
Who is this "we"? You got mice in your pocket? For me it adds one step and removes several others, so its easier.
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Posted - 2011.11.08 22:09:00 -
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Circumstantial Evidence wrote:Incorporating player feedback - happy days!
+1 to recoloring the fuel block icons.
But if you have to go back to the art department: how about distinctive shapes?
Caldari: functional square blocks. Gallente: aesthetically pleasing pyramids. Amarr: "perfect" spheres. Minmatar: something hexagonal, pitted, and rusty. Defying logic, they work anyway.
Best idea about POS Pellet diversification...
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Posted - 2011.11.09 08:20:00 -
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Infinion wrote:CCP why can't we have queues for onlining/anchoring/unanchoring pos mods?
Because if they add that to Winter 2011, they cant surpise us with a hole new Pos Concept inkl. queues, good access interface, good adminstration interface and all the other stuff we want for Winter 2012 :-)
Be patient. :-) DISSONANCE is recruiting Members: https://forums.eveonline.com/default.aspx?g=posts&m=70361#post70361 Black-Mark Alliance Recruitment: https://forums.eveonline.com/default.aspx?g=posts&t=6710 |

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Posted - 2011.11.09 14:19:00 -
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Sherksilver wrote:Ouch - primary reason I bought the faction tower IS LOWER FUEL COSTS. Now we are losing that? The larger run time was really irrelevant, except in that it came from lower fuel costs.
So, with this change (unless it gets modified) we lose the value of that? just read the post above you... DISSONANCE is recruiting Members: https://forums.eveonline.com/default.aspx?g=posts&m=70361#post70361 Black-Mark Alliance Recruitment: https://forums.eveonline.com/default.aspx?g=posts&t=6710 |

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Posted - 2011.11.10 06:42:00 -
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Usurpine wrote:I havent read all thread here, just looking into it.
Change that. it will change your point of view.
EDIT: Pro Tip: there is a button called Dev Posts, press it and serach for this thread...
CCP Greyscale wrote:Changes that I've just checked in for testing:
- Build time now 5 minutes
- Can build blocks in component assembly arrays
- Removed capacity bonus from faction towers
- Upped batch size to 40 and dropped volume to 5m3
- Increased fuel use in normal towers to 40/20/10
- Increased fuel use in tier 1 towers to 36/18/9 and tier 2 towers to 32/16/8
- Sov bonus should kick in for all towers, it will be rounding up though so keep that in mind with your calcs
Tas Nok wrote:CCP Greyscale wrote:Hi again. Changes:
- We're going to kick the build time down to 5 minutes and see where that gets us to.
- We're going to allow component assembly arrays to build fuel blocks too because why not.
- We're going to kick the granularity up by a factor of ten and re-implement ~15%/~25% fuel use bonuses for faction towers (and remove the faction-tower-specific bay size increases at the same time).
- CORRECTION: offline timers are not changed, that's still instantaneous; sorry for any confusion, I'm going to get the blog updated in a bit.
WRT the faction tower fuel use, we were hoping that what we were being told by various large-scale fuel operators that maintaining the high refuel interval was the main benefit for most people, as all other things being equal a 1/2/4 scheme is easier to work with than a 10/20/40 one. Obviously we didn't talk to enough small-scale users for whom the use bonus is a bigger deal; this feedback thread has established that this is still a big deal, so we're dropping to our first fallback position and doing 10/20/40 instead. Things we're not considering:
- Upping cycle times. It breaks reactors etc, and it makes the system harder for players to wrangle. We'd like to move away from designs that require you to memorize data tables to use them properly.
- Making the handover (or anything else to do with this change) more complex/more automated. If for example we determined that we couldn't do this without some form of upgrade script, we'd have cut the feature, because it increases the workload and the risk of this change by a factor of two or three, and at that level we can't justify committing to it. This goes for putting fuel into towers, it goes for running two fuel types at once (which would require major code changes) and so on.
Other things:
- You'll be able to reprocess fuel blocks in the normal way, getting back all the materials etc.
- Currently they're configured to be researchable, with fairly short durations. I'm seeing some questions about this here - is there a strong reason why these need to be unresearchable? I don't have an industry designer on hand right now or I'd ask them :)
- We'll keep an eye on the ice use situation and make further changes there if needed
- WRT the changes to robotics use, assuming large towers are the primary use case then going the other way would kick global consumption up by a factor of 3-4, which would make them a gigantic production bottleneck. Reducing the demand on small/medium towers a little is believed to be a better option than significantly driving up the running costs of all non-small towers everywhere.
- The handover isn't doing anything magic - it'll use old fuel before the switchover and new fuel afterwards. We're saying "half-and-half" because we're recommending you all put a mix of old and new fuel in your towers while the switch is happening, so it has old fuel available before the switch downtime and new fuel available after the downtime.
- WRT talking to players earlier, we have to strike a very careful balance between getting feedback early and not getting people's hopes up. Ideally we'd get input from everyone as soon as we start design work, but our experience has been that bringing very vague designs to the community, and/or pitching designs that subsequently get cut due to being infeasible, creates more disruption than holding back until we're sure something is actually going to work. We do of course talk to subject-matter specialists (ie, people who play that area of the game regularly) within CCP, and the CSM, in the early stages of the design.
quoting Greyscale for the Nth time cause of all the trolls too lazy to read... DISSONANCE is recruiting Members: https://forums.eveonline.com/default.aspx?g=posts&m=70361#post70361 Black-Mark Alliance Recruitment: https://forums.eveonline.com/default.aspx?g=posts&t=6710 |

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Posted - 2011.11.15 20:48:00 -
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@ CCP:
http://www.eveonline.com/en/crucible/article/3076/starbase-happy-fun-time
?????
perhaps you should consider to rewrite that...
some highlights: - Blocks will be 50m3 each. - The one downside of this big-blocks approach is that it's impossible to give faction towers a fuel consumption bonus any more (you can't consume 2/3 of a block). aso... :-)
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Posted - 2011.11.15 21:41:00 -
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Spank mehard wrote:This is good! My only question is when will the BPO's for the Fuel Blocks be seeded? 29.11.2011 DISSONANCE is recruiting Members: https://forums.eveonline.com/default.aspx?g=posts&m=706442#post706442 Black-Mark Alliance Recruitment: https://forums.eveonline.com/default.aspx?g=posts&t=6710 |

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Posted - 2011.11.16 15:02:00 -
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Jenn Makanen wrote:Well, it is mentioned in the first post on the thread.
50something pages are proving how well everyone is reading the comment thread...
Example? look for "why do you nerf faction towers" :)
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Posted - 2011.11.21 14:11:00 -
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Aineko Macx wrote:I didn't read through all 50+ pages, do we have an answer to the following question: When will the cube BPOs be seeded on TQ? I recon it should be at least 1-2 weeks before the actual system switch.
Yeah. I want to hear a official answer to that question also.
I hope it is more than 4 weeks.
Roughly: research 14 days for "perfect" BPOs and about 10 days to get fuel blocks build and deliverd...
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Posted - 2012.01.18 11:07:00 -
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Hinoshi wrote:Devilmonkey wrote:can we get cyno generator arrays to work on standings and not by alliance?
just an idea
Raven Kahn wrote:can you make the cyno generators work the same as the jump bridges please.
Thanks, RK Circumstantial Evidence wrote:......
But if you are going back to the art department, I've expanded on my redesign idea, from page 45.
How about distinctive shapes? ......
GùÅ Minmatar: These blocks are hexagonal, pitted, and rusting. Defying logic, they work anyway. ...
that's good Seeing as there are 50+ pages here hard to believe any one else cares, however.. i agree with RK, and Devilmonkey.. now that standing have been applied to jump bridges.. Why would standing NOT be applied to cyno generator arrays? though seeing as this was passed up multiple time with absolutely no response, I doubt anyone cares, but at least I have said my peace.
I do like that idea.... please make Cyno gens also work with Standing!
And CCP: PLEASE give us a confirmation on the 24th.
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