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Thread Statistics | Show CCP posts - 15 post(s) |
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CCP Guard
C C P C C P Alliance
699

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Posted - 2011.11.07 15:11:00 -
[1] - Quote
Greyscale has news for all you starbase managers out there!
Check out his new blog on what's being done for the Winter Expansion to make starbase management more manageable.
CCP Guard | EVE Community Developer |
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Hiram Alexander
Seraphim Securities
75
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Posted - 2011.11.07 15:11:00 -
[2] - Quote
Oh, happy days :))) |

Ciar Meara
Virtus Vindice
217
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Posted - 2011.11.07 15:13:00 -
[3] - Quote
Most important sentence:
"While we're waiting to do a proper rewrite of the starbase system"
Give us a modular POS, like the great flogger of the dead horse in the sky saw in his dreams! - [img]http://go-dl1.eve-files.com/media/corp/janus/ceosig.jpg[/img] [yellow]English only please. Zymurgist[/yellow] |

Trebor Daehdoow
Dirt Nap Squad Dirt Nap Squad.
1046
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Posted - 2011.11.07 15:16:00 -
[4] - Quote
I approve of this product and/or service. CSM - because I have not yet plumbed the depths of my inherent masochism! CSM 6 Activities Summary | My CSM blog |

Destination SkillQueue
Are We There Yet
55
|
Posted - 2011.11.07 15:17:00 -
[5] - Quote
\o/ nice. |
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CCP Soundwave
C C P C C P Alliance
104

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Posted - 2011.11.07 15:17:00 -
[6] - Quote
Ciar Meara wrote:Most important sentence:
"While we're waiting to do a proper rewrite of the starbase system"
Give us a modular POS, like the great flogger of the dead horse in the sky saw in his dreams!
Agree, let's do exactly this. |
|

Fix Lag
149
|
Posted - 2011.11.07 15:19:00 -
[7] - Quote
Mittens get out of here and take the rest of the CSM with you; you obviously did not contribute in any way to this |

Jack Dant
The Gentlemen of Low Moral Fibre
83
|
Posted - 2011.11.07 15:21:00 -
[8] - Quote
A few questions:
1) What happens to the sov bonus to fuel use?
2) What's the manufacture time on the blocks? - Answered in the devblog, sorry - 10 minutes.
3) I'm guessing assembling fuel into blocks, inside the fuel bays, over the deployment DT is too complex? That would be a better solution for players. |

Woo Glin
GoonWaffe Goonswarm Federation
172
|
Posted - 2011.11.07 15:23:00 -
[9] - Quote
Jack Dant wrote:A few questions:
1) What happens to the sov bonus to fuel use?
|

Jason Edwards
Internet Tough Guy Spreadsheets Online
6
|
Posted - 2011.11.07 15:24:00 -
[10] - Quote
Quote:Turrets, launchers, EW batteries and hardeners now take 5 seconds to anchor/unanchor and 120 seconds to online/offline
Onlining new guns as old ones get disabled... now super easy. Kinda makes it pointless to disable guns even if there are no more offline ones waiting because they could anchor new ones in 5 seconds. |
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CCP GingerDude
3

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Posted - 2011.11.07 15:24:00 -
[11] - Quote
Ciar Meara wrote:Most important sentence: " While we're waiting to do a proper rewrite of the starbase system" Give us a modular POS, like the great flogger of the dead horse in the sky saw in his dreams! As a former POS fueler I can only smile at the fact that I don't need a calculator and an excell sheet anymore to fuel a POS and yet another thing in EVE is added that I can say "in the old days you needed to..."
Why, yes, lets. Maybe not absolutely right now today now, but... yes! Senior Server Programmer |
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Two step
Aperture Harmonics K162
396
|
Posted - 2011.11.07 15:25:00 -
[12] - Quote
As I said on the CSM forums, I don't think that is enough of a bonus for faction towers. Other than that, good stuff! CSM 6 Alternate Delegate @two_step_eve on Twitter My Blog What does CSM 6 do? |

Cynthia Ysolde
Habitual Euthanasia Pandemic Legion
3
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Posted - 2011.11.07 15:25:00 -
[13] - Quote
This is awesome.
I want to send a sincere thanks to CCP for really turning their momentum around in the past weeks to actually fix stuff that has been annoying for well, 5 or 6 years and kept being overlooked.
You guys are going the right direction now. Keep it up. |

KrakizBad
Eve Defence Force Fatal Ascension
44
|
Posted - 2011.11.07 15:27:00 -
[14] - Quote
What about the sov bonuses? Still work the same way? |

Ingen Kerr
Dreddit Test Alliance Please Ignore
0
|
Posted - 2011.11.07 15:27:00 -
[15] - Quote
Woo Glin wrote:Jack Dant wrote:A few questions:
1) What happens to the sov bonus to fuel use?
|

Matalok
Dreddit Test Alliance Please Ignore
0
|
Posted - 2011.11.07 15:28:00 -
[16] - Quote
Jack Dant wrote:A few questions: 1) What happens to the sov bonus to fuel use?
This needs answering.
|

Destination SkillQueue
Are We There Yet
55
|
Posted - 2011.11.07 15:29:00 -
[17] - Quote
You should have colored them purple instead of blue and called them energon cubes instead of fuel blocks. |

Gogela
Freeport Exploration
111
|
Posted - 2011.11.07 15:29:00 -
[18] - Quote
/Gogela prepares for expedition in anticipation of POS's going offline on patch day
Here's to the greatest patch for the unscrupulous pirate in memory!
I'm going to be so busy in the weeks following the expansion... better block off some vacation days... All GëíGêçGëí Ships | Many Odd GëíGêçGëí Items (+Drones) | <-- Links to showInfo in-game |

Jack Dant
The Gentlemen of Low Moral Fibre
83
|
Posted - 2011.11.07 15:29:00 -
[19] - Quote
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. |

Entity
X-Factor Industries Synthetic Existence
35
|
Posted - 2011.11.07 15:30:00 -
[20] - Quote
Quote: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). We talked to some large-scale starbase operators about this, and they told us that the main bonus of faction towers for them is actually that they last longer between fuel cycles. To try and compensate for the increased running costs, we've taken the above bay size increases and added +25% bay size on top of that for the "tier 1" faction towers, and +50% bay size for the "tier 2" ones. We're hoping people will find that a satisfactory tradeoff, but we're listening for further feedback on this change.
NO NO NO NO NO NO NO NO
The 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. GòªGûæGûæGûæGûæGûæGûæGòæGûæGûæGûæGòöGòùGûæGòæGûæGòæGûæGòöGòùGûæGòªGòæGûæGòöGòùGòöGòªGòùGòöGòù GòæGûæGòöGòùGòöGòùGòöGòúGûæGòöGòùGòáGûæGûæGòáGûæGòáGòùGòáGò¥GûæGòæGòáGûæGòáGò¥GòæGòæGòæGòÜGòù Gò¬GòÉGòÜGò¥GòæGûæGòÜGò¥GûæGòÜGò¥GòæGûæGûæGòÜGò¥GòæGòæGòÜGò¥GûæGò¬GòÜGò¥GòÜGò¥GòæGûæGòæGòÜGò¥ Got Item? | [topic=6504]EVE API?[/topic] | [topic=6501]Cache?[/topic] |
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Dalton Vanadis
Miranda United F0RCEFUL ENTRY
424
|
Posted - 2011.11.07 15:30:00 -
[21] - Quote
This dev blog has made me as giddy as a 15 year old girl.       
I can't wait for these changes to get to TQ and I most especially can't wait for a full rewrite of the starbase system.
But seriously, thanks for listening to the players! And this is looking to be an epic expansion. |

Dalton Vanadis
Miranda United F0RCEFUL ENTRY
424
|
Posted - 2011.11.07 15:32:00 -
[22] - Quote
CCP Soundwave wrote:Ciar Meara wrote:Most important sentence:
"While we're waiting to do a proper rewrite of the starbase system"
Give us a modular POS, like the great flogger of the dead horse in the sky saw in his dreams! Agree, let's do exactly this.
Soundwave, you teaser. Please make it so! |

Raziphan Rebular
Crypsus Tetsuo Shio
25
|
Posted - 2011.11.07 15:34:00 -
[23] - Quote
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.
If you build it they will come, or something like that. But ya I don't see any issue with another industry item. Some POS owners simply won't want to deal with building their own fuel blocks.
|

Mar Drakar
LDK Test Alliance Please Ignore
11
|
Posted - 2011.11.07 15:34:00 -
[24] - Quote
Multiply fuel block numbers (same material input), decrease size, receive bacon for retaining faction/sov advantages. |

darius mclever
2
|
Posted - 2011.11.07 15:36:00 -
[25] - Quote
Entity wrote:Quote: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). We talked to some large-scale starbase operators about this, and they told us that the main bonus of faction towers for them is actually that they last longer between fuel cycles. To try and compensate for the increased running costs, we've taken the above bay size increases and added +25% bay size on top of that for the "tier 1" faction towers, and +50% bay size for the "tier 2" ones. We're hoping people will find that a satisfactory tradeoff, but we're listening for further feedback on this change. 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.
seconded.
|

Woo Glin
GoonWaffe Goonswarm Federation
173
|
Posted - 2011.11.07 15:36:00 -
[26] - Quote
never stop buffing hisec industry |

Morn Hyland
Amnion Partners
4
|
Posted - 2011.11.07 15:38:00 -
[27] - Quote
Could you extend the time between fuel cell usage to give bonuses for faction towers and sovereignty i.e. normal tower usage every 60 minutes - faction tower 75 minutes or whatever factor currently separates the fuel usage. |

xp3ll3d
ANZAC ACADEMY
9
|
Posted - 2011.11.07 15:38:00 -
[28] - Quote
They're dropping the isotope requirements? A direct effect of the goonswarm war against Ice miners? |

darius mclever
2
|
Posted - 2011.11.07 15:39:00 -
[29] - Quote
Morn Hyland wrote:Could you extend the time between fuel cell usage to give bonuses for faction towers and sovereignty i.e. normal tower usage every 60 minutes - faction tower 75 minutes or whatever factor currently separates the fuel usage.
that sounds like a nice solution to the problem. then you could even drop the fuel bay size bonus. |

darius mclever
2
|
Posted - 2011.11.07 15:40:00 -
[30] - Quote
xp3ll3d wrote:They're dropping the isotope requirements? A direct effect of the goonswarm war against Ice miners?
no they are not. read it again. you will have one fuel cube per isotopes type. |
|

Chesticular Homicide
Boundless Invention
0
|
Posted - 2011.11.07 15:40:00 -
[31] - Quote
Entity wrote: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 is the only reason I bought a faction tower is the reduced fuel costs. Nerfing the fuel bonus makes it pointless to even run a faction tower.
Considering their cost (over 2b for a DG large now), the value of a faction tower in hisec is now pointless.
This is a huge nerf for faction towers. |

Pavee Lackeen
Ex Coelis The Bantam Menace
0
|
Posted - 2011.11.07 15:41:00 -
[32] - Quote
So basically you are just adding another step in the fueling process while removing some bonuses?
Doesn't seem like anything was gaining and the drudgery increases. |

Raziphan Rebular
Crypsus Tetsuo Shio
25
|
Posted - 2011.11.07 15:41:00 -
[33] - Quote
xp3ll3d wrote:They're dropping the isotope requirements? A direct effect of the goonswarm war against Ice miners?
Isotope requirement is still there for each block. 400x of racial isotope per block. |

John McCreedy
Eve Defence Force Fatal Ascension
12
|
Posted - 2011.11.07 15:41:00 -
[34] - Quote
You're really determined to make a lot of people happy in this patch aren't you?  |

Zarak1 Kenpach1
Aperture Harmonics K162
0
|
Posted - 2011.11.07 15:42:00 -
[35] - Quote
i hate your homogenous forceful solution to this stuff.
you could of made fuel blocks do everything the PI mats do and left the ice parts just the way they are and some folks would of still benefited from the way the consumption formula's worked on HW and LO. but, now everyone has to use the same amount of ice no matter. what
its breakfast time and i am very hungry. may i have some of your paint chips? |

Dartonias Sirion
KINGS OF EDEN Sev3rance
3
|
Posted - 2011.11.07 15:43:00 -
[36] - Quote
Jack Dant wrote:A few questions:
1) What happens to the sov bonus to fuel use? This is a crucial point -- and is currently a huge factor that lets null-sec be profitable vs. their low sec POS operations counterpart.
Entity wrote:The 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. I agree this would be a much better solution that allows the change to faction towers / sov fuel bonus to be properly propagated through. |

Alice Katsuko
Terra Incognita Intrepid Crossing
35
|
Posted - 2011.11.07 15:43:00 -
[37] - Quote
Very nice changes. Might be a stupid question, but how exactly will jump bridge access be controlled now? Will it be purely through standings? And will we be able to set the level of standings at which jump bridge access is granted?
Basing it purely on control tower aggression settings may not be the best idea, because it may not allow for sufficient level of control. For example, an alliance will probably have its POS network configured to not shoot dark and light blues, but may not want light blues to use its bridge network. |

Entity
X-Factor Industries Synthetic Existence
37
|
Posted - 2011.11.07 15:43:00 -
[38] - Quote
Morn Hyland wrote:Could you extend the time between fuel cell usage to give bonuses for faction towers and sovereignty i.e. normal tower usage every 60 minutes - faction tower 75 minutes or whatever factor currently separates the fuel usage.
Nice suggestion, but they can't easily do that. The POS system is pretty much locked to 1-hour cycles. Reworking it for arbitrary cycle length would not be trivial. GòªGûæGûæGûæGûæGûæGûæGòæGûæGûæGûæGòöGòùGûæGòæGûæGòæGûæGòöGòùGûæGòªGòæGûæGòöGòùGòöGòªGòùGòöGòù GòæGûæGòöGòùGòöGòùGòöGòúGûæGòöGòùGòáGûæGûæGòáGûæGòáGòùGòáGò¥GûæGòæGòáGûæGòáGò¥GòæGòæGòæGòÜGòù Gò¬GòÉGòÜGò¥GòæGûæGòÜGò¥GûæGòÜGò¥GòæGûæGûæGòÜGò¥GòæGòæGòÜGò¥GûæGò¬GòÜGò¥GòÜGò¥GòæGûæGòæGòÜGò¥ Got Item? | [topic=6504]EVE API?[/topic] | [topic=6501]Cache?[/topic] |

Callic Veratar
Power of the Phoenix
54
|
Posted - 2011.11.07 15:44:00 -
[39] - Quote
Would it be possible for each class of faction starbase to have it's own faction fuel block? It could have a reduced cost and (potentially) a benefit for running the tower on that class of fuel.
With this change, you don't need to worry about having thousands of fuel blocks in a starbase to allow for partial consumption, but the faction towers don't lose their consumption bonuses.
The easiest bonus would be for the same ingredients, the faction block print produces 5 blocks. |

Friedward Schnorch
Catastrophic Failures
0
|
Posted - 2011.11.07 15:44:00 -
[40] - Quote
2 questions.
"We reduced effective robotics consumption on medium and small towers because it was judged to be better than increasing the consumption on large towers"
You actually doubled the consumption for medium and quadrupled it for large towers. Currently all towers just use 1 robotics, no matter which size.
And will faction towers be available again? I might be wrong, but AFAIK they were removed them from loot tables about 2-3 years ago. |
|

Kithran
Curaursi United Corporate Futures
0
|
Posted - 2011.11.07 15:46:00 -
[41] - Quote
I think a lot of people are going to be happy with the patch but not those who fuel towers - they now have to build stuff and the amounts needed have just gone through a roof:
1 Large POS with individual fuels/with pellets for one hour
Enriched Uranium 4/16 Oxygen 25/80 Mechanical Parts 5/16 Coolant 8/32 Robotics 1/4 Isotopes 450/2000 Liquid Ozone 150/600 Heavy Water 150/600
It looks to me that someone has mucked up their figures - they seem to have used the 1 hour fuel consumption of a large tower to work out the cost of a fuel pellet and then said that fuel pellet will be used to fuel a small pos for 1 hour, net result four times the current amount of fuel is needed!
I think the numbers for the pellets need to be re-worked so that the fuel consumption for a _small_ pos is used as the basis for the build cost of a single pellet.
Kithran
Mea culpa, had missed the bit saying the pellets were built in sets of four at whcich point numbers are about the same, oxygen down slighly, mech parts down slighly, isotopes up slightly |

Akara Ito
Eternity INC. Goonswarm Federation
37
|
Posted - 2011.11.07 15:46:00 -
[42] - Quote
Nice Devblog, but you should really do something about the Faction Towers.
Either just split the Blocks into smaller ones that allow fuel scaling, or, even better, reseed Faction Towers. If the prices get back to a resonable level the longer runtimes will be good enough and more people will actually benefit from those towers than the few ones that have them now. |

Callic Veratar
Power of the Phoenix
54
|
Posted - 2011.11.07 15:47:00 -
[43] - Quote
Friedward Schnorch wrote:2 questions.
"We reduced effective robotics consumption on medium and small towers because it was judged to be better than increasing the consumption on large towers"
You actually doubled the consumption for medium and quadrupled it for large towers. Currently all towers just use 1 robotics, no matter which size.
And will faction towers be available again? I might be wrong, but AFAIK they were removed them from loot tables about 2-3 years ago.
Read the blog again. You get 4 blocks for 1 robotics. Therefore, medium towers use 1/2 a robotics per hour and smalls use 1/4 a robotics per hour. |

Jack Dant
The Gentlemen of Low Moral Fibre
83
|
Posted - 2011.11.07 15:47:00 -
[44] - Quote
Friedward Schnorch wrote: "We reduced effective robotics consumption on medium and small towers because it was judged to be better than increasing the consumption on large towers"
You actually doubled the consumption for medium and quadrupled it for large towers. Currently all towers just use 1 robotics, no matter which size.
Those material requirements are for a batch of 4 fuel blocks. So a small tower will use 0.25 robotics/hour and a medium 0.5 robotics/hour. |

Crexa
Star Mandate Property Management Solutions
1
|
Posted - 2011.11.07 15:47:00 -
[45] - Quote
All I can say is Energon Cubes anyone? Perhaps a shape change, or color. Perhaps a pellet shape, as many have perceived them as anyway.
Like the timer changes, not sure about the fuel change (seems a little on the dumbing down side of things).
Really really really do NOT like what you are proposing for faction towers! Don't know who you talked to, but they were smoking something or you mis-understood. The value is in cost savings!! Not in time. If you fuel dozens of pos, whats a couple more? |

TheButcherPete
StoneWall Metals Productions Bloodbound.
5
|
Posted - 2011.11.07 15:48:00 -
[46] - Quote
WOOT! This just made my life so much easier :D
GÖÑGÖÑGÖÑGÖÑ CCP |

MajorScrewup
Thundercats Initiative Mercenaries
0
|
Posted - 2011.11.07 15:49:00 -
[47] - Quote
Jason Edwards wrote:Quote:Turrets, launchers, EW batteries and hardeners now take 5 seconds to anchor/unanchor and 120 seconds to online/offline Onlining new guns as old ones get disabled... now super easy. Kinda makes it pointless to disable guns even if there are no more offline ones waiting because they could anchor new ones in 5 seconds.
Well you still have to come out of a pos forcefield to put ammo in the weapons to make them useful, so doesn't give much advantage during a pos shoot. |

Ciar Meara
Virtus Vindice
218
|
Posted - 2011.11.07 15:49:00 -
[48] - Quote
CCP GingerDude wrote:CCP Soundwave wrote:Agree, let's do exactly this. Why, yes, lets. Maybe not absolutely right now today now, but... yes!
This feels like a trap, but I am taking it on face value anyway and be happy about a real, straightforward, meaningful answer, it has a soon in it, but then again, if it didn't it wouldn't be CCP :) - [img]http://go-dl1.eve-files.com/media/corp/janus/ceosig.jpg[/img] [yellow]English only please. Zymurgist[/yellow] |
|

CCP Greyscale
C C P C C P Alliance
48

|
Posted - 2011.11.07 15:50:00 -
[49] - Quote
Jack Dant wrote:A few questions:
1) What happens to the sov bonus to fuel use?
2) What's the manufacture time on the blocks? - Answered in the devblog, sorry - 10 minutes.
3) I'm guessing assembling fuel into blocks, inside the fuel bays, over the deployment DT is too complex? That would be a better solution for players.
As it stands currently, you'll get the bonus on large towers but nothing on medium/small due to :math:. Still thinking about that one though
3) is technically feasible but raises the technical risk sufficiently that it'd have pushed the whole thing back to a nebulous "later release" (again), so we skipped it.
Alice Katsuko wrote:Very nice changes. Might be a stupid question, but how exactly will jump bridge access be controlled now? Will it be purely through standings? And will we be able to set the level of standings at which jump bridge access is granted?
Basing it purely on control tower aggression settings may not be the best idea, because it may not allow for sufficient level of control. For example, an alliance will probably have its POS network configured to not shoot dark and light blues, but may not want light blues to use its bridge network.
Purely on aggro settings, yes. If the tower won't shoot you, you can use the bridge. The CSM was very clear that JB passwords are all public knowledge already so it's a pretty meaningless security check in practice.
Friedward Schnorch wrote:2 questions.
"We reduced effective robotics consumption on medium and small towers because it was judged to be better than increasing the consumption on large towers"
You actually doubled the consumption for medium and quadrupled it for large towers. Currently all towers just use 1 robotics, no matter which size.
1 robotics makes 4 fuel blocks, so large towers use 1/hour (4 blocks), mediums use 0.5 (2 blocks) and smalls use 0.25 (1 block). |
|

MajorScrewup
Thundercats Initiative Mercenaries
0
|
Posted - 2011.11.07 15:50:00 -
[50] - Quote
Also that dev blog could have bee worded a lot better  |
|

Romandra
Strange Energy Gentlemen's Agreement
7
|
Posted - 2011.11.07 15:51:00 -
[51] - Quote
Kithran wrote:I think a lot of people are going to be happy with the patch but not those who fuel towers - they now have to build stuff and the amounts needed have just gone through a roof:
1 Large POS with individual fuels/with pellets for one hour
Enriched Uranium 4/16 Oxygen 25/80 Mechanical Parts 5/16 Coolant 8/32 Robotics 1/4 Isotopes 450/2000 Liquid Ozone 150/600 Heavy Water 150/600
It looks to me that someone has mucked up their figures - they seem to have used the 1 hour fuel consumption of a large tower to work out the cost of a fuel pellet and then said that fuel pellet will be used to fuel a small pos for 1 hour, net result four times the current amount of fuel is needed!
I think the numbers for the pellets need to be re-worked so that the fuel consumption for a _small_ pos is used as the basis for the build cost of a single pellet.
Kithran
Wrong. I thought the same but:
The base parts needed are to build a batch of FOUR BLOCKS. Ergo, it's actually a bit of a fuel cost REDUCTION.
However, I believe it's incredibly dumb to nerf faction POS fuel consumptions, as it's the only reason I use them. It would also be nice to find out about sov bonus.
The ideas in this thread - increase blocks/hour uses by a factor of 10, or increasing the time each block lasts on a faction tower/player sov tower, either method would work great.
|

Apollo Gabriel
Mercatoris Etherium Cartel
156
|
Posted - 2011.11.07 15:52:00 -
[52] - Quote
HOLY **** CCP!!!
Thanks guys!!
As to Faction towers can you make their fuel cycle 1.5 hours or something to still give a fuel bonus? maybe 1 hr 10 mins?
I don't use them, but just thought I'd toss out the idea.
I love that CCP is removing UN-NEEDED COMPLEXITY!!
The game is getting richer, thanks! Imagine playing Donkey Kong where every barrel looks like it hits you. Would you rather I fix the barrels or Kong's shadow?
Welcome to Eve Online where lasers are dumber than barrels! |

Marbin Drakon
Future Corps Sleeper Social Club
1
|
Posted - 2011.11.07 15:53:00 -
[53] - Quote
You mean I won't have to spend 30m - 1 hour onlining my drug reactions every time I need to make Exile / Mindflood instead of Drop?
I'm liking this part. |

Jackeroo
Operations Control United Pod Service
0
|
Posted - 2011.11.07 15:53:00 -
[54] - Quote
Entity wrote:
The 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.
Right!
CCP, don't understand why it is so important (or you think easy) to have 1-2-4 fuel cubes per hour. It's no more complex if you take 10-20-40 or something like this and apply the current bonus. What would happen if we had only 1, 2 and 4 euro /doller coins in real life cause it makes things easy, uh? ...
|

Desmont McCallock
40
|
Posted - 2011.11.07 15:53:00 -
[55] - Quote
Entity wrote:Morn Hyland wrote:Could you extend the time between fuel cell usage to give bonuses for faction towers and sovereignty i.e. normal tower usage every 60 minutes - faction tower 75 minutes or whatever factor currently separates the fuel usage. Nice suggestion, but they can't easily do that. The POS system is pretty much locked to 1-hour cycles. Reworking it for arbitrary cycle length would not be trivial.
This was my first thought but as NTT pointed out impossible to implement.
Callic Veratar wrote:Would it be possible for each class of faction starbase to have it's own faction fuel block? It could have a reduced cost and (potentially) a benefit for running the tower on that class of fuel.
With this change, you don't need to worry about having thousands of fuel blocks in a starbase to allow for partial consumption, but the faction towers don't lose their consumption bonuses.
The easiest bonus would be for the same ingredients, the faction block print produces 5 blocks.
This was my second thought and I support this solution. |

Crias Taylor
GoonWaffe Goonswarm Federation
39
|
Posted - 2011.11.07 15:53:00 -
[56] - Quote
Quote:The way we're strongly advising players to approach this handover is to fill your fuel bays with "half and half"
Are you ******* insane? You just dropped the tcu for the sov change can't you just convert what they have to blocks. |

Jenn Makanen
Science and Trade Institute Caldari State
36
|
Posted - 2011.11.07 15:53:00 -
[57] - Quote
Any waste factor on the blueprints? PE still going to affect them? |

ITTigerClawIK
Galactic Rangers Galactic-Rangers
39
|
Posted - 2011.11.07 15:55:00 -
[58] - Quote
this is brilliant news and my CEO is going to be very happy with the reduced onlining times and new fuel system
|

Iece Quaan
Dreddit Test Alliance Please Ignore
0
|
Posted - 2011.11.07 15:55:00 -
[59] - Quote
Not showing my work, but the inputs for a fuel block come out to 217.6 m3 volume. The output ( 4 blocks @ 50 ) is 200 m3, which would make it a compression ( but not much of one ).
Now, is that for a me0 bpo? With no skills? Cause I'm wondering if researching the bpo for ME, and having high PE, makes it so that you're expanding the inputs in terms of volume, rather than compressing.
It would be nice if it stayed a compression at all ME/PE skill levels. |

Fon Revedhort
Monks of War DarkSide.
17
|
Posted - 2011.11.07 15:56:00 -
[60] - Quote
CCP Greyscale wrote:GÇóWe didn't do this ages ago because I couldn't see a good way to handle the handover until someone pointed out the (obvious) half-and-half solution, at which point I punched myself in the head for not seeing that earlier You mean until you actually asked someone else rather than torturing your mind?
Would you mind me saying that the very same approach might lead to further solutions, which are likely to remedy issues you personally have always considered as unrealizable? 2008, CCP Zulu(park): "command ships are fine as is" 2011, CCP Greyscale: "is the Nighthawk actually underpowered?" Nice progress, guys. |
|

Crexa
Star Mandate Property Management Solutions
1
|
Posted - 2011.11.07 15:57:00 -
[61] - Quote
Zarak1 Kenpach1 wrote:i hate your homogenous forceful solution to this stuff.
you could of made fuel blocks do everything the PI mats do and left the ice parts just the way they are and some folks would of still benefited from the way the consumption formula's worked on HW and LO. but, now everyone has to use the same amount of ice no matter. what
its breakfast time and i am very hungry. may i have some of your paint chips?
I somewhat agree with you. The homogenous nature of it all seems bad. Not sure I like the all fuel takes same amount of ingredients. Seems one step away from one fuel type period.
Oh, and btw,
I'm stealing your last line! "...its breakfast time and i am very hungry. may i have some of your paint chips?" |

Apollo Gabriel
Mercatoris Etherium Cartel
157
|
Posted - 2011.11.07 15:58:00 -
[62] - Quote
After reading the replies here, I agree that Faction Towers seem as if they are still slightly shafted here.
If CCP can lengthen the cycle time or buff them otherwise, I think it's needed. Or add new bonuses, such as more pg or cpu or shields/amor etc.
Just holding more fuel is not as nice.
Otherwise looks great overall! Imagine playing Donkey Kong where every barrel looks like it hits you. Would you rather I fix the barrels or Kong's shadow?
Welcome to Eve Online where lasers are dumber than barrels! |

Neo Agricola
BLACK-MARK
62
|
Posted - 2011.11.07 16:00:00 -
[63] - 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 |

Scrapyard Bob
EVE University Ivy League
292
|
Posted - 2011.11.07 16:00:00 -
[64] - Quote
Approximate POS fuel costs per 30 days right now:
Amarr: 136 / 213 / 366 Caldari: 140 / 220 / 381 Gallente: 176 / 291 / 523 Minmatar: 139 / 217 / 375
Estimated costs after the fuel pellets get introduced:
Amarr: 87 / 171 / 341 Caldari: 90 / 178 / 354 Gallente: 122 / 241 / 480 Minmatar: 89 / 175 / 348 |

Virilus Vigoro
JASDIP Mayhem.
2
|
Posted - 2011.11.07 16:01:00 -
[65] - Quote
This is an excellent first step in fixing all of the many things wrong with starbases. I really can't find anything about this proposal that I don't like. I do have a request for the summer. Can we next tackle the way they look and act?
It was proposed and sketched out for you years ago to make the control tower be a core that other modules physically attach to and that is dockable by a single ship (or perhaps a small number of multiple ships for medium and large towers). The current configuration of having modules floating in space next to this gigantic tower never made a lot of sense to me compared to physically joining them together for power and computing connections. With Incarna now a reality, a starbase could even be a small location you and your friends can walk around inside of, meet up in, etc. |

Virilus Vigoro
JASDIP Mayhem.
2
|
Posted - 2011.11.07 16:01:00 -
[66] - Quote
Sorry for the double post - I got the "We Got Ganked" page. Cute. |

Creat Posudol
Destined for Greatness Inc.
29
|
Posted - 2011.11.07 16:03:00 -
[67] - Quote
Quote: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). We talked to some large-scale starbase operators about this, and they told us that the main bonus of faction towers for them is actually that they last longer between fuel cycles. To try and compensate for the increased running costs, we've taken the above bay size increases and added +25% bay size on top of that for the "tier 1" faction towers, and +50% bay size for the "tier 2" ones. We're hoping people will find that a satisfactory tradeoff, but we're listening for further feedback on this change.
That is because for large-scale operations the cost isn't the issue, but logistics are. For all the people operating just one or two towers (be it for research, invention, reverse engineering, ......) will care about the cost and barely about going 3-5 jumps to the nearest hub every 45 days instead of 30. For Industrial applications you already have to haul quite a lot of stuff around, that bit of fuel hauling doesn't really make a difference. Reducing the tower operation cost does make a difference though.
I personally don't operate any faction towers at the moment (but have in the past). It would be worth quite a bit of extra ISK though as an investment, after all you can get that back by re-selling it once you're done with it as long as nobody blows the thing up.
Have you considered increasing the fuel cycle time (75 minutes instead of 60 or something) as the bonus instead of requiring less fuel units? Or would that be too hard to implement? |

Callic Veratar
Power of the Phoenix
54
|
Posted - 2011.11.07 16:03:00 -
[68] - Quote
Neo Agricola wrote: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?"
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. |

Scrapyard Bob
EVE University Ivy League
292
|
Posted - 2011.11.07 16:03:00 -
[69] - Quote
Friedward Schnorch wrote:2 questions.
"We reduced effective robotics consumption on medium and small towers because it was judged to be better than increasing the consumption on large towers"
You actually doubled the consumption for medium and quadrupled it for large towers. Currently all towers just use 1 robotics, no matter which size.
And will faction towers be available again? I might be wrong, but AFAIK they were removed them from loot tables about 2-3 years ago.
Read that again... Large towers still use 1/hr, medium towers effectively consume 0.5 robotics/hr and small towers consume 0.25 robotics/hr.
|

Jessica Issier
6
|
Posted - 2011.11.07 16:04:00 -
[70] - Quote
If only I'd waited a little longer to upgrade to a bigger POS
Been sitting here for the last three hours unanchoring and offlining my POS 
|
|

holding pattern58
Science and Trade Institute Caldari State
1
|
Posted - 2011.11.07 16:04:00 -
[71] - Quote
Couple of thoughts-
Please please seed the BPOs for the fuel blocks well in advance of the change, to get stocks in the market. Having a couple days of every tower offline would be amusing, but a bit of a pain for most.
The day of the switchover to fuel blocks, what happens to the fuel already in the tower, where does it go? And would it be possible to prestock towers with say, 1 day of fuel blocks at DT - many of the smaller corps do not have players that can login right after downtime, and the thought of 8 offline large towers in some of the wormholes.....could be potentially a mess(although great fun for people looking to loot and pillage random towers)
. |

Ingvar Angst
Nasty Pope Holding Corp Talocan United
510
|
Posted - 2011.11.07 16:04:00 -
[72] - Quote
OK, this is nice! Real nice! Especially the ability to have both fuels in the starbases for the transition...
... so why the hell can't you come up with a transitory plan for the PI switch instead of crippling PI by removing all the customs offices before there are ample PCOs available to replace them?! C'mon man! This is PROOF you're fully capable of easing things into play without crushing the community... Please, for the love of the gods, consider a transitional approach with the PI switch! Six months in the hole... it changes a man. |

Jack Dant
The Gentlemen of Low Moral Fibre
84
|
Posted - 2011.11.07 16:04:00 -
[73] - Quote
Iece Quaan wrote:Now, is that for a me0 bpo? With no skills? Cause I'm wondering if researching the bpo for ME, and having high PE, makes it so that you're expanding the inputs in terms of volume, rather than compressing.
I think it's safe to assume these will be wastage 0 BPOs, just like control towers and other PI-built structures. That, of course, won't keep people from wasting time in ME research. |

Myxx
Atropos Group
139
|
Posted - 2011.11.07 16:05:00 -
[74] - Quote
Grayscale is my new favorite dev.
Sorry Abraxas and Dropbear. |

CynoNet Two
GoonWaffe Goonswarm Federation
231
|
Posted - 2011.11.07 16:06:00 -
[75] - Quote
"We stuck with small numbers of blocks and no fuel use bonus on faction towers because dealing with small numbers of blocks makes starbases in general easier to use"
You're replacing eight fuel types with one, this new system is inherently simpler. I don't think using smaller numbers is worth the cost of fuel granularity. EVE players deal with numbers bigger than two digits all the time, it is a little patronising to implement changes for this reason.
Change the BPO to yield 50 or 100 fuel blocks, then adjust block volume and fuel use accordingly. This will allow for faction towers to get their usage bonuses. It would also accomodate the soverignty fuel bonus you seem to have forgotten about / glossed over. |

Corelin
The Fancy Hats Corporation Insane Asylum
0
|
Posted - 2011.11.07 16:07:00 -
[76] - Quote
Better faction tower bonus (and possibly simpler) Longer fuel cycle. Instead of consuming fuel once an hour it consumes fuel once every 80 minutes? |

Scrapyard Bob
EVE University Ivy League
292
|
Posted - 2011.11.07 16:07:00 -
[77] - Quote
Jenn Makanen wrote:Any waste factor on the blueprints? PE still going to affect them?
edit: bah. quick post needs a receive notifications checkbox.
ME/PE could be an interesting dynamic, especially if the batch size is changed to 100 pellets per batch.
Definitely decrease the pellet size by 10x and increase the consumption by 10x. The math stays easy, but it allows the faction towers to get a 10% reduction in pellet consumption. Or just go 100x smaller and boost consumption by 100x - which would allow for better granularity. |

Sinq Arnolles
Center for Advanced Studies Gallente Federation
1
|
Posted - 2011.11.07 16:08:00 -
[78] - Quote
I have to say I hate this idea.
Currently I fuel pos's to 18 days and we have about 40 with the current system I can carry 18 days of fuel for 2 large pos's and a medium at a time in my rorqual that has about ~150k m3. This will only let me carry a large and a medium at once.
So thanks for making me use more jump fuel, spend allot more time having to fuel the damn things and il have to train up another manufacturing alt just to keep up with building the damn fuel blocks. Yeah thanks. |

ShadowandLight
Cryptonym Sleepers Moon Warriors
7
|
Posted - 2011.11.07 16:08:00 -
[79] - Quote
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.
|

Dalton Vanadis
Miranda United F0RCEFUL ENTRY
424
|
Posted - 2011.11.07 16:09:00 -
[80] - Quote
Virilus Vigoro wrote:This is an excellent first step in fixing all of the many things wrong with starbases. I really can't find anything about this proposal that I don't like. I do have a request for the summer. Can we next tackle the way they look and act?
It was proposed and sketched out for you years ago to make the control tower be a core that other modules physically attach to and that is dockable by a single ship (or perhaps a small number of multiple ships for medium and large towers). The current configuration of having modules floating in space next to this gigantic tower never made a lot of sense to me compared to physically joining them together for power and computing connections. With Incarna now a reality, a starbase could even be a small location you and your friends can walk around inside of, meet up in, etc.
We're all hoping for possible sexiness here... The dead horse may yet live!
How they're going to do a rollout for that is certainly going to be a bit more interesting than this one, but I'm confident they'll figure out a solution after all the things they've been up to the last few weeks. |
|

Weaselior
GoonWaffe Goonswarm Federation
1428
|
Posted - 2011.11.07 16:09:00 -
[81] - Quote
I agree with cynonet two. The easiest solution is just going from 4 blocks to 40: it is trivial to add a zero to whatever math you were doing. More to the point, with blocks, you don't need to do math: you just shift-drag to the bay and fill the whole thing up, then note how many you stuck in if you need to do that. And it doesn't change any spreadsheeting to use 40 blocks instead of 4.
40 allows you to handle 10% reductions gracefully. If you went to 400 you could do 1%. |

DeadNite
Focused Annihilation Detrimental Imperative
1
|
Posted - 2011.11.07 16:09:00 -
[82] - Quote
Quote: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).
Using the same example: You could however increase the cycle time effectively giving a 33% increase. Its now 80 seconds for 4 blocks instead of 60 seconds for 4 blocks. You could also reduce the blocks required per cycle on faction towers if you do not want to play with cycle times. Either way some math is required, but not a spreadsheet of information for both tower types and what is currently online.
Not that your presented change is any less awesome, just curious to why you decided to completely remove the fuel consumption benefit. While the increased fuel bay is definitely a huge plus, sometimes it is about getting the fuel to the POS. |

Neo Agricola
BLACK-MARK
62
|
Posted - 2011.11.07 16:10:00 -
[83] - 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 |

CynoNet Two
GoonWaffe Goonswarm Federation
231
|
Posted - 2011.11.07 16:10:00 -
[84] - Quote
CynoNet Two wrote:"We stuck with small numbers of blocks and no fuel use bonus on faction towers because dealing with small numbers of blocks makes starbases in general easier to use"
You're replacing eight fuel types with one, this new system is inherently simpler. I don't think using smaller numbers is worth the cost of fuel granularity. EVE players deal with numbers bigger than two digits all the time, it is a little patronising to implement changes for this reason.
Change the BPO to yield 50 or 100 fuel blocks, then adjust block volume and fuel use accordingly. This will allow for faction towers to get their usage bonuses. It would also accomodate the soverignty fuel bonus you seem to have forgotten about / glossed over.
Also when you do all these sensible things, how about automatically converting fuel inside towers do we don't need to **** about with this 'half and half' fueling? This is pretty trivial to do and saves all the inevitable bugs from dual-fuel use. |

Largo Coronet
GoonWaffe Goonswarm Federation
27
|
Posted - 2011.11.07 16:10:00 -
[85] - Quote
CCP Greyscale wrote: As it stands currently, you'll get the bonus on large towers but nothing on medium/small due to :math:. Still thinking about that one though
The math isn't THAT hard. You do some formulae, we'll stick it in our spreadsheets. Same with faction. And I agree with others wanting faction POS BPCs added back to the drop tables/LP stores. Hell, come up with CONCORD POS so that Incursion LP has some value again.
Someone posted earlier about trying to get ammo into POS guns as they run out. One word: Lasers. |

Bluegeneral
Hotter Than Phyre Syndicate SpaceMonkey's Alliance
1
|
Posted - 2011.11.07 16:11:00 -
[86] - Quote
Good Job CCP! I was worried about the setup of this, but I approve... Now just get GM's that accually help people and you will be golden! |

Raziphan Rebular
Crypsus Tetsuo Shio
26
|
Posted - 2011.11.07 16:11:00 -
[87] - Quote
Just out of curiosity won't this cause a spike in the price for everything but the non racial fuel isotopes? Because th enriched uranium, robotics, coolant, etc that are used to make say an amarr block can't be bought now and used by someoen fueling a minmatar POS? I dunno how big the price spike will be but selling the blocks on the market in large quanities will cause a spike in the cost the nonisotope fuel?
|

Charles Javeroux
INTERSTELLAR CREDIT Interstellar Trade Syndicate
4
|
Posted - 2011.11.07 16:11:00 -
[88] - Quote
Are we able to trade the new Fuel Blocks at the market, from the start of day 1 ?
Also I support the idea of giving some kind of additional fuel cost bonus to Pirate Faction Towers. Just the Bay increase is not enough to justify the investments on that hardware. |

Bluegeneral
Hotter Than Phyre Syndicate SpaceMonkey's Alliance
1
|
Posted - 2011.11.07 16:12:00 -
[89] - Quote
Largo Coronet wrote:CCP Greyscale wrote: As it stands currently, you'll get the bonus on large towers but nothing on medium/small due to :math:. Still thinking about that one though
The math isn't THAT hard. You do some formulae, we'll stick it in our spreadsheets. Same with faction. And I agree with others wanting faction POS BPCs added back to the drop tables/LP stores. Hell, come up with CONCORD POS so that Incursion LP has some value again. Someone posted earlier about trying to get ammo into POS guns as they run out. One word: Lasers.
Agree, WTB Concord POS! |

Hiram Alexander
Seraphim Securities
76
|
Posted - 2011.11.07 16:12:00 -
[90] - Quote
Scrapyard Bob wrote:Approximate POS fuel costs per 30 days right now:
Amarr: 136 / 213 / 366 Caldari: 140 / 220 / 381 Gallente: 176 / 291 / 523 Minmatar: 139 / 217 / 375
Estimated costs after the fuel pellets get introduced:
Amarr: 87 / 171 / 341 Caldari: 90 / 178 / 354 Gallente: 122 / 241 / 480 Minmatar: 89 / 175 / 348 I wonder if this change to consumption will make a marked difference to the trading price of Robotics...? I'm a touch unsure whether the drop in 'demand' will be significant enough, but if it is... well now, even more interesting... :) |
|

SloMoJoe
GoonWaffe Goonswarm Federation
12
|
Posted - 2011.11.07 16:13:00 -
[91] - Quote
CCP I'm down on my knees, begging you please, for an automated in situ system of fuel conversion for handover!
Players have already invested a good amount of time buying / hauling fuel out to towers and your proposed 1/2 & 1/2 fuel config during handover really kicks them in the stront bays.
A simple one time script would mean the world to us all. |

Sort Dragon
Resilience. Northern Coalition.
5
|
Posted - 2011.11.07 16:14:00 -
[92] - Quote
Not sure if this has been asked but will ME/PE be researchable on these bpos and will they have an effect as to build time and manufacturing needs?
Also will our skill sets effect the building of these fuel blocks?
Have you considered the possibility to allow people to build the fuel blocks in the rorqual also? |

Silk Vixen
Kitsune Industries
0
|
Posted - 2011.11.07 16:14:00 -
[93] - Quote
Thanks for breaking what wasn't broken, CCP! Seriously, "bigger bays" on faction towers? The whole reason A LOT used them was...LESS CONSUMPTION! Just when you STARTED to get things right you go and do this. |

Ore Grinder
Star-Gate Command
0
|
Posted - 2011.11.07 16:16:00 -
[94] - Quote
I would accept a CPU and PG boost for faction towers in lue of cheaper operation. Not that I need it for a high sec research POS, but it could come in handy for a war dec defense. |

Atacdad
Darknet Builders Inc
1
|
Posted - 2011.11.07 16:16:00 -
[95] - Quote
I disagree that the faction towers are used mainly for longer run times. We used them because the fuel requirements were less. yes, that means that the fixed size fuel bay lasted longer...but it directly translated t a lower ISK/hr cost to run them. It seems that CCP's "solution" only addresses half of the issue.
Suggestion: make the faction towers "cycle" longer...say 1.5 hour long cycles. Don't get fixated on 1.5 hours, do the math to figure out what makes sense in parity with current faction tower costs of operation.
(up the stront consumption accordingly too). |

Nomad I
University of Caille Gallente Federation
13
|
Posted - 2011.11.07 16:18:00 -
[96] - Quote
The production time for those blocks for a single large POS is 5 days (29days fuel) The 10min for a batch a far to high. In 0.0 this is a catastrophy and in empire halv of the production slots producing only those blocks.
Each high sec system with a large amount of moons needs at least fuel for 10-20 POS. In 0.0 there aren't the amount of production slots in the outposts. |

Galmas
United System's Commonwealth
0
|
Posted - 2011.11.07 16:19:00 -
[97] - Quote
OMG why havnt you guys done this and the other stuff you posted in the last couple of dev blogs not years ago.
You are not going to make this game even better, are you? : )
Cheers Gal |

mkint
287
|
Posted - 2011.11.07 16:20:00 -
[98] - Quote
Old system: Do math, haul fuel to POS
New system: do easier math, haul fuel to POS, haul assembly arrays to POS, re-manufacture fuel
This whole things sounds like another nerf to low/null/w-space PI for those who make their own fuel. Of course it'll be good for Greyscale's RMTing friends since they don't actually feed themselves anyway. |

MajorScrewup
Thundercats Initiative Mercenaries
1
|
Posted - 2011.11.07 16:20:00 -
[99] - Quote
How many manufacturing slots will this take up in empire and also will there be additional manufacturing slots seeded in 0.0 to cope with this extra layer ccp are adding to what was any already easy process? |

Neo Agricola
BLACK-MARK
62
|
Posted - 2011.11.07 16:21:00 -
[100] - 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...)
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 |
|

Scrapyard Bob
EVE University Ivy League
292
|
Posted - 2011.11.07 16:21:00 -
[101] - Quote
Hiram Alexander wrote: I wonder if this change to consumption will make a marked difference to the trading price of Robotics...? I'm a touch unsure whether the drop in 'demand' will be significant enough, but if it is... well now, even more interesting... :)
Depends on the ratio of S/M/L POS towers out there... maybe a 25% reduction in demand for Robotics used as POS fuels. But Robotics are also used in a few other recipes / T2 manufacturing (but POS fuel is probably the primary usage).
Basically, the price of Robotics will always be 10-20% above the component costs, so unless Mech Parts & Consumer Electronics prices also dive, the price won't change. |

Taedrin
Kushan Industrial
140
|
Posted - 2011.11.07 16:21:00 -
[102] - Quote
I am actually somewhat unhappy with these changes.
1) Having virtually EVERYTHING anchor and online in seconds is WAY too fast. It would be better, IMO, to allow multiple items to anchor/online at once, or to be able to queue up anchoring/onlining actions around a tower so that you can simply tell the tower where you want everything to be, and it will anchor it for you - freeing you up to go do some other activity instead of having to sit there and baby-sit the thing.
2) How long does it take to anchor/online the control tower itself? I fear that if control towers have the same philosophy of anchoring/onlining in seconds, that POSes will be abused in PvP situations. You just spent billions of ISK in lost ships trying to take down a tech moon POS? Guess what, the enemy was able to anchor and online a new tower - IN THE MIDDLE OF COMBAT.
On the other hand, allowing towers to be erected quickly might allow POSes to be used tactically in PvP - bring a couple of haulers full of POS mods/fuel/towers and erect a couple of safe havens with which to terrorize your enemy in his home system. This could make for some interesting dynamics in 0.0.
3) Someone correct me if I am wrong, but don't these changes mean that large towers will consume 11% less isotopes (400 instead of 450), 20% less mechanical parts (4 instead of 5), 20% less oxygen (20 instead of 25)? I hope that this reduction in demand will be paired with the bannings of many, many bots. |

Elaine Everspark
Imperium Technologies F0RCEFUL ENTRY
0
|
Posted - 2011.11.07 16:22:00 -
[103] - Quote
How about making one fuel cycle longer on a faction tower ?
So a small tower does 1 block per hour whereas a small tier 1 faction is 1 block per one hour and x minutes? That way faction towers will keep their value... ? |

Largo Coronet
GoonWaffe Goonswarm Federation
28
|
Posted - 2011.11.07 16:22:00 -
[104] - Quote
Scrapyard Bob wrote:Approximate POS fuel costs per 30 days right now:
Amarr: 136 / 213 / 366 Caldari: 140 / 220 / 381 Gallente: 176 / 291 / 523 Minmatar: 139 / 217 / 375
Estimated costs after the fuel pellets get introduced:
Amarr: 87 / 171 / 341 Caldari: 90 / 178 / 354 Gallente: 122 / 241 / 480 Minmatar: 89 / 175 / 348 Question: Do these estimates factor in sov costs?
And one more thing: Instead of the "half-and-half" baloney, why not just give all existing POS a month's free fuel and have done with it? None of this "HAY! LET'S INCLUDE A NEEDLESSLY STUPID TRANSITIONAL PERIOD THAT MAKES EVERY CORPS LOGISTICS TEAM RUN AROUND LIKE HAMSTERS ON SPEED FOR A WEEK!"
For ONCE, can you stop trying fancy crap and just swap over with a pile of free stuff to make the change easy?
|

Daedalus II
The Older Gamers
65
|
Posted - 2011.11.07 16:22:00 -
[105] - Quote
A suggestion to make it possible to have some towers use less fuel:
While it's hard to change the cycle time of the towers, would it be that hard to introduce 4 new fuel types; "Light fuel block"?
Let these blocks contain 75% of the resources of normal fuel blocks (keep the 1 robotics) and let only faction towers and towers in sov space use it. Wouldn't that solve the issue? |

Creat Posudol
Destined for Greatness Inc.
30
|
Posted - 2011.11.07 16:22:00 -
[106] - Quote
Pavee Lackeen wrote:So basically you are just adding another step in the fueling process while removing some bonuses?
Doesn't seem like anything was gaining and the drudgery increases.
Seriously, nothing was gained? wtf? It's a HUGE advantage to be able to just buy a couple of blocks and be done with it... No fiddling with numbers, how many of this, how many of that to fill the fuel bay... just get X blocks. MUCH better! |

CynoNet Two
GoonWaffe Goonswarm Federation
233
|
Posted - 2011.11.07 16:22:00 -
[107] - Quote
CCP Greyscale wrote: 3) is technically feasible but raises the technical risk sufficiently that it'd have pushed the whole thing back to a nebulous "later release" (again), so we skipped it..
foreach (Tower as T) {
X = get lowest fuel qty remove fuel type * QtyPerBlock * X insert X fuel blocks move excess fuel to corporation HQ hangar
}
That is so much simpler than making everyone rush around fueling thousands of towers 2-3 times in a month. |

Zarak1 Kenpach1
Aperture Harmonics K162
1
|
Posted - 2011.11.07 16:25:00 -
[108] - Quote
mkint wrote:Old system: Do math, haul fuel to POS
New system: do easier math, haul fuel to POS, haul assembly arrays to POS, re-manufacture fuel
This whole things sounds like another nerf to low/null/w-space PI for those who make their own fuel. Of course it'll be good for Greyscale's RMTing friends since they don't actually feed themselves anyway.
oh snap! |

Jack Dant
The Gentlemen of Low Moral Fibre
85
|
Posted - 2011.11.07 16:25:00 -
[109] - Quote
Devblog wrote:Turrets, launchers, EW batteries and hardeners now take 5 seconds to anchor/unanchor and 120 seconds to online/offline As things stand now on TQ, offlining a POS mod is instantaneous. Is the 120 second offline timer in the blog a typo, or an actual change? |

Scrapyard Bob
EVE University Ivy League
292
|
Posted - 2011.11.07 16:25:00 -
[110] - Quote
Largo Coronet wrote:Scrapyard Bob wrote:Approximate POS fuel costs per 30 days right now:
Amarr: 136 / 213 / 366 Caldari: 140 / 220 / 381 Gallente: 176 / 291 / 523 Minmatar: 139 / 217 / 375
Estimated costs after the fuel pellets get introduced:
Amarr: 87 / 171 / 341 Caldari: 90 / 178 / 354 Gallente: 122 / 241 / 480 Minmatar: 89 / 175 / 348 Question: Do these estimates factor in sov costs?
No, it assumes a max-CPU, max-PG, non-faction tower in hi-sec. Small towers gain the most from this change, medium towers gain some, and large towers get about 8% cheaper. |
|

Arth Lawing
Penumbra Institute Inver Brass
2
|
Posted - 2011.11.07 16:27:00 -
[111] - Quote
Give me back my frugal HW/LO use. |

Tau Cabalander
Retirement Retreat Working Stiffs
108
|
Posted - 2011.11.07 16:28:00 -
[112] - Quote
Just to throw my support behind the ideas, as I had them too (they're that obvious):
Large = 400 blocks / hour Medium = 200 blocks / hour Small = 100 blocks / hour
Faction towers get a larger fuel bay AND a consumption reduction. SOV holders also get a consumption reduction.
BPO produces 400 blocks per run, and takes 5 minutes per run like all ammo BPO.
Click-drag-drop. Done. Woo cares about small block numbers!
It isn't rocket surgery! |

Nomad I
University of Caille Gallente Federation
13
|
Posted - 2011.11.07 16:29:00 -
[113] - Quote
To me this system makes pos fueling much more expensive. I have either to anchor an extra POS to produce blocks, because the production slots are so limited or I have them to buy on market. This system is becomming more annoying. |

Zarak1 Kenpach1
Aperture Harmonics K162
1
|
Posted - 2011.11.07 16:29:00 -
[114] - Quote
Arth Lawing wrote:Give me back my frugal HW/LO use. amen |

George K'ntara
We Build Stuff Inc.
1
|
Posted - 2011.11.07 16:31:00 -
[115] - Quote
Dear CCP Greyscale,
So you can't make a faction POS use only 75% of a fuel block.
How about having the faction towers use the block for 133% longer instead.
For example a normal tower consumes one block every hour. A low grade faction tower consumes one block every 80 minutes. A high grade faction tower consumes one block every 100 minutes.
Is there a reason that wouldn't work?
As a former Highsec Research POS owner, unlike the mighty alliances I was very concerned about my bottom line and used a faction POS for the reduction if fuel costs it gave me. |

Ariane VoxDei
6
|
Posted - 2011.11.07 16:32:00 -
[116] - Quote
About factions towers, why are you not just doing what seems to be the obvious thing, to retain their fuel efficiency edge: increasing the time between block consumption.
So regular towers would then cycle every 60m as usual Faction towers would cycle every 63m or 66m, essentially running 5% or 10% longer on each block.
On the manufacture/market side of things, what were your arguments for making 4 racial blocks instead of say 1 common block and keep the (racial) isotopes a separate thing. It would still leave us with a considerable fuelcompression (unless my spreadsheet is horribly out of date) and great simplification (get 2 types in the right ratios instead of 8), but without tying producers to make a racedependent block. It seems to me that this would make a much more efficient fuel/blockmarket (efficient competition) and not tie up isotopes in posfuel-blocks.
Trading aside, I am in particularly worried about getting production of said blocks distributed sufficiently to meet demand. The resulting rampup in fuel costs is soso, things will adjust as people rethink what productionhour is worth to them and eventually let the "time and mined minerals are free" dweebs churn them out for them.
(fakeedit, George K'ntara beat me to the postbutton be about a minute)
|

Ren Adal
Adal Engineering
1
|
Posted - 2011.11.07 16:32:00 -
[117] - Quote
Generally speaking I'm very happy with the coming of these fuel blocks. Removing the Faction tower fuel bonus: no so much... |

Dierdra Vaal
Veto. Veto Corp
28
|
Posted - 2011.11.07 16:33:00 -
[118] - Quote
if this picture has the 4 icons for the fuel blocks, may I suggest changing the colour of the blocks themselves to hues of the racial colours?
The blocks having a different colour will be much more recognisable than their little frames. It's a small thing, but you may as well get the icons right the first time. Usability goes a long way to getting happy customers :)
Veto #205 * * * Director Emeritus at EVE University * * * CSM1 delegate, CSM3 chairman and CSM5 vice-chairman |

August Guns
Generic Technologies and Futures Organization
0
|
Posted - 2011.11.07 16:34:00 -
[119] - Quote
You can keep faction towers buffed by not only increasing their fuel bays but by also increasing their CPU and PG. Not by a crazy amount, but being able to fit 1/2/4 extra labs on towers or some extra guns would quell most dissent.
Besides faction towers, I like. Creates more industry, lowers costs, less headaches for the end user. This is a good thing. |

Weaselior
GoonWaffe Goonswarm Federation
1430
|
Posted - 2011.11.07 16:35:00 -
[120] - Quote
Dierdra Vaal wrote:if this picture has the 4 icons for the fuel blocks, may I suggest changing the colour of the blocks themselves to hues of the racial colours? The blocks having a different colour will be much more recognisable than their little frames. It's a small thing, but you may as well get the icons right the first time. Usability goes a long way to getting happy customers :) This is precisely right, this absolutely should get done. Its one of those UI things that's easy to get wrong and EVE has tended to get wrong. Please do this. |
|

Vincent Athena
V.I.C.E. The Lostboys
121
|
Posted - 2011.11.07 16:36:00 -
[121] - Quote
Good changes, but I see 2 issues.
One is fuel savings from faction towers and sov. Fuel savings has THREE advantages: Lower cost, longer refuel times, and less to haul. The new block system increases the volume you need to haul to fuel your faction tower, a big issue for those who operate where a cloaky transport is the order of the day.
CCP: how about having the fuel savings show up as towers taking "skip hours", that is some hours the tower would need one less block? The tower would calculate the number of blocks needed in decimal each hour and round up:
Hour Needed Consumed 1 0.75 1 2 1.5 2 3 2.25 3 4 3 3 <---- skip hour 5 3.75 4 And so on.
Or just make the blocks smaller and towers use more per hour.
The other issue is that for people who collect their own fuel its not clear this saves effort.
Old system: gather fuel via mining and PI, take to tower.
New system: gather fuel via mining and PI, take to factory, make blocks, take blocks to tower.
The new system is actually more work! (But not much more, I guess averaged over the player base it will save time).
CCP employees should never proclaim a feature to be awesome. Only subscribers should. Subscribers can never answer a question posed to CCP. Only CCP can. |

August Guns
Generic Technologies and Futures Organization
1
|
Posted - 2011.11.07 16:37:00 -
[122] - Quote
Ariane VoxDei wrote: increasing the time between block consumption.
So regular towers would then cycle every 60m as usual Faction towers would cycle every 63m or 66m, essentially running 5% or 10% longer on each block.
I suspect the 1h tick is something hard coded and a real pain to change. It would be easier to add new fuel types or play with consumption quantity than to change the cycle time. |

Midnight Hope
Pator Tech School Minmatar Republic
13
|
Posted - 2011.11.07 16:37:00 -
[123] - Quote
Fuel "BLOCK" ?!
C'mon! You couldn't come up with something cooler than that?
|

Kralin Ignatov
Macabre Votum Morsus Mihi
2
|
Posted - 2011.11.07 16:38:00 -
[124] - Quote
mkint wrote:Old system: Do math, haul fuel to POS
New system: do easier math, haul fuel to POS, haul assembly arrays to POS, re-manufacture fuel
This whole things sounds like another nerf to low/null/w-space PI for those who make their own fuel.
Nope. Since you can't get all the ice fuel from w-space anyways, and unlikely to get all componets from the planets, you'll be buying fuel blocks in k-space anyways. easier math, easier to haul, etc.
As for low sec / null sec, you are gonna need to refine that ice anyways, which requires a refining array or station already. This just requires more uses of production slots. So I hope CCP plans to boost those. |

MinSebsis
Steel Hammer Industry
38
|
Posted - 2011.11.07 16:39:00 -
[125] - Quote
Dierdra Vaal wrote:if this picture has the 4 icons for the fuel blocks, may I suggest changing the colour of the blocks themselves to hues of the racial colours? The blocks having a different colour will be much more recognisable than their little frames. It's a small thing, but you may as well get the icons right the first time. Usability goes a long way to getting happy customers :)
I agree with this, color is way faster, just a slight hue change, for race. Paying Customer - Capsaleer enabled in 2005 |

Kaaletram Lothyrawir
Ignus Astrum The Veyr Collective
3
|
Posted - 2011.11.07 16:39:00 -
[126] - Quote
Ok so this might be a simplistic way of solving the faction POS fuel problem but here goes anyway. Faction based fuel for faction tower. All that would need to be done would be a suitable discount/ build requirement for the faction fuel that would appeal to the tower owners and away you go. you could make the fuel cube T2 to match the POS type as well... just an idea... |

Yvan Ratamnim
Phoenix Evolved Part Duo
37
|
Posted - 2011.11.07 16:39:00 -
[127] - Quote
ARG Damn forums.. |

Yvan Ratamnim
Phoenix Evolved Part Duo
37
|
Posted - 2011.11.07 16:40:00 -
[128] - Quote
CCP!!!!!!!!!!
Faction towers are hella expensive and the solution is slappying you in the face
Fuel block BP makes 40 instead of 4 blocks of fuel (truely small pellets) ... each pellet takes up 5m3 of space instead of 50m3 ...
Fuel usage goes x10 for standard towers, and x8 for faction towers (or whatever) ... hell due to there cost maybe even still give a 10% buff to fuel bay size....
This solves the faction issue hands down....
On a good note...
I AM SO HAPPY NO MORE JB PASSES FOR PEOPLE IN ALLIANCE/BLUE TO POS!!!!!!!!!!!!!!!!! BEST EVER IDEA!!!!!!!!!!!!!!!! Anchor / Unanchor delays finalyl won't be an utter chore! THANK GOD....
Dierdra Vaal wrote:if this picture has the 4 icons for the fuel blocks, may I suggest changing the colour of the blocks themselves to hues of the racial colours?
The blocks having a different colour will be much more recognisable than their little frames. It's a small thing, but you may as well get the icons right the first time. Usability goes a long way to getting happy customers :)
YES PLEASE!!!!!!!!!!!!!!!!
Just change the hue to the isotopes colors to distinguish them, yes the stands can be different as well, but please change the hue from blue to the iso colors!
....
and because it needs to be said.....
PLEASE KEEP THE WRECKABLE OUTPOSTS AND flogging MODULAR POS'S and NOMADIC POS'S high on the list of wanted items for the next expansion like VERY high
|

Zarak1 Kenpach1
Aperture Harmonics K162
2
|
Posted - 2011.11.07 16:40:00 -
[129] - Quote
I unsubbed until you announced FIS.
I am definatly back to PLEX after these next 2 months run out.
take HW/LO out of the blocks and leave the consumption mechanics as is on those items
OR
Go fist yourself greyscale |

Largo Coronet
GoonWaffe Goonswarm Federation
29
|
Posted - 2011.11.07 16:41:00 -
[130] - Quote
Tau Cabalander wrote:Just to throw my support behind the ideas, as I had them too (they're that obvious):
Large = 400 blocks / hour Medium = 200 blocks / hour Small = 100 blocks / hour
Faction towers get a larger fuel bay AND a consumption reduction. SOV holders also get a consumption reduction.
BPO produces 400 blocks per run, and takes 5 minutes per run like all ammo BPO.
Click-drag-drop. Done. Woo cares about small block numbers!
It isn't rocket surgery! And instead of worrying over PERCENTAGES, just make the changes based on AMOUNTS.
i.e.
5 less blocks per hour per level of sov. (And yes, that's how much I think it should be.)
5 less blocks per hour for a faction tower.
That turns the whole thing into an algebra problem that someone in middle school should be able to solve.
You guys are unable to see the forest for the trees.
|
|

Zendoren
Aktaeon Industries The Black Armada
35
|
Posted - 2011.11.07 16:42:00 -
[131] - Quote
Quote:While we're waiting to do a proper rewrite of the starbase system
THis!
BTW, when you guys go and fix the POS RMR fiasco; could you guys please fix the corp management UI as well. Would like a page in there for remote star-base management so I don't need to go to said POS and configure it for a Corp member.
Please and Thank you! Zen |

Crexa
Star Mandate Property Management Solutions
2
|
Posted - 2011.11.07 16:42:00 -
[132] - Quote
Nomad I wrote:To me this system makes pos fueling much more expensive. I have either to anchor an extra POS to produce blocks, because the production slots are so limited or I have them to buy on market. This system is becomming more annoying.
The more I think about it, the more I tend to agree with you.
Perhaps a new fuel producing module for pos? While your at it, take a look at refining arrays.
"...its breakfast time and i am very hungry. may i have some of your paint chips?" |

DaChMon
STEEL AXIS inc.
1
|
Posted - 2011.11.07 16:42:00 -
[133] - Quote
Ohh happy guys, just happy of their blindness...
The new system, in fact, is more complex: 1) You still need to make the calcs for building the ice cubes 2) You still need to use a JF to move the ice cubes 3) Running a faction empire POS now will cost 30% more 4) A lot of ppl, to keep the running costs down, will be forced to do Planet Interaction (the most boring EVE feature in the last 5 years)
YES the system WAS complex, but CCP simplified it just apparently: CCP is forcing ppl to do Planet Interaction.
BE HAPPY!!!! |

Tazmikella
MicroCon Enterprises
1
|
Posted - 2011.11.07 16:43:00 -
[134] - Quote
Seriously. Do you want to just kill the game? It is good intent to create "blocks" that people can use to fuel, but you are going about it all wrong and will harrass to stop people from using POSes all together.
First this is the "new" block for 1/hour for Small tower:
8x Coolant 4x Enriched Uranium 400x relevant racial Isotope 4x Mechanical Parts 20x Oxygen 1x Robotics 150x Heavy Water 150x Liquid Ozone
Well the current need for 1/hour for a Small tower is:
2x Coolant 1x Enriched Uranium 113x relevant racial Isotope 2x Mechanical Parts 7x Oxygen 1x Robotics 38x Heavy Water 38x Liquid Ozone
WHAT'S WRONG WITH THAT PICTURE?
What is wrong with that picture is ... you are actually having to spend more fuel on a Small tower up to a Large. These changes are going to increase the POS fueling FOURFOLD !! With the changes planned to PI and customs office, the price of fuel will go through the roof. Now, with the increased fuel needs small corporations will stop putting down POSes; thanks again for looking out for the solo or small pilot out there. Now Tech 2 prices will go through the roof because the small corporations won't be able to afford to do invention anymore trying to just maintain a Small POS. All your big-block organization will control all the moon goo AND the PI market because the small guys won't be able to compete, keep a custom office going, and afford the increased cost of fuel.
At a minimum make the Block Size of the fuel blocks the same as it is with a current small tower. And don't even get me started on the Racial tower. I got Racial towers for the pure fact that I don't have to spend so much ISK a month on fueling costs.
Thank you Greyscale for not getting out your calculator or LOOKING AT THE CURRENT GAME to see how things work. Thanks for again pushing the little corporations out of lo-sec/0.0, pushing out the solo players that enjoy this game, and catering to those large RMT alliance that could give a rats arse how much fuel costs because they have tons of PLEXes sinking into the game and macroers mining ice 24 hours a day. I've been fueling POS for 4+ years in the game, please ask the normal people what would be good improvements to the POS fueling system.
And it's not that hard to use a spreadsheet and calculator to do POS fueling. The ONLY nice thing in this dev blog is the decrease in anchoring/un-anchoring time and the Fuel Bay size so don't have to refuel so often. |

Silk Vixen
Kitsune Industries
1
|
Posted - 2011.11.07 16:43:00 -
[135] - Quote
I guess there's a way that could make this SLIGHTLY more tolerable... 20% reduction in build time for faction towers...this increase in fuel bay size is not effective. |

Tas Nok
Hedion University Amarr Empire
7
|
Posted - 2011.11.07 16:44:00 -
[136] - Quote
(from Dierdra Vaal)
The blocks having a different colour will be much more recognisable than their little frames. It's a small thing, but you may as well get the icons right the first time. Usability goes a long way to getting happy customers
THIS ^^^ in a big way!
also for all those trying to kill this because their faction tower fuel bonus got killed also remember the cpu/pg usage is also gone so you can max out your towers and not use more fuel.
That said it would be nice to have one of the following: PG/CPU on faction towers buffed by the % of fuel they used to save <<----this is prefered tradeoff or along with the 4 vanilla block prints, have 4 faction prints released that put out 5 blocks per batch which can only be used in faction towers .... saw this elsewhere, but the problem is will faction towers be able to use vanilla blocks? |

Jenn Makanen
Science and Trade Institute Caldari State
36
|
Posted - 2011.11.07 16:44:00 -
[137] - Quote
Crexa wrote: Perhaps a new fuel producing module for pos?
Sounds good to me. A low cost(isk/pg/cpu) module that people can use to keep on using regular fuel types? Not for making blocks (or maybe it is.) but just a pos maintenance module. |

Pinky Denmark
The Cursed Navy Important Internet Spaceship League
17
|
Posted - 2011.11.07 16:46:00 -
[138] - Quote
I like this change a lot - makes it so much easier and you don't have to travel around the univers TWICE everytime you forget a component unless you build on site...
My only concern is the anchoring and unanchoring of towers... It should be much harder ninja-onlining towers in enemy space. If these are near instant up and running you can more or less keep spamming territory with the sov holders not given a chance to react. Also you need to pay super attention to steal towers getting taken down... Maybe it's a good thing, but still the hustling/stealing of towers was a charming part of Eve.
Pinky |

Dalton Vanadis
Miranda United F0RCEFUL ENTRY
424
|
Posted - 2011.11.07 16:46:00 -
[139] - Quote
Taedrin wrote:I am actually somewhat unhappy with these changes.
1) Having virtually EVERYTHING anchor and online in seconds is WAY too fast. It would be better, IMO, to allow multiple items to anchor/online at once, or to be able to queue up anchoring/onlining actions around a tower so that you can simply tell the tower where you want everything to be, and it will anchor it for you - freeing you up to go do some other activity instead of having to sit there and baby-sit the thing.
I hope that this reduction in demand will be paired with the bannings of many, many bots.
To the first point, this is supposed to be kind of a temporary solution from what the devs have been saying until there is a full rewrite of the system shortly. So development time to benefit ratio may be affecting what they're willing to implement with regards to this. I think the goal is to try and duct tape a lot of primary fixes to the system, then completely rebuild it soon^tm
To the second point, I don't think PI bots are that common, it seems that would be a giant pain in the ass to code compared to a mining bot (especially with all the interface changes they've done to PI), and plus, PI is very profitable for the time required to manage it, (if you're in the right system, i.e. not high sec), so there doesn't seem to be as much incentive to write a bot for it, since it doesn't require hundreds of hours to make a significant profit (like mining). Just my two cents on that subject. |

Jenn Makanen
Science and Trade Institute Caldari State
36
|
Posted - 2011.11.07 16:46:00 -
[140] - Quote
Tazmikella wrote:Seriously. Do you want to just kill the game? It is good intent to create "blocks" that people can use to fuel, but you are going about it all wrong and will harrass to stop people from using POSes all together. ###stuff from someone that doesn't read####
costs are for 4 blocks. small POS uses 1 block an hour.
|
|

Tippia
Sunshine and Lollipops
1279
|
Posted - 2011.11.07 16:46:00 -
[141] - Quote
Is it entirely impossible to give the towers different fuel cycle times, or does that complicate the matter too much?
IOW, faction towers have a cycle time of (say) 1h 5 minutes instead of a flat 1h, so that after a full day, it has only gone through ~22 fuel cycles.
edit: note to self GÇö reload the page before posting in order to note the many other posts saying the same thingGǪ  GÇöGÇöGÇö 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¥ GÇö Karath Piki-á |

War Kitten
Panda McLegion
196
|
Posted - 2011.11.07 16:46:00 -
[142] - Quote
These changes are horrible and will obviously favor the big power blocks over the little guys, and will drive people out of wormholes! Derpity derp sandbox!
Wait, wrong thread - this sounds fantastic :)
Very nice CCP.
+1 on the color-coded racial fuel pellets. This is my signature.-á There are many others like it, but this one is mine. |

Silk Vixen
Kitsune Industries
1
|
Posted - 2011.11.07 16:46:00 -
[143] - Quote
Tazmikella wrote:Seriously. Do you want to just kill the game? It is good intent to create "blocks" that people can use to fuel, but you are going about it all wrong and will harrass to stop people from using POSes all together. Couldn't have put it better myself.
|

Crunchmeister
THORN Syndicate BricK sQuAD.
81
|
Posted - 2011.11.07 16:47:00 -
[144] - Quote
I like the concept of the fuel blocks. I like the standings systems for jump bridges too. This should have been done I have a long time ago.
few problems with the fuel system as proposed though.
1. Fuel block runs are too small and take too long to produce. This is going to tie up assembly lines for a long period of time for people producing their own fuel.
2. Faction towers are essentially nerfed to hell with this making them no more valuable than a regular tower. So now to I buy a regular tower for 150M isk, or a faction tower for 2+B isk... That's now a no brainer.
3. Fuel bonuses due to sov need to be worked out. Reasons to hold sov are already becoming more scarce. If we're losing the fuel bonus from sov, then it's 1 less reason to hold sov in a system. |

Silk Vixen
Kitsune Industries
1
|
Posted - 2011.11.07 16:47:00 -
[145] - Quote
Tippia wrote:Is it entirely impossible to give the towers different fuel cycle times, or does that complicate the matter too much?
IOW, faction towers have a cycle time of (say) 1h 5 minutes instead of a flat 1h, so that after a full day, it has only gone through ~22 fuel cycles. Not if you're lazy like Greyscale! |

Harleigh
Genbuku. Nulli Secunda
1
|
Posted - 2011.11.07 16:47:00 -
[146] - Quote
Maybe for some of the larger operators out there, they like the Faction tower fuel bonus as an way to extend time, but there are a number of us including myself who invested in the faction towers to get the benefits of reduced consumption in situations where we could not achieve it using sovereignty such as high/ low sec towers.
Given the high costs of fuels these days is there no way that the fuel consumption bonuses can be re-evaluated? Given that the small uses 1 block , Med 2 and the large 4 .. how about the factions just using 3 ? That would drop to 2 in 0.0 where sov is achieved just like it is today that would put a large faction burn at 50% of a large.
This would keep the other half of us happy and remove the need to manipulate the fuel bay sizes at all.
|

Raid'En
Apprentice Innovations
99
|
Posted - 2011.11.07 16:47:00 -
[147] - Quote
Friedward Schnorch wrote:2 questions.
"We reduced effective robotics consumption on medium and small towers because it was judged to be better than increasing the consumption on large towers"
You actually doubled the consumption for medium and quadrupled it for large towers. Currently all towers just use 1 robotics, no matter which size. this.
expect robotics price to raise a lot on the next hours/days...
as others people said, you could change things so it consume 100/100 block by hour and not 1. if it's a rounded number it have no importance for us on complexity. |

Dalton Vanadis
Miranda United F0RCEFUL ENTRY
424
|
Posted - 2011.11.07 16:48:00 -
[148] - Quote
Largo Coronet wrote:Scrapyard Bob wrote:Approximate POS fuel costs per 30 days right now:
Amarr: 136 / 213 / 366 Caldari: 140 / 220 / 381 Gallente: 176 / 291 / 523 Minmatar: 139 / 217 / 375
Estimated costs after the fuel pellets get introduced:
Amarr: 87 / 171 / 341 Caldari: 90 / 178 / 354 Gallente: 122 / 241 / 480 Minmatar: 89 / 175 / 348 Question: Do these estimates factor in sov costs? And one more thing: Instead of the "half-and-half" baloney, why not just give all existing POS a month's free fuel and have done with it? None of this "HAY! LET'S INCLUDE A NEEDLESSLY STUPID TRANSITIONAL PERIOD THAT MAKES EVERY CORPS LOGISTICS TEAM RUN AROUND LIKE HAMSTERS ON SPEED FOR A WEEK!" For ONCE, can you stop trying fancy crap and just swap over with a pile of free stuff to make the change easy? This probably was the simplest solution for the dev team to implement, especially given how many other projects are going on and their stated planned full overhaul of the POS system. The downfall is that yeah, corps run around like mad and the market goes ballistic for a month, but that happens every expansion; get over it. |

MooKids
The Graduates Morsus Mihi
0
|
Posted - 2011.11.07 16:48:00 -
[149] - Quote
I'm sure it has been said, but I can't bother looking through all the pages.
But for the faction towers, how about instead of increasing the fuel bay size to compensate, the fuel cycle is increased. So regular towers are once an hour, tier 1 faction are one hour and 15 minutes, tier 2 faction are one hour and 30 minutes, or something like that. I'm sure that is a change everyone would be happy with. |

Gizan
Hounds Of War Bloodbound.
2
|
Posted - 2011.11.07 16:48:00 -
[150] - Quote
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!
Furture * 8x Coolant * 4x Enriched Uranium * 400x relevant racial Isotope * 4x Mechanical Parts * 20x Oxygen * 1x Robotics * 150x Heavy Water * 150x Liquid Ozone Current 4x coolant 2x Enriched uranium 225 isotopes 3x mech parts 1x robos 32x LO 10X HW |
|

Callic Veratar
Power of the Phoenix
55
|
Posted - 2011.11.07 16:49:00 -
[151] - Quote
Tazmikella wrote: 8x Coolant 4x Enriched Uranium 400x relevant racial Isotope 4x Mechanical Parts 20x Oxygen 1x Robotics 150x Heavy Water 150x Liquid Ozone
Read the blog, and the 15 responses to this again. You get 4 blocks for the that price. Cost for starbases did not just quadruple. |

Jenn Makanen
Science and Trade Institute Caldari State
36
|
Posted - 2011.11.07 16:49:00 -
[152] - Quote
Just a quick question for people using Faction Towers.
How long does it take for the fuel savings to make up for the cost of buying the tower in the first place?
(If you bought it when they were cheaper, it's another matter) |

Neo Agricola
BLACK-MARK
62
|
Posted - 2011.11.07 16:50:00 -
[153] - 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 |

Praerian
FireStar Inc Curatores Veritatis Alliance
1
|
Posted - 2011.11.07 16:50:00 -
[154] - Quote
Faction POSES need sorting better.
Make Faction poses only cycle fuel every two hours instead of one, they need some lovin. |

Kalissa
Sacred Templars RED.OverLord
3
|
Posted - 2011.11.07 16:50:00 -
[155] - Quote
I swear there is just too much common sense coming from CCP these days. 
Who are you people and what have you done with the real CCP???
Nice going guys! |

Creat Posudol
Destined for Greatness Inc.
30
|
Posted - 2011.11.07 16:51:00 -
[156] - Quote
Taedrin wrote:I am actually somewhat unhappy with these changes.
1) Having virtually EVERYTHING anchor and online in seconds is WAY too fast. It would be better, IMO, to allow multiple items to anchor/online at once, or to be able to queue up anchoring/onlining actions around a tower so that you can simply tell the tower where you want everything to be, and it will anchor it for you - freeing you up to go do some other activity instead of having to sit there and baby-sit the thing. That would most likely be a much more complicated change: instead of just adjusting a couple of database entries you'd have to implement a way to queue or (un-)anchor modules in parallel. The dev blog and posts by devs in this thread have made it quite clear that they are working on or towards a real solution to the disaster which are POS'. I'd rather see them spend some small amount of time on quick and easy fixes, which also achieve a goal well enough, instead of using much more time to rework the current system with similar results. That time can be used to either fix something else or work on the new system already (fingers crossed!).
I do agree though that it shouldn't be possible to anchor and online a tower in mid-combat, apart from that the change seems just fine though |

Herping yourDerp
Federal Navy Academy Gallente Federation
184
|
Posted - 2011.11.07 16:51:00 -
[157] - Quote
can you even get faction towers anymore? i heard they don't drop bpcs or w/e anymore. |

Weaselior
GoonWaffe Goonswarm Federation
1433
|
Posted - 2011.11.07 16:51:00 -
[158] - Quote
seriously cut out the cycle time nonsense
it's way easier to increase blocks produced and do different fuel consumption amounts cause that breaks nothing and requires no new code |

Dalton Vanadis
Miranda United F0RCEFUL ENTRY
424
|
Posted - 2011.11.07 16:52:00 -
[159] - Quote
Kralin Ignatov wrote:mkint wrote:Old system: Do math, haul fuel to POS
New system: do easier math, haul fuel to POS, haul assembly arrays to POS, re-manufacture fuel
This whole things sounds like another nerf to low/null/w-space PI for those who make their own fuel. Nope. Since you can't get all the ice fuel from w-space anyways, and unlikely to get all componets from the planets, you'll be buying fuel blocks in k-space anyways. easier math, easier to haul, etc. As for low sec / null sec, you are gonna need to refine that ice anyways, which requires a refining array or station already. This just requires more uses of production slots. So I hope CCP plans to boost those.
Usually it's been pretty easy to make all the PI in the wh systems I've been in. And hauling ice in is already done. It's still an extra mod on the POS though, however, run it for a week, get fuel for a weeks, it all works out. |

Grace Murray
Dollars and Sense Inc. EVE Trade Consortium
0
|
Posted - 2011.11.07 16:52:00 -
[160] - Quote
Wow, thanks for yet another w-space nerf in the winter patch. Now, not only is PI going to cost us a lot more, but instead of fueling our tower mostly on PI goods from in our system, and only needing to haul in ice goo for fuel, we either need to buy it ALL, or haul everything out, find a nearby factory, buy ice goo, and haul it all back in again.
CCP, PLEASE stop only considering the "big alliance in nullsec" case when you design these things. That's not your entire player base, and homogenizing your game takes out a lot of what makes it cool in the first place. |
|

Silk Vixen
Kitsune Industries
1
|
Posted - 2011.11.07 16:53:00 -
[161] - Quote
Kalissa wrote:I swear there is just too much common sense coming from CCP these days.  Who are you people and what have you done with the real CCP??? Nice going guys!
Common sense these days is stupidity. Uncommon sense is where you do things that MAKE SENSE. To this defintion I'll agree that CCP is show "Common Sense" here.
|

Largo Coronet
GoonWaffe Goonswarm Federation
29
|
Posted - 2011.11.07 16:53:00 -
[162] - Quote
Dalton Vanadis wrote: This probably was the simplest solution for the dev team to implement, especially given how many other projects are going on and their stated planned full overhaul of the POS system. The downfall is that yeah, corps run around like mad and the market goes ballistic for a month, but that happens every expansion; get over it. You're kidding, right? You know nothing of database and data table management, right? "Global search and replace" never made it to your computer school at kindergarten, right?
Pubbies... |

Metis Laxon
Zero Point Group
15
|
Posted - 2011.11.07 16:53:00 -
[163] - Quote
Tazmikella wrote:Seriously. Do you want to just kill the game? It is good intent to create "blocks" that people can use to fuel, but you are going about it all wrong and will harrass to stop people from using POSes all together.
First this is the "new" block for 1/hour for Small tower:
8x Coolant 4x Enriched Uranium 400x relevant racial Isotope 4x Mechanical Parts 20x Oxygen 1x Robotics 150x Heavy Water 150x Liquid Ozone
Well the current need for 1/hour for a Small tower is:
2x Coolant 1x Enriched Uranium 113x relevant racial Isotope 2x Mechanical Parts 7x Oxygen 1x Robotics 38x Heavy Water 38x Liquid Ozone
WHAT'S WRONG WITH THAT PICTURE?
Now be a good boy and divide that by four.
|

Celebris Nexterra
Insanely Twisted
22
|
Posted - 2011.11.07 16:53:00 -
[164] - Quote
Soooo when someone is being POS-bashed, (assuming they have an infinite amount of batteries) they can continually anchor and online ECM/Neut/SD batteries???? Someone mentioned doing the same with guns earlier, but because you have to come outside the shield to put ammo in them, it didn't matter. But those batteries don't need ammo, and many would argue a tower should only have ECM batteries on it, as they are rather OP.
I really see a problem with these new anchoring/onlining times. Someone mentioned having a queue set up. I think this is more appropriate, as a POS SHOULD be challenging to set up in that it takes a long time. But you shouldn't have to sit there and stare at each mod waiting for it to anchor/online.
POS bashes are already long and boring enough, please don't make it worse. |

CynoNet Two
GoonWaffe Goonswarm Federation
236
|
Posted - 2011.11.07 16:53:00 -
[165] - Quote
I hate to say it, but i think CCP are trying too hard to please us...
As a lifelong starbase masochist I'm all for starbase improvements. Hell there's a reason I mentioned fuel pellets in the CSM proposal. However this whole devblog smacks of pushing out a fix as quickly as possible to impress us, rather than spending a little more time to get it right. Shortcuts like half and half fueling, cutting fuel bonuses and the inevitable market chaos caused by the changes in a short period between patches.
Greyscale, rest assured that we are impressed that you're actively working on fixing these issues. Please take the time to do it properly rather than rushing things out for the holidays. I'm sure I'm not the only one who'd rather wait an extra few weeks for the automatic handover than spend December re-fueling towers constantly.
|

Gizan
Hounds Of War Bloodbound.
2
|
Posted - 2011.11.07 16:53:00 -
[166] - Quote
why cant i build these at a POS, where i have NO STATION NEARBY THAT I CAN DOCK IN? |

Tazmikella
MicroCon Enterprises
1
|
Posted - 2011.11.07 16:53:00 -
[167] - Quote
Callic Veratar wrote:Tazmikella wrote: 8x Coolant 4x Enriched Uranium 400x relevant racial Isotope 4x Mechanical Parts 20x Oxygen 1x Robotics 150x Heavy Water 150x Liquid Ozone
Read the blog, and the 15 responses to this again. You get 4 blocks for the that price. Cost for starbases did not just quadruple. Yes, I see that now as pointed out ... saw the word 'four' twice in the sentence and passed over the second occurrence - corrected on that point.
|

Weaselior
GoonWaffe Goonswarm Federation
1433
|
Posted - 2011.11.07 16:54:00 -
[168] - Quote
Grace Murray wrote:Wow, thanks for yet another w-space nerf in the winter patch. Now, not only is PI going to cost us a lot more, but instead of fueling our tower mostly on PI goods from in our system, and only needing to haul in ice goo for fuel, we either need to buy it ALL, or haul everything out, find a nearby factory, buy ice goo, and haul it all back in again.
CCP, PLEASE stop only considering the "big alliance in nullsec" case when you design these things. That's not your entire player base, and homogenizing your game takes out a lot of what makes it cool in the first place.
ammo array you blithering moron |

Creat Posudol
Destined for Greatness Inc.
30
|
Posted - 2011.11.07 16:54:00 -
[169] - Quote
Tazmikella wrote:Seriously. Do you want to just kill the game? It is good intent to create "blocks" that people can use to fuel, but you are going about it all wrong and will harrass to stop people from using POSes all together.
First this is the "new" block for 1/hour for Small tower:
8x Coolant 4x Enriched Uranium 400x relevant racial Isotope 4x Mechanical Parts 20x Oxygen 1x Robotics 150x Heavy Water 150x Liquid Ozone
Well the current need for 1/hour for a Small tower is:
2x Coolant 1x Enriched Uranium 113x relevant racial Isotope 2x Mechanical Parts 7x Oxygen 1x Robotics 38x Heavy Water 38x Liquid Ozone
WHAT'S WRONG WITH THAT PICTURE? [...]
Learn to read! That amount is for 4 blocks, not 1 block! Which makes you save 3/4 of robotics for example. It has been mentioned plenty of times already.
Reading. It helps! |

Weaselior
GoonWaffe Goonswarm Federation
1433
|
Posted - 2011.11.07 16:54:00 -
[170] - Quote
Gizan wrote:why cant i build these at a POS, where i have NO STATION NEARBY THAT I CAN DOCK IN? ammo array you blithering moron |
|

Jack Dant
The Gentlemen of Low Moral Fibre
85
|
Posted - 2011.11.07 16:55:00 -
[171] - Quote
For people worrying about the cost of the blocks on market.
Each 4-block batch would cost around 500k isk to build right now. A large tower consumes 530k isk worth of fuel every hour (caldari fuel).
Selling the blocks at 132k/unit (530k for 4, the same price POS owners are paying now), would net the builder 4.3 mil/day per production line, or 43 mil/day per industry char.
This is pretty damn good for T1 production, so you can be sure lots and lots of people will do it, and unavoidably drive the prices down. |

Cyxopyc
The Arrow Project Morsus Mihi
0
|
Posted - 2011.11.07 16:55:00 -
[172] - Quote
"you'll no longer need the starbase's password to use its jump bridge"
A good change that improves the current game for the players.
Keep it up. |

Apaco lypse
Galactic Express Intrepid Crossing
4
|
Posted - 2011.11.07 16:56:00 -
[173] - Quote
I see a lot of uninformed players that are out side of EVE, going to be pissed, better get the word out on all available media |

Labrena
Muppets Released
0
|
Posted - 2011.11.07 16:56:00 -
[174] - Quote
Where are we going to produce all this stuff?
You keep adding more things to build.
You keep getting new players to join.
However, there's never been an adjustment to the # of production/research/invention slots available in stations.
You practically have to have a POS just to build anything these days in any quantity. |

Metis Laxon
Zero Point Group
15
|
Posted - 2011.11.07 16:57:00 -
[175] - Quote
Grace Murray wrote:Wow, thanks for yet another w-space nerf in the winter patch. Now, not only is PI going to cost us a lot more, but instead of fueling our tower mostly on PI goods from in our system, and only needing to haul in ice goo for fuel, we either need to buy it ALL, or haul everything out, find a nearby factory, buy ice goo, and haul it all back in again.
CCP, PLEASE stop only considering the "big alliance in nullsec" case when you design these things. That's not your entire player base, and homogenizing your game takes out a lot of what makes it cool in the first place.
You can make it in your POS from you very own PI goods you know. Oh wait you didn't know... how awkward. Perhaps to avoid awkward situations you should read thoroughly, use your brain and not bash the keyboard so often. |

Callic Veratar
Power of the Phoenix
58
|
Posted - 2011.11.07 16:57:00 -
[176] - Quote
The list of suggested changes I've seen so far:
- Colour code the fuel blocks
- Reduce production time
- Remove the dual-fuel period and do an in-place conversion of fuel to block in all starbases (may result in offline starbases, missing fuel, mayhem)
- Restore the sov/faction tower consumption bonus
Suggested methods to do this are:
- Increasing number of blocks produced and consumption by the same factor (10 or 100)
- Changing the global fuel clock from an hourly period to a by minute period (stupid hard and probably not worth it)
- Create faction fuel for the faction starbases (like T2 ammo for T2 guns)
|

Halloween Harry
X1983
0
|
Posted - 2011.11.07 16:57:00 -
[177] - Quote
I think the point is this is another load on the limited build slots in game. Not just locally but thruout the whole game. 2800 builds to fuel one POS at 10min per 4 blocks would add load to the entire network of slots. The point of PI was to give players the means to fuel POSes locally, if we have to ship to empire to build and ship back.
This is epic fail.. |

Dalton Vanadis
Miranda United F0RCEFUL ENTRY
425
|
Posted - 2011.11.07 16:58:00 -
[178] - Quote
Creat Posudol wrote:Taedrin wrote:I am actually somewhat unhappy with these changes.
1) Having virtually EVERYTHING anchor and online in seconds is WAY too fast. It would be better, IMO, to allow multiple items to anchor/online at once, or to be able to queue up anchoring/onlining actions around a tower so that you can simply tell the tower where you want everything to be, and it will anchor it for you - freeing you up to go do some other activity instead of having to sit there and baby-sit the thing. That would most likely be a much more complicated change: instead of just adjusting a couple of database entries you'd have to implement a way to queue or (un-)anchor modules in parallel. The dev blog and posts by devs in this thread have made it quite clear that they are working on or towards a real solution to the disaster which are POS'. I'd rather see them spend some small amount of time on quick and easy fixes, which also achieve a goal well enough, instead of using much more time to rework the current system with similar results. That time can be used to either fix something else or work on the new system already (fingers crossed!). I do agree though that it shouldn't be possible to anchor and online a tower in mid-combat, apart from that the change seems just fine though
Agreed, looking forward to the full revamp |

darius mclever
4
|
Posted - 2011.11.07 16:58:00 -
[179] - Quote
Grace Murray wrote:Wow, thanks for yet another w-space nerf in the winter patch. Now, not only is PI going to cost us a lot more, but instead of fueling our tower mostly on PI goods from in our system, and only needing to haul in ice goo for fuel, we either need to buy it ALL, or haul everything out, find a nearby factory, buy ice goo, and haul it all back in again.
CCP, PLEASE stop only considering the "big alliance in nullsec" case when you design these things. That's not your entire player base, and homogenizing your game takes out a lot of what makes it cool in the first place.
just an idea... haul in an array to build fuel pellets in the w-space system. keep hauling in ice as usual and build the blocks on your POS. maybe something to think about. |

Metis Laxon
Zero Point Group
16
|
Posted - 2011.11.07 16:59:00 -
[180] - Quote
Jack Dant wrote:For people worrying about the cost of the blocks on market.
Each 4-block batch would cost around 500k isk to build right now. A large tower consumes 530k isk worth of fuel every hour (caldari fuel).
Selling the blocks at 132k/unit (530k for 4, the same price POS owners are paying now), would net the builder 4.3 mil/day per production line, or 43 mil/day per industry char.
This is pretty damn good for T1 production, so you can be sure lots and lots of people will do it, and unavoidably drive the prices down.
A very good point. I think a great deal of people here missed the point that these blocks themselves are now a commodity, thus enabling you to not need to do PI, or get ice or manufacture them yourselves. You can just buy ONE FUEL TYPE at a station for around the same equivalent price. And be done with it.
|
|

Creat Posudol
Destined for Greatness Inc.
30
|
Posted - 2011.11.07 16:59:00 -
[181] - Quote
Jenn Makanen wrote:Just a quick question for people using Faction Towers.
How long does it take for the fuel savings to make up for the cost of buying the tower in the first place?
(If you bought it when they were cheaper, it's another matter)
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 :) |

Crias Taylor
GoonWaffe Goonswarm Federation
40
|
Posted - 2011.11.07 16:59:00 -
[182] - Quote
A lot of people are bad at reading and/or math for the energon cube production and consumption. |

Vincent Athena
V.I.C.E. The Lostboys
122
|
Posted - 2011.11.07 17:00:00 -
[183] - Quote
To everyone suggesting faction towers have a longer fuel cycle time: Remember the one hour cycle is built into all pos processes, moon mining reactors and so on. Adding a new cycle timer for one of those processes (fuel use) would be a pain. Also remember that starbase charter consumption is not effected, so it would still be one per hour., resulting in different starbase fuels being consumed on different schedules.
Im leaning to increase the fuel block count by x50 and drop their volume to 1 cu m. CCP employees should never proclaim a feature to be awesome. Only subscribers should. Subscribers can never answer a question posed to CCP. Only CCP can. |

Largo Coronet
GoonWaffe Goonswarm Federation
30
|
Posted - 2011.11.07 17:00:00 -
[184] - Quote
Labrena wrote:You practically have to have a POS just to build anything these days in any quantity. Yeah, you'd think CCP wanted us to be more reliant on one another instead of having it spoon fed to us by NPC corps.
Oh wai...
|

Dalton Vanadis
Miranda United F0RCEFUL ENTRY
425
|
Posted - 2011.11.07 17:01:00 -
[185] - Quote
Largo Coronet wrote:Dalton Vanadis wrote: This probably was the simplest solution for the dev team to implement, especially given how many other projects are going on and their stated planned full overhaul of the POS system. The downfall is that yeah, corps run around like mad and the market goes ballistic for a month, but that happens every expansion; get over it. You're kidding, right? You know nothing of database and data table management, right? "Global search and replace" never made it to your computer school at kindergarten, right? Pubbies...
Well considering I'm a biologist and didn't get access to any kind of a computer until high school, no it didn't make it to my kindergarten class.
I'm simply postulating a guess and giving CCP the benefit of the doubt given their willingness to even approach these issues as a whole. And I'll be happy with the fact that they're doing something close to what I want. |

Metis Laxon
Zero Point Group
16
|
Posted - 2011.11.07 17:01:00 -
[186] - Quote
Largo Coronet wrote:Labrena wrote:You practically have to have a POS just to build anything these days in any quantity. Yeah, you'd think CCP wanted us to be more reliant on one another instead of having it spoon fed to us by NPC corps. Oh wai...
Read the top post on this page please. |

Neo Agricola
BLACK-MARK
63
|
Posted - 2011.11.07 17:01:00 -
[187] - 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...
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 |

Henricus Gaufridus
Angry Spaceships
1
|
Posted - 2011.11.07 17:02:00 -
[188] - Quote
Wow, I might actually get back into POS ownership again due to these changes. Kudos, CCP. |

Emma Royd
Maddled Gommerils
13
|
Posted - 2011.11.07 17:02:00 -
[189] - Quote
TLDR, read a couple of the first pages, and don't know if anyone has mentioned it yet. I've not worked out the fuel cost implications, as many have said, empire faction towers are pointless, so you don't have to fuel it up as often as a non-faction, well whupdebloodydoo, that saves me all of 10 mins work max for a tower.
Why can't the faction towers get an increase in CPU/Power to compensate for the now equal running costs of a non-faction tower, maybe enough to squeeze another couple of labs on the Medium tier 2 faction ones?
And are the blueprints going to be on general sale, or am I going to have to find a thukker mix station to buy them from, and how much are they going to be? |

Jenn Makanen
Science and Trade Institute Caldari State
36
|
Posted - 2011.11.07 17:04:00 -
[190] - Quote
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...
if they're 2 billion, that's a hunk of change tied. up. Better hope the price increases in line with inflation It's not doing anything else, after all. Just saving around what, 30 million a month? |
|

Salpad
Carebears with Attitude
5
|
Posted - 2011.11.07 17:05:00 -
[191] - Quote
holding pattern58 wrote:Couple of thoughts-
Please please seed the BPOs for the fuel blocks well in advance of the change, to get stocks in the market. Having a couple days of every tower offline would be amusing, but a bit of a pain for most.
The day of the switchover to fuel blocks, what happens to the fuel already in the tower, where does it go? And would it be possible to prestock towers with say, 1 day of fuel blocks at DT - many of the smaller corps do not have players that can login right after downtime, and the thought of 8 offline large towers in some of the wormholes.....could be potentially a mess(although great fun for people looking to loot and pillage random towers)
.
Might it not be simpler just to give all POSses a 72 hour grace period in which they do not consume any fuel?
|
|

CCP Greyscale
C C P C C P Alliance
52

|
Posted - 2011.11.07 17:07:00 -
[192] - Quote
Currently thinking about:
- Fuel divisibility situation (ie, faction/sov fuel bonuses)
- Block build times
Keep on posting, we are paying attention :) |
|

Midnight Hope
Pator Tech School Minmatar Republic
13
|
Posted - 2011.11.07 17:07:00 -
[193] - Quote
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. |

CynoNet Two
GoonWaffe Goonswarm Federation
237
|
Posted - 2011.11.07 17:08:00 -
[194] - Quote
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. |

Metis Laxon
Zero Point Group
16
|
Posted - 2011.11.07 17:09:00 -
[195] - Quote
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.
For god's sake read at least some of the thread. |

Neo Agricola
BLACK-MARK
63
|
Posted - 2011.11.07 17:09:00 -
[196] - 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)
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 |

Dalton Vanadis
Miranda United F0RCEFUL ENTRY
425
|
Posted - 2011.11.07 17:11:00 -
[197] - 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 :)
yay
I would like to say that one idea that is probably easy to implement and will make all of your players who manage towers very very very happy with you is to just plop a full load of these pellets into the fuel bay on patch day, just erase their old fuel, put in 29 days of fuel blocks and call it a day.
Not very balanced, but then you won't end up with a giant scramble of doom as everyone tries to catch up with the BPO's and manufacturing and everything within a week of release. Just a thought, since this change seems to be geared towards simplicity, making the changeover that simple would be nice. |

Dorian Wylde
Imperial Academy Amarr Empire
55
|
Posted - 2011.11.07 17:11:00 -
[198] - Quote
Yay for easier starbase logistics!
Would it be possible to add to defensive bonuses for faction towers? Maybe better base resistances, or bonuses to weapon turrters, instead of fuel bay bonuses? Or, even better, faction specific boosts to each kind of tower, affecting the whole gamut of tower uses. |

Neo Agricola
BLACK-MARK
63
|
Posted - 2011.11.07 17:12:00 -
[199] - 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 |

Callic Veratar
Power of the Phoenix
58
|
Posted - 2011.11.07 17:13:00 -
[200] - Quote
Dalton Vanadis wrote:I would like to say that one idea that is probably easy to implement and will make all of your players who manage towers very very very happy with you is to just plop a full load of these pellets into the fuel bay on patch day, just erase their old fuel, put in 29 days of fuel blocks and call it a day.
- Anchor Tower - Put in a bit of fuel - Convert to blocks for free - Tear down tower - Sell fuel |
|

Jenn Makanen
Science and Trade Institute Caldari State
36
|
Posted - 2011.11.07 17:13:00 -
[201] - Quote
Dalton Vanadis wrote:CCP Greyscale wrote:Currently thinking about:
- Fuel divisibility situation (ie, faction/sov fuel bonuses)
- Block build times
Keep on posting, we are paying attention :) yay I would like to say that one idea that is probably easy to implement and will make all of your players who manage towers very very very happy with you is to just plop a full load of these pellets into the fuel bay on patch day, just erase their old fuel, put in 29 days of fuel blocks and call it a day. Not very balanced, but then you won't end up with a giant scramble of doom as everyone tries to catch up with the BPO's and manufacturing and everything within a week of release. Just a thought, since this change seems to be geared towards simplicity, making the changeover that simple would be nice.
Problem is everyone taking out all the fuel but for what's needed to keep it online until it's then filled. POS owners then get at least 100 million ISK that non-POS owners don't.
I guess the problem is that on rollout day, they'd have to iterate through each pos, calculate how much fuel can be made from the contents, then replace it. |

darius mclever
4
|
Posted - 2011.11.07 17:14:00 -
[202] - Quote
Dorian Wylde wrote:Yay for easier starbase logistics!
Would it be possible to add to defensive bonuses for faction towers? Maybe better base resistances, or bonuses to weapon turrters, instead of fuel bay bonuses? Or, even better, faction specific boosts to each kind of tower, affecting the whole gamut of tower uses.
you already have higher HP on the faction towers.
e.g. 55m HP on a guristas large vs 60m on a dread guristas large.
|

Maaxeru
State War Academy Caldari State
0
|
Posted - 2011.11.07 17:14:00 -
[203] - Quote
Celebris Nexterra wrote:Soooo when someone is being POS-bashed, (assuming they have an infinite amount of batteries) they can continually anchor and online ECM/Neut/SD batteries???? Someone mentioned doing the same with guns earlier, but because you have to come outside the shield to put ammo in them, it didn't matter. But those batteries don't need ammo, and many would argue a tower should only have ECM batteries on it, as they are rather OP.
I really see a problem with these new anchoring/onlining times. Someone mentioned having a queue set up. I think this is more appropriate, as a POS SHOULD be challenging to set up in that it takes a long time. But you shouldn't have to sit there and stare at each mod waiting for it to anchor/online.
POS bashes are already long and boring enough, please don't make it worse.
^^ This.
- AND -
Letting all blues use all your JBs . . . . nice.
Letting all blues use all your JBs and not giving them some way to fuel the JB . . . . not nice.
Don't let them take fuel out or see how much is in there, but create either a setting that actually allows them to voluntarily fuel the bridge, OR, put on a setting that makes them (or anyone, even if in your Aliance) pay for their jump in liquid ozone.
You could either make it POS specific, or a option that queues off some global Alliance setting the executor can set. In that way, you could say "Everyone get here! Reds inbound! The bridges are "free Pass" to you!" - or - "Nothing's going on today except some hardcore carebearing. Pay for your own damned fuel!"
|

War Kitten
Panda McLegion
197
|
Posted - 2011.11.07 17:15:00 -
[204] - Quote
Weaselior wrote:seriously cut out the cycle time nonsense
it's way easier to increase blocks produced and do different fuel consumption amounts cause that breaks nothing and requires no new code
Have to agree with the simplicity of this one.
Multiply the output of the pellet blueprints by 100 and refactor sizes and consumptions accordingly so you can leave the faction bonuses in place as-is.
Although, I chuckle at the possibility of slowing the faction tower fuel usage cycles also slowing the cycles at which POSs produced moon goo and reactions. :) This is my signature.-á There are many others like it, but this one is mine. |

Temmu Guerra
Sickle Moon Intrepid Crossing
8
|
Posted - 2011.11.07 17:15:00 -
[205] - Quote
For the people that keep saying the cost of the pos fuel is going up go back and read the ****ing dev blog. The units listed are to build 4 blocks not 1... God I hate stupid people.
But yes CCP just increase the number of blocks used by a factor of 10 and that will be able to solve your consumption problem on the faction towers as everyone else has suggested. I do like the idea and looking forward to seeing it in the patch |

Arte
Aura. Talocan United
0
|
Posted - 2011.11.07 17:16:00 -
[206] - Quote
Grace Murray wrote:Wow, thanks for yet another w-space nerf in the winter patch. Now, not only is PI going to cost us a lot more, but instead of fueling our tower mostly on PI goods from in our system, and only needing to haul in ice goo for fuel, we either need to buy it ALL, or haul everything out, find a nearby factory, buy ice goo, and haul it all back in again.
CCP, PLEASE stop only considering the "big alliance in nullsec" case when you design these things. That's not your entire player base, and homogenizing your game takes out a lot of what makes it cool in the first place.
THIS.
I applaud the changes on the whole, if you LISTEN to some of the suggestions given in this thread then this could be a very very good patch for pretty much all concerned, however; Please do not just push the concerns of wormhole dwellers aside saying "well, someone has to get hurt in every patch".
Currently those that live in W-Space only need to haul ice products in, now we have to develop the logistics to either get the blocks from K-Space and haul that in (greater volume then before) or manufacture the blocks after hauling the same ice products in... self-sustainability has taken a hit.
Listen to and react to the feedback... already in ~10 pages there is a concensus building on how to overcome some of the issues you highlighted.
|

Apollo Gabriel
Mercatoris Etherium Cartel
158
|
Posted - 2011.11.07 17:17:00 -
[207] - 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 :)
I urge you to NOT allow blocks to divide, let's keep this thing simple, there are plenty of areas of NEEDED complexity, this one does not need more.
As to Faction towers can you make them get an hour free per day? Something akin to every 23 hours they burn fuel they get an hour free? It would be a rather simple fix and keeps the cycle time at 1 hour.
Imagine playing Donkey Kong where every barrel looks like it hits you. Would you rather I fix the barrels or Kong's shadow?
Welcome to Eve Online where lasers are dumber than barrels! |

Digital Gaidin
Manetheren Rising
30
|
Posted - 2011.11.07 17:18:00 -
[208] - Quote
To CCP,
Please make starbase fixes based on what is best for the game and moving forward, rather than catering to those who spent too much on faction towers yesterday and are fearing their investments may drop in price.
These changes are in a very good direction, please don't muck them up by trying to be a contortionist and make everyone happy. Sovereignty benefits and Faction towers were nice ways to improve upon the margins, and having a way to improve upon operating cost margins would be nice in the future, but please make sure a solid system is put into place first. What you proposed looks very healthy and I'm looking forward to running a future POS network again under the new changes.
Thanks, ~An Ex-Manager of a POS empire who likes these changes
P.S. I have faction towers too though not currently deployed, agree with the intent stated (better fuel usage, but more importantly increasing profits based on reduced sunk cost of running the tower), and while I will miss the extra margins on profit provided by faction towers, it just means their cost goes down for the tower when I unwind my assets. To the whiners, naysayers, and general CCP haters, HTFU.
P.P.S. Please make sure you fully test the switchover prior to launch. Seeing thousands of POS's go belly up on fuel because the dual fuel switchover didn't work as planned wouldn't be as funny as it sounds. |

Metis Laxon
Zero Point Group
17
|
Posted - 2011.11.07 17:19:00 -
[209] - Quote
Arte wrote:Grace Murray wrote:Wow, thanks for yet another w-space nerf in the winter patch. Now, not only is PI going to cost us a lot more, but instead of fueling our tower mostly on PI goods from in our system, and only needing to haul in ice goo for fuel, we either need to buy it ALL, or haul everything out, find a nearby factory, buy ice goo, and haul it all back in again.
CCP, PLEASE stop only considering the "big alliance in nullsec" case when you design these things. That's not your entire player base, and homogenizing your game takes out a lot of what makes it cool in the first place. THIS.I applaud the changes on the whole, if you LISTEN to some of the suggestions given in this thread then this could be a very very good patch for pretty much all concerned, however; Please do not just push the concerns of wormhole dwellers aside saying "well, someone has to get hurt in every patch". Currently those that live in W-Space only need to haul ice products in, now we have to develop the logistics to either get the blocks from K-Space and haul that in (greater volume then before) or manufacture the blocks after hauling the same ice products in... self-sustainability has taken a hit.  Listen to and react to the feedback... already in ~10 pages there is a concensus building on how to overcome some of the issues you highlighted.
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. |

Lucas Quaan
Sniggerdly Pandemic Legion
0
|
Posted - 2011.11.07 17:19:00 -
[210] - Quote
Dierdra Vaal wrote:if this picture has the 4 icons for the fuel blocks, may I suggest changing the colour of the blocks themselves to hues of the racial colours? The blocks having a different colour will be much more recognisable than their little frames. It's a small thing, but you may as well get the icons right the first time. Usability goes a long way to getting happy customers :) This should be on every page. |
|

Jenn Makanen
Science and Trade Institute Caldari State
36
|
Posted - 2011.11.07 17:19:00 -
[211] - Quote
Arte wrote:Grace Murray wrote:Wow, thanks for yet another w-space nerf in the winter patch. Now, not only is PI going to cost us a lot more, but instead of fueling our tower mostly on PI goods from in our system, and only needing to haul in ice goo for fuel, we either need to buy it ALL, or haul everything out, find a nearby factory, buy ice goo, and haul it all back in again.
CCP, PLEASE stop only considering the "big alliance in nullsec" case when you design these things. That's not your entire player base, and homogenizing your game takes out a lot of what makes it cool in the first place. THIS.I applaud the changes on the whole, if you LISTEN to some of the suggestions given in this thread then this could be a very very good patch for pretty much all concerned, however; Please do not just push the concerns of wormhole dwellers aside saying "well, someone has to get hurt in every patch". Currently those that live in W-Space only need to haul ice products in, now we have to develop the logistics to either get the blocks from K-Space and haul that in (greater volume then before) or manufacture the blocks after hauling the same ice products in... self-sustainability has taken a hit.  Listen to and react to the feedback... already in ~10 pages there is a concensus building on how to overcome some of the issues you highlighted.
Or have an ammo assembly array, and build it yourself? Just 4 hours a day for a large tower. And that's using one run. Buy a few blueprints, and use multiple lines. |

Marsha Mallow
7
|
Posted - 2011.11.07 17:20:00 -
[212] - 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 :)
If you can add Dierdra Vaal's suggestion of colour coding the blocks to racial type... that covers most of the concerns.
This is a sentiment I think many people will agree with though, and bears repeating:
CynoNet Two wrote:I hate to say it, but i think CCP are trying too hard to please us...
As a lifelong starbase masochist I'm all for starbase improvements. Hell there's a reason I mentioned fuel pellets in the CSM proposal. However this whole devblog smacks of pushing out a fix as quickly as possible to impress us, rather than spending a little more time to get it right. Shortcuts like half and half fueling, cutting fuel bonuses and the inevitable market chaos caused by the changes in a short period between patches.
Greyscale, rest assured that we are impressed that you're actively working on fixing these issues. Please take the time to do it properly rather than rushing things out for the holidays. I'm sure I'm not the only one who'd rather wait an extra few weeks for the automatic handover than spend December re-fueling towers constantly.
BPO seeding in the main patch, fuel change over in the new year. |

Halloween Harry
X1983
0
|
Posted - 2011.11.07 17:22:00 -
[213] - Quote
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. |

Pesky LaRue
Mercatoris Etherium Cartel
53
|
Posted - 2011.11.07 17:22:00 -
[214] - Quote
beautiful - much needed, and about damn time.
that said - this is a good start, please don't stop iterating on these changes :) |

Svennig
Dreddit Test Alliance Please Ignore
18
|
Posted - 2011.11.07 17:23:00 -
[215] - Quote
CCP:
Fuel pellets are a good idea, although I agree with the statements here that faction towers are nerfed and build times need to be slashed unless you want no slots anywhere.
I'd also like you to take some time to think about another ship class: a tanker. 1m m3 fuel bay that can only contain ice products (and the new pos bricks), jump drive, same stats as a JF. This will simplify the import and export of ice products, and so simplify POS and capital logistics for large corporations. |

Neo Agricola
BLACK-MARK
64
|
Posted - 2011.11.07 17:24:00 -
[216] - 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 |

Jenn Makanen
Science and Trade Institute Caldari State
36
|
Posted - 2011.11.07 17:25:00 -
[217] - 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.
Or the equivalent, with multiple runs. One ammo assembly array, 1 day a month. (if the 0.75 multiplier for it doesn't kick in. if it does, that's 18 hours) |

Zagdul
Clan Shadow Wolf Fatal Ascension
70
|
Posted - 2011.11.07 17:25:00 -
[218] - Quote
CCP Greyscale wrote: 1 robotics makes 4 fuel blocks, so large towers use 1/hour (4 blocks), mediums use 0.5 (2 blocks) and smalls use 0.25 (1 block).
It's not Rocket Surgery |

Sort Dragon
Resilience. Northern Coalition.
5
|
Posted - 2011.11.07 17:25:00 -
[219] - Quote
Would ccp be willing to give 1 bpo to each person as a redeemable item then have extra bpos on the market as this is going to be the forced fuel type for the future and not everyone will have the means to maybe get a bpo?
|

Eutectic
Aperture Harmonics K162
1
|
Posted - 2011.11.07 17:26:00 -
[220] - Quote
Wow changes like this make me wonder if CCP actually have any clue as to how EVE actually works. It's simply mind boggling they can think that it's a simple thing to eliminate PG/CPU consumption rates from POS fuel cycle by maximizing the Heavy Water and Liquid Ozone rates to 150 units an hour each for a large tower. In many cases for towers this is an increase of 100% to 1500% in that particular fuel consumption rate.
I'm guessing overall this change in fuel cycle will on average mean a 400% increase in Liquid Ozone and Heavy Water consumption across Eve. Prices are already spiking in Jita and availability is tightening. Reminds me of PI all over again, but at least this time around endless NPC goods aren't available for hoarding. Get ready for a large spike in the total cost of running POS's. |
|

Dalton Vanadis
Miranda United F0RCEFUL ENTRY
425
|
Posted - 2011.11.07 17:26:00 -
[221] - Quote
Callic Veratar wrote:Dalton Vanadis wrote:I would like to say that one idea that is probably easy to implement and will make all of your players who manage towers very very very happy with you is to just plop a full load of these pellets into the fuel bay on patch day, just erase their old fuel, put in 29 days of fuel blocks and call it a day. - Anchor Tower - Put in a bit of fuel - Convert to blocks for free - Tear down tower - Sell fuel
Damn, always forget it's EVE, and players will always find a way to pull moar ISK.
Something to consider might be that the injection of ISK/materials into the market might then offset some of the inevitable post-expansion market inflation of the materials keeping the overall system slightly more stable than the all out land-grab of materials that will happen otherwise.
Plus leading up the expansion, if everyone was going to try and anchor towers to get the free fuel, tower prices will spike, likely making it an overall loss of ISK to just buy a tower off the market. Furthermore, increasing supply on the market through that means would be akin to seeding it directly on the market from the get go, which would decrease the transition period.
But yeah, hadn't considered how people would scam the system, so probably wouldn't work overall... Too bad, would have made life easier for everyone just keeping their actual towers running. |

Largo Coronet
GoonWaffe Goonswarm Federation
31
|
Posted - 2011.11.07 17:28:00 -
[222] - Quote
Callic Veratar wrote:Dalton Vanadis wrote:I would like to say that one idea that is probably easy to implement and will make all of your players who manage towers very very very happy with you is to just plop a full load of these pellets into the fuel bay on patch day, just erase their old fuel, put in 29 days of fuel blocks and call it a day. - Anchor Tower - Put in a bit of fuel - Convert to blocks for free - Tear down tower - Sell fuel Gee, a one-time bonus as opposed to yet another conversion nightmare? Yeah, I think we'll all survive that.
|

Metis Laxon
Zero Point Group
16
|
Posted - 2011.11.07 17:28:00 -
[223] - 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.
If that is a concern to you run an array and produce it at your own POS. Don't forget that there are thousands of hisec POS users that will jump on this as a way to make consolidated ISK from their planets. People are not just limited to station production. |

Lynn Deniera
The Foreign Legion Test Alliance Please Ignore
8
|
Posted - 2011.11.07 17:28:00 -
[224] - Quote
Someone may have pointed this out, but for your math problem with the bonus being applied to faction towers/and sov space, all you need to do is make the blocks smaller so that it fits.
Also will players now be able to drop ozone into jump bridges that are belonged to a mutually blue alliance? (Instead of sitting on the jb waiting for someone from that alliance to come along to fuel it)
|

Creat Posudol
Destined for Greatness Inc.
32
|
Posted - 2011.11.07 17:28:00 -
[225] - Quote
Vincent Athena wrote:To everyone suggesting faction towers have a longer fuel cycle time: Remember the one hour cycle is built into all pos processes, moon mining reactors and so on. Adding a new cycle timer for one of those processes (fuel use) would be a pain. Also remember that starbase charter consumption is not effected, so it would still be one per hour., resulting in different starbase fuels being consumed on different schedules.
Im leaning to increase the fuel block count by x50 and drop their volume to 1 cu m.
Just consume the starbase charters at the same time you do the fuel cycle, those barely cost anything compared to the actual fuel anyway. Stretching that really makes no difference whatsoever...
But nevertheless, I'd rather rave a smaller fuel block and be able to reduce consumption then. I don't give a crap if I haul 100 or 1000 or 10000 blocks as long as the volume is the same. Who cares about the stack size? And if someone cares, WHY!?
CCP Greyscale wrote:Currently thinking about:
- Fuel divisibility situation (ie, faction/sov fuel bonuses)
- Block build times
Keep on posting, we are paying attention :)
Very good! Promising even :D
Apollo Gabriel wrote:As to Faction towers can you make them get an hour free per day? Something akin to every 23 hours they burn fuel they get an hour free? It would be a rather simple fix and keeps the cycle time at 1 hour.
That would most likely be much more work to be implemented, as you need to somehow keep track of the online-hours. Just cutting down the block size and having them require a bit less is a much simpler approach, only requiring tweaking some DB values compared to actually programming the new counter and exploit-proofing it... |

mkint
290
|
Posted - 2011.11.07 17:29:00 -
[226] - Quote
Largo Coronet wrote:Labrena wrote:You practically have to have a POS just to build anything these days in any quantity. Yeah, you'd think CCP wanted us to be more reliant on one another instead of having it spoon fed to us by NPC corps. Oh wai... POSes and corp roles are proof that players are NOT meant to work together. |

Maria Blick
skeltari Corp
0
|
Posted - 2011.11.07 17:32:00 -
[227] - Quote
As a solution to the half-and-half problem during changeover, why not simply empty every fuel bay, and give everyone 14 days of free fuel blocks? Think of it as making up the years of major PITA. |

Zarak1 Kenpach1
Aperture Harmonics K162
2
|
Posted - 2011.11.07 17:32:00 -
[228] - 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 :)
Get a clue about the HW/LO changes you just made.
Watch your backs CCP |

Morphius Reales
Astral Forging Velocitas Eradico
8
|
Posted - 2011.11.07 17:33:00 -
[229] - Quote
Overall a good change.
However, I also agree that making a better bonus for faction towers should be done.
I don't see why multiplying your current values by 10 would make anything more complicated math wise (10/hr for small, 20/hr for med, 40/hr for large), and would give the latitude to make bonuses to fuel for faction towers. |

Nocturrne Primitive
Cloak and Daggers Fidelas Constans
0
|
Posted - 2011.11.07 17:33:00 -
[230] - Quote
No! No! NOO!
So, not only do I have to flog myself to gather all of the fuel, but I also have to package it into friggin blocks....
How is this supposed to make our lives easier?
|
|

Fuujin
GoonWaffe Goonswarm Federation
28
|
Posted - 2011.11.07 17:34:00 -
[231] - Quote
Sort Dragon wrote:Would ccp be willing to give 1 bpo to each person as a redeemable item then have extra bpos on the market as this is going to be the forced fuel type for the future and not everyone will have the means to maybe get a bpo?
HAHHAHAHAA
If you're lucky, the BPOs won't be 75M+ each.
|

Raid'En
Apprentice Innovations
99
|
Posted - 2011.11.07 17:35:00 -
[232] - Quote
okay, now i have re-read the blog and all the comments ^^ so, pretty good changes here.
JB password gone will be pretty nice. (un)anchoring delays extremaly reduced will make me think about changing pos, and maybe even go back to w-space (deathstar takes so much hours to put on... and way more out)
i like the robotics change also, small tower were almost useless these days given how expensive are robotics...
1) for the blocks, i consider as lots of said that it would be very easy to add a "0" to the creation and consumption, so that the faction and sov bonus is done. it's not a zero that will make things more complex for us...
2) the time to produce that seems to high. on high sec it will be good for people wanting to manufacture this to sell, but for null or w-space it will be a pain. even with the change on anchoring, if you have to online a ammunition array for one day every week it may be an issue, as you need obviously to have something else offline during this time.
3) the icons, change them. each faction have it's color, why are you not using this here for the blocks ? i don't get it. |

Zakarumit CZ
Black Core Federation Intrepid Crossing
1
|
Posted - 2011.11.07 17:36:00 -
[233] - Quote
Seriously, keep the faction tower fuel bonus |

Temmu Guerra
Sickle Moon Intrepid Crossing
8
|
Posted - 2011.11.07 17:36:00 -
[234] - Quote
Nocturrne Primitive wrote:No! No! NOO!
So, not only do I have to flog myself to gather all of the fuel, but I also have to package it into friggin blocks....
How is this supposed to make our lives easier?
Why not just buy the blocks? |

Inyor Dreams
Venom.
0
|
Posted - 2011.11.07 17:36:00 -
[235] - Quote
Pavee Lackeen wrote:So basically you are just adding another step in the fueling process while removing some bonuses?
Doesn't seem like anything was gaining and the drudgery increases.
^^^ this
it has simplified tower fuelling, but put extra steps in as you still need all the components AND have to build the blocks!!!
|

mkint
291
|
Posted - 2011.11.07 17:36:00 -
[236] - Quote
Eutectic wrote:Wow changes like this make me wonder if CCP actually have any clue as to how EVE actually works. It's simply mind boggling they can think that it's a simple thing to eliminate PG/CPU consumption rates from POS fuel cycle by maximizing the Heavy Water and Liquid Ozone rates to 150 units an hour each for a large tower. In many cases for towers this is an increase of 100% to 1500% in that particular fuel consumption rate.
I'm guessing overall this change in fuel cycle will on average mean a 400% increase in Liquid Ozone and Heavy Water consumption across Eve. Prices are already spiking in Jita and availability is tightening. Reminds me of PI all over again, but at least this time around endless NPC goods aren't available for hoarding. Get ready for a large spike in the total cost of running POS's. Actually, this is an extremely good point. Ice products are about to be broken the same way T3 mats are. I wonder which of the ice products will be the new MNRs and everything else that will be garbage. Would be freakin' hilarious if this totally negated the "ice interdiction" project, but not worth it at the cost of destroying the whole ice market. |

UGINSECOND
Iridium Inc. Shadow of xXDEATHXx
0
|
Posted - 2011.11.07 17:38:00 -
[237] - Quote
Why we lost a claim-dependence ? Why we need lose a production slots for fuel producing ? Why we MUST use a ozone ? |

Arte
Aura. Talocan United
0
|
Posted - 2011.11.07 17:38:00 -
[238] - Quote
Metis Laxon wrote:Arte wrote:Some stuff I said
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 learn to read.
Currently wormhole dwellers only have to haul in ice products. This only requires a certain volume. That volume has just increased making logistics harder.
Or
Wormhole dwellers can manufacture the pellets themselvs, making logistics slightly harder.
As I said, it's easier in a lot of respects and I applaud the changes, with a few tweeks they just made POS management a whole lot easier, but it also put in another layer of logistics into the POS management. If you're not involved in producing your own fuel this is a win/win change - you can't lose.
Most wormhole dwellers however are in the business of producing their fuel already through PI and so the extra layer of logistics comes into effect.
I wasn't crying about it. Just raising it as a point. YOU don't have to be a prick about it. |

Mr LaForge
Deep Core Mining Inc. Caldari State
107
|
Posted - 2011.11.07 17:38:00 -
[239] - Quote
I also want to know when faction towers will make a return. I Support the Goons! |

Scrapyard Bob
EVE University Ivy League
296
|
Posted - 2011.11.07 17:38:00 -
[240] - Quote
Maaxeru wrote:Celebris Nexterra wrote:Soooo when someone is being POS-bashed, (assuming they have an infinite amount of batteries) they can continually anchor and online ECM/Neut/SD batteries???? Someone mentioned doing the same with guns earlier, but because you have to come outside the shield to put ammo in them, it didn't matter. But those batteries don't need ammo, and many would argue a tower should only have ECM batteries on it, as they are rather OP.
I really see a problem with these new anchoring/onlining times. Someone mentioned having a queue set up. I think this is more appropriate, as a POS SHOULD be challenging to set up in that it takes a long time. But you shouldn't have to sit there and stare at each mod waiting for it to anchor/online.
POS bashes are already long and boring enough, please don't make it worse. ^^ This. - AND - Letting all blues use all your JBs . . . . nice. Letting all blues use all your JBs and not giving them some way to fuel the JB . . . . not nice. Don't let them take fuel out or see how much is in there, but create either a setting that actually allows them to voluntarily fuel the bridge, OR, put on a setting that makes them (or anyone, even if in your Aliance) pay for their jump in liquid ozone. You could either make it POS specific, or a option that queues off some global Alliance setting the executor can set. In that way, you could say "Everyone get here! Reds inbound! The bridges are "free Pass" to you!" - or - "Nothing's going on today except some hardcore carebearing. Pay for your own damned fuel!" EDIT: While you're at it, please also create a log of who used the JB inluding at least char name and shiptype. This way if someone is abusing the network, we can see it and whap them in the head. - Thanks!
One work around - allow the POS owner to set a fee for the use of the JB that scales in the same way that JB fuel usage scales. That would make them a bit more revenue neutral. |
|

Ripard Teg
Selective Pressure Rote Kapelle
7
|
Posted - 2011.11.07 17:41:00 -
[241] - Quote
Adding my voice to those that say faction towers need a better bonus than what they've been given. I understand the difficulty of making them cheaper to operate in the new model, which means they should be given some other, equivalent bonus.
Simplest solution would be to make them tougher. More difficult solution is to give them one level of sov bonus, no matter where they're anchored, once THAT problem is solved.
Everything else about this devblog?    Jester's Trek: wherein I ramble about EVE Online, gaming, and from time to time... life. |

Shin Dari
The Vendunari Warped Aggression
19
|
Posted - 2011.11.07 17:41:00 -
[242] - Quote
There is some definite good stuff here. However could you please reduce the block size for improved logistics?
|

mkint
291
|
Posted - 2011.11.07 17:42:00 -
[243] - Quote
Temmu Guerra wrote:Nocturrne Primitive wrote:No! No! NOO!
So, not only do I have to flog myself to gather all of the fuel, but I also have to package it into friggin blocks....
How is this supposed to make our lives easier?
Why not just buy the blocks? Because many people, especially WHers and the small groups CCP is trying to kick out of nullsec, produce most of their own POS fuel through PI. They would continue to do PI because it's profitable anyway (barring the PI nerf that is/was on the table) except now to "just buy the blocks" they will have to haul every last bit of stuff they produced to empire to sell before buying new blocks. That's not going to happen. Instead they get an extra step in fueling POSes, and have to use up CPU/PG on the tower for manufacturing as well.
Is it just me, or is Grayscale absolutely intent on wiping out any competition for his RMTing nullbear friends? This is two. |

Slieper
Pretenders Inc W-Space
2
|
Posted - 2011.11.07 17:43:00 -
[244] - Quote
As a CEO for a WH corporation I am VERY much against the fraction-PoS changes. I don't know whom CCP talked to, maybe for people, fueling 100 POSes that is not a important, how much do they eat.
But for WH the main reason for fraction PoSes is that you need LESS LOGISTICS to bring fuel into your system. That is the main reason we have fraction towers.
The propose new bonus makes these towers absolutely useless here. |

Vincent Athena
V.I.C.E. The Lostboys
124
|
Posted - 2011.11.07 17:43:00 -
[245] - Quote
CCP: you may want to consider the Heavy water and Liquid ozone requirements to build cubes. Instead of making it equal to what a maxed out POS needs, make it to the Eve wide consumption remains unchanged. CCP employees should never proclaim a feature to be awesome. Only subscribers should. Subscribers can never answer a question posed to CCP. Only CCP can. |

Zagdul
Clan Shadow Wolf Fatal Ascension
70
|
Posted - 2011.11.07 17:44:00 -
[246] - Quote
1. Fuel Pellets need to retain the fuel bonuses of faction and sov towers.
2. My corp runs and maintains almost 80 POS's, many are large/medium. We are in dire need of something that is not just convenient, but smaller in size.
3. For the JB addition where you're removing passwords. We set some people +2.5 so they can't dock at stations or use our infrastructure or see fleets without manually adjusting the standings, however my pilots don't shoot.
Something similar for the JB would be great.
EDIT: Thank you for finally looking at this.
POS fueling/setting up is quite literally the most horrible job in EVE.
It's not Rocket Surgery |

Largo Coronet
GoonWaffe Goonswarm Federation
31
|
Posted - 2011.11.07 17:44:00 -
[247] - Quote
Nocturrne Primitive wrote:No! No! NOO!
So, not only do I have to flog myself to gather all of the fuel, but I also have to package it into friggin blocks....
How is this supposed to make our lives easier? No no no no no.
You buy the blocks INSTEAD of the POS fuels as before. Now you're getting one item instead of several. It reduces POS fueling to running a car.
Now if you WANT to build your own refinery to make gas, that's your choice. But expect the basic effort to go DOWN, not up.
(Someone start a corp and call it BP - British POSfuel)
|

Fuujin
GoonWaffe Goonswarm Federation
28
|
Posted - 2011.11.07 17:46:00 -
[248] - Quote
Slieper wrote:As a CEO for a WH corporation I am VERY much against the fraction-PoS changes. I don't know whom CCP talked to, maybe for people, fueling 100 POSes that is not a important, how much do they eat.
But for WH the main reason for fraction PoSes is that you need LESS LOGISTICS to bring fuel into your system. That is the main reason we have fraction towers.
The propose new bonus makes these towers absolutely useless here.
I hear you on the fraction towers. I've been wanting to get one of those sweet Large Numerator Control Towers for a while; now I'm not so sure. |
|

CCP Prism X
C C P C C P Alliance
202

|
Posted - 2011.11.07 17:46:00 -
[249] - Quote
This one time. In Band Camp. Absolutely nothing happened. For a whole day, NOTHING! It was a fairly boring day to tell you the truth. Even so POSs all started going randomly offline. Somehow that did not stop them from opening fire on blues and only blues. I think this five year old love/hate relationship of ours with the current POS code is getting old.
Just felt like getting that off my chest after reading this. Carry on. ~ CCP Prism X EVE Database Developer "Prism X is my first world problem." ~ CCP FLX If anything in this post was informative or could be considered as 'good news' to you - chances are you've misread it. |
|

Warzon3
Perkone Caldari State
0
|
Posted - 2011.11.07 17:46:00 -
[250] - Quote
this and all the other changes are making me come back into eve
thank you CCP |
|

Zagdul
Clan Shadow Wolf Fatal Ascension
70
|
Posted - 2011.11.07 17:47:00 -
[251] - Quote
CCP Prism X wrote:This one time. In Band Camp. Absolutely nothing happened. For a whole day, NOTHING! It was a fairly boring day to tell you the truth. Even so POSs all started going randomly offline. Somehow that did not stop them from opening fire on blues and only blues. I think this five year old love/hate relationship of ours with the current POS code is getting old.
Just felt like getting that off my chest after reading this. Carry on. This has happened before.
Remember last year when they went skynet on everyone?
It's not Rocket Surgery |

velinqangi
Damage Unlimited Inc AN EYE F0R AN EYE
0
|
Posted - 2011.11.07 17:47:00 -
[252] - Quote
More compression please! |

Nye Jaran
The Bad Touch Gryphon League
1
|
Posted - 2011.11.07 17:47:00 -
[253] - Quote
Not sure if someone has said this already. Get rid of the fuel blocks concept. Replace it with fuel pellets. Conversion rate from blocks to pellets is 100 pellets for every block.
Building them requires the the same materials (minus heavy water and liquid ozone) but makes 400 pellets instead of 4 blocks, and it takes 10 minutes. A single pellet is .5 m3, or 50m3 per 100 pellets . Fuel consumption is as follows:
Small Regular - 100 pellets / hour Med Regular - 200 pellets / hour Large Regular - 400 pellets / hour
Small Tier 1 Faction - 75 pellets / hour Med Tier 1 Faction - 150 pellets / hour Large Tier 1 Faction - 300 pellets / hour
Small Tier 2 Faction - 50 pellets / hour Med Tier 2 Faction - 100 pellets / hour Large Tier 2 Faction - 200 pellets / hour
Currently, if a faction POS is not heavily loaded up, you can fit more fuel in it since you need less HW and LO, meaning you refuel it less. While the fuel bay bonus does this as well, you are still paying the same amount for fuel as a regular tower. If you keep the HW and LO calcs as they exist currently, you don't need to add a fuel bay bonus to achieve the same effect. It's win / win.
|

Ingvar Angst
Nasty Pope Holding Corp Talocan United
511
|
Posted - 2011.11.07 17:48:00 -
[254] - Quote
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.
It's not that bad Hope, and this is from a fellow hole-dweller. Yes, we already bring in the ice fuels, and normally we'd have them taking up space in the hangar until needed. Then... I look over at my ammo array, sitting there between any processing, and I look at the fact that I can now have EVERYTHING onlined up to max CPU/PG with no fuel penalty and I think... you know... I can keep one of the five slots pretty busy now making fuel chunks that would normally sit idle... let's face it, my missile production isn't using every slot 24/7. Now... my PI makes an excess, I easily have a good six months of extra fuels on hand (in case of emergency). I can convert this all over to fuel chunks and check it out... something else to take to market.
Wormholes don't take a real hit in this in a negative way as I see it. We still bring in what we bring in... and that's only for those that will still choose to bring it in. Some others may look at things and decide they can shift their full PI to other materials that produce a greater profit, run those out and bring processed fuel chunks in on the return trip. Hmm... there's potential for good profits there too actuallly if you think about it... shifting all your wormhole PI to hogh profit P3 or P4 materials and only hauling in fuel chunks.
The PCOs... those are going to really kick wormholes in the balls if they don't at least allow a transitionary time period. Fuel chunks, however... these work to our benefit I think in the long haul. Six months in the hole... it changes a man. |

Tas Nok
Hedion University Amarr Empire
7
|
Posted - 2011.11.07 17:48:00 -
[255] - Quote
Jenn Makanen I applaud the changes on the whole, if you LISTEN to some of the suggestions given in this thread then this could be a [i wrote:very very[/i] good patch for pretty much all concerned, however; Please do not just push the concerns of wormhole dwellers aside saying "well, someone has to get hurt in every patch". Currently those that live in W-Space only need to haul ice products in, now we have to develop the logistics to either get the blocks from K-Space and haul that in (greater volume then before) or manufacture the blocks after hauling the same ice products in... self-sustainability has taken a hit.  Listen to and react to the feedback... already in ~10 pages there is a concensus building on how to overcome some of the issues you highlighted. Or have an ammo assembly array, and build it yourself? Just 4 hours a day for a large tower. And that's using one run. Buy a few blueprints, and use multiple lines.
The problem here is that while CCP made it easier to online/offline said array, it takes 4 hours of manufacture time to fuel a large pos for 1 day (as apposed to zero now) so nearly every other pos will need an assembly array JUST to crank out these blocks, thus nerfing all towers that were running on minimum fuel anyway.
which really brings up the other problem, this one size fits all while wonderful for POSes that have enough guns and arrays to really fill up an overview doesn't do much for the corp with the faction tower with only a few mods online specifically in order to save fuel costs! now with the blocks it won't matter if I have 1 gun online or 20...
there is hope that the ubiquity of these blocks will make the costs level out, but what with goons messing with gall ice and the PI changes which will kill LS PI the general trend seems to be making POS fuels more and more expensive, not less.
|

Robert Caldera
Caldera Trading and Investment
58
|
Posted - 2011.11.07 17:48:00 -
[256] - Quote
inb4 price drops to faction towers.
The changes are great generally, except for removed fuel usage bonus on faction towers, basically there will be no need for them anymore since once per month is an acceptable period for fueling already. |

Arte
Aura. Talocan United
0
|
Posted - 2011.11.07 17:48:00 -
[257] - Quote
Bah..
A forum ate my hamster |

Chesticular Homicide
Boundless Invention
0
|
Posted - 2011.11.07 17:49:00 -
[258] - Quote
Vincent Athena wrote:CCP: you may want to consider the Heavy water and Liquid ozone requirements to build cubes. Instead of making it equal to what a maxed out POS needs, make it to the Eve wide consumption remains unchanged.
This. The proposed HW and LO amounts are far too high. None of the towers I've managed have ever used that much LO/HW. |

Ariane VoxDei
6
|
Posted - 2011.11.07 17:49:00 -
[259] - Quote
Weaselior wrote:seriously cut out the cycle time nonsense
it's way easier to increase blocks produced and do different fuel consumption amounts cause that breaks nothing and requires no new code
Neither does cycle changing, if it is just a database entry listing a timer. We dont know. Lazy grey does. Really, if he couldnt come up with that changeover on his own (and lacked the sense to ask forum), then punching himself in the face over it (as per blog) is getting off very easily. |
|

CCP Prism X
C C P C C P Alliance
202

|
Posted - 2011.11.07 17:49:00 -
[260] - Quote
Zagdul wrote:This has happened before.
Remember last year when they went skynet on everyone?
Yeah I know, that was my fault. I should have known better than pick my left nose as a grey cat crossed the street in front of the office ON PATCH DAY!
Seriously, five years and I still do this.  ~ CCP Prism X EVE Database Developer "Prism X is my first world problem." ~ CCP FLX If anything in this post was informative or could be considered as 'good news' to you - chances are you've misread it. |
|
|

Mecinia Lua
Galactic Express Intrepid Crossing
11
|
Posted - 2011.11.07 17:49:00 -
[261] - Quote
I like what I see here.
I know those with faction towers are being asked to take a hit, just like the many supercapital pilots who are taking hits. The extra fuel bay is nice I think. Perhaps once they have time to redo the entire starbase system then the faction towers can once again have a bit more advantage.
On average I think most folks will save a bit of isk on fueling this way. I do expect from the looks of it though that heavy water and liquid ozone may raise in price due to all towers now taking them. However the drop in demand for robotics should more than offset it.
|

Lorth Kelser
Phoenix Propulsion Labs RED Citizens
0
|
Posted - 2011.11.07 17:50:00 -
[262] - Quote
Grace Murray wrote:Wow, thanks for yet another w-space nerf in the winter patch. Now, not only is PI going to cost us a lot more, but instead of fueling our tower mostly on PI goods from in our system, and only needing to haul in ice goo for fuel, we either need to buy it ALL, or haul everything out, find a nearby factory, buy ice goo, and haul it all back in again.
CCP, PLEASE stop only considering the "big alliance in nullsec" case when you design these things. That's not your entire player base, and homogenizing your game takes out a lot of what makes it cool in the first place.
Yes this if how I see. Doing PI in null sec or low sec will make no sense at all with all these changes. Everyone will do there PI and ice mining in high sec make there blocks and move them to null low sec.
While I like the idea as I used to have to spend 8 to 10 hours a week fueling a POS network. I dont see it working well when you add the changes to PI coming out as well. Also I see our faction tower getting screwed as well. |

Kralin Ignatov
Macabre Votum Morsus Mihi
2
|
Posted - 2011.11.07 17:51:00 -
[263] - Quote
CCP Prism X wrote:This one time. In Band Camp. Absolutely nothing happened. For a whole day, NOTHING! It was a fairly boring day to tell you the truth. Even so POSs all started going randomly offline. Somehow that did not stop them from opening fire on blues and only blues. I think this five year old love/hate relationship of ours with the current POS code is getting old.
Just felt like getting that off my chest after reading this. Carry on.
after the mystical day you refactor and replace the old POS code, you should consider dumping the best (worst) parts of it on thedailywtf.com, as i am guessing its quite worthy |

Zagdul
Clan Shadow Wolf Fatal Ascension
70
|
Posted - 2011.11.07 17:53:00 -
[264] - Quote
CCP Prism X wrote:Zagdul wrote:This has happened before.
Remember last year when they went skynet on everyone?
Yeah I know, that was my fault. I should have known better than pick my left nose as a grey cat crossed the street in front of the office ON PATCH DAY! Seriously, five years and I still do this.  It's all good.
Oh, when you guys look into re-designing the POS's. Might save you a LOT of time if you just introduce new BP's and allow people to decide if they want to take down old pos' for new ones. As long as fuel requirements are the same for a S/M/L starbase, implementing new BP's while removing the old ones will leave "collector" items in the game and thus implement a niche market.
Oh, and imagine the campaigns people could make to rid space of clutter!
It's not Rocket Surgery |

Slieper
Pretenders Inc W-Space
2
|
Posted - 2011.11.07 17:53:00 -
[265] - Quote
After some consideration: after the pallet being put into the tower, it should "unpack" into the conventional fuel. The tower should be able to be fueled with conventional fuel directly.
It allows: - fraction towers keep their bonuses - peopl, producting some fuel themselves can use it to fuel their towers ...
Everybody happy. |

Nocturrne Primitive
Cloak and Daggers Fidelas Constans
0
|
Posted - 2011.11.07 17:55:00 -
[266] - Quote
Temmu Guerra wrote:Nocturrne Primitive wrote:No! No! NOO!
So, not only do I have to flog myself to gather all of the fuel, but I also have to package it into friggin blocks....
How is this supposed to make our lives easier?
Why not just buy the blocks?
Buy where? There is no market or even a station near most of our POSs. In 0.0 we must be self sufficient. At the moment, we harvest all of our POS fuels in system or nearby. Having to travel long distances and make or buy blocks is an epic nightmare.
|

Toshiko Kin
Material Reclamation Services
5
|
Posted - 2011.11.07 17:58:00 -
[267] - Quote
For my current setup, these changes will lower total 'cost', increase total m3 to move about and add 5 hours a week to my time spent mining ice (8.7 total hours/week). The first two kinda wash and aren't really something to cause excitement. The third bit, well 8.7 hours a week is about all the time I usually spend in EvE. Sooo... I guess it's back to ganking and griefing for me, once these changes go live. Good thing I'll have new ships to do it in. :) |

mkint
291
|
Posted - 2011.11.07 17:59:00 -
[268] - Quote
Nocturrne Primitive wrote:Temmu Guerra wrote:Nocturrne Primitive wrote:No! No! NOO!
So, not only do I have to flog myself to gather all of the fuel, but I also have to package it into friggin blocks....
How is this supposed to make our lives easier?
Why not just buy the blocks? Buy where? There is no market or even a station near most of our POSs. In 0.0 we must be self sufficient. At the moment, we harvest all of our POS fuels in system or nearby. Having to travel long distances and make or buy blocks is an epic nightmare. It's worth noting the corp of people you respond to. Some are obviously CCP favorites, and their comments will obviously be in support of any changes CCP did to buff them and nerf anyone else. Naturally, it sucks to be everyone else. |

Largo Coronet
GoonWaffe Goonswarm Federation
32
|
Posted - 2011.11.07 17:59:00 -
[269] - Quote
Nocturrne Primitive wrote:Buy where? There is no market or even a station near most of our POSs. In 0.0 we must be self sufficient. At the moment, we harvest all of our POS fuels in system or nearby. Having to travel long distances and make or buy blocks is an epic nightmare. Well, then you're at the point where you CAN build your own refinery. A n extra manufacturing array or two on one POS and you're set. All you'll need are the blueprints.
Then YOU can set yourself up as British POSfuels.  |

Bephatasis
Evoke. Ev0ke
0
|
Posted - 2011.11.07 18:00:00 -
[270] - Quote
Well ... all in all i like the changes!
Just some Feedback: - Would like to see the 4 fuel blocks to look more different. Maybe the easiest thing would be to color it in the racial colors. - The timer may be too short - looks like some "symbolic" timers
You need much more time with the crappy way to place the mods than they will need to anchor. The real increase would be a better way to place the Mods faster in the place u want them.
Just a small hint @ the DEVs: Try to Setup a POS with a real setup (Mods on a special position, not just random positions around the POS), then u will see that it's a pain in the ass to move small mods on the exact position u want it.
EDIT1: What would be also some "epic Style" if u can process the Blocks on a planet in a High-Tech-Processors 
EDIT2: Also very like the style of the Devblog, was laugthing very loud at some points! Keep going with this! |
|

Toshiko Kin
Material Reclamation Services
5
|
Posted - 2011.11.07 18:02:00 -
[271] - Quote
Nocturrne Primitive wrote:Temmu Guerra wrote:Nocturrne Primitive wrote:No! No! NOO!
So, not only do I have to flog myself to gather all of the fuel, but I also have to package it into friggin blocks....
How is this supposed to make our lives easier?
Why not just buy the blocks? Buy where? There is no market or even a station near most of our POSs. In 0.0 we must be self sufficient. At the moment, we harvest all of our POS fuels in system or nearby. Having to travel long distances and make or buy blocks is an epic nightmare.
Did I miss something? I could have sworn the dev blog said they would be manufactured in POS ammo arrays?
"The four racial fuel blocks will be built in batches of four in all stations, plus starbase ammo assembly arrays..."
So why are you traveling long distances again? |

Jesci Quinlan
Star Frontiers BricK sQuAD.
0
|
Posted - 2011.11.07 18:02:00 -
[272] - Quote
Dalton Vanadis wrote:Callic Veratar wrote:Dalton Vanadis wrote:I would like to say that one idea that is probably easy to implement and will make all of your players who manage towers very very very happy with you is to just plop a full load of these pellets into the fuel bay on patch day, just erase their old fuel, put in 29 days of fuel blocks and call it a day. - Anchor Tower - Put in a bit of fuel - Convert to blocks for free - Tear down tower - Sell fuel Damn, always forget it's EVE, and players will always find a way to pull moar ISK. Something to consider might be that the injection of ISK/materials into the market might then offset some of the inevitable post-expansion market inflation of the materials keeping the overall system slightly more stable than the all out land-grab of materials that will happen otherwise. Plus leading up the expansion, if everyone was going to try and anchor towers to get the free fuel, tower prices will spike, likely making it an overall loss of ISK to just buy a tower off the market. Furthermore, increasing supply on the market through that means would be akin to seeding it directly on the market from the get go, which would decrease the transition period. But yeah, hadn't considered how people would scam the system, so probably wouldn't work overall... Too bad, would have made life easier for everyone just keeping their actual towers running.
Query or calculate the tower's run time. Replace the contents of the fuel bay with the corresponding number of fuel blocks. It's not that much more complicated. Giving everyone a month of free fuel is a really bad idea though. It will be abused as Callic pointed out, and the ISK value involved is not insignificant.
The issue I guess is that people may still throw up a bunch of temporary towers to produce large quantities of fuel blocks without the build time or factory costs. Whether that one time loophole is acceptable or not is up to CCP.
There's also the people who don't keep their fuel levels balanced to consider. The "run time" conversion would cause them to lose the excess fuel, but I'm willing to bet those people won't care enough to make a fuss about it anyway.
On another note, I'd just like to add my support for the idea of multiplying the whole system by a factor of 100 (and dividing the volume obviously). Maintaining granularity for the sov and faction fuel bonuses is far more important than keeping the number of blocks small. |

Smoking Blunts
Zebra Corp BricK sQuAD.
133
|
Posted - 2011.11.07 18:04:00 -
[273] - Quote
after reading the 'starbase happy fun time' i thought you were actually doing something to help pos runners.
now we have more build jobs to run and a higher fuel cost in most cases.
you do not play this game do you? CCP-áare full of words and no action. We will watch what they are doing, for now
|

Ingvar Angst
Nasty Pope Holding Corp Talocan United
511
|
Posted - 2011.11.07 18:04:00 -
[274] - Quote
Toshiko Kin wrote:Nocturrne Primitive wrote:Temmu Guerra wrote:Nocturrne Primitive wrote:No! No! NOO!
So, not only do I have to flog myself to gather all of the fuel, but I also have to package it into friggin blocks....
How is this supposed to make our lives easier?
Why not just buy the blocks? Buy where? There is no market or even a station near most of our POSs. In 0.0 we must be self sufficient. At the moment, we harvest all of our POS fuels in system or nearby. Having to travel long distances and make or buy blocks is an epic nightmare. Did I miss something? I could have sworn the dev blog said they would be manufactured in POS ammo arrays? "The four racial fuel blocks will be built in batches of four in all stations, plus starbase ammo assembly arrays..." So why are you traveling long distances again?
They're probably thinking of flying the ice fuels into null instead of actually mining the ice that's there, or encouraging industrialists in null to do that for them. Six months in the hole... it changes a man. |

Atropos Kahn
Dirt Nap Squad Dirt Nap Squad.
0
|
Posted - 2011.11.07 18:06:00 -
[275] - Quote
Pretty nice for defenders and POS monkeys... But as an aggressor, I am meh.... Would like to see something mentioned on unanchoring pos's that have run out of fuel or have been abandoned.... Especially in w-space..
Buttons aren't toys.
|

Fuujin
GoonWaffe Goonswarm Federation
28
|
Posted - 2011.11.07 18:06:00 -
[276] - Quote
Smoking Blunts wrote:after reading the 'starbase happy fun time' i thought you were actually doing something to help pos runners.
now we have more build jobs to run and a higher fuel cost in most cases.
you do not play this game do you?
Yeah, that 5 second anchor time is going to turn it into a real grind.
The only inconvenience this is going to cause is the transition period. |

Ciryath Al'Darion
FinFleet Raiden.
18
|
Posted - 2011.11.07 18:07:00 -
[277] - Quote
Do the transition so that fuel that is in bay is converted into blocks, the uneven part gets left behind as pi or ice products as they used to be.
It's very simple for you to do. Would be crime against your customers for you not run the simple script someone posted earlier to this thread.
It eases up every pos slaves work.
Benefits outweigh the downsides by tons.
The only downside for this that I've seen is that people don't need to build stuff at stations for the 1st round. So what? they haven't been needing to build it until now either. |

Hirana Yoshida
Behavioral Affront
123
|
Posted - 2011.11.07 18:07:00 -
[278] - Quote
CCP ARE EEJITS!
PELLETS! IT IS CALLED FUEL PELLETS (as per initial idea and previous discussions)
Fuel Blocks just sounds silly, bordering on stupid immediately adjacent to moronic.
PS: Hurry up with removing the blasted things entirely .. they outlived their usefulness the first time they were spammed and thus caused premature hairloss, ulcers and death in the hauling population caught completely unawares. |

MiliasColds
Infinite Improbability Inc RAZOR Alliance
1
|
Posted - 2011.11.07 18:07:00 -
[279] - Quote
i'm not a POS guy, but i see the questions people had regarding faction towers/ and the bonuses they get/what they mean to the players.
is i technically feasible to just change the cycle time for fuel use on faction towers, from 60 min to 75 min to 90 min, that gets less fuel same online time, and lower costs for that time. or same fuel same costs longer online time. just my two cents |

Silk Vixen
Kitsune Industries
1
|
Posted - 2011.11.07 18:09:00 -
[280] - 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 :)
You could add a bonus to faction towers where labs/assembly arrays get a 20% reduction or so in the time it takes to manufacture/research/copyinvent etc |
|

Bullet Maggotson
GoonWaffe Goonswarm Federation
0
|
Posted - 2011.11.07 18:09:00 -
[281] - Quote
Ariane VoxDei wrote:Neither does cycle changing, if it is just a database entry listing a timer. We dont know. Lazy grey does. Really, if he couldnt come up with that changeover on his own (and lacked the sense to ask forum), then punching himself in the face over it (as per blog) is getting off very easily.
Yes it does. Changing cycle times is inherently more complex because moon miner and reaction cycle times are tied to fuel cycle times. |

Halvus
Sons Of 0din Fatal Ascension
0
|
Posted - 2011.11.07 18:10:00 -
[282] - Quote
Some ideas:
1) Faction Fuel Saving: In order to retain the faction pos fuel saving, would it be possible to create separate faction fuel block BPOs? These would have their own (reduced) material requirements. Of course these BPOs would be harder to come by, being sold only in the appropriate faction stations.
2) Changeover: The changeover could catch a lot of people out. i.e. those that don't read dev-blogs, news etc. Would it be possible to convert any existing fuel into blocks during the downtime when this change is implemented? You could calculate the number of hours the current fuel would last, remove that amount of materials and replace it with the appropriate number of fuel blocks. Any excess materials could be left in the fuel bay.
I understand that these ideas would require extra development effort, but I think they would satisfy almost everyone who is complaining on this thread.
Halvus. |

Dorian Wylde
Imperial Academy Amarr Empire
55
|
Posted - 2011.11.07 18:10:00 -
[283] - Quote
I'd like to thank the people who skimmed the blog and didn't actually read it for giving me such a good laugh on an otherwise depressing day. |

Callic Veratar
Power of the Phoenix
60
|
Posted - 2011.11.07 18:13:00 -
[284] - Quote
I have most of a TL;DR of the thread going here. |

BigCountry
Knights Of Anarchy Shadow of xXDEATHXx
3
|
Posted - 2011.11.07 18:14:00 -
[285] - Quote
Well, while I think its a good idea, I dont like that when comparing the current fuel usage to what the new blocks will take , I am now gonna be spending more for tower fuel ....but , i guess atleast they are trying |

Smoking Blunts
Zebra Corp BricK sQuAD.
133
|
Posted - 2011.11.07 18:16:00 -
[286] - Quote
Fuujin wrote:Smoking Blunts wrote:after reading the 'starbase happy fun time' i thought you were actually doing something to help pos runners.
now we have more build jobs to run and a higher fuel cost in most cases.
you do not play this game do you? Yeah, that 5 second anchor time is going to turn it into a real grind. The only inconvenience this is going to cause is the transition period.
the setting up of a pos yeh its faster. wow
the cost looking at the ones im running is about 30% more, the fact i have to now build something else just to put in them ******* anoying. CCP-áare full of words and no action. We will watch what they are doing, for now
|

Di Mulle
23
|
Posted - 2011.11.07 18:16:00 -
[287] - Quote
Just another voice about faction towers. Reduced fuel consumption is their biggest bonus and nothing else can sufficiently replace it. Losing that bonus under proposed system is a big hit.
More than that, where the sov bonus will go ? I am afraid, that you are in such rush now, that are unable to think about bigger picture. Seriously, someone at CCP should think about game as a whole and not depend only on some coder, who was given 1 hour to think about an issue and suffered with tunnel vision at the same time, thus forgetting about solution as simple as 2+2. Yea, I mean x100 approach, already given by players on a moments notice.
Losing/ getting some bonuses because of :insert gameplay reason here: is one thing and should always be open to discussion, losing them because of a shortsighted dev - big no no.
But I would like to talk about faction towers from just another point of view. Them losing bonus is a shame, them stopping to drop long ago - even bigger shame, because it was never explained why by CCP. But under current proposal their comeback would have no sense anyway. What is a big pitty, they long ago been a savior for otherwise dull and unprofitable mag sites.
There already is not so much "big hits" in possible drops. Every NPC activity in EVE is becoming more and more monotonous, be it mining, ratting or even exploring and sleeper stuff. You feel like sitting at a conveyor belt or an office 8 h per day. There is less and less place for an "adventurer" style, when you miserably spend half off the life wandering around, but hoping to find a rough diamond one day. Granted, there still are officers, still are rare drops from plexes, but other mini professions have lost that "woohoo" flavor. There is not so much stuff in EVE to make that flavor, and you are just trying to finally kill one of them. CCP is unable to implement simpliest things. Like settting to hide signatures. So they sweep it under a rug . Children do that in their pre-shool years, CCP does it being adults. Probably because it is fearless enough. |

Ingvar Angst
Nasty Pope Holding Corp Talocan United
511
|
Posted - 2011.11.07 18:16:00 -
[288] - Quote
MiliasColds wrote:i'm not a POS guy, but i see the questions people had regarding faction towers/ and the bonuses they get/what they mean to the players.
is it technically feasible to just change the cycle time for fuel use on faction towers, from 60 min to 75 min to 90 min, that gets less fuel same online time, and lower costs for that time. or same fuel same costs longer online time. just my two cents
No, it's not actually. Consider things like gas processing arrays and all don't start processing until the pos cycle hits. What this does is give an accurate amount of fuel required for the next cycle, which is hourly. Now... considering that this won't be a factor after this it's likely that when/if they rework pos' in the future they will be able to build that flexibility, however it's likely so ingrained in the current code that ripping the hourly cycle out has far greater potential to really break things than it's worth.
The multiply produced/consumed amount by ten, divide the size of the pellet/block/chunk by 10 (or 20 for hauling purposes...) makes a lot of sense however. You could easily then apply for example a 10% fuel efficiency bonus to a faction pos for example. Instead of 40/hr for a large pos, 36/hr. Instead of 10/hr for a small, 9/hr. I don't recall the actual percent saved with faction towers, but the math should work ok. Six months in the hole... it changes a man. |

Letrange
Red Horizon Inc Cascade Probable
27
|
Posted - 2011.11.07 18:17:00 -
[289] - Quote
Chiming in to indicate that I'm favorable towards the "granularize the fuel" camp. Have the recipe make 400 cubelets of 0.5 m-¦ instead of 4 cubes each of 50 m-¦ each (these are still gigantic compared to say trit). This would allow you the granularity to have the faction/sov reductions have a graduated impact.
Seriously - we're more worried about how much place it takes and how many trips do I need to do than about x number of cubes.
or heck make the BPO/C make 200 cubes of 1m-¦ which gives you a 2% granularity with the simplification for "space" calculations. |

ED209X
South Park Development
1
|
Posted - 2011.11.07 18:19:00 -
[290] - Quote
I purchased my Faction Tower only for its lower fuel usage, not for the increased storage bay size.
I suggest more BPOs.. there must be 4 BPOs in this iteration.
Quote:"400x relevant racial Isotope"
If this is so then just produce "Faction fuel BPOs" that use less fuel to build the fuel blocks, but cost the same and seeded the same as all the others. These Faction fuel blocks would not be useable on normal towers.
|
|

Iniquita
Dreddit Test Alliance Please Ignore
0
|
Posted - 2011.11.07 18:19:00 -
[291] - Quote
Instead of the half and half fuel thing, have you considered just converting or replacing fuel in towers at downtime? This seems better than having to ensure each of our 100 pos has a 50/50 fuel mix in two weeks. Then having to haul back the old fuel type afterwards.
I would much prefer every tower just getting 2 weeks of fuel pellets. |

Callic Veratar
Power of the Phoenix
62
|
Posted - 2011.11.07 18:19:00 -
[292] - Quote
Could the Rorqual's compression system be allowed to manufacture fuel cubes? |

Tokino Kaalakiota
Kaalakiota Logistical Serivces
7
|
Posted - 2011.11.07 18:21:00 -
[293] - Quote
O M G
Easily best change of the upcoming patch (assuming it comes out in the upcoming patch) \o/
As an owner of a stupidly expensive, partially vulnerable ship, having to fuel a ridiculous amount of towers for staging/safekeeping just got OMFG so much easier.
Now if only you had put out these changes BEFORE I anchored/onlined >9000 guns/jammers/etc etc..... 
Ur deffo on the right track...now if only you could get more...competent.... personnel to work on forum bans/temp bans......(GM Panic I'm looking at you...you already cost CCP a couple subscriptions)
-Tokino/LS |

Callic Veratar
Power of the Phoenix
62
|
Posted - 2011.11.07 18:22:00 -
[294] - Quote
Iniquita wrote:Instead of the half and half fuel thing, have you considered just converting or replacing fuel in towers at downtime? This seems better than having to ensure each of our 100 pos has a 50/50 fuel mix in two weeks. Then having to haul back the old fuel type afterwards.
I would much prefer every tower just getting 2 weeks of fuel pellets.
I'm in favour of delegation of responsibility on this one, really. It's a bit more of a pain, but the sheer number of things that could go wrong if something doesn't convert right could make this a major pain to do. By saying it's the player's responsibility to make sure their POS are ready to cut over, means CCP doesn't have to worry about every single starbase converting right. |

Kristen Andelare
Center for Advanced Studies Gallente Federation
0
|
Posted - 2011.11.07 18:23:00 -
[295] - Quote
I did some analysis using these numbers, compared to what I am using for fuel now and got these results:
Currently I run a Medium Faction (Tier 2) tower. I bought it because it was CHEAPER to RUN!!! This tower is in highsec and has been run near-continuously for over two years now (in various locations).
I have a system, where I dump fuel into the fuel bay in 500-hour bunches (usually straight from the anchored corp hanger next to it). Since I keep certain things offline, to save fuel, I am at less than maximum needs for Heavy Water and Liquid Ozone.
I dump:
500x Charters 500x Robotics 1000x Uranium 1500x Mechanical Parts 2000x Coolant 3500x Oxygen 7500x Liquid Ozone 17000x Heavy Water 84500x Racial Isotopes
To make the fuel blocks to give me the same duration, I will need: 500x Charters 250x Robtics (half current) 1000x Uranium (same as current) 1000x Mech Parts (2/3 of current) 2000x Coolant (same as current) 5000x Oxygen (more than current) 37500x Liquid Ozone (FIVE times current) 37500x Heavy Water (over double current) 100,000x Helium Isotopes (more than current)
So I see a net gain in the Robotics production, the hardest PI product for me to manufacture, and a smaller gain in Mechanical parts, a somewhat difficult product to manufacture (due to planetary limits of noble metals on Barren planets)
But I'm totally screwed on Ice Products consumption here.
The fact that I have a faction tower no longer matters to me (the extra fuel bay size is worthless!). and the fact that I keep the lights turned off to save energy is also, no longer of any value. Way to go there!
I have been running this operation alone for over two years. I mine my own ice, make my own PI since it became possible, and earn my own charters.
I will make the following suggestions:
increase the blocks needed by a factor of ten, as other posters have suggested, and give the faction towers BACK their advantages in fuel consumption. Just make 40 blocks per run, using the same materials input, and then make the normal towers need 10,20,40 blocks per hour.
While you're at it, ALIGN the amount of Heavy Water and Liquid Ozone each mined block of Ice produces. The disparity between the two has ALWAYS been an issue with planning POS fueling. And there is also more need for Liquid Ozone anyway, as it's the fuel of jump bridges, etc. Make them both 50 for normal ice. You math scheme here just further insures the ridiculous shortage of O3 on the markets, and abuses solo miners/industrialists/POS operators like me. If you did that, I wouldn't worry too much about losing the fuel savings from having POS modules offline.
Other than what I've stated above, I like the change overall, it will be helpful, and it will make people's POS fueling a simpler process.
thanks CCP for thinking about POS operations. Keep iterating.
|

Nairb Ecrep
Mercurialis Inc. RAZOR Alliance
0
|
Posted - 2011.11.07 18:23:00 -
[296] - Quote
Just to throw in my opinion, I strongly support the idea of increasing the number of blocks to facilitate the faction bonus, as well as the Sov bonus. In the end all that really matters is m3 we have to move, not number of blocks, so this would allow current bonuses to work and still make it awesome to streamline fueling poses. |

Largo Coronet
GoonWaffe Goonswarm Federation
33
|
Posted - 2011.11.07 18:25:00 -
[297] - Quote
Hirana Yoshida wrote:PELLETS! IT IS CALLED FUEL PELLETS (as per initial idea and previous discussions). YAH! 50m3 PELLETS!
{I know, you're being silly.}
Imagine the size of rabbit you'd have to have to make a pellet that big. 
|

Marcel Devereux
Aideron Robotics
56
|
Posted - 2011.11.07 18:25:00 -
[298] - Quote
Why not just convert the fuel that is currently in the fuel bay into fuel pellets? |

Alice Katsuko
Terra Incognita Intrepid Crossing
35
|
Posted - 2011.11.07 18:26:00 -
[299] - Quote
CCP Greyscale wrote:Alice Katsuko wrote:Very nice changes. Might be a stupid question, but how exactly will jump bridge access be controlled now? Will it be purely through standings? And will we be able to set the level of standings at which jump bridge access is granted?
Basing it purely on control tower aggression settings may not be the best idea, because it may not allow for sufficient level of control. For example, an alliance will probably have its POS network configured to not shoot dark and light blues, but may not want light blues to use its bridge network. Purely on aggro settings, yes. If the tower won't shoot you, you can use the bridge. The CSM was very clear that JB passwords are all public knowledge already so it's a pretty meaningless security check in practice.
Thanks for the clarification. It's a very welcome change. But when you overhaul the POS system, please consider adding more granularity to JB and POS access controls.
|

Iniquita
Dreddit Test Alliance Please Ignore
0
|
Posted - 2011.11.07 18:26:00 -
[300] - Quote
Callic Veratar wrote:Iniquita wrote:Instead of the half and half fuel thing, have you considered just converting or replacing fuel in towers at downtime? This seems better than having to ensure each of our 100 pos has a 50/50 fuel mix in two weeks. Then having to haul back the old fuel type afterwards.
I would much prefer every tower just getting 2 weeks of fuel pellets. I'm in favour of delegation of responsibility on this one, really. It's a bit more of a pain, but the sheer number of things that could go wrong if something doesn't convert right could make this a major pain to do. By saying it's the player's responsibility to make sure their POS are ready to cut over, means CCP doesn't have to worry about every single starbase converting right.
Then it would be nice if they left in the old fuel consumption as an option. Code pos to use both fuel types, old before new. That way old fuel will be consumed first until gone then any fuel pellets in the tower would be consumed. |
|

Scrapyard Bob
EVE University Ivy League
298
|
Posted - 2011.11.07 18:26:00 -
[301] - Quote
Tas Nok wrote: which really brings up the other problem, this one size fits all while wonderful for POSes that have enough guns and arrays to really fill up an overview doesn't do much for the corp with the faction tower with only a few mods online specifically in order to save fuel costs! now with the blocks it won't matter if I have 1 gun online or 20...
Which is not a real big issue. If you assume a non-faction, large tower with no sov bonuses you were paying current about (per 30 days):
174M for PI-sourced fuels 155-167M for isotopes (310M for oxytopes) 2.3M in Heavy Water - if you ran at full tilt 34.6M in Liquid Ozone - if you ran at full tilt
So, Heavy Water was about 0.5% of your fuel cost per month and Liquid Ozone was about 9% of your fuel cost per month. Assuming that you used about half of your PG, you saved a mere 17.3M ISK/30d each month.
|

Emma Royd
Maddled Gommerils
15
|
Posted - 2011.11.07 18:26:00 -
[302] - Quote
Are these seriously the best fuel calculations you can come up with? I suggest more head punching.
You've changed the fuel market dynamics dramatically, just look at high-sec forge region, last time I looked at heavy water it was 21.17 p/u, I looked a little while ago when I was working out the new costings, and there were 2 sellers in forge, the rest of the market was bare. You've created an extra demand for heavy water and liquid ozone of around 12.7k units for a dread guristas medium tower over a 4 week period. That's the equivalent of an extra 500+ blocks of ice people need if they mine for their own towers. You've also created an excess of robotics, and mechanical parts, so those prices will probably drop.
Overall, personally I think the calculations could have been better. You say you've spoken to large holders of towers, I suspect they were big 0.0 power blocks where fueling is a hassle, for empire dwellers, it makes no real difference if you've got to fuel your tower after 25 days, or 35 days, just a couple of iteron V's worth and it's done.
Yeah it's a whine post, whatya going to do about it 
|

Callic Veratar
Power of the Phoenix
62
|
Posted - 2011.11.07 18:27:00 -
[303] - Quote
Marcel Devereux wrote:Why not just convert the fuel that is currently in the fuel bay into fuel pellets?
Convert a gas engine car to a diesel engine car as it's travelling down the highway. |

Mioelnir
Cataclysm Enterprises Ev0ke
20
|
Posted - 2011.11.07 18:28:00 -
[304] - Quote
Not to point out the obvious, but why not make 8 blocks per production run (same materials)?
Small tower: 2 blocks / hour Small pirate tower: 2 blocks / hour, +25% fuel 1 capacity Small commander tower: 1 block / hour, +50% fuel 1 capacity
Medium tower: 4 blocks / hour Medium pirate tower: 3 blocks / hour, +25% fuel 1 capacity Medium commander tower: 2 blocks / hour, +50% fuel 1 capacity
Large tower: 8 blocks / hour Large pirate tower: 7 blocks / hour, +25% fuel 1 capacity Large commander tower: 6 blocks / hour, +50% fuel 1 capacity
Sovereignty reduces fuel consumption by 1 block per hour down to a minimum of 1 block per hour (so no free small commander towers in sov systems). |

Nocturrne Primitive
Cloak and Daggers Fidelas Constans
0
|
Posted - 2011.11.07 18:28:00 -
[305] - Quote
Toshiko Kin wrote:Nocturrne Primitive wrote:Temmu Guerra wrote:Nocturrne Primitive wrote:No! No! NOO!
So, not only do I have to flog myself to gather all of the fuel, but I also have to package it into friggin blocks....
How is this supposed to make our lives easier?
Why not just buy the blocks? Buy where? There is no market or even a station near most of our POSs. In 0.0 we must be self sufficient. At the moment, we harvest all of our POS fuels in system or nearby. Having to travel long distances and make or buy blocks is an epic nightmare. Did I miss something? I could have sworn the dev blog said they would be manufactured in POS ammo arrays? "The four racial fuel blocks will be built in batches of four in all stations, plus starbase ammo assembly arrays..." So why are you traveling long distances again?
You are missing the point. How does adding these extra steps make our lives easier? POSs are already one of the most horrible things in eve - everything about them needs to be simplified. How can the idea of making them more complex even be considered? This is just looney... |

Arra Lith
HUSARIA Curatores Veritatis Alliance
8
|
Posted - 2011.11.07 18:31:00 -
[306] - Quote
This is really stupid. One change and faction towers are useless. What next? Also sovereignity wont give any fuel usage boost any more ???
You cant make tower to burn 0.75 unit. But it should be possible to make tower burn 100 units. Faction tower then gets 25% usage bonus, and it use 75 units. Sovereignity futher increase it by 25%, making tower burn 50 units per hour.
It should be dont this way:
BPO for 100 fuel blocks uses current hourly large pos usage. 1 hour cycle uses: Large standard POS: 100 blocks Medium standard: 50 blocks Small standard: 25 blocks Large faction / or standard POS with sovereignity claimed by alliance: 75 blocks Medium faction / or standard POS with sovereignity claimed by alliance: 38 blocks Small faction / or standard POS with sovereignity claimed by alliance: 19 blocks Large faction and sov claimed: 50 blocks Medium faction and sov claimed: 25 blocks Small faction and sov claimed: 13 blocks
If nothing is changed industry gets really bad hit. Just make reactors anchorable in hi sec and make EVE another sims type game, will be easier to finally quit and find something better... |

Internet Knight
The Kobayashi Maru RONA Directorate
6
|
Posted - 2011.11.07 18:32:00 -
[307] - Quote
In reference to changing the fuel system for faction control towers... why not just change the fuel cycle time?
Where standard towers cycle through fuel every one hour, why not have tier 1 faction towers cycle every one hour and fifteen minutes, and have tier 2 faction towers cycle ever one hour and thirty minutes?
Makes sense to me. |

Mzr
Session9 Malum Exuro
1
|
Posted - 2011.11.07 18:33:00 -
[308] - Quote
Ok, gonna make a summary of what's good and bad with the new system and the things suggested in this thread. Simple = good so I like the new changes, but a few issues need to be adressed.
1. Faction towers don't have any fuel reduction bonuses atm, nor do sov towers. This is bad. Refueling faction towers every 42 days is not gonna help me much vs. regulars at 29. You're just telling me I have to visit a faction POS (roughly) 9 times a year instead of 13 (regular) - not interested, you already added the much needed bonus to vanilla towers.
Solutions: a) If faction/sov tower fuel reduction cannot be reached via the time unit (60min being a hardlock), then please consider the granulation suggested in this thread.
b) Faction BPs to manufacture faction fuel blocks, prolly those can be seeded as well - but you have to take into account tier1 and tier2 faction - prolly this adds more complexity to solution - your call. After production those faction blocks could only be used in their respective POSes types.
2. We already have the fuel (block ingredients), just let us transform it to pellets/blocks (delivery method to the POS) very easily. We're in the business of burning fuel, not cooking it some more - block build times are ridiculous. Same goes for refine - let us refine any unused blocks at 100% efficiency (or skill related).
3. Extremely low anchoring/onlining times can lead to people literally ninja'ing POSes up/down fast. Idk, but it seems this mechanic can be abused. Keep an eye on it.
4. As McCreedy once said `I'm gonna cut your balls with a rusty spoon` :) if you leave all racial blocks blue. It's retareded and creates confusion. How about have them nicely glowing in the racial ECM colors (so POS owners actually learn something about EW :).
5. While we're on the POS subject how about you make a small but extremely usefull change to POS reactions: let us move intake silos / harvesters / reactors / couplings / exhaust silos / etc. up and down as tiles (exemplified here - http://www.youtube.com/watch?v=jZYtq0K-Ass - sorry, your link integration doesn't work) - so we get the much needed logic in reaction chains. You really don't want to see how everything looks on a large POS that does 2 moon reactions and manufactures boosters. |

Nova Fox
Novafox Shipyards
215
|
Posted - 2011.11.07 18:33:00 -
[309] - Quote
How big is that bruise on your head mr greyscale?
either way awsome change.
|

Smoking Blunts
Zebra Corp BricK sQuAD.
133
|
Posted - 2011.11.07 18:33:00 -
[310] - Quote
Mioelnir wrote:Not to point out the obvious, but why not make 8 blocks per production run (same materials)?
Small tower: 2 blocks / hour Small pirate tower: 2 blocks / hour, +25% fuel 1 capacity Small commander tower: 1 block / hour, +50% fuel 1 capacity
Medium tower: 4 blocks / hour Medium pirate tower: 3 blocks / hour, +25% fuel 1 capacity Medium commander tower: 2 blocks / hour, +50% fuel 1 capacity
Large tower: 8 blocks / hour Large pirate tower: 7 blocks / hour, +25% fuel 1 capacity Large commander tower: 6 blocks / hour, +50% fuel 1 capacity
Sovereignty reduces fuel consumption by 1 block per hour down to a minimum of 1 block per hour (so no free small commander towers in sov systems).
i could live with this. add a extra fuel bay for charters in empire, cos well there bits of paper and should have a document folder not a fuel bay. reduce the build time on the fuel cube batch to 1min from 10min CCP-áare full of words and no action. We will watch what they are doing, for now
|
|

Internet Knight
The Kobayashi Maru RONA Directorate
6
|
Posted - 2011.11.07 18:33:00 -
[311] - Quote
double post |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
1
|
Posted - 2011.11.07 18:33:00 -
[312] - Quote
Apollo Gabriel wrote:HOLY **** CCP!!!
Thanks guys!!
As to Faction towers can you make their fuel cycle 1.5 hours or something to still give a fuel bonus? maybe 1 hr 10 mins?
I don't use them, but just thought I'd toss out the idea.
I love that CCP is removing UN-NEEDED COMPLEXITY!!
The game is getting richer, thanks!
Or maybe every "X" cycles consuming blocks it skips "Z" cycles don't consuming blocks?
Or maybe every "X" cycles consuming blocks its "Recycles wastes" creating one additional block?
The less stress on the hardware the better... pick one... |

s1n1ster m1n1ster
Beyond Divinity Inc
0
|
Posted - 2011.11.07 18:34:00 -
[313] - Quote
Hello,
great changes!!!
now a suggestion! we all know how it sucks for people living in POS's to figure out security etc...!!
sugestions!
corp hanger, different sizes for different m3 in it, so that you can configure how much m3 to give to each members!, they can use it sperately and they can only use it! ->> secure! --->> for mods
same thing about where to store ship, make members have XXX m3 to store their ship, if they want more ships, their problem leave in pos shield!
different sizes of these for different m3 -> corp numbers!
what ya think? |

Tanya Powers
Science and Trade Institute Caldari State
143
|
Posted - 2011.11.07 18:35:00 -
[314] - Quote
Now that's amazing changes, more time to actually pew pew or "bzzzzt" rocks 
I'm not directly concerned but expect these changes to please a lot of players. Not all obviously. |

Momoro
0
|
Posted - 2011.11.07 18:37:00 -
[315] - Quote
Crexa wrote:Nomad I wrote:To me this system makes pos fueling much more expensive. I have either to anchor an extra POS to produce blocks, because the production slots are so limited or I have them to buy on market. This system is becomming more annoying. The more I think about it, the more I tend to agree with you.  Perhaps a new fuel producing module for pos? While your at it, take a look at refining arrays.
How about give the control tower a special manufacturing facility like the Rorqual has? It can only turn PI / ice products into these fuel blocks. If not, then some information about what pos module can make these blocks would be useful.
I also support higher discretization of blocks so that you can support pos fuel bonuses. I highly recommend discretization at 100 blocks fuels a normal large tower for an hour (50 for a medium, 25 for a small). I can multiply by 10s in my head pretty easily (2400 blocks is enough fuel for a day).
I am a bit concerned about the heavy water and liquid ozone use going to maximum. For POSes that use 137 liquid ozone instead of 150, this matters little and the changes reduce complexity. This does make a lot more difference for POSes that used 0 liquid ozone and would now use 150 though. This situation particularly occurs when initially onlining a tower.
I am willing to accept some turmoil and imperfection sooner as long as we get iteration to smooth out the bumps. Just acknowledge and communicate them.
|

Iniquita
Dreddit Test Alliance Please Ignore
0
|
Posted - 2011.11.07 18:38:00 -
[316] - Quote
Internet Knight wrote:In reference to changing the fuel system for faction control towers... why not just change the fuel cycle time?
Where standard towers cycle through fuel every one hour, why not have tier 1 faction towers cycle every one hour and fifteen minutes, and have tier 2 faction towers cycle ever one hour and thirty minutes?
Makes sense to me.
This seems incredibly logical. This same mechanic could be used for sov |

DisBeyotch
Scifried Strategic Military Industries
0
|
Posted - 2011.11.07 18:38:00 -
[317] - Quote
Scrapyard Bob wrote:Tas Nok wrote: which really brings up the other problem, this one size fits all while wonderful for POSes that have enough guns and arrays to really fill up an overview doesn't do much for the corp with the faction tower with only a few mods online specifically in order to save fuel costs! now with the blocks it won't matter if I have 1 gun online or 20...
Which is not a real big issue. If you assume a non-faction, large tower with no sov bonuses you were paying current about (per 30 days): 174M for PI-sourced fuels 155-167M for isotopes (310M for oxytopes) 2.3M in Heavy Water - if you ran at full tilt 34.6M in Liquid Ozone - if you ran at full tilt So, Heavy Water was about 0.5% of your fuel cost per month and Liquid Ozone was about 9% of your fuel cost per month. Assuming that you used about half of your PG, you saved a mere 17.3M ISK/30d each month.
Your logic is flawed. Your numbers are correct given the current POS fueling setup. With the documented changes the market demand for HW is going to go up by a factor of 10, directly causeing the price to go up exponentially as well. |

darius mclever
9
|
Posted - 2011.11.07 18:39:00 -
[318] - Quote
Momoro wrote:Crexa wrote:Nomad I wrote:To me this system makes pos fueling much more expensive. I have either to anchor an extra POS to produce blocks, because the production slots are so limited or I have them to buy on market. This system is becomming more annoying. The more I think about it, the more I tend to agree with you.  Perhaps a new fuel producing module for pos? While your at it, take a look at refining arrays. How about give the control tower a special manufacturing facility like the Rorqual has? It can only turn PI / ice products into these fuel blocks. If not, then some information about what pos module can make these blocks would be useful. I also support higher discretization of blocks so that you can support pos fuel bonuses. I highly recommend discretization at 100 blocks fuels a normal large tower for an hour (50 for a medium, 25 for a small). I can multiply by 10s in my head pretty easily (2400 blocks is enough fuel for a day). I am a bit concerned about the heavy water and liquid ozone use going to maximum. For POSes that use 137 liquid ozone instead of 150, this matters little and the changes reduce complexity. This does make a lot more difference for POSes that used 0 liquid ozone and would now use 150 though. This situation particularly occurs when initially onlining a tower. I am willing to accept some turmoil and imperfection sooner as long as we get iteration to smooth out the bumps. Just acknowledge and communicate them.
they already said there will be pos arrays to build those fuel blocks on the POS. |

Grukni
Shimai of New Eden N E X O
13
|
Posted - 2011.11.07 18:39:00 -
[319] - Quote
I sign for more fuel granularity: 40 cubelets instead of 4
Does CCP want to get rid of fuel reduction advantages of faction POSes and Sov? please, CCP, comment on this. |

Arra Lith
HUSARIA Curatores Veritatis Alliance
8
|
Posted - 2011.11.07 18:42:00 -
[320] - Quote
Quote:We stuck with small numbers of blocks and no fuel use bonus on faction towers because dealing with small numbers of blocks makes starbases in general easier to use
This is bad approach. Most people use decimal system. So its no difference for humans between 1 or 10 or 100 per hour. If someone want to fuel POS for 10 days it doesnt matter if you make 1 hour burn 100 units or 10 units. It will be even easier if you make it 100 per hour than 4 per hour. And most towers in EVE universe are large standard ones. |
|

Crunchmeister
THORN Syndicate BricK sQuAD.
84
|
Posted - 2011.11.07 18:42:00 -
[321] - Quote
CCP Greyscale wrote:Currently thinking about: Keep on posting, we are paying attention :)
That single line, as small as it seems to be, is probably the greatest dev post in this thread so far. Perhaps on the entire forum even.
Seriously, the fact you guys are finally really paying attention to the ideas and suggestions of the community rather than ignoring us and going about with your plans unhindered speaks volumes on the fresh new attitude CCP has been demonstrating as of late. Two thumbs way up for that. Keep it up.
|

Vincent Athena
V.I.C.E. The Lostboys
126
|
Posted - 2011.11.07 18:42:00 -
[322] - Quote
Scrapyard Bob wrote:Tas Nok wrote: which really brings up the other problem, this one size fits all while wonderful for POSes that have enough guns and arrays to really fill up an overview doesn't do much for the corp with the faction tower with only a few mods online specifically in order to save fuel costs! now with the blocks it won't matter if I have 1 gun online or 20...
Which is not a real big issue. If you assume a non-faction, large tower with no sov bonuses you were paying current about (per 30 days): 174M for PI-sourced fuels 155-167M for isotopes (310M for oxytopes) 2.3M in Heavy Water - if you ran at full tilt 34.6M in Liquid Ozone - if you ran at full tilt So, Heavy Water was about 0.5% of your fuel cost per month and Liquid Ozone was about 9% of your fuel cost per month. Assuming that you used about half of your PG, you saved a mere 17.3M ISK/30d each month.
This uses the costs as they are now, not as they will be in 2 months. If we get a heavy water shortage the cost could go sky high.
What is needed to insure ice mining supplies sufficient heavy water for POS needs, either by boosting heavy water obtained from ice or by reducing the need in fuel cube production.
Edit 1 CCP: If Im a POS user who mines his own ice, mining sufficient ice to get the isotopes should also get me sufficient heavy water and liquid ozone.
Edit 2 If it all comes from ice in sort of set amounts that get used in set amounts, why have them? Maybe HW and LO have outlived their usefulness as game mechanics. Just get rid of them. Jump bridges run on fuel cubes. CCP employees should never proclaim a feature to be awesome. Only subscribers should. Subscribers can never answer a question posed to CCP. Only CCP can. |

Harleigh
Genbuku. Nulli Secunda
2
|
Posted - 2011.11.07 18:44:00 -
[323] - 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 :)
I like the new CCP :) \o/
|

Chesticular Homicide
Boundless Invention
2
|
Posted - 2011.11.07 18:46:00 -
[324] - Quote
Faction fuel pellet blueprints are a terrible idea.
Where would they come from? They wouldn't be BPO's, no faction blueprints are. So, there would end up being a per pellet blueprint cost associated with the pellet, which could end up negating the fuel savings benefit you get from the tower. |

Ingvar Angst
Nasty Pope Holding Corp Talocan United
513
|
Posted - 2011.11.07 18:48:00 -
[325] - Quote
Iniquita wrote:Internet Knight wrote:In reference to changing the fuel system for faction control towers... why not just change the fuel cycle time?
Where standard towers cycle through fuel every one hour, why not have tier 1 faction towers cycle every one hour and fifteen minutes, and have tier 2 faction towers cycle ever one hour and thirty minutes?
Makes sense to me. This seems incredibly logical. This same mechanic could be used for sov
Arrays cycle the same as the pos. This is/was needed for accurate fuel calculations. Six months in the hole... it changes a man. |

Andre Coeurl
TOHA Heavy Industries TOHA Conglomerate
2
|
Posted - 2011.11.07 18:49:00 -
[326] - Quote
Arra Lith wrote:This is really stupid. One change and faction towers are useless. What next? Also sovereignity wont give any fuel usage boost any more ???
You cant make tower to burn 0.75 unit. But it should be possible to make tower burn 100 units. Faction tower then gets 25% usage bonus, and it use 75 units. Sovereignity futher increase it by 25%, making tower burn 50 units per hour.
It should be dont this way:
BPO for 100 fuel blocks uses current hourly large pos usage. 1 hour cycle uses: Large standard POS: 100 blocks Medium standard: 50 blocks Small standard: 25 blocks Large faction / or standard POS with sovereignity claimed by alliance: 75 blocks Medium faction / or standard POS with sovereignity claimed by alliance: 38 blocks Small faction / or standard POS with sovereignity claimed by alliance: 19 blocks Large faction and sov claimed: 50 blocks Medium faction and sov claimed: 25 blocks Small faction and sov claimed: 13 blocks
If nothing is changed industry gets really bad hit. Just make reactors anchorable in hi sec and make EVE another sims type game, will be easier to finally quit and find something better...
CCP Grayscale, I absolutely agree with all those who pointed out that faction tower (and sov) bonus must stay as it is, and that there are ways to make it work.
In general, the idea of making blocks doesn't seem any good to me in general, as it doesn't change the basics of POS fueling, while adding an industry step in the process. The basics are having (buying, mining or producing) a plethora of items in different amounts, and getting them all in one place, and you added the need to have a production step before being able to use the fuels. Some may like this (ppl who just buy the blocks off the market, and in general, those who have more ISK than manpower), while it is highly inconvenient to those who do the fuelling completely or partly by themselves, as they won't be able to haul stuff separately unless they can manufacture the blocks in the tower. Of course, the production cost and time of blocks themselves is also an added disadvantage, the time being a particular PITA for those who are now able to just go to a station, buy the fuels they need, and go back to their tower and fuel it... now they'll have to get all the fuels together in one place, start the production, and wait one day or so do do the actual fueling.
It really looks like you only asked 0.0 alliances (or to ONE alliance) before rolling out this.  |

ED209X
South Park Development
1
|
Posted - 2011.11.07 18:49:00 -
[327] - Quote
quote=Chesticular Homicide]Faction fuel pellet blueprints are a terrible idea.
Where would they come from? They wouldn't be BPO's, no faction blueprints are. So, there would end up being a per pellet blueprint cost associated with the pellet, which could end up negating the fuel savings benefit you get from the tower.[/quote]
They would come from the same place all the other BPOs come from. |

C4 985
Space Fiber Weavers
1
|
Posted - 2011.11.07 18:49:00 -
[328] - Quote
I might have not understood this correctly but this will occupy the manufacturing slots in a station? If so it s***s. |

ExookiZ
The Dark Space Initiative Revival Of The Talocan Empire
2
|
Posted - 2011.11.07 18:50:00 -
[329] - Quote
faction towers that hold extra fuel are not worth billions. I bought them because i know i would have them for years and theyre savings eventually added up. Getting rid of their fuel savings is just plain bad news. and if you dont change it i cant see anyone spending isk on faction towers post expansion. |

mkint
292
|
Posted - 2011.11.07 18:51:00 -
[330] - Quote
Momoro wrote: How about give the control tower a special manufacturing facility like the Rorqual has? It can only turn PI / ice products into these fuel blocks. If not, then some information about what pos module can make these blocks would be useful.
Beautiful idea. Even better if it doesn't use manufacturing slots, doesn't require blueprints, and engages itself automatically (even if it has a delay between input and output) and uses the fuel bay as input/output. That would make the change a buff to everybody, not a buff to CCP friends and a nerf to everyone else.
That, and removing HW/LO from the pellets (to not totally f*ck up the market with static supply/consumption ratios with no valves to otherwise release the pressure) should be minimum requirements for this to hit TQ.
Seriously, some parts of this are really really badGäó and those parts seem to not be getting as much player attention as they deserve. |
|

Tau Cabalander
Retirement Retreat Working Stiffs
111
|
Posted - 2011.11.07 18:51:00 -
[331] - Quote
George K'ntara wrote:Dear CCP Greyscale,
So you can't make a faction POS use only 75% of a fuel block.
How about having the faction towers use the block for 133% longer instead.
For example a normal tower consumes one block every hour. A low grade faction tower consumes one block every 80 minutes. A high grade faction tower consumes one block every 100 minutes.
Is there a reason that wouldn't work? That would affect reactions too, as they output every tower tick. Not the way to go
K.I.S.S. Just make it 400 / hour for a regular large and scale that down as necessary for the others, faction, and SOV.
|

Jack Dant
The Gentlemen of Low Moral Fibre
88
|
Posted - 2011.11.07 18:52:00 -
[332] - Quote
Vincent Athena wrote:This uses the costs as they are now, not as they will be in 2 months. If we get a heavy water shortage the cost could go sky high.
What is needed to insure ice mining supplies sufficient heavy water for POS needs, either by boosting heavy water obtained from ice or by reducing the need in fuel cube production.
Heavy water shortages only exist in the minds of clueless speculators. Ice mining in empire produces much more heavy water than liquid ozone. Even dark glitter, the best source of LO, still produces 1 unit of HW for each 2 units of LO.
Ozone gets used by towers, cynos, and most importantly, jump bridges.
Heavy water gets used by... towers.
I really don't see the demand catching up to the supply any time soon.
|

Camios
Tribal Liberation Force Minmatar Republic
15
|
Posted - 2011.11.07 18:55:00 -
[333] - Quote
Hi Devs, wile you're at it why don't you take a look to the efficiency of Refining arrays ?
https://forums.eveonline.com/default.aspx?g=posts&m=312464#post312464
35% maximum for the basic ones 75% maximum for the intensive ones
Too big a penaly to refine in a POS. A boost seems reasonable to me...
|

Radix Salvilines
Massive PVPness EntroPraetorian Aegis
15
|
Posted - 2011.11.07 18:55:00 -
[334] - Quote
"it's impossible to give faction towers a fuel consumption bonus any more (you can't consume 2/3 of a block)."
you guys fell over the simpliest of things...
Give a faction towers an extra option that players may switch on at their whim. This option will make starbases use 2 blocks per 3 hours.
More clearly:
Mode A: 1 hour cycle time/1 block consumed
Mode B: 3 hours cycle time/2 blocks consumed
(this is just a general idea not real numbers) I cant believe how simple is that... |

ED209X
South Park Development
1
|
Posted - 2011.11.07 18:57:00 -
[335] - Quote
Yeah, why doesn't skills increase the percentage? |

Frozen Guardian
Registered Amateur Mathematicians
22
|
Posted - 2011.11.07 18:59:00 -
[336] - Quote
To give faction tower bonuses in high-sec, if they match the racial type of the system's NPC faction no charters are needed. In fact actually I don't understand why you can't just get rid of the entire charter system to begin with while doing this fuel change and just require faction standing?
It's more or less a pointless inconvenience than anything as it doesn't come close to breaking the bank in terms of money. Why force people to now calculate that they lose a fuel block of space adding in a random amount of charters? |

BeanBagKing
Terra Incognita Intrepid Crossing
13
|
Posted - 2011.11.07 19:00:00 -
[337] - Quote
CCP Soundwave wrote:Ciar Meara wrote:Most important sentence:
"While we're waiting to do a proper rewrite of the starbase system"
Give us a modular POS, like the great flogger of the dead horse in the sky saw in his dreams! Agree, let's do exactly this.
Wait... wait... what?... did CCP just say they were going to rewrite the starbase system, and like 3 posts not one but two CCP'ers agreed that the flogging a dead horse idea needed to be implemented? What happy alternate universe full of rainbows and unicorns that fart chocolate did I enter into? This is too good to be true... |

Maxsim Goratiev
Imperial Tau Syndicate POD-SQUAD
0
|
Posted - 2011.11.07 19:00:00 -
[338] - Quote
Sinq Arnolles wrote:I have to say I hate this idea.
Currently I fuel pos's to 18 days and we have about 40 with the current system I can carry 18 days of fuel for 2 large pos's and a medium at a time in my rorqual that has about ~150k m3. This will only let me carry a large and a medium at once.
So thanks for making me use more jump fuel, spend allot more time having to fuel the damn things and il have to train up another manufacturing alt just to keep up with building the damn fuel blocks. Yeah thanks. Unless you produce all the fuel yourself, why would you want to manufacture all the fuel blocks yourself? Just buy them off the market like you do with the fuel.
And hooray to CCP, I had POS ina WH and it was a horrible pain the ass, i would always forget some fuel type and had to look for another exit before the damn thing goes offline. |

Scrapyard Bob
EVE University Ivy League
298
|
Posted - 2011.11.07 19:03:00 -
[339] - Quote
Frozen Guardian wrote:To give faction tower bonuses in high-sec, if they match the racial type of the system's NPC faction no charters are needed. In fact actually I don't understand why you can't just get rid of the entire charter system to begin with while doing this fuel change and just require faction standing?
It's more or less a pointless inconvenience than anything as it doesn't come close to breaking the bank in terms of money. Why force people to now calculate that they lose a fuel block of space adding in a random amount of charters?
Charters aren't that big of a deal (and they already removed them from being required in lo-sec). And they make role-play sense that you need a contract from the sov owner in order to run a tower. They also provide a small LP sink, which makes other LP stuff worth more due to LP being spent on charters.
|

paik
Body Count Inc. Pandemic Legion
0
|
Posted - 2011.11.07 19:03:00 -
[340] - Quote
Wow!
Im pretty excited I have to admit. I think this is a good change but more importantly I really like the new shift in attitude approach and engaging relationship of devs/players. I find myself shifting from being sad that the game that I love so much one in which I have made so many great friendships is dieing. Now I feel happy and hopefull for what is to come hoping that some of my friends will return and perhaps the game will attract new players.
CCP good show! |
|

HelicoBacter
Lords of Sandbox Bloodbound.
0
|
Posted - 2011.11.07 19:05:00 -
[341] - Quote
we want sov bonus in 0.0 :P
we wat faction tower bonus :P
we dont want new industrial characters to produce this batches
WHY now large tower consumes 450 isotopes , 5 mechanical parts per hour and after patch 400 and 4 ?:P
if batches make them biger than 4 :P |

darius mclever
9
|
Posted - 2011.11.07 19:05:00 -
[342] - Quote
Grukni wrote:I sign for more fuel granularity: 40 cubelets instead of 4
Does CCP want to get rid of fuel reduction advantages of faction POSes and Sov? please, CCP, comment on this.
you could have just read the thread and found the posting that they are looking into this.... |

Kiithnaras
Black Ice Protectorate The Imperial Senate
0
|
Posted - 2011.11.07 19:05:00 -
[343] - Quote
Everything looks amazing and thanks a ton. Caveat: Faction towers. The operating costs are the main issue, not time to refuel, though that is part, too. I would, to address that, just split each proposed fuel block into 10 equal parts and adjust the production batch sizes to match. That way faction towers can still receive a suitable fuel bonus whilst implementing this awesome system. |

Mr Kidd
Center for Advanced Studies Gallente Federation
135
|
Posted - 2011.11.07 19:06:00 -
[344] - Quote
I don't think this is as good of a change as many of you believe. Expect this to increase your costs:
1) Fuel blocks - Nice concept. But, we still have to PI fuel and mine ice. And now, we have to manufacture blocks. Either we do that ourselves, adding steps to our fueling process or we purchase the blocks from someone else increasing our costs so they can get compensated. There is good news here, however. There's enough idiots in Eve to probably produce fuel cubes for below market value of the fuel components as is the case in the T3 production. So maybe the price increase will be mitigated.
2) Blueprints - are these going to be BPO's or BPC's. Either way, we now have an additional component to buy, regularly I would bet.
3) Increased fuel demands from faction towers overall increase demand of the entire market. There are a lot of faction towers. So, not only have faction tower operators received increased fuel costs but so has the rest of Eve to accommodate their increased demand.
4) There are no conservation methods available to fuel usage. I.E. You can't offline needless modules and save on ozone and heavy water. Typical of a tower is to have a small amount of cpu and pg unused as you have no module to only to use such a small amount. It's not a big savings or anything but now CCP is utilizing that for us and to a small degree increasing costs.
I'm not seeing how this is making so many people happy. We want breast augmentations and sluttier clothing in the NeX! |

Alec Freeman
The Dark Space Initiative Revival Of The Talocan Empire
32
|
Posted - 2011.11.07 19:08:00 -
[345] - Quote
Pfft. Removing faction bonuses is going to render faction towers almost useless and as they are the faction towers are an excellent isk sink for WH dwellers (cant speak for Kspace) because of the sole reason they cost less to fuel each month. The extra time is just a small bonus. It would not be hard to remedy this.
Instead of 1x 50m3 block have 1x 5m3. 10 of these blocks would run a small POS for 1 hours and 7 or 8 would run a faction tower (depending on tier) then just scale up from there (80 blocks for a large tower and 56-64 fuel blocks per hour for large faction depend in tier). Having a "not so simplefied" system would well make up for the bonus recieved from faction towers.
Whoever the "large starbase operators" you have been speaking too are either large nullsec directors who have more isk than sense or a terrible source of information (probably both). |

Crunchmeister
THORN Syndicate BricK sQuAD.
84
|
Posted - 2011.11.07 19:10:00 -
[346] - Quote
Another change to starbases I would love to is is the ability to anchor reactors anywhere rather than just 0.3 and below. Perhaps even just in 0.4 systems and not in high sec.
Sure, restrict moon mining to 0.3 and below systems, but this would allow industrialists to purchase moon goo from the market and run reactions towers to supply themselves with their own T2 components rather than being dependent on others to do it. |

Vanessa Vansen
Cybermana
8
|
Posted - 2011.11.07 19:10:00 -
[347] - Quote
GREAT!!!
That's one big step into a good direction ... fuel blocks & timers
Jump Bridges seem to be good to but I can't judge, never used one until now.
|

Brock Nelson
36
|
Posted - 2011.11.07 19:12:00 -
[348] - Quote
Mr Kidd wrote:I don't think this is as good of a change as many of you believe. Expect this to increase your costs:
1) Fuel blocks - Nice concept. But, we still have to PI fuel and mine ice. And now, we have to manufacture blocks. Either we do that ourselves, adding steps to our fueling process or we purchase the blocks from someone else increasing our costs so they can get compensated. There is good news here, however. There's enough idiots in Eve to probably produce fuel cubes for below market value of the fuel components as is the case in the T3 production. So maybe the price increase will be mitigated.
It will take 10 minutes to produce 4 Ice Block, so it will take 5 days to produce a month worth of fuel for a large tower |

HelicoBacter
Lords of Sandbox Bloodbound.
0
|
Posted - 2011.11.07 19:13:00 -
[349] - Quote
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
|

Mag's
the united Negative Ten.
1905
|
Posted - 2011.11.07 19:15:00 -
[350] - Quote
Great change CCP. I must say you are slowly starting to win my respect back.
Thank you.
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |
|

Ripard Teg
Selective Pressure Rote Kapelle
7
|
Posted - 2011.11.07 19:15:00 -
[351] - Quote
Nye Jaran wrote:Not sure if someone has said this already. Get rid of the fuel blocks concept. Replace it with fuel pellets. Conversion rate from blocks to pellets is 100 pellets for every block.
Building them requires the the same materials (minus heavy water and liquid ozone) but makes 400 pellets instead of 4 blocks, and it takes 10 minutes. A single pellet is .5 m3, or 50m3 per 100 pellets . Fuel consumption is as follows:
Small Regular - 100 pellets / hour Med Regular - 200 pellets / hour Large Regular - 400 pellets / hour I endorse this, and the rest of what's in this post, just divided by 10. Jester's Trek: wherein I ramble about EVE Online, gaming, and from time to time... life. |

Herschel Yamamoto
Agent-Orange Nabaal Syndicate
0
|
Posted - 2011.11.07 19:15:00 -
[352] - Quote
Five second anchor timers? Glory glory hallelujah!
*ahem*
The only part of this I dislike is the loss of faction tower fuel use bonuses. Keep the numbers you've got, but have the fuel block recipe give 40 instead of 4. T1 towers use 10/20/40, tier-1 faction use 9/18/36, and tier-2 faction use 8/16/32. They're relatively round numbers, and you're keeping the bulk of their bonus(which is a big part of their current value) intact. The longer fuel duration is handy, I guess, but the real value is in the cost savings, especially with post-PI fuel prices.
Seriously though, the Mea Culpa expansion is shaping up to be a great one. Keep this up. Late's still better than never. |

Smoking Blunts
Zebra Corp BricK sQuAD.
133
|
Posted - 2011.11.07 19:17:00 -
[353] - Quote
Brock Nelson wrote:Mr Kidd wrote:I don't think this is as good of a change as many of you believe. Expect this to increase your costs:
1) Fuel blocks - Nice concept. But, we still have to PI fuel and mine ice. And now, we have to manufacture blocks. Either we do that ourselves, adding steps to our fueling process or we purchase the blocks from someone else increasing our costs so they can get compensated. There is good news here, however. There's enough idiots in Eve to probably produce fuel cubes for below market value of the fuel components as is the case in the T3 production. So maybe the price increase will be mitigated. It will take 10 minutes to produce 4 Ice Block, so it will take 5 days to produce a month worth of fuel for a large tower
so 6 pos's per manufaturing slot per month. it ok i guess if you dont actually want to produce anything else with that slot or are running a lot of corp pos's
should be reduced to 1min before the bpo is pe'd
CCP-áare full of words and no action. We will watch what they are doing, for now
|

Callic Veratar
Power of the Phoenix
64
|
Posted - 2011.11.07 19:18:00 -
[354] - Quote
Chesticular Homicide wrote:Faction fuel pellet blueprints are a terrible idea.
Where would they come from? They wouldn't be BPO's, no faction blueprints are. So, there would end up being a per pellet blueprint cost associated with the pellet, which could end up negating the fuel savings benefit you get from the tower.
All factions have LP stores. Problem solved. |

Mr Kidd
Center for Advanced Studies Gallente Federation
135
|
Posted - 2011.11.07 19:18:00 -
[355] - Quote
Brock Nelson wrote:Mr Kidd wrote:I don't think this is as good of a change as many of you believe. Expect this to increase your costs:
1) Fuel blocks - Nice concept. But, we still have to PI fuel and mine ice. And now, we have to manufacture blocks. Either we do that ourselves, adding steps to our fueling process or we purchase the blocks from someone else increasing our costs so they can get compensated. There is good news here, however. There's enough idiots in Eve to probably produce fuel cubes for below market value of the fuel components as is the case in the T3 production. So maybe the price increase will be mitigated. It will take 10 minutes to produce 4 Ice Block, so it will take 5 days to produce a month worth of fuel for a large tower
You can't produce more blocks than the supply from PI or Ice. That's called a bottleneck. If you're doing it all yourself, it's going to take you slightly longer to produce that month worth of fuel because now you have to produce blocks. But even if the blocks didn't require time and effort to produce, you can't produce blocks faster than the components you need to build them.
So....moot point is moot? We want breast augmentations and sluttier clothing in the NeX! |

Calistro
Body Count Inc. Pandemic Legion
0
|
Posted - 2011.11.07 19:22:00 -
[356] - Quote
Serious question that I don't think has been covered. Are you planning on removing the arbitrary 5 POSes a corp pr system limit that is currently a leftover from the POS spamming days? Moving reaction chains is a nightmare currently because of this. |

Blancanieves
X-Ray Industries
0
|
Posted - 2011.11.07 19:22:00 -
[357] - Quote
I really like the idea of faction fuel blocks whose blueprints produce, e.g., 5 blocks per run instead of 4 for the empire faction towers.
This, on the on hand, lets faction tower owners keep their reduced costs and, on the other hand, makes for more manufacturing work or market niches for the new mini-profession.
Of course, the faction blocks would need the same ingredients (i.e., the same racial isotope) as their empire faction variants.
A few questions (ifthose weren't already answered but I somehow overlooked them):
a.) Will the blueprints' material research and manufacturing skills affect the needed ingredients? I.e., will unexperienced manufacturers with unresearched blueprints use more fuel for their blocks?
b.) Did I read it right and you can really build the blocks in ANY station, i.e., you need no empty manufacturing slot? Will producing them in Jita be possible? |

SencneS
Rebellion Against Big Irreversible Dinks
12
|
Posted - 2011.11.07 19:22:00 -
[358] - Quote
I haven't read past the first couple of pages but overall this change will increase industry costs. That's not to say I don't welcome them, but there is a cost increase.
Industry POSES do not use 150 ozone and heavy water, there are two types.. Research POS which consumes water, and production POS which uses ozone. They normally do not use both equally, and I've never really designed a POS setup which both are used at their maximum consumption. I actually think it's next to impossible, short of throwing up heaps of guns after your research POS is deployed. But a production POS you have no choice, it'll consume power, and lots of it and next to no heavy water.
Some food for thought...
- Normally in High-sec people offline defense/offense to save fuel costs - This is removed so you'll have a thousands more online MODS which I'm sure consume more server resources then offline mods. You will online them because you cost for having them online is no different then with offline so you might as well just run them online.
- Reduction in anchoring time will make POS warfare a little easier for the defenders. - Normally you may anchor lots of additional mods and keep on ready for an attack. This is no longer needed since it takes seconds to anchor. You can store all your mods somewhere and just deploy for corp and anchor when needed. Online time was also reduces making it even more attractive to simple keep an inventory of EWAR mods at your disposal.. You run out of gun.. OK load up on hardeners and EWAR annoy the attackers to no end..
- The Faction POS is now pretty useless, a normal POS would consume the same amount of materials at the same rate. Why use a 1-2billion ISK POS when you can use a sub 500mil ISK tower. Sure you have to fuel it a whopping SIX TIMES more per year, but really the cost of the Faction POS is now not worth it for industrial players.
Personally I don't have any real issue with the changes, but it seems like the only people who contributed to the basic concept lived in 0.0 and don't really handle POS logistics..
It's pretty obvious that not one single high-sec industrial players perspective was asked. One block for a small per hour, but ignoring the cost increase but increased fuel time is not a concern for an industry player. Null sec - hell yeah they would want longer fuel times so that reward seems reasonable. High sec care-bear cares not for this but cares about the bottom line..
Recommendation - One run for Fuel makes 40 blocks, Small uses 10, medium uses 20, large uses 40. Reduce Tier 1 Faction by 10%, Tier 2 Faction by 20%, keep the Fuel bays the same size. |

Jaggins
Ixion Defence Systems Tactical Narcotics Team
1
|
Posted - 2011.11.07 19:23:00 -
[359] - Quote
These changes are great! It is so nice to see CCP kicking ass on EVE again. |

Neo Agricola
BLACK-MARK
66
|
Posted - 2011.11.07 19:23:00 -
[360] - 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.
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 |
|

paik
Body Count Inc. Pandemic Legion
1
|
Posted - 2011.11.07 19:24:00 -
[361] - Quote
Mr Kidd wrote:I don't think this is as good of a change as many of you believe. Expect this to increase your costs:
1) Fuel blocks - Nice concept. But, we still have to PI fuel and mine ice. And now, we have to manufacture blocks. Either we do that ourselves, adding steps to our fueling process or we purchase the blocks from someone else increasing our costs so they can get compensated. There is good news here, however. There's enough idiots in Eve to probably produce fuel cubes for below market value of the fuel components as is the case in the T3 production. So maybe the price increase will be mitigated.
2) Blueprints - are these going to be BPO's or BPC's. Either way, we now have an additional component to buy, regularly I would bet.
3) Increased fuel demands from faction towers overall increase demand of the entire market. There are a lot of faction towers. So, not only have faction tower operators received increased fuel costs but so has the rest of Eve to accommodate their increased demand.
4) There are no conservation methods available to fuel usage. I.E. You can't offline needless modules and save on ozone and heavy water. Typical of a tower is to have a small amount of cpu and pg unused as you have no module to only to use such a small amount. It's not a big savings or anything but now CCP is utilizing that for us and to a small degree increasing costs.
I'm not seeing how this is making so many people happy.
I might be wrong but perhaps you have never had to sit and calculate fuel for several towers. Then when you get to the tower you have to balance the fuel because basic calculations didnt work. Because the LO and HW numbers were always off. O and you didn't dare drag out the existing stack and replace it with the new because that time you did it and tower cycled and went offline. ill happily take tossing fuel in the cooker in a nice station or paying a little extra to buy pellats then dealing with current mechanics. This has now became a much less " lifesucking endeavour".
|

penelope pitbull
Aperture Harmonics K162
1
|
Posted - 2011.11.07 19:25:00 -
[362] - Quote
Really happy about the changes, except for 2 things which show this hasn't been worked through enough. Already the prices of HW and LOzone are spiking like crazy, because of the massive increase in future demand created by a) nerfing faction POS's b) removing the benefit of running your POS barebones.
The reason people pay 2 bill and up for a faction POS is mainly because of the reduced running cost, which has the added benefit of requiring less hauling etc. For us wormhole dwellers, making us have to haul even more crap in from empire (thanks for the huge pellet size too - thats just rubbing it in) is a right kick in the spuds.
So, please keep all the changes, but revisit the nerf to faction POS's and think carefully about the effect on logistics. Maybe an option to run at a lower pellet consumption rate with reduced CPU/PG would be cool for example? |

Bjurn Akely
Knights of Nii The 20 Minuters
0
|
Posted - 2011.11.07 19:26:00 -
[363] - Quote
The only thing I can see that is negative with this is the immersion factor. Sort of like we can now pretend that we actually use machinery and robotics to maintain the station...
But since I'm not a RP geek, I strongly approve and would also want to point out that... NI! |

Brock Nelson
36
|
Posted - 2011.11.07 19:27:00 -
[364] - Quote
Mr Kidd wrote:Brock Nelson wrote:Mr Kidd wrote:I don't think this is as good of a change as many of you believe. Expect this to increase your costs:
1) Fuel blocks - Nice concept. But, we still have to PI fuel and mine ice. And now, we have to manufacture blocks. Either we do that ourselves, adding steps to our fueling process or we purchase the blocks from someone else increasing our costs so they can get compensated. There is good news here, however. There's enough idiots in Eve to probably produce fuel cubes for below market value of the fuel components as is the case in the T3 production. So maybe the price increase will be mitigated. It will take 10 minutes to produce 4 Ice Block, so it will take 5 days to produce a month worth of fuel for a large tower You can't produce more blocks than the supply from PI or Ice. That's called a bottleneck. If you're doing it all yourself, it's going to take you slightly longer to produce that month worth of fuel because now you have to produce blocks. But even if the blocks didn't require time and effort to produce, you can't produce blocks faster than the components you need to build them. So....moot point is moot?
You're making 2 wrong assumptions here; 1. People value their time in this game (Free mineral anyone?) 2. POS owners makes their own PI and mines their ice, I think you're forgetting that mining ice and making PI is easily bottable. |

Wiu Ming
Wrecking Shots Morsus Mihi
0
|
Posted - 2011.11.07 19:29:00 -
[365] - Quote
Entity wrote:Quote: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). We talked to some large-scale starbase operators about this, and they told us that the main bonus of faction towers for them is actually that they last longer between fuel cycles. To try and compensate for the increased running costs, we've taken the above bay size increases and added +25% bay size on top of that for the "tier 1" faction towers, and +50% bay size for the "tier 2" ones. We're hoping people will find that a satisfactory tradeoff, but we're listening for further feedback on this change. 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.
eh - i'm strangely ok with this. yeah, the faction tower just got a tiny nerf, but worse things have happened. is it worth giving up in exchange for the new, (relatively) headache-free pellet system? probably.
|

ED209X
South Park Development
1
|
Posted - 2011.11.07 19:29:00 -
[366] - Quote
penelope pitbull wrote:Really happy about the changes, except for 2 things which show this hasn't been worked through enough. Already the prices of HW and LOzone are spiking like crazy, because of the massive increase in future demand created by a) nerfing faction POS's b) removing the benefit of running your POS barebones.
The reason people pay 2 bill and up for a faction POS is mainly because of the reduced running cost, which has the added benefit of requiring less hauling etc. For us wormhole dwellers, making us have to haul even more crap in from empire (thanks for the huge pellet size too - thats just rubbing it in) is a right kick in the spuds.
So, please keep all the changes, but revisit the nerf to faction POS's and think carefully about the effect on logistics. Maybe an option to run at a lower pellet consumption rate with reduced CPU/PG would be cool for example?
This I agree with. |

Sam Tully
State War Academy Caldari State
0
|
Posted - 2011.11.07 19:30:00 -
[367] - Quote
Starbases are large commercial/industrial installations analagous to factories and research facilties we have today. It makes sense that they require a wide variety of inputs to maintain and that different facilities can be operated with varying efficiencies.
I didn't think that the number of differnt types of fuels was a major roadblock to starbase operation. I've run multiple towers for years and it's frankly never crossed my mind.
Making us take all the same materials as before and simmer them down into a ubiquitous goo that we then deliver to the tower is not a meaningful change. (And from a gameworld perspective I can't imagine stuff like Robotics or Mechanical Parts will work very well floating in a vat of mystery liquid comprised mainly of radioactive radiator fluid - and that's only if the Oxygen is soluble in the combined liquids in the first place!)
At the end of the day I will be buying or making, hauling, and burning some material to keep a starbase online. That means that whatever the fuel actually is, it's just flavor, and you're watering it down.
You're just trading apples for oranges here, unless somthing significantly impacts (positively or negatively) either our game time or our wallets you are not making much head way.
Above all that though, please continue A) Working on FiS and B) Talking to us about it, this is getting better.
Thanks
Edit: As long as this is happening though, +1 to racial colors for the icons. |

Scrapyard Bob
EVE University Ivy League
298
|
Posted - 2011.11.07 19:30:00 -
[368] - Quote
Brock Nelson wrote:Mr Kidd wrote:I don't think this is as good of a change as many of you believe. Expect this to increase your costs:
1) Fuel blocks - Nice concept. But, we still have to PI fuel and mine ice. And now, we have to manufacture blocks. Either we do that ourselves, adding steps to our fueling process or we purchase the blocks from someone else increasing our costs so they can get compensated. There is good news here, however. There's enough idiots in Eve to probably produce fuel cubes for below market value of the fuel components as is the case in the T3 production. So maybe the price increase will be mitigated. It will take 10 minutes to produce 4 Ice Block, so it will take 5 days to produce a month worth of fuel for a large tower
Yeah, that needs to be tuned downward by about a factor of 5x. It should only take you 1 day to produce enough fuel for a large tower in a hi-sec station (1.0x time multiplier). In an ammo array at a POS, that would then go much faster and it wouldn't excessively tie up stations.
(Maybe turn it down a full 10x - to keep from tying up every single manuf line in hi-sec.) |

Wiu Ming
Wrecking Shots Morsus Mihi
0
|
Posted - 2011.11.07 19:31:00 -
[369] - Quote
a little off topic, but...
"We're hoping people will find that a satisfactory tradeoff, but we're listening for further feedback on this change."
This line, in one form or another, has been popping up all over the place lately. Seriously, this is huge and the best Christmas present of all. Thank you CCP... |

Mr Kidd
Center for Advanced Studies Gallente Federation
135
|
Posted - 2011.11.07 19:32:00 -
[370] - Quote
Brock Nelson wrote:Mr Kidd wrote:Brock Nelson wrote:Mr Kidd wrote:I don't think this is as good of a change as many of you believe. Expect this to increase your costs:
1) Fuel blocks - Nice concept. But, we still have to PI fuel and mine ice. And now, we have to manufacture blocks. Either we do that ourselves, adding steps to our fueling process or we purchase the blocks from someone else increasing our costs so they can get compensated. There is good news here, however. There's enough idiots in Eve to probably produce fuel cubes for below market value of the fuel components as is the case in the T3 production. So maybe the price increase will be mitigated. It will take 10 minutes to produce 4 Ice Block, so it will take 5 days to produce a month worth of fuel for a large tower You can't produce more blocks than the supply from PI or Ice. That's called a bottleneck. If you're doing it all yourself, it's going to take you slightly longer to produce that month worth of fuel because now you have to produce blocks. But even if the blocks didn't require time and effort to produce, you can't produce blocks faster than the components you need to build them. So....moot point is moot? You're making 2 wrong assumptions here; 1. People value their time in this game (Free mineral anyone?) 2. POS owners makes their own PI and mines their ice, I think you're forgetting that mining ice and making PI is easily bottable.
I think I already addressed your first point. Your second point, POS owners do mine their own ice and do PI their own fuel. I do the PI in my corp for fuel. A bud does the ice mining. But, in either case of producing, not producing POS fuel, yes botters are in the game. Your point? How that changes anything is eluding me.
We want breast augmentations and sluttier clothing in the NeX! |
|

Mecinia Lua
Galactic Express Intrepid Crossing
11
|
Posted - 2011.11.07 19:32:00 -
[371] - Quote
I have a question about the blueprints.
Will ME affect in any way what it takes to make the blocks, in other words is there any wastage. I realize probably mostly would just affect isotopes, heavy water and liquid ozone, but it could make a big difference really.
|

Mad Shopper
Mad Industrys
2
|
Posted - 2011.11.07 19:33:00 -
[372] - Quote
Entity wrote:Quote: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). We talked to some large-scale starbase operators about this, and they told us that the main bonus of faction towers for them is actually that they last longer between fuel cycles. To try and compensate for the increased running costs, we've taken the above bay size increases and added +25% bay size on top of that for the "tier 1" faction towers, and +50% bay size for the "tier 2" ones. We're hoping people will find that a satisfactory tradeoff, but we're listening for further feedback on this change. 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.
+1
But as a highsec pos owner I would list them in the other. It takes me all of 5-10 min for me to undock from my station, warp to my pos and refuel it. And since my tower will now use 100% LO and HW I'll probably have to refuel the tower MORE often after the patch as I'm well under on PG. |

Dagda Morr
Evolution The Initiative.
1
|
Posted - 2011.11.07 19:34:00 -
[373] - Quote
Great work! Next expansion is shaping up to be awesome! |

Gizan
Hounds Of War Bloodbound.
2
|
Posted - 2011.11.07 19:35:00 -
[374] - 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.
faction tower/module bpc's dont drop anymore cuz ccp was too lazy to change them to require Pi instead of before where it required minerals. instead of re-doing the faction bpc's they just did the "easy" thing and removed them. |

Brock Nelson
36
|
Posted - 2011.11.07 19:36:00 -
[375] - Quote
Mr Kidd wrote:Brock Nelson wrote:You're making 2 wrong assumptions here; 1. People value their time in this game (Free mineral anyone?) 2. POS owners makes their own PI and mines their ice, I think you're forgetting that mining ice and making PI is easily bottable. I think I already addressed your first point. Your second point, POS owners do mine their own ice and do PI their own fuel. I do the PI in my corp for fuel. A bud does the ice mining. But, in either case of producing, not producing POS fuel, yes botters are in the game. Your point? How that changes anything is eluding me.
I owned 4 POS Tower last month and didn't make any PI material or mined ice. My point is that you're assuming that every POS owner produce their own fuel. I don't need to tell you that there are dedicated PI producer that makes the good just to sell it to the market, not because someone wants to cut down T2 production or fuel cost. |

Mentat Cthulhu
Imperial Academy Amarr Empire
1
|
Posted - 2011.11.07 19:37:00 -
[376] - Quote
Alec Freeman wrote:Pfft. Removing faction bonuses is going to render faction towers almost useless and as they are the faction towers are an excellent isk sink for WH dwellers (cant speak for Kspace) because of the sole reason they cost less to fuel each month. The extra time is just a small bonus. It would not be hard to remedy this.
Instead of 1x 50m3 block have 1x 5m3. 10 of these blocks would run a small POS for 1 hours and 7 or 8 would run a faction tower (depending on tier) then just scale up from there (80 blocks for a large tower and 56-64 fuel blocks per hour for large faction depend in tier). Having a "not so simplefied" system would well make up for the bonus recieved from faction towers.
Whoever the "large starbase operators" you have been speaking too are either large nullsec directors who have more isk than sense or a terrible source of information (probably both).
The cost is the small bonus! Being able to refill it every 30days instead of 20days is a huge bonus!!! (except maybe if you're poor and run like 1-2 pos in some c2 wh). |

Miraqu
Marquie-X Corp
11
|
Posted - 2011.11.07 19:41:00 -
[377] - Quote
Why has it to be 1 - 2 - 4?
Can't a faction tower (large) just use 3? |

Alec Freeman
The Dark Space Initiative Revival Of The Talocan Empire
32
|
Posted - 2011.11.07 19:43:00 -
[378] - Quote
Mentat Cthulhu wrote:Alec Freeman wrote:Pfft. Removing faction bonuses is going to render faction towers almost useless and as they are the faction towers are an excellent isk sink for WH dwellers (cant speak for Kspace) because of the sole reason they cost less to fuel each month. The extra time is just a small bonus. It would not be hard to remedy this.
Instead of 1x 50m3 block have 1x 5m3. 10 of these blocks would run a small POS for 1 hours and 7 or 8 would run a faction tower (depending on tier) then just scale up from there (80 blocks for a large tower and 56-64 fuel blocks per hour for large faction depend in tier). Having a "not so simplefied" system would well make up for the bonus recieved from faction towers.
Whoever the "large starbase operators" you have been speaking too are either large nullsec directors who have more isk than sense or a terrible source of information (probably both). The cost is the small bonus! Being able to refill it every 30days instead of 20days is a huge bonus!!! (except maybe if you're poor and run like 1-2 pos in some c2 wh).
Errr. You havnt heard of holding extra fuel in your CHA?
+ Grtz HelicoBacter for quoting 1 line out of context. |

Scrapyard Bob
EVE University Ivy League
300
|
Posted - 2011.11.07 19:45:00 -
[379] - Quote
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... |

Saikoyu
Rho Dynamics
11
|
Posted - 2011.11.07 19:45:00 -
[380] - Quote
Not sure if this got talked about yet, to lazy to read through all of this so I just searched and couldn't find it.
What about starbase charters? They are not menctioned here, so I assume that they will not be a part of the fuel blocks, but will they still be needed for hi-sec POSes? Again I am assuming so, but confirmation would be nice. Thanks. Siakoyu Eblis-Kad Manager of Rho Dynamics Head of Capsuleer operations for New Life Project |
|

Erye Vanwerin
Republic Military School Minmatar Republic
0
|
Posted - 2011.11.07 19:46:00 -
[381] - Quote
I love most all of these changes!
That being said.... I have to throw my lot in with giving faction towers more of a bonus. You can argue that decreasing their benefits will drive market prices down a bit but given their rarity I frankly don't think it'd be anything significant; not enough to justify buying one just for the extended periods without refueling for sure.
Faction towers are so expensive that removing the day to day bonus of having one up in space actually makes them an asset liability, something shiny for people to pew for no potential gain whatsoever in return for the operator.
I would argue that for most eve players, it isn't the act of logging in and fueling the tower that is the pain in the rear, it's the act of hauling all of that fuel to the tower itself. It takes up less space to haul 1 month's worth of fuel to a true sansha large than it does an amarr large. The time bonus is completely irrelevant when you notice that you're hauling the same amount of fuel per day/unit hour/etc... It's going to take you the same amout of time overall to fuel the tower per month since you'll be doing the same amount of fuel runs (that is, unless you're using a freighter to fuel your tower, in which case this might actually benefit you. Everyone else won't). |

Crunchmeister
THORN Syndicate BricK sQuAD.
84
|
Posted - 2011.11.07 19:48:00 -
[382] - Quote
Saikoyu wrote:Not sure if this got talked about yet, to lazy to read through all of this so I just searched and couldn't find it.
What about starbase charters? They are not menctioned here, so I assume that they will not be a part of the fuel blocks, but will they still be needed for hi-sec POSes? Again I am assuming so, but confirmation would be nice. Thanks.
No planned changes to charters. You'll still need them separately from the fuel to run high sec POSes. |

darius mclever
11
|
Posted - 2011.11.07 19:48:00 -
[383] - Quote
Saikoyu wrote:Not sure if this got talked about yet, to lazy to read through all of this so I just searched and couldn't find it.
What about starbase charters? They are not menctioned here, so I assume that they will not be a part of the fuel blocks, but will they still be needed for hi-sec POSes? Again I am assuming so, but confirmation would be nice. Thanks.
It is even mentioned in the dev blog itself....  |

Raziphan Rebular
Crypsus Tetsuo Shio
27
|
Posted - 2011.11.07 19:48:00 -
[384] - Quote
Saikoyu wrote:Not sure if this got talked about yet, to lazy to read through all of this so I just searched and couldn't find it.
What about starbase charters? They are not menctioned here, so I assume that they will not be a part of the fuel blocks, but will they still be needed for hi-sec POSes? Again I am assuming so, but confirmation would be nice. Thanks.
In the dev blog the mention star base charters will remain a separate item. So you high sec pos owners you need to load up the blocks and the charters as well. |

Mr Kidd
Center for Advanced Studies Gallente Federation
135
|
Posted - 2011.11.07 19:48:00 -
[385] - Quote
Brock Nelson wrote:Mr Kidd wrote:Brock Nelson wrote:You're making 2 wrong assumptions here; 1. People value their time in this game (Free mineral anyone?) 2. POS owners makes their own PI and mines their ice, I think you're forgetting that mining ice and making PI is easily bottable. I think I already addressed your first point. Your second point, POS owners do mine their own ice and do PI their own fuel. I do the PI in my corp for fuel. A bud does the ice mining. But, in either case of producing, not producing POS fuel, yes botters are in the game. Your point? How that changes anything is eluding me. I owned 4 POS Tower last month and didn't make any PI material or mined ice. My point is that you're assuming that every POS owner produce their own fuel. I don't need to tell you that there are dedicated PI producer that makes the good just to sell it to the market, not because someone wants to cut down T2 production or fuel cost.
Nothing you're saying here is wrong. But, supply will remain relatively static while we'll see increased demand. So, yeah, it's telling me fuel costs whether you produce or not, are going up.
I know not every POS owner does PI or mines Ice. But there are quite a few that do. I only do the PI because I only have to look at it once a week. Sometimes less. If I had to micromanage it I swear I'd cut my wrists. On the other hand, I'd be an idiot to ignore the cost savings it provides me for the few minutes a week it requires as presently setup. Robotics, I buy. Too much of a hassle for me to produce where I live and impossible to produce on one planet. We want breast augmentations and sluttier clothing in the NeX! |

Insane Randomness
Among the Shadows Takahashi Alliance
7
|
Posted - 2011.11.07 19:51:00 -
[386] - Quote
Entity wrote:Quote: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). We talked to some large-scale starbase operators about this, and they told us that the main bonus of faction towers for them is actually that they last longer between fuel cycles. To try and compensate for the increased running costs, we've taken the above bay size increases and added +25% bay size on top of that for the "tier 1" faction towers, and +50% bay size for the "tier 2" ones. We're hoping people will find that a satisfactory tradeoff, but we're listening for further feedback on this change. 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.
I have a better idea.
Just make the online period longer. Instead of one hour per block (or group of blocks) make it two. Or one and a half. And then leave the fuel bay the same or whatever. Obviously it needs too be balanced, but that seems the obvious solution. |

Blue Harrier
12
|
Posted - 2011.11.07 19:52:00 -
[387] - Quote
IGÇÖve been talking this change over with my son who does reside in 0.0 and manufactures all the PI stuff to feed 5 POSGÇÖs for his corp.
The one thing we both came up with is the timing of the changeover, we noted the blocks, blueprints and changes to storage would be interlinked in the main update.
But at the same time all custom offices are being removed while the new Player Owned Offices are built to take their place. So PI in low and 0.0 will effectively come to a stand still just at the time when everyone will be clamouring for PI stuff to start making the new blocks and everyone building the new custom office replacements need supplies to build them.
This will mean from his point of view the only way to keep the POSGÇÖs running would be to ship stuff from 0.0 to Empire and back to get the blocks built ready for the next needed re-stock of the POSGÇÖs. We understand there will be a need to stockpile some goods to run the POSGÇÖs but as CCP have stated this would be a 50/50 mix of old and new and you canGÇÖt build new if you canGÇÖt make the parts needed because you donGÇÖt have a custom office to get your stuff on to the planet to make them. The first few weeks should be fun .
|

Sturmwolke
40
|
Posted - 2011.11.07 19:52:00 -
[388] - Quote
CCP Greyscale wrote: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). We talked to some large-scale starbase operators about this, and they told us that the main bonus of faction towers for them is actually that they last longer between fuel cycles. To try and compensate for the increased running costs, we've taken the above bay size increases and added +25% bay size on top of that for the "tier 1" faction towers, and +50% bay size for the "tier 2" ones. We're hoping people will find that a satisfactory tradeoff, but we're listening for further feedback on this change.
Wtf? Satisfactory? Simple answer, NO. While faction towers have longer refuel cycle, it isn't a major factor for the highsec research industry. Who are these people that you talked to and who interpreted it as such?
Fuel savings is the #1 consideration, without it, having a faction tower is meaningless. Your only solution to increase bay size is poorly thought out since that translates to player effort - which leaves it as a subjective solution. The inherent cost benefit for a faction tower should never be removed or watered down.
Strong suggestion : vary the block consumption rate (e.g. every 36hrs).
Other ideas (which shouldn't really be considered as it waters down the cost benefit) : - give ability for faction towers to use any 4 types of fuel block (meaning it's not locked to any racial isotope types) - unique ability to deploy 1x assembly array to manufacture fuel blocks, with it utilizing 0 PG and 0 CPU (require starbase to be online, shutsdown if re-inforced).
|

Neo Agricola
BLACK-MARK
66
|
Posted - 2011.11.07 19:53:00 -
[389] - Quote
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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Avila Cracko
Federal Navy Academy Gallente Federation
81
|
Posted - 2011.11.07 19:55:00 -
[390] - Quote
some ppl talk about BPCs... will we buy faction fuel BPCs in faction LP store? |
|

Weaselior
GoonWaffe Goonswarm Federation
1450
|
Posted - 2011.11.07 19:56:00 -
[391] - Quote
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 |

Cabriel
Omni Tech Engineering Needless Friends
0
|
Posted - 2011.11.07 19:56:00 -
[392] - Quote
WTG on the first two entries
I like the fact that jump bridge PW are going away. Timers on POS arrays are changing will make it easier to work POSes
HOWEVER POS fuels cubes are epic fail as written.
"We didn't do this ages ago because I couldn't see a good way to handle the handover until someone pointed out the (obvious) half-and-half solution, at which point I punched myself in the head for not seeing that earlier" (Grayscale).
That statement alone shows how little thought Grayscale put into this.
Here are a few problems - You have totally misses the Sov bonuse for POS fuels. - Building fuel cubes will take build slots that some 0.0 stations will not have (or be very limited). - Limited build slots will mean PI will have to be shipped out to process to cubes then shipped back in. - This does not make it easier for a POS manager to add the extra step to build cubes.
Here is what I suggest - Scale the POS fuel timers for faction and Sov. So fuel will last longer if you have a faction or sov or both. That is "obvious!" - Launch with a POS array that can build fuel cubes (or add that feature on an existing one). - Sell punching bags at the Eve stone of Grayscales head...Ill like to punch it too. |

Arkady Sadik
Gradient Electus Matari
191
|
Posted - 2011.11.07 19:57:00 -
[393] - Quote
So, the large tower use changes are:
-50 isotopes -1 mechanical part -5 oxygen
Total ISK at current prices: 36k
+150 heavy water (worst case) +150 liquid ozone (worst case)
Total ISK at current prices: 52k
So marginally more cost if you run an unfitted tower, marginally less cost on a fully-fitted tower. Sounds quite fair.
Volume-wise, 1h worth of fuel for a large tower at the old values was between 108.5 m3 to 228.5 m3, now it's 200 m3. So, almost twice as much as an unfitted tower. Should be quite close to current volumes for a fitted one, though.
Sounds good to me, thank you for these changes! |

Darkdood
Estrale Frontiers Project Wildfire
14
|
Posted - 2011.11.07 19:59:00 -
[394] - Quote
Let me begin by saying I think fuel blocks are a great way to streamline fueling towers.
With that said this is a horrible implementation of it.
Why not have the BPO produce 40 fuel blocks per run from the same materials. Each block would be 5m3.
Then setup the towers like so.
Large = 40/hr Large faction = 32/hr Medium = 20/hr Medium Faction = 16/hr Small = 10/hr Small faction = 8/hr
That is based on a 20% discount but you get the idea. If one batch of fuel blocks is a larger amount then everything can be made scalable. The faction towers are still cheaper. You could even scale it for the in between faction towers. Meaning Blood is 15% discount 36/hr and Dark Blood is 20% 32/hr. OR 10% and 15% if you think that is to high.
The only thing we lose is PG and CPU being different. The towers run wide open 24/7 which sucks but its manageable.
You are giving highsec POS tower owners a double hit. They pay more in fuel because they have to run max PG(I normally leave guns offline unless I'm wardeced) and their faction tower now costs full amount even though they paid out the ass to get it.
Making it more blocks per batch doesn't break anything. It's the same volume. It won't add to the database. A stack of 400 block vs a stack of 40 blocks should be almost the same database space.
It could also be a big help to WH POS users because at 5 m3 each they scale better for small loads in small ships. |

Darkdood
Estrale Frontiers Project Wildfire
14
|
Posted - 2011.11.07 19:59:00 -
[395] - Quote
I double posted but I'm going to use this space to refine my idea.
if the BPO makes 40 blocks you are stuck with 10% increments on savings because of the small towers. What would be ideal would be 400 blocks per run. Math is making my head explode.
4 blocks X 50 m3 each = 200 m3 40 blocks X 5 m3 each = 200 m3 400 blocks X 0.5 m3 each = 200 m3
Exactly. So if you make the BPO produce 400 fuel blocks that are 0.5 m3 each you are perfectly scalable at 1% increments in all tower sizes. You can give sov bonuses and faction tower bonuses as needed without issue.
Large = 400 blocks/hr Large faction is 10% + 3% sov bonus = 348 blocks/hr
Small = 100 blocks/hr Small faction is 10% + 3% sov bonus = 87 blocks/hr
Perfect scalability. Plus the market will love it. Lots of high volume orders to 0.01 isk outbid the competition on. |

HoshinoRuri
Playboy Enterprises Dark Taboo
0
|
Posted - 2011.11.07 20:03:00 -
[396] - Quote
From a logistics point of view and filling towers this is nice. Now as to the hw/lo issue would be nice if towers could dual fuel, either the fuel pellets or the old ratios. Another thing those with sov and faction towers do enjoy fuel usage bonus so it costs less to run, this more than increased time is why it is done. This can either be fixed by increasing the number of blocks used to fuel the towers so their are no partial blocks used, increasing by a factor of 10 or making block sized using the materials of 10 then adjusting the number used will help. If not this then possibly an increase in pg/cpu for faction towers and maybe give a similar bonus for people in 0.0 that hold sov.
This will cause a spike in pos fuel due to speculators so be warned speculation is already happening so my advice for pos owners is if you can buy all these materials now and then use an ammo array and make your own at the tower.
One other thing is please do different colors for the different races unless you do one fuel block and it needs one of the 4 ice types to make.
As a pos user love what you are doing to the cycle time for set up and tear down, as well as online/offline. Would love to have an online queuing process. |

Arana Mirelin
Te'Rava Industries
7
|
Posted - 2011.11.07 20:04:00 -
[397] - Quote
Cabriel wrote: - Launch with a POS array that can build fuel cubes (or add that feature on an existing one).
Reading is a beneficial skill. This has been mentioned countless times in the thread, and was already answered in the dev blog.
Dev Blog wrote: The four racial fuel blocks will be built in batches of four in all stations, plus starbase ammo assembly arrays
Quote: - Sell punching bags at the Eve stone of Grayscales head...Ill like to punch it too.
I wouldn't mind, might be neat. |

Viktor Maximus
Community against Justice United Pod Service
0
|
Posted - 2011.11.07 20:08:00 -
[398] - Quote
We use Faction Towers for lower fuel costs. So why should we use faction towers anymore?
What about the extremly more used Robotics for Large Towers? They are one of the most expensive fuelparts at the moment and you will need 4 / hour with this changes!!! |

Smoking Blunts
Zebra Corp BricK sQuAD.
133
|
Posted - 2011.11.07 20:09:00 -
[399] - Quote
are you increasing the size of the ammo assemblys from the current 150k m3?
5 production slots x 5 month fuel block runs will take what 600k m3 of input space. that imo shoudl be the min size of the input/hanger on them CCP-áare full of words and no action. We will watch what they are doing, for now
|

mkint
293
|
Posted - 2011.11.07 20:09:00 -
[400] - Quote
Wiu Ming wrote:a little off topic, but...
"We're hoping people will find that a satisfactory tradeoff, but we're listening for further feedback on this change."
This line, in one form or another, has been popping up all over the place lately. Seriously, this is huge and the best Christmas present of all. Thank you CCP... Yeah right, that's what Grayscale said about the anom nerf. Grayscale has less credibility than anyone at CCP, even Hilmar. Short answer, is that whatever happens with these will be to the benefit of the CCP RMT friends, not to the benefit and health of EVE has a whole, especially with Grayscale running it. |
|

Fuujin
GoonWaffe Goonswarm Federation
29
|
Posted - 2011.11.07 20:11:00 -
[401] - Quote
Smoking Blunts wrote:are you increasing the size of the ammo assemblys from the current 150k m3?
5 production slots x 5 month fuel block runs will take what 600k m3 of input space. that imo shoudl be the min size of the input/hanger on them
Protip: equipment arrays can't hold a full amount of minerals for 6 cycles of large guns. You'll have to learn to drag and deal with it. |

Tasko Pal
Spallated Garniferous Schist
14
|
Posted - 2011.11.07 20:14:00 -
[402] - Quote
Cabriel wrote:
- Building fuel cubes will take build slots that some 0.0 stations will not have (or be very limited). - Limited build slots will mean PI will have to be shipped out to process to cubes then shipped back in.
Build it on the POS. Obviously, I don't know whether they'll let it be built in say an equipment assembly array (which incidentally has mild fitting requirements and cost), but that seems the likely solution to your concern above.
|

Smoking Blunts
Zebra Corp BricK sQuAD.
133
|
Posted - 2011.11.07 20:15:00 -
[403] - Quote
Fuujin wrote:Smoking Blunts wrote:are you increasing the size of the ammo assemblys from the current 150k m3?
5 production slots x 5 month fuel block runs will take what 600k m3 of input space. that imo shoudl be the min size of the input/hanger on them Protip: equipment arrays can't hold a full amount of minerals for 6 cycles of large guns. You'll have to learn to drag and deal with it.
im fully aware of what a equipment array can hold. im just looking at this from a lets not make pos's worse than current point of view. CCP-áare full of words and no action. We will watch what they are doing, for now
|

Vanessa Vansen
Cybermana
8
|
Posted - 2011.11.07 20:15:00 -
[404] - Quote
Quote: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). We talked to some large-scale starbase operators about this, and they told us that the main bonus of faction towers for them is actually that they last longer between fuel cycles. To try and compensate for the increased running costs, we've taken the above bay size increases and added +25% bay size on top of that for the "tier 1" faction towers, and +50% bay size for the "tier 2" ones. We're hoping people will find that a satisfactory tradeoff, but we're listening for further feedback on this change.
From my point of view a very good example for improving the communication between CCP and the community!
Hold that course! |

Rek Esket
GoonWaffe Goonswarm Federation
0
|
Posted - 2011.11.07 20:15:00 -
[405] - Quote
Viktor Maximus wrote:What about the extremly more used Robotics for Large Towers? They are one of the most expensive fuelparts at the moment and you will need 4 / hour with this changes!!!
You can't read.
POS Fuel Changes (OLD -> NEW) [NO SOV] Coolant: 8 -> 8 Mech Parts: 5 -> 4 Oxygen: 25 -> 20 Robotics: 1 -> 1 Enr. Uranium: 4 -> 4 Isotopes: 450 -> 400
POS Fuel Changes (OLD -> NEW) [SOV] Coolant: 6 -> 6 Mech Parts: 4 -> 3 Oxygen: 19 -> 15 Robotics: 1 -> 0.75 Enr. Uranium: 3 -> 3 Isotopes: 338 -> 300 |

Sasmau
0
|
Posted - 2011.11.07 20:15:00 -
[406] - Quote
Viktor Maximus wrote:We use Faction Towers for lower fuel costs. So why should we use faction towers anymore? Please don't nerf faction towers :(
I have to agree that simply adding more space is not the right thing to do, then whats the point of it? I thought they were supposed to save money. I don't know who you guys were talking to about them, but they obviously don't know what they are talking about in regards to faction towers.
Other changes are great tho. I would be interested to see the stats on the BPOs, even if they are not final - such as number of runs, and the ME/PE of them (hopefully they are maxed without research).
|

Neo Agricola
BLACK-MARK
67
|
Posted - 2011.11.07 20:16:00 -
[407] - 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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Vanessa Vansen
Cybermana
8
|
Posted - 2011.11.07 20:17:00 -
[408] - Quote
Sasmau wrote:Viktor Maximus wrote:We use Faction Towers for lower fuel costs. So why should we use faction towers anymore? Please don't nerf faction towers :( I have to agree that simply adding more space is not the right thing to do, then whats the point of it? I thought they were supposed to save money. I don't know who you guys were talking to about them, but they obviously don't know what they are talking about in regards to faction towers. Other changes are great tho. I would be interested to see the stats on the BPOs, even if they are not final - such as number of runs, and the ME/PE of them (hopefully they are maxed without research).
Maybe CCP could adjust the cycle duration of the faction towers instead of the fuel hold.
Edit: towers -> faction towers |

David Grogan
The Motley Crew Reborn
197
|
Posted - 2011.11.07 20:18:00 -
[409] - Quote
while your at it can we please please please repackage items in pos corp hangar arrays.... it would really help remove lag. Everytime you buy something that says "made in china" you are helping the rising unemployment in your own country unless your from china, Buy locally produced goods and help create more jobs. |

Jin Rich
Entropy Extension
1
|
Posted - 2011.11.07 20:20:00 -
[410] - 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
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?
|
|

David Grogan
The Motley Crew Reborn
197
|
Posted - 2011.11.07 20:22:00 -
[411] - Quote
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? Everytime you buy something that says "made in china" you are helping the rising unemployment in your own country unless your from china, Buy locally produced goods and help create more jobs. |

Neo Agricola
BLACK-MARK
67
|
Posted - 2011.11.07 20:23:00 -
[412] - 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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Trainwreck McGee
Ghost Ship Inc.
102
|
Posted - 2011.11.07 20:23:00 -
[413] - Quote
This is awesome but yeah there are a lot of people that posted legitimate concerns that need to be addressed before implementation. CCP Trainwreck - Weekend Custodial Engineer / CCP Necrogoats foot stool |

Neo Agricola
BLACK-MARK
67
|
Posted - 2011.11.07 20:24:00 -
[414] - 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...
DISSONANCE is recruiting Members: https://forums.eveonline.com/default.aspx?g=posts&m=70361#post70361
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David Grogan
The Motley Crew Reborn
197
|
Posted - 2011.11.07 20:25:00 -
[415] - 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?
smart pos monkeys use the planets in their systems to make pos fuel... this negates the need for alot of hauling.
Everytime you buy something that says "made in china" you are helping the rising unemployment in your own country unless your from china, Buy locally produced goods and help create more jobs. |

Crunchmeister
THORN Syndicate BricK sQuAD.
85
|
Posted - 2011.11.07 20:25:00 -
[416] - 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?
Re-read the blog. That's already been explained. |

Fuujin
GoonWaffe Goonswarm Federation
30
|
Posted - 2011.11.07 20:26:00 -
[417] - Quote
Jin Rich wrote:[quote=Weaselior][quote=Neo Agricola] 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?
Rorqs are under 2B in price. Anything you're doing that necessitates a lowsec tower will involve a lot of capital to begin with, either to begin or to maintain/defend. Plus, an iteron will be able to fuel up a tower with a few quick runs. If you're running multiple towers and haven't invested into at least an orca or a rorq, well, I applaud your masochism.
Deal with it. |

svensmokavich
Nomad LLP Wayfarer Stellar Initiative
0
|
Posted - 2011.11.07 20:29:00 -
[418] - Quote
WOW i cant beleave that everyone is excited about this.besides the fact that ccp is gonna put another hand in our pockets sort of speek when it comes to pos fuel,why do we need another thing to manifacture?like we dont already have enough to build.in the long run this will drive up fuel prices due to a middle man manifactureing ur blocks,or if u want to do it urself lets waste some manifactureing slots on already needed toons to do stuff that really dosnt make alot of sence,ya it will make fueling ur pos easier but is gonna cost us more[like fueling these damn towers isnt expensive enough]theres no way u can intruduce a middle man into the process and not have the prices go up,ccp dosnt control the market,we do. i really wish ccp would stop trying to change stuff to so called make stuff easier and fix the *&^$%$ problems that we already have with the game.if they spent 1% of the effort into fixing some of the smaller issues ingame instead of tryin to radicaly change what is already there they wouldnt be loseing there 5 year older players to this kind of bs.tx for twisting the knife one more time ccp |

Evelgrivion
Gunpoint Diplomacy
70
|
Posted - 2011.11.07 20:30:00 -
[419] - Quote
Whoops, meant to post this here rather than in S&I.
Large scale operators aren't the only ones using faction towers; to small scale users, the reduced fuel costs are a tremendous advantage that would be obliterated by this change. Increasing fuel costs completely annihilates any improvements the rest of the fuel system otherwise gives to me. 
R.A.M.s consume odd fractions of themselves by being damaged in manufacturing jobs; why can't fuel consumption work similarly?
This is the second time Starbases have been looked at recently; making the experience worse for a portion of the end users when redesigning the system, without the explicit intent to alter game balance, in order to accommodate other end users doesn't really accomplish what you set out to do.  |

Fuujin
GoonWaffe Goonswarm Federation
30
|
Posted - 2011.11.07 20:32:00 -
[420] - Quote
svensmokavich wrote:WOW i cant beleave that everyone is excited about this.besides the fact that ccp is gonna put another hand in our pockets sort of speek when it comes to pos fuel,why do we need another thing to manifacture?like we dont already have enough to build.in the long run this will drive up fuel prices due to a middle man manifactureing ur blocks,or if u want to do it urself lets waste some manifactureing slots on already needed toons to do stuff that really dosnt make alot of sence,ya it will make fueling ur pos easier but is gonna cost us more[like fueling these damn towers isnt expensive enough]theres no way u can intruduce a middle man into the process and not have the prices go up,ccp dosnt control the market,we do. i really wish ccp would stop trying to change stuff to so called make stuff easier and fix the *&^$%$ problems that we already have with the game.if they spent 1% of the effort into fixing some of the smaller issues ingame instead of tryin to radicaly change what is already there they wouldnt be loseing there 5 year older players to this kind of bs.tx for twisting the knife one more time ccp 
I have no idea what this guy is saying, but he sounds mad. |
|

Zio Yamamoto
Frog Morton Industries Anuran Origin
0
|
Posted - 2011.11.07 20:33:00 -
[421] - Quote
SERIOUSLY !!! Can you stop ******* things up ? Can you stop fixing things that isnt broken ? Can you stop playing WOW and put your head into this game for atleast half an hour every day ? And stop talking to silly buggers about what changes to implement ?
Heavy water prices has gone from 20 isk/unit to 260 isk/unit since you put up this post. And faction towers are already dropping in price. Do you at all think about what you are doing with this mad market manipulations ? If you are from Iceland you should know what happens when fishermen try to be bankers, (no disrespect to fishermen), and stop doing mindless silly things like this ? I heard you had a economics guy working at CCP, why dont you run some numbers by him every once in a while before you do a monumentous stupid market mainpulation like this ? Or did the large scale guys that fooled you with the faction tower reasoning tell you it would be a good idea to blow another pos fuel bit into speculation ? It takes about 3 minutes of studying economics to find out that fuel prices is the basis of everything, and your messing hard with them.
There is ONE reason to use faction towers and that is running cost, it is a long term investment of about 16 months, that you just blew right out of the water. You could just as easily have blown up my towers and said oops sorry as make these changes here. It would had saved me the annoyance of having to look at them every second day.
I know I am repeating myself, but seriously, do you at all play this game ? Could you try to run a pos for any lenght of time before you make stupid changes to them ? And could you seriously get a bloody dictionary, english to whatever is your first language and look up the words Happy and Fun ?
But there is more, ohh yes. NRDS in 0 is now harder, because you cant allow neuts to use your jumpbridges, it will take 3.5 sec for someone to find out how to fit a noob alt with a MWD and use up all the fuel in them. So you have to set your towers to shoot at the neuts instead. Youll prolly get a payrise for that idea.
Yes bro, I am MAD. Could you please go away and let the grownups handle POSes, its like complicated with maths and shitz. |

Jin Rich
Entropy Extension
1
|
Posted - 2011.11.07 20:33:00 -
[422] - Quote
David Grogan wrote: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? smart pos monkeys use the planets in their systems to make pos fuel... this negates the need for alot of hauling.
I'm talking about the ice-based POS-fuel. Of course I make the PI-based fuel locally. Small corp => no time to spend on ice-mining. |

Echo Mande
5
|
Posted - 2011.11.07 20:34:00 -
[423] - Quote
A good dev blog overall, with good things presented.
As others have said, there's room for improvement with respect to keeping the faction tower and sov bonuses. IMO the simplest would be to increase the block batch size from 4 to 40 or 100 and drop the volume and increase the consumption rate by the same ratio to keep the materials/hour and volume/hour rates stable. That way you can reduce the block consumption rate for faction towers and sov bonus while still keeping more or less rounded numbers. the 1/2/4 block consumption rate looks good at first blush but is probably not granular enough.
Also please make the blocks more easily recognizable by changing the blue tint to a faction tint.
|

Lutz Major
Austriae Est Imperare Orbi Universo
30
|
Posted - 2011.11.07 20:34:00 -
[424] - Quote
Quote:The way we're strongly advising players to approach this handover is to fill your fuel bays with "half and half" - enough of the old fuel to last you to the changeover downtime and then some (I'd suggest 2-3 days extra just in case something horrible happens), and enough of the new fuel blocks to run the tower until you can fill it with 100% blocks. The server should then come back up after the update, see the new fuel and start consuming that like nothing had happened. People will rage quit over this ...
... I LOVE IT  |

Stealthiest
Destructive Influence Northern Coalition.
12
|
Posted - 2011.11.07 20:35:00 -
[425] - Quote
About faction towers:
Wheh I was in Querious I ran a 70 pos chain and mining set up. Therefore I feel that I have something valid to contribute to this conversation.
I love all of it except the faction towers.
The part about people using faction towers as it is less time between fill ups is true. However what is being overlooked by the Dev that did this blog is that the reduction of fuel consumption lead to longer time between fueling. Not the increased size of the fuel bay. It meant that it cost less to fuel a tower for a period of time vs it's non-faction counterpart.
Increasing the fuel bay really doesn't do **** when you only fuel once every 24 days etc. It is the reduction in cost that made the faction tower attractive along with the hardening bonus's etc.
So if you cannot reduce fuel consumption it would be much better to increase the cpu and PG of faction towers to make them attractive again. Give tier 1 faction tower 25 percent increase in pg and cpu and give the tier 2 faction tower a 50 percent increase in pg and cpu.
If you only do the increased fuel bay then nothing will justify the cost of a faction tower and it will die a slow death like the Supercarriers will in a ferw weeks.
Just my 2 bits. |

Fuujin
GoonWaffe Goonswarm Federation
30
|
Posted - 2011.11.07 20:37:00 -
[426] - Quote
Zio Yamamoto wrote:SERIOUSLY !!! Can you stop ******* things up ? Can you stop fixing things that isnt broken ? Can you stop playing WOW and put your head into this game for atleast half an hour every day ? And stop talking to silly buggers about what changes to implement ?
Heavy water prices has gone from 20 isk/unit to 260 isk/unit since you put up this post. And faction towers are already dropping in price. Do you at all think about what you are doing with this mad market manipulations ? If you are from Iceland you should know what happens when fishermen try to be bankers, (no disrespect to fishermen), and stop doing mindless silly things like this ? I heard you had a economics guy working at CCP, why dont you run some numbers by him every once in a while before you do a monumentous stupid market mainpulation like this ? Or did the large scale guys that fooled you with the faction tower reasoning tell you it would be a good idea to blow another pos fuel bit into speculation ? It takes about 3 minutes of studying economics to find out that fuel prices is the basis of everything, and your messing hard with them.
There is ONE reason to use faction towers and that is running cost, it is a long term investment of about 16 months, that you just blew right out of the water. You could just as easily have blown up my towers and said oops sorry as make these changes here. It would had saved me the annoyance of having to look at them every second day.
I know I am repeating myself, but seriously, do you at all play this game ? Could you try to run a pos for any lenght of time before you make stupid changes to them ? And could you seriously get a bloody dictionary, english to whatever is your first language and look up the words Happy and Fun ?
But there is more, ohh yes. NRDS in 0 is now harder, because you cant allow neuts to use your jumpbridges, it will take 3.5 sec for someone to find out how to fit a noob alt with a MWD and use up all the fuel in them. So you have to set your towers to shoot at the neuts instead. Youll prolly get a payrise for that idea.
Yes bro, I am MAD. Could you please go away and let the grownups handle POSes, its like complicated with maths and shitz.
Nothing was stopping you from jumping on board that gravy train. I just heavy watered my next Plex :toot: |

Weaselior
GoonWaffe Goonswarm Federation
1454
|
Posted - 2011.11.07 20:37:00 -
[427] - Quote
Jin Rich wrote: Alliances. Nullsec. 5 B ISK.
a rorq isn't 5b isk numbnuts |

Thaylon Sen
The Istari Syndicate
3
|
Posted - 2011.11.07 20:38:00 -
[428] - Quote
Awesome news... can you for the love of god racially colour the blocks for those of us with poor eye sight! |

Daemon Ceed
Brotherhood Of Treachery
0
|
Posted - 2011.11.07 20:40:00 -
[429] - Quote
Greyscale, instead of having the POS managers fill the bay with half of the old fuels and half of the fuel blocks, couldn't your DBA's just build a simple SQL routine to convert the quantities of fuel in the bays to the new fuel blocks? That way a POS manager could just top off the fuel bay with old fuels prior to downtime and not have to worry about it. It should be an easy job for the DBA. We do such things all the time at my work. It would also greatly reduce the hassle for the POS owner/manager. The SQL routine could be written to ignore POS's in highsec/lowsec that require charters.
I'm no expert at all on faction towers, but couldn't you also just maintain their bonuses by having them work like this:
If non-faction POS takes 30 blocks a month to fuel, a faction POS takes anywhere from 15-25 (depending on the bonus to fuel consumption that it gets). With that approach it won't seem as such a nerf-bat on the faction towers, the tower owners won't throw butthurt temper tantrums like the ones seen above, and it won't completely crash the market on faction towers. |

Dex Ironmind
Vorpal's Edge
10
|
Posted - 2011.11.07 20:41:00 -
[430] - Quote
The only people this is really "easier" for are those who simply buy their fuel directly off the market! Am I mistaken?
For everyone else, this actually adds a step to the refuel process, as well as some potential initial logistics (buying BP's and/or installing an ammo array if you don't have one). It doesn't sound like this requires any skills.
Am I missing something here?
Mind you, I see a few small benefits...
If my calculations are right, you will save a little cargo space hauling the blocks over the fuel components, but not enough to write home to mom about. It opens up a potential industry/marketing opportunity, which is always interesting.
Do these benefits outweigh the hassle? I am not so sure. Almost seems to make sense to leave the refueling process alone unless it is a phased step to the new refueling process for the upcoming POS change that has been hinted at.
I do have few questions though on the building process...
1) Will these blueprints be like typical manufacturing blueprints (i.e., ammo bpos, etc.)?
2) If so, assuming BPO's will be offered, can ME and PE be researched? If so, what will the bonuses for those be like? This is a huge consideration in my mind on many levels.
3) The blog says, "The four racial fuel blocks will be built in batches of four in all stations, plus starbase ammo assembly arrays (blueprints coming to a Thukker Mix station near you; build time approximately ten minutes)." Am i correct in assuming this means "ALL" stations, and building of these does not require a station with science and industry services (i.e., a factory)?
It doesn't sound like your typical manufacturing process, but just a "new" and "special" type of construction process.
Please provide some clarification on the building process??? OR please be kind if I am missing the obvious here. 
Dex was here.  |
|

Neo Agricola
BLACK-MARK
67
|
Posted - 2011.11.07 20:42:00 -
[431] - Quote
Weaselior wrote:Jin Rich wrote: Alliances. Nullsec. 5 B ISK.
a rorq isn't 5b isk numbnuts Yeah but a Jump Frighter is...
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 |

David Grogan
The Motley Crew Reborn
197
|
Posted - 2011.11.07 20:46:00 -
[432] - Quote
Jin Rich wrote:David Grogan wrote:
smart pos monkeys use the planets in their systems to make pos fuel... this negates the need for alot of hauling.
I'm talking about the ice-based POS-fuel. Of course I make the PI-based fuel locally. Small corp => no time to spend on ice-mining.
just place a buy order in the system nearest your pos. there is always traders that will move it there if the price is right. Everytime you buy something that says "made in china" you are helping the rising unemployment in your own country unless your from china, Buy locally produced goods and help create more jobs. |

Des Jardin
Aperture Harmonics K162
1
|
Posted - 2011.11.07 20:49:00 -
[433] - Quote
Proposed solution regarding faction towers:
Given that POS fuels are withdrawn from POSs once an hour and that withdrawals at other intervals are not practical, I suggest that faction towers skip a withdrawal cycle on a periodic basis. For example, have fuel withdrawn from a faction tower 3 out of 4 hours.
Hour 1: Fuel removed from non-faction flagged POSs Fuel removed from faction flagged POSs
Hour 2: Fuel removed from non-faction flagged POSs Fuel removed from faction flagged POSs
Hour 3: Fuel removed from non-faction flagged POSs Fuel removed from faction flagged POSs
Hour 4: Fuel removed from non-faction flagged POSs
Hours 5-8: Repeat Hours 1 - 4 cycle
Rinse and repeat.
"Good against remotes is one thing.-á Good against the living ... that's something else." |

Weaselior
GoonWaffe Goonswarm Federation
1454
|
Posted - 2011.11.07 20:50:00 -
[434] - Quote
Dex Ironmind wrote:The only people this is really "easier" for are those who simply buy their fuel directly off the market! Am I mistaken?
For everyone else, this actually adds a step to the refuel process, as well as some potential initial logistics (buying BP's and/or installing an ammo array if you don't have one). It doesn't sound like this requires any skills.
fueling a tower is shift-dragging your fuel stack onto the tower instead of laborously computing the precise number of eight different fuel types to get a tower max-fueled then moving those fuel types one at a time
if you have ever fueled a tower anywhere but in w-space this is a stupendous improvement |

Joan Avon
The 0rigin The Paganism Alliance
3
|
Posted - 2011.11.07 20:51:00 -
[435] - Quote
Fantastic! Another simple easy change that along with the myriad of others being added for the winter expansion will create a symphony of improvement for Eve Online. Let us begin.... |

Weaselior
GoonWaffe Goonswarm Federation
1454
|
Posted - 2011.11.07 20:52:00 -
[436] - Quote
Des Jardin wrote:Proposed solution regarding faction towers:
Given that POS fuels are withdrawn from POSs once an hour and that withdrawals at other intervals are not practical, I suggest that faction towers skip a withdrawal cycle on a periodic basis. For example, have fuel withdrawn from a faction tower 3 out of 4 hours.
Hour 1: Fuel removed from non-faction flagged POSs Fuel removed from faction flagged POSs
Hour 2: Fuel removed from non-faction flagged POSs Fuel removed from faction flagged POSs
Hour 3: Fuel removed from non-faction flagged POSs Fuel removed from faction flagged POSs
Hour 4: Fuel removed from non-faction flagged POSs
Hours 5-8: Repeat Hours 1 - 4 cycle
Rinse and repeat.
jesus christ why does everyone insist on proposing ways to reinvent the wheel with huge potential for introduction of new bugs rather than tweaks to the system that completely fix faction towers with no new code or downside |

Evelgrivion
Gunpoint Diplomacy
70
|
Posted - 2011.11.07 20:52:00 -
[437] - Quote
Weaselior wrote:fueling a tower is shift-dragging your fuel stack onto the tower instead of laborously computing the precise number of eight different fuel types to get a tower max-fueled then moving those fuel types one at a time
if you have ever fueled a tower anywhere but in w-space this is a stupendous improvement
I'd rather run the numbers for a faction tower and take my 25% reduction in fuel costs over a standard tower, honestly. I've only got one. |

Dex Ironmind
Vorpal's Edge
10
|
Posted - 2011.11.07 20:53:00 -
[438] - Quote
Weaselior wrote:Dex Ironmind wrote:The only people this is really "easier" for are those who simply buy their fuel directly off the market! Am I mistaken?
For everyone else, this actually adds a step to the refuel process, as well as some potential initial logistics (buying BP's and/or installing an ammo array if you don't have one). It doesn't sound like this requires any skills. fueling a tower is shift-dragging your fuel stack onto the tower instead of laborously computing the precise number of eight different fuel types to get a tower max-fueled then moving those fuel types one at a time if you have ever fueled a tower anywhere but in w-space this is a stupendous improvement
Fair answer ... thanks. Hadn't thought of it that way.
Still would like to know about the details of the building process.
Dex was here. 
|

Elzon1
Shadow Boys Corp Bloodbound.
1
|
Posted - 2011.11.07 20:53:00 -
[439] - 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 :)
Can't you just change the fuel timer for sov fuel savings and faction towers?
Apollo Gabriel wrote:HOLY **** CCP!!!
Thanks guys!!
As to Faction towers can you make their fuel cycle 1.5 hours or something to still give a fuel bonus? maybe 1 hr 10 mins?
I don't use them, but just thought I'd toss out the idea.
I love that CCP is removing UN-NEEDED COMPLEXITY!!
The game is getting richer, thanks!
EVE Online players... keeping it simple  |

Weaselior
GoonWaffe Goonswarm Federation
1454
|
Posted - 2011.11.07 20:53:00 -
[440] - Quote
faction towers are a solved problem, you multiply the output blocks by 10x or 100x and you have sufficent granularity to do sov and faction towers, presto, no coding changes |
|

Mashie Saldana
Veto. Veto Corp
68
|
Posted - 2011.11.07 20:53:00 -
[441] - Quote
With all these fuel pellets poor PACMAN will never be the same again. Anastasia -á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á Dominique-á-á Mashie -á-á Monica |

Mauvian
The Black Legionnares Fidelas Constans
0
|
Posted - 2011.11.07 20:54:00 -
[442] - Quote
Wow... I am actually posting on the EVE-o forums!
Dear CCP,
Awesome purposed changes!
Positive feedback-
- JB passwords have for a long time been a pain in the ass.
- Changes to Anchor/unanchor times are very appreciated. I found that setting up a pos was a 3-4 hour endeavor for me. That is a long time to sit and watch timers! Thank you for this change as well.
- Full Cells are an amazing concept as well! I have three different spreadsheets for poses + a DB or two that keeps track of fuel consumption and timers. Having all of this simplified is a HUGE relief to me! Drop in 672 Fuel Cells a week per tower. (yes that is 134k M3) Move on to the next tower and repeat. For the record I am alright with having a full use of PG/CPU to get the pleasure of not having to worry about those details!
Suggestions for improvement before release- [list =1] Perhaps adding access to the PoS Shields by standing should be an option as well? We already Have the box for allow corp/alliance use. Why not one for use by standing? I know this would make a lot of NullSec people happy as safe poses would be that much safer.
Fuel Cell production is going to take a vast amount of timers in its current iteration. I realize that you want to make the batches in a small denomination so folks don't feel forced to buy a larger quantity of fuel then they feel they need. However basic math lets us know for each large tower you are running you will be using 1/6th of that time on timers producing the fuel.
30 days of fuel for 1 large tower takes 5 days to produce with one Manu slot. There fore a single char5acter can at max produce fuel for 11 towers every 5 days. Meaning 66 towers over the course of a month. (of course you wont have much lee time in doing this)
Now building in an ammo array the numbers look slightly better 3.75 days per batch. So in theory using 3 ammo arrays you can run timers for 88 towers a month with a single character. That said this is a huge sink of time for industrial characters and their timers.
Increasing the batch size is one option for making things go faster but then you run into forcing players to buy larger amounts of fuel to make a single batch. The other option is to decrease the build time to something that feels significant, but also doesn't prevent them from using their timers for other production. Halving the current proposed time to 5 minutes would mean making fuel for one tower would take about 2 an a half days. Dropping it to 2minutes per batch would mean it would take 1 day to build 30days of fuel.
That number feels right to me personally, I don't know about you at CCP. but 2Minutes a batch meaning 1 day of production per tower per manu slot. When you get to alliance level you are still talking a huge investment of time from someone, but at the same time it is manageable. At the individual level you are more than capable of devoting 1 day per tower as well.
Compression! Alright, so at every stage of production in EVE compression is a big issue.
In PI- T0 PI items are huge. T1 are smaller, but not small. T2/T3 pos fuel are small respectively. In Minerals- Ore is huge! Minerals are 1/0th the size on average. T1 Modules increase the compression even more so.
I ran the math and these blocks also get the benefits of a compression as well. 217.6 m3 in Items = 200m3 in block. Okay so thats not really a compression, you get 1.088 compression :D
My suggestion is that these fuel blocks are going through a manufacturing process as well. In a game continuity sense they should also be capable of compression. Looking at the more commonly used items for compression you get a range of compression from 12-40.
So lets start at a nice average number... 20. gives us about 11m3 per batch. I hate awkward Numbers, so lets make that a 10 instead. So now instead of hauling 134k m3 Per week for fuel for a large tower you are looking at moving 6740m3 a week. That is a bit low, checking through other numbers I found I personally like the number 5 for a compression value. This goes from hauling 134k a week to a mere 27k Per week per large tower. This gives a reason and assigns VALUE to the manufacturing time. I am sure many folks out there know how much of a pain it is to haul fuel around. Compressing it is something they would indeed have no qualms about paying a markup for!
In addition to this it will help the WH corps in moving fuel in as they will make far fewer trips. (No it doesn't help with the PI they were making in the WH... but it is something to help them cope.)
In regards to Sov bonuses and Faction tower bonuses all I have to say is I think it was already hit perfectly on the head previously in this thread. Change the batch size from 4 to 400 and you get granularity in 1% increments.
All in all I love how much more focused yall at CCP are at FiS aspects. Just wanted to give some feedback. |

Smoking Blunts
Zebra Corp BricK sQuAD.
134
|
Posted - 2011.11.07 20:56:00 -
[443] - Quote
Weaselior wrote:Dex Ironmind wrote:The only people this is really "easier" for are those who simply buy their fuel directly off the market! Am I mistaken?
For everyone else, this actually adds a step to the refuel process, as well as some potential initial logistics (buying BP's and/or installing an ammo array if you don't have one). It doesn't sound like this requires any skills. fueling a tower is shift-dragging your fuel stack onto the tower instead of laborously computing the precise number of eight different fuel types to get a tower max-fueled then moving those fuel types one at a time if you have ever fueled a tower anywhere but in w-space this is a stupendous improvement
fueled many pos's in my time and this isnt an improvement imo. increased cost in sov systems, increased cost of faction towers, more work involved than just droping stuff in 1 hanger from another.
while the idea of fuel pellets is ok. they shouldnt include HW, LO or Topes. that should still be calclated by whats fitted to teh tower/sov discounts/faction pos discounts.
half arsed band aid to a burst water pipe of a problem is what this plan is CCP-áare full of words and no action. We will watch what they are doing, for now
|

Weaselior
GoonWaffe Goonswarm Federation
1457
|
Posted - 2011.11.07 20:59:00 -
[444] - Quote
Smoking Blunts wrote:Weaselior wrote:Dex Ironmind wrote:The only people this is really "easier" for are those who simply buy their fuel directly off the market! Am I mistaken?
For everyone else, this actually adds a step to the refuel process, as well as some potential initial logistics (buying BP's and/or installing an ammo array if you don't have one). It doesn't sound like this requires any skills. fueling a tower is shift-dragging your fuel stack onto the tower instead of laborously computing the precise number of eight different fuel types to get a tower max-fueled then moving those fuel types one at a time if you have ever fueled a tower anywhere but in w-space this is a stupendous improvement fueled many pos's in my time and this isnt an improvement imo. increased cost in sov systems, increased cost of faction towers, more work involved than just droping stuff in 1 hanger from another.
sov system and faction towers are an easily solved problem that I have faith has been explained well enough in this thread to allow greyscale to make the needed tweak (400 blocks per run, large tower uses 400, faction and sov can be done with proper granularity here)
there is less work involved because you can pay some worthless empire peon pennies to make the blocks and get them in jita |

Saikoyu
Rho Dynamics
11
|
Posted - 2011.11.07 20:59:00 -
[445] - Quote
darius mclever wrote:It is even mentioned in the dev blog itself.... 
Well, now I feel stupid. Thanks. Siakoyu Eblis-Kad Manager of Rho Dynamics Head of Capsuleer operations for New Life Project |

Arana Mirelin
Te'Rava Industries
7
|
Posted - 2011.11.07 21:00:00 -
[446] - Quote
Weaselior wrote:faction towers are a solved problem, you multiply the output blocks by 10x or 100x and you have sufficent granularity to do sov and faction towers, presto, no coding changes
This is the simplest answer. As for the comment about keeping numbers small, in terms of manufacturing, or even invention for that matter (hello datacores), 100 *IS* small. You get the advantage of still handling the reduced fuel for faction towers (which is the primary draw, not the fuel bay size. I had looked into upgrading to a faction tower for the savings. Since I need to do other tower interactions more often than 29 days anyway, the expanded fuel bay is to me pretty meaningless.) and the process is simplified, without having to balance fuel levels, etc. |

Kadassh
Legio Geminatus Gentlemen's Agreement
1
|
Posted - 2011.11.07 21:01:00 -
[447] - Quote
You guys fail to mention soverignity changes.
Sovergintiy did provide a reduction to tower fuel costs. How will you handle this now? |

Pierced Brosmen
Priory Of The Lemon
4
|
Posted - 2011.11.07 21:01:00 -
[448] - Quote
Good change indeed, however I have a suggestion regarding the faction towers (it may have been suggested already, but not reading through 20+ pages of posts to check)
As mentioned before the lower fuel consumption of faction towers is an important factor in why people use them. And I fully understand that you can't consume less then whole units of fuel per cycle...
However, wouldn't it be possible to give the faction towers a bonus to fuel cycle time instead of only bonus to fuel bay?
Proposal:
- Standard POS has capacity for 700 fuel cycles and has standard fuel cycle of 60 min like before, getting just over 29 days worth of fuel.
- Tier 1 faction POS has capacity for 750 cycles of fuel and has has fuel cycle of 70 min, getting close to 36,5 days worth of fuel.
- Tier 2 faction POS has capacity for 800 cycles of fuel and has fuel cycle of 80 min, getting almost 44,5 days worth of fuel.
[Edit] Fuel cycle time can also be used for the sov related fuel bonuses [/Edit] |

Kadassh
Legio Geminatus Gentlemen's Agreement
1
|
Posted - 2011.11.07 21:02:00 -
[449] - Quote
You guys fail to mention soverignity changes.
Sovergintiy did provide a reduction to tower fuel costs. How will you handle this now? |

Smoking Blunts
Zebra Corp BricK sQuAD.
134
|
Posted - 2011.11.07 21:03:00 -
[450] - Quote
Weaselior wrote:Smoking Blunts wrote:Weaselior wrote:Dex Ironmind wrote:The only people this is really "easier" for are those who simply buy their fuel directly off the market! Am I mistaken?
For everyone else, this actually adds a step to the refuel process, as well as some potential initial logistics (buying BP's and/or installing an ammo array if you don't have one). It doesn't sound like this requires any skills. fueling a tower is shift-dragging your fuel stack onto the tower instead of laborously computing the precise number of eight different fuel types to get a tower max-fueled then moving those fuel types one at a time if you have ever fueled a tower anywhere but in w-space this is a stupendous improvement fueled many pos's in my time and this isnt an improvement imo. increased cost in sov systems, increased cost of faction towers, more work involved than just droping stuff in 1 hanger from another. sov system and faction towers are an easily solved problem that I have faith has been explained well enough in this thread to allow greyscale to make the needed tweak (400 blocks per run, large tower uses 400, faction and sov can be done with proper granularity here) there is less work involved because you can pay some worthless empire peon pennies to make the blocks and get them in jita
i understand that its easily fixed. i just wish greyscale had put his stamp on it. until then its just words from players than mean nothing. i have many doubts in ccp's and personnaly i have no faith in them. i do hope your right and im wrong on this though. CCP-áare full of words and no action. We will watch what they are doing, for now
|
|

Lateris
Aliastra Gallente Federation
4
|
Posted - 2011.11.07 21:04:00 -
[451] - Quote
So the MTS are on the side for now then? Good luck when you release those. |

Brandon Tsero
Lunar Asylum S I L E N T.
0
|
Posted - 2011.11.07 21:04:00 -
[452] - Quote
For Faction towers why not just increase the time it takes for it to take in the block instead of having to deal with 2/3 a block?
so the block of a normal one would take an hour to be consumed, and a block of a tier 1 would be a an hour 10 minutes? and a tier 2 an hour 20?
Just the general Idea. |

Kelsi Corynn
Center for Advanced Studies Gallente Federation
5
|
Posted - 2011.11.07 21:05:00 -
[453] - Quote
Why not simply scale up the quantity of blocks to allow for the granularity needed to keep the improved faction tower fuel usage? Fuel block manufacture run makes 40 blocks instead of 4, large towers use 40 blocks/hour instead of 4, blocks are 1/10 planned m3, etc. |

Smoking Blunts
Zebra Corp BricK sQuAD.
134
|
Posted - 2011.11.07 21:08:00 -
[454] - Quote
Mioelnir wrote:Not to point out the obvious, but why not make 8 blocks per production run (same materials)?
Small tower: 2 blocks / hour Small pirate tower: 2 blocks / hour, +25% fuel 1 capacity Small commander tower: 1 block / hour, +50% fuel 1 capacity
Medium tower: 4 blocks / hour Medium pirate tower: 3 blocks / hour, +25% fuel 1 capacity Medium commander tower: 2 blocks / hour, +50% fuel 1 capacity
Large tower: 8 blocks / hour Large pirate tower: 7 blocks / hour, +25% fuel 1 capacity Large commander tower: 6 blocks / hour, +50% fuel 1 capacity
Sovereignty reduces fuel consumption by 1 block per hour down to a minimum of 1 block per hour (so no free small commander towers in sov systems).
this is what needs to happen. its very simple and sorts out the sov/faction tower issue nice and simply CCP-áare full of words and no action. We will watch what they are doing, for now
|

Neville Smit
EVE University Ivy League
3
|
Posted - 2011.11.07 21:10:00 -
[455] - Quote
Thanks, CCP - you are on the right track here, making POS fueling easier to manage. Keep going, please, with this more user-friendly trend!
|

Mara Rinn
Cosmic Industrial Complex Cosmic Consortium
269
|
Posted - 2011.11.07 21:12:00 -
[456] - Quote
Killing off sovereignty fuel savings is not doing null sec industry any favours. Rather than scrapping fuel savings, swap it for increased period of consumption (e.g.: with an active Sov claim, multiply the consumption period by 2). The utility of faction towers in the past wasn't the length of time between refuels, it was the lower cost of operation, to the point that it was worth spending ten times as much on a tower for w-space simply because you wouldn't have to haul in as much fuel.
|

Evelgrivion
Gunpoint Diplomacy
70
|
Posted - 2011.11.07 21:12:00 -
[457] - Quote
Instead of using four blocks per hour, use 16 and building four times as many from each blueprint run?
Quarter the volume, quintuple the quantity used and produced? This is a wonderfully elegant solution! |

Des Jardin
Aperture Harmonics K162
1
|
Posted - 2011.11.07 21:12:00 -
[458] - Quote
Weaselior wrote:faction towers are a solved problem, you multiply the output blocks by 10x or 100x and you have sufficent granularity to do sov and faction towers, presto, no coding changes
Have to agree that this appears to be a simplier solution than what I had proposed. I think 10x or 40 blocks per batch would make sense under this approach.
Only changes that apparently will need to be made would be in how many blocks are pulled per hour by tower type (and the application of sov bonuses).
Of course, the devil is in the code.
"Good against remotes is one thing.-á Good against the living ... that's something else." |

Dirk Smacker
Tribal Liberation Force Minmatar Republic
8
|
Posted - 2011.11.07 21:17:00 -
[459] - Quote
Sell Robotics!
SELL!
SELL!
SELL! |

Pesadel0
the muppets RED.OverLord
20
|
Posted - 2011.11.07 21:22:00 -
[460] - Quote
Can someone plz in dev team seed POS modules and other stuff in faction rats? or in low plexes. |
|

Zaepho
Phoenix Propulsion Labs RED Citizens
3
|
Posted - 2011.11.07 21:23:00 -
[461] - Quote
Just wanted to pop in and support some of the recommendations here.
* Fuel Colors - These should match the Racial colors to make it easy to distinguish * Faction/SOV Fuel Bonuses - These are essential and using a factor of 100 on everything would work perfectly (i.e. produce 400 blocks at 1/100'th the size of current and Towers consume 100 times more cubes than currently proposed) This also brings back fuel as a cargo filler for when you have a little extra space on that jump and nothing to fit in it. * Rate of Production - These should produce fast. really really fast. We've had 0 time in fuel manufacture previously and now w're adding fuel manufacture (and cost due to production line costs although this is small) the time should be small. Make the time faster or the batch size larger. Possibly bring it up to a full day's worth of fuel for a small tower per batch. The max runs should also be incredibly high. high enough to produce the entire monthly supply for fuel for a standard large tower. |

Rek Esket
GoonWaffe Goonswarm Federation
1
|
Posted - 2011.11.07 21:27:00 -
[462] - Quote
Faction POS don't even drop anymore. Give them a niche secondary benefit and cut your losses. |

Evelgrivion
Gunpoint Diplomacy
70
|
Posted - 2011.11.07 21:28:00 -
[463] - Quote
Zaepho wrote:Just wanted to pop in and support some of the recommendations here.
* Fuel Colors - These should match the Racial colors to make it easy to distinguish * Faction/SOV Fuel Bonuses - These are essential and using a factor of 100 on everything would work perfectly (i.e. produce 400 blocks at 1/100'th the size of current and Towers consume 100 times more cubes than currently proposed) This also brings back fuel as a cargo filler for when you have a little extra space on that jump and nothing to fit in it. * Rate of Production - These should produce fast. really really fast. We've had 0 time in fuel manufacture previously and now w're adding fuel manufacture (and cost due to production line costs although this is small) the time should be small. Make the time faster or the batch size larger. Possibly bring it up to a full day's worth of fuel for a small tower per batch. The max runs should also be incredibly high. high enough to produce the entire monthly supply for fuel for a standard large tower.
100 is a rather large number where four would suffice; four blocks for a small, eight blocks for a medium, sixteen blocks for a large tower per hour.
With faction towers and or a sovereign alliance's fuel consumption reduction, that would be three for a small tower, six for a medium tower, and 12 for a large tower per hour.
On the subject of faction towers, why haven't those been put back into the loot tables yet? |

Palal
Federal Navy Academy Gallente Federation
0
|
Posted - 2011.11.07 21:31:00 -
[464] - Quote
Ummm, I fail to see how this is supposed to make it easier:
I just did the math on the 4 towers that run - cost is basically a wash - but volume is up 10% AND I'm going to have to install some type of manufacturing array to make this fuel.
Is it possible to get 500 more CPU to at least accomodate that additional need? Otherwise - the mind numbing logistics just got a ton more difficult - I now have to move PI fuel to a system with manufacturing and then move it back 
|

TorTorden
NorCorp Enterprise No Holes Barred
2
|
Posted - 2011.11.07 21:31:00 -
[465] - Quote
Weaselior wrote:faction towers are a solved problem, you multiply the output blocks by 10x or 100x and you have sufficent granularity to do sov and faction towers, presto, no coding changes
I have to sign on this. For those who suggest a longer cycle time would be rather counterproductive (literally) (without a huge rewrite of how pos's work) from what I gather from the various data dumps\api feeds etc etc the timer for fuel is also the timer for the pos in general if they would just simply increase the cycle time then they also increase the cycle time for moon miners,reactors etc etc as well.
I also hope the fuel bpo actually will be without ME\PE bonuses (with as low numbers as here you wont see any real benefits for them anyways)
And yet again w-space corps are getting left for an afterthought. (when there realy isn't a type of corp more dependent on starbases) Now we hate hauling as much as the next guy and to minimize hauling we produce as much PI fuel as we possibly can in system, with pellets we are then still going to have to haul the same stuff as before and bake the pellets, or start hauling PI fuel out of system 
CCP: keep in mind, excell (and in my case, MySQL is not afraid of large numbers) |

Sigras
Conglomo IMPERIAL LEGI0N
28
|
Posted - 2011.11.07 21:33:00 -
[466] - Quote
#1 i have no idea what people are complaining about as far as their own personal manufacturing is concerned . . . you were perfectly content flying to jita to buy the PI materials . . . why are you now discontent with flying to jita to buy the new fuel cells? Do you think you're the only person who is going to be making them? youll have to pay me 5% but ill put them up in jita for you.
#2 @ CCP, you should definitely look into reducing the time it takes to manufacture, even at perfect skills with good research youre still looking at 6-7 minutes or so of build time which is roughly 5 minutes in a POS array, so which means its going to take a full AAA running for a 24 minutes to fuel a large POS, or you can fuel 5 large POSs running it for 2 hours, but what I suspect most people are going to do is use high sec manufacturing plants and thats going to take up a LOT of manufacturing time . . . just watch the wait time in jita 4-4 go from 1 hour to 1 month over night. |

Callic Veratar
Power of the Phoenix
67
|
Posted - 2011.11.07 21:35:00 -
[467] - Quote
For those new to the thread who are repeatedly posting the same suggestions, I summarized a lot of them a fair bit earlier here. |

Zaepho
Phoenix Propulsion Labs RED Citizens
5
|
Posted - 2011.11.07 21:41:00 -
[468] - Quote
Evelgrivion wrote: 100 is a rather large number where four would suffice; four blocks for a small, eight blocks for a medium, sixteen blocks for a large tower per hour.
I like smaller volume blocks that i can use to fill any empty cargo space on runs/jumps. hence my preference for a large number of blocks. Plus it allows for arbitrary savings percentages down the line which works out nicely. |

Koldri Untham
VOLKODAVY Order Of The Unforgiving
0
|
Posted - 2011.11.07 21:42:00 -
[469] - Quote
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. |

Neo Agricola
BLACK-MARK
69
|
Posted - 2011.11.07 21:44:00 -
[470] - 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...
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 |
|

Scrapyard Bob
EVE University Ivy League
301
|
Posted - 2011.11.07 21:45:00 -
[471] - Quote
1 day of manuf time to create 30 days of fuel for a large tower, would probably be about right. That would be reduced in an AAA. So if you had say (5) large towers, you could generate enough fuel for all of your towers for a month with only 5 days of time using a single slot in a station (or about 3-4 days in an AAA). The current 5 days to make 30 days of fuel is too long for sure.
(If the ratio of days of manuf vs days of consumption is 1:30 or 1:40, I don't think manuf time is going to be a big factor. You just run a few hours of "make fuel pellets" and you have your fuel for the week/month.)
The pellets probably need to be dropped in size about 10% smaller then first proposed rather then make the POS tower fuel bays larger. A 20% compression from source material -> fuel pellet size would work well and would reduce the logistics needed (probably enough to offset the extra moving stuff around to make the pellets). So instead of 50 m3 (or 0.5 m3 if you go the 100x route), go with 40 or 45 m3 (or 0.40-0.45 m3).
|

Crias Taylor
GoonWaffe Goonswarm Federation
40
|
Posted - 2011.11.07 21:45:00 -
[472] - Quote
Longer cycle times is very likely not reasonable request at this point. It is also an incredible dumb idea cause you will have to do math to figure how long the cycle is instead of 1 hour = 1 cycle. Instead going to 40 or 400 leaves it simple and the ability to keep one of the very few benefits to owning sov instead of giving empire yet another advantage over nullsec for production.
TL;DR great ideas but the block amount that does not allow for fuel savings is a huge empire buff. |

Vyktor Abyss
The Abyss Corporation
34
|
Posted - 2011.11.07 21:45:00 -
[473] - Quote
20-odd pages (Why?!?!) late to the discussion, but as a fairly experienced POS operator running several POS I have a few comments to make regarding your planned changes:
GÇó I like the new fuel blocks in principle, the icons are quite pretty looking like jelly cubes. GÇó The transition seems fair enough to me, but ongoing this is yet another manufacturing stage and you're actually complicating the fuel process chain from raw P0 planet material and reprocessed ice cube to a final manufactured item by another production step. GÇó I hope you will take great care to ensure blueprints for Fuel blocks can't be researched GÇó Please ensure fuel blocks can be reprocessed as usual into 100% of the constituent components
GÇó Anchoring time changes are great but as was pointed out it makes disabling POS guns rather pointless in POS fight
GÇó I'd suggest increasing the fuel block usage / production by a factor of 10 so that you can actually reduce usage and scale the faction POS to use 10 blocks for a normal Small tower, and 9 for a faction tower for example. The maths is still much easier.
Some other general comments I'd like to make:
GÇó POS functionality really needs splitting up when you do the re-write. Right now the POS is a Swiss army knife of functionality from moon mining, to manufacturing, to refining, to drug production , reacting and strategic defense starbase. Until you divide up the functionality in terms of differing fuel costs, anchor times and critically (hitpoints).... POS will remain a major annoyance for many, many players by being a nuisance to remove, horrible look at and an interface nightmare confusing new players and frustrating old ones.
GÇó Please do something about the nuisance of annoying patch speculators. Already all the Heavy Water has been bought up and is being resold at 5 times the pre-announcement price. I know these things generally take care of themselves, but have you ever considered putting a limit on the amount of 1 product a player can purchase in one day to stop this kind of metagame?
GÇó I am looking forward to seeing plans for the next POS changes. I was a great supporter of the Dead Horse thread, but now believe some Lego modular starbase may not be as elegant imagine all the new art!) or interesting as a range of different structures for the different POS functions. I think diversifying POS functionality could be a good way of promoting/providing smaller targets to attack aswell if done correctly rather than some mammoth tower only Seiged dreads can dent in a reasonable timeframe.
GÇó All in all a good blog. Looking forward to the patch. Cheers. |

Doctor Ungabungas
GoonWaffe Goonswarm Federation
31
|
Posted - 2011.11.07 21:47:00 -
[474] - Quote
Remove faction POS from the game completely. |

Bagehi
Association of Commonwealth Enterprises Important Internet Spaceship League
13
|
Posted - 2011.11.07 21:49:00 -
[475] - Quote
CCP Soundwave wrote:Ciar Meara wrote:Most important sentence:
"While we're waiting to do a proper rewrite of the starbase system"
Give us a modular POS, like the great flogger of the dead horse in the sky saw in his dreams! Agree, let's do exactly this.
Soundwave. Causing players to love him one reply at a time. |

Smoking Blunts
Zebra Corp BricK sQuAD.
134
|
Posted - 2011.11.07 21:50:00 -
[476] - Quote
Doctor Ungabungas wrote:Remove faction POS from the game completely.
Remove SOV from the game completely. as there both effected CCP-áare full of words and no action. We will watch what they are doing, for now
|

Rek Esket
GoonWaffe Goonswarm Federation
1
|
Posted - 2011.11.07 22:00:00 -
[477] - Quote
Neo Agricola wrote: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...
Know what else is not okay? Defining the production cost of a very thin market like Fullerides by something that doesn't drop in the game anymore.
It's T2 BPOs again. |

Makari Aeron
The Shadow's Of Eve TSOE Consortium
0
|
Posted - 2011.11.07 22:05:00 -
[478] - Quote
THANK YOU T_T Smoky the Jove Says: Only CCP can ruin EVE. |

Doctor Ungabungas
GoonWaffe Goonswarm Federation
32
|
Posted - 2011.11.07 22:07:00 -
[479] - Quote
Smoking Blunts wrote:Doctor Ungabungas wrote:Remove faction POS from the game completely. Remove SOV from the game completely. as there both effected
I'm not sure if you're aware, but they removed the POS requirements for sov in a little patch a few years ago. |

AkJon Ferguson
JC Ferguson and Son Ltd Ferguson Alliance
6
|
Posted - 2011.11.07 22:09:00 -
[480] - Quote
This 'fuel blocks' idea is ******* horrible. WTF are you thinking??? Leave POS fuel alone. Stop breaking what works ffs.
Rest is okay. |
|

Ramman K'arojic
Deep Black Industries
2
|
Posted - 2011.11.07 22:13:00 -
[481] - Quote
George K'ntara wrote:Dear CCP Greyscale,
So you can't make a faction POS use only 75% of a fuel block.
How about having the faction towers use the block for 133% longer instead.
For example[b] a normal tower consumes one block every hour [60 Minutes]. A low grade faction tower consumes one block every 80 minutes. A high grade faction tower consumes one block every 100 minutes.
Is there a reason that wouldn't work? .
This was going to my suggestion.. Bolded the important bits.
The cheaper running costs are why I lashed out for a faction tower. They used to pay for themselfs in about 2 years. Now they never will :(
Ramman |

Doctor Ungabungas
GoonWaffe Goonswarm Federation
32
|
Posted - 2011.11.07 22:15:00 -
[482] - Quote
AkJon Ferguson wrote: Leave POS fuel alone
No don't.
As for you retards complaining about the 'increased cost of liquid ozone and heavy water'. Suck it up and pass the cost onto your end users like everyone else will be doing.
Or you could just mine the ozone yourself, it's free right? |
|

Chribba
Otherworld Enterprises Otherworld Empire
778
|
Posted - 2011.11.07 22:15:00 -
[483] - Quote
nice change!
|
|

Sigras
Conglomo IMPERIAL LEGI0N
28
|
Posted - 2011.11.07 22:15:00 -
[484] - Quote
Doctor Ungabungas wrote:Smoking Blunts wrote:Doctor Ungabungas wrote:Remove faction POS from the game completely. Remove SOV from the game completely. as there both effected I'm not sure if you're aware, but they removed the POS requirements for sov in a little patch a few years ago. im not sure if youre aware but having sov gives a 25% fuel reduction to towers anchored in that space. |

Brutus B
Carl Sagan's Planetary Development Foundation Blue Moon Alliance
0
|
Posted - 2011.11.07 22:15:00 -
[485] - Quote
GÇ£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).GÇ¥ ~CCP
REALLY? REALLY?? People are already complaining about the fuel increases for smallGÇÖs, and a fuelbay increase for factions is going to make up the difference in factions.
The fuel blocks are fine, I like the idea, creating a new niche for specialized industrialist/traders to fill is alright by me.
The failure to see that you ACTUALLY CAN use 2/3 of a block per hour of a block on some things is bad. After all, do all posGÇÖs have to cycle one block per 60minutes? CouldnGÇÖt some burn the block in 70 minutes, or 90 minute spans, or 120 minutes spans instead of just 60? Why not?
When you create a unit like this, to get the same effects of fractions-efficiencies you have to consider playing with the GÇ£cycle time.GÇ¥ Full-disclosure: I donGÇÖt personally operate posGÇÖs, and definitely donGÇÖt spend my eve time fueling them, so I could care less if the costs of operating them goes up or down. IGÇÖve been in corps that use them, but have always trade to keep as much distance between me and pos management as possible!--Just thought IGÇÖd give CCP an affectionate-good-olGÇÖfashion kick-in-the-head for ruling out the possibility of dealing with fuel-costs fraction-efficiencies through making different kinds of posGÇÖs cycle fuel at different burn rates.
O7
(Pretty sure IGÇÖm not the only one that has this idea, but near impossible to read all previous posts when they get to be so many pages long! Plus one support to all previous postings sharing the same or similar idea!)
|

Frothgar
V0LTA VOLTA Corp
4
|
Posted - 2011.11.07 22:17:00 -
[486] - Quote
One of the nice things about PI is it allows you to bring less fuel into a wormhole and fuel many of the components directly off of your PI sites.
I love the ability to keep doing this by manufacturing my own fuel in space using ammunition assembly arrays, any chance we can utilize this feature in other assembly arrays? EG component arrays, small ship, etc?
Edit: perhaps you can preserve the faction tower/sov bonuses by increasing the interval between consumption cycles rather than the amount consumed? |

Raid'En
Apprentice Innovations
100
|
Posted - 2011.11.07 22:19:00 -
[487] - Quote
Scrapyard Bob wrote: One work around - allow the POS owner to set a fee for the use of the JB that scales in the same way that JB fuel usage scales. That would make them a bit more revenue neutral.
may be an idea to avoid some people crushing the ozone stocks for nothing. but i dunno if it would really be used, given the situation ; if you need a friendly fleet to use the, you don't really want them to pay something.
however if some alliances allow neutrals to use the JB... that would be a different matter.
Atropos Kahn wrote: Would like to see something mentioned on unanchoring pos's that have run out of fuel or have been abandoned.... Especially in w-space.. lots of subjects about this, and i would really like an option to take abandonned pos. would be good for exploration gameplay : you could earn money simply by travelling, and finding something, then you ask for reinforcements with the logistics needed, and you earn a few hundred millions of isk. i sometimes probe only by curiosity, to see where i will go, and a reason to do it is missing. the ability to get stuff would be really nice on these situations. |

Pfaeron
Imperial Academy Amarr Empire
0
|
Posted - 2011.11.07 22:19:00 -
[488] - Quote
Quote:The way we're strongly advising players to approach this handover is to fill your fuel bays with "half and half" - enough of the old fuel to last you to the changeover downtime and then some (I'd suggest 2-3 days extra just in case something horrible happens), and enough of the new fuel blocks to run the tower until you can fill it with 100% blocks. The server should then come back up after the update, see the new fuel and start consuming that like nothing had happened.
What is this half-and-half stuff? How are we supposed to plan for that? You realize how many towers some of us have to maintain? 25+ towers? Why are you putting in features that cause me more work and not more fun?
I am ok with the feature.. except that you are creating more work with a sloppy roll out.
What you could be doing is changing the system @ the patch time.. in context with what was already there. Making it relatively seamless to the players.
Release the BPO's early so we can get some stockpile.
But the towers should burn only fuel until you are ready to switch over.. and burn only blocks after the switchover. What's this middle-ground stuff about?
When the switchover happens.. during downtime.. calculate information you already know...
For each tower 1) without considering heavy-water/liquid-ozone use.. what is the minimum fuel in the remaining categories in terms of time (hours) is in the tower 2) calculate how many blocks are required for that time (hours * tower-size [Large=4, Medium=2, Small=1) 3) Remove all pos fuel from the tower 4) Add in blocks calculated in step 2 repeat
and the task above is probably just some sql code (that should be tested every which way from sunday before running it)
done.
And in the mean time, while waiting on the switchover.. I can of course imagine that it might be delayed... (naah, that never happens right?) if someone built too many fuel pellets or otherwise is worried about running out of fuel due to such a delay.. they still have the option of refining the fuel pellets they already pre-made (or bought off market) to get more fuel. |

Vincent Athena
V.I.C.E. The Lostboys
127
|
Posted - 2011.11.07 22:20:00 -
[489] - Quote
Dex Ironmind wrote:Weaselior wrote:Dex Ironmind wrote:The only people this is really "easier" for are those who simply buy their fuel directly off the market! Am I mistaken?
For everyone else, this actually adds a step to the refuel process, as well as some potential initial logistics (buying BP's and/or installing an ammo array if you don't have one). It doesn't sound like this requires any skills. fueling a tower is shift-dragging your fuel stack onto the tower instead of laborously computing the precise number of eight different fuel types to get a tower max-fueled then moving those fuel types one at a time if you have ever fueled a tower anywhere but in w-space this is a stupendous improvement Fair answer ... thanks. Hadn't thought of it that way. I can get behind that. Still would like to know about the details of the building process. Dex was here. 
My guess on the build process, based on my experience building POS arrays (which use many of the same materials) and building stuff at a POS:
Put the components in the hangar, along with the BPO. Click on the BPO, select manufacturing, do normal job install.
Also Im sure the materials to make the fuel blocks will be listed on the BPO as "extra materials needed" which cannot be reduced via research.
As for convenience, I got this spreadsheet in which I enter what fuel is in the POS, what is in storage, and how many days I want to fuel to. It tells me what to buy and the total volume of the purchase. I adjust the days until the volume matches that of my hauler, and I got a shopping list.
Its a bit of a pain. After this change the shopping list will always be the same. No need to do the inventory, no need for the spreadsheet. Just buy what we cannot make via PI, drop it in the ammo array, run the job. Having to do the manufacturing is an extra step, but it will be faster then doing the inventory.
CCP employees should never proclaim a feature to be awesome. Only subscribers should. Subscribers can never answer a question posed to CCP. Only CCP can. |

Vincent Athena
V.I.C.E. The Lostboys
127
|
Posted - 2011.11.07 22:20:00 -
[490] - Quote
"we were ganked" double post. CCP employees should never proclaim a feature to be awesome. Only subscribers should. Subscribers can never answer a question posed to CCP. Only CCP can. |
|

Ugleb
Sarz'na Khumatari Ushra'Khan
69
|
Posted - 2011.11.07 22:23:00 -
[491] - Quote
I'm not sure if this has been answered, but two questions;
1) where will the BPO's be availiable from? (the Blog mentions Thukker Mix and just Thukker Mix, surely not for all 4 racial types?) 2) Am I right in assuming that the ME is not researchable to improve the BPO's, or are the quoted numbers the 'perfect' build cost? http://uglebsjournal.wordpress.com/ |

Rek Esket
GoonWaffe Goonswarm Federation
1
|
Posted - 2011.11.07 22:24:00 -
[492] - Quote
Ugleb wrote:2) Am I right in assuming that the ME is not researchable to improve the BPO's, or are the quoted numbers the 'perfect' build cost?
ME already only matters for minerals. |

AkJon Ferguson
JC Ferguson and Son Ltd Ferguson Alliance
6
|
Posted - 2011.11.07 22:27:00 -
[493] - Quote
"We didn't do this ages ago because I couldn't see a good way to handle the handover until someone pointed out the (obvious) half-and-half solution, at which point I punched myself in the head for not seeing that earlier"
Could you please punch yourself in the head again until it dawns on you that the current POS Fuel mechanic is vastly superior to the one you're proposing to implement? I'm sure if your arm begins to tire or your hand gets sore that you could recruit some volunteers. |

Scrapyard Bob
EVE University Ivy League
302
|
Posted - 2011.11.07 22:29:00 -
[494] - Quote
Pfaeron wrote:Quote:The way we're strongly advising players to approach this handover is to fill your fuel bays with "half and half" - enough of the old fuel to last you to the changeover downtime and then some (I'd suggest 2-3 days extra just in case something horrible happens), and enough of the new fuel blocks to run the tower until you can fill it with 100% blocks. The server should then come back up after the update, see the new fuel and start consuming that like nothing had happened. What is this half-and-half stuff? How are we supposed to plan for that? You realize how many towers some of us have to maintain? 25+ towers?
The simple answer to the "half-and-half".
In the week leading up to the change-over, you put 7 days worth of fuel pellets into the fuel bay and just fill the rest of the fuel bay like normal. Then, within seven days after the change-over, you go out with another 21 days worth of fuel pellets, swap out the old style fuel and fill it with the new fuel pellets.
Not very complex concept - except that you'll have to haul fuel twice that month instead of just once. After which, you gain the advantages of the new fuel pellet system.
(Or you could go with 10-days of new pellets and the rest as old-style fuel, if you want a slightly larger margin of error after the change-over date.) |

Dr Mercy
EC Riders Mech Alliance
22
|
Posted - 2011.11.07 22:30:00 -
[495] - Quote
Probably already mentioned, but there is an easy solution to the faction tower and sov bonus fuel reduction:
Pellet BPC produces 4x as many pellets as currently planned (Input cost remains the same. Pellet size 4x smaller) Non-faction tower fuel usage get 4x bigger to 4/8/16 pellets per hour (small/med/large)
Now you can take into account 25% and 50% reductions.
(If I have a figure wrong here, feel free to adjust the multiplier.)
|

Doctor Ungabungas
GoonWaffe Goonswarm Federation
34
|
Posted - 2011.11.07 22:31:00 -
[496] - Quote
Sigras wrote:Doctor Ungabungas wrote:Smoking Blunts wrote:Doctor Ungabungas wrote:Remove faction POS from the game completely. Remove SOV from the game completely. as there both effected I'm not sure if you're aware, but they removed the POS requirements for sov in a little patch a few years ago. im not sure if youre aware but having sov gives a 25% fuel reduction to towers anchored in that space.
No, I am aware of that but I'm not sure why he thinks that is somehow a reason to 'remove sov'. I don't think there's really any good reason why sov should grant fuel reductions in the first place. |

Pfaeron
Imperial Academy Amarr Empire
0
|
Posted - 2011.11.07 22:32:00 -
[497] - Quote
You are presuming that the patch happens on time and on schedule.
my proposal works regardless of when they switchover happens.. if its delayed.. no problem. if you happen to be in Cancun during the week they want to do the switchover and fueled your towers for 27 days to compensate for that.. still .. no problem.
|

Smoking Blunts
Zebra Corp BricK sQuAD.
134
|
Posted - 2011.11.07 22:34:00 -
[498] - Quote
Doctor Ungabungas wrote:Sigras wrote:Doctor Ungabungas wrote:Smoking Blunts wrote:Doctor Ungabungas wrote:Remove faction POS from the game completely. Remove SOV from the game completely. as there both effected I'm not sure if you're aware, but they removed the POS requirements for sov in a little patch a few years ago. im not sure if youre aware but having sov gives a 25% fuel reduction to towers anchored in that space. No, I am aware of that but I'm not sure why he thinks that is somehow a reason to 'remove sov'. I don't think there's really any good reason why sov should grant fuel reductions in the first place.
same reason as you seam to think this is a reason to remove faction pos's and the small advantage they give CCP-áare full of words and no action. We will watch what they are doing, for now
|

Doctor Ungabungas
GoonWaffe Goonswarm Federation
34
|
Posted - 2011.11.07 22:35:00 -
[499] - Quote
AkJon Ferguson wrote:"We didn't do this ages ago because I couldn't see a good way to handle the handover until someone pointed out the (obvious) half-and-half solution, at which point I punched myself in the head for not seeing that earlier"
Could you please punch yourself in the head again until it dawns on you that the current POS Fuel mechanic is vastly superior to the one you're proposing to implement? I'm sure if your arm begins to tire or your hand gets sore that you could recruit some volunteers.
How is it even remotely superior? You're whining about losing sov and faction tower bonuses when the reality is those things do not matter.
This reduces logistical workload (important if you have a lot of pos) and adds a new product that people can manufacture for profit or if you are someone who likes to run things end to end, you can turn your PI products into blocks for more profit (not a bad thing). |

Rafe Vatta
Adhocracy Incorporated Adhocracy
1
|
Posted - 2011.11.07 22:36:00 -
[500] - Quote
Cool!
Be nice to keep the reduced fuel costs available, but cool regardless. |
|

Doctor Ungabungas
GoonWaffe Goonswarm Federation
34
|
Posted - 2011.11.07 22:37:00 -
[501] - Quote
Smoking Blunts wrote:same reason as you seam to think this is a reason to remove faction pos's and the small advantage they give
Well, that's the thing - I am perfectly happy with all the changes proposed to faction towers as I [like every other businessman with even a slight bit of sense] will just pass on the fuel costs to my consumers and will revel in the larger fuel bays (which mean less work for me personally.) |

Smoking Blunts
Zebra Corp BricK sQuAD.
134
|
Posted - 2011.11.07 22:39:00 -
[502] - Quote
Doctor Ungabungas wrote:AkJon Ferguson wrote:"We didn't do this ages ago because I couldn't see a good way to handle the handover until someone pointed out the (obvious) half-and-half solution, at which point I punched myself in the head for not seeing that earlier"
Could you please punch yourself in the head again until it dawns on you that the current POS Fuel mechanic is vastly superior to the one you're proposing to implement? I'm sure if your arm begins to tire or your hand gets sore that you could recruit some volunteers. How is it even remotely superior? You're whining about losing sov and faction tower bonuses when the reality is those things do not matter. This reduces logistical workload (important if you have a lot of pos) and adds a new product that people can manufacture for profit or if you are someone who likes to run things end to end, you can turn your PI products into blocks for more profit (not a bad thing).
as far as i can tell, you haul as much to the pos. so thats the same as now, you just have to manufature the blocks(if you have stocks of pos fuels) and it costs more to run pos's in sov systems, regardless if they are faction or not, also the same towers in sov system require more fuel and more hauling. and thats an improvment? CCP-áare full of words and no action. We will watch what they are doing, for now
|

Davzarek
X-Factor Industries Synthetic Existence
0
|
Posted - 2011.11.07 22:39:00 -
[503] - Quote
Entity said it all:
Quote: NO NO NO NO NO NO NO NO
The 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.
|

Pfaeron
Imperial Academy Amarr Empire
0
|
Posted - 2011.11.07 22:41:00 -
[504] - Quote
Doctor Ungabungas wrote: How is it even remotely superior? You're whining about losing sov and faction tower bonuses when the reality is those things do not matter.
This reduces logistical workload (important if you have a lot of pos) and adds a new product that people can manufacture for profit or if you are someone who likes to run things end to end, you can turn your PI products into blocks for more profit (not a bad thing).
Actually the sov and faction tower fuel use is a huge deal. Unfortunately faction tower blueprints (or any other tower module) have not been dropping in exploration sites and such since CCP changed tower/module bpc's to use PI material. Oversight? Screwup? Conspiracy? Dunno.. but they haven't been dropping since
Thus.. the price of such towers has soared through the roof since each time one is destroyed, the overall supply is diminished permanently.
If the prices had not soured like they did.. people in 0.0 space at the least, should be upgrading all towers to faction towers because as income allows.. since at the price they used to be.. 1B for large towers... they would pay for themselves from less fuel use in less than a year.
The prices they are at now.. not worth it.
So.. lets review... faction towers are very worthwhile both from their extra fitting/shield/resistances or whatever but also because of their reduced fuel use and shorter anchor time. Except CCP screwed up the game and they no longer drop anymore.
Savvy?
And now... under the new plan.. even if CCP were to fix the faction tower blueprint drops so they were in the game again, the market demand would be less since they no longer are as appeaing for their 25% fuel bonus. O well.
So that interaction between 0.0 purchasers and explorers loot.... gone.. Is the game better for it? I personally don't think so. |

CommanderData211
KINGS OF EDEN Sev3rance
1
|
Posted - 2011.11.07 22:41:00 -
[505] - Quote
I tried to go through all 25 pages so pardon me if this was mentioned before, but something that would help any POS user out is the ability to access onlined structures out to 5 kM instead of 2.5.
Pretty pretty please with a cherry on top. Wait this is CCP. Pretty pretty please with a large bottle of booze on top! |

Serenity 159080
State War Academy Caldari State
0
|
Posted - 2011.11.07 22:42:00 -
[506] - Quote
Zarak1 Kenpach1 wrote: Go fist yourself greyscale
CCP lost touch with the fan base, that is their fault.
But our fault is driving them away.
Can you blame CCP for not communicating with the players if this is what they encounter day after day? |

Jack Dant
The Gentlemen of Low Moral Fibre
90
|
Posted - 2011.11.07 22:44:00 -
[507] - Quote
AkJon Ferguson wrote:"Could you please punch yourself in the head again until it dawns on you that the current POS Fuel mechanic is vastly superior to the one you're proposing to implement? I'm sure if your arm begins to tire or your hand gets sore that you could recruit some volunteers.
What are you smoking? Current refueling process:
- Go to fuel stash.
- For each tower you have to refuel, look up fuel needs on POS manager.
- Shift-drag each of the 8 fuels into your cargo, copy number from POS manager into the text box.
- If your cargo is full, remember how much you got and how much you still need.
- Go to tower and drop fuel.
- Repeat for next tower. Make sure you havent mixed up your towers.
New refuelling process:
- Go to fuel stash.
- Fill cargo with fuel.
- Warp to tower, fill bay with fuel.
- If cargo empty, go grab more fuel.
- Stop when all towers have full bays.
Now, which one is simpler, less boring, less prone to mistakes? |

baker43
Aperture Harmonics K162
0
|
Posted - 2011.11.07 22:44:00 -
[508] - Quote
Agree!
Entity said it all:
Quote: NO NO NO NO NO NO NO NO
The 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.
|

Raid'En
Apprentice Innovations
100
|
Posted - 2011.11.07 22:44:00 -
[509] - Quote
CommanderData211 wrote:I tried to go through all 25 pages so pardon me if this was mentioned before, but something that would help any POS user out is the ability to access onlined structures out to 5 kM instead of 2.5.
Pretty pretty please with a cherry on top. Wait this is CCP. Pretty pretty please with a large bottle of booze on top! oh god yeah, forgot about this |

Thomas Merrilin
Republic Military School Minmatar Republic
0
|
Posted - 2011.11.07 22:44:00 -
[510] - Quote
What I can't understand is why we haven't gone for a simpler scaling of POS use by the time taken to consume blocks:
Small Tower = 60 minutes / block Medium Tower = 30 minutes / block Large Tower = 15 minutes / block
Faction Tier 1 = 18 minutes / block (this is 80 blocks per day) Faction Tier 2 = 24 minutes / block (this is 60 blocker per day)
So basically this is no change a all from the proposals but retains the Faction bonus.
In the words of a meer cat... "simple" |
|

Rek Esket
GoonWaffe Goonswarm Federation
1
|
Posted - 2011.11.07 22:45:00 -
[511] - Quote
Pfaeron wrote:actually the sov and faction tower fuel use is a huge deal. unfortunately faction tower blueprints (or any other tower module) have not been dropping since CCP changed tower/module bpc's to use PI material. Oversight? Screwup? Conspiracy? Dunno.. but they haven't been dropping since
Thus.. the price of such towers has soared through the roof since each time one is destroyed, the overall supply is diminished permanently.
If the prices had not soured like they did.. people in 0.0 space at the least, should be upgrading all towers to faction towers because as income allows.. since at the price they used to be.. 1B for large towers... they would pay for themselves from less fuel use in less than a year.
The prices they are at now.. not worth it.
And if you extend this out several years, the people that have faction POS will be a much smaller percentage of the tower operating population. If they maintain their fuel advantage, the margins they can afford for things like reaction chains will be untenable for the majority of the EVE playerbase.
This would be a bad design decision. |

Doctor Ungabungas
GoonWaffe Goonswarm Federation
34
|
Posted - 2011.11.07 22:45:00 -
[512] - Quote
Smoking Blunts wrote:as far as i can tell, you haul as much to the pos. so thats the same as now, you just have to manufature the blocks(if you have stocks of pos fuels) and it costs more to run pos's in sov systems, regardless if they are faction or not, also the same towers in sov system require more fuel and more hauling. and thats an improvment?
I'm going to buy my blocks off the market like any other sane person will, and I have faction towers so the sov changes won't effect me personally (love the extra large fuel bay idea). My prices might go up slightly if fuel blocks are significantly more expensive, but I doubt they will be. |

Blurtmaster
Aperture Harmonics K162
0
|
Posted - 2011.11.07 22:46:00 -
[513] - Quote
Yepp, that man know the words:
Quote: Entity:
NO NO NO NO NO NO NO NO
The 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.
|

Ehrine Ashbark
Lyrus Associates The Star Fraction
0
|
Posted - 2011.11.07 22:47:00 -
[514] - Quote
Rek Esket wrote:Ugleb wrote:2) Am I right in assuming that the ME is not researchable to improve the BPO's, or are the quoted numbers the 'perfect' build cost? ME already only matters for minerals.
And for capital ship components. And T2 materials. And PI materials. In fact for everything I believe unless the wastage is set to 0% (which it is for things like ore compression). |

Smoking Blunts
Zebra Corp BricK sQuAD.
134
|
Posted - 2011.11.07 22:47:00 -
[515] - Quote
Rek Esket wrote:Pfaeron wrote:actually the sov and faction tower fuel use is a huge deal. unfortunately faction tower blueprints (or any other tower module) have not been dropping since CCP changed tower/module bpc's to use PI material. Oversight? Screwup? Conspiracy? Dunno.. but they haven't been dropping since
Thus.. the price of such towers has soared through the roof since each time one is destroyed, the overall supply is diminished permanently.
If the prices had not soured like they did.. people in 0.0 space at the least, should be upgrading all towers to faction towers because as income allows.. since at the price they used to be.. 1B for large towers... they would pay for themselves from less fuel use in less than a year.
The prices they are at now.. not worth it. And if you extend this out several years, the people that have faction POS will be a much smaller percentage of the tower operating population. If they maintain their fuel advantage, the margins they can afford for things like reaction chains will be untenable for the majority of the EVE playerbase. This would be a bad design decision.
your right, they shoudl be added to the drop tables again. lazy game design is whats ****** eve up over the last few years, they need to stop repeating the same mistakes CCP-áare full of words and no action. We will watch what they are doing, for now
|

Trinkets friend
Sudden Buggery
23
|
Posted - 2011.11.07 22:49:00 -
[516] - Quote
Nomad I wrote:The production time for those blocks for a single large POS is 5 days (29days fuel) The 10min for a batch a far to high. In 0.0 this is a catastrophy and in empire halv of the production slots producing only those blocks.
Each high sec system with a large amount of moons needs at least fuel for 10-20 POS. In 0.0 there aren't the amount of production slots in the outposts.
Hey, anchor an ammo assembly array and you get...10 slots...
Assume you buy a fuel block BPO and don't waste your time researching it and take it for copying, you can use 10 slots in an ammo bay to churn out 1 month of fuel in...drum roll....12 hours.
OMG!
What's that, Skippy? Are the nullbears amazed you can use a POS for something aside from hiding in a forcefield while all those evil people come transit through their system and stop them ratting? What's that? Don't they realise they can anchor actual stuff to their Cone Of Stupididty small caldari refuge tower? OMG! is it, like, industry 1 pre-req to use an ammo assembly array?
Seriously. Anchor a frigging ammo assembly, buy a BPO, copy some BPC's, and use your brains, chimps.
The skilful employer of men will employ the wise man, the brave man, the covetous man, and the stupid man. Sun Tzu
|

Don Temujin
Mothers of EVE
0
|
Posted - 2011.11.07 22:49:00 -
[517] - Quote
Good changes overall, but if the goal is to make POS management less of a pain, why not keep isotopes out of the fuel blocks entirely (just like charters) ?
This way, your average POS lemming with n POSes to feed, can just haul a raw stock of race-agnostic fuel blocks (instead of 3-4 different stacks), drop the standard amount of generic fuel blocks in the tower, then top it off with whatever amount of racial Isotopes will fit in the remaining space and be done with it.
Alternatively, add an extra fuel tank for fuel blocks only, and use the 'old' one for isotopes:
- that would ease the transition phase (pre-load 29 days worth of fuel blocks in the new tank sometimes before patch, and it will start feeding off already present isotopes right after patch) ;
- and make future use easier (fill up fuel blocks tank, fill up racial isotopes tank, done).
Separately, considering many people invest in more expensive faction towers as much for the long term fuel costs savings as for the extra running time, preserving the fuel consumption bonus is quite important for those POS operators. It could be done by either increasing the granularity of fuel blocks (make batches spew 16 smaller blocks instead of 4 big ones so you can account for the -25% consumption bonus), or by altering faction POSes cycle length (to 75 minutes instead of 1h).
I'd add some snark about how long it always takes you guys to come around to the obvious, but I've resolved to RP an optimist for the time being and assume we're playing under CCP 3.0b1 paradigm for now.  |

Kristen Andelare
Center for Advanced Studies Gallente Federation
0
|
Posted - 2011.11.07 22:49:00 -
[518] - Quote
My vote here for increasing granularity of the fuel (call them blocks or pellets I don't care). Keep faction towers and sov fuel savings alive, they are important enough. Don't make all towers essentially like houses in suburbia.
Decrease the run times on the BPOs, I don't have a problem manufacturing my own pellets/blocks.
Please, Please, Please consider balancing Heavy Water and Liquid Ozone yields per ice block refined. The imbalance is only going to magnify an already existing problem in highsec (with no access to Dark Glitter) once the change goes into effect and no fuel savings are given for offlined modules.
Other than that - great changes coming. Setting up a POS no longer a 4-6 hour project. W00t! |

Smoking Blunts
Zebra Corp BricK sQuAD.
134
|
Posted - 2011.11.07 22:49:00 -
[519] - Quote
Doctor Ungabungas wrote:Smoking Blunts wrote:as far as i can tell, you haul as much to the pos. so thats the same as now, you just have to manufature the blocks(if you have stocks of pos fuels) and it costs more to run pos's in sov systems, regardless if they are faction or not, also the same towers in sov system require more fuel and more hauling. and thats an improvment? I'm going to buy my blocks off the market like any other sane person will, and I have faction towers so the sov changes won't effect me personally (love the extra large fuel bay idea). My prices might go up slightly if fuel blocks are significantly more expensive, but I doubt they will be.
if your towers are in sov space your fuel bill just went up by at least 33%. aside that your not effected CCP-áare full of words and no action. We will watch what they are doing, for now
|

AkJon Ferguson
JC Ferguson and Son Ltd Ferguson Alliance
6
|
Posted - 2011.11.07 22:49:00 -
[520] - Quote
CCP goes a couple of derp-free weeks and now they're back to their old, familiar, paste-eating shenanigans.
The Tier 3 battlecruisers are a colossally stupid solution in search of a problem. 'Tier 2 battlecruisers (drake/hurricane) are overpowered! Let's introduce Tier 3 battlecruisers! Derp!'
POS pellets are another colossally stupid solution in search of a problem. Catering to the large alliance drones who fuel multiple towers is bullshit. If people want to claim a bunch of moons, it SHOULD be a pain in the ass.
Besides, if it's all about logistics, reduce the size of a few items by .1 here or .2 there and presto, you've achieved the same result without reducing the glorious complexity/diversity that is emblematic of EVE. Or better yet, introduce these stupid pellets of yours, not as POS fuel, but as items that can be reprocessed at a POS corporate hangar into POS fuel at the stated amounts. That way the people who are too stupid to use spreadsheets can enjoy the logistical benefits of their POS pellets and those of us who like the options that are available with the current system can continue to enjoy them. ... And you get to **** over the market speculators as an added bonus. |
|

Sadew42
Mechanical Eagles Inc. The Ancients.
0
|
Posted - 2011.11.07 22:50:00 -
[521] - Quote
Quote: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). We talked to some large-scale starbase operators about this, and they told us that the main bonus of faction towers for them is actually that they last longer between fuel cycles. To try and compensate for the increased running costs, we've taken the above bay size increases and added +25% bay size on top of that for the "tier 1" faction towers, and +50% bay size for the "tier 2" ones. We're hoping people will find that a satisfactory tradeoff, but we're listening for further feedback on this change.
You could, in theory, consume "2/3 of a block" if you just made it take longer for the faction towers to consume fuel. This way they last longer AND have the reduced cost. I don't know if this was suggested earlier in the thread (don't have time to read through 26 pages) or if this would be ridiculously hard, but I think it would be a good idea.
EDIT: Looking through just the few posts before mine I see this was suggested. Ah well, at least I'm not the only person witht he idea. |

Terminal Entry
New Fnord Industries
0
|
Posted - 2011.11.07 22:50:00 -
[522] - Quote
POS Fuel blocks, about bloody time!
And the reason why we couldn't have had this sooner is?
CCP Greyscale wrote:We didn't do this ages ago because I couldn't see a good way to handle the handover until someone pointed out the (obvious) half-and-half solution, at which point I punched myself in the head for not seeing that earlier.
Perhaps next time you or your fellow Devs have this sort of problem they should consider asking the player base for help via a forum or Dev Blog post? As my old departed Gran use to say, 'Many hands make light work'. And no it wasn't because she had a hand cranked generator .
Term. |

Sir HyperChrist
Persnickety Pilots
0
|
Posted - 2011.11.07 22:51:00 -
[523] - Quote
Woot, pos refuelling always sucked, even though I finally got the hang of all the numbers
After a few pages I skipped the comments, only scanning for CCP comments. I saw the comment that sov and faction tower fuel bonuses are still being considered.
SOLUTION TO ALL FUEL USAGE AND HAULING ROUNDING PROBLEMS
Sov bonus is 25% off, Faction bonus is a lil more random, but 25% off on the ice products, nothing on the robotics and a bit more on some of the others. 25% average, considering changing fuel prices isn't far off in my experience.
So on the smallest tower, when both bonusses apply, the smallest fraction is 3/4 * 3/4 = 9/16. The smallest tower should use a base 16 units per hour, 12 when one bonus applies, and 9 when both bonusses apply. Medium then uses 32/24/18 Normal (large) Towers then use 64/48/36
Now a normal tower with max CPU and grid uses 228.5 m3/hour worth of fuel volume. This can last for 481 hours, or 20 days. 228.5 m3 / 64 pellets per hour gives a pellet size of 3.57 m3. A normal tower with 50% grid and cpu uses 168.5 m3/hour => 2.6 m3 per pellet.
Round the pellet size to 3 m3 to make the WH-space denizens happy. They'll prolly run more stuff on it than 50% grid and cpu anyways.
Fuel cost was the most important reason for me to buy a faction tower. I WILL increase the price of my T2 stuff in Jita if fuel costs rise because of this or any other reason. No-one wants inflation :) |

Gimvor Goldeneyes
Sebiestor Tribe Minmatar Republic
0
|
Posted - 2011.11.07 22:55:00 -
[524] - Quote
+1 to block granularity increases for faction Towers and Sov fuel savings
+1 to balancing Ozone and Heavy Water in ice
+1 to decreased manufacturing time
-1 to weird extended duration for faction towers - BAD idea, keep timers based on one hour. Period. Granularity increase FTW!
Other than that - GOOD WORK CCP! thanks Greyscale. Now fix alliance POS usage issues.
Oh, +1 to that idea of several sizes of Corp Hangar Array. That could work. |

Burseg Sardaukar
Sardaukar Merc Guild General Tso's Alliance
62
|
Posted - 2011.11.07 22:55:00 -
[525] - Quote
Any chance we can also get a "Come out at X time" to replace the current reinforced timer system? We have a blog, it is terrible. How to fix Bounty Hunting |

Rek Esket
GoonWaffe Goonswarm Federation
2
|
Posted - 2011.11.07 22:59:00 -
[526] - Quote
Sir HyperChrist wrote:Fuel cost was the most important reason for me to buy a faction tower. I WILL increase the price of my T2 stuff in Jita if fuel costs rise because of this or any other reason. No-one wants inflation :)
Cost-push inflation is entirely justified, and isn't at all what people are usually discussing when they talk about inflation in MMOs. |

Doctor Ungabungas
GoonWaffe Goonswarm Federation
34
|
Posted - 2011.11.07 23:04:00 -
[527] - Quote
Since changes are being made can we add the ability for third parties to be able to unanchor offline POS (or possibly drop mods which will force a POS to unanchor 24 hours later if it's offline)?
Ed: Require a war dec as well for empire. |

Fioda Skiza
Exiles of the Stars
0
|
Posted - 2011.11.07 23:06:00 -
[528] - Quote
I just hate the idea of having an ammunition assembly array. It adds complexity to my POS-operator's duties. Why not let the POS itself convert old-styled fuels into new-styled pellets? Say i load the old fuels into the fuel bay, press the button and POS converts them into pellets. During the downtime all the POSes will convert all the old fuels into pellets automaticly. |

Nightwraith II
Deadstar Technology TriMark Alliance
1
|
Posted - 2011.11.07 23:06:00 -
[529] - Quote
Let's do this right. Faction Towers should NOT be screwed here. People paid a LOT of ISK, and the proposal is to make them no better than a tower costing 1/5th or less, at today's prices. Larger bay is of no consequence to ANYONE running a tower or two in highsec. Sure nullsec alliances with 50-200 towers will like the additional time between fuelings, but unless ALL their towers are faction, they still have to run around as usual, dropping fuel in numerous towers each week.
Granularity has been proposed. It's a good idea. Find the least common denominator between the fuels savings inherent in the current faction towers and the Sov advantage, and then increase the granularity to that point. Someone has already done that in an earlier post, take advantage of it, check their math, tweak what needs tweaking and move on.
Different colored fuel blocks is appropriate, how hard can that be?
And make them by god a lot faster to make. It's ridiculous that making a month's worth of fuel for a POS should take more than half a day, or even an hour. We're really just packaging it, right? Are we using some arcane formula to bake hash cookies here? Nope.
And by all means, allow reprocessing of unused blocks back into their components. why not?
Thanks for reading these blog comments. Listening to these and the comments on the hybrid re-balancing project, and making good, player-centric decisions will keep this game alive, and earn our respect back as a player base faster than cool battlecruisers, walking in stations, or links to the upcoming dust514 console game.  |

Doctor Ungabungas
GoonWaffe Goonswarm Federation
34
|
Posted - 2011.11.07 23:06:00 -
[530] - Quote
AkJon Ferguson wrote:Besides, if it's all about logistics, reduce the size of a few items by .1 here or .2 there and presto, you've achieved the same result without reducing the glorious complexity/diversity that is emblematic of EVE. Or better yet, introduce these stupid pellets of yours, not as POS fuel, but as items that can be reprocessed at a POS corporate hangar into POS fuel at the stated amounts. That way the people who are too stupid to use spreadsheets can enjoy the logistical benefits of their POS pellets and those of us who like the options that are available with the current system can continue to enjoy them. ... And you get to **** over the market speculators as an added bonus.
The size isn't the problem, the problem is that 'pos fuel' is bullshit complexity for the sake of complexity. Having to manage pos fuel isn't fun and doesn't add anything to the game. More changes like this thanks. |
|

Doctor Ungabungas
GoonWaffe Goonswarm Federation
34
|
Posted - 2011.11.07 23:08:00 -
[531] - Quote
Nightwraith II wrote:Let's do this right. Faction Towers should NOT be screwed here.  People paid a LOT of ISK, and the proposal is to make them no better than a tower costing 1/5th or less, at today's prices. Larger bay is of no consequence to ANYONE running a tower or two in highsec. Sure nullsec alliances with 50-200 towers will like the additional time between fuelings, but unless ALL their towers are faction, they still have to run around as usual, dropping fuel in numerous towers each week.
The cost of something should be irrelevant to whether it is changed. (Look at supercarriers, they cost 12b and they still need to be changed.) It's even more irrelevant when the cost of the tower is solely player driven and out of touch with the materials required to build it.
|

Doctor Ungabungas
GoonWaffe Goonswarm Federation
34
|
Posted - 2011.11.07 23:09:00 -
[532] - Quote
Fioda Skiza wrote:I just hate the idea of having an ammunition assembly array. It adds complexity to my POS-operator's duties. .
Pay someone else to do the assembly. Pass the cost onto your end users. Problem solved.
|

ViperLok
ExoGeni Incorporated
0
|
Posted - 2011.11.07 23:17:00 -
[533] - Quote
Faction BPC's for fuel blocks that make the blocks less m3, that can only be used in Faction Towers ? |

Spergison
Imperial Academy Amarr Empire
0
|
Posted - 2011.11.07 23:26:00 -
[534] - Quote
First, I'd like to say one thing that really really worries me before I address the ideas in this post.
These types of market changing updates -however small they may be- need to be managed better.
This information needs to be protected and released at a scheduled time so that all players have a fair chance at being notified. Changing market mechanics can't be haphazardly discussed like this.
CSM members, or CCP players that may be aware of these ideas well before they are implemented may place orders for affected commodities and sell on the speculation bubbles these announcements create.
This is along the lines of Don't fly what you can't afford to lose... Trust no-one, including CCP.
/Tinfoil Hat
Now to the meat of the idea, specifically the fuel blocks.
A lot of people have said this and I'm gonna have to agree. Most of the changes you've been working on make large alliance life easier or more interesting and seem to be focused on stirring up the big sov world. At the same time you're working on making the beginning-game enticing to new players. As a less-than-a-year-old guy what I see is that you're bringing sov mechanics to the game as a whole. Every noob corp that dreams of its own POS, or noob player who wants to delve in PI or moon goo now has to take into account the local PI market and taxes at customs. The cost of stepping out as a POS holding entity will be enourmously increased by the customs offices and now the fuel reqs. If you can't fuel a tower at fuel utilization, you can't play little empire builder.
As a WH resident and sometime fuel bay admin for a few towers, I am not happy with the recent changes in wspace PI and POS fueling. Both changes are perhaps nifty for large alliance kspace folks, but they make wspace more complicated and risky. You just took the math out of the logistics runs for people who don't make their own fuel and transferred it to the people who make fuel, which is 99% of all WH dwellers, and increased fuel use significantly. Our fueling is now more expensive and more complicated.
IMHO make a new product that has some tangible benefit besides 'math iz hard' so people can choose to use the new fuel or not. Smaller perhaps, or globally burnable (works with all faction towers regardless of 'tope type). Or make it so the POS always uses the same amount of fuel but can be fueled without this new 'convenient' product. Otherwise the goals of self sufficiency in localized areas are not being served by this idea and the smaller enclaves of players are being penalized with yet more clicking and basically a barely simplified spreadsheet. Right now we stuff PI into the tower, sell excess occasionally for beer money, and make risky runs for ice products. Soon we will need to make and anchor customs modules, defend them, set up another array, and change our math to burn more fuel than we burn right now. that is not happy fun time. This is spend more to spend more to risk more to click more to get what we already have.
My idea of happy fun time involves addressing roles and rights for us content creators so we can work together better. One of the biggest barriers to player interaction is the levels of mistrust the Corporation and POS roles create. The ONLY way to assign any type of access control in a POS involves putting the entire station at risk. You need to make it easier for us to trust each other when we want to involve more pilots in our endevours. This is why WH corps require personal POS, New Eden has FTL travel but can't put padlocks on ships.
How about 'Dock for Self' and 'Dock for Corp' in the SMAs, with a corp role that can undock/pilot any ship in a given SMA?
How about repackaging things in a CHA, or swapping subsystems without having to go to kspace. Or anchorable personal hangars instead of a bunch of cans when you're hiking.
My crystal ball, dusty as it may be, shows me a future where PI products are the new technetium, regional production is monopolized by large alliances and coalitions, and the startup and maintenance cost for any corp wanting a POS is prohibitively high. |

Sneaky Neko
Caldari Deep Space Ventures Intrepid Crossing
2
|
Posted - 2011.11.07 23:26:00 -
[535] - Quote
I was already excited about the winter patch, now I can't wait! Seriously, balancing and quality of life fixes for the win.
I hope large towers still get a sov. bonus for fuel (3 blocks instead of 4). Also, the manufacturing time does seem a tad long. Ignoring faction issues I do like the 1, 2, 3, 4 fuel block thing. 1 block for small, 2 for medium, 3 for large with sov. and 4 for large without sov. |

Challu Ni
The Graduates Morsus Mihi
0
|
Posted - 2011.11.07 23:28:00 -
[536] - Quote
This will go a long way to making POS maintenance less of a PITA - nice job, CCP.
Just two things come to mind, that have already been pointed out in some form or another:
- to preserve faction or sov bonuses, use a number like 120 that you can get 1/2 and 1/4 of, or take 25%, 33% or 50% of without getting into fractions. LCM is a powerful tool - use that to accommodate any other special case. Fuel cost savings are a huge reason for putting up with the high cost of faction towers; whichever nugget told you it was about convenience is very misinformed, and simply increasing fuel bay size will be a poor substitute to doing the right thing.
- change the color of the blocks.. really hard to tell them apart. Granted, it's not turret-icon bad, but consider making the blocks the faction hue instead of spearmint blue; I think it's only appropriate that Minnies will be filling their towers with fuel that looks like rusty Jello. |

Raid'En
Apprentice Innovations
100
|
Posted - 2011.11.07 23:29:00 -
[537] - Quote
stocks of heavy water on high sec systems of all regions of new eden have been bought and relisted at 100-200 isk / unit... |

Integra Arkanheld
Andorra Paradis Fiscal
0
|
Posted - 2011.11.07 23:30:00 -
[538] - Quote
There seems to be some problems for WH POS users, alliances with Sov and faction POS owners. In the same way empire charters still must be used as fuel in empire, why not remove the ice from the fuel cube and have only 1 type of fuel cube? Make this fuel cube a P4 item produced by PI. Then reduce the ice needed for faction towers. Faction tower will still have less fuel consumption. Also Sov will give a reduction in ice consumption
WH corps, can produce the p4 inside and only need to bring the ice. It seems the easier way to do it. |

Doctor Ungabungas
GoonWaffe Goonswarm Federation
35
|
Posted - 2011.11.07 23:38:00 -
[539] - Quote
Integra Arkanheld wrote:There seems to be some problems for WH POS users, alliances with Sov and faction POS owners. In the same way empire charters still must be used as fuel in empire, why not remove the ice from the fuel cube and have only 1 type of fuel cube? Make this fuel cube a P4 item produced by PI. Then reduce the ice needed for faction towers. Faction tower will still have less fuel consumption. Also Sov will give a reduction in ice consumption
WH corps, can produce the p4 inside and only need to bring the ice. It seems the easier way to do it.
WH corps can put up their own ammo arrays and keep doing what they're doing. Or they can outsource it to empire pubbies and just raise their prices. |

Ethilia
Freelance Excavation and Resistance United Outworlders
2
|
Posted - 2011.11.07 23:42:00 -
[540] - Quote
I agree with the following sentiments:
0. I really look forward to short setup / tear down times for PoS mods!! 1. Failure to think of the obvious: A. the solution to switching fuel types, and B. the solution that makes keeping faction tower fuel bonuses is VERY hard to believe. My current hypotheses in descending order of likelihood are: a. you want to get rid of fuel bonuses for faction towers (to make large alliances who can't afford 100's of faction towers happy??), b. you spent 0 time thinking of a solution, c. you're gibbering idiot. 2. The variable usage of liquid ozone and heavy water for PoS that don't fully utilize their CPU/Pwr is a good thing and should not be removed. The extra time spent hauling this stuff is A. dull boring work and B. a lot longer than a simple calculation that at least keeps my brain active. 3. You're making it a lot harder on WH denizens. In addition to hauling the current fuel into a WH, we now need haul in extra heavy water and liquid ozone and dedicate time and manufacturing capacity to making fuel blocks. Alternatively, we could haul all our PI out of the WH and haul in fuel blocks (this is even worse). 4. Fuel blocks should either require no skills to produce at 100% efficiency or should be produced FAR faster. 5. Fuel blocks should have separate colors. 6. Fuel blocks are a good idea. 7. You should post the changes you are thinking of making well before you've started implementing them. It's like you people don't have a single software engineer on staff. The first thing you do is layout the design and implementation which REQUIRES community feedback BEFORE you start coding changes. The obvious result of failing to make proposed changes public before coding is that you will inevitably have to go back and change / hack / dump the code you've already written or ignore the community's wishes. |
|

Louis deGuerre
Malevolence. Void Alliance
60
|
Posted - 2011.11.07 23:42:00 -
[541] - Quote
I predict problems in 0.0 with the lack of manufacturing capability.
Also, I curse the person who beat me to it with the transformers reference !  FIRE FRIENDSHIP TORPEDOES ! |

Doctor Ungabungas
GoonWaffe Goonswarm Federation
35
|
Posted - 2011.11.07 23:44:00 -
[542] - Quote
Ethilia wrote: The first thing you do is layout the design and implementation which REQUIRES community feedback BEFORE you start coding changes.
Ahaha.
If nothing else, this thread has proven two things: 1) Most pubbies don't even have time to read the whole post before ranting about how fuel costs are now 4 times as expensive for small POS and 2) you are all terrible people with terrible ideas and the day that eve is 'consensus driven' is the day we have a 'everything is free but only for mission running' game. |

HelicoBacter
Lords of Sandbox Bloodbound.
1
|
Posted - 2011.11.07 23:45:00 -
[543] - Quote
Spergison wrote:First, I'd like to say one thing that really really worries me before I address the ideas in this post.
These types of market changing updates -however small they may be- need to be managed better.
This information needs to be protected and released at a scheduled time so that all players have a fair chance at being notified. Changing market mechanics can't be haphazardly discussed like this.
CSM members, or CCP players that may be aware of these ideas well before they are implemented may place orders for affected commodities and sell on the speculation bubbles these announcements create.
This is along the lines of Don't fly what you can't afford to lose... Trust no-one, including CCP.
/Tinfoil Hat
Now to the meat of the idea, specifically the fuel blocks.
A lot of people have said this and I'm gonna have to agree. Most of the changes you've been working on make large alliance life easier or more interesting and seem to be focused on stirring up the big sov world. At the same time you're working on making the beginning-game enticing to new players. As a less-than-a-year-old guy what I see is that you're bringing sov mechanics to the game as a whole. Every noob corp that dreams of its own POS, or noob player who wants to delve in PI or moon goo now has to take into account the local PI market and taxes at customs. The cost of stepping out as a POS holding entity will be enourmously increased by the customs offices and now the fuel reqs. If you can't fuel a tower at fuel utilization, you can't play little empire builder.
As a WH resident and sometime fuel bay admin for a few towers, I am not happy with the recent changes in wspace PI and POS fueling. Both changes are perhaps nifty for large alliance kspace folks, but they make wspace more complicated and risky. You just took the math out of the logistics runs for people who don't make their own fuel and transferred it to the people who make fuel, which is 99% of all WH dwellers, and increased fuel use significantly. Our fueling is now more expensive and more complicated.
IMHO make a new product that has some tangible benefit besides 'math iz hard' so people can choose to use the new fuel or not. Smaller perhaps, or globally burnable (works with all faction towers regardless of 'tope type). Or make it so the POS always uses the same amount of fuel but can be fueled without this new 'convenient' product. Otherwise the goals of self sufficiency in localized areas are not being served by this idea and the smaller enclaves of players are being penalized with yet more clicking and basically a barely simplified spreadsheet. Right now we stuff PI into the tower, sell excess occasionally for beer money, and make risky runs for ice products. Soon we will need to make and anchor customs modules, defend them, set up another array, and change our math to burn more fuel than we burn right now. that is not happy fun time. This is spend more to spend more to risk more to click more to get what we already have.
My idea of happy fun time involves addressing roles and rights for us content creators so we can work together better. One of the biggest barriers to player interaction is the levels of mistrust the Corporation and POS roles create. The ONLY way to assign any type of access control in a POS involves putting the entire station at risk. You need to make it easier for us to trust each other when we want to involve more pilots in our endevours. This is why WH corps require personal POS, New Eden has FTL travel but can't put padlocks on ships.
How about 'Dock for Self' and 'Dock for Corp' in the SMAs, with a corp role that can undock/pilot any ship in a given SMA?
How about repackaging things in a CHA, or swapping subsystems without having to go to kspace. Or anchorable personal hangars instead of a bunch of cans when you're hiking.
My crystal ball, dusty as it may be, shows me a future where PI products are the new technetium, regional production is monopolized by large alliances and coalitions, and the startup and maintenance cost for any corp wanting a POS is prohibitively high.
ccp loook at this :P and learn
|

Scrapyard Bob
EVE University Ivy League
304
|
Posted - 2011.11.07 23:46:00 -
[544] - Quote
Raid'En wrote:stocks of heavy water on high sec systems of all regions of new eden have been bought and relisted at 100-200 isk / unit...
Which will come back down within a few weeks as people find out that the sky is not falling.
If you're a POS owner, and you don't maintain a strategic stockpile of at least 3 weeks of fuel needs - then you deserve to be at the mercy of every whipsaw in the market. If you had maintained a stockpile, you could just ride out a short-term price spike and buy again when prices inevitably fall.
Heck, maintaining a 2 month stockpile of POS fuel has never been a bad idea. Buy when it's low, ride out the wave, maybe sell off a week or two of your supply at the peak of the wave, buy again when it drops. (I know a lot of corps that work with 3-6 month stockpiles in order to keep their fuel prices managed.) |

Rek Esket
GoonWaffe Goonswarm Federation
2
|
Posted - 2011.11.07 23:48:00 -
[545] - Quote
Louis deGuerre wrote:I predict problems in 0.0 with the lack of manufacturing capability. Also, I curse the person who beat me to it with the transformers reference ! 
With Industry 5 and the 25% reduction in build time from an Ammunition Assembly Array, single run of pellets would take 6 minutes. With 5 assembly slots per array, that one POS module is capable of providing 200 pellets per hour.
This would power 50 control towers by itself, without the benefit of reduced cost due to Sov. |

Esrevid Nekkeg
Justified and Ancient
62
|
Posted - 2011.11.07 23:51:00 -
[546] - Quote
Pretty good blog, I'm happy with most changes.
There is only one thing me and my fellow corp members really do not like. We have a faction-pos in W-space. Some of the PI fuel materials we produce ourselves in system, the rest we import when there is a suitable exit. Now, the very reason we decided to use a faction-pos is to reduce the amount in m3 we have to import to run the tower for X-time. Less m3 to import through a wormhole is less change it collapses on you before you made all the import/export runs you want (and often need) to make.
Many different (partial) solutions have been pondered upon in this thread and I have honestly no idea which one is viable to implement. You are the code wizards that effectively have to 'make it so'. So please at least look at possible solutions. And then implement one. That would make me and the rest of the corp really really happy.
Please? Here I used to have a sig of our old Camper in space. Now it is disregarded as being the wrong format. Looking out the window I see one thing: Nothing wrong with the format of our Camper! Silly CCP......
|

Smoking Blunts
Zebra Corp BricK sQuAD.
134
|
Posted - 2011.11.07 23:55:00 -
[547] - Quote
Rek Esket wrote:Louis deGuerre wrote:I predict problems in 0.0 with the lack of manufacturing capability. Also, I curse the person who beat me to it with the transformers reference !  With Industry 5 and the 25% reduction in build time from an Ammunition Assembly Array, single run of pellets would take 6 minutes. With 5 assembly slots per array, that one POS module is capable of providing 200 pellets per hour. This would power 50 control towers by itself, without the benefit of reduced cost due to Sov.
yeh might as well attach an ammo assembly at every pos now, your paying for the cpu/grid anyhow CCP-áare full of words and no action. We will watch what they are doing, for now
|

Raid'En
Apprentice Innovations
100
|
Posted - 2011.11.07 23:56:00 -
[548] - Quote
quick proposition from everything i read : * change numbers to produce and consume 10x more unit, so faction / sov can be useful * change volume of pellets so that ozone and h water almost don't count while compressed on these bucks, so that hauling issue on these is removed * change required h water and ozone to what is the medium of all used pos (for example 66% of maximum), so that it's more fair for everyone, (and avoid the market manipulation :p) * change production time to 1/4-1/10 so that it's not that much on an issue on null/w-space were slots are limited * change the icones so that the 4 factions colors are used |

Icarus Helia
Fine Goods for Fine Gentlemen
0
|
Posted - 2011.11.08 00:09:00 -
[549] - Quote
I would like to support the increased granularity idea, and suggest (or support?) the idea to make them refinable at 0 loss at pos refineries.
for those of you complaining about the heavy water and liquid ozone flat rate - unless you offline all of your guns this really wont affect you by more than a couple mil per month even on a large tower. The real benefit was in the reduction in m3 of fuel to increase fueling period, which has been compensated for appropriately by increasing fuel bay size.
At first I was unhappy with the idea of needing to assemble my fuel, as this adds extra hassle for me, but soon got over myself and realized that for most people this greatly simplifies the entire process (even for lonely highsec scientists). Soon after that I remembered that the new onlining and offlining times on pos modules are incredibly short, and will make onlining an assembly array for a few hours one day each month seem like no big deal.
TL;DR - increase granularity to preserve fuel usage benefits, otherwise great work CCP. Whiny people shut your pie holes and read this post.
PS - MODULAR POS IN THE PIPES?! no more bouncing around in a sea of giant invisible object radii? please make it so. |

Mara Rinn
Cosmic Industrial Complex Cosmic Consortium
269
|
Posted - 2011.11.08 00:11:00 -
[550] - Quote
Another option: have control towers use both types of fuel. If the tower sees a fuel block, use that first. Otherwise fall back to the old fuel consumption so people who can handle mathematics can run their non-100%-utilised POS more efficiently, and Sov fuel savings remain.
This also removes the "sink or swim" cutover of new code, so if something goes wrong with the fuel block code the smart people with component fuel can keep their industry alive.
(edit; just reiterating that faction towers are valued because they run longer on the same amount of fuel, not just because they "run longer between refuel stops") |
|

Zircon Dasher
Zirconia Trade Group
13
|
Posted - 2011.11.08 00:11:00 -
[551] - Quote
Lets all be honest and admit that once they were no longer dropping everyone and thier mother bought faction towers because there was no real downside to using them (if you could defend or pull down). We got "cheaper" manufacturing/research AND knowledge that we could sell our kit for more when we were done with it. Win Win.
The win/win going away makes me sad.
That said: if CCP gets its math shiny, they have an opportunity to incentivize 0.0 industry.
I, for one, would rather see the cost spread between 0.0 and empire/wh increase significantly in regards to POS (and therefore anything that comes from a POS). |

Faelyn L'Darcassan
Imperial Academy Amarr Empire
13
|
Posted - 2011.11.08 00:14:00 -
[552] - Quote
Since I spent like an hour thinking of the related issues and then clicked POST only for it not to work, I will keep it short:
- This nerfs faction towers. Badly. This needs fixing either via better fuel block granularity or via increased CPU/POWER, requiring fewer / smaller faction towers to run the same labs/arrays/etc.
- This nerfs faction POS guns, which had shorter anchor times and should be compensated. Also, why should the construction of a large defended base be quick? In RL it takes months-years, now it should be significantly shortened resulting in many ninja POs attempts. Is this the desired result? The defenders lose virtually the whole advantage of being there first... why should onlining take 2 minutes (flip the switch already) while construction from a packed crate into a fully assembled gun 5 seconds? I agree that the current times are maybe too long, this though seems ridiculous.
- For god's sake, do not call them fuel blocks... think of something better... power cells? energy cells? Running my towers with cubes of translucent radioactive goo called fuel blocks just seems weird.
- This nerfs guys who build their own fuel, as it adds more chores with no benefit whatsoever (yeah, especially in whs). For me this would suck big time. More effort, more cost, more hauling for what benefit?
|

Snoodaard Thrasy
Yulai Guard Fleet Yards Yulai Federation
1
|
Posted - 2011.11.08 00:17:00 -
[553] - Quote
Great plans, expect for the faction tower effect.
Why not just do as proposed above:
'' * change numbers to produce and consume 10x more unit, so faction / sov can be useful"
Is there something we are missing here? Is this not a very obvious way to retain advantages for faction towers? |

Rek Esket
GoonWaffe Goonswarm Federation
2
|
Posted - 2011.11.08 00:18:00 -
[554] - Quote
Zircon Dasher wrote:Lets all be honest and admit that once they were no longer dropping everyone and thier mother bought faction towers because there was no real downside to using them (if you could defend or pull down). We got "cheaper" manufacturing/research AND knowledge that we could sell our kit for more when we were done with it. Win Win.
The win/win going away makes me sad.
You made an investment, presuming CCP would keep the thing they took out of the drop tables the same forever. EVE is all about gambles, and sometimes you lose. |

Infinion
Awesome Corp
6
|
Posted - 2011.11.08 00:19:00 -
[555] - Quote
Is there a reason why faction towers can't have a bonus in fuel cycle duration? |

Tercius
Re-Awakened Technologies Inc
0
|
Posted - 2011.11.08 00:23:00 -
[556] - Quote
Doctor Ungabungas wrote:AkJon Ferguson wrote: Leave POS fuel alone No don't. As for you retards complaining about the 'increased cost of liquid ozone and heavy water'. Suck it up and pass the cost onto your end users like everyone else will be doing. Or you could just mine the ozone yourself, it's free right?
I love the stupid idea that so many people have that since you mine it, its free. I know some folks dont have any self worth but I kinda value my time so NO, just cause I mine something doesnt make it free.
Time = Money |

Icarus Helia
Fine Goods for Fine Gentlemen
0
|
Posted - 2011.11.08 00:25:00 -
[557] - Quote
Infinion wrote:Is there a reason why faction towers can't have a bonus in fuel cycle duration?
yes - but i dont know what it is. apparrently 1 hour is important for some reason and cant be changed. increased granularity means no bonus changes are needed, and all functionality remains. |

Faelyn L'Darcassan
Imperial Academy Amarr Empire
13
|
Posted - 2011.11.08 00:26:00 -
[558] - Quote
Also, passing costs does not remove the hassle of having more to do, in this case more ozone/water to buy, use, build, etc. |

Faelyn L'Darcassan
Imperial Academy Amarr Empire
13
|
Posted - 2011.11.08 00:27:00 -
[559] - Quote
Icarus Helia wrote:Infinion wrote:Is there a reason why faction towers can't have a bonus in fuel cycle duration? yes - but i dont know what it is. apparrently 1 hour is important for some reason and cant be changed. increased granularity means no bonus changes are needed, and all functionality remains.
it is likely technically difficult or unsuitable to implement |

Icarus Helia
Fine Goods for Fine Gentlemen
1
|
Posted - 2011.11.08 00:32:00 -
[560] - Quote
Faelyn L'Darcassan wrote:Also, passing costs does not remove the hassle of having more to do, in this case more ozone/water to buy, use, build, etc.
so you should charge more to make it.
you are seriously short sighted if you see only increased hassle for you, and not reduced hassle for the people who have to fuel thousands upon thousands of poses all over eve when they can just buy fuel blocks from a mass producer, or centralize their own production. If you don't see that then you should see an opportunity to get in early on a new industry. If you don't see that then you need to think a lot harder about the scale of eve before posting. |
|

Sassums
Wormhole Exploration Crew Transmission Lost
19
|
Posted - 2011.11.08 00:32:00 -
[561] - Quote
I am quite torn by these updates, at face value, they look awesome, but once I did some digging, and some reading, I see a few problems.
The fuel blocks idea is quite nice, however it will now require any corporation residing in Wormhole space to have an ammunition assembly array, otherwise they will have to cart out their PI to High Sec to create the fuel blocks. Or on the flip side, we will have to continue carting in ice, create the blocks, and fuel the POS. Either way this really isn't any easier in terms of logistics.
We still have to figure out how much of each ice product we need and how much of each PI product we need to create the blocks for however many towers we have.
Would it be possible to create sub fuel blocks? For example could I make an ice fuel block, that was composed of just ice products, and bring that into WH space, to combine with the PI products and then create the final product?
The next issue I see is that the cost of faction towers does not equal the minimal bonus you are now giving them. A 50% bonus to fuel bay capacity hardly seems fair for their billion isk difference than the standard tower.
When will these faction BPC's or BPO's start dropping to reduce their prices? The last I heard was these tower's BPC's or BPO's simply don't drop at all. I find it highly annoying that instead of fixing a problem, you simply remove it. You pulled the same stunt in terms of the wormhole effects due to an exploit. Rather than fix the issue, you simply remove the bonus, and make the bonus pointless. I'd like to hear that these tower BPO's or BPC's will start dropping because right now, the cost for a tower is not worth the little bonus you are giving it.
Finally, in terms of implementation - why not release the fuel block BPO's and let us start creating these new fuel blocks that way, when the expansion releases it will simply require the blocks. None of this having to put half of the old fuel in, then half of the new fuel. This seems like a lot of work on your end. |

Riey
The Phoenix Rising
0
|
Posted - 2011.11.08 00:35:00 -
[562] - Quote
HelicoBacter wrote:Spergison wrote:First, I'd like to say one thing that really really worries me before I address the ideas in this post.
These types of market changing updates -however small they may be- need to be managed better.
This information needs to be protected and released at a scheduled time so that all players have a fair chance at being notified. Changing market mechanics can't be haphazardly discussed like this.
CSM members, or CCP players that may be aware of these ideas well before they are implemented may place orders for affected commodities and sell on the speculation bubbles these announcements create.
This is along the lines of Don't fly what you can't afford to lose... Trust no-one, including CCP.
/Tinfoil Hat
Now to the meat of the idea, specifically the fuel blocks.
A lot of people have said this and I'm gonna have to agree. Most of the changes you've been working on make large alliance life easier or more interesting and seem to be focused on stirring up the big sov world. At the same time you're working on making the beginning-game enticing to new players. As a less-than-a-year-old guy what I see is that you're bringing sov mechanics to the game as a whole. Every noob corp that dreams of its own POS, or noob player who wants to delve in PI or moon goo now has to take into account the local PI market and taxes at customs. The cost of stepping out as a POS holding entity will be enourmously increased by the customs offices and now the fuel reqs. If you can't fuel a tower at fuel utilization, you can't play little empire builder.
As a WH resident and sometime fuel bay admin for a few towers, I am not happy with the recent changes in wspace PI and POS fueling. Both changes are perhaps nifty for large alliance kspace folks, but they make wspace more complicated and risky. You just took the math out of the logistics runs for people who don't make their own fuel and transferred it to the people who make fuel, which is 99% of all WH dwellers, and increased fuel use significantly. Our fueling is now more expensive and more complicated.
IMHO make a new product that has some tangible benefit besides 'math iz hard' so people can choose to use the new fuel or not. Smaller perhaps, or globally burnable (works with all faction towers regardless of 'tope type). Or make it so the POS always uses the same amount of fuel but can be fueled without this new 'convenient' product. Otherwise the goals of self sufficiency in localized areas are not being served by this idea and the smaller enclaves of players are being penalized with yet more clicking and basically a barely simplified spreadsheet. Right now we stuff PI into the tower, sell excess occasionally for beer money, and make risky runs for ice products. Soon we will need to make and anchor customs modules, defend them, set up another array, and change our math to burn more fuel than we burn right now. that is not happy fun time. This is spend more to spend more to risk more to click more to get what we already have.
My idea of happy fun time involves addressing roles and rights for us content creators so we can work together better. One of the biggest barriers to player interaction is the levels of mistrust the Corporation and POS roles create. The ONLY way to assign any type of access control in a POS involves putting the entire station at risk. You need to make it easier for us to trust each other when we want to involve more pilots in our endevours. This is why WH corps require personal POS, New Eden has FTL travel but can't put padlocks on ships.
How about 'Dock for Self' and 'Dock for Corp' in the SMAs, with a corp role that can undock/pilot any ship in a given SMA?
How about repackaging things in a CHA, or swapping subsystems without having to go to kspace. Or anchorable personal hangars instead of a bunch of cans when you're hiking.
My crystal ball, dusty as it may be, shows me a future where PI products are the new technetium, regional production is monopolized by large alliances and coalitions, and the startup and maintenance cost for any corp wanting a POS is prohibitively high. ccp loook at this :P and learn
enough said, I agree!
|

Tercius
Re-Awakened Technologies Inc
0
|
Posted - 2011.11.08 00:35:00 -
[563] - Quote
Doctor Ungabungas wrote: WH corps can put up their own ammo arrays and keep doing what they're doing. Or they can outsource it to empire pubbies and just raise their prices.
Still, a WH corp, that imports ONLY its ice products will have to then install the ammo array if it does not have one, and add a step to the process. So that is not "keeps doing" at all. Its more expsense and work. Outsourcing is not necesarily the answer, even though it seems to be about your only answer. |

Clama
Republic University Minmatar Republic
0
|
Posted - 2011.11.08 00:38:00 -
[564] - Quote
Could we please have a fuel bonus for Faction tower. |

Vigoth Ritic
Frozen Corpse Inc.
1
|
Posted - 2011.11.08 00:39:00 -
[565] - Quote
Really? All those great minds at CCP HQ cant figure out how to fix the faction and sov problem?
I want a job after this..
1. Faction give longer fuel times 25% bonus to fuel time
2. Sov. 35% longer fuel times
really thats was not hard, you can evemail me the info on the new job...  |

Stralow
Die rot-weiss-roten Piloten Bruderschaft der Pilger
4
|
Posted - 2011.11.08 00:39:00 -
[566] - Quote
A little Idea about it:
4 Sorts of Fuelblocks seems a litte too much. You have to handle four more sorts of stuff, 4 more types of BPOs, 4 tabs on the market etc. etc. If you are running different types of Towers, you aren't very flexible with you fuel blocks.
So why just seperate the racial Isotopes from the rest. You build blocks out of the PI Stuff every Tower consumes, so you could feed every tower with that. Isotopes just stay seperated like now. You need 2 sorts of fuel (or 3) with chartes, instead of one, but it keeps the whole system much more flexible.
Just my 2 cents... i say we take off and nuke the whole site from orbit. it's the only way to be sure |

TorTorden
NorCorp Enterprise No Holes Barred
2
|
Posted - 2011.11.08 00:39:00 -
[567] - Quote
Just ran some quick math (my teacher would be so proud)
one of our True sansha towers currently uses 140.2 m3\hr (at current load) At full load same tower would consume 203 m3/hr with faction bonuses.
A straight up amarr tower consumes 228
Now with the proposed pellets as they stand at 200m3/hr we are getting the shaft for 59.8 m3 an hour.
Now I'm sure the 'pos maintainers' you spoke with either failed to understand your english or grasp where you wanted to go with this, or just blurted out the first thing that came to their mind.
The real reason people log off at night thanking god they spent the extra billion ISK on a faction tower is not that the tower saved them 50 mil a month on fuel cost or runs for a few days longer.
Those 60m3 add up, as things stand today this change alone means we need to bring in an extra freighter load of fuel every other month and every faction tower owner gets a blunt stick put where you really don't want blunt sticks.
This is why I realy think you should look into letting each pellet batch produce 100 units instead of four, as mentioned many times over if a standard pos consumes those 100 pellets\hr there will not be a problem working existing bonuses in. Secondly, since a pellet can only be used for sale or to fuel a pos, is there any real reason to maintain such a large amount of volume. In short, I really wish for 100 units pr batch, and a pellet volume not just adjusted (0.5m3) but radicaly reduced to something like 0.1m3, and decrease tower capacity accordingly, Seriously I think an iteron should carry enough to max out a large tower.
Less time hauling = more time for pew More pew = bigger market. Bigger market = more profits More profits = more pew More pew = More fun
Less time watching some slow ass freighter do 30 jumps from jita, which only leads to burnout and canceling of subscriptions. |

Icarus Helia
Fine Goods for Fine Gentlemen
1
|
Posted - 2011.11.08 00:41:00 -
[568] - Quote
Tercius wrote:Doctor Ungabungas wrote: WH corps can put up their own ammo arrays and keep doing what they're doing. Or they can outsource it to empire pubbies and just raise their prices.
Still, a WH corp, that imports ONLY its ice products will have to then install the ammo array if it does not have one, and add a step to the process. So that is not "keeps doing" at all. Its more expsense and work. Outsourcing is not necesarily the answer, even though it seems to be about your only answer.
I live in a WH and am firmly of the belief that this will not change things much at all apart from us not caring how much CPU we use any more. the cost wont change much, the new offline and online times will make an anchored ammo array a piece of cake to use, and it will really only add something to do for 5 minutes once a month, and wait a day. this might make more work on WH dwellers, but its really blown out of proportion i think. It will be fine. don't act like you have to watch paint dry or else it will stop. the array makes fuel whether you're there or not - make it a week in advance or more, and get on with life. |

Faelyn L'Darcassan
Imperial Academy Amarr Empire
13
|
Posted - 2011.11.08 00:46:00 -
[569] - Quote
Icarus Helia wrote:Faelyn L'Darcassan wrote:Also, passing costs does not remove the hassle of having more to do, in this case more ozone/water to buy, use, build, etc. so you should charge more to make it. you are seriously short sighted if you see only increased hassle for you, and not reduced hassle for the people who have to fuel thousands upon thousands of poses all over eve when they can just buy fuel blocks from a mass producer, or centralize their own production. If you don't see that then you should see an opportunity to get in early on a new industry. If you don't see that then you need to think a lot harder about the scale of eve before posting.
I see all of that too, just need to point out that it is not the only side of the story. Also fueling thousands of POSes should be a hassle, at least if it is done by few people.
While a new market and new opportunities will be created, this effectively increases prices and thus inflation. I do not consider that a good thing as it basically devalues all savings people have. |

Zircon Dasher
Zirconia Trade Group
13
|
Posted - 2011.11.08 00:46:00 -
[570] - Quote
Rek Esket wrote:Zircon Dasher wrote:Lets all be honest and admit that once they were no longer dropping everyone and thier mother bought faction towers because there was no real downside to using them (if you could defend or pull down). We got "cheaper" manufacturing/research AND knowledge that we could sell our kit for more when we were done with it. Win Win.
The win/win going away makes me sad. You made an investment, presuming CCP would keep the thing they took out of the drop tables the same forever. EVE is all about gambles, and sometimes you lose.
Which is why I am ok with having a larger bay as opposed to lower fuel consumption.
If I can approach fuel costs of normal SOV POS by using a faction in non-SOV, there isn't much reason to choose SOV over non-SOV space (except in situations that require it) for industry.
If CCP can get its math so that SOV effects fuel consumption considerably, I think it is better for the game as a whole. I am willing to trade new fuel "standards" for that. |
|

Black Dranzer
35
|
Posted - 2011.11.08 00:53:00 -
[571] - Quote
Well I don't touch starbases at all, but hey, good show never the less. |

Icarus Helia
Fine Goods for Fine Gentlemen
2
|
Posted - 2011.11.08 00:55:00 -
[572] - Quote
Faelyn L'Darcassan wrote:Icarus Helia wrote:Faelyn L'Darcassan wrote:Also, passing costs does not remove the hassle of having more to do, in this case more ozone/water to buy, use, build, etc. so you should charge more to make it. you are seriously short sighted if you see only increased hassle for you, and not reduced hassle for the people who have to fuel thousands upon thousands of poses all over eve when they can just buy fuel blocks from a mass producer, or centralize their own production. If you don't see that then you should see an opportunity to get in early on a new industry. If you don't see that then you need to think a lot harder about the scale of eve before posting. I see all of that too, just need to point out that it is not the only side of the story. Also fueling thousands of POSes should be a hassle, at least if it is done by few people. While a new market and new opportunities will be created, this effectively increases prices and thus inflation. I do not consider that a good thing as it basically devalues all savings people have.
It will be fine. The sky is not falling. will the sales cost of pos fuel pellets be higher than the current equal fuel cost? of course, that is the price you pay for the convenience. otherwise you should anchor an ammo assembly array and churn out some fuel, and that gives you something to sell. this is why homes have kitchens - because most people cant afford to just go buy ready to eat food every day, or own a farm. if you anchor an array - you will likely see no practical change to your cash flow, or the overall process except having a small once a month step added. don't pee in everyone else's cheerios just because you don't like it. |

Ore Grinder
Star-Gate Command
4
|
Posted - 2011.11.08 01:02:00 -
[573] - Quote
Maaxeru wrote:
Letting all blues use all your JBs . . . . nice.
Letting all blues use all your JBs and not giving them some way to fuel the JB . . . . not nice.
Don't let them take fuel out or see how much is in there, but create either a setting that actually allows them to voluntarily fuel the bridge, OR, put on a setting that makes them (or anyone, even if in your Aliance) pay for their jump in liquid ozone. [/i]
Why not just charge isk for using jump bridges? Kind of like using your debit card to pay for a ferry ticket. Alliances can charge what they want this way. They can charge a huge amount if they don't want traffic pouring through, or even wave the fees entirely for +10 blues. Maybe even allow neuts to use it for a HUGE fee? This could certainly be profitable in freeport situations.
To offset this the fuel bays for jump bridges should be absolutely massive with perhaps some reserve LO for +10 traffic on a ratio set by the alliance. |

Kratar Mirat
The Unnamed. Novum Militis ExParte
1
|
Posted - 2011.11.08 01:10:00 -
[574] - Quote
The faction towers using more fuel makes wormhole refueling logistics even more difficult.
Why not create a fifth fuel block... A faction fuel block which requires slightly less materials and is only 40m3, but is only usable in faction towers? Or even a faction "fuel block compression" system that can shrink fuel blocks, which can then only be used in faction towers?
Help prevent the extra freighter load the increased fuel costs will cause. |

Derath Ellecon
Washburne Holdings Situation: Normal
30
|
Posted - 2011.11.08 01:13:00 -
[575] - Quote
Tercius wrote:Doctor Ungabungas wrote: WH corps can put up their own ammo arrays and keep doing what they're doing. Or they can outsource it to empire pubbies and just raise their prices.
Still, a WH corp, that imports ONLY its ice products will have to then install the ammo array if it does not have one, and add a step to the process. So that is not "keeps doing" at all. Its more expsense and work. Outsourcing is not necesarily the answer, even though it seems to be about your only answer.
This is true of anyone who runs a pos and also makes some or all of their fuel via PI or ice mining. It just adds a step. You still have to haul everything to the pos or a station and make the fuel.
The only benefit is for those who just buy all of their fuel from the market. They now can just buy fuel pellets. Everyone else still needs to haul each item and then add a step.
At least have the option. Let me put the individual fuels in OR pellets. |

Tahna Rouspel
BWE Special Forces
8
|
Posted - 2011.11.08 01:14:00 -
[576] - Quote
Just a crazy idea,
it would be amusing if Fuel Blocks exploded in a spectacular fashion when the ship transporting them was destroyed. I'm sure we can all enjoy a nice firework. |

Sharlandra
404 File Not Found
0
|
Posted - 2011.11.08 01:14:00 -
[577] - Quote
Not sure if this topic was touched on, but I feel that faction towers should take less fuel block usage, maybe 1/2 or 1 block less than the non-faction variation, why else spend loads of isk on a fancy tower only to have a larger bay, doesn't really help smaller corps that live out of a single or very few POS's. The main reason somone would buy a faction tower, especially for a group that live in W-space, is that you don't have to re-fuel the Tower as much, thus reducing the number of trips need to take to K-space to get the Ice fuel for the block. Just somthing I tohught I should point out, and sorry if this had already been discussed. |

Alekseyev Karrde
Noir. Noir. Mercenary Group
44
|
Posted - 2011.11.08 01:20:00 -
[578] - Quote
LOVE what's going on in this blog.
My only suggestions are:
1. When you tie JB to POS aggression, take a quick look at the POS aggro mechanics since they've been prone to shooting people they shouldn't. This might affect the jump bridges post-change.
2. I think the faction tower bonus removal leaves a lot to be desired. Definitely think cost is a big factor for small/medium sized corps and alliances running these towers. It will also affect reaction profitability.
www.noirmercs.com Now Recruiting |

Jiska Ensa
School of Applied Knowledge Caldari State
19
|
Posted - 2011.11.08 01:21:00 -
[579] - Quote
Given the volume has now considerbly gone up (I think) can we at least get the ability to transport them in an orca's ore hold? They look rather blocky and space-worthy... |

Momoro
0
|
Posted - 2011.11.08 01:25:00 -
[580] - Quote
Raid'En wrote:stocks of heavy water on high sec systems of all regions of new eden have been bought and relisted at 100-200 isk / unit...
THIS
Question 1: Why was heavy water so cheap to begin with? Question 1a: Is there an oversupply of heavy water? Question 1b: Is powergrid used infrequently?
Question 2: Should heavy water be worth more? Question 2a: What effect would more expensive heavy water have? Question 2b: Would this actually raise the cost of running a POS or would other prices be depressed?
This issue is pushing me to now support leaving heavy water and liquid ozone out of the fuel blocks. It simply changes the ice economy too drastically. I think the objective of these changes should be to simplify pos fueling with minimal change to current game mechanics.
Summary of my positions (highest to lowest priority)
1. I would prefer a change that affects the current economy minimally. 2. Do not include liquid ozone / heavy water in the blocks. Keep that separate for now due to economic issues) 3. Increase granularity of fuel blocks to 100/hour for normal large POSes in order to support bonuses and make moving blocks in small ships easier. 4. Include a limited fuel block manufacturing facility in the control tower. 4a. Manufacturing facility would be better than nothing, but a refining array type mechanism would be better (no BPO, no manufacturing slot) 4b. Limited = makes blocks just a bit faster than needed for itself but not for other control towers 5. I will accept a less than ideal change* as long as this is iterated.
* Less than ideal = not include lowest priority and harder to implement points above (e.g. no manufacturing facility) |
|

Raid'En
Apprentice Innovations
100
|
Posted - 2011.11.08 01:29:00 -
[581] - Quote
Scrapyard Bob wrote: If you had maintained a stockpile, you could just ride out a short-term price spike and buy again when prices inevitably fall. i never said i didn't had a stock.
i just stated a fact : this blog put every market manipulator on action on heavy water. which means lots of guys consider this change will be really important on this market. |

Teclador
Stardust Heavy Industries
0
|
Posted - 2011.11.08 01:39:00 -
[582] - Quote
Dear CCP Greyscale,
after reading you Dev Blog on the planned changes to the Starbase System, some of these changes we waiting ages for but some could be really better.
1. Using Jump Bridges Currently you need an Password and no shoot configuration to use a Jump Bridge.
Better, adding more and clearly defined Access Roles to the Structures / Access tab in the POS Manager Menu. You have here currently View, Take and Use Rows, but Use is quit not in use.
Use Roles could be:
- Corporation
- Alliance
- Standing (+5)
- Standing (+10)
(Keep in Mind that refueling the JB, must be also possible by these Groups, make the POS Manager live easier)
2. Passing Force Field The Old System with Password is absolute worthless, but with some changes it could be more Flexible too.
Force Field Pass through Options:
- Corporation
- Alliance
- Standing (+5)
- Standing (+10)
- * Extra Check box for extra Password security
3. Using Defense installations (Guns, Ewar, etc.): Use Roles could be:
- Corporation
- Alliance
- Standing (+5)
- Standing (+10)
(Keep in Mind that refueling, must be also possible by these Groups, make the POS Manager live easier)
4. Improvements to other installation like Corporate Hangar, Ship Maintenance Array, Silos, (Adv.) Mobile Laboratories are also in bitter need, not only in fact of the access politics to them. (Repackage of Items)
5. Tower Setup Password security, so that not everyone can change the settings to an tower with only the right role.
6. Install Patterns for easier dropping and Anchoring new Towers automatically, with save Functionality like Ship Fittings.
I Hope i could give you some other good impressions what can be changed to the Starbase System, to make our Eve live more secure and more flexible, in special to the POS Managers out there . |

Kali Etain
Red Cap Industries
0
|
Posted - 2011.11.08 01:42:00 -
[583] - Quote
I know it's been said, and probably much more eloquently than I'm capable of, but the bonus to faction towers needs to be better than what has been proposed. You've basically made them obsolete with this change, although the idea behind the change is no less than awesome. In my not so infinite wisdom, I'm not sure why the longer cycle time would be a bad idea (and no, I haven't read through 30 pages of posts to see if it hasn't been rationalized, I'll probably do that SOON).
All in all, good change, just tweak the faction tower bonus a bit. |

Ulair Memmet
ORIGIN SYSTEMS
4
|
Posted - 2011.11.08 01:46:00 -
[584] - Quote
I like the idea in general but i also agree with some objections/ideas made here and added some of my own:
Fuel blocks
- Fuel blocks could be produced in a volume of 100. This way faction towers don't need to loose their bonus. It also gives you more flexibility for future expansions or ideas.
- The fact, that you have an additional production step to actually make fuel is inconvenient. Especially for WH-corps. Maybe a cheap "fuel production array" just for assembling fuel blocks? I mean with really very low power/cpu requirements so that noone really has to care about them. Maybe add a function to directly move fuel to the tower on job completion.
- The icons are easily confused and in general don't make sense. I mean are all the fuel parts being mixed together to a mystical blue fluid? I guess that is not important though. But a better distinctness would be nice.
- Could this change have unpleasant effects on ice mining and the market?
|

Scrapyard Bob
EVE University Ivy League
307
|
Posted - 2011.11.08 01:47:00 -
[585] - Quote
Raid'En wrote:Scrapyard Bob wrote: If you had maintained a stockpile, you could just ride out a short-term price spike and buy again when prices inevitably fall. i never said i didn't had a stock. i just stated a fact : this blog put every market manipulator on action on heavy water. which means lots of guys consider this change will be really important on this market.
Speculators always do this - heck, I've tossed some of my stockpile up on the market at prices under the speculators. If it sells, great, I made a quick few million ISK. If not, well then I'll slowly lower it back down to a price where it does sell. Others will end up doing the same (putting stockpiles on the market) - people will rush out and mine ice because it suddenly looks like a better idea then it was last week.
In a week or three, reality will set in, the speculators will get tired of nothing actually selling, more and more stock will be put up as sell orders, the undercutting will begin in earnest, and prices will end up somewhere far below what the speculators wanted.
Look at the price history of things like Mechanical Parts or Robotics - volume jumped about 10-12 days ago when the POCO blog came out. Prices are already starting to fall back down to earth.
|

Shanghilo
Genetic Research
0
|
Posted - 2011.11.08 01:48:00 -
[586] - Quote
Momoro wrote:Raid'En wrote:stocks of heavy water on high sec systems of all regions of new eden have been bought and relisted at 100-200 isk / unit... THIS Question 1: Why was heavy water so cheap to begin with? Question 1a: Is there an oversupply of heavy water? Question 1b: Is powergrid used infrequently? Question 2: Should heavy water be worth more? Question 2a: What effect would more expensive heavy water have? Question 2b: Would this actually raise the cost of running a POS or would other prices be depressed? This issue is pushing me to now support leaving heavy water and liquid ozone out of the fuel blocks. It simply changes the ice economy too drastically. I think the objective of these changes should be to simplify pos fueling with minimal change to current game mechanics. Summary of my positions (highest to lowest priority)
1. I would prefer a change that affects the current economy minimally. 2. Do not include liquid ozone / heavy water in the blocks. Keep that separate for now due to economic issues) 3. Increase granularity of fuel blocks to 100/hour for normal large POSes in order to support bonuses and make moving blocks in small ships easier. 4. Include a limited fuel block manufacturing facility in the control tower. 4a. Manufacturing facility would be better than nothing, but a refining array type mechanism would be better (no BPO, no manufacturing slot) 4b. Limited = makes blocks just a bit faster than needed for itself but not for other control towers 5. I will accept a less than ideal change* as long as this is iterated. * Less than ideal = not include lowest priority and harder to implement points above (e.g. no manufacturing facility)
There Also lies the ISSUE with IceRefine Ratios,,,, when you simplify you also throw in a new Balance
Agree that Ozone and HW need to be sepeate items not included in the block
If inclued,, then Ice Refine ratos also need to be adjusted,
so then determine the offset ballance,, so perhap the intent is to use blocks and adjust loading with the extra capacty
Nurfing the direct CPU and Grid will also affect and increased demand load on Ozone and HW and Nurf Isotopes because the Refined Ratios are not proportionat with the Ice Refne Ratios
If Not ; So how do you purge this issue - why do I need to fuel Grid Power and CPU if not needed.
so if Ice refine ratios do not ballance with Blocks then all this simplification is Moot. Else remove HW and Ozone from Blocks |

Momoro
0
|
Posted - 2011.11.08 01:58:00 -
[587] - Quote
Here is another pie in the sky idea. There seems to be some current mechanics that are getting in the way of simplifying pos fuel (bonuses, manufacturing, null / wormhole logistics). Instead of introducing a sweeping change and immediately getting rid of the old system, how about have the new system be opt in only. 
In order to opt in, you would have to install a new Pellet Fueling Firmware (script, reaction, whatever). The reaction is removable (when offline?). By default all towers use the current fueling mechanics.
Going a bit farther (perhaps too far): Even better (maybe?), get rid of the different tower types and have tower function depend solely on the installed POS Firmware. Want more silo storage space? Install the Large Gallente Starbase firmware. Want to upgrade your POS? Install the Large Serpentis Starbase firmware. Goons attacking Gallente racial isotope? Switch to the Large Caldari Starbase firmware. Want to change the size of your tower? Switch to the Small Caldari Starbase firmware.
The size changing thing might be going too far ... but an easier way to upsize and downsize the POS might be good. Currently all the racial control towers use the same components... so just make them the same. As for why the appearance changes when you install new firmware, I'm sure we can come up with some story about nanites.
So how about it guys? Opt in only?
Roll Out Guide
- Introduce removable fuel pellet firmware to opt into new fuel system.
(You can screw up the fuel system while not making people unhappy. People will vote by opting in. Iterate until everyone wants to opt-in)
- Once an overwhelming majority (90%) opts-in because you have made the old system obsolete for most people (address #581 and other suggestions), get rid of the old system.
- Create a single control tower type for each size of which the function depends on the firmware.
- Allow control towers to scale dynamically.
|

Scrapyard Bob
EVE University Ivy League
307
|
Posted - 2011.11.08 02:03:00 -
[588] - Quote
Momoro wrote:Raid'En wrote:stocks of heavy water on high sec systems of all regions of new eden have been bought and relisted at 100-200 isk / unit... THIS Question 1: Why was heavy water so cheap to begin with? Question 1a: Is there an oversupply of heavy water? Question 1b: Is powergrid used infrequently? Question 2: Should heavy water be worth more? Question 2a: What effect would more expensive heavy water have? Question 2b: Would this actually raise the cost of running a POS or would other prices be depressed?
Heavy water is basically a by-product of the hi-sec ice refine process. Because hi-sec ice is lacking in Liquid Ozone, you have to mine extra blocks of hi-sec ice in order to get enough Isotopes to keep a POS tower running each month. Since HW isn't used for anything else, it gets thrown up on the market for whatever price you can get for it.
http://eve-marketdata.com/price_check.php?step=Show&type_id=16272&type=history®ion_id=10000002
In hi-sec towers, PG is frequently the least-used attribute because most hi-sec towers are research towers. The bottleneck on a research tower is CPU from the labs. The only time that PG gets maxed out is if defensive batteries are put online to deal with a threat. Lo-sec / null-sec towers, are probably more balanced due to the need to keep defenses online at all times.
Since CPU usage drives Heavy Water usage, the amount of HW consumed by hi-sec towers really isn't going to change much. It might impact lo-sec / null-sec towers a bit more because those are more often capped out by PG (Liquid Ozone).
The bigger issue is going to be the impact on Liquid Ozone (which is a far more expensive ingredient per month already). There, you might see a bit of a price correction upwards and the fuel savings from the fuel pellet changes (less of certain types of fuels) might get wiped out by higher LiqOz prices. Most hi-sec towers probably had about half of their PG in use (so about 17M in LiqOz/mo for a large) and that is going to now cost them a full 34M/mo. |

Vikarion
State Trade Consortium
3
|
Posted - 2011.11.08 02:08:00 -
[589] - Quote
You guys (CCP) are awesome. I might actually get back into T2 manufacturing. Much love!  |

Mary Mercer
King Wholesaling
6
|
Posted - 2011.11.08 02:11:00 -
[590] - Quote
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.
Funny, I was thinking it builds way to fast. |
|

Mary Mercer
King Wholesaling
6
|
Posted - 2011.11.08 02:14:00 -
[591] - Quote
Raziphan Rebular wrote: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. If you build it they will come, or something like that. But ya I don't see any issue with another industry item. Some POS owners simply won't want to deal with building their own fuel blocks. I am slightly worried about the removal of the fuel consumption benefit of the faction towers. There has to be plenty of people out there who bit the bullet and bought a faction tower with the idea that over time the increased initial cost would pay for itself in lower fuel usage.
Lets see the pirates always say "There is no safe spot in eve" any time the idea of making miners tougher comes up. In this case, I'd just like to say, "There is no safe investment in Eve." :P |

Swearte Widfarend
Mortis Noir. Unforgiving.
7
|
Posted - 2011.11.08 02:15:00 -
[592] - Quote
I like this.
I don't like two things:
1) Fuel Block Size/consumption. If the math sucks to have 10 blocks per hour because you don't/can't/won't do ticks on 6 minutes, shame on you. This introduces better variance and solves problems like sov bonuses and the one below:
2) Faction Towers. I haven't stood one of these up in a while, but you are talking about something that costs (as far as I can tell) about 2x the cost of a standard tower, and the big bonus is that it burns less fuel, which means the cost is recouped at some point. So now, you want to make them have a larger fuel bay? This is stupid. Reduce the size of the block and adjust your tick counts to burn a block every 6 minutes on standard towers, and 10 minutes on Faction Towers. Done (although the math might need work to keep Faction Towers inline with Sov bonuses).
Initially I had issues with the blocks being racially structured, but then I realized that keeping the isotopes separate makes a huge hauling/logistics mess stay in place. Maybe the trick is to have the racial blocks, but not integrate the Ozone and Heavy Water so the CPU/PG fluctuations can still be accounted for? |

Icarus Helia
Fine Goods for Fine Gentlemen
3
|
Posted - 2011.11.08 02:23:00 -
[593] - Quote
Swearte Widfarend wrote:I like this.
I don't like two things:
1) Fuel Block Size/consumption. If the math sucks to have 10 blocks per hour because you don't/can't/won't do ticks on 6 minutes, shame on you. This introduces better variance and solves problems like sov bonuses and the one below:
2) Faction Towers. I haven't stood one of these up in a while, but you are talking about something that costs (as far as I can tell) about 2x the cost of a standard tower, and the big bonus is that it burns less fuel, which means the cost is recouped at some point. So now, you want to make them have a larger fuel bay? This is stupid. Reduce the size of the block and adjust your tick counts to burn a block every 6 minutes on standard towers, and 10 minutes on Faction Towers. Done (although the math might need work to keep Faction Towers inline with Sov bonuses).
Initially I had issues with the blocks being racially structured, but then I realized that keeping the isotopes separate makes a huge hauling/logistics mess stay in place. Maybe the trick is to have the racial blocks, but not integrate the Ozone and Heavy Water so the CPU/PG fluctuations can still be accounted for?
I fully endorse this with the exception that i think the simplest solution is still pellet granularity. |

Evanda Char
Re-Awakened Technologies Inc
2
|
Posted - 2011.11.08 02:24:00 -
[594] - Quote
I must be missing something. There seems to be a slight adjustment in the amount of materials, but an extra step in producing the fuel which tends to mean more hauling. And without the faction tower fuel reduction, and the ability to drop fuel consumption by leaving grid/cpu unused, that means even more hauling... The maths is simpler once you've got the blocks but I have a tool for that.
What am I not seeing that has everyone happy? |

Mary Mercer
King Wholesaling
6
|
Posted - 2011.11.08 02:25:00 -
[595] - Quote
Clama wrote:Could we please have a fuel bonus for Faction tower.
http://www.youtube.com/watch?v=M5QGkOGZubQ |

Tony Ritz
Science and Trade Institute Caldari State
0
|
Posted - 2011.11.08 02:26:00 -
[596] - Quote
http://www.youtube.com/watch?v=paw_2EJBzFs&NR=1
|

Entity
X-Factor Industries Synthetic Existence
60
|
Posted - 2011.11.08 02:27:00 -
[597] - Quote
Evanda Char wrote:I must be missing something. There seems to be a slight adjustment in the amount of materials, but an extra step in producing the fuel which tends to mean more hauling. And without the faction tower fuel reduction, and the ability to drop fuel consumption by leaving grid/cpu unused, that means even more hauling... The maths is simpler once you've got the blocks but I have a tool for that.
What am I not seeing that has everyone happy?
The fact you can be lazy now and have people that actually want to bother producing the fuel bother with that while you just buy the cubes off the market, I guess? GòªGûæGûæGûæGûæGûæGûæGòæGûæGûæGûæGòöGòùGûæGòæGûæGòæGûæGòöGòùGûæGòªGòæGûæGòöGòùGòöGòªGòùGòöGòù GòæGûæGòöGòùGòöGòùGòöGòúGûæGòöGòùGòáGûæGûæGòáGûæGòáGòùGòáGò¥GûæGòæGòáGûæGòáGò¥GòæGòæGòæGòÜGòù Gò¬GòÉGòÜGò¥GòæGûæGòÜGò¥GûæGòÜGò¥GòæGûæGûæGòÜGò¥GòæGòæGòÜGò¥GûæGò¬GòÜGò¥GòÜGò¥GòæGûæGòæGòÜGò¥ Got Item? | [topic=6504]EVE API?[/topic] | [topic=6501]Cache?[/topic] |

Gevlin
SMANews.net SpaceMonkey's Alliance
24
|
Posted - 2011.11.08 02:27:00 -
[598] - Quote
Would be nice though to be able to be also to fuel the tower the old fashion way as some times you are just rying to gab components from corners of the Constilation to keep the POS running and may want to skip the production process. I agree with several people: CCP needs to focus most of eve's recources on FIS, but the development of WIS still needs to continue, just as a slower and more efficient pace. In eve I wish to be more than just a machine. |

Evanda Char
Re-Awakened Technologies Inc
3
|
Posted - 2011.11.08 02:32:00 -
[599] - Quote
Entity wrote:Evanda Char wrote:I must be missing something. There seems to be a slight adjustment in the amount of materials, but an extra step in producing the fuel which tends to mean more hauling. And without the faction tower fuel reduction, and the ability to drop fuel consumption by leaving grid/cpu unused, that means even more hauling... The maths is simpler once you've got the blocks but I have a tool for that.
What am I not seeing that has everyone happy? The fact you can be lazy now and have people that actually want to bother producing the fuel bother with that while you just buy the cubes off the market, I guess?
And if I don't want to be lazy I get to play "fun with the build queues I built my tower to get past in the first place"...? |

Scrapyard Bob
EVE University Ivy League
308
|
Posted - 2011.11.08 02:33:00 -
[600] - Quote
Evanda Char wrote:I must be missing something. There seems to be a slight adjustment in the amount of materials, but an extra step in producing the fuel which tends to mean more hauling. And without the faction tower fuel reduction, and the ability to drop fuel consumption by leaving grid/cpu unused, that means even more hauling... The maths is simpler once you've got the blocks but I have a tool for that.
What am I not seeing that has everyone happy?
Being able to just have one central stockpile of the raw materials hooked up to a factory line with the BPO. Combined with being able to fill an industrial ship with just fuel pellets to the brim and visit a few towers, filling them up to the brim without any tedious track of of which tower uses what amounts per hour. Just drag-n-drop until you run out of pellets and have to go back for more.
For anyone who fuels more then a handful of towers, the second part of that paragraph is where the joy will come from.
|
|

Pfaeron
Imperial Academy Amarr Empire
0
|
Posted - 2011.11.08 02:39:00 -
[601] - Quote
To build fuel pellets for 28 days for 25 large towers takes around 116 days. Obviously that wont' work...
To get that down to a more reasonable number... building 28 days of fuel for 25 large towers in say.. 2 days?.. yeah. that more like the time investment I'd be interested in ... sounds better.. would require 58 production lines running in parallel.. you've got to be joking!
I am not thrilled. Why build time shouldn't be ... right-click.. convert to pos-pellets.. done like.. 0 time and does not require a damned factory @ all..
I don't understand why more inconvenience = fun?
|

Icarus Helia
Fine Goods for Fine Gentlemen
3
|
Posted - 2011.11.08 02:42:00 -
[602] - Quote
Evanda Char wrote:Entity wrote:Evanda Char wrote:I must be missing something. There seems to be a slight adjustment in the amount of materials, but an extra step in producing the fuel which tends to mean more hauling. And without the faction tower fuel reduction, and the ability to drop fuel consumption by leaving grid/cpu unused, that means even more hauling... The maths is simpler once you've got the blocks but I have a tool for that.
What am I not seeing that has everyone happy? The fact you can be lazy now and have people that actually want to bother producing the fuel bother with that while you just buy the cubes off the market, I guess? And if I don't want to be lazy I get to play "fun with the build queues I built my tower to get past in the first place"...?
the new onlining times aren't bad and it takes only a day to make fuel for 1 tower. if it costs you more - charge more.
for anyone with more than one or two towers this new system will be a godsend. As I've said before - don't pee in the cheerios just because you don't like them.
I have to fuel a tower in W-space which will be arguably more difficult than any highsec pos to fuel with this new system, and cant fathom how people are panicking this badly. the only fix is maybe separate LO/HW and proper fuel bonus for faction towers |

sukee tsayah
Southern Cross Empire Flying Dangerous
0
|
Posted - 2011.11.08 02:45:00 -
[603] - Quote
I've never posted before in these forums, and may never again, but I still want to make my voice heard on behalf of many, many new players.
Let me preface this post with the fact that I'm someone whose EVE career consists of:
1) PVPing 2) training new players to PVP 3) producing POS fuel to make isk to PVP with
I have to ask a question of CCP: Why are you trying to push new players into high sec territory?
FACT: Most players who quit the game in their first two months have NOT spent much time outside of high sec. FACT: Most players who find PVP learn that they really love to do it.
Let me explain to all of you how a new player's experience is like (in order); since most of you can't remember:
1) they join the game and find that many aspects of it are cool, and many aspects of it they don't care so much for 2) they realize that in order to participate in those aspects that they enjoy, they're going to need isk...and lots of it 3) they realize that they can either:
a) spend every minute of the day mission running/ratting in high sec to get the isk they need b) get their isk through means that allow them to actually enjoy their time playing the game
You see what I'm trying to get at. 90% of the pilots that I recruit/train quickly realize that one of the best ways to make isk in lowsec/nullsec is to produce POS fuel through planetary interaction. WHY? Because it doesn't require multiple hours of work a day and it doesn't require months of training before they can get into it. It's also something they can do on their own.
Producing POS fuel for a newb does not amount to much isk. It actually amounts to not much but a stable and modest income that is usually just enough for them to get into some t1 cruisers and BCs, and continue to learn to enjoy the game. That usually leads to that player not quitting and sometimes becoming a long term EVE player (customer).
The steps that CCP has recently taken: the announcement of DUST (which actually sounds cool if it can be properly managed); the announcement of custom offices that HAVE to be anchored and can be attacked; and this latest announcement, which is nothing but a complete nerf on robotics and other POS fuel, is being interpreted (with good cause) by these new players as nothing but a direct, frontal attack on them. CCP is effectively telling new players that they should go back to high sec and learn to play there, and that there's very little room for them in lowsec/null sec.
As a player who really enjoys training new pilots and who enjoys watching new players become accomplished PVPers, I just had to pipe in and explain to you how much this screws over new players trying to learn and enjoy the game in lowsec/null sec.
For more experienced players, this is obviously not a big deal. We all either have so much isk or have so many different ways of making isk, that this change will barely impact our wallets. For those new players, it effectively ends their life outside of high sec for the foreseeable future...which usually leads them to quitting the game.
Well done CCP? 
signed,
disappointed sukee |

Raid'En
Apprentice Innovations
100
|
Posted - 2011.11.08 02:52:00 -
[604] - Quote
Momoro wrote: 2. Do not include liquid ozone / heavy water in the blocks. Keep that separate for now due to economic issues)
i'm extremaly against this idea. if you don't include everything, the block idea lose most if it's sense. the goal is to make things easier. if part of it is inside and part is not, it would be a hassle, maybe even more than before...
as i said before, i'm mostly for adding these at less than 100% value, and at a volume way smaller. |

Icarus Helia
Fine Goods for Fine Gentlemen
3
|
Posted - 2011.11.08 02:54:00 -
[605] - Quote
sukee tsayah wrote:I've never posted before in these forums, and may never again, but I still want to make my voice heard on behalf of many, many new players. Let me preface this post with the fact that I'm someone whose EVE career consists of: 1) PVPing 2) training new players to PVP 3) producing POS fuel to make isk to PVP with I have to ask a question of CCP: Why are you trying to push new players into high sec territory?FACT: Most players who quit the game in their first two months have NOT spent much time outside of high sec. FACT: Most players who find PVP learn that they really love to do it. Let me explain to all of you how a new player's experience is like (in order); since most of you can't remember: 1) they join the game and find that many aspects of it are cool, and many aspects of it they don't care so much for 2) they realize that in order to participate in those aspects that they enjoy, they're going to need isk...and lots of it 3) they realize that they can either: a) spend every minute of the day mission running/ratting in high sec to get the isk they need b) get their isk through means that allow them to actually enjoy their time playing the game You see what I'm trying to get at. 90% of the pilots that I recruit/train quickly realize that one of the best ways to make isk in lowsec/nullsec is to produce POS fuel through planetary interaction. WHY? Because it doesn't require multiple hours of work a day and it doesn't require months of training before they can get into it. It's also something they can do on their own. Producing POS fuel for a newb does not amount to much isk. It actually amounts to not much but a stable and modest income that is usually just enough for them to get into some t1 cruisers and BCs, and continue to learn to enjoy the game. That usually leads to that player not quitting and sometimes becoming a long term EVE player (customer). The steps that CCP has recently taken: the announcement of DUST (which actually sounds cool if it can be properly managed); the announcement of custom offices that HAVE to be anchored and can be attacked; and this latest announcement, which is nothing but a complete nerf on robotics and other POS fuel, is being interpreted (with good cause) by these new players as nothing but a direct, frontal attack on them. CCP is effectively telling new players that they should go back to high sec and learn to play there, and that there's very little room for them in lowsec/null sec. As a player who really enjoys training new pilots and who enjoys watching new players become accomplished PVPers, I just had to pipe in and explain to you how much this screws over new players trying to learn and enjoy the game in lowsec/null sec. For more experienced players, this is obviously not a big deal. We all either have so much isk or have so many different ways of making isk, that this change will barely impact our wallets. For those new players, it effectively ends their life outside of high sec for the foreseeable future...which usually leads them to quitting the game. Well done CCP?  signed, disappointed sukee
there are many better ways to make isk than pos fuel. station trading on an alt comes to mind, and so do low class wormholes. try to remember that until relatively recently, PI didn't exist, so nerfing it isn't really a big deal imo. Also, if your corp cant afford to give some noobs t1 cruisers as long as they use them responsibly, then i suggest you look for a better source of income as well....
|

I'm Down
Bad Teachers
0
|
Posted - 2011.11.08 02:55:00 -
[606] - Quote
Call me crazy, but couldn't you just change the tower Consumption timer on faction towers and Sov holding towers to reduce fuel cost?
So 1 hr base.
1 hr, 7m 30s for a tier 1 tower
1 hr 15m for a tier 2 tower
Sov bonus + 10 minutes.
I mean, towers all have random timers anyways, so it's not like the server syncs up timers to check the entire server at the same time. So this sort of change shouldn't have any impact on game performance if all your code has to recognize is what type of tower is it, and how much time is the consumption timer increased by.
Seems like a pretty easy solution to a problem you blew out of proportion. |

sukee tsayah
Southern Cross Empire Flying Dangerous
2
|
Posted - 2011.11.08 02:59:00 -
[607] - Quote
Icarus Helia wrote: there are many better ways to make isk than pos fuel. station trading on an alt comes to mind, and so do low class wormholes. try to remember that until relatively recently, PI didn't exist, so nerfing it isn't really a big deal imo. Also, if your corp cant afford to give some noobs t1 cruisers as long as they use them responsibly, then i suggest you look for a better source of income as well....
Really? Cause you see new players in wormholes all the time! And yeah, newbs are so good at knowing EVE market trends too 
And yes, we give our newbs t1 cruisers. That's how we train them. But they quickly move to BCs if they continue flying with us.
|

Sara Nomiya
School of Applied Knowledge Caldari State
0
|
Posted - 2011.11.08 03:02:00 -
[608] - Quote
Scrapyard Bob wrote:Approximate POS fuel costs per 30 days right now:
Amarr: 136 / 213 / 366 Caldari: 140 / 220 / 381 Gallente: 176 / 291 / 523 Minmatar: 139 / 217 / 375
Estimated costs after the fuel pellets get introduced:
Amarr: 87 / 171 / 341 Caldari: 90 / 178 / 354 Gallente: 122 / 241 / 480 Minmatar: 89 / 175 / 348
Cause this would be based on current market prices?
At the same time this changes we will have the PI swap around too so expect prices on those components to rise.
Also this will have a great effect on the LO and HW market too as their use will drop (and possibly price too)
I was quiet happy with the extra use of LO & HW if you had lots of stuff online ... it was like most other things in Eve ... if you wanted their extra benefits then there was a cost involved.
And Faction Towers still need to have some noticeable cost advantage for having forked out that extra hard earned isk ! No one's gonna be happy with their extra 1.5 bill investment now only meaning they don't have to feed them as much. Sure they may have a tad extra HPs tho with all the new higher DPS ships (and the proliferation of Caps) these days that still doesn't count for much when someone wants to remove ur Shield hehe
The main reason to buy a Faction POS Tower was the fuel cost savings... I'm sure they still get fed as often just maybe not as much each time. |

TorTorden
NorCorp Enterprise No Holes Barred
2
|
Posted - 2011.11.08 03:04:00 -
[609] - Quote
I'm Down wrote:Call me crazy, but couldn't you just change the tower Consumption timer on faction towers and Sov holding towers to reduce fuel cost?
So 1 hr base.
1 hr, 7m 30s for a tier 1 tower
1 hr 15m for a tier 2 tower
Sov bonus + 10 minutes.
I mean, towers all have random timers anyways, so it's not like the server syncs up timers to check the entire server at the same time. So this sort of change shouldn't have any impact on game performance if all your code has to recognize is what type of tower is it, and how much time is the consumption timer increased by.
Seems like a pretty easy solution to a problem you blew out of proportion.
1 I mentioned why not earlier, CCP made pos's in a way that if they do this then the entire pos will run on that timer, moon miners will mine with a 1 hr 7 minute cycle, reactors will process at 1 hr 7 minutes etc etc.
2 the timers aren't random at all, they are in the api (state time I believe), it's just not visible anywhere else. This timestamp is when the tower will run a cycle, consume x fuel, produce x moon mins, react x from silos etc etc. So changing this timer will make the tower less productive at exactly same rate as the bonus. |

Zircon Dasher
Zirconia Trade Group
13
|
Posted - 2011.11.08 03:05:00 -
[610] - Quote
sukee tsayah wrote:I've never posted before in these forums, and may never again, but I still want to make my voice heard on behalf of many, many new players. Let me preface this post with the fact that I'm someone whose EVE career consists of: 1) PVPing 2) training new players to PVP 3) producing POS fuel to make isk to PVP with I have to ask a question of CCP: Why are you trying to push new players into high sec territory?FACT: Most players who quit the game in their first two months have NOT spent much time outside of high sec. FACT: Most players who find PVP learn that they really love to do it. Let me explain to all of you how a new player's experience is like (in order); since most of you can't remember: 1) they join the game and find that many aspects of it are cool, and many aspects of it they don't care so much for 2) they realize that in order to participate in those aspects that they enjoy, they're going to need isk...and lots of it 3) they realize that they can either: a) spend every minute of the day mission running/ratting in high sec to get the isk they need b) get their isk through means that allow them to actually enjoy their time playing the game You see what I'm trying to get at. 90% of the pilots that I recruit/train quickly realize that one of the best ways to make isk in lowsec/nullsec is to produce POS fuel through planetary interaction. WHY? Because it doesn't require multiple hours of work a day and it doesn't require months of training before they can get into it. It's also something they can do on their own. Producing POS fuel for a newb does not amount to much isk. It actually amounts to not much but a stable and modest income that is usually just enough for them to get into some t1 cruisers and BCs, and continue to learn to enjoy the game. That usually leads to that player not quitting and sometimes becoming a long term EVE player (customer). The steps that CCP has recently taken: the announcement of DUST (which actually sounds cool if it can be properly managed); the announcement of custom offices that HAVE to be anchored and can be attacked; and this latest announcement, which is nothing but a complete nerf on robotics and other POS fuel, is being interpreted (with good cause) by these new players as nothing but a direct, frontal attack on them. CCP is effectively telling new players that they should go back to high sec and learn to play there, and that there's very little room for them in lowsec/null sec. As a player who really enjoys training new pilots and who enjoys watching new players become accomplished PVPers, I just had to pipe in and explain to you how much this screws over new players trying to learn and enjoy the game in lowsec/null sec. For more experienced players, this is obviously not a big deal. We all either have so much isk or have so many different ways of making isk, that this change will barely impact our wallets. For those new players, it effectively ends their life outside of high sec for the foreseeable future...which usually leads them to quitting the game. Well done CCP?  signed, disappointed sukee
TLDR:
This expansion hurts children
CCP- Think of the children! |
|

Mary Mercer
King Wholesaling
6
|
Posted - 2011.11.08 03:06:00 -
[611] - Quote
Pfaeron wrote:To build fuel pellets for 28 days for 25 large towers takes around 116 days. Obviously that wont' work...
To get that down to a more reasonable number... building 28 days of fuel for 25 large towers in say.. 2 days?.. yeah. that more like the time investment I'd be interested in ... sounds better.. would require 58 production lines running in parallel.. you've got to be joking!
I am not thrilled. Why build time shouldn't be ... right-click.. convert to pos-pellets.. done like.. 0 time and does not require a damned factory @ all..
I don't understand why more inconvenience = fun?
Oh my goodness are you kidding me? The large POS is not intended to be a one man operation. While I realize it could be up to this point I highly disagree with the mind set that it was made to be run by one character.
You can build 24 blocks per hour (4 every 10 minutes = 6 cycles per hour = 24/h). That means that one builder running 1 line can fuel 6 large towers non-stop. 1 builder running 10 lines can handle 60 towers.
This of course assumes that you do not use an ammo assembly array. In which case you have a .75 time bonus and thus you can build 24 blocks in 45 minutes. In this case you build 32 blocks per hour or are capable of fueling 8 pos's per single line of building, or a full 10 lines can produce enough for 80 towers. This of course does not take into consideration your skills which should further reduce build time.
I think this stuff is building too fast as it is. This is a great opportunity to start another industry in Eve Online.
If you're going to complain about something, how about complaining about the size of the ammunition assembly array? The damn capacity on that thing is far too small to be reasonable for the mats it is expects to handle. Bump that thing up a ways. It's even too small for building a decent amount of ammunition at this point. Yeah coming out the stuff is compressed to hell but going in it just does not hold enough to be usable.
http://www.youtube.com/watch?v=fLrpBLDWyCI&feature=related |

Icarus Helia
Fine Goods for Fine Gentlemen
4
|
Posted - 2011.11.08 03:07:00 -
[612] - Quote
sukee tsayah wrote:Icarus Helia wrote: there are many better ways to make isk than pos fuel. station trading on an alt comes to mind, and so do low class wormholes. try to remember that until relatively recently, PI didn't exist, so nerfing it isn't really a big deal imo. Also, if your corp cant afford to give some noobs t1 cruisers as long as they use them responsibly, then i suggest you look for a better source of income as well....
Really? Cause you see new players in wormholes all the time! And yeah, newbs are so good at knowing EVE market trends too  And yes, we give our newbs t1 cruisers. That's how we train them. But they quickly move to BCs if they continue flying with us.
half decent drake can run class 1 wormholes with ease. harby too. probably cane,and i would hope myrm.
trading doesn't require market trend insight, setup cheap buy orders, sell it higher.
ratting is good isk in null - doable in drake.
just because your favorite isk source is getting very slightly nerfed doesn't mean it is the end of the world. people will still need robotics in probably the same amounts because the vast majority permanent of towers are large |

Zircon Dasher
Zirconia Trade Group
13
|
Posted - 2011.11.08 03:09:00 -
[613] - Quote
Sara Nomiya wrote: And Faction Towers still need to have some noticeable cost advantage for having forked out that extra hard earned isk ! No one's gonna be happy with their extra 1.5 bill investment now only meaning they don't have to feed them as much. Sure they may have a tad extra HPs tho with all the new higher DPS ships (and the proliferation of Caps) these days that still doesn't count for much when someone wants to remove ur Shield hehe
The main reason to buy a Faction POS Tower was the fuel cost savings... I'm sure they still get fed as often just maybe not as much each time.
Investments always go up in value amirite |

Sara Nomiya
School of Applied Knowledge Caldari State
1
|
Posted - 2011.11.08 03:10:00 -
[614] - Quote
I'm Down wrote:Call me crazy, but couldn't you just change the tower Consumption timer on faction towers and Sov holding towers to reduce fuel cost?
So 1 hr base.
1 hr, 7m 30s for a tier 1 tower
1 hr 15m for a tier 2 tower
Sov bonus + 10 minutes.
I mean, towers all have random timers anyways, so it's not like the server syncs up timers to check the entire server at the same time. So this sort of change shouldn't have any impact on game performance if all your code has to recognize is what type of tower is it, and how much time is the consumption timer increased by.
Seems like a pretty easy solution to a problem you blew out of proportion.
Structures in Eve works on a 1 hour cycle so it would get messy trying to have a different cycle for calculating POS fuel as opposed to calculating production ... unless you want all ya reactions to run slower too ?!
The staggering of when each POS ticks over is based on when it was initially onlined and works better as the whole server node isn't all calculating everyone's POS updates at the same time. It's much easier to change quantities per cycle than cycle length ... and as many said Eve players aren't afraid of bigger numbers if needed. |

Elzon1
Shadow Boys Corp Bloodbound.
1
|
Posted - 2011.11.08 03:10:00 -
[615] - Quote
CCP Greyscale wrote:The CPU and Power load will no longer have any impact on your fuel needs - all towers now need the same amount of fuel, regardless of configuration
SO, jump bridges no longer consume fuel? Logistics just got easier  |

TorTorden
NorCorp Enterprise No Holes Barred
3
|
Posted - 2011.11.08 03:10:00 -
[616] - Quote
Mary Mercer wrote:
Oh my goodness are you kidding me? The large POS is not intended to be a one man operation. While I realize it could be up to this point I highly disagree with the mind set that it was made to be run by one character.
You obviously havent been working a lot with pos's, no matter how large you are 99% of the time the pos networks gets dumped on one poor bastards head. |

sukee tsayah
Southern Cross Empire Flying Dangerous
2
|
Posted - 2011.11.08 03:11:00 -
[617] - Quote
Icarus Helia wrote: just because your favorite isk source is getting very slightly nerfed doesn't mean it is the end of the world. people will still need robotics in probably the same amounts because the vast majority permanent of towers are large
No offense dude, but you don't know what you're talking about. This last change is the one that impacts new players the least. The COs change is really the one that does them in. I didn't comment before because it was just one or two instances of this. Now it's becoming a trend. |

Mary Mercer
King Wholesaling
6
|
Posted - 2011.11.08 03:15:00 -
[618] - Quote
sukee tsayah wrote:Icarus Helia wrote: there are many better ways to make isk than pos fuel. station trading on an alt comes to mind, and so do low class wormholes. try to remember that until relatively recently, PI didn't exist, so nerfing it isn't really a big deal imo. Also, if your corp cant afford to give some noobs t1 cruisers as long as they use them responsibly, then i suggest you look for a better source of income as well....
Really? Cause you see new players in wormholes all the time! And yeah, newbs are so good at knowing EVE market trends too  And yes, we give our newbs t1 cruisers. That's how we train them. But they quickly move to BCs if they continue flying with us.
Try getting some indi pilots in your corp and protect them rather than blowing them up. They would probably happily pull ores and build your BC's and BS's for you at a far reduced rate if you have any clue what you're when it comes to keeping them safe.
Not to mention, a mining op makes good bait for pvpers. That is if you can find a big enough fleet of them without ADHD to actually protect the fleet. most of them can't sit in the same system or on the same gate for more than 3 or 4 minutes. |

sukee tsayah
Southern Cross Empire Flying Dangerous
2
|
Posted - 2011.11.08 03:18:00 -
[619] - Quote
Zircon Dasher wrote:
TLDR:
This expansion hurts children
CCP- Think of the children!
I don't troll forums enough to know what TLDR means, but if you mean "this expansion hurts new players" then yes, yes it does. That's the whole point of my post.
Honestly, all you experienced and old players have no reason to hate this expansion. I get it. Your POSs are now cheaper to fuel. duh! I wouldn't expect you to hate it. Again, it's the new guys that are the ones that are hurt. Not you.
|

Mary Mercer
King Wholesaling
7
|
Posted - 2011.11.08 03:18:00 -
[620] - Quote
TorTorden wrote:Mary Mercer wrote:
Oh my goodness are you kidding me? The large POS is not intended to be a one man operation. While I realize it could be up to this point I highly disagree with the mind set that it was made to be run by one character.
You obviously havent been working a lot with pos's, no matter how large you are 99% of the time the pos networks gets dumped on one poor bastards head.
Fueling it does. but not funding that fuel. There is nothing here that affects that fact. |
|

Sara Nomiya
School of Applied Knowledge Caldari State
2
|
Posted - 2011.11.08 03:18:00 -
[621] - Quote
Zircon Dasher wrote:
Investments always go up in value amirite
Not always hehe Current real world economics will show that sometimes the value of what you invest can disappear overnight ... and that makes everyone really happy 
Faction tower investments are like box seats brought early for a season of ya favourite sport. Sure they may be a bit more expensive tho ur happy to pay that cause you don't have to squeeze your way thru the huge crowd to get to your more comfy sheltered seat. Imagine paying for those seats then someone took the box away and swapped the seats for normal plastic ones ?! |

Zircon Dasher
Zirconia Trade Group
13
|
Posted - 2011.11.08 03:19:00 -
[622] - Quote
sukee tsayah wrote:Icarus Helia wrote: just because your favorite isk source is getting very slightly nerfed doesn't mean it is the end of the world. people will still need robotics in probably the same amounts because the vast majority permanent of towers are large
No offense dude, but you don't know what you're talking about. This last change is the one that impacts new players the least. The COs change is really the one that does them in..
In his defense you listed 3 "attacks" on noobs. Only the 3rd (last) had anything to do with POS and fuel pellets directly.
Since this thread is about POS and fuel pellets, maybe you should have made your first forum post in a thread about CO changes?
Your new to forums so its understandable you got lost. |

sukee tsayah
Southern Cross Empire Flying Dangerous
2
|
Posted - 2011.11.08 03:20:00 -
[623] - Quote
Mary Mercer wrote:Try getting some indi pilots in your corp and protect them rather than blowing them up. They would probably happily pull ores and build your BC's and BS's for you at a far reduced rate if you have any clue what you're when it comes to keeping them safe.
Not to mention, a mining op makes good bait for pvpers. That is if you can find a big enough fleet of them without ADHD to actually protect the fleet. most of them can't sit in the same system or on the same gate for more than 3 or 4 minutes.
This is exactly what I'm talking about. You're telling a new player to change the way they play or quit the game. Trust me, CCP does not win very often in that game of chicken. |

Mary Mercer
King Wholesaling
7
|
Posted - 2011.11.08 03:20:00 -
[624] - Quote
sukee tsayah wrote:Zircon Dasher wrote:
TLDR:
This expansion hurts children
CCP- Think of the children!
I don't troll forums enough to know what TLDR means, but if you mean "this expansion hurts new players" then yes, yes it does. That's the whole point of my post. Honestly, all you experienced and old players have no reason to hate this expansion. I get it. Your POSs are now cheaper to fuel. duh! I wouldn't expect you to hate it. Again, it's the new guys that are the ones that are hurt. Not you.
Hey... Teach them to build fuel blocks... Eh? How about that? :) |

TorTorden
NorCorp Enterprise No Holes Barred
4
|
Posted - 2011.11.08 03:21:00 -
[625] - Quote
sukee tsayah wrote:Zircon Dasher wrote:
TLDR:
This expansion hurts children
CCP- Think of the children!
I don't troll forums enough to know what TLDR means, but if you mean "this expansion hurts new players" then yes, yes it does. That's the whole point of my post. Honestly, all you experienced and old players have no reason to hate this expansion. I get it. Your POSs are now cheaper to fuel. duh! I wouldn't expect you to hate it. Again, it's the new guys that are the ones that are hurt. Not you.
I googled it once, It's a short hand for Too Long Did Not Read 
|

sukee tsayah
Southern Cross Empire Flying Dangerous
2
|
Posted - 2011.11.08 03:22:00 -
[626] - Quote
Zircon Dasher wrote:sukee tsayah wrote:Icarus Helia wrote: just because your favorite isk source is getting very slightly nerfed doesn't mean it is the end of the world. people will still need robotics in probably the same amounts because the vast majority permanent of towers are large
No offense dude, but you don't know what you're talking about. This last change is the one that impacts new players the least. The COs change is really the one that does them in.. In his defense you listed 3 "attacks" on noobs. Only the 3rd (last) had anything to do with POS and fuel pellets directly. Since this thread is about POS and fuel pellets, maybe you should have made your first forum post in a thread about CO changes? Your new to forums so its understandable you got lost.
Did you miss the rest of my post when I referenced the fact that 3 instances of something usually constitutes a TREND? Do you disagree that all 3 of the changes I listed directly impact a new player's ability to make isk through producing POS fuel? |

Mary Mercer
King Wholesaling
7
|
Posted - 2011.11.08 03:23:00 -
[627] - Quote
sukee tsayah wrote:Mary Mercer wrote:Try getting some indi pilots in your corp and protect them rather than blowing them up. They would probably happily pull ores and build your BC's and BS's for you at a far reduced rate if you have any clue what you're when it comes to keeping them safe.
Not to mention, a mining op makes good bait for pvpers. That is if you can find a big enough fleet of them without ADHD to actually protect the fleet. most of them can't sit in the same system or on the same gate for more than 3 or 4 minutes. This is exactly what I'm talking about. You're telling a new player to change the way they play or quit the game. Trust me, CCP does not win very often in that game of chicken.
My bad, you're right. Lets alter the game for each individual new and old player. It makes much more sense to adapt the game to each player than the to adapt the players to the game.
You must be American.
^^^ You can take that any way you like  |

sukee tsayah
Southern Cross Empire Flying Dangerous
2
|
Posted - 2011.11.08 03:24:00 -
[628] - Quote
TorTorden wrote:I googled it once, It's a short hand for Too Long Did Not Read 
Haha, fair enough. I can't disagree with that :) |

Evanda Char
Re-Awakened Technologies Inc
3
|
Posted - 2011.11.08 03:26:00 -
[629] - Quote
Icarus Helia wrote:Evanda Char wrote:Entity wrote:Evanda Char wrote:I must be missing something. There seems to be a slight adjustment in the amount of materials, but an extra step in producing the fuel which tends to mean more hauling. And without the faction tower fuel reduction, and the ability to drop fuel consumption by leaving grid/cpu unused, that means even more hauling... The maths is simpler once you've got the blocks but I have a tool for that.
What am I not seeing that has everyone happy? The fact you can be lazy now and have people that actually want to bother producing the fuel bother with that while you just buy the cubes off the market, I guess? And if I don't want to be lazy I get to play "fun with the build queues I built my tower to get past in the first place"...? the new onlining times aren't bad and it takes only a day to make fuel for 1 tower. if it costs you more - charge more. for anyone with more than one or two towers this new system will be a godsend. As I've said before - don't pee in the cheerios just because you don't like them. I have to fuel a tower in W-space which will be arguably more difficult than any highsec pos to fuel with this new system, and cant fathom how people are panicking this badly. the only fix is maybe separate LO/HW and proper fuel bonus for faction towers
I'm neither panicking nor urinating in anything, just giving my feedback: the extra day's production time in the fuelling process, the extra amount in fuel cost and most particularly the extra hauling are not filling me with joy. |

sukee tsayah
Southern Cross Empire Flying Dangerous
5
|
Posted - 2011.11.08 03:28:00 -
[630] - Quote
Mary Mercer wrote:My bad, you're right. Lets alter the game for each individual new and old player. It makes much more sense to adapt the game to each player than the to adapt the players to the game. You must be American. ^^^ You can take that any way you like 
I guess you missed my point. I'm not asking CCP to change anything. Actually I'm asking them to stop meddling so much with the market. Supply and Demand rules takes care of the market.
You must not be a free market "laissez faire" capitalist.
^^^ You can take that any way you like 
|
|

sukee tsayah
Southern Cross Empire Flying Dangerous
5
|
Posted - 2011.11.08 03:29:00 -
[631] - Quote
Mary Mercer wrote:sukee tsayah wrote:Zircon Dasher wrote:
TLDR:
This expansion hurts children
CCP- Think of the children!
I don't troll forums enough to know what TLDR means, but if you mean "this expansion hurts new players" then yes, yes it does. That's the whole point of my post. Honestly, all you experienced and old players have no reason to hate this expansion. I get it. Your POSs are now cheaper to fuel. duh! I wouldn't expect you to hate it. Again, it's the new guys that are the ones that are hurt. Not you. Hey... Teach them to build fuel blocks... Eh? How about that? :)
If I tell them that, they'll quit. It's like telling them: "go rat in high sec for 6 hours a day"
same result. |

Icarus Helia
Fine Goods for Fine Gentlemen
5
|
Posted - 2011.11.08 03:29:00 -
[632] - Quote
sukee tsayah wrote:Icarus Helia wrote: just because your favorite isk source is getting very slightly nerfed doesn't mean it is the end of the world. people will still need robotics in probably the same amounts because the vast majority permanent of towers are large
No offense dude, but you don't know what you're talking about. This last change is the one that impacts new players the least. The COs change is really the one that does them in. I didn't comment before because it was just one or two instances of this. Now it's becoming a trend. Oh and cmon, PI makes up maybe 5% of my income. I'm thinking of the new players that I train on a daily basis. You obviously forget what it was like when you were new to the game.
the customs office change - ok fine, I forgot about that - but realistically, that will stabilize and frankly the corp should be providing CO's too...
I also wouldn't expect them to be any more fragile than a POS, and certainly less interesting as a target to anyone who hasnt already ousted you anyway, so unless you plan to rip off your noobs i wouldn't worry too much about it after the initial setup. |

TorTorden
NorCorp Enterprise No Holes Barred
5
|
Posted - 2011.11.08 03:31:00 -
[633] - Quote
sukee tsayah wrote:I guess you missed my point. I'm not asking CCP to change anything. Actually I'm asking them to stop meddling so much with the market. Supply and Demand rules takes care of the market. You must not be a free market "laissez faire" capitalist. ^^^ You can take that any way you like 
I think "Not too meddle with the market" has been one of the reasons so many things have been left broken for 6 years. |

Mary Mercer
King Wholesaling
7
|
Posted - 2011.11.08 03:31:00 -
[634] - Quote
sukee tsayah wrote:Mary Mercer wrote:
Hey... Teach them to build fuel blocks... Eh? How about that? :)
If I tell them that, they'll quit. It's like telling them: "go rat in high sec for 6 hours a day" same result.
*shrug. One less pirate to worry about it sounds like to me. |

sukee tsayah
Southern Cross Empire Flying Dangerous
5
|
Posted - 2011.11.08 03:34:00 -
[635] - Quote
TorTorden wrote:sukee tsayah wrote:I guess you missed my point. I'm not asking CCP to change anything. Actually I'm asking them to stop meddling so much with the market. Supply and Demand rules takes care of the market. You must not be a free market "laissez faire" capitalist. ^^^ You can take that any way you like  I think "Not too meddle with the market" has been one of the reasons so many things have been left broken for 6 years.
Spoken like a true "Big Brother".
How does making POS cheaper to fuel help everyone? It doesn't. It only helps the old, rich, experienced players. No one else.
And it directly hurts the new players.
|

sukee tsayah
Southern Cross Empire Flying Dangerous
5
|
Posted - 2011.11.08 03:35:00 -
[636] - Quote
Mary Mercer wrote:sukee tsayah wrote:Mary Mercer wrote:
Hey... Teach them to build fuel blocks... Eh? How about that? :)
If I tell them that, they'll quit. It's like telling them: "go rat in high sec for 6 hours a day" same result. *shrug. One less pirate to worry about it sounds like to me.
Yeah good luck with that strategy.
No game has ever survived by bleeding new subscriptions. Prove me wrong.
|

Icarus Helia
Fine Goods for Fine Gentlemen
5
|
Posted - 2011.11.08 03:39:00 -
[637] - Quote
Evanda Char wrote:Icarus Helia wrote:Evanda Char wrote:Entity wrote:Evanda Char wrote:I must be missing something. There seems to be a slight adjustment in the amount of materials, but an extra step in producing the fuel which tends to mean more hauling. And without the faction tower fuel reduction, and the ability to drop fuel consumption by leaving grid/cpu unused, that means even more hauling... The maths is simpler once you've got the blocks but I have a tool for that.
What am I not seeing that has everyone happy? The fact you can be lazy now and have people that actually want to bother producing the fuel bother with that while you just buy the cubes off the market, I guess? And if I don't want to be lazy I get to play "fun with the build queues I built my tower to get past in the first place"...? the new onlining times aren't bad and it takes only a day to make fuel for 1 tower. if it costs you more - charge more. for anyone with more than one or two towers this new system will be a godsend. As I've said before - don't pee in the cheerios just because you don't like them. I have to fuel a tower in W-space which will be arguably more difficult than any highsec pos to fuel with this new system, and cant fathom how people are panicking this badly. the only fix is maybe separate LO/HW and proper fuel bonus for faction towers I'm neither panicking nor urinating in anything, just giving my feedback: the extra day's production time in the fuelling process, the extra amount in fuel cost and most particularly the extra hauling are not filling me with joy.
I will admit that the extra day you have to run a low requirement module that can now be online and offlined in seconds may add some hassle to your lifestyle, but truthfully the entire process isn't any different in terms of isk, if anything it is a little cheaper. extra cost comes to you if you are willing to pay for the convenience of buying prefab pos fuel pellets, otherwise you will continue as previously. extra hauling shouldn't really be necessary, but in the interest of covering all bases - perhaps reducing the pellet size to a more average m3/hour at current levels ratio would quell the uprising? is it fair to assume that maybe 75% of the power and CPU available on any given tower are used, in terms of their fuel cost? take that average m3/hour fuel cost and translate that to the appropriate number of blocks, maybe a little smaller to compensate for the added raw material volume, however minimal it may be.
|

Mary Mercer
King Wholesaling
7
|
Posted - 2011.11.08 03:40:00 -
[638] - Quote
sukee tsayah wrote:Mary Mercer wrote:sukee tsayah wrote:Mary Mercer wrote:
Hey... Teach them to build fuel blocks... Eh? How about that? :)
If I tell them that, they'll quit. It's like telling them: "go rat in high sec for 6 hours a day" same result. *shrug. One less pirate to worry about it sounds like to me. Yeah good luck with that strategy. No game has ever survived by bleeding new subscriptions. Prove me wrong.
You don't need to please 12 million people and turn into the next WoW. Look at Everquest. The game was as much a time sink as Eve is and it's still being played today like 15 years after release or some crazy thing like that.
I'm happy to see some of this crap getting fixed finally and if they can make a new industry (Fuel block production) in the process, I say that is even better. |

sukee tsayah
Southern Cross Empire Flying Dangerous
5
|
Posted - 2011.11.08 03:44:00 -
[639] - Quote
Mary Mercer wrote:sukee tsayah wrote:Mary Mercer wrote:sukee tsayah wrote:Mary Mercer wrote:
Hey... Teach them to build fuel blocks... Eh? How about that? :)
If I tell them that, they'll quit. It's like telling them: "go rat in high sec for 6 hours a day" same result. *shrug. One less pirate to worry about it sounds like to me. Yeah good luck with that strategy. No game has ever survived by bleeding new subscriptions. Prove me wrong. You don't need to please 12 million people and turn into the next WoW. Look at Everquest. The game was as much a time sink as Eve is and it's still being played today like 15 years after release or some crazy thing like that. I'm happy to see some of this crap getting fixed finally and if they can make a new industry (Fuel block production) in the process, I say that is even better.
That's fine. But there's no reason that POS's fueled with fuel blocks should cost less to run than they did before. This is a backdoor tax on all new players who rely on PI to make a decent living.
And yes, you don't need to please 12 million people, but you do need to keep the experience of new players in mind when applying changes like this. Especially the ones that are most likely to become long term subscribers. |

Mary Mercer
King Wholesaling
8
|
Posted - 2011.11.08 03:45:00 -
[640] - Quote
Icarus Helia wrote:
I will admit that the extra day you have to run a low requirement module that can now be online and offlined in seconds may add some hassle to your lifestyle, but truthfully the entire process isn't any different in terms of isk, if anything it is a little cheaper. extra cost comes to you if you are willing to pay for the convenience of buying prefab pos fuel pellets, otherwise you will continue as previously. extra hauling shouldn't really be necessary, but in the interest of covering all bases - perhaps reducing the pellet size to a more average m3/hour at current levels ratio would quell the uprising? is it fair to assume that maybe 75% of the power and CPU available on any given tower are used, in terms of their fuel cost? take that average m3/hour fuel cost and translate that to the appropriate number of blocks, maybe a little smaller to compensate for the added raw material volume, however minimal it may be.
I don't think they need to change it. And to answer your question, maybe in low / null there is an average but I have times where one or the other is hardly used at all (cpu or power). The changes to fuel is going to slightly lower the demand on isotopes. Slightly. But it's going to increase the demand on both heavy water and liquid ozone. It's really not that big of an M3 change over all I don't think. (though I haven't taken the time to add it up atm. but it doesn't look like it is.) |
|

Zircon Dasher
Zirconia Trade Group
13
|
Posted - 2011.11.08 03:47:00 -
[641] - Quote
Sara Nomiya wrote:Zircon Dasher wrote:
Investments always go up in value amirite
Not always hehe Current real world economics will show that sometimes the value of what you invest can disappear overnight ... and that makes everyone really happy  Faction tower investments are like box seats brought early for a season of ya favourite sport. Sure they may be a bit more expensive tho ur happy to pay that cause you don't have to squeeze your way thru the huge crowd to get to your more comfy sheltered seat. Imagine paying for those seats then someone took the box away and swapped the seats for normal plastic ones  ?!
That analogy is terrible.
A better one is:
You bought a limited edition car that gets 150 mpg You paid the dealership a $100k premium for the car because 1)it would save you gas while you owned it and 2) the resale value in a year or two would be higher (or at least the same) because its fuel efficiency is soooo much higher than other cars.
Then the government raised the fuel efficiency standard for all vehicles to 150mpg.
I can understand being mad. Doesn't make that anger any less unjustifiable.
On the bright side- The government doesnt want to **** you off because it is an election year. You will probably keep your resale value. |

Icarus Helia
Fine Goods for Fine Gentlemen
6
|
Posted - 2011.11.08 03:48:00 -
[642] - Quote
sukee tsayah wrote:Mary Mercer wrote:sukee tsayah wrote:Mary Mercer wrote:sukee tsayah wrote:
If I tell them that, they'll quit. It's like telling them: "go rat in high sec for 6 hours a day"
same result.
*shrug. One less pirate to worry about it sounds like to me. Yeah good luck with that strategy. No game has ever survived by bleeding new subscriptions. Prove me wrong. You don't need to please 12 million people and turn into the next WoW. Look at Everquest. The game was as much a time sink as Eve is and it's still being played today like 15 years after release or some crazy thing like that. I'm happy to see some of this crap getting fixed finally and if they can make a new industry (Fuel block production) in the process, I say that is even better. That's fine. But there's no reason that POS's fueled with fuel blocks should cost less to run than they did before. This is a backdoor tax on all new players who rely on PI to make a decent living. And yes, you don't need to please 12 million people, but you do need to keep the experience of new players in mind when applying changes like this. Especially the ones that are most likely to become long term subscribers.
The only PI fuel being cut is robotics, and only on small/medium towers. it will not change things much, especially since robotics are an enormous pain in the butt to make, and not worth the effort when you could make just as much isk, easier, by just making more enriched uranium instead.
|

Ranger 1
Ranger Corp
212
|
Posted - 2011.11.08 03:51:00 -
[643] - Quote
Some observations:
1: A lot of people didn't read the whole blog.
2: A lot of people didn't understand the parts they read. Including, but not limited to:
Quote:While we're waiting to do a proper rewrite of the star base system, we thought we'd tackle some of the bigger pain points for the upcoming Winter Expansion.
This is a quick streamlining of something that has been a pain in the ass for along time, intended as a temporary stop gap measure, that can be quickly implemented before the Winter Release. A more sophisticated method would be preferable in the long run, but there will not be time to do so before the next release. If you insist the proposed system is not good enough, then nothing will be able to be done until the full rework can be scheduled at some point in the future.
3: A lot of people have trouble with basic math.
4: A lot of people don't understand that a new industry is good for EVE, especially for new players.
5: A lot of people don't understand that this new POS fuel block industry may end up being more profitable and less time consuming to do with their existing infrastructure than what they are currently doing.
6: A lot of people don't understand that most alliances have POS personnel AND industry personnel at their disposal.
7: A lot of people don't understand that the effects of Sov and the benefits of Faction Towers are still under consideration, and that constructive feedback on these matters carries more weight that mindless flames.
To kill the enemy and break their toys!
It's not so much a mission statement,-áit's more like a family motto. |

Raziphan Rebular
Crypsus Tetsuo Shio
28
|
Posted - 2011.11.08 03:51:00 -
[644] - Quote
Icarus Helia wrote: The only PI fuel being cut is robotics, and only on small/medium towers. it will not change things much, especially since robotics are an enormous pain in the butt to make, and not worth the effort when you could make just as much isk, easier, by just making more enriched uranium instead.
Plus you have to consider that robotics/coolant/uranium/etc can't be bought by other players if it is sitting in an amarr block and someone needs to fuel a Minmatar POS. So over all you will see an increase in consumption on those parts simply because there are bound to be a lot of that stuff locked up in the wrong racial block depending on who is buying what. |

sukee tsayah
Southern Cross Empire Flying Dangerous
5
|
Posted - 2011.11.08 03:52:00 -
[645] - Quote
Icarus Helia wrote: The only PI fuel being cut is robotics, and only on small/medium towers. it will not change things much, especially since robotics are an enormous pain in the butt to make, and not worth the effort when you could make just as much isk, easier, by just making more enriched uranium instead.
Yeah, that's just this week.
2 weeks ago it was the announcement of the COs, which is truly what's going to put these new players out of business
This is not an instance. It's a trend. A trend of CCP appealing to the big, rich corps. The ones that don't ever take new players in. You know the ones. |

Icarus Helia
Fine Goods for Fine Gentlemen
6
|
Posted - 2011.11.08 03:53:00 -
[646] - Quote
Mary Mercer wrote:Icarus Helia wrote:
I will admit that the extra day you have to run a low requirement module that can now be online and offlined in seconds may add some hassle to your lifestyle, but truthfully the entire process isn't any different in terms of isk, if anything it is a little cheaper. extra cost comes to you if you are willing to pay for the convenience of buying prefab pos fuel pellets, otherwise you will continue as previously. extra hauling shouldn't really be necessary, but in the interest of covering all bases - perhaps reducing the pellet size to a more average m3/hour at current levels ratio would quell the uprising? is it fair to assume that maybe 75% of the power and CPU available on any given tower are used, in terms of their fuel cost? take that average m3/hour fuel cost and translate that to the appropriate number of blocks, maybe a little smaller to compensate for the added raw material volume, however minimal it may be.
I don't think they need to change it. And to answer your question, maybe in low / null there is an average but I have times where one or the other is hardly used at all (cpu or power). The changes to fuel is going to slightly lower the demand on isotopes. Slightly. But it's going to increase the demand on both heavy water and liquid ozone. It's really not that big of an M3 change over all I don't think. (though I haven't taken the time to add it up atm. but it doesn't look like it is.)
the blocks are fine - they could use some tweaking, especially for faction bonuses, but otherwise people are are just panicking because people generally do not like change. |

Raziphan Rebular
Crypsus Tetsuo Shio
28
|
Posted - 2011.11.08 03:54:00 -
[647] - Quote
sukee tsayah wrote:Icarus Helia wrote: The only PI fuel being cut is robotics, and only on small/medium towers. it will not change things much, especially since robotics are an enormous pain in the butt to make, and not worth the effort when you could make just as much isk, easier, by just making more enriched uranium instead.
Yeah, that's just this week. 2 weeks ago it was the announcement of the COs, which is truly what's going to put these new players out of business This is not an instance. It's a trend. A trend of CCP appealing to the big, rich corps. The ones that don't ever take new players in. You know the ones.
Occupy Jita! we are the 99% etc |

Mary Mercer
King Wholesaling
8
|
Posted - 2011.11.08 03:56:00 -
[648] - Quote
sukee tsayah wrote: This is a backdoor tax on all new players who rely on PI to make a decent living.
ROFL... Did you really say that? Don't you have some protest to be at or something, you got your laptop at one of the occupy events atm?
Quote:
And yes, you don't need to please 12 million people, but you do need to keep the experience of new players in mind when applying changes like this. Especially the ones that are most likely to become long term subscribers.
[/quote]
In the grand scheme of things PI is so new it's absolutely mind numbing that you don't expect it to change or have changes affect it.
If I were you I'd be up front with your "nubs" and tell them that the source of income from PI might literally be obliterated at some point. After all if CCP ever gets the chance to follow through on their original intent, planets will be contested through DUST and you will have to FPS fight, or support a group FPS fighting to even be able to keep your crap on a planet.
Here, this explains it better than I can. http://youtu.be/H1eZfJcS7I0 |

Scrapyard Bob
EVE University Ivy League
308
|
Posted - 2011.11.08 03:56:00 -
[649] - Quote
sukee tsayah wrote: Spoken like a true "Big Brother".
How does making POS cheaper to fuel help everyone? It doesn't. It only helps the old, rich, experienced players. No one else.
And it directly hurts the new players.
If you can't figure out how to profit from the POCO changes (which are going to decrease supply and drive up PI prices), the POS fuel changes, or any of the other changes in the upcoming expansion - or teach the younger players how to profit - then I suggest you expand your horizons and open your eyes.
For one thing, slightly cheaper POS fueling costs - especially for small towers - is going to make a lot of folks very happy when they're trying to get their feet wet with POS research / invention in hi-sec. Now they can setup a small tower and pay 20-30% less per month then before. Which means they can get into research/invention a little bit faster then before.
(And with the introduction of PI last year, a new player can easily make 80-120M per month on a single character from tending to their five PI planets in safe hi-sec. That's a huge boost up for the younger players, and since the POCO changes aren't going to affect hi-sec, not really going to be a problem for them other then slightly higher tariffs. The players who figured out that there were higher yields in lo-sec - are going to have to adjust. Well, that kind of goes with the uncertainty of doing things in lo-sec - sometimes the landscape changes.) |

Icarus Helia
Fine Goods for Fine Gentlemen
6
|
Posted - 2011.11.08 03:57:00 -
[650] - Quote
sukee tsayah wrote:Icarus Helia wrote: The only PI fuel being cut is robotics, and only on small/medium towers. it will not change things much, especially since robotics are an enormous pain in the butt to make, and not worth the effort when you could make just as much isk, easier, by just making more enriched uranium instead.
Yeah, that's just this week. 2 weeks ago it was the announcement of the COs, which is truly what's going to put these new players out of business This is not an instance. It's a trend. A trend of CCP appealing to the big, rich corps. The ones that don't ever take new players in. You know the ones.
you obviously skipped my last response to this. i suggest you go back and read it. if too lazy the short version is that those alliances compete, and will not be able to charge everyone everywhere through the nose, and will be forced to reach an equilibrium. so unless you overcharge your corp noobs for CO access - it will never be a problem after the initial setup of the CO gantries
edit : previous post guy put it much more eloquently |
|

Ranger 1
Ranger Corp
214
|
Posted - 2011.11.08 03:58:00 -
[651] - Quote
Raziphan Rebular wrote:Icarus Helia wrote: The only PI fuel being cut is robotics, and only on small/medium towers. it will not change things much, especially since robotics are an enormous pain in the butt to make, and not worth the effort when you could make just as much isk, easier, by just making more enriched uranium instead.
Plus you have to consider that robotics/coolant/uranium/etc can't be bought by other players if it is sitting in an amarr block and someone needs to fuel a Minmatar POS. So over all you will see an increase in consumption on those parts simply because there are bound to be a lot of that stuff locked up in the wrong racial block depending on who is buying what.
The stock levels of the various fuel blocks will be balanced by the ever present forces of supply and demand, just as all other items on the market are. Supplies and prices will fluctuate wildly for a while, and reach a state of relative equilibrium. To kill the enemy and break their toys!
It's not so much a mission statement,-áit's more like a family motto. |

sukee tsayah
Southern Cross Empire Flying Dangerous
5
|
Posted - 2011.11.08 03:59:00 -
[652] - Quote
Ranger 1 wrote: 4: A lot of people don't understand that a new industry is good for EVE, especially for new players.
I'm not arguing that. I actually agree.
Ranger 1 wrote: 5: A lot of people don't understand that this new POS fuel block industry may end up being more profitable and less time consuming to do with their existing infrastructure than what they are currently doing.
That on the other hand, is completely speculative. Especially considering the change w/ new COs.
* A lot of people don't understand that lowsec/nullsec PI for new players is pretty much dead after these changes. They either have to join an industrial corp, or get out of the PI game altogether.
|

sukee tsayah
Southern Cross Empire Flying Dangerous
5
|
Posted - 2011.11.08 04:01:00 -
[653] - Quote
Ranger 1 wrote:Raziphan Rebular wrote:Icarus Helia wrote: The only PI fuel being cut is robotics, and only on small/medium towers. it will not change things much, especially since robotics are an enormous pain in the butt to make, and not worth the effort when you could make just as much isk, easier, by just making more enriched uranium instead.
Plus you have to consider that robotics/coolant/uranium/etc can't be bought by other players if it is sitting in an amarr block and someone needs to fuel a Minmatar POS. So over all you will see an increase in consumption on those parts simply because there are bound to be a lot of that stuff locked up in the wrong racial block depending on who is buying what. The stock levels of the various fuel blocks will be balanced by the ever present forces of supply and demand, just as all other items on the market are. Supplies and prices will fluctuate wildly for a while, and reach a state of relative equilibrium.
The ever present forces of supply and demand only work properly when left alone. When a greater, centralized "power" adds artificial incentives one way or another, it's no longer the forces of supply and demand. It's central planning. |

Icarus Helia
Fine Goods for Fine Gentlemen
6
|
Posted - 2011.11.08 04:04:00 -
[654] - Quote
sukee tsayah wrote:Ranger 1 wrote:Raziphan Rebular wrote:Icarus Helia wrote: The only PI fuel being cut is robotics, and only on small/medium towers. it will not change things much, especially since robotics are an enormous pain in the butt to make, and not worth the effort when you could make just as much isk, easier, by just making more enriched uranium instead.
Plus you have to consider that robotics/coolant/uranium/etc can't be bought by other players if it is sitting in an amarr block and someone needs to fuel a Minmatar POS. So over all you will see an increase in consumption on those parts simply because there are bound to be a lot of that stuff locked up in the wrong racial block depending on who is buying what. The stock levels of the various fuel blocks will be balanced by the ever present forces of supply and demand, just as all other items on the market are. Supplies and prices will fluctuate wildly for a while, and reach a state of relative equilibrium. The ever present forces of supply and demand only work properly when left alone. When a greater, centralized "power" adds artificial incentives one way or another, it's no longer the forces of supply and demand. It's central planning.
hybrid cars were invented. theyre more fuel efficient than other cars. naturally the oil business is crashing... |

Mary Mercer
King Wholesaling
9
|
Posted - 2011.11.08 04:07:00 -
[655] - Quote
sukee tsayah wrote:Ranger 1 wrote:Raziphan Rebular wrote:Icarus Helia wrote: The only PI fuel being cut is robotics, and only on small/medium towers. it will not change things much, especially since robotics are an enormous pain in the butt to make, and not worth the effort when you could make just as much isk, easier, by just making more enriched uranium instead.
Plus you have to consider that robotics/coolant/uranium/etc can't be bought by other players if it is sitting in an amarr block and someone needs to fuel a Minmatar POS. So over all you will see an increase in consumption on those parts simply because there are bound to be a lot of that stuff locked up in the wrong racial block depending on who is buying what. The stock levels of the various fuel blocks will be balanced by the ever present forces of supply and demand, just as all other items on the market are. Supplies and prices will fluctuate wildly for a while, and reach a state of relative equilibrium. The ever present forces of supply and demand only work properly when left alone. When a greater, centralized "power" adds artificial incentives one way or another, it's no longer the forces of supply and demand. It's central planning.
There are new products introduced into the economy every day by invention. Think of this as a new invention. |

Ranger 1
Ranger Corp
214
|
Posted - 2011.11.08 04:08:00 -
[656] - Quote
sukee tsayah wrote:Ranger 1 wrote: 4: A lot of people don't understand that a new industry is good for EVE, especially for new players.
I'm not arguing that. I actually agree. Ranger 1 wrote: 5: A lot of people don't understand that this new POS fuel block industry may end up being more profitable and less time consuming to do with their existing infrastructure than what they are currently doing.
That on the other hand, is completely speculative. Especially considering the change w/ new COs. * A lot of people don't understand that lowsec/nullsec PI for new players is pretty much dead after these changes. They either have to join an industrial corp, or get out of the PI game altogether.
Solo PI done by brand new players in high sec is fundamentally unchanged, and likely to be more profitable now.
Most new players do not do PI in low sec/null sec. There are exceptions of course, but that mostly depends on your definition of "new players".
Players that have been around long enough to make a go of low sec/ null sec PI work will be more challenged, this is true. They would be much better served to find like minded players and work together in these pursuits. This is not a bad thing.
Indeed, these are also EXACTLY the same types of circumstances that were the driving force behind the initial creation of what are currently some of the largest power blocks in the game. To kill the enemy and break their toys!
It's not so much a mission statement,-áit's more like a family motto. |

Spurty
V0LTA VOLTA Corp
47
|
Posted - 2011.11.08 04:08:00 -
[657] - Quote
Clearly, been watching re-runs of transformers ;0
Like this a lot ---- CONCORD arrested two n00bs yesterday, one was drinking battery acid, the other was eating fireworks. They charged one and let the other one off. |

sukee tsayah
Southern Cross Empire Flying Dangerous
5
|
Posted - 2011.11.08 04:10:00 -
[658] - Quote
Icarus Helia wrote:sukee tsayah wrote:Ranger 1 wrote:Raziphan Rebular wrote:Icarus Helia wrote: The only PI fuel being cut is robotics, and only on small/medium towers. it will not change things much, especially since robotics are an enormous pain in the butt to make, and not worth the effort when you could make just as much isk, easier, by just making more enriched uranium instead.
Plus you have to consider that robotics/coolant/uranium/etc can't be bought by other players if it is sitting in an amarr block and someone needs to fuel a Minmatar POS. So over all you will see an increase in consumption on those parts simply because there are bound to be a lot of that stuff locked up in the wrong racial block depending on who is buying what. The stock levels of the various fuel blocks will be balanced by the ever present forces of supply and demand, just as all other items on the market are. Supplies and prices will fluctuate wildly for a while, and reach a state of relative equilibrium. The ever present forces of supply and demand only work properly when left alone. When a greater, centralized "power" adds artificial incentives one way or another, it's no longer the forces of supply and demand. It's central planning. hybrid cars were invented. theyre more fuel efficient than other cars. naturally the oil business is crashing...
yeah you must not be reading the news lately.
oil hit $95 today. way to pick a crappy day to make that point.
|

Ottman
LoneWolf Mining Veni Vidi Vici Alliance
3
|
Posted - 2011.11.08 04:10:00 -
[659] - Quote
makes no sense at all, with pi getting unstable and griefable like hell those changes are a laughing number nothing else lol, for getting that new pos features going life and that in a stable way you still need pi, and with those player custom office changes announced its useless to improve pos, if the first part of chain is broken the complete chain is useless, let the custom ofices remain npc and things will run well, thats it. and every other mmo publisher has never breaked the rules toward playerbase without paying their price what means massive money lost , and if you dont overlook that custom office change and remove it you will pay the price ccp...
MfG Ottman |

Manalapan
Dynasty Banking General Tso's Alliance
3
|
Posted - 2011.11.08 04:10:00 -
[660] - Quote
I support all these changes.
Is there any idea that we will get reinforce timers like sov structures or the customs offices will have?
Also, truely public Mobile Laboratories would be one of my favorite updates to POSs. |
|

sukee tsayah
Southern Cross Empire Flying Dangerous
5
|
Posted - 2011.11.08 04:15:00 -
[661] - Quote
Ranger 1 wrote:sukee tsayah wrote:Ranger 1 wrote: 4: A lot of people don't understand that a new industry is good for EVE, especially for new players.
I'm not arguing that. I actually agree. Ranger 1 wrote: 5: A lot of people don't understand that this new POS fuel block industry may end up being more profitable and less time consuming to do with their existing infrastructure than what they are currently doing.
That on the other hand, is completely speculative. Especially considering the change w/ new COs. * A lot of people don't understand that lowsec/nullsec PI for new players is pretty much dead after these changes. They either have to join an industrial corp, or get out of the PI game altogether. Solo PI done by brand new players in high sec is fundamentally unchanged, and likely to be more profitable now. Most new players do not do PI in low sec/null sec. There are exceptions of course, but that mostly depends on your definition of "new players". Players that have been around long enough to make a go of low sec/ null sec PI work will be more challenged, this is true. They would be much better served to find like minded players and work together in these pursuits. This is not a bad thing. Indeed, these are also EXACTLY the same types of circumstances that were the driving force behind the initial creation of what are currently some of the largest power blocks in the game.
Ranger, you get what I'm saying but I think you must have missed my initial point, which is that CCP is literally driving these new players back into high sec. You just admitted that high sec PI remains unchanged and that lowsec/nullsec PI is now more challenging. My only difference in opinion there is that I don't think it's "more challenging" for them. I think it effectively drives them to high sec.
You and I can disagree on whether or not that's a good or bad thing, but it's certainly not a good thing for those new players who are doing PI out of nullsec/lowsec and there's zero argument against the notion that these new changes HIGHLY benefit rich players who fuel POSs.
|

Icarus Helia
Fine Goods for Fine Gentlemen
6
|
Posted - 2011.11.08 04:16:00 -
[662] - Quote
sukee tsayah wrote:Icarus Helia wrote: hybrid cars were invented. theyre more fuel efficient than other cars. naturally the oil business is crashing...
yeah you must not be reading the news lately. oil hit $95 today. way to pick a crappy day to make that point.
you're a moron.
you think that oil magically appears and the refining companies are not changing their sale prices, and that the oil has an arbitrary price set by the economy god? whoever is selling that oil is making a butt-ton of money - in the OIL business. |

sukee tsayah
Southern Cross Empire Flying Dangerous
5
|
Posted - 2011.11.08 04:20:00 -
[663] - Quote
Icarus Helia wrote:sukee tsayah wrote:Icarus Helia wrote: hybrid cars were invented. theyre more fuel efficient than other cars. naturally the oil business is crashing...
yeah you must not be reading the news lately. oil hit $95 today. way to pick a crappy day to make that point. you're a moron. you think that oil magically appears and the refining companies are not changing their sale prices, and that the oil has an arbitrary price set by the economy god? whoever is selling that oil is making a butt-ton of money - in the OIL business.
FACT: you said "naturally the oil business is crashing..."
FACT: oil is near record high prices
Can we get back to EVE now? The point is, there's nothing wrong with new industries and new products, as long as you don't destroy the income of new players who are trying to learn the game.
I guess if I'm trying to play your game of politics, that would mean: there's no sense creating one green job if you're destroying four other regular jobs in the process.
|

Ranger 1
Ranger Corp
214
|
Posted - 2011.11.08 04:21:00 -
[664] - Quote
Ottman wrote:makes no sense at all, with pi getting unstable and griefable like hell those changes are a laughing number nothing else lol, for getting that new pos features going life and that in a stable way you still need pi, and with those player custom office changes announced its useless to improve pos, if the first part of chain is broken the complete chain is useless, let the custom ofices remain npc and things will run well, thats it. and every other mmo publisher has never breaked the rules toward playerbase without paying their price what means massive money lost , and if you dont overlook that custom office change and remove it you will pay the price ccp...
MfG Ottman
I think you're overlooking who created the system in the first place. It's kind of hard to break the rules you yourself create and are responsible for modifying... especially when you told everyone up front that this system would change and grow over time to include a much more competitive nature.
@ Sukee
Quote:The ever present forces of supply and demand only work properly when left alone. When a greater, centralized "power" adds artificial incentives one way or another, it's no longer the forces of supply and demand. It's central planning.
Supply and demand is constantly shifting, being affected by innumerable influences constantly. Some of those are largely permanent, some temporary, some are intentional efforts to influence the balance in a particular area for a profit, most are unintended results of... efforts to influence other area's of the market for profit.
The rules of the game shift, the market reacts and stabilizes... just as it always has. If a combination of unforeseen circumstances caused a large scale collapse the rules could just as easily be tweaked again.
So far, every time CCP has taken a step to put more aspects of the market in players hands doom has been predicted, speculation runs wild, some win and some lose, and every time in the end the market ends up stronger than before.
Thus is the nature of EVE.
To kill the enemy and break their toys!
It's not so much a mission statement,-áit's more like a family motto. |

Icarus Helia
Fine Goods for Fine Gentlemen
6
|
Posted - 2011.11.08 04:22:00 -
[665] - Quote
sukee tsayah wrote:Icarus Helia wrote:sukee tsayah wrote:Icarus Helia wrote: hybrid cars were invented. theyre more fuel efficient than other cars. naturally the oil business is crashing...
yeah you must not be reading the news lately. oil hit $95 today. way to pick a crappy day to make that point. you're a moron. you think that oil magically appears and the refining companies are not changing their sale prices, and that the oil has an arbitrary price set by the economy god? whoever is selling that oil is making a butt-ton of money - in the OIL business. FACT: you said "naturally the oil business is crashing..." FACT: oil is near record high prices Can we get back to EVE now? The point is, there's nothing wrong with new industries and new products, as long as you don't destroy the income of new players who are trying to learn the game. I guess if I'm trying to play your game of politics, that would mean: there's no sense creating one green job if you're destroying four other regular jobs in the process.
it's called sarcasm, and it is a blatant mockery of exactly what you are arguing regarding PI and isk. |

Mary Mercer
King Wholesaling
9
|
Posted - 2011.11.08 04:22:00 -
[666] - Quote
Icarus Helia wrote:sukee tsayah wrote:Icarus Helia wrote: hybrid cars were invented. theyre more fuel efficient than other cars. naturally the oil business is crashing...
yeah you must not be reading the news lately. oil hit $95 today. way to pick a crappy day to make that point. you're a moron. you think that oil magically appears and the refining companies are not changing their sale prices, and that the oil has an arbitrary price set by the economy god? whoever is selling that oil is making a butt-ton of money - in the OIL business.
Actually if you're going to call people a moron you should do a little research. Typically oil company's, you know the guys making a "butt load of money", only pull about 8%-13% profit a year. Typically. There may be occasionally a company that gets lucky and does better, or one that gets unlucky and does worse but typically that's where their profit margins are riding.
On the other hand, Google does about 76% Profit a year. So why not ***** about them?
Don't let the word billions make you think people are making absurd money every time you hear the news talk about evil empires. In the case of the oil industry they have big expenses to go with that and their investors deserve a reasonable return on investment... 8-13% is far from unreasonable.
Sorry to be off topic, just saying if you are going to call someone a moron, you should probably do a little homework. |

Icarus Helia
Fine Goods for Fine Gentlemen
6
|
Posted - 2011.11.08 04:30:00 -
[667] - Quote
Mary Mercer wrote:Icarus Helia wrote:sukee tsayah wrote:Icarus Helia wrote: hybrid cars were invented. theyre more fuel efficient than other cars. naturally the oil business is crashing...
yeah you must not be reading the news lately. oil hit $95 today. way to pick a crappy day to make that point. you're a moron. you think that oil magically appears and the refining companies are not changing their sale prices, and that the oil has an arbitrary price set by the economy god? whoever is selling that oil is making a butt-ton of money - in the OIL business. Actually if you're going to call people a moron you should do a little research. Typically oil company's, you know the guys making a "butt load of money", only pull about 8%-13% profit a year. Typically. There may be occasionally a company that gets lucky and does better, or one that gets unlucky and does worse but typically that's where their profit margins are riding. On the other hand, Google does about 76% Profit a year. So why not ***** about them? Don't let the word billions make you think people are making absurd money every time you hear the news talk about evil empires. In the case of the oil industry they have big expenses to go with that and their investors deserve a reasonable return on investment... 8-13% is far from unreasonable. Sorry to be off topic, just saying if you are going to call someone a moron, you should probably do a little homework.
I thank you for being intelligent, but think you missed my point. that being that things change and markets stabilize. sukee is predicting the end of PI based on things that are wild speculation, and will probably have very little bearing on PI fuel producers income.
oil just seemed easy to pick on for that point. i have no problem with how that industry does business. (btw in that industry, if anyone is making a butt ton of money, it is those exporting crude - not the ones refining it.)
|

Ranger 1
Ranger Corp
214
|
Posted - 2011.11.08 04:35:00 -
[668] - Quote
Sorry sukee, I was typing when you posted last. To avoid pyramid quoting:
Quote:Ranger, you get what I'm saying but I think you must have missed my initial point, which is that CCP is literally driving these new players back into high sec. You just admitted that high sec PI remains unchanged and that lowsec/nullsec PI is now more challenging. My only difference in opinion there is that I don't think it's "more challenging" for them. I think it effectively drives them to high sec.
You and I can disagree on whether or not that's a good or bad thing, but it's certainly not a good thing for those new players who are doing PI out of nullsec/lowsec and there's zero argument against the notion that these new changes HIGHLY benefit rich players who fuel POSs.
I'm more focused on the main points made in this thread than about the changes about to occur with custom offices, this is true.
However I will point out again that there is not a lot of large scale PI in low sec, and certainly not in null sec, done by new players. That may be a matter of definition, but I'm calling a new player as one that has been in EVE less than 3 months (give or take)... one that is still in the process of doing tutorials or has recently completed them and struck out to make their own fortune.
Exceptions exist undoubtedly, but most have been at the game long enough not to be considered "new". Those players are at the point in their career where they need to make a decision. That being:
1: Do I want to stay solo, knowing that many things will be more difficult and that some things will be virtually impossible to do on my own.
2: Do I want to formalize some of the relationships I have built in game so far and either join or create a corp that is dedicated, in part or in whole, to the things that I like doing in game. In this case PI and other industry related activities.
This is not a bad thing, and either choice is valid.
The changes to customs offices is not unexpected, and will be even more competitiveness will be coming in the near future. This should come as no surprise to anyone, and none of these steps are intended to alienate new players. PI can appeal to all experience levels in one way or another, but there will definitely be some aspects of it (and some area's) that are new/solo player appropriate and some that are not.
Just like the rest of the game.
To kill the enemy and break their toys!
It's not so much a mission statement,-áit's more like a family motto. |

Sizeof Void
Center for Advanced Studies Gallente Federation
30
|
Posted - 2011.11.08 04:49:00 -
[669] - Quote
The fuel block is great! Now, there will be an intermediate market for fuel blocks, which can be filled by PI and ice miners, and purchased by POS owners who never liked hassling with the multiple fuel stuff anyways. |

Axexut
AWE Corporation Intrepid Crossing
1
|
Posted - 2011.11.08 04:50:00 -
[670] - Quote
Teclador wrote:Dear CCP Greyscale, after reading you Dev Blog on the planned changes to the Starbase System, some of these changes we waiting ages for but some could be really better. 1. Using Jump BridgesCurrently you need an Password and no shoot configuration to use a Jump Bridge. Better, adding more and clearly defined Access Roles to the Structures / Access tab in the POS Manager Menu. You have here currently View, Take and Use Rows, but Use is quit not in use. Use Roles could be:
- Corporation
- Alliance
- Standing (+5)
- Standing (+10)
(Keep in Mind that refueling the JB, must be also possible by these Groups, make the POS Manager live easier) 2. Passing Force FieldThe Old System with Password is absolute worthless, but with some changes it could be more Flexible too. Force Field Pass through Options:
- Corporation
- Alliance
- Standing (+5)
- Standing (+10)
- * Extra Check box for extra Password security
3. Using Defense installations (Guns, Ewar, etc.):Use Roles could be:
- Corporation
- Alliance
- Standing (+5)
- Standing (+10)
(Keep in Mind that refueling, must be also possible by these Groups, make the POS Manager live easier) 4. Improvements to other installation like Corporate Hangar, Ship Maintenance Array, Silos, (Adv.) Mobile Laboratories are also in bitter need, not only in fact of the access politics to them. (Repackage of Items) 5. Tower Setup Password security, so that not everyone can change the settings to an tower with only the right role. 6. Install Patterns for easier dropping and Anchoring new Towers automatically, with save Functionality like Ship Fittings. I Hope i could give you some other good impressions what can be changed to the Starbase System, to make our Eve live more secure and more flexible, in special to the POS Managers out there  .
- Bump because the guy is 100% on the mark.
Another thing mentioned by a couple people in the thread that would be useful: An ability to charge for JB use with controls similar to those that Teclador proposed above. |
|

Ranger 1
Ranger Corp
216
|
Posted - 2011.11.08 04:55:00 -
[671] - Quote
Axexut wrote:Teclador wrote:Dear CCP Greyscale, after reading you Dev Blog on the planned changes to the Starbase System, some of these changes we waiting ages for but some could be really better. 1. Using Jump BridgesCurrently you need an Password and no shoot configuration to use a Jump Bridge. Better, adding more and clearly defined Access Roles to the Structures / Access tab in the POS Manager Menu. You have here currently View, Take and Use Rows, but Use is quit not in use. Use Roles could be:
- Corporation
- Alliance
- Standing (+5)
- Standing (+10)
(Keep in Mind that refueling the JB, must be also possible by these Groups, make the POS Manager live easier) 2. Passing Force FieldThe Old System with Password is absolute worthless, but with some changes it could be more Flexible too. Force Field Pass through Options:
- Corporation
- Alliance
- Standing (+5)
- Standing (+10)
- * Extra Check box for extra Password security
3. Using Defense installations (Guns, Ewar, etc.):Use Roles could be:
- Corporation
- Alliance
- Standing (+5)
- Standing (+10)
(Keep in Mind that refueling, must be also possible by these Groups, make the POS Manager live easier) 4. Improvements to other installation like Corporate Hangar, Ship Maintenance Array, Silos, (Adv.) Mobile Laboratories are also in bitter need, not only in fact of the access politics to them. (Repackage of Items) 5. Tower Setup Password security, so that not everyone can change the settings to an tower with only the right role. 6. Install Patterns for easier dropping and Anchoring new Towers automatically, with save Functionality like Ship Fittings. I Hope i could give you some other good impressions what can be changed to the Starbase System, to make our Eve live more secure and more flexible, in special to the POS Managers out there  . - Bump because the guy is 100% on the mark. Another thing mentioned by a couple people in the thread that would be useful: An ability to charge for JB use with controls similar to those that Teclador proposed above.
Those are excellent suggestions. Bear in mind that they would require a complete reworking of the POS system to implement (it's basic current structure only allows a limited amount of granularity).
Such a rewrite is in the plans for the (apparently near) future, but likely well beyond what is possible for the Winter release.
To kill the enemy and break their toys!
It's not so much a mission statement,-áit's more like a family motto. |

Sigras
Conglomo IMPERIAL LEGI0N
28
|
Posted - 2011.11.08 04:55:00 -
[672] - Quote
I really dont see what everyone's problem is
whine #1 wrote:Oh no! there isnt enough manufacturing! we wont be able to keep our POSs fueled . . . the sky is falling !!!!!11111oneoneone
This is the only semi-legitimate problem but really with good research and industry 5, you can manufacture these things in 6 minutes 45 seconds which means a month's worth of fuel is 3 days 9 hours in manufacturing.
with an AAA manufacturing is 5 minutes 3 seconds, meaning a months worth of fuel is 2 days 12 hours 36 minutes this means a single AAA can make POS fuel for 59 (technically 59.4) large POSs in a month , , , thats not too bad.
whine #2 wrote:Oh no! They took away our faction tower's fuel bonuses!!!!
you do realize that they just made all medium and small towers cheaper right? a medium faction tower even with 0 consumption of liquid ozone and heavy water used to take 183 million a month at current prices, and now it takes 182 million a month at current prices . . . yes you lose some of your advantage over other medium towers, but its better than it was before, what do you want from them.
For large towers they could actually give you the buff 25% we'll have to see.
On that note, i really dislike the idea of making the tower cycle longer, i dont think they can even do that, why not just make the fuel blocks like RAM modules so that they can take "damage" and make regular towers do 100% and faction towers do 75% or something like that?
whine #3 wrote:Oh no! now i have to buy manufacture and haul the fuel!!!!!
I really dont get this one . . . you were fine with buying the fuel, why are you now NOT fine with buying the fuel blocks? 6 of one half a dozen of the other.
If you live out in 0.0 and make your own PI products, then too bad, so do I, you have to manufacture the blocks on site . . . 0.0 is too easy anyway.
whine #4 wrote:Oh no! My WH corp now has to haul in more ice products because I wasnt using my tower 100% before
#1 why werent you using your tower 100%??? its WH space, you should be using every nook and cranny #2 Ive never met a WH corp that takes in more volume of stuff than it puts out, so it should be the same amount of hauling, you just arent empty coming back in any more.
quit complaining, these changes are awesome! |

ReK42
Dreddit Test Alliance Please Ignore
0
|
Posted - 2011.11.08 05:02:00 -
[673] - Quote
I haven't read through this whole thread, so this may have already been suggested but here goes:
Greyscale, you seem to be overly tied to the idea of using a single fuel block per hour (for smalls). Your problems with changing how faction towers and sov ownership affect fuel consumption would be solved fairly easily by making that a larger number. For the player fueling the math is still a lot simpler than it is currently and it doesn't strip us of those bonuses.
My suggestion:
- Multiply the amount of fuel blocks produced by the BP by 50 (ie, it produces 200 blocks) but keep the material requirements and production time the same
- Divide the volume of fuel blocks by 50 (ie, each block is now 1 m^3)
- Multiply the consumption of towers by 50 (ie, small/medium/large towers now consume 50/100/200 blocks per hour)
Now you have exactly the same values as far as fuel products (PI and ice) going into the blocks and tower uptime produced by them. The difference is, while you can't use 80% of a block in one hour you most definitely can use 40 blocks per hour instead of 50. |

Viliasas NG
Wychwood and Wells
0
|
Posted - 2011.11.08 05:05:00 -
[674] - Quote
Hello,
didn't red all the comments, so maybe someone already mentioned it, but you could modify consumption times for faction towers instead of fuel consumption over the same time. For eg. small faction tower would consume 1 cube every 1.15 hours, instead of 1 every 1 hour. |

Soldarius
Peek-A-Boo Bombers
68
|
Posted - 2011.11.08 05:26:00 -
[675] - Quote
I whole-heartedly endorse this product and/or service! CCP, I officially love you! The tears in w-space when POSes start going offline are going to be EPIC! I can't tell you how many times in the last month I've stared at a POS with an unattended carrier, drooling and dreaming dreams of cap ship kills in a solo bomber.
But for the love of God, plz don't let this go live while I'm on my hunting trip.
fap-fap-fap-fap-fap-zOMG!!!!1!11!!! "How do you kill that which has no life?" |

sukee tsayah
Southern Cross Empire Flying Dangerous
5
|
Posted - 2011.11.08 05:56:00 -
[676] - Quote
Ranger 1 wrote:Sorry sukee, I was typing when you posted last. To avoid pyramid quoting: Quote:Ranger, you get what I'm saying but I think you must have missed my initial point, which is that CCP is literally driving these new players back into high sec. You just admitted that high sec PI remains unchanged and that lowsec/nullsec PI is now more challenging. My only difference in opinion there is that I don't think it's "more challenging" for them. I think it effectively drives them to high sec.
You and I can disagree on whether or not that's a good or bad thing, but it's certainly not a good thing for those new players who are doing PI out of nullsec/lowsec and there's zero argument against the notion that these new changes HIGHLY benefit rich players who fuel POSs. I'm more focused on the main points made in this thread than about the changes about to occur with custom offices, this is true. However I will point out again that there is not a lot of large scale PI in low sec, and certainly not in null sec, done by new players. That may be a matter of definition, but I'm calling a new player as one that has been in EVE less than 3 months (give or take)... one that is still in the process of doing tutorials or has recently completed them and struck out to make their own fortune. Exceptions exist undoubtedly, but most have been at the game long enough not to be considered "new". Those players are at the point in their career where they need to make a decision. That being: 1: Do I want to stay solo, knowing that many things will be more difficult and that some things will be virtually impossible to do on my own. 2: Do I want to formalize some of the relationships I have built in game so far and either join or create a corp that is dedicated, in part or in whole, to the things that I like doing in game. In this case PI and other industry related activities. This is not a bad thing, and either choice is valid. The changes to customs offices is not unexpected, and even more competitiveness will be coming in the near future. This should come as no surprise to anyone, and none of these steps are intended to alienate new players. PI can appeal to all experience levels in one way or another, but there will definitely be some aspects of it (and some area's) that are new/solo player appropriate and some that are not. Just like the rest of the game.
No worries man.
We're just going to agree to disagree. Our point of disagreement seems to be how often new players do PI in lowsec and nullsec. You say it's rare, and it very well may be in your experience.
On the other hand, in my experience 90% of the people I train on a daily basis have played the game for less than 3 months and ALL of them get their income from doing PI in lowsec/nullsec. The very few new players that I interact with who do not get their isk through PI do not engage in it because they don't like the logistical aspect of it. But that's the vast minority.
I'd like folks to keep in mind that one person's corp experience isn't like the next person's corp experience. Our alliance focuses on training new pilots to PVP. That means when they come online, we take them PvPing. They have zero interest in running missions in high sec to make isk and they have zero interest in other aspects of the game. The only thing that keeps them playing is PvP. When CCP takes their only isk making ability away, they will be left with no choice but to go to high sec or quit the game.
I understand that all this talk will amount to nothing. I have no delusions. But I also want CCP to realize that when they mess with the market's supply and demand, the people who are hurt the most are the new players whose profit margin is the lowest. Not the fat cat CEO whose POS is now going to cost .05% less to fuel per month.
|

Zeronic
Zero Core Labs United Abominations
1
|
Posted - 2011.11.08 06:02:00 -
[677] - Quote
Two step wrote:As I said on the CSM forums, I don't think that is enough of a bonus for faction towers. Other than that, good stuff!
I have to agree, Faction Tower should burn less fuel, IE less blocks per hour. Or getting something better than a large fuel bay. |

Rek Esket
GoonWaffe Goonswarm Federation
2
|
Posted - 2011.11.08 06:04:00 -
[678] - Quote
Sara Nomiya wrote: And Faction Towers still need to have some noticeable cost advantage for having forked out that extra hard earned isk ! No one's gonna be happy with their extra 1.5 bill investment now only meaning they don't have to feed them as much. Sure they may have a tad extra HPs tho with all the new higher DPS ships (and the proliferation of Caps) these days that still doesn't count for much when someone wants to remove ur Shield hehe
The main reason to buy a Faction POS Tower was the fuel cost savings... I'm sure they still get fed as often just maybe not as much each time.
Faction towers are an outdated resource that CCP seems intent to phase out. As a result, I'm against them adding another T2-BPO style advantage to the game that will be out of the reach of the majority of players in the future.
I'm completely comfortable with the fuel requirement bonus being removed and replaced with something that doesn't affect the bottom line. |

Momoro
1
|
Posted - 2011.11.08 06:07:00 -
[679] - Quote
sukee tsayah wrote:
We're just going to agree to disagree. Our point of disagreement seems to be how often new players do PI in lowsec and nullsec. You say it's rare, and it very well may be in your experience.
On the other hand, in my experience 90% of the people I train on a daily basis have played the game for less than 3 months and ALL of them get their income from doing PI in lowsec/nullsec. The very few new players that I interact with who do not get their isk through PI do not engage in it because they don't like the logistical aspect of it. But that's the vast minority.
I'd like folks to keep in mind that one person's corp experience isn't like the next person's corp experience. Our alliance focuses on training new pilots to PVP. That means when they come online, we take them PvPing. They have zero interest in running missions in high sec to make isk and they have zero interest in other aspects of the game. The only thing that keeps them playing is PvP. When CCP takes their only isk making ability away, they will be left with no choice but to go to high sec or quit the game.
I understand that all this talk will amount to nothing. I have no delusions. But I also want CCP to realize that when they mess with the market's supply and demand, the people who are hurt the most are the new players whose profit margin is the lowest. Not the fat cat CEO whose POS is now going to cost .05% less to fuel per month.
Rather than throwing the idea out with all its virtues and flaws, I'm trying to see what I can suggest to fix the flaws. I've advocated two possible solutions that I think would address your issue:
1. Have a manufacturing slot / pos fuel refinery built into the control tower for turning old pos fuel into the new fuel pellets. 2. Have the new system be opt in via a script that can be installed into the tower.
Do either of these suggestions work for you? Do you have any constructive suggestion that would solve your problem? |

sukee tsayah
Southern Cross Empire Flying Dangerous
5
|
Posted - 2011.11.08 06:14:00 -
[680] - Quote
Momoro wrote:sukee tsayah wrote:
We're just going to agree to disagree. Our point of disagreement seems to be how often new players do PI in lowsec and nullsec. You say it's rare, and it very well may be in your experience.
On the other hand, in my experience 90% of the people I train on a daily basis have played the game for less than 3 months and ALL of them get their income from doing PI in lowsec/nullsec. The very few new players that I interact with who do not get their isk through PI do not engage in it because they don't like the logistical aspect of it. But that's the vast minority.
I'd like folks to keep in mind that one person's corp experience isn't like the next person's corp experience. Our alliance focuses on training new pilots to PVP. That means when they come online, we take them PvPing. They have zero interest in running missions in high sec to make isk and they have zero interest in other aspects of the game. The only thing that keeps them playing is PvP. When CCP takes their only isk making ability away, they will be left with no choice but to go to high sec or quit the game.
I understand that all this talk will amount to nothing. I have no delusions. But I also want CCP to realize that when they mess with the market's supply and demand, the people who are hurt the most are the new players whose profit margin is the lowest. Not the fat cat CEO whose POS is now going to cost .05% less to fuel per month.
Rather than throwing the idea out with all its virtues and flaws, I'm trying to see what I can suggest to fix the flaws. I've advocated two possible solutions that I think would address your issue: 1. Have a manufacturing slot / pos fuel refinery built into the control tower for turning old pos fuel into the new fuel pellets. 2. Have the new system be opt in via a script that can be installed into the tower. Do either of these suggestions work for you? Do you have any constructive suggestion that would solve your problem?
Yeah I definitely have a constructive suggestion that would solve this problem and not ruin all the "good" changes that this update brings. Actually the solution is very simple.
1) go ahead with the fuel blocks 2) do not reduce the amount of POS fuel needed to run a small/medium POS 3) get rid of the silly idea of COs that have to be anchored and can be destroyed. that idea was just so awful that it's hard to put into words just how bad that idea is
|
|

Momoro
1
|
Posted - 2011.11.08 06:17:00 -
[681] - Quote
ReK42 wrote:I haven't read through this whole thread, so this may have already been suggested but here goes: Greyscale, you seem to be overly tied to the idea of using a single fuel block per hour (for smalls). Your problems with changing how faction towers and sov ownership affect fuel consumption would be solved fairly easily by making that a larger number. For the player fueling the math is still a lot simpler than it is currently and it doesn't strip us of those bonuses. My suggestion:
- Multiply the amount of fuel blocks produced by the BP by 50 (ie, it produces 200 blocks) but keep the material requirements and production time the same
- Divide the volume of fuel blocks by 50 (ie, each block is now 1 m^3)
- Multiply the consumption of towers by 50 (ie, small/medium/large towers now consume 50/100/200 blocks per hour)
Now you have exactly the same values as far as fuel products (PI and ice) going into the blocks and tower uptime produced by them. The difference is, while you can't use 80% of a block in one hour you most definitely can use 40 blocks per hour instead of 50.
Several numbers have been floated around. For a large tower, I have seen 4 (original), 100, 120, and now 200.
- With 4 we get down to 1 for a small tower
- With 100 we get easy math and greater granularity
- With 120 we get a number that factorizes nicely (divisible by 2, 3, 4, 5, 6, 8, 10, 12, 15, 20, 24, 30, 40, 60, 120)
- So why 200?
Math with 200 blocks is still pretty easy but we have twice the granularity. Is there something else I am missing?
My vote is still with 100 blocks for a large tower and 25 for a small tower (scale by 25).
|

Orny
Ganio Bro
0
|
Posted - 2011.11.08 06:23:00 -
[682] - Quote
Hmm... About consumption bonus of faction towers: Why it is imposible to use faction blueprints to makes faction fuel blocks??? |

Farrisen
MoaR ChickeN
47
|
Posted - 2011.11.08 06:26:00 -
[683] - Quote
All in all good, but the part were my fuel-efficient faction tower becomes usless, kinda makes me a sad-panda  |

G'Shad
Weatherlight Fleetworks
0
|
Posted - 2011.11.08 06:30:00 -
[684] - Quote
Being the owner of multiple True Sansha large towers (purchased primarily for the fuel savings over time) and having just read the dev blog on these new fuel blocks, I am a bit concerned.
The reason I went about the increased expense of buying the better towers was not because I could ignore them for a longer period of time, but because of the reduced cost of running them. Increasing the fuel bay is not 1.6bil worth of diference over the standard towers.
Chatting right now (as I type this) with a Sov holding buddy of mine, he is also concerned with what that dev blog contained. Considering it made it clear they were not providing discount on fuel usage, what happens to the Sov POS fuel reduction?
One very simple idea came to use, rather than messing with consuming partial blocks per hour, increase the time the block lasts for. Rather than 60 minutes, change it to 70 mintues or such. It is an easy to apply modifier that will leave the existing effectiveness of the faction POSes and Sov bonuses intact without really needing to change this creative idea of fuel blocks. |

Ciryath Al'Darion
FinFleet Raiden.
19
|
Posted - 2011.11.08 06:42:00 -
[685] - Quote
Callic Veratar wrote:Marcel Devereux wrote:Why not just convert the fuel that is currently in the fuel bay into fuel pellets? Convert a gas engine car to a diesel engine car as it's travelling down the highway.
CCP is converting our gasoline run cars to diesel cars while we are running on a highway. So to be ready for this change,you need to fuel your car with gasoline and diesel so that you are ready for the change.
Everyone knows that its very easy to change the engine while driving on a road but it's impossible to do change fuel.
To CCP: Just sit down and use one day more to prepare for this change and write the code that you'll run at the downtime when the fuel type is changed. Determine how many cubes its possible to make from each tower fuelbay, convert those to cubes, leave the extra fuel as is into the fuel bay.
That is if your intention is to HELP people and not cause disasters to pos managers. Changing the fuel type inside towers would also help on the initial massive demand for the cubes, the transition period would be much less of a pain. |

Sizeof Void
Center for Advanced Studies Gallente Federation
32
|
Posted - 2011.11.08 07:04:00 -
[686] - Quote
Why not give the faction towers a buff by letting them use 1/2 the fuel of normal towers? For example, normal small towers would consume 2 fuel blocks per hour, while faction small towers would consume only one. Pretty simple change, I would think.
Is this fair? Given the rather steep price difference between a faction tower and a normal tower, yes, I think so. Besides, the buff would likely push the faction tower prices even higher.
And, no, I do not own a faction tower - I own a normal tower, and yet I would not complain if CCP gave this buff to faction towers.
Apologies, if this has already been suggested and bashed - I was too lazy to read through all of the previous posts.... :) |

Akita T
Caldari Navy Volunteer Task Force
369
|
Posted - 2011.11.08 07:07:00 -
[687] - Quote
blog wrote:We stuck with small numbers of blocks and no fuel use bonus on faction towers because dealing with small numbers of blocks makes starbases in general easier to use Why not just have it so that every 4th "tick" (counted from onlining) the faction towers DO NOT consume fuel at all ? It effectively grants you back the -25% fuel use bonus, and in 99.99% of cases there is no practical difference. http://wiki.eveonline.com/en/wiki/Contributor_name:Akita_T#Contributions_link_collection |

Momoro
1
|
Posted - 2011.11.08 07:07:00 -
[688] - Quote
Raid'En wrote:Momoro wrote: 2. Do not include liquid ozone / heavy water in the blocks. Keep that separate for now due to economic issues)
i'm extremaly against this idea. if you don't include everything, the block idea lose most if it's sense. the goal is to make things easier. if part of it is inside and part is not, it would be a hassle, maybe even more than before... as i said before, i'm mostly for adding these at less than 100% value, and at a volume way smaller.
My main concern in my original post was the economic impact of the change, and my initial solution was to keep things nearly identical to the old system. Unfortunately, that would mean that liquid ozone and and heavy water would not be able to be included.
For a while now, heavy water has been very inexpensive. I'm not certain if this is due to less demand or higher supply. If it is a demand issue, then this change would increase the price considerably. While heavy water could be reduced in the fuel blocks, how much would you reduce it by to introduce as little economic perturbation as possible? |

Liu Ellens
Blame The Bunny The Dark Nation
9
|
Posted - 2011.11.08 07:16:00 -
[689] - Quote
I haven't had a hand on assembly arrays yet, so help me with this one please:
For me a typical fuel run for a tower is done once a week and may even be done every two or three weeks - and be done with it. Assuming I'd like to produce these blocks with an assembly array - how often do I have to feed this Tamagotchi then - i.e., what's their cargo bay size?
I'm a little freighter - short and stout; This is my cargo, this is my route. When I get a lock-on, I scream and shout: "Light up a cyno!" and jump on out. |

Cur
Militaris Industries Cascade Imminent
16
|
Posted - 2011.11.08 07:18:00 -
[690] - Quote
wouldent creating a script that actively seeks out current ONLINE pos's with fuel and converts as much fuel as it can into the new type - counting that you have enough fuel in the bay to make at least 1 block - be more efficient?
Yes - it will probably take a few hours.
Yes - i will probably stop alot of people whom ignore the forum's from a big slap in the face surprise
Yes, it will even ruin my evil plans , but hey... you can do it, dont be lazy now! |
|

Dracus Algor
Deliberate Means By Deliberate Means
0
|
Posted - 2011.11.08 07:19:00 -
[691] - Quote
Many pos owners know me from the POS FunTime channel. I've been helping people get started and figure out their pos problems for over 3 years now.
This is going to backfire. as many have stated ... it adds a step, complicating things. manufacturing means training and research, pushing it further from new players.... new players also wont be able to afford the start-up or maintenance costs.
all that aside ... the real problem isn't the number of fuels .... it's the math and the lack of monitoring....
A) THE MATH ISSUE - each tower has a high school algebra test with 10 to 15 equations. (the main problem)
B) THE API ISSUE - the API does not provide the hourly requirements (only the levels) .... so simple scripts or api enabled spreadsheets are out of the question.... they have to be complicated database driven apps ... that need to have a complete list of towers / arrays to compensate. (very few that actually work are available)
C) THE LACK OF MONITORING - without an API enabled app of some kind ... there is no way to check on your towers without visiting them. There needs to be a tab in the science panel that doesn't just show the fuel needed .... BUT ACTUALLY HAS A FUEL CALCULATOR BASED ON HAULER SIZE!!!!! ...... [[[ALL PROBLEMS SOLVED]]]
I get the approach ... it's an attempt to make fueling idiot proof .... and there are plenty of other pos complications that will make their lives miserable if they can't handle fueling.
the POS system needs a nice remote monitor built into the science panel.... with a calculator ... and all the issues can be addressed...
however if you do go this route CCP ..... (the pos system will still need a remote monitor btw) .... why not do this
1 batch = 8 cubes (based on the fuel requirement of a small tower)
Hourly Rates
small = 8 cubes small faction sov = 5 cubes ( tier1 = -1 / tier2 = -2 / sov = -1)
medium = 16 cubes med faction sov = 12 cubes (tier1 = -1 / tier2 = -2 / sov = -2)
large = 32 cubes lrg faction sov = 24 cubes (tier1 = -2 / tier2 = -4 / sov = -4)
this model also has the added benefit of increasing demand for robotics.
THE POS SYSTEM STILL NEEDS A REMOTE MONITOR and of course warp-cloaky transports need more cargo space and the cubes need to be CONSIDERABLY SMALLER than the fuel |

mkint
303
|
Posted - 2011.11.08 07:26:00 -
[692] - Quote
Momoro wrote:Raid'En wrote:Momoro wrote: 2. Do not include liquid ozone / heavy water in the blocks. Keep that separate for now due to economic issues)
i'm extremaly against this idea. if you don't include everything, the block idea lose most if it's sense. the goal is to make things easier. if part of it is inside and part is not, it would be a hassle, maybe even more than before... as i said before, i'm mostly for adding these at less than 100% value, and at a volume way smaller. My main concern in my original post was the economic impact of the change, and my initial solution was to keep things nearly identical to the old system. Unfortunately, that would mean that liquid ozone and and heavy water would not be able to be included. For a while now, heavy water has been very inexpensive. I'm not certain if this is due to less demand or higher supply. If it is a demand issue, then this change would increase the price considerably. While heavy water could be reduced in the fuel blocks, how much would you reduce it by to introduce as little economic perturbation as possible? No matter what, including HW/LO in the blocks will create bottlenecks in the market. Bottlenecks skyrocket the price of one material while destroying the prices of everything else, and is completely unacceptable. It's an absolute failure of T3 production, moon mining, and probably others I haven't weeded out that they want to introduce to the rest of the game. IRL there would be scientific innovation to remove such bottlenecks, and they do not last long. To introduce new arbitrary bottlenecks into an established system is ludicrous. Makes me wonder if CCP fired their PHD economist, or if he's mostly just a bookkeeper in the accounting department. |

Kim Lesley Hartman
Hartman Ornamental Confectionery and Pies The 20 Minuters
16
|
Posted - 2011.11.08 07:30:00 -
[693] - Quote
Quote: Every other structure not already mentioned in this list now takes 5 seconds to anchor/unanchor and 3 seconds to online/offline
Can somebody tell me if that includes the actual towers?
(may have been answered already but can't read to 35 pages atm) |

Dracus Algor
Deliberate Means By Deliberate Means
0
|
Posted - 2011.11.08 07:34:00 -
[694] - Quote
Did I mention that it screws people who know what they are doing an unknowable number of ways .....
I think I mentioned that ..... I think some others may have as well.....
I'd lol if I could |

Trouble Tomahawk
The Hidden Stars
0
|
Posted - 2011.11.08 07:34:00 -
[695] - Quote
CCP it seems that the demand for POS fuel is going down hill with these new changes so... Please refund my PI SP. Dunno why i need to invest so much SP on PI if its going to be this useless. No more PI for me then.
And btw please refund my faction pos too. This way everybody wins. |

Preston Vane
Da Regulators Numerus Ruina.
0
|
Posted - 2011.11.08 07:35:00 -
[696] - Quote
In case no one came up with this yet:
As a solution for the lower fuel cost on faction towers, or within sov, it'd be possible to simply prolong the period of time one batch of blocks can fuel the POS, e.g. if a standard tower consumes 4 blocks for an hour let it's faction version consume 4 blocks every 1:15h. That'd solve both the problem of lower intended fuel consumption and longer overall fueled time without increasing the fuelbay of faction POS. |

Dracus Algor
Deliberate Means By Deliberate Means
0
|
Posted - 2011.11.08 07:40:00 -
[697] - Quote
Preston Vane wrote:In case no one came up with this yet:
As a solution for the lower fuel cost on faction towers, or within sov, it'd be possible to simply prolong the period of time one batch of blocks can fuel the POS, e.g. if a standard tower consumes 4 blocks for an hour let it's faction version consume 4 blocks every 1:15h. That'd solve both the problem of lower intended fuel consumption and longer overall fueled time without increasing the fuelbay of faction POS.
Every few pages someone suggests that .... towers are tied into hourly cycles and would require massive overhaul to do that.... the only viable solution along those lines is to skip a tick every 4th cycle .... and that doesnt work out well
|

Wadaya
Trailerpark Industries
2
|
Posted - 2011.11.08 07:46:00 -
[698] - Quote
Akita T wrote:blog wrote:We stuck with small numbers of blocks and no fuel use bonus on faction towers because dealing with small numbers of blocks makes starbases in general easier to use Why not just have it so that every 4th "tick" (counted from onlining) the faction towers DO NOT consume fuel at all ? It effectively grants you back the -25% fuel use bonus, and in 99.99% of cases there is no practical difference.
The easiest implementation I see could use already existing framework with another item type, those being the RAM and R.db tools used in T2 construction.
This way, you can keep the new format of 1, 2, 4 pellets with 100% "damage per run", and give the faction/sovreignty bonuses with 70 or 80% "damage per run" or whatever percentage seems appropriate, and everyone is happy. |

Bilaz
Fremen Sietch DarkSide.
23
|
Posted - 2011.11.08 07:46:00 -
[699] - Quote
This is nice and all, but if we are talking about pos structures - second thing that comes in mind after stupidly long timers - need to manually load guns with ammo. Not like its soo hard to make lifelong ammo deposit while building stuff or someway transport ammo from tower - because even med death star have to have 20+ guns (and another 20+ guns after pos have been reinforced) - and thats a LOT of flying and micro management.
and on another note i'm more concerned about little guy - who owns 1 or 2 pos and struggling to keep them online. this fuel changes say "**** you" to him - because now he cannot save money by having less stuff and/on pos or by buing faction tower. And those folks who run millions of pos - **** them twice for all i care - effort to keep much poses up and running is what keeps huge alliances from taking even more space and consume even more moonstuff. |

Momoro
1
|
Posted - 2011.11.08 07:51:00 -
[700] - Quote
I have got a feeling that we are going to get stuck with having to make the fuel blocks with ammunition assembly arrays rather than CCP introducing something new like a facility built into the control tower. So how about a boost to control tower cpu and powergrid to compensate?
Currently an ammunition assembly array consumes 150tf CPU and 50,000 power grid. The 150tf CPU seems more critical to me than the 50K power grid, but others may have a different opinion. |
|

Dracus Algor
Deliberate Means By Deliberate Means
0
|
Posted - 2011.11.08 07:55:00 -
[701] - Quote
It will devastate the little guys .... it's a tough game they are playing already.... with a thin profit margin ... limiting ozone use is really important
why not carry out the half and half solution fully .....
add blocks ..... WITHOUT REMOVING THE OLD WAY
everybody wins .... the math impaired can get a simple solution .... and those who have .... oh say ... spent hundreds of hours making web apps and spreadsheets wont loose their advantage |

Momoro
1
|
Posted - 2011.11.08 08:00:00 -
[702] - Quote
sukee tsayah wrote: Yeah I definitely have a constructive suggestion that would solve this problem and not ruin all the "good" changes that this update brings. Actually the solution is very simple.
1) go ahead with the fuel blocks 2) do not reduce the amount of POS fuel needed to run a small/medium POS 3) get rid of the silly idea of COs that have to be anchored and can be destroyed. that idea was just so awful that it's hard to put into words just how bad that idea is
1) OK 2) If we go ahead with blocks, either the amount of pos fuel needs to be reduced for small/medium POSes or the amount of fuel for large POSes needs to be increased. A medium POS is supposed to consume fuel at half the rate of a large POS, and a small POS at about one quarter of the rate. Currently, however, a small POS cannot consume 1/4 of a unit of robotics and consumes one unit instead. With blocks a small tower can consume 1/4th of a unit of robotics. One benefit of blocks is that things become more consistent. Your point #1 and point #2 are inconsistent though. 3) I agree, but it seems like a discussion for a different thread. I can see why you continue voice opposition though. |

Momoro
1
|
Posted - 2011.11.08 08:08:00 -
[703] - Quote
Dracus Algor wrote: why not carry out the half and half solution fully .....
add blocks ..... WITHOUT REMOVING THE OLD WAY
everybody wins .... the math impaired can get a simple solution .... and those who have .... oh say ... spent hundreds of hours making web apps and spreadsheets wont loose their advantage
I am advocating for a opt in solution where towers would continue working the old way by default but can be modified to work the new way using a sort of script: control tower firmware. The biggest advantage of this is that it gives CCP time to get this right and gives us more time to transition. Additionally, I think control tower firmware could be used for future starbase reform. |

sukee tsayah
Southern Cross Empire Flying Dangerous
5
|
Posted - 2011.11.08 08:23:00 -
[704] - Quote
Dracus Algor wrote:It will devastate the little guys .... it's a tough game they are playing already.... with a thin profit margin ... limiting ozone use is really important
why not carry out the half and half solution fully .....
add blocks ..... WITHOUT REMOVING THE OLD WAY
everybody wins .... the math impaired can get a simple solution .... and those who have .... oh say ... spent hundreds of hours making web apps and spreadsheets wont loose their advantage
This is what I've been saying for a few pages.
https://forums.eveonline.com/default.aspx?g=posts&m=324859#post324859
Of all the updates I've seen since I've started playing these latest changes are the most radically unbalanced yet. They will crush the little guy, to the benefit of the big guy.
Doesn't seem like anyone cares that much though. They must not deal with new players to the game on a daily basis like I do. |

Ludi Tomina
BALKAN EXPRESS Nulli Secunda
1
|
Posted - 2011.11.08 08:23:00 -
[705] - Quote
Don't nerf faction towers, plenty of nice suggestions in this thread how could they keep their fuel advantage (aka the main reason people buy them)!!!   |

Sigras
Conglomo IMPERIAL LEGI0N
29
|
Posted - 2011.11.08 08:26:00 -
[706] - Quote
sukee tsayah wrote:Yeah I definitely have a constructive suggestion that would solve this problem and not ruin all the "good" changes that this update brings. Actually the solution is very simple.
1) go ahead with the fuel blocks 2) do not reduce the amount of POS fuel needed to run a small/medium POS 3) get rid of the silly idea of COs that have to be anchored and can be destroyed. that idea was just so awful that it's hard to put into words just how bad that idea is
Why are you posting about this stuff in the wrong thread? it seems you dont have any problems with the POS changes but just want another place to whine about the customs office idea which, btw has its own thread here |

Dracus Algor
Deliberate Means By Deliberate Means
0
|
Posted - 2011.11.08 08:28:00 -
[707] - Quote
The only people this helps really is the lowly pos fuel lackey in the big alliances .... would make that job considerably easier. .. but that job isn't hard if the leadership of the corp is passable with making charts or tables.
to be honest I think the change should be going the other way.
moar complicated ..... because MOAOAR!
for starters each fuel should have specific consequences for running out....
lack of coolant / mechanical parts / robotics / oxygen shouldn't result in offline towers .... they should have other consequences, like damage to arrays ...
ie- lack of coolant could cause small amounts of hull damage to all modules ..... and lack of oxygen would start killing off your human population (but I'll get to that in a second)
only lack of uranium and lack of isotopes should mark the offlining of the tower ..... since those would logically be the fuels used in the reactor needed to power the shields
oxygen changes based on human pop ... say 1 oxy per 10 humans
coolant should be constant rate
mechanical parts and robotics should be used up in random amounts on random cycles (used up in large amounts based on semi weekly simulated breakdowns)
ozone / h20 should of course still pwr / cpu
things like humans and other PI products could be needed ..... and would offer certain bonuses to say manufacturing or refining .... the more humans in the pop the better multipliers you get in assembly arrays or labs for instance
there is actually a lot of neat reballancing and options that could be introduced .... making poses more profitable by giving managers more options for how to run it.... and could make poses A LOT MOAR fun and interesting. we could find real use for lots of PI materials.... which would actually help new players
I have a ton of ideas for ways would could make a variety of fueling options .... I could get into it more if anyone is interested in this kind of fueling model |

Ciryath Al'Darion
FinFleet Raiden.
19
|
Posted - 2011.11.08 08:28:00 -
[708] - Quote
Wadaya wrote:Akita T wrote:blog wrote:We stuck with small numbers of blocks and no fuel use bonus on faction towers because dealing with small numbers of blocks makes starbases in general easier to use Why not just have it so that every 4th "tick" (counted from onlining) the faction towers DO NOT consume fuel at all ? It effectively grants you back the -25% fuel use bonus, and in 99.99% of cases there is no practical difference. The easiest implementation I see could use already existing framework with another item type, those being the RAM and R.db tools used in T2 construction. .
The easiest solution is to fiddle with the numbers like 100 people have said already.
When you produce fuel blocks, output is 400 blocks instead of 4, but use same amount of inputs. The size of the block will be 1/100th what was suggested.
Instead of using 1 block per hour, small tower uses 100 blocks per hour. Faction tower can use like 70 blocks and sov can make the number of used blocks even less. The exact numbers can balanced on existing mechanics, these numbers are just thrown as examples.
That requires no coding at all and is something that ccp will do. (assuming that they have brains).
The bigger thing is the transition period, which ccp must realize will be horrible UNLESS they spend a day to write the database magic that converts the fuel inside tower fuel bays to fuel blocks.
|

sukee tsayah
Southern Cross Empire Flying Dangerous
5
|
Posted - 2011.11.08 08:28:00 -
[709] - Quote
Momoro wrote:sukee tsayah wrote: Yeah I definitely have a constructive suggestion that would solve this problem and not ruin all the "good" changes that this update brings. Actually the solution is very simple.
1) go ahead with the fuel blocks 2) do not reduce the amount of POS fuel needed to run a small/medium POS 3) get rid of the silly idea of COs that have to be anchored and can be destroyed. that idea was just so awful that it's hard to put into words just how bad that idea is
1) OK 2) If we go ahead with blocks, either the amount of pos fuel needs to be reduced for small/medium POSes or the amount of fuel for large POSes needs to be increased. A medium POS is supposed to consume fuel at half the rate of a large POS, and a small POS at about one quarter of the rate. Currently, however, a small POS cannot consume 1/4 of a unit of robotics and consumes one unit instead. With blocks a small tower can consume 1/4th of a unit of robotics. One benefit of blocks is that things become more consistent. Your point #1 and point #2 are inconsistent though. 3) I agree, but it seems like a discussion for a different thread. I can see why you continue voice opposition though.
My points are not inconsistent. Through deductive logic anyone can figure out what I'm advocating for.
If this is a decision between:
1) lowering the amount of POS fuel needed to run a small/medium POS (which hurts the little guys)
OR
2) increasing the amount of POS fuel needed to run a large POS (which hurts the big guys)
THEN I'm ALWAYS going to advocate for the option that hurts the little guy less. It's not rocket science. You want to create fuel blocks without hurting new players? Increase the amount of POS fuel needed to run large POS. The big corps can afford it anyway.
|

sukee tsayah
Southern Cross Empire Flying Dangerous
5
|
Posted - 2011.11.08 08:32:00 -
[710] - Quote
Dracus Algor wrote:there is actually a lot of neat reballancing and options that could be introduced .... making poses more profitable by giving managers more options for how to run it.... and could make poses A LOT MOAR fun and interesting. we could find real use for lots of PI materials.... which would actually help new players
I have a ton of ideas for ways would could make a variety of fueling options .... I could get into it more if anyone is interested in this kind of fueling model
+1 on any of these ideas that hurt little guys less
C'mon CCP, look out for the new players. Who else will? |
|

sukee tsayah
Southern Cross Empire Flying Dangerous
5
|
Posted - 2011.11.08 08:33:00 -
[711] - Quote
Sigras wrote:sukee tsayah wrote:Yeah I definitely have a constructive suggestion that would solve this problem and not ruin all the "good" changes that this update brings. Actually the solution is very simple.
1) go ahead with the fuel blocks 2) do not reduce the amount of POS fuel needed to run a small/medium POS 3) get rid of the silly idea of COs that have to be anchored and can be destroyed. that idea was just so awful that it's hard to put into words just how bad that idea is
Why are you posting about this stuff in the wrong thread? it seems you dont have any problems with the POS changes but just want another place to whine about the customs office idea which, btw has its own thread here
Why did you respond to a post you know nothing about?
Go back and re-read my original post, or just stop trolling.
https://forums.eveonline.com/default.aspx?g=posts&m=324859#post324859 |

Tao Shaile
Vault205 Holding
1
|
Posted - 2011.11.08 08:37:00 -
[712] - Quote
I thinks its a trap!
I just wish the faction tower bonus will still work. Did read somewhere the fuel cycle will be longer?
Holding more pos fuel? Don-¦t get this! Its like my little brother: I don-¦t care how much gas is, I just get gas for $20 anyhow each time |

Destination SkillQueue
Are We There Yet
71
|
Posted - 2011.11.08 08:40:00 -
[713] - Quote
Dracus Algor wrote:The only people this helps really is the lowly pos fuel lackey in the big alliances .... would make that job considerably easier. .. but that job isn't hard if the leadership of the corp is passable with making charts or tables.
to be honest I think the change should be going the other way.
moar complicated ..... because MOAOAR!
*various ideas truncated to save space*
I hope from the bottom of my POS fuel hauling heart, that you and everyone who thinks your ideas are any good dies painfully in a fire, in game ofcourse. |

gnome chaos
Missions Mining and Mayhem Northern Coalition.
0
|
Posted - 2011.11.08 08:43:00 -
[714] - Quote
Nocturrne Primitive wrote:
Buy where? There is no market or even a station near most of our POSs. In 0.0 we must be self sufficient. At the moment, we harvest all of our POS fuels in system or nearby. Having to travel long distances and make or buy blocks is an epic nightmare.
What the hell are you talking about?
http://evemaps.dotlan.net/alliance/Fidelas_Constans
There's plenty of stations near you, and empire isn't far. Fuel can be manufactured easily enough in wormholes, how the hell do you manage to limit yourself this way? |

Sigras
Conglomo IMPERIAL LEGI0N
29
|
Posted - 2011.11.08 08:44:00 -
[715] - Quote
Dracus Algor wrote:The only people this helps really is the lowly pos fuel lackey in the big alliances .... would make that job considerably easier. .. but that job isn't hard if the leadership of the corp is passable with making charts or tables.
to be honest I think the change should be going the other way.
moar complicated ..... because MOAOAR!
for starters each fuel should have specific consequences for running out....
lack of coolant / mechanical parts / robotics / oxygen shouldn't result in offline towers .... they should have other consequences, like damage to arrays ...
ie- lack of coolant could cause small amounts of hull damage to all modules ..... and lack of oxygen would start killing off your human population (but I'll get to that in a second)
only lack of uranium and lack of isotopes should mark the offlining of the tower ..... since those would logically be the fuels used in the reactor needed to power the shields
oxygen changes based on human pop ... say 1 oxy per 10 humans
coolant should be constant rate
mechanical parts and robotics should be used up in random amounts on random cycles (used up in large amounts based on semi weekly simulated breakdowns)
ozone / h20 should of course still pwr / cpu
things like humans and other PI products could be needed ..... and would offer certain bonuses to say manufacturing or refining .... the more humans in the pop the better multipliers you get in assembly arrays or labs for instance
there is actually a lot of neat reballancing and options that could be introduced .... making poses more profitable by giving managers more options for how to run it.... and could make poses A LOT MOAR fun and interesting. we could find real use for lots of PI materials.... which would actually help new players
I have a ton of ideas for ways would could make a variety of fueling options .... I could get into it more if anyone is interested in this kind of fueling model
wow way to take a complicated ridiculous issue and make it . . . even MORE complicated and ridiculous!
and your argument that this is going to make POS's more difficult for the little guy is confusing to me . . . have they mentioned somewhere that these blocks are not going to be able to be sold on the market? are the "little guys" not smart enough to sell their PI products and buy their POS fuel? i have no idea what you mean by this.
I agree that there are several other things that make POS's complicated and if they cant handle fuel theres a lot more trouble in store for them, but you have to start somewhere.
|

Dracus Algor
Deliberate Means By Deliberate Means
0
|
Posted - 2011.11.08 08:47:00 -
[716] - Quote
Destination SkillQueue wrote:Dracus Algor wrote:The only people this helps really is the lowly pos fuel lackey in the big alliances .... would make that job considerably easier. .. but that job isn't hard if the leadership of the corp is passable with making charts or tables.
to be honest I think the change should be going the other way.
moar complicated ..... because MOAOAR!
*various ideas truncated to save space* I hope from the bottom of my POS fuel hauling heart, that you and everyone who thinks your ideas are any good dies painfully in a fire, in game ofcourse.
I'm talking about having moar options in fueling .... in fact would result in less trips .... which is what I want to (ie-less hauling)
but I also want a remote monitor that does the math for you .... telling you whatever the tower needs .... and only 2 required fuels to actually keep a tower online ... so ppl could go simple with minimal bonuses .... or use other fuels (or just things that need to be present) .... for added bonuses ..... you really would like the big picture of what I propose |

Sigras
Conglomo IMPERIAL LEGI0N
29
|
Posted - 2011.11.08 08:48:00 -
[717] - Quote
sukee tsayah wrote:Sigras wrote:sukee tsayah wrote:Yeah I definitely have a constructive suggestion that would solve this problem and not ruin all the "good" changes that this update brings. Actually the solution is very simple.
1) go ahead with the fuel blocks 2) do not reduce the amount of POS fuel needed to run a small/medium POS 3) get rid of the silly idea of COs that have to be anchored and can be destroyed. that idea was just so awful that it's hard to put into words just how bad that idea is
Why are you posting about this stuff in the wrong thread? it seems you dont have any problems with the POS changes but just want another place to whine about the customs office idea which, btw has its own thread here Why did you respond to a post you know nothing about? Go back and re-read my original post, or just stop trolling. https://forums.eveonline.com/default.aspx?g=posts&m=324859#post324859
ok, i read that original post, which, btw did not assist in my opinion of your argument . . . it seems that youre ticked off because the crazy amount of isk you were making from robotics with little risk is being taken away from you in two ways because #1 it takes less robotics to run small/medium towers and #2 you cant do PI in low sec/0.0 that you dont fight for.
To that I have two things to say #1 you know that PI makes more than robotics right? #2 oh no, you might have to join with some other people and fight for some space . . . its not like thats what the game is about or anything . . .  |

Sigras
Conglomo IMPERIAL LEGI0N
29
|
Posted - 2011.11.08 08:53:00 -
[718] - Quote
gnome chaos wrote:I like this.
Makes me want to consider hoisting a POS, if I'll eveer need a personal one.
Faction towers got a nerf, bluh-huh. Oh well, things get nerfed all the time, if CCP were to take it into consideration, A LOT of other things are more important than a little margin on profits.
Still, the block manufacturing formula needs to get looked into, really weird that it should be based on maximum consumption and not an average....
It is based on average consumption . . . of all the towers in new eden . . . most of the towers people put up are large, so since the vast majority of towers are large it makes sense to keep them the way they are and change everything else |

Dracus Algor
Deliberate Means By Deliberate Means
0
|
Posted - 2011.11.08 09:12:00 -
[719] - Quote
forget I mentioned a moar complicated fueling model .... I love the idea of dynamics fuels ... but I can see why alot of ppl wouldnt (but it could be simlified for things like reactions).... nevermind tho ....
the main 3 ideas I personally want to push ....
1) remote pos fuel monitor - one that wil do fuel calculations for you
could be either in the client or in evegate .... really doesnt matter to me
2) remove liquid ozone and heavy water from the blocks .... so we at least have the option to limit their use
3) make the half and half solution perminant with the tower firmwarm option .... or just make both useable
give people a choice between easy blocks .... or the old way .. |

Hirana Yoshida
Behavioral Affront
129
|
Posted - 2011.11.08 09:21:00 -
[720] - Quote
Increase block BPO material use, yield and hourly needs tenfold. Decrease block volume fivefold (benefits of single item far outweigh volume increase!).
Gives you nicely malleable 10-20-40 units per hour to accommodate the various discounts for faction and sovereignty |
|

Ioqua
Adhocracy Incorporated Adhocracy
2
|
Posted - 2011.11.08 09:28:00 -
[721] - Quote
I love the idea of simplifying pos fueling.. I just dont like that the bricks are locked to each tower type..
What if the fuel bricks contained everything but the racial isotope..you then have the Isotopes made into bricks that burn over the same time period as the fuel also..it just makes it more flexible for a corp with multiple tower types to be able to stockpile the fuel and bring in the isotopes as required? |

Bloodhands
hirr Morsus Mihi
3
|
Posted - 2011.11.08 09:36:00 -
[722] - Quote
It seems I'm one of the very few who don't like the fuel pellets idea 
As far as the sov fuel bonus and faction tower bonus goes, make the blocks like mined ore. All produced fuel would take 400 blocks needed to refine, and the same would go for production where the same ingredients make 400 blocks instead of 4. This would give small towers a usage of 100 blocks per hour. Faction % and sov % would in turn be easy to calculate for the 5 year old code (with minor tweaks so it rounds to nearest whole block.)
About time on the anchor/unanchor/online timers. |

Avila Cracko
Federal Navy Academy Gallente Federation
81
|
Posted - 2011.11.08 09:39:00 -
[723] - Quote
i like it the way it is proposed in DEV blog... and please CCP dont listen to players that are against everything... but listen players that show you the problems that you didn't see... |

Avila Cracko
Federal Navy Academy Gallente Federation
81
|
Posted - 2011.11.08 09:41:00 -
[724] - Quote
kil this |

ED209X
South Park Development
1
|
Posted - 2011.11.08 09:52:00 -
[725] - Quote
Bloodhands wrote:It seems I'm one of the very few who don't like the fuel pellets idea  As far as the sov fuel bonus and faction tower bonus goes, make the blocks like mined ore. All produced fuel would take 400 blocks needed to refine, and the same would go for production where the same ingredients make 400 blocks instead of 4. This would give small towers a usage of 100 blocks per hour. Faction % and sov % would in turn be easy to calculate for the 5 year old code (with minor tweaks so it rounds to nearest whole block.) About time on the anchor/unanchor/online timers.
I'm with you.... Not liking these extra steps for fueling my pos. |

Smoking Blunts
Zebra Corp BricK sQuAD.
135
|
Posted - 2011.11.08 10:09:00 -
[726] - Quote
so ccp greyscale, is this going get the same reply from you to customer feedback as the anom nerf?
or are you actually gonna act on this feedback before rolling out changes that effect everyone?
Quote:Hi again,
Update on the above post: we've looked at the concerns brought up here, and done another evaluation pass as mentioned above. The outcome of this is that, while we understand and appreciate that these changes will negatively impact residents in some areas of space in the short term, we feel that on balance they are still likely to result in a noticeably positive overall outcome in the long run. This decision is mainly predicated on the fact that we still have a sufficient degree of confidence in our models of nullsec causality.
We understand that many players have alternate models that predict negative outcomes; we will of course be monitoring developments post-deployment to confirm whether or not things are developing in the way we are predicting, with an eye to modifying the proposed system if we see unexpected negative outcomes occurring, but we don't believe that the arguments raised by players in this thread weaken our model sufficiently to justify changing our plans at this stage.
We appreciate that this decision is not going to be regarded as a positive one by most participants of this thread, and we of course respect your right to continue to express your previously-noted disapproval here in a civil manner.
That's all for today, -Greyscale
how many accounts did you cost ccp with this one btw? CCP-áare full of words and no action. We will watch what they are doing, for now
|

Sigras
Conglomo IMPERIAL LEGI0N
29
|
Posted - 2011.11.08 10:12:00 -
[727] - Quote
1. that would be nice, but like i said, you have to start somewhere, besides we have EvE HQ for that
2. I think that may be missing the point slightly I understand that its nice to save fuel, but keeping track of the different fittings on towers to keep track of their different consumption rates gets ridiculous fast . . . how about a compromise? a 25% reduction in liquid ozone/heavy water consumption
3. CCP already answered that one.
CCP Dev Blog wrote:The starbase system doesn't allow for multiple simultaneous fuel types, so we have to switch from one to the other during downtime.
I suppose they could rewrite the whole starbase system to allow for multiple fuel types but if they did that, id be upset if that was all that changed.
I agree that CCP could easily do 32/16/8 blocks and give the faction tower whiners their discount and sov whiners our discount et all but this is definitely going to be better than the way it used to be. |

Jack Dant
The Gentlemen of Low Moral Fibre
91
|
Posted - 2011.11.08 10:12:00 -
[728] - Quote
Even for WH people, the changes should bring some advantages despite the extra step. Just import the ice as always, dump it with your PI output in an ammo array, and do as many runs as you can without the need for more math.
Ammo arrays are easy enough to fit, much easier than a CHA. But it would be nice of CCP to increase their cargo to match component arrays, or allow blocks to be built in component arrays too.
For everyone else, I don't see how this is less convenient. If you were buying fuel from market, this simplifies your life enormously. If you were doing PI to feed your tower, you were already doing a lot more work than assembling the blocks will be. But if the extra step bothers you, just sell your PI products and buy the assembled blocks. |

Sigras
Conglomo IMPERIAL LEGI0N
29
|
Posted - 2011.11.08 10:16:00 -
[729] - Quote
Jack Dant wrote:Even for WH people, the changes should bring some advantages despite the extra step. Just import the ice as always, dump it with your PI output in an ammo array, and do as many runs as you can without the need for more math.
Ammo arrays are easy enough to fit, much easier than a CHA. But it would be nice of CCP to increase their cargo to match component arrays, or allow blocks to be built in component arrays too.
For everyone else, I don't see how this is less convenient. If you were buying fuel from market, this simplifies your life enormously. If you were doing PI to feed your tower, you were already doing a lot more work than assembling the blocks will be. But if the extra step bothers you, just sell your PI products and buy the assembled blocks. my only regret is that I have but one "like" to give. |

ED209X
South Park Development
1
|
Posted - 2011.11.08 10:25:00 -
[730] - Quote
Jack Dant wrote:Even for WH people, the changes should bring some advantages despite the extra step. Just import the ice as always, dump it with your PI output in an ammo array, and do as many runs as you can without the need for more math.
Ammo arrays are easy enough to fit, much easier than a CHA. But it would be nice of CCP to increase their cargo to match component arrays, or allow blocks to be built in component arrays too.
For everyone else, I don't see how this is less convenient. If you were buying fuel from market, this simplifies your life enormously. If you were doing PI to feed your tower, you were already doing a lot more work than assembling the blocks will be. But if the extra step bothers you, just sell your PI products and buy the assembled blocks.
How is more steps to build your fuel an advantage?
|
|

Neo Agricola
BLACK-MARK
71
|
Posted - 2011.11.08 10:31:00 -
[731] - 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...
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 |

sukee tsayah
Southern Cross Empire Flying Dangerous
5
|
Posted - 2011.11.08 10:32:00 -
[732] - Quote
Sigras wrote:sukee tsayah wrote:Sigras wrote:sukee tsayah wrote:Yeah I definitely have a constructive suggestion that would solve this problem and not ruin all the "good" changes that this update brings. Actually the solution is very simple.
1) go ahead with the fuel blocks 2) do not reduce the amount of POS fuel needed to run a small/medium POS 3) get rid of the silly idea of COs that have to be anchored and can be destroyed. that idea was just so awful that it's hard to put into words just how bad that idea is
Why are you posting about this stuff in the wrong thread? it seems you dont have any problems with the POS changes but just want another place to whine about the customs office idea which, btw has its own thread here Why did you respond to a post you know nothing about? Go back and re-read my original post, or just stop trolling. https://forums.eveonline.com/default.aspx?g=posts&m=324859#post324859 ok, i read that original post, which, btw did not assist in my opinion of your argument . . . it seems that youre ticked off because the crazy amount of isk you were making from robotics with little risk is being taken away from you in two ways because #1 it takes less robotics to run small/medium towers and #2 you cant do PI in low sec/0.0 that you dont fight for. To that I have two things to say #1 you know that PI makes more than robotics right? #2 oh no, you might have to join with some other people and fight for some space . . . its not like thats what the game is about or anything . . . 
I don't believe you read my post. If you did you would have read that this is the message I'm receiving from a lot of new players in my alliance. It has nothing to do with me making isk. I have enough isk to do whatever I want.
So to go back to the subject, new players will be driven to high sec, because old players in rich corps want their POS process to be "cheaper and simpler" 
|

Ya Huei
Imperial Collective
22
|
Posted - 2011.11.08 10:33:00 -
[733] - Quote
Kralin Ignatov wrote:mkint wrote:Old system: Do math, haul fuel to POS
New system: do easier math, haul fuel to POS, haul assembly arrays to POS, re-manufacture fuel
This whole things sounds like another nerf to low/null/w-space PI for those who make their own fuel. Nope. Since you can't get all the ice fuel from w-space anyways, and unlikely to get all componets from the planets, you'll be buying fuel blocks in k-space anyways. easier math, easier to haul, etc. As for low sec / null sec, you are gonna need to refine that ice anyways, which requires a refining array or station already. This just requires more uses of production slots. So I hope CCP plans to boost those.
You have no clue.
Most wormhole corps produce all the PI based fuel components themselves because hauling fuel into w-space is a pain in the arse.
Now aside from the fact that we still have to haul in the ice materials, we also have to process the crap into fuel blocks.
Plus we lose the fuel efficiency of the faction towers, which everyone uses for especially for that bonus, because hauling fuel materials is a pain in the arse.
This change is a boon to people not producing their own fuel, it just adds more work for everyone that does.
|

Jack Dant
The Gentlemen of Low Moral Fibre
93
|
Posted - 2011.11.08 10:33:00 -
[734] - Quote
ED209X wrote: How is more steps to build your fuel an advantage?
Simplification. You don't need to worry about how much of each fuel type you need and mess around shift-dragging stacks of fuel from hangar to cargo/fuel bay. Put it all in one place and install the fuel build job, which will take care of the numbers. Whatever PI materials are left, that's your surplus to take to market or whatever you do with it.
The change may not be big for a single tower, but as soon as you have a couple, you'll notice how much play time you save. |

Doctor Ungabungas
GoonWaffe Goonswarm Federation
37
|
Posted - 2011.11.08 10:36:00 -
[735] - Quote
Smoking Blunts wrote:how many accounts did you cost ccp with this one btw?
No one is going to quit just because their corp has to adjust their fuelling processes you giant sperging ******. |

Smoking Blunts
Zebra Corp BricK sQuAD.
135
|
Posted - 2011.11.08 10:36:00 -
[736] - Quote
Jack Dant wrote:Even for WH people, the changes should bring some advantages despite the extra step. Just import the ice as always, dump it with your PI output in an ammo array, and do as many runs as you can without the need for more math.
Ammo arrays are easy enough to fit, much easier than a CHA. But it would be nice of CCP to increase their cargo to match component arrays, or allow blocks to be built in component arrays too.
For everyone else, I don't see how this is less convenient. If you were buying fuel from market, this simplifies your life enormously. If you were doing PI to feed your tower, you were already doing a lot more work than assembling the blocks will be. But if the extra step bothers you, just sell your PI products and buy the assembled blocks.
it maybe more simple, sorta(i never found it hard to count, i get that soem poeple do) but a cost hike of 30% min is in my view extreem, especially when its just becasue of lazy programming.
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)
CCP-áare full of words and no action. We will watch what they are doing, for now
|

Smoking Blunts
Zebra Corp BricK sQuAD.
135
|
Posted - 2011.11.08 10:37:00 -
[737] - Quote
Doctor Ungabungas wrote:Smoking Blunts wrote:how many accounts did you cost ccp with this one btw? No one is going to quit just because their corp has to adjust their fuelling processes you giant sperging ******.
lol i know, i asked how many peopel quit cos of that change not this one. are you really that dumb? CCP-áare full of words and no action. We will watch what they are doing, for now
|

Doctor Ungabungas
GoonWaffe Goonswarm Federation
37
|
Posted - 2011.11.08 10:37:00 -
[738] - Quote
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. |

Neo Agricola
BLACK-MARK
71
|
Posted - 2011.11.08 10:39:00 -
[739] - 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 |

Doctor Ungabungas
GoonWaffe Goonswarm Federation
37
|
Posted - 2011.11.08 10:42:00 -
[740] - Quote
Smoking Blunts wrote:Doctor Ungabungas wrote:Smoking Blunts wrote:how many accounts did you cost ccp with this one btw? No one is going to quit just because their corp has to adjust their fuelling processes you giant sperging ******. lol i know, i asked how many peopel quit cos of that change not this one. are you really that dumb?
No, I was pointing out that the very thin connection you were attempting to draw was full of ****. And I did that pretty well since your immediate response was 'oh no I didn't mean that at all'.
Very smooth. |
|

sukee tsayah
Southern Cross Empire Flying Dangerous
5
|
Posted - 2011.11.08 10:44:00 -
[741] - Quote
mkint wrote:Old system: Do math, haul fuel to POS
New system: do easier math, haul fuel to POS, haul assembly arrays to POS, re-manufacture fuel
This whole things sounds like another nerf to low/null/w-space PI for those who make their own fuel.
Amen. +1 |

Smoking Blunts
Zebra Corp BricK sQuAD.
135
|
Posted - 2011.11.08 10:48:00 -
[742] - Quote
Doctor Ungabungas wrote:Smoking Blunts wrote:Doctor Ungabungas wrote:Smoking Blunts wrote:how many accounts did you cost ccp with this one btw? No one is going to quit just because their corp has to adjust their fuelling processes you giant sperging ******. lol i know, i asked how many peopel quit cos of that change not this one. are you really that dumb? No, I was pointing out that the very thin connection you were attempting to draw was full of ****. And I did that pretty well since your immediate response was 'oh no I didn't mean that at all'. Very smooth.
no i was comparing customer service regarding changes to the game and the respose of ccp to customer feed back. please reread if you still dont see it
Quote:so ccp greyscale, is this going get the same reply from you to customer feedback as the anom nerf?
or are you actually gonna act on this feedback before rolling out changes that effect everyone? CCP-áare full of words and no action. We will watch what they are doing, for now
|

ChiefAlex
Cha Ching LtD Ewoks
1
|
Posted - 2011.11.08 10:48:00 -
[743] - Quote
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. |

Neo Agricola
BLACK-MARK
72
|
Posted - 2011.11.08 10:50:00 -
[744] - 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 |

Grukni
Shimai of New Eden N E X O
14
|
Posted - 2011.11.08 10:52:00 -
[745] - Quote
Doctor Ungabungas wrote:Smoking Blunts wrote:how many accounts did you cost ccp with this one btw? No one is going to quit just because their corp has to adjust their fuelling processes you giant sperging ******.
I think what he meant is that it's all about CCP's attitude of not taking into account some valid points brought by some fellow forumers and giving no reason why. They should, at least, explain the reasons and objectives they want to achieve not taking into account player feedback. It has already been stated that they want to bring ease, but there must be more, like a hidden agenda, when they want to drop the bonuses of faction towers and sov, for example, and do listen to our whines to increase fuel granularity. An explanation on this from CCP would be welcomed. |

sukee tsayah
Southern Cross Empire Flying Dangerous
6
|
Posted - 2011.11.08 10:56:00 -
[746] - Quote
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
"judged to be better"
Better for whom? The people who now have to pay less to fuel their POS? Because it certainly isn't better for new players who are dependent on PI for their isk, while at the same time having to deal with the ridiculous idea of destructable COs in the near future and DUST later on.
As a matter of fact, just who does CCP think is going to pay mercenaries to defend Planetary Interaction buildings when CCP is doing everything in its power to nerf the living crap out of it?
"judged to be better"
I thought you guys learned from your mistakes. Ask the community first. Don't make these "judgement calls" without feedback. Good lord. |

Eperor
Skyforger Tactical Narcotics Team
2
|
Posted - 2011.11.08 10:59:00 -
[747] - Quote
good start oN POS ting reworking. MY POS mangers wil be happy to hear that. |

sukee tsayah
Southern Cross Empire Flying Dangerous
6
|
Posted - 2011.11.08 10:59:00 -
[748] - Quote
Smoking Blunts wrote:Quote:so ccp greyscale, is this going get the same reply from you to customer feedback as the anom nerf?
or are you actually gonna act on this feedback before rolling out changes that effect everyone?
Amen. +1
I'm keeping this drum beating. At least after they make this stupid change I'll know that I did everything in my power to stop it. |

ChiefAlex
Cha Ching LtD Ewoks
1
|
Posted - 2011.11.08 11:01:00 -
[749] - Quote
Neo Agricola wrote: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...
My bad. Maybe this fact should be been noted more then with a half sentence in the devblog... |

Smoking Blunts
Zebra Corp BricK sQuAD.
138
|
Posted - 2011.11.08 11:03:00 -
[750] - Quote
Grukni wrote:Doctor Ungabungas wrote:Smoking Blunts wrote:how many accounts did you cost ccp with this one btw? No one is going to quit just because their corp has to adjust their fuelling processes you giant sperging ******. I think what he meant is that it's all about CCP's attitude of not taking into account some valid points brought up by some fellow forumers and giving no reason why. They should, at least, explain the reasons and objectives they want to achieve not taking into account player feedback. It has already been stated that they want to bring ease, but there must be more, like a hidden agenda, when they want to drop the bonuses of faction towers and sov, for example, and do listen to our whines to increase fuel granularity. It is not like they missed this point, it is wholly intentional. An explanation on this from CCP would be welcomed.
yeh that was my point.
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? CCP-áare full of words and no action. We will watch what they are doing, for now
|
|

Jack Dant
The Gentlemen of Low Moral Fibre
94
|
Posted - 2011.11.08 11:10:00 -
[751] - Quote
Grukni wrote:I think what he meant is that it's all about CCP's attitude of not taking into account some valid points brought up by some fellow forumers and giving no reason why. They should, at least, explain the reasons and objectives they want to achieve not taking into account player feedback. It has already been stated that they want to bring ease, but there must be more, like a hidden agenda, when they want to drop the bonuses of faction towers and sov, for example, and do listen to our whines to increase fuel granularity. It is not like they missed this point, it is wholly intentional. An explanation on this from CCP would be welcomed.
The sov bonus is not being dropped. It's not being applied to small and medium towers because of rounding (75% of 2 and 1, rounded up, is still 2 and 1). If they increase fuel granularity, it will work:
https://forums.eveonline.com/default.aspx?g=posts&m=321224#post321224
They removed faction bonuses because the chosen fuel granularity didn't allow it. If they do increase granularity, there's no reason to assume they won't keep the bonus. |

Neo Agricola
BLACK-MARK
72
|
Posted - 2011.11.08 11:10:00 -
[752] - 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 |

Smoking Blunts
Zebra Corp BricK sQuAD.
138
|
Posted - 2011.11.08 11:15:00 -
[753] - Quote
Neo Agricola wrote: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...)
i do hope they read past page 10..lol
thanks for pointing the lareg tower discount out, missed that update somehow. just need to get all the other discounts back in place and this system would work and not effect anyone to negativly(HW/LO useage aside) CCP-áare full of words and no action. We will watch what they are doing, for now
|

Arvella Kadori
Garoun Investment Bank Gallente Federation
1
|
Posted - 2011.11.08 11:26:00 -
[754] - Quote
I think those changes are very good, but after reading the Comments i saw much doubt about the Fact, that the Fuel Block are Racial. So i don't know, but i would like to propose to Split the Fuel Blocks in 2 parts: the Fuel Blocks, and the Fuel Rods. Tthe Fuel Blocks contain the 8x Coolant, 4x Mechanical Parts, 20x Oxygen, 1x Robotics, 150x Heavy Water and 150x Liquid Ozone and Fit in all types of Control Towers. And the Fuel Rods contain the 4x Enriched Uranium and the racial 400x Isotopes wich make them the Racial Based Fuel. Would give Corporations with different Control-towers the flexibility to have universal fuel in storage for all POSes and some "Racial Based Fuel" for their different reactors. Maybe a stupid Idea, but well i still like it.
greez arvella |

Floydd Heywood
Science and Trade Institute Caldari State
16
|
Posted - 2011.11.08 11:29:00 -
[755] - Quote
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.
It might not be easier if you insist on producing your own fuel. But in that case you're supposed to enjoy doing boring and tedious things industry. |

CaldeteisX
Aurora Polaris The Babylon Consortium
18
|
Posted - 2011.11.08 11:29:00 -
[756] - Quote
Not sure if its anything like this has already been posted, don't feel like reading 37 pages :S, but would having blocks setup something like this make much more sense?
Use 24 blocks as the batch size, same time of 10 minutes, and the volume of each block is scaled properly so that the total volume produced from 24 blocks would be the same total volume as the proposed 4 blocks, this should work for nicely then for scaling in faction fuel bonus. For example
Standard towers: small 6 per hour med 12 per hour large 24 per hour
Tier 1 Faction: small 5 per hour med 10 per hour large 20 per hour Thats 16.666666667% reduction in fuel
Tier 2 Faction: small 4 per hour med 8 per hour large 16 per hour Thats 33% reduction in fuel
As can be seen, its not hard to scale some numbers to find an easy solution to keep fuel usage bonuses, and there would be infinite other numbers you can use to scale accordingly and get different % reductions and so on, also to factor in sov fuel bonuses.
This just seems that from the blog you havent tried to find a solution and just said 'lets use 4 blocks!, but the bonuses don't scale...to hard to work out....I know no bonsues and bigger bay!' Don't get me wrong blocks are great and something I've seen threads about for years that people have been calling for, this is what we want to see! what I Don't want is to see another half-done CCP implementation of something getting shoved through the door that isnt going to work nicely and then might not get touched for a few years. It appears you are trying to turn this trend around, and hopefully you do, but past experiences show thats what has happened a lot, fingers crossed not anymore. |

Grukni
Shimai of New Eden N E X O
15
|
Posted - 2011.11.08 11:43:00 -
[757] - Quote
Jack Dant wrote: If they do increase granularity, there's no reason to assume they won't keep the bonus.
If they at least listen to this, I'll be happy. I see no other drawbacks to the proposed changes. |

Via Shivon
Kriegsmarinewerft Goonswarm Federation
12
|
Posted - 2011.11.08 12:22:00 -
[758] - 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.
omg you ewok .... |

syrus mac
Dawn of a new Empire The Initiative.
3
|
Posted - 2011.11.08 12:22:00 -
[759] - Quote
Personally I was drawn to EVE because of it's complexity, I like the fact that stuff isn't easy to do sometimes!
All I see in this blog is dumbing down while simultaneously wrecking the bonuses of Faction towers, either of which can't be good in my opinion.
Maybe that's just me though  |

Neo Agricola
BLACK-MARK
77
|
Posted - 2011.11.08 12:24:00 -
[760] - Quote
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....
[/sarcasm] 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 |
|
|

CCP Greyscale
C C P C C P Alliance
72

|
Posted - 2011.11.08 12:41:00 -
[761] - Quote
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.
|
|

Jack Dant
The Gentlemen of Low Moral Fibre
97
|
Posted - 2011.11.08 12:42:00 -
[762] - Quote
Neo Agricola wrote: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....
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. |

Neo Agricola
BLACK-MARK
77
|
Posted - 2011.11.08 12:44:00 -
[763] - Quote
CCP Greyscale wrote:Hi again.
Changes: ...[/list]
Great!
Thx for listening! 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
BLACK-MARK
79
|
Posted - 2011.11.08 12:47:00 -
[764] - 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....
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 |

Jack Dant
The Gentlemen of Low Moral Fibre
97
|
Posted - 2011.11.08 12:50:00 -
[765] - Quote
Great changes there :)
CCP Greyscale wrote: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 :)
PE research is fine, and will benefit people who turn block-building into their profession.
Wastage and ME research, I'm not convinced. It will delay the initial availability and/or make more expensive during the changeover period, as people either build them wasting materials or wait to research them. Plus ME research slots are always busy in empire, so you are "forcing" pos owners (especially WH corps) to also get a lab to research the BPOs.
|

Apollo Gabriel
Mercatoris Etherium Cartel
164
|
Posted - 2011.11.08 12:54:00 -
[766] - Quote
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.
+10 Imagine playing Donkey Kong where every barrel looks like it hits you. Would you rather I fix the barrels or Kong's shadow?
Welcome to Eve Online where lasers are dumber than barrels! |

Elgaris Dukor
Femti Runa Eru ParadoXon Alliance
0
|
Posted - 2011.11.08 12:54:00 -
[767] - Quote
Why not just increase the cycle time of faction towers instead of only increasing there fuel bay size? |

Jackeroo
Operations Control United Pod Service
1
|
Posted - 2011.11.08 12:55:00 -
[768] - Quote
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.
Great news. I was just wondering what a 15% and 25% bonus on small towers means? Will you round it down? Cause 10 blocks per cycle -15%/25% (1,5 or 2,5) doesn't work.
And how does it work with SOV bonus. Will that count as well?
Anyways, good changes!
|

Neo Agricola
BLACK-MARK
79
|
Posted - 2011.11.08 12:57:00 -
[769] - 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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Mar Drakar
LDK Test Alliance Please Ignore
22
|
Posted - 2011.11.08 12:59:00 -
[770] - Quote
Here you go your bacon now.
Now I'm gonna have to make me some more. |
|

Neo Agricola
BLACK-MARK
79
|
Posted - 2011.11.08 12:59:00 -
[771] - 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...
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 |
|

CCP Greyscale
C C P C C P Alliance
77

|
Posted - 2011.11.08 13:01:00 -
[772] - Quote
Jackeroo 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.
Great news. I was just wondering what a 15% and 25% bonus on small towers means? Will you round it down? Cause 10 blocks per cycle -15%/25% (1,5 or 2,5) doesn't work. And how does it work with SOV bonus. Will that count as well? Anyways, good changes!
It'll be rounding up in all cases I suspect. Not totally optimal, but the 64-block version doesn't deal with 15% well either and I don't want to go much bigger than that if I can help it. The fewer zeroes people have to punch into text boxes, the fewer times they're going to screw up their numbers. |
|

Scrapyard Bob
EVE University Ivy League
311
|
Posted - 2011.11.08 13:02:00 -
[773] - Quote
Most of the complaints in the last dozen pages have been:
- Faction tower fuel savings.
Which can easily be addressed with finer granularity of the fuel pellets such as 100/200/400 for regular towers. At which point you can add back in the Faction/Sov fuel savings. Changing timers is a non-starter, a lot of the POS code probably depends on the assumption that a tick is exactly 60 minutes.
Plus, with a higher granularity - it would allow CCP to introduce *other* structures that consume fuel pellets in varying amounts without having to lock them to the same fuel consumption pattern of 1/2/4. That flexibility alone is a strong reason to go with fuel pellets instead of massive fuel blocks.
- Another step in the fuel production chain.
Unless they charge more then a few million for the BPO, it will just be something where you centralize your fuel production and/or just bring fuel pellets from market (and sell your raw PI/ / ice products at the market). Anchor an Ammo Array at your tower, put it online for 2 days a month and you have enough fuel produced to last a month.
Could be ameliorated a bit if the fuel pellet size is reduced another 10-15% over the current plan. That would mean transporting fuel pellets would save you 20-25% cargo space over hauling the raw products. Which makes logistics slightly easier. It would also mean you could fit closer to a full 28-30 days of fuel in the towers (fewer fueling events per month).
- Heavy Water usage is OMG going up!
Hi-sec towers were probably already capped on CPU (HW usage) due to being focused on research labs. Lo/Null may have consumed less, but I think you'd find that the vast majority of towers out there were already using 50-60% of their CPU.
The cost per month in Heavy Water for a large tower running full tilt on its CPU was a measly 2.2M ISK. Even if HW goes up 10x in price, it doesn't change the fuel costs by more then 22M ISK per month. There have been bigger spikes then that from the POCO speculation and the varous "gank a mack" events over the years.
(Liquid Ozone usage is where things might really get interesting. But overall, fuel needs are being reduced slightly for the large towers, so it will end up being about equal with the costs from before.)
- W-Space Logistics
You're still hauling ice products in from outside. Now you just need to add an ammo array to a POS tower and make it on site.
One big issue here is that the AAA capacity is too low for what it is being asked to do. The capacity of the Ammo Assy Arrays needs to be increased by 2x or 3x.
|

Smoking Blunts
Zebra Corp BricK sQuAD.
138
|
Posted - 2011.11.08 13:03:00 -
[774] - Quote
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.
thanks for taking teh time to read players points, understand and correct things.
the only small(and yes its small) is the LO/HW amounts used. you will find very few pos's that use full LO and HW all the time. so to avoid massive issues with the markets on both of these products and a increased cost, can these two amounts be reduced slightly.75%/75% not 100%/100% would be more more real eve like.
atm is like your power company billing you for every appliance in your house even though they are off and not using power
CCP-áare full of words and no action. We will watch what they are doing, for now
|

Lokeesha Lai'Daigano
Bushwood Industries
1
|
Posted - 2011.11.08 13:05:00 -
[775] - Quote
So this means faction towers will use 15% and 25% less fuel total? So instead of a 50% ice reduction it will be a 25% total fuel cost reduction... What kind of effect will this have on PI prices?
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.
[/list]
|

Scrapyard Bob
EVE University Ivy League
311
|
Posted - 2011.11.08 13:09:00 -
[776] - Quote
Lokeesha Lai'Daigano wrote:So this means faction towers will use 15% and 25% less fuel total? So instead of a 50% ice reduction it will be a 25% total fuel cost reduction... What kind of effect will this have on PI prices?
At a guess, not much - because PI is so easy to get into, as it becomes more profitable more people jump on the bandwagon (it's only a 3-5 day skill train) which drives prices back down. Not hard to train up to run (5) PI harvest planets and make enough raw P1s to keep a few large towers running each month (sell P1 for ISK, buy what you actually need).
The bigger issue with PI prices is going to be how POCOs play out in lo-sec where the yields are higher, or whether all of those PI harvest planets move back to hi-sec (which will restrict supply). The tariff amounts on PI products will also have an effect (and PI prices will go up to match whatever the new tariffs end up being). |

Ingvar Angst
Nasty Pope Holding Corp Talocan United
514
|
Posted - 2011.11.08 13:14:00 -
[777] - Quote
ED209X wrote:Jack Dant wrote:Even for WH people, the changes should bring some advantages despite the extra step. Just import the ice as always, dump it with your PI output in an ammo array, and do as many runs as you can without the need for more math.
Ammo arrays are easy enough to fit, much easier than a CHA. But it would be nice of CCP to increase their cargo to match component arrays, or allow blocks to be built in component arrays too.
For everyone else, I don't see how this is less convenient. If you were buying fuel from market, this simplifies your life enormously. If you were doing PI to feed your tower, you were already doing a lot more work than assembling the blocks will be. But if the extra step bothers you, just sell your PI products and buy the assembled blocks. How is more steps to build your fuel an advantage?
Simple really. First, you don't have to have stockpiles of various PI chunks, isotopes, waters, ozones filling your arrays. You bring in the ice products and as you get the PI made you convert them over to fuel.
OR - Option B...
Stop using your own PI for fuel and instead convert it to high value P3 and P4 items, like those being required for the PCO construction. Buy your fuels and bring them in, bring out and sell the P3 and P4 stuff. Giggle at your profits. Six months in the hole... it changes a man. |

Ludi Tomina
BALKAN EXPRESS Nulli Secunda
1
|
Posted - 2011.11.08 13:14:00 -
[778] - Quote
Thank you CCP Greyscale, your response to players not only un-nerfs faction towers, but speaks a lot about new CCP approach (you listen to sensible player suggestions) which I approve very much!!  |

Halloween Harry
X1983
0
|
Posted - 2011.11.08 13:14:00 -
[779] - Quote
Great change. |

Jack Dant
The Gentlemen of Low Moral Fibre
102
|
Posted - 2011.11.08 13:17:00 -
[780] - Quote
CCP Greyscale wrote:We're going to allow component assembly arrays to build fuel blocks too because why not. This is an awesome change btw.
The component array has 1 million m3 capacity, versus 150k on the ammo array, and 1.4 mil on a corp hangar array. Unless you are using your CHA to full capacity, the component array is a good replacement with lower fitting costs, and the ability to assemble fuel blocks. |
|

Two step
Aperture Harmonics K162
406
|
Posted - 2011.11.08 13:25:00 -
[781] - Quote
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.
Awesome news, thank you very much for listening. The faction bonuses might be a bit much, right now the tier 2 towers are about a 15% reduction in cost, you might want to move to 20%/10%.
The problem with making the BPs have waste (not researchable, everything is researchable, the question is, is there waste?) would be that people might not have time to research them before the change goes live. Making them no-waste BPs, like the other POS BPOs would solve this issue. CSM 6 Alternate Delegate @two_step_eve on Twitter My Blog What does CSM 6 do? |

Ingvar Angst
Nasty Pope Holding Corp Talocan United
514
|
Posted - 2011.11.08 13:28:00 -
[782] - Quote
Nicely done CCP Greyscale! Nicely done indeed.
Now if we could only have you work a bit with the PI team with the concerns about the PCOs and their insane idea to remove all the customs offices without allowing any transition time for people to make, purchase and/or plant the PCOs... they're going to break PI for quite a while there, which will drastically affect the availability of PI materials needed to create these pellets. Six months in the hole... it changes a man. |

Avila Cracko
Federal Navy Academy Gallente Federation
81
|
Posted - 2011.11.08 13:31:00 -
[783] - Quote
why not researchable??? you all are screaming that CCP id dumbing down the game... and then you want the same??? |

Zio Yamamoto
Frog Morton Industries Anuran Origin
0
|
Posted - 2011.11.08 13:31:00 -
[784] - Quote
As you now have redeemed the faction towers and Sov bonuses, it looks a bit more paletable. Large scale operators that buy all theire fuel, will have a easier time of fueling their towers, because all the maths has been transfered to some other guy that produces the fuel blocks. And small time operators with 5-10 towers that prefer to make their own fuel, becasue you are doing PI anyways, and then dont have to be dependant on market to get your stuff, will get slightly shafted with more work. A bit more work is not too much of an issue, I can live with that. Towers will for me use slightly more of one fuel type, and less of others, so that eavens out or goes with a profit.
But, and its a big butt, could you please do a more thorough inhouse debate on all future changes that will affect the core of the economy, ie. fuelprices and/or fuelconsumption / availability, before you release the information ? It creates merry havoc on the market, and it is very bad for business when you dont have stability on critical resources.
Thanks for listening..
|

Weaselior
GoonWaffe Goonswarm Federation
1468
|
Posted - 2011.11.08 13:33:00 -
[785] - Quote
This is a pretty flawless implementation (besides the upgrade script, but such is life), thanks. Please keep the UI issue in mind though and make the blocks different colors. |

Weaselior
GoonWaffe Goonswarm Federation
1468
|
Posted - 2011.11.08 13:35:00 -
[786] - Quote
also there's no need for the bpos to be unresearchable, and it is a major flaw that pos bpos and the like are unresearchable (and you should fix that) |

Iece Quaan
Dreddit Test Alliance Please Ignore
2
|
Posted - 2011.11.08 13:35:00 -
[787] - Quote
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.
|

UGINSECOND
Iridium Inc. Shadow of xXDEATHXx
1
|
Posted - 2011.11.08 13:35:00 -
[788] - Quote
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.
|

Smoking Blunts
Zebra Corp BricK sQuAD.
138
|
Posted - 2011.11.08 13:36:00 -
[789] - Quote
Two step wrote:
Awesome news, thank you very much for listening. The faction bonuses might be a bit much, right now the tier 2 towers are about a 15% reduction in cost, you might want to move to 20%/10%.
The problem with making the BPs have waste (not researchable, everything is researchable, the question is, is there waste?) would be that people might not have time to research them before the change goes live. Making them no-waste BPs, like the other POS BPOs would solve this issue.
with the increase in HW/LO the over all % reduction would be close to current useage at the 25% reduction CCP-áare full of words and no action. We will watch what they are doing, for now
|
|

CCP Greyscale
C C P C C P Alliance
82

|
Posted - 2011.11.08 13:40:00 -
[790] - Quote
20%/10% works for me, and makes much nicer numbers to boot. Any objections? :P
WRT the blueprints, they're set up to do something like 3 hours/level for ME, I think (12000 seconds) with no skills, with a 5% base waste factor (it's kicking the isotopes up to 420). |
|
|

Raid'En
Apprentice Innovations
102
|
Posted - 2011.11.08 13:41:00 -
[791] - Quote
that's way better now xD
a little something on heavy water and liquid ozone would be nice. either you reduce the consumption to 75%, either you lower the volume of the blocks, or the both ^^
high sec pos use almost only heavy water for research, deathstar use mostly liquid ozone for defense, and most of nullsec pos have almost no modules, as it won't really save them, and it help a lot the hauling. |

Avila Cracko
Federal Navy Academy Gallente Federation
82
|
Posted - 2011.11.08 13:42:00 -
[792] - Quote
i think that would be perfect CCP... :) |

Avila Cracko
Federal Navy Academy Gallente Federation
82
|
Posted - 2011.11.08 13:46:00 -
[793] - Quote
p.s.
what about color of that fuel boxes??? they must all be blue??? |

Smoking Blunts
Zebra Corp BricK sQuAD.
138
|
Posted - 2011.11.08 13:51:00 -
[794] - Quote
CCP Greyscale wrote:20%/10% works for me, and makes much nicer numbers to boot. Any objections? :P
WRT the blueprints, they're set up to do something like 3 hours/level for ME, I think (12000 seconds) with no skills, with a 5% base waste factor (it's kicking the isotopes up to 420).
if your gonna do 20%/10% can you set the hw/lo a bit lower on a perfect my bpo then. say 130 for both CCP-áare full of words and no action. We will watch what they are doing, for now
|

Scrapyard Bob
EVE University Ivy League
312
|
Posted - 2011.11.08 14:02:00 -
[795] - Quote
Two step wrote: The problem with making the BPs have waste (not researchable, everything is researchable, the question is, is there waste?) would be that people might not have time to research them before the change goes live. Making them no-waste BPs, like the other POS BPOs would solve this issue.
Eh... so the first few days of fuel costs you 10-15% more until you have time to research it. And from the rumors, we'll have about 30 days between the release of the BPOs and the actual switch-over to using fuel pellets.
Assuming that the copy time isn't insane, you'll see researched T1 BPCs show up on the contract market very quickly. Or you'll see researched BPOs show up fairly quickly (as long as it only takes a few days to get to perfect or near perfect ME).
Most POS owners probably have access to a mobile lab... so waiting for a public research slot probably won't be a big deal. Other then maybe the moon-mining POS towers in lo-sec systems without stations or a corp office. Those folks will have to either run with an unresearched BPO for long enough to get a bit of buffer or buy fuel pellets off the market for the short-term. Or temporarily anchor a mobile lab, then repackage and sell the lab.
(Waste is good - especially since these can be reprocessed into their source components. Waste results in little inefficiencies which can be profited from.) |

Takeshi Ryuu
Black Octopus Blind Octopus
0
|
Posted - 2011.11.08 14:04:00 -
[796] - Quote
CCP Greyscale wrote:It'll be rounding up in all cases I suspect. Not totally optimal, but the 64-block version doesn't deal with 15% well either and I don't want to go much bigger than that if I can help it. The fewer zeroes people have to punch into text boxes, the fewer times they're going to screw up their numbers.
Why using 40-based or 64-based arithmetic when most people would consider 100-based to be easier to calculate in?
From the server side it does not matter whether it will be 10/20/40 or 25/50/100, but from the user point of view calculating all kinds of percents and quantities is, probably, easier when the base "anchor" number is 100 instead of 40 or, gods forbid, 64. |

Slade Nightstrum
Universal Holdings Inc Blazing Angels Alliance
0
|
Posted - 2011.11.08 14:05:00 -
[797] - Quote
Looks much better with the 10%/20% thanks for saving the value of our faction towers.
Question, with regards to POS's not sure if I missed it but your adjusting anchoring times, fuel costs, etc..
Is there a change in here on access range? inside a POS it just seems to me having range limits on accessing the SMA/Hangers etc... at 3K is so very low. I understand you dont want people using this outside the forcefield, but perhaps at that if you have rights and are within the shiled can we not just have full access at any range?
Or some increase thereof beyond 3km?
Cheers
|

Ahrman Vanaheim
Chimaera Combine Novus Dominatum
6
|
Posted - 2011.11.08 14:05:00 -
[798] - Quote
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. . [/list]
Really good news that you are leaving the faction tower bonuses in, thanks for listening.
FYI - smaller POS operators will often have a POS alt that is left in situ and logs on to fuel/whatever the POS and then logged out. That takes all of a few minutes, so the whole fuel interval thing was really just a handy side effect of a more fuel efficient POS. Anyone who actually has to mine their own fuel/does PI will see the faction tower costs as being worthwhile to escape yet more tedium (in addition to WH operators to whom fuel storage and efficiency is of considerable importance).
|

Dr Mercy
EC Riders Mech Alliance
22
|
Posted - 2011.11.08 14:14:00 -
[799] - Quote
CCP Greyscale wrote:Jackeroo 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.
Great news. I was just wondering what a 15% and 25% bonus on small towers means? Will you round it down? Cause 10 blocks per cycle -15%/25% (1,5 or 2,5) doesn't work. And how does it work with SOV bonus. Will that count as well? Anyways, good changes! It'll be rounding up in all cases I suspect. Not totally optimal, but the 64-block version doesn't deal with 15% well either and I don't want to go much bigger than that if I can help it. The fewer zeroes people have to punch into text boxes, the fewer times they're going to screw up their numbers.
You could just use a 20x multiplier instead of 10x. Allows you 15% and 25% on all towers.
Also, is there a reason you have made the fuels racial rather than generic?
|

Neo Agricola
BLACK-MARK
80
|
Posted - 2011.11.08 14:22:00 -
[800] - 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"
DISSONANCE is recruiting Members: https://forums.eveonline.com/default.aspx?g=posts&m=70361#post70361
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|

Dario Kaelenter
ACME HARDWARE
1
|
Posted - 2011.11.08 14:23:00 -
[801] - Quote
CCP Greyscale wrote:20%/10% works for me, and makes much nicer numbers to boot. Any objections? :P
WRT the blueprints, they're set up to do something like 3 hours/level for ME, I think (12000 seconds) with no skills, with a 5% base waste factor (it's kicking the isotopes up to 420).
So I had a bigger feedback post tho ya stupid forum preview ate it 
One thing that came to mind was the BPC runs - Please make it reasonable like 300 as per most ammo ... and not something stupid like Nanite Repair Paste as I'm sure your DB and my hanger prefers 1 x 300 run BPC instead of 60 x 5 Run BPCs cluttering things up !!
Also the proposal is suggesting an increase in running costs as far as LW & HW go as a Large non faction POS would use almost 150 units per hour if u had everything running at 100% CPU and PG per hour tho that's VERY unlikely. on our towers we usually have about 140 of one and 50 of the other consumed per hour ... Research is one way (HW intensive) and lo sec defences and reactors the other (LO intensive) and the costs of HW were much less ( 20 isk/unit vs 300/unit ) |

Tercius
Re-Awakened Technologies Inc
0
|
Posted - 2011.11.08 14:25:00 -
[802] - Quote
Dr Mercy wrote: Also, is there a reason you have made the fuels racial rather than generic?
There is racial ice, for racial towers, so there should be racial fuel blocks. |

UGINSECOND
Iridium Inc. Shadow of xXDEATHXx
1
|
Posted - 2011.11.08 14:28:00 -
[803] - Quote
Anyway, we need more time before fuel changes. Is take a week or so for research + need time to produce new fuel. If you have one POS - is enough, but produce fuel for 10-20-40 POSes - ask for much more time... |

Via Shivon
Kriegsmarinewerft Goonswarm Federation
13
|
Posted - 2011.11.08 14:32:00 -
[804] - Quote
no idea why people say hw will raise x5 x10 x20... it maybe does right now because of the rich traders speculating...keep in mind someone is allways loosing in this because others win  hw price will drop really fast again because ther is sooo much of it... |

Scrapyard Bob
EVE University Ivy League
313
|
Posted - 2011.11.08 14:48:00 -
[805] - Quote
Dr Mercy wrote: Also, is there a reason you have made the fuels racial rather than generic?
Racial fuels encourage trade between the regions and gives a bit of texture to the game. (Imagine if there was only one type of ore and it dropped tritanium and tritanium was the only component used in all production. It would be very boring.)
As for the logistics - the finished fuel pellets probably still need to be made just slightly smaller (10-15%), which would make them more attractive to "build pellets in one location, use in a 2nd location". It would be a boon to the w-space folks as the pellets would eat up less storage space. |

Kim Lesley Hartman
Hartman Ornamental Confectionery and Pies The 20 Minuters
16
|
Posted - 2011.11.08 14:50:00 -
[806] - Quote
Kim Lesley Hartman wrote:Quote: Every other structure not already mentioned in this list now takes 5 seconds to anchor/unanchor and 3 seconds to online/offline Can somebody tell me if that includes the actual towers? (may have been answered already but can't read to 35 pages atm)
Please anybody? |
|

CCP Greyscale
C C P C C P Alliance
87

|
Posted - 2011.11.08 14:51:00 -
[807] - Quote
Takeshi Ryuu wrote:CCP Greyscale wrote:It'll be rounding up in all cases I suspect. Not totally optimal, but the 64-block version doesn't deal with 15% well either and I don't want to go much bigger than that if I can help it. The fewer zeroes people have to punch into text boxes, the fewer times they're going to screw up their numbers. Why using 40-based or 64-based arithmetic when most people would consider 100-based to be easier to calculate in? From the server side it does not matter whether it will be 10/20/40 or 25/50/100, but from the user point of view calculating all kinds of percents and quantities is, probably, easier when the base "anchor" number is 100 instead of 40 or, gods forbid, 64.
TBH I suspect most people are going to be calculating in 24-hour chunks not 1-hour chunks anyway, so 100 get you 2400 and 40 gets you 960. I'm trying to keep the zeroes low though because (as traders will tell you) miscounting your 0s is probably the most common type of bad input.
Dario Kaelenter wrote:CCP Greyscale wrote:20%/10% works for me, and makes much nicer numbers to boot. Any objections? :P
WRT the blueprints, they're set up to do something like 3 hours/level for ME, I think (12000 seconds) with no skills, with a 5% base waste factor (it's kicking the isotopes up to 420). So I had a bigger feedback post tho ya stupid forum preview ate it  One thing that came to mind was the BPC runs - Please make it reasonable like 300 as per most ammo ... and not something stupid like Nanite Repair Paste as I'm sure your DB and my hanger prefers 1 x 300 run BPC instead of 60 x 5 Run BPCs cluttering things up !!
Max production runs is set to 300. |
|

Jack Dant
The Gentlemen of Low Moral Fibre
105
|
Posted - 2011.11.08 14:53:00 -
[808] - Quote
Kim Lesley Hartman wrote:Kim Lesley Hartman wrote:Quote: Every other structure not already mentioned in this list now takes 5 seconds to anchor/unanchor and 3 seconds to online/offline Can somebody tell me if that includes the actual towers? (may have been answered already but can't read to 35 pages atm) Please anybody? Not as of yesterday on Sisi. |

SuperSpy00bob
North Eastern Swat Pandemic Legion
0
|
Posted - 2011.11.08 14:56:00 -
[809] - Quote
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. |

Via Shivon
Kriegsmarinewerft Goonswarm Federation
14
|
Posted - 2011.11.08 15:09:00 -
[810] - Quote
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 |
|

Neo Agricola
BLACK-MARK
80
|
Posted - 2011.11.08 15:11:00 -
[811] - 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
Eve= A Game for guys who prefere workarounds over solutions... DISSONANCE is recruiting Members: https://forums.eveonline.com/default.aspx?g=posts&m=70361#post70361
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Esrevid Nekkeg
Justified and Ancient
64
|
Posted - 2011.11.08 15:29:00 -
[812] - Quote
CCP Greyscale wrote:20%/10% works for me, and makes much nicer numbers to boot. Any objections? :P Nope. The faction tower fuel bonus stays more or less intact and that makes me as a wh dweller very happy indeed...
CCP Greyscale wrote:WRT the blueprints, they're set up to do something like 3 hours/level for ME, I think (12000 seconds) with no skills, with a 5% base waste factor (it's kicking the isotopes up to 420). Fair enough. Piece of (very sweet) cake actually to get the fuel consumption down even more. Thanks!
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!....
Here I used to have a sig of our old Camper in space. Now it is disregarded as being the wrong format. Looking out the window I see one thing: Nothing wrong with the format of our Camper! Silly CCP......
|

Neo Agricola
BLACK-MARK
80
|
Posted - 2011.11.08 15:33:00 -
[813] - 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!.... 
LOL! 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 |

Jokerface666
Ever Flow Northern Coalition.
80
|
Posted - 2011.11.08 15:39:00 -
[814] - Quote
Two step wrote:As I said on the CSM forums, I don't think that is enough of a bonus for faction towers. Other than that, good stuff!
The reason i have a faction tower is becouse of the fuel bonus... it absolutely sucks tha this bonus is gone now... why can't you guys make the requiremnt per hour let's say 10 block, and a faction towers needs 10 % les fuel, so 9 blocks.
The blueprints would make 10 blocks per run instead of 1.
would it be such a pain to implement?
I'd rather have big numbers, then loose my bonus, which i've payed 1,2 Billion for.
EDIT: but sexy changes right there everything else! ------------------------------w00t w00t rapetrain------------------------------ |

Bobble Gumple
Grand Solar Trinity
0
|
Posted - 2011.11.08 15:44:00 -
[815] - Quote
So....
Any particular reason that they're nearly quadrupling the fuel costs for large towers? |

Esrevid Nekkeg
Justified and Ancient
64
|
Posted - 2011.11.08 15:45:00 -
[816] - Quote
There was an issue with parsing this post's BBCode Here I used to have a sig of our old Camper in space. Now it is disregarded as being the wrong format. Looking out the window I see one thing: Nothing wrong with the format of our Camper! Silly CCP......
|

MentalM
Aperture Harmonics K162
0
|
Posted - 2011.11.08 15:46:00 -
[817] - Quote
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? |

Arana Mirelin
Te'Rava Industries
9
|
Posted - 2011.11.08 15:47:00 -
[818] - Quote
Bobble Gumple wrote:So....
Any particular reason that they're nearly quadrupling the fuel costs for large towers?
Because people don't read that each manufacturing run creates 4 blocks of fuel and assume that it only creates 1. |

Neo Agricola
BLACK-MARK
82
|
Posted - 2011.11.08 15:49:00 -
[819] - 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...
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 |

Bobble Gumple
Grand Solar Trinity
0
|
Posted - 2011.11.08 15:49:00 -
[820] - Quote
Arana Mirelin wrote:Bobble Gumple wrote:So....
Any particular reason that they're nearly quadrupling the fuel costs for large towers? Because people don't read that each manufacturing run creates 4 blocks of fuel and assume that it only creates 1.
Pshhh! Who would do that?  |
|

Arana Mirelin
Te'Rava Industries
9
|
Posted - 2011.11.08 15:49:00 -
[821] - 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?
At present, that would mean your polymer reactors (if you have any) are that much slower as well. Tower update tick updates all timed reactions/etc on the tower.
Thus all of the details on tracking when the tower ticks when updating reaction silos. |

Scrapyard Bob
EVE University Ivy League
314
|
Posted - 2011.11.08 15:52:00 -
[822] - Quote
Bobble Gumple wrote:So....
Any particular reason that they're nearly quadrupling the fuel costs for large towers?
They're not. (Go back and re-read the blog...)
Small tower costs should (unless fuel prices spike for other reasons) go down 20-30% from their current cost. Even with the increased HW/LOz usage it will still be 10-15% cheaper.
Medium towers go down a bit less (in the 10-14% range).
Large towers go down about 8% (but with the HW/LOz change that might only be a 3-4% savings, or maybe a break-even). |

MentalM
Aperture Harmonics K162
0
|
Posted - 2011.11.08 15:54:00 -
[823] - Quote
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!  |

MentalM
Aperture Harmonics K162
0
|
Posted - 2011.11.08 15:56:00 -
[824] - Quote
Arana Mirelin 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? At present, that would mean your polymer reactors (if you have any) are that much slower as well. Tower update tick updates all timed reactions/etc on the tower. Thus all of the details on tracking when the tower ticks when updating reaction silos.
Sorry if I'm covering old ground here, but couldn't the reactors and other POS modules have their own timers, rather than working off the towers timer?
|

Arana Mirelin
Te'Rava Industries
9
|
Posted - 2011.11.08 16:03:00 -
[825] - Quote
MentalM wrote:Arana Mirelin 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? At present, that would mean your polymer reactors (if you have any) are that much slower as well. Tower update tick updates all timed reactions/etc on the tower. Thus all of the details on tracking when the tower ticks when updating reaction silos. Sorry if I'm covering old ground here, but couldn't the reactors and other POS modules have their own timers, rather than working off the towers timer?
They could, and I expect that when they redo starbases entirely, which they seem to be hinting at, something like this may be done. Right now, it's more of a quick change which doesn't offer as much chance of new bugs. Switching fuel type(s) and amount(s) is a less invasive change.
|

Dex Ironmind
Vorpal's Edge
11
|
Posted - 2011.11.08 16:03:00 -
[826] - Quote
Since it seems we will have BPOs for this gig, with research capabilities, I am assuming the phrase "ALL STATIONS" in the blog means all stations with Factory services???
Is this a correct assumption? Mind you, the load on public factory slots is still pretty high.
Dex was here.  |

Namyri'el
T.O.R. Absolute Damage Inc.
0
|
Posted - 2011.11.08 16:09:00 -
[827] - Quote
Entity wrote:
NO NO NO NO NO NO NO NO
The 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.
CCP, listen to this guy. He knows what he's talking about. Those people you talked to about faction POS bonuses? Clearly don't. |

Ingvar Angst
Nasty Pope Holding Corp Talocan United
516
|
Posted - 2011.11.08 16:10:00 -
[828] - Quote
MentalM wrote:Arana Mirelin 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? At present, that would mean your polymer reactors (if you have any) are that much slower as well. Tower update tick updates all timed reactions/etc on the tower. Thus all of the details on tracking when the tower ticks when updating reaction silos. Sorry if I'm covering old ground here, but couldn't the reactors and other POS modules have their own timers, rather than working off the towers timer?
No. The reactors, etc. are of course timed to tick with the POS to accurately determine fuel use per cycle. If you start offsetting them you'll require certain fuels for this percentage of the cycle, a different amount for the rest of the cycle... you don't want to do that to the code. Six months in the hole... it changes a man. |

Arana Mirelin
Te'Rava Industries
9
|
Posted - 2011.11.08 16:13:00 -
[829] - Quote
Ingvar Angst wrote:MentalM wrote:Arana Mirelin 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? At present, that would mean your polymer reactors (if you have any) are that much slower as well. Tower update tick updates all timed reactions/etc on the tower. Thus all of the details on tracking when the tower ticks when updating reaction silos. Sorry if I'm covering old ground here, but couldn't the reactors and other POS modules have their own timers, rather than working off the towers timer? No. The reactors, etc. are of course timed to tick with the POS to accurately determine fuel use per cycle. If you start offsetting them you'll require certain fuels for this percentage of the cycle, a different amount for the rest of the cycle... you don't want to do that to the code.
That is an issue I didn't consider. However, with the coming fuel changes, this is no longer going to be an issue as LO/HW use are not going to be determined by PG/CPU usage.
If the plan is to move away from those being variable going forward, then this is something which could be changed. |

Neo Agricola
BLACK-MARK
83
|
Posted - 2011.11.08 16:15:00 -
[830] - 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
Black-Mark Alliance Recruitment: https://forums.eveonline.com/default.aspx?g=posts&t=6710 |
|

Amiar
The Fiction Factory Silent Infinity
0
|
Posted - 2011.11.08 16:27:00 -
[831] - Quote
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. |

Ingvar Angst
Nasty Pope Holding Corp Talocan United
516
|
Posted - 2011.11.08 16:28:00 -
[832] - 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.
Current events, three or four pages back. Six months in the hole... it changes a man. |

bornaa
GRiD.
14
|
Posted - 2011.11.08 16:29:00 -
[833] - 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.
MOTHER OF GOD... DO YOU PPL READ??? |

Neo Agricola
BLACK-MARK
83
|
Posted - 2011.11.08 16:31:00 -
[834] - 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
Black-Mark Alliance Recruitment: https://forums.eveonline.com/default.aspx?g=posts&t=6710 |

Jenn Makanen
Science and Trade Institute Caldari State
40
|
Posted - 2011.11.08 16:34:00 -
[835] - Quote
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???
But but but, reading is hard! |

Ripard Teg
Selective Pressure Rote Kapelle
7
|
Posted - 2011.11.08 16:34:00 -
[836] - Quote
CCP Greyscale wrote: Changes:
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).
Excellent. Very happy to hear it!
CCP Greyscale wrote:
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 :)
Make them non-researchable, like Nanite Repair Paste. Any corp worth its salt is going to need 5-10 of these BPOs (and really big corps might need more) and researching all of them is going to be a freakin' PITA. Make them time researchable, but not quantity researchable. Jester's Trek: wherein I ramble about EVE Online, gaming, and from time to time... life. |

Echo Mande
5
|
Posted - 2011.11.08 16:35:00 -
[837] - Quote
The changes look very workable and improve what was already a decent proposal. Having the component array being able to build fuel will allow largish fuel builds to be done at one POS for all of a system's POSses (hello wormholers). For instance a job of 4032 runs would be possible, even though it would take the array 10.5 days to finish (this is 24 weeks' fuel for a normal large tower outside sov space).
Hauling all that fuel is potentially still a problem though, with an iteron V (assumption 38K hold) needing 4 runs to move 4 weeks worth of fuel. Could it be possible for the Rorqual and Orca to be tweaked so that their ore holds can hold POS fuel in addition to ore and ice. As a further tweak, could the Orca also be tweaked so it can also hold compressed ore and ice? With these tweaks an orca can haul 4 weeks' worth of fuel for a large tower while a rorq would be able to move 3 times that. Jump freighters are very nice and all but they're hideously expensive and freighters are slugs. |

Fuujin
GoonWaffe Goonswarm Federation
31
|
Posted - 2011.11.08 16:37:00 -
[838] - Quote
Ripard Teg wrote:CCP Greyscale wrote: Changes:
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).
Excellent. Very happy to hear it! CCP Greyscale wrote:
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 :)
Make them non-researchable, like Nanite Repair Paste. Any corp worth its salt is going to need 5-10 of these BPOs (and really big corps might need more) and researching all of them is going to be a freakin' PITA. Make them time researchable, but not quantity researchable.
I imagine CCP will have a decent several week leadtime before they flip the fuel switch. If the BPOs have 5% waste as mentioned you'll have plenty of time to optimize your BPs for production and get blocks ready for the big event. As for the act of researching them...well, you DO have a tower, right? |

Kratar Mirat
The Unnamed. Novum Militis ExParte
2
|
Posted - 2011.11.08 16:38:00 -
[839] - Quote
Fuel block compression could help with faction tower refueling logistics in wormholes.. Especially would be nice if fuel consumption is going up |

mkint
304
|
Posted - 2011.11.08 16:42:00 -
[840] - Quote
Quote:We'll keep an eye on the ice use situation and make further changes there if needed
Why would you release something that's fundamentally broken to begin with?
ever time CCP says: "we'll keep an eye on it and make adjustments as necessary" they really mean: "we know this is broken before launch and we're going to do f*ck all about it."
In a game that prides itself on the robustness of the economy, you'd think the devs would actually ask their PHD economist about stuff they're intending to break. Smells like some dev's alliance has got some insider trading going on. Hmm... I wonder which alliance that could be. Which alliance has benefits from every Grayscale change more than ANY other alliance... Hmm.... |
|

Tas Nok
Hedion University Amarr Empire
8
|
Posted - 2011.11.08 16:48:00 -
[841] - Quote
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...
This seems to address most of the major concerns TY, TYVM.
Still open questions:
Different colored blocks <<--- really more important than you think (amarr-gold, caldari-blue, gal-green, min-red) not hard to imagine if you try :)
once the change over happens, is TQ really going to be stable sending out zillions of notifications as soon as DT ends cause I can just see hundreds if not thousands of towers whining without the new fuel, and those notifications will go to every corp member with POS roles...
|

Nocturrne Primitive
Cloak and Daggers Fidelas Constans
2
|
Posted - 2011.11.08 16:51:00 -
[842] - Quote
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.
|

Meditril
Stardust Heavy Industries
15
|
Posted - 2011.11.08 16:57:00 -
[843] - Quote
Nice! This is really a good reason to try out running an own POS again. |

Neo Agricola
BLACK-MARK
83
|
Posted - 2011.11.08 16:57:00 -
[844] - Quote
Tas Nok wrote: quoting Greyscale for the Nth time cause of all the trolls too lazy to read...
Thank you very much! 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 |
|

CCP Greyscale
C C P C C P Alliance
95

|
Posted - 2011.11.08 17:08:00 -
[845] - Quote
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
|
|

Zaepho
Phoenix Propulsion Labs RED Citizens
6
|
Posted - 2011.11.08 17:11:00 -
[846] - Quote
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? |

Neo Agricola
BLACK-MARK
85
|
Posted - 2011.11.08 17:13:00 -
[847] - Quote
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
Black-Mark Alliance Recruitment: https://forums.eveonline.com/default.aspx?g=posts&t=6710 |

mkint
304
|
Posted - 2011.11.08 17:14:00 -
[848] - Quote
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.
The goal of this change is to buff Grayscale friends, and nerf everyone else. Grayscale is bad for EVE. |

Via Shivon
Kriegsmarinewerft Goonswarm Federation
15
|
Posted - 2011.11.08 17:17:00 -
[849] - Quote
HW price will fall to the bottom again where it was, will maybe raise a bit when ppl need it to start making blocks. The LO price will raise allot more because most POS dont need LO at the moment, cyno neds it, jumpbridges need it, ice will leave high sec or goons will focus more on ganking ice miners. Robotics will fall a bit but PI i guess will still go op because of the POCO changes.
so isk on the wallet is waste of profit atm...there are so much good investments we can so...i dont even know wich one first :D |

Fuujin
GoonWaffe Goonswarm Federation
32
|
Posted - 2011.11.08 17:17:00 -
[850] - Quote
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?
That's changing an art asset, not a balance thing per se, so I'd imagine that it's been kicked over to the art dept and GS will mention it if/when the haughty artistes deign to respond.
|
|

Zaepho
Phoenix Propulsion Labs RED Citizens
6
|
Posted - 2011.11.08 17:22:00 -
[851] - Quote
Fuujin wrote: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? That's changing an art asset, not a balance thing per se, so I'd imagine that it's been kicked over to the art dept and GS will mention it if/when the haughty artistes deign to respond. Completely understood. However, Master Greyscale (yes I'm pandering) is acting as the voice for this change so I suspect he's got some knowledge on if it is even being considered. |

Scrapyard Bob
EVE University Ivy League
314
|
Posted - 2011.11.08 17:24:00 -
[852] - Quote
Fuujin wrote:Ripard Teg wrote:CCP Greyscale wrote: Changes:
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).
Excellent. Very happy to hear it! CCP Greyscale wrote:
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 :)
Make them non-researchable, like Nanite Repair Paste. Any corp worth its salt is going to need 5-10 of these BPOs (and really big corps might need more) and researching all of them is going to be a freakin' PITA. Make them time researchable, but not quantity researchable. I imagine CCP will have a decent several week leadtime before they flip the fuel switch. If the BPOs have 5% waste as mentioned you'll have plenty of time to optimize your BPs for production and get blocks ready for the big event. As for the act of researching them...well, you DO have a tower, right?
In fact, a number was quoted earlier that basically says:
- BPOs released on launch day - Fuel change-over to occur a few weeks or a month later
So you'll have about 30 days to buy a BPO, get it researched (or buy a BPC) and to start production of fuel pellets. Which is plenty of time.
(BPOs that require research are good for the game. BPOs that don't require research reduce demand for lab slots, which is ultimately bad for POS owners.)
|

Smoking Blunts
Zebra Corp BricK sQuAD.
139
|
Posted - 2011.11.08 17:29:00 -
[853] - Quote
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
all good, now please adjust the LO/HW amounts from 150 to 130. they will still be more than now, but are actually closer to the actual amounts used.
tier 2 faction tower at max cpu/grid is 113LO/HW per hour. new plan at 150 after discount is 120. not a great increase on the initial look. but when you consider that you will never use full cpu and grid at the same time its a massive increase.
standard lab set up same pos currently is 113HW 68LO. so 181 total, now its gonna be 240 a 33% increase if it was 130 after discounts 104, total 208 that woudl still be a 20% increase but would be more inline with actual useage levels of cpu/grid
edit, looked at reaction pos's on none faction and its more than a 33% increase on those currently and woudl still be around 25% increase if the amounts were dropped to 130 from the 150 currently planned CCP-áare full of words and no action. We will watch what they are doing, for now
|

Vincent Athena
V.I.C.E. The Lostboys
132
|
Posted - 2011.11.08 17:31:00 -
[854] - Quote
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. CCP employees should never proclaim a feature to be awesome. Only subscribers should. Subscribers can never answer a question posed to CCP. Only CCP can. |

Arra Lith
HUSARIA Curatores Veritatis Alliance
8
|
Posted - 2011.11.08 17:34:00 -
[855] - Quote
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
Why you want to nerf faction towers so badly ? Biggest cost of fuel component is ice:
NOW: Standard uses 450 = 100%, tier one is 383 = 85%, tier two is 338 = 75%
AFTER CHANGE: Standard uses 40 blocks = 100% tier one - 36 = 90% tier two - 32 = 80%
So why is this nerf here needed ??? Percents used should stay same, so it should be 40 / 34 / 30 Sovereignity should futher reduce it by 25% to 30 / 26 / 23
Applying 100 as base for large tower (most commonly used poses) would be much better to calculate than 40 as base. Its easier to calculate needed amount multiplying hours by 100 than by ie 40. It will just need to add two zeros after required amount of hours.
|

Neo Agricola
BLACK-MARK
86
|
Posted - 2011.11.08 17:36:00 -
[856] - Quote
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.
QFT. 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 |

Jenn Makanen
Science and Trade Institute Caldari State
40
|
Posted - 2011.11.08 17:36:00 -
[857] - Quote
player PE 5, bpo ME 0: waste will be: 0 coolant 0 enriched uranium 20 racial isotope 0 Mechanical parts 1 Oxygen 0 robotics 7 Heavy Water 7 Liquid Ozone.
a 'perfect' ME will be when the waste is lower than 0.0025% (eliminating all Isotope wate), or ME 10 ( I think. my maths may well be off). |

Darkdood
Estrale Frontiers Project Wildfire
17
|
Posted - 2011.11.08 17:37:00 -
[858] - Quote
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
We lose 5% of the discount on faction towers but this is acceptable.
You should just label the sov discount properly and not bother telling people it will round up. Just change it to 20% and be done with it.
It's not perfect but close enough.
GJ.
I guess I panicked for nothing. |

Vincent Athena
V.I.C.E. The Lostboys
132
|
Posted - 2011.11.08 17:58:00 -
[859] - Quote
I think having the faction towers at 10% and 20% savings is fine. Faction towers right now do not reduce the need for many fuel types, like robotics. With the new system they will reduce the need for all types, so a smaller percentage is a good balance.
There still seem to be 2 concerns for me and seen in some posts. One is the overall increase in heavy water and liquid ozone use. If you mine basic ice, you get for every 12 units of isotopes, 2 units of HW and one of LO. But the blocks require for every 12 units of isotopes 4.5 units of HW and 4.5 of LO, a basic mis-match to the ore. For the high sec dweller who mines their own ice, this is an issue; they will have a WH and LO shortage unless they mine far more. Then they will have an isotope excess.
Fixes:
Change the fuel block build requirements.
Add the other ices to all ice belts (even high sec), things like Dark Glitter and Glare Crust, and let the miners, the market and the sandbox figure it out. (Edit: Or add Dark Glitter and Glare Crust Grav sites to areas that normally do not have such ore).
The other issue seems to be the block color. I can take or leave this one, but different colors would be cool. CCP employees should never proclaim a feature to be awesome. Only subscribers should. Subscribers can never answer a question posed to CCP. Only CCP can. |

Darkdood
Estrale Frontiers Project Wildfire
19
|
Posted - 2011.11.08 18:01:00 -
[860] - Quote
One last thing.
Please Please I'm BEGGING YOU. Make the icons have completely different colors. |
|

Nyla Skin
Pew Pew Corp Behold.
33
|
Posted - 2011.11.08 18:21:00 -
[861] - Quote
I can't see this as anything but a good thing.  |

Tao Shaile
Vault205 Holding
1
|
Posted - 2011.11.08 18:32:00 -
[862] - Quote
Wow. Way to go!
All what we need now is a modular POS like suggested in posting #3
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=391410
and a "Walk in POS" would make me happy.
Ah well... maybe in Winter Expansion 2013 
|

Balcor Mirage
Eclipse Industrials Quantum Forge
0
|
Posted - 2011.11.08 18:36:00 -
[863] - Quote
Greyscale.... *sigh*... do you play this game?
You've gone one step too far and have not thought out the ramifications of the fuel blocks. I like the idea of the blocks as it will make it easier for my fuel technicians to manage the towers. However, you've just created an extra layer to the process and taken away any fiscal responsibility from the corporation by assuming we want to run CPU and Power Grid at 100% all the time... not to mention the rug being pulled out from under the faction tower bonuses. Why do you CONSTANTLY tinker with rules that have a financial commitment associated with them and NOT allow for an isk rebalance along with it?
One step too far... if you had left the ice fuels out of the production bill of material, you could have accomplished the same thing and not taken away the benefits of load balancing a POS or removing the faction benefits. You could have also then tied the production process to planetary interaction instead of creating a new layer of managing fuel production in additional production slots... one step too far.
|

Ingvar Angst
Nasty Pope Holding Corp Talocan United
517
|
Posted - 2011.11.08 18:56:00 -
[864] - Quote
Balcor Mirage wrote:Greyscale.... *sigh*... do you play this game?
You've gone one step too far and have not thought out the ramifications of the fuel blocks. I like the idea of the blocks as it will make it easier for my fuel technicians to manage the towers. However, you've just created an extra layer to the process and taken away any fiscal responsibility from the corporation by assuming we want to run CPU and Power Grid at 100% all the time... not to mention the rug being pulled out from under the faction tower bonuses. Why do you CONSTANTLY tinker with rules that have a financial commitment associated with them and NOT allow for an isk rebalance along with it?
One step too far... if you had left the ice fuels out of the production bill of material, you could have accomplished the same thing and not taken away the benefits of load balancing a POS or removing the faction benefits. You could have also then tied the production process to planetary interaction instead of creating a new layer of managing fuel production in additional production slots... one step too far.
You didn't read far enough before you posted. Go back a couple pages, Greyscale has already outlined changes made based on user input that are now in test. Six months in the hole... it changes a man. |

Aluminy
Ethereal Wolves AAA Citizens
0
|
Posted - 2011.11.08 18:59:00 -
[865] - Quote
Balcor Mirage wrote:Greyscale.... *sigh*... do you play this game?
You've gone one step too far and have not thought out the ramifications of the fuel blocks. I like the idea of the blocks as it will make it easier for my fuel technicians to manage the towers. However, you've just created an extra layer to the process and taken away any fiscal responsibility from the corporation by assuming we want to run CPU and Power Grid at 100% all the time... not to mention the rug being pulled out from under the faction tower bonuses. Why do you CONSTANTLY tinker with rules that have a financial commitment associated with them and NOT allow for an isk rebalance along with it?
One step too far... if you had left the ice fuels out of the production bill of material, you could have accomplished the same thing and not taken away the benefits of load balancing a POS or removing the faction benefits. You could have also then tied the production process to planetary interaction instead of creating a new layer of managing fuel production in additional production slots... one step too far.
obviously you cant read as grayscale posted less then a page back
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
also im assuming you do not play the game either (balcor) - as this is a huge benefit to those that run more then one tower... sure maybe a little hasty but unlike you i do not like "calculating" fuel for dozens of towers - this makes it hella ez to go fuel... and runnin the towers at full cpu / power grid with no fuel balancing makes things even easier for those that run mass operations - and helps with those that do not... now you can run all the defense on that solo tower you own and not have to worry bout using up more LO or HW ...
read before posting - might help ya out some mate |

ilmon
Unknown Soldiers RED.Legion
1
|
Posted - 2011.11.08 19:16:00 -
[866] - Quote
with the adjustments made i think we can all be happy campers |

Darkdood
Estrale Frontiers Project Wildfire
21
|
Posted - 2011.11.08 19:22:00 -
[867] - Quote
Why not do this?
Give the tier 1 faction towers a 20% discount 32/16/8 and the tier 2 towers a 30% discount 28/14/7. Then make the sov discount 20%.
When you factor in forcing every tower to run max PG/CPU it balances back out to be about the same costs. Sov holders take a small hit but only on non faction towers. Besides they are the ones who can afford it. |

TorTorden
NorCorp Enterprise No Holes Barred
8
|
Posted - 2011.11.08 19:23:00 -
[868] - Quote
Not only a happy camper but a happy hamster :D |

Sizeof Void
Center for Advanced Studies Gallente Federation
32
|
Posted - 2011.11.08 19:28:00 -
[869] - Quote
CCP Greyscale wrote: 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.
Tsk, tsk - Greyscale. We've been told over and over (and over) by many "expert" bitter-vet players - a few on this thread, actually - that CCP devs make whatever game-breaking changes they feel like making, and never listen/respond to player feedback. Didn't you get the memo? CCP's renewed commitment to FIS is nothing but a sham.
So, what's the deal here? Are you trying to make liars out of these whiners... er, I mean, valued players?
BTW - Very sharp work on addressing the faction vs. standard tower issue. |

Balcor Mirage
Eclipse Industrials Quantum Forge
0
|
Posted - 2011.11.08 19:37:00 -
[870] - Quote
Aluminy wrote:[ also im assuming you do not play the game either (balcor) - as this is a huge benefit to those that run more then one tower... sure maybe a little hasty but unlike you i do not like "calculating" fuel for dozens of towers - this makes it hella ez to go fuel... and runnin the towers at full cpu / power grid with no fuel balancing makes things even easier for those that run mass operations - and helps with those that do not... now you can run all the defense on that solo tower you own and not have to worry bout using up more LO or HW ...
read before posting - might help ya out some mate
Thanks for pointing out the updates I missed 40+ pages in. However, it still does not address the additional layer of production this causes, nor the flexibility this takes away from the CPU & Power Grid usage. Looking at WH or nullsec operations we can either (currently) produce the needed non-ice fuel in the system and just dump it in the POS. With this update we either have to move in an additional production facility or take more time transporting to an existing production facility. If the ice fuels were cut out of the bill of material, no such time consuming effort would be needed... and yes, I do play this game Aluminy.
|
|

Brock Nelson
40
|
Posted - 2011.11.08 19:37:00 -
[871] - Quote
Quote: - 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 :)
I disagree with making the fuel block blueprint researchable. Why not make it so that there's no extras? Same as the POS Tower blueprint. The new proposed change are already reducing fuel cost overrall and now you want to make it so that it's even more with researched blueprint? |

Aluminy
Ethereal Wolves AAA Citizens
0
|
Posted - 2011.11.08 19:47:00 -
[872] - Quote
Balcor Mirage wrote:With this update we either have to move in an additional production facility or take more time transporting to an existing production facility. If the ice fuels were cut out of the bill of material, no such time consuming effort would be needed... and yes, I do play this game Aluminy.
obviously cause producing a 1 step product would be so hard yes? compared to the hours of calculations done to manage 100 towers...
quit complaining dude... the increased ability to use a tower to the fullest of its capabilities without the needed hassle and drawback is awesome... the reduction of actual strain to fuel towers and actually spend that time enjoying the game instead of fueling towers is epic... trust me the time you spend making this super ez one step product will greatly pale in comparison to 10 hours every 20 days to fuel towers... cry me a river
some people just cant get through life without complaining... |

Vincent Athena
V.I.C.E. The Lostboys
133
|
Posted - 2011.11.08 19:50:00 -
[873] - Quote
Brock Nelson wrote:Quote: - 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 :) I disagree with making the fuel block blueprint researchable. Why not make it so that there's no extras? Same as the POS Tower blueprint. The new proposed change are already reducing fuel cost overrall and now you want to make it so that it's even more with researched blueprint?
Actually the other way around. The material costs in the blog are for a fully researched BPO. If you do no research, its higher.
CCP employees should never proclaim a feature to be awesome. Only subscribers should. Subscribers can never answer a question posed to CCP. Only CCP can. |

Brock Nelson
40
|
Posted - 2011.11.08 19:57:00 -
[874] - Quote
Vincent Athena wrote:Brock Nelson wrote:Quote: - 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 :) I disagree with making the fuel block blueprint researchable. Why not make it so that there's no extras? Same as the POS Tower blueprint. The new proposed change are already reducing fuel cost overrall and now you want to make it so that it's even more with researched blueprint? Actually the other way around. The material costs in the blog are for a fully researched BPO. If you do no research, its higher.
Yeah someone just reminded me of that, haven't been feeling well and getting forgetful of the simple things in the game. |

Doctor Ungabungas
GoonWaffe Goonswarm Federation
38
|
Posted - 2011.11.08 20:12:00 -
[875] - Quote
CCP Greyscale [* wrote: 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). [/list]
Man, it's like you think we enjoy fuelling. Gotta say I'm a bit disappointed. |

Balcor Mirage
Eclipse Industrials Quantum Forge
0
|
Posted - 2011.11.08 20:13:00 -
[876] - Quote
Aluminy wrote:Balcor Mirage wrote:With this update we either have to move in an additional production facility or take more time transporting to an existing production facility. If the ice fuels were cut out of the bill of material, no such time consuming effort would be needed... and yes, I do play this game Aluminy.
obviously cause producing a 1 step product would be so hard yes? compared to the hours of calculations done to manage 100 towers... quit complaining dude... the increased ability to use a tower to the fullest of its capabilities without the needed hassle and drawback is awesome... the reduction of actual strain to fuel towers and actually spend that time enjoying the game instead of fueling towers is epic... trust me the time you spend making this super ez one step product will greatly pale in comparison to 10 hours every 20 days to fuel towers... cry me a river some people just cant get through life without complaining...
You have not thought through the logistics of the production step. Under the current system we have to move the material to the POS. Under the new proposal we have to move it to a production facility, do production... and then move it to the POS. If you're fine with that, good deal. I am showing you why I have a different opinion, not just a complain. I also provide an alternative. |

Vertisce Soritenshi
SHADOW WARD
167
|
Posted - 2011.11.08 20:14:00 -
[877] - Quote
I don't buy faction POS's because I don't have to fuel them as often...whoever told CCP this is a moron. I buy faction towers because they are CHEAPER to buy fuel for and pay for themselves over time. I say give faction towers more CPU/PGU to make up for this change. Allow them more defense. This would make me regret selling my faction POS.
Other than that...this is an awesome change.
To those of you Devs that have quoted and replied to the post about "the dead horse" and modular POS's...
If you get my hopes up like that and fail to deliver...it will be hunting season! I will come for you! In the friendliest most non-threatening way possible. Support our boobies!-áLINKY! |

Smoking Blunts
Zebra Corp BricK sQuAD.
139
|
Posted - 2011.11.08 20:15:00 -
[878] - Quote
Doctor Ungabungas wrote:CCP Greyscale [* wrote: 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). [/list]
Man, it's like you think we enjoy fuelling. Gotta say I'm a bit disappointed.
this means that towers will hold exactly what they did as stated in the blog. faction tower fuel discount = faction tower fuel bay increase CCP-áare full of words and no action. We will watch what they are doing, for now
|

Echo Mande
6
|
Posted - 2011.11.08 20:16:00 -
[879] - Quote
Balcor Mirage wrote:
You have not thought through the logistics of the production step. Under the current system we have to move the material to the POS. Under the new proposal we have to move it to a production facility, do production... and then move it to the POS. If you're fine with that, good deal. I am showing you why I have a different opinion, not just a complain. I also provide an alternative.
CCP has said that the cubes can be built at POSses in ammo and component arrays. A component array has 1M m3 storage which is enough to hold the materials for about 4300 runs. That's enough fuel to run a large POS for 6 months or so and it'd be built in about two weeks as a single job. |

Aluminy
Ethereal Wolves AAA Citizens
2
|
Posted - 2011.11.08 20:17:00 -
[880] - Quote
Balcor Mirage wrote:You have not thought through the logistics of the production step. Under the current system we have to move the material to the POS. Under the new proposal we have to move it to a production facility, do production... and then move it to the POS. If you're fine with that, good deal. I am showing you why I have a different opinion, not just a complain. I also provide an alternative.
oh but you are so wrong... you move the fuel (preassembled) to your pos (like you just stated you do anyway) and put it together there... a component array / ammunition assembly array is light on fitting for a pos lol... no need to move it to a "production facility" move it to your pos like you always have in the past
even if you move it to a station... (or another pos in the system) just set up storage of fuel in a new location...
do NOT take ice fuels out of the combine... that would put massive calculations back into pos fueling >< which is what we are trying to get around to begin with?  |
|

Mara Rinn
Cosmic Industrial Complex Cosmic Consortium
270
|
Posted - 2011.11.08 20:37:00 -
[881] - Quote
15% & 20% are easily calculated as portions from 20. People who do manufacturing already handle numbers, so "tooany digits" is a silly excuse. The refuelling technicians (ie trained monkeys) only need to know, "it puts the lotion in the basket." just jam in as many cubes as will fit, job done. Good monkey!
Please, don't make numbers easier for our sake. That is terribly rude and condescending. Bad CCP! |

AkJon Ferguson
JC Ferguson and Son Ltd Ferguson Alliance
6
|
Posted - 2011.11.08 20:39:00 -
[882] - Quote
I can live with the modified proposal. GJ CCP |

Chesticular Homicide
Boundless Invention
8
|
Posted - 2011.11.08 21:15:00 -
[883] - Quote
The modified stuff looks good, I think the amounts for the faction towers looks ok.
Only issue I have is the HW/LO amounts in the blocks, I think they're too high. No tower currently in place uses close to that much.
Different color blocks would be good too, but that bothers me less as I'll be making my own anyway... |

Kristen Andelare
Center for Advanced Studies Gallente Federation
0
|
Posted - 2011.11.08 21:19:00 -
[884] - Quote
Thank you Greyscale for listening.
+5 for fuel block/pellet granularity, saving Sov and Faction tower bonuses. I can live with the slight loss of ice bonuses with the gain in PI fuel reduction. They will balance. I'll sell PI to make up for the loss in Ice efficiency.
+1 for reduced production time AND adding Component Arrays to the list of places one can assemble fuel blocks. Good Idea.
If BPOs are researchable, I will research them. If not, I won't need to. Probably they ought not be, for the sake of the WH dwellers.
+2 for making them reprocessable (I think I may have been one of the first in on that request).
Please give us colored blocks, you've not yet mentioned this. A short trip to the Art Department should suffice to nail that one down.
Supporting reduced Ice needs to build or somehow balancing ice mining in highsec seems a worthy endeavor. Please consider it for a future expansion. Or now if you can manage it.
Finally +20 for listening to the active player base on this topic, iterating and communicating clearly and politely not only your plans, but some of your reasoning. THIS is what we, as dedicated players of this great game, hope for from the Developers. |

Noriko Mai
277
|
Posted - 2011.11.08 21:24:00 -
[885] - Quote
Are the Fuel Blocks or the BPOs now on sisi? |

Letrange
Red Horizon Inc Cascade Probable
27
|
Posted - 2011.11.08 21:25:00 -
[886] - Quote
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
{Mode changeto="bitter vet"} Wow, CCP visibly listening to feedback... Who'd have thunk. {/Mode} More seriously, yep looks fine. Also don't listen to those who whine about the LO/HW changes. Those were always a pain to deal with for such a limited impact (I ran both research and combat towers and in the long run the differences came out in the wash and they added a massive amount of calculation overhead for very little isk savings. Besides Heavy water was never the issue - LO was the only thing that had a real impact on running costs. |

sukee tsayah
Southern Cross Empire Flying Dangerous
7
|
Posted - 2011.11.08 21:32:00 -
[887] - Quote
CCP Greyscale wrote:
- 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.
- 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.
I admire your efforts but just like I suspected, these "specialists" that you speak with are usually all part of large corporations. Actually you pretty much admitted it when you said "Obviously we didn't talk to enough small-scale users" when discussing faction towers.
Well just the same, you didn't talk to enough small-scale fuel providers who make their living by producing POS fuel through PI. You didn't consult with new players who are being pushed into high-sec and who will now find that their only way of making isk is being further nerfed for no good reason than to keep the POS fuelers happy.
If you had consulted them you would have heard from them that this is a ridiculous change. Why err on the side of screwing the little guy to the benefit of the big guy? I just don't get it.
Again, go ahead with all the changes you want. I just don't understand why you need to decrease the POS fuel need for small/medium POS. If it's just a matter of math, find another way to deal with it. Find ways around it. Anything is better than what you're planning on doing right now, which is to screw the little guy. The same little guys who are being screwed by the new COs changes and in the future by DUST. Why the heck would any of these new guys going into PI now? They'll just go back to high sec to run missions instead. Extremely disappointed and all in the name of saving us from a "gigantic production bottleneck"? Last time I checked the market adapts to bottlenecks. It's how it works. What you're doing is central planning of the economy, driving folks from one industry to another, for no apparent good reason.
I appreciate your response, but I'm still extremely disappointed and concerned for those new players who no one is listening to. |

sukee tsayah
Southern Cross Empire Flying Dangerous
7
|
Posted - 2011.11.08 21:35:00 -
[888] - Quote
Ahrman Vanaheim wrote:Edit: I'm not trying to be offensive when I say this, however perhaps this may be a good lesson that you need to speak to more than just your large alliance contacts when making decisions. Cost benefit equations for those with Trillion isk corp wallets are utterly different to the majority of players.
HUGE +1
Amen to that. Gawd. |

Grady Eltoren
Aviation Professionals for EVE
3
|
Posted - 2011.11.08 21:53:00 -
[889] - Quote
CCP Greyscale et al:
If you can believe it, I read through all 45 pages of this... ::takes a sip from his glass of Scotch::
With that said - seems like a good job. Thanks for listening to the rabble. If you have time though I have a few questions.
1) Will it be possible for the art Dept. to make these blocks color coded depending on race FTW? (added to reemphacize what so many others have brought up as a good idea).
2) I LOVE the idea of geting rid of PG/CPU and Liq. Ozone/Heavy Water calculations and treating it as 100% for simplicity...however don't you think it a tad unfair (as others have pointed out) that the numbers for the fuel blocks are based on 100%? I propose you drop the LOz/HW requirements for the blocks a tad to make up for the price nerf. Otherwise it just seems like a nerf instead of a fix. Make sense? Your thoughts?
3) Have you done a time analysis on building the blocks versus just doing the math? I bring this up because after having fueled many POS's for years I am just NOT seeing it. To me the math was never a problem; I just used one of the many free websites like chucker's out there. Now we have to build/wait/run an array/haul/move from array to array...etc This new process seems like it is saving time, and just curious as to who it is saving time for?
4) Final thought: I know this is loosely related to starbases, but for the Love of all that is right in the world....CAN YOU PLEASE MODIFY the Corp. Hangar Divisions to include more than just the 7 it allows now?!? PLEASE!? It would make life living out of a corp. hangar array so much easier and safer.
Thank you in advance |

Circumstantial Evidence
20
|
Posted - 2011.11.08 21:57:00 -
[890] - Quote
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. |
|

Misanth
RABBLE RABBLE RABBLE Limitless Inc.
190
|
Posted - 2011.11.08 22:02:00 -
[891] - Quote
Some of these changes are nice. Others, quite frankly, just dumbing down the game even more. CCP showing again they want WoW in space.. this is a signature |

Neo Agricola
BLACK-MARK
86
|
Posted - 2011.11.08 22:09:00 -
[892] - Quote
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...
I love this idea 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 |

profundus fossura
Aether Ventures Surely You're Joking
0
|
Posted - 2011.11.08 22:40:00 -
[893] - Quote
Would it be possible to bring back the fuel saving for faction towers by varying the cycle time? for instance 75 minute instead of 60. The maths for working out the amount of pellets per month would still be easy enough and I guess most people will check the fuel levels by looking at time left in the manage window instead of counting fuel pellets.
If this is tied into the strontium use for reinforcement the bay size could be adjusted to give the same maximum RF period.
Would it also be possible to make the pellets in other pos assembly arrays as not everyone will have ammo array up but might have drone or ship one instead and might not wish to offline stuff to make room for ammo array.
|

Fuujin
GoonWaffe Goonswarm Federation
32
|
Posted - 2011.11.08 22:53:00 -
[894] - Quote
The replies to this thread make me weep for the future if you guys are indicative of the average reading comprehension.
POS CYCLE TIMES CANNOT BE CHANGED WITH THE CURRENT IMPLEMENTATION
This is the same code that brought you such features as the ferrogel dupe, which was caused by an error in cycle processing. You don't want to poke that monkey.
Quit suggesting it; it ain't happening. The teased POS overhaul might have this capability, but its too fundamental a change to get into this update. |

Templewood Terrinsbar
AntiMacro Decimation
0
|
Posted - 2011.11.08 22:55:00 -
[895] - Quote
Neo Agricola wrote: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... I love this idea
I like this too... HOWEVER... I think Gallente should be the Sphere's (In line with their stations and such), and the Amarr should be the pyramids...
|

TorTorden
NorCorp Enterprise No Holes Barred
10
|
Posted - 2011.11.08 23:10:00 -
[896] - Quote
Templewood Terrinsbar wrote: I love this idea
I like this too... HOWEVER... I think Gallente should be the Sphere's (In line with their stations and such), and the Amarr should be the pyramids...
Agreed on Gallente getting the sphere, the Amarr should however have a giant phallus  |

Scrapyard Bob
EVE University Ivy League
321
|
Posted - 2011.11.08 23:19:00 -
[897] - Quote
Grady Eltoren wrote: 4) Final thought: I know this is loosely related to starbases, but for the Love of all that is right in the world....CAN YOU PLEASE MODIFY the Corp. Hangar Divisions to include more than just the 7 it allows now?!? PLEASE!? It would make life living out of a corp. hangar array so much easier and safer.
Asked and answered in numerous other threads. Stuff like that touches the very complex and hard to modify corp UI code, which requires lots of developer time - so it will never be fixed until they have time to do a complete overhaul of the way the corp UI and roles work.
|

Ugleb
Sarz'na Khumatari Ushra'Khan
71
|
Posted - 2011.11.08 23:22:00 -
[898] - Quote
sukee tsayah wrote:Again, go ahead with all the changes you want. I just don't understand why you need to decrease the POS fuel need for small/medium POS. If it's just a matter of math, find another way to deal with it. Find ways around it. Anything is better than what you're planning on doing right now, which is to screw the little guy. The same little guys who are being screwed by the new COs changes and in the future by DUST. Why the heck would any of these new guys going into PI now? They'll just go back to high sec to run missions instead. Extremely disappointed and all in the name of saving us from a "gigantic production bottleneck"? Last time I checked the market adapts to bottlenecks. It's how it works. What you're doing is central planning of the economy, driving folks from one industry to another, for no apparent good reason.
I appreciate your response, but I'm still extremely disappointed and concerned for those new players who no one is listening to.
Creating a bottleneck would likely play into the hands of those big alliances that you are worried about. If Robotics become the 'ultimate prize' then the most powerful will seek to monopolise its production. Like we all saw with Tech moons. Tech is a bottleneck in T2 production, so certain groups set out to seize as many tech moons as they could across the map.
If Robotics became a key bottleneck, we'd likely see a greater effort being made to seize control over plasma planets. Distribute the value of resources more evenly however, and we should see fewer monopolies emerging. http://uglebsjournal.wordpress.com/ |

sukee tsayah
Southern Cross Empire Flying Dangerous
7
|
Posted - 2011.11.08 23:32:00 -
[899] - Quote
Ugleb wrote:sukee tsayah wrote:Again, go ahead with all the changes you want. I just don't understand why you need to decrease the POS fuel need for small/medium POS. If it's just a matter of math, find another way to deal with it. Find ways around it. Anything is better than what you're planning on doing right now, which is to screw the little guy. The same little guys who are being screwed by the new COs changes and in the future by DUST. Why the heck would any of these new guys going into PI now? They'll just go back to high sec to run missions instead. Extremely disappointed and all in the name of saving us from a "gigantic production bottleneck"? Last time I checked the market adapts to bottlenecks. It's how it works. What you're doing is central planning of the economy, driving folks from one industry to another, for no apparent good reason.
I appreciate your response, but I'm still extremely disappointed and concerned for those new players who no one is listening to. Creating a bottleneck would likely play into the hands of those big alliances that you are worried about. If Robotics become the 'ultimate prize' then the most powerful will seek to monopolise its production. Like we all saw with Tech moons. Tech is a bottleneck in T2 production, so certain groups set out to seize as many tech moons as they could across the map. If Robotics became a key bottleneck, we'd likely see a greater effort being made to seize control over plasma planets. Distribute the value of resources more evenly however, and we should see fewer monopolies emerging.
That's fallacy of misleading vividness. Your experience with tech moons is keeping you from thinking that the market can adapt to higher demand for robotics. Would love to argue further, but your logic is simply not sound.
CCP is artificially lowering the demand for robotics. I'm advocating for the opposite. It's not rocket science.
|

Weaselior
GoonWaffe Goonswarm Federation
1480
|
Posted - 2011.11.08 23:54:00 -
[900] - Quote
Ugleb wrote:sukee tsayah wrote:Again, go ahead with all the changes you want. I just don't understand why you need to decrease the POS fuel need for small/medium POS. If it's just a matter of math, find another way to deal with it. Find ways around it. Anything is better than what you're planning on doing right now, which is to screw the little guy. The same little guys who are being screwed by the new COs changes and in the future by DUST. Why the heck would any of these new guys going into PI now? They'll just go back to high sec to run missions instead. Extremely disappointed and all in the name of saving us from a "gigantic production bottleneck"? Last time I checked the market adapts to bottlenecks. It's how it works. What you're doing is central planning of the economy, driving folks from one industry to another, for no apparent good reason.
I appreciate your response, but I'm still extremely disappointed and concerned for those new players who no one is listening to. Creating a bottleneck would likely play into the hands of those big alliances that you are worried about. If Robotics become the 'ultimate prize' then the most powerful will seek to monopolise its production. Like we all saw with Tech moons. Tech is a bottleneck in T2 production, so certain groups set out to seize as many tech moons as they could across the map. If Robotics became a key bottleneck, we'd likely see a greater effort being made to seize control over plasma planets. Distribute the value of resources more evenly however, and we should see fewer monopolies emerging.
pi isn't moonmats and nothing is comparable between the two |
|

sukee tsayah
Southern Cross Empire Flying Dangerous
7
|
Posted - 2011.11.08 23:59:00 -
[901] - Quote
Weaselior wrote:pi isn't moonmats and nothing is comparable between the two
+1
|

Sassums
Wormhole Exploration Crew Transmission Lost
21
|
Posted - 2011.11.09 00:06:00 -
[902] - Quote
Now I am entirely confused. There are far too many numbers going around with fuel and consumption.
Can someone explain what that means? 40/80/20 or whatever that is.
Is it possible to update the main blog with all this information so anyone can come into the thread and know what is going on?
Also what is WRT or whatever abbreviation the dev was using?
What is going on with faction towers? First they are just getting a fuel bay increase, now the reduced fuel consumption is something that is going into effect rather than the larger fuel bays?
What about the issues with the faction towers, you know the fact that they don't drop anymore? Can we get this fixed?
Is it possible to upgrade the SMA's so they are organized like a CHA - allowing each player to have a safe spot to put his ships?
Also would it be possible to be able to assign each hanger tab to only 1 player? As it stands if I give someone the ability to access High Slot 1 - they have the ability to access High Slot 1 on all CHA's unless one of them requires higher access (fuel tech or the ability to anchor) |

Jenn Makanen
Science and Trade Institute Caldari State
42
|
Posted - 2011.11.09 00:17:00 -
[903] - Quote
Weaselior wrote:Ugleb wrote:sukee tsayah wrote:Again, go ahead with all the changes you want. I just don't understand why you need to decrease the POS fuel need for small/medium POS. If it's just a matter of math, find another way to deal with it. Find ways around it. Anything is better than what you're planning on doing right now, which is to screw the little guy. The same little guys who are being screwed by the new COs changes and in the future by DUST. Why the heck would any of these new guys going into PI now? They'll just go back to high sec to run missions instead. Extremely disappointed and all in the name of saving us from a "gigantic production bottleneck"? Last time I checked the market adapts to bottlenecks. It's how it works. What you're doing is central planning of the economy, driving folks from one industry to another, for no apparent good reason.
I appreciate your response, but I'm still extremely disappointed and concerned for those new players who no one is listening to. Creating a bottleneck would likely play into the hands of those big alliances that you are worried about. If Robotics become the 'ultimate prize' then the most powerful will seek to monopolise its production. Like we all saw with Tech moons. Tech is a bottleneck in T2 production, so certain groups set out to seize as many tech moons as they could across the map. If Robotics became a key bottleneck, we'd likely see a greater effort being made to seize control over plasma planets. Distribute the value of resources more evenly however, and we should see fewer monopolies emerging. pi isn't moonmats and nothing is comparable between the two
Regardless of the whole POCO issue, I have to agree. Anyone can get into PI, with minimal investment (a few million. Little reoccuring cost). Where as in moon mining, there's a far higher start up cost. And an on-going cost. And you can't do it in hi-sec. And it can be destroyed.
As for people siezing control of plasma planets, you're over estimating their usefulness. sure, you can manufacture robotics without import and export. But inefficiently. gather resources on 2 or 4 planets. Manufacture on one. More extractor heads per type. no advanced factories on the extractor worlds eating cpu/pg. and so on. |

Scrapyard Bob
EVE University Ivy League
321
|
Posted - 2011.11.09 00:24:00 -
[904] - Quote
Sassums wrote:Now I am entirely confused. There are far too many numbers going around with fuel and consumption.
Can someone explain what that means? 40/80/20 or whatever that is.
Is it possible to update the main blog with all this information so anyone can come into the thread and know what is going on?
Also what is WRT or whatever abbreviation the dev was using?
What is going on with faction towers? First they are just getting a fuel bay increase, now the reduced fuel consumption is something that is going into effect rather than the larger fuel bays?
What about the issues with the faction towers, you know the fact that they don't drop anymore? Can we get this fixed?
Is it possible to upgrade the SMA's so they are organized like a CHA - allowing each player to have a safe spot to put his ships?
Also would it be possible to be able to assign each hanger tab to only 1 player? As it stands if I give someone the ability to access High Slot 1 - they have the ability to access High Slot 1 on all CHA's unless one of them requires higher access (fuel tech or the ability to anchor)
WRT = "with regards to"
Large (non-faction, no-sovereignty) tower will consume 40 blocks per hour under the increased granularity (and the batch size for production gets moved from 4 to 40). Medium towers consume 20 blocks/hr, small towers consume 10/hr.
Faction towers keep their fuel savings bonus (and the sov bonus now works again).
Faction tower drop rates have not been answered - separate issue.
The questions about SMAs and corp hangars are outside the scope of this dev blog. |

Burseg Sardaukar
Sardaukar Merc Guild General Tso's Alliance
63
|
Posted - 2011.11.09 00:30:00 -
[905] - Quote
So.... no word on Reinforcement timer change? We have a blog, it is terrible. How to fix Bounty Hunting |

TorTorden
NorCorp Enterprise No Holes Barred
10
|
Posted - 2011.11.09 01:58:00 -
[906] - Quote
Burseg Sardaukar wrote:So.... no word on Reinforcement timer change?
Since the stront bay is untouched Im guessing unchanged.
remember the "good ol days" when reinforced poses could run for a week? |

Musashibou Benkei
Combined Imperial Fleet JIHADASQUAD
0
|
Posted - 2011.11.09 02:21:00 -
[907] - Quote
has anyone actually noticed the massive price spike in heavy water and liquid ozone in the past, oh, 24 hours?
POS fuel cost is going up by the hour since integration of H.W. and L.O. into "fuel consumption". I'd love to see CCP reverse just that part, just to see the annoying market ****** get their manipulation isk destroyed
also a +1 for changing blocks of 400 being produced instead of 4 to accommodate for tower fuel bonus. |

Dario Kaelenter
ACME HARDWARE
1
|
Posted - 2011.11.09 02:39:00 -
[908] - Quote
sukee tsayah wrote:
(stuff ...)
That's fallacy of misleading vividness. Your experience with tech moons is keeping you from thinking that the market can adapt to higher demand for robotics. Would love to argue further, but your logic is simply not sound.
CCP is artificially lowering the demand for robotics. I'm advocating for the opposite. It's not rocket science.
Also Robotics are used for more than just POS Fuel ... Like other POS fuel items they are also used in T2 productions (eg drones) So instead of feeding all my supply to the POS fiends I may be able to increase the rate of T2 production to keep those NPC rats satiated instead.
Checking the market it seems that reduced use for POS fuel isn't necessarily going to have a big impact on the market as Robotics have still creeped up in price lately. |

Scrapyard Bob
EVE University Ivy League
321
|
Posted - 2011.11.09 02:54:00 -
[909] - Quote
Musashibou Benkei wrote:has anyone actually noticed the massive price spike in heavy water and liquid ozone in the past, oh, 24 hours?
POS fuel cost is going up by the hour since integration of H.W. and L.O. into "fuel consumption". I'd love to see CCP reverse just that part, just to see the annoying market ****** get their manipulation isk destroyed
Pure market speculation - which happens every time that CCP publishes a dev blogs. Prices are already starting to fall back down to normal levels and will be back to normal within 2 weeks (188 ISK/u in Dodxie as of a few hours ago, which is down from 200-250).
Heavy Water is dirt-cheap, to the point that it was barely worth hauling to market. A large tower that consumed all of it's HW per month paid about 2.2M ISK. Even if HW prices go up 10x, the fuel costs for a large tower don't go up much more then +20M on top of 350-375M ISK.
Liquid Ozone, OTOH, might end up being slightly higher. But as the price of ice products go up, more people go out and ice mine (driving down isotope prices) - so it will eventually balance out.
Live off your strategic stockpiles for the next week or two (most of us have 2-6 months of fuel stockpiled), maybe even put up some of your stockpiled fuel at laugh-worthy prices to start a market war with the speculators. They then either have to buy you out in order to jack the price up, or you can start market PvP'ing them back down to a 50-60 ISK/unit range. |

Vilgan Mazran
Aperture Harmonics K162
3
|
Posted - 2011.11.09 02:55:00 -
[910] - Quote
I'm still a bit confused as to why the m3 on this fuel is so high. Why should it be so painful to fuel a pos for a month or two? Probably shouldn't go to 0, but making the m3/month drop to like 60% of the old amount seems like a no brainer.
Does anyone really enjoy the game more if they have to make more logistics runs?
Seems like CCP is making a concerted effort to hit a lot of the annoying aspects of eve, what reason for the high m3/month for fuel other than "because we are sticking with old values"? |
|

Jenn Makanen
Science and Trade Institute Caldari State
44
|
Posted - 2011.11.09 03:30:00 -
[911] - Quote
Vilgan Mazran wrote:I'm still a bit confused as to why the m3 on this fuel is so high. Why should it be so painful to fuel a pos for a month or two? Probably shouldn't go to 0, but making the m3/month drop to like 60% of the old amount seems like a no brainer.
Does anyone really enjoy the game more if they have to make more logistics runs?
Seems like CCP is making a concerted effort to hit a lot of the annoying aspects of eve, what reason for the high m3/month for fuel other than "because we are sticking with old values"?
Compression is a more complex issue. Because with refining, you get the materials back. Allows for easier transport of materials, as a side effect of making life easier. Now, I'm not sure about where those materials are used, and if people would use the compression for that move, but it's always something to consider. |

TorTorden
NorCorp Enterprise No Holes Barred
11
|
Posted - 2011.11.09 03:45:00 -
[912] - Quote
Vilgan Mazran wrote:I'm still a bit confused as to why the m3 on this fuel is so high. Why should it be so painful to fuel a pos for a month or two? Probably shouldn't go to 0, but making the m3/month drop to like 60% of the old amount seems like a no brainer.
Does anyone really enjoy the game more if they have to make more logistics runs?
Seems like CCP is making a concerted effort to hit a lot of the annoying aspects of eve, what reason for the high m3/month for fuel other than "because we are sticking with old values"?
My two cents exactly. Of course pellets should be non refineable in this case.
I also think people overestimate the impact of hw/lo consumption, the added isk cost to run a pos a pos at 100% is neglible.
Hw eapecialy as mentioned has been almost worthless for ice miners and need a boost in consumption, Im also going to bet that liquid ozone sees more use from cyno beacons than from pos consumption same with isotopes, a carrier can burn more doing logistical jumping than in a day than 10 large towers consume in isotopes. I would seriously be very suprised if this has any real ompact on the market. As for the PI whiners.
1 Ever consider that if fueling becomes easier more people will start using towers thus increasing the total market 1b) since many pos owners have been doing Pi solely to decrease hauling\cost for pos's They are now most likely going to stop and just buy pellets ready made thusly increasing market demand on those who operate in a slightly larger scale.
2 This pi decrease is realy just a decrease for the smaller towers of whom there realy isn't that many of.
Bottom line deal with it. Do what the eve community has done for almost a decade which is adapting. |

Fitz VonHeise
Eye Bee Em Stellar Defense Alliance
2
|
Posted - 2011.11.09 03:57:00 -
[913] - Quote
Entity wrote: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.
Exactly right. I feel like I have been robbed of 2b for each faction tower we own. Please do figure out a way to make fuel work more efficiently in factional towers.
Edit: Seems CCP heard and is making them more efficient. Great. |

Nose ElGrande
Cha Ching LtD Ewoks
2
|
Posted - 2011.11.09 04:06:00 -
[914] - Quote
Echo Mande wrote:The changes look very workable and improve what was already a decent proposal. Having the component array being able to build fuel will allow largish fuel builds to be done at one POS for all of a system's POSses (hello wormholers). For instance a job of 4032 runs would be possible, even though it would take the array 10.5 days to finish (this is 24 weeks' fuel for a normal large tower outside sov space).
Hauling all that fuel is potentially still a problem though, with an iteron V (assumption 38K hold and 200 m3/hr fuel use for a large tower) needing 4 runs to move 4 weeks worth of fuel. Could it be possible for the Rorqual and Orca to be tweaked so that their ore holds can hold POS fuel in addition to ore and ice. As a further tweak, could the Orca also be tweaked so it can also hold compressed ore and ice? With these tweaks an orca can haul 4 weeks' worth of fuel for a large tower while a rorq would be able to move 3 times that. Jump freighters are very nice and all but they're hideously expensive and freighters are slugs.
This was lost back on page 42.
CCP/Greyscale, what about the changes to the Orca suggested here? Can you make this part of the fuel change proposal? Being able to use the Ore Hold to haul Fuel Cubes *and* compressed ore/ice would add a welcome 50K m3 to the new hauling exercise here.
Put it right above the request for distinct color/designs for the fuel cubes.
Thanks for listening. |

FAHQ2 A
Native Freshfood Minmatar Republic
0
|
Posted - 2011.11.09 05:06:00 -
[915] - Quote
My buds and I have been running a POS in empire for years. We use a Faction Tower due to the lower Fuel use and Offline what we dont need and online what we need to keep out fuel usage down to save ISK.
Now with this change (I do like the block idea) getting rid of the faction tower advantages isnt right. We paid extra for this tower for this reason, and that reason alone. The lower fuel usage, offline/online what we needed to save costs. This is being eliminated. I know times change but whats the point of a faction one, a bigger fuel bay?! We honestly dont care how big the bay is, it was fuel usage to maximize our profits against peeps with t2 bpo's.
Its a Great Idea so far, there needs to be some tweaks for faction towers if SOV towers still get their bonuses it should be the same math.
Bigger fuel bays for faction towers isnt why we use them. Please rethink this idea! |

Protheroe
UMEC
0
|
Posted - 2011.11.09 05:20:00 -
[916] - Quote
Grady Eltoren wrote:Have you done a time analysis on building the blocks versus just doing the math? I bring this up because after having fueled many POS's for years I am just NOT seeing it. To me the math was never a problem; I just used one of the many free websites like chucker's out there. Now we have to build/wait/run an array/haul/move from array to array...etc This new process seems like it is saving time, and just curious as to who it is saving time for? I think this is a good point. The purpose of these changes is to simplify the process of fuelling towers and to make it easier and less time consuming, so would they achieve that in their current form? It seems to me that in some cases they definitely would, but in other cases they might make things worse.
When the cost of fuel is a minor consideration (for example if the tower isn't being used for making money, or where the fuel cost is insignificant relative to the income the POS generates, such as mining high value moon materials), then fuelling will just involve buying some blocks from the market and hauling them to the tower. To compare the steps involved in the current and new processes:
Current process:
- Calculate fuel quantities neeeded, taking CPU and PG use into account.
- Purchase various quantities of eight different fuel types.
- Haul fuel to the tower.
- Transfer the fuel over to the fuel bay.
New process:
- Purchase a number of fuel blocks from the market based on the number of hours needed. No other calculations needed.
- Haul fuel to the tower.
- Transfer the fuel blocks over to the fuel bay.
In this case there are fewer steps involved, with the first and second steps in the current process either removed completely or greatly simplified.
However, the fuel blocks will obviously sell at a premium to the cost of the materials needed to make them, and so buying them will be a trade off between convenience and extra cost. When the fuel cost consumes a significant amount of the income generated by a tower, or when multiple towers are involved and the added percentage cost of buying fuel blocks becomes significant (e.g. if fuel blocks are sold at a profit of 10%, the additional cost to an operation running ten towers of buying fuel blocks relative to buying the individual fuels is equivalent to the expense of running an extra tower), a lot of people will turn to manufacturing the fuel blocks themselves to avoid the extra cost. In that case, the comparison between the current and new processes would look like this:
Current process:
- Calculate fuel quantities neeeded, taking CPU and PG use into account.
- Purchase various quantities of eight different fuel types.
- Haul fuel to the tower.
- Transfer the fuel over to the fuel bay.
New process:
- Calculate fuel quantities needed for manufacturing the required number of fuel blocks. CPU and PG use can now be ignored.
- Purchase various quantities of eight different fuel types.
- Haul fuels to a fuel block assembly line.
- Transfer fuels over to the hangar for manufacturing.
- Install fuel block manufacturing jobs.
- Wait for the fuel block manufacturing jobs to complete (at five minutes per block: sixty hours of manufacturing time for thirty days of fuel blocks for a single large tower, divided between however many manufacturing slots are available).
- Haul the completed fuel blocks from the assembly line to the tower, if an array at the tower was not be used.
- Transfer the fuel blocks over to the fuel bay.
It seems that in this second case that although the calculation in the first step is slightly simplified, there are potentially more steps involved in the new process than the current process requires, and there is a delay between the time that any new fuel is purchased and the time it can be transfered to the tower that does not exist in the current system. The significance of this delay would vary depending on the circumstances; for example it could be relevant for a manufacturing operation, where the added time needed to make fuel for the tower would displace whatever other activity the required manufacturing slots were usually in use for. In circumstances where a POS was being used for very long manufacturing jobs, it might be necessary for a fueller to reschedule their manufacturing based on the need to intermittently use their factory slots to produce fuel blocks for the tower.
Some of the additional steps in this case could be avoided by, for example, allowing towers to consume both fuel blocks and the current differentiated fuels, or keeping the current differentiated fuels and introducing fuel blocks as a sort of marketable cargo parcel that could be unpackaged or refined inside a fuel bay. However, some of the replies to this thread have already indicated that those types of solutions might require impractical coding changes.
The only other solution I can think of to mitigate some of the extra hassle that people taking the second option of making their own fuel blocks might encounter relative to the current system would be to reduce the manufacturing time for fuel blocks down further from 5 minutes to seconds. Although there might still be a few extra steps involved in the entire proces, if the amount of time required for manufacturing were trivial it would not present any problems to people for whom losing manufacturing slots for extended periods would be a meaningful loss. |

Scrapyard Bob
EVE University Ivy League
322
|
Posted - 2011.11.09 05:30:00 -
[917] - Quote
Considering that the time needed to manufacture 1 hour of fuel for a Large Tower only takes 5 minutes (at PE 0 and in a station slot), making a day's worth of fuel takes 2 hours and a month's worth of fuel takes all of 2.54 days. Research the BPO a bit (PE 8) and use a POS array (25% faster production time) and you cut that down to about 184.5 seconds per batch of 40 pellets (1 hour), which means you can make a month's worth of fuel in 1.56 days.
So buy a month's worth of fuel, stuff it into the Component Array, come back in 1.56 days. Not that much of a time sink given that you can now centralize your fuel production. |

Somatic Neuron
Masterwork Productions Inc
0
|
Posted - 2011.11.09 06:03:00 -
[918] - Quote
I keep looking at the posting date to make sure it isn't April 1st.... |

Miss Death
I N E X T R E M I S Fidelas Constans
0
|
Posted - 2011.11.09 06:29:00 -
[919] - Quote
Quote:The one downside of this big-blocks approach is that itGÇÖs impossible to give faction towers a fuel consumption bonus any more (you canGÇÖt consume 2/3 of a block). We talked to some large-scale starbase operators about this, and they told us that the main bonus of faction towers for them is actually that they last longer between fuel cycles. To try and compensate for the increased running costs, weGÇÖve taken the above bay size increases and added +25% bay size on top of that for the GÇ£tier 1GǦ faction towers, and +50% bay size for the GÇ£tier 2GǦ ones. WeGÇÖre hoping people will find that a satisfactory tradeoff, but weGÇÖre listening for further feedback on this change.
In summary these changes are well overdue. Nice one CCP...
However; a Faction Towers main bonus in longer fuel cycles was due to it using LESS FUEL and therefore; COSTING LESS TO RUN. Adding a larger fuel bay doesn't make a faction pos that sexy anymore tbh (imo) as it will still cost the same amount to run as a normal pos.
OK, so you can't consume 2/3 of a block. This affects faction towers and sov fuel bonuses. Instead of changing fuel amounts, what about changing the fuel cycle time on faction towers or towers in sov space?
For example: normal tower fuel cycle = 1 hour. Tier 1 faction tower = 1 hour 6 mins (10% better than normal) Tier 2 faction tower = 1 hour 12 mins (20% better than normal) Sov Space bounus = 1 hour 15 mins (25% better and accumulitive with Tier pos bonus)
Just my mind shower... like a brain storm, just a little smaller. |

Scrapyard Bob
EVE University Ivy League
325
|
Posted - 2011.11.09 06:42:00 -
[920] - Quote
Miss Death wrote: However; a Faction Towers main bonus in longer fuel cycles was due to it using LESS FUEL and therefore; COSTING LESS TO RUN. Adding a larger fuel bay doesn't make a faction pos that sexy anymore tbh (imo) as it will still cost the same amount to run as a normal pos.
Please, stop with this complaints about faction towers - you're 2 days late and it was answered within the last 2-3 pages.
Or go read the cliff-notes: https://forums.eveonline.com/default.aspx?g=posts&t=24631&p=1 https://forums.eveonline.com/default.aspx?g=posts&m=328138#post328138 |
|

Abdiel Kavash
Paladin Order Fidelas Constans
120
|
Posted - 2011.11.09 07:03:00 -
[921] - Quote
Is there any way to make the JB change to extend to cynosural beacons?
How about forcefield access as well? Obviously as an option, to make "safe" towers still possible.
I.e. something like [x] Allow corporation member access [x] Allow alliance member access [x] Allow excellent standings access [x] Allow good standings access |

Infinion
Awesome Corp
6
|
Posted - 2011.11.09 07:04:00 -
[922] - Quote
CCP why can't we have queues for onlining/anchoring/unanchoring pos mods? |

Neo Agricola
BLACK-MARK
87
|
Posted - 2011.11.09 08:20:00 -
[923] - Quote
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 |

Jada Maroo
Mysterium Astrometrics BRABODEN
415
|
Posted - 2011.11.09 09:43:00 -
[924] - Quote
Any chance you can slip in a change to missile batteries so they don't totally blow next to everything else? Like maybe remove the CPU requirement so they stay online like every other weapon system and higher damage output. And add batteries for medium missiles. |

Echo Mande
8
|
Posted - 2011.11.09 09:48:00 -
[925] - Quote
Neo Agricola wrote: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. :-) Or to put it more bluntly, they don't want to tinker with the current POS code any more than the absolutely have to. This is the code that caused the ferrogel bug as well as other amusing f***ups over the years. CCP has said this somewhere in the last 40 pages.
IMO the POS code is past due for a major rewrite but that rewrite will take more time than is available before the winter expansion so they're tweaking some minor parameters (yes, amounts and types of fuel used is almost certainly a minor parameter) now while plotting out the rewrite in the background. Personally I'd love to see modular POSses, reconfigurable POS industrial arrays and POS mod queues but implementing that will take time.
I do not speak for CCP nor do I claim to. |

Lord Timelord
GETCO Black Thorne Alliance
4
|
Posted - 2011.11.09 09:57:00 -
[926] - Quote
O M F G ! ! ! ! ! ! ! !
GREAT CHANGE CCP!
This change has been literally needed for YEARS!
Please make the Four Racial 'Cubes' different colors if at all possible. However... DO NOT MAKE THEM THE SAME COLOR AS BPO/BPC's! We have enough 'blobs of blue' colored icons in our hangars as it is!
Make them the Racial Colors would work, but the icon's need to be spruced up some with some plasma streams or other art to make them easily distinguishable from BPO/BPC's.
|

Evanda Char
Re-Awakened Technologies Inc
3
|
Posted - 2011.11.09 12:28:00 -
[927] - Quote
Ty for the faction tower bonus back and lower cube production time. Also, very much agree with the gentlemen proposing colour coding - can we have some pretty colours? *sigh* No, because of boys. |

Sherksilver
Indicium Technologies Hephaestus Forge Alliance
0
|
Posted - 2011.11.09 14:14:00 -
[928] - Quote
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? |

Neo Agricola
BLACK-MARK
87
|
Posted - 2011.11.09 14:19:00 -
[929] - Quote
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 |

Xiacon Isagar
T.O.R. Absolute Damage Inc.
0
|
Posted - 2011.11.09 14:41:00 -
[930] - Quote
Neo Agricola wrote: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...
*facepalm*
On a more related note, looking good Greyscale! All the amended changes look great. Only things worth bringing up have already been said 30 times, so I'll spare you the extra reading. ;) Keep up the good work! Really looking forward to this expansion. |
|
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CCP Greyscale
C C P C C P Alliance
116

|
Posted - 2011.11.09 15:03:00 -
[931] - Quote
Hi again.
Talked to Art people, they're going to take another look at the icons at some point and see if there are any usability improvements that could be made, but probably not for the Winter release as the relevant resources are all tied up making new spaceships and stuff. |
|

Lors Dornick
Kallisti Industries
50
|
Posted - 2011.11.09 15:08:00 -
[932] - Quote
CCP Greyscale wrote:Hi again.
Talked to Art people, they're going to take another look at the icons at some point and see if there are any usability improvements that could be made, but probably not for the Winter release as the relevant resources are all tied up making new spaceships and stuff.
Tsk tsk, that's plain whoring for likes Greyscale.
Just so you remember, you can't run for CSM until you quit (or get fired) ;)
|

Zaepho
Phoenix Propulsion Labs RED Citizens
6
|
Posted - 2011.11.09 15:44:00 -
[933] - Quote
CCP Greyscale wrote:Hi again.
Talked to Art people, they're going to take another look at the icons at some point and see if there are any usability improvements that could be made, but probably not for the Winter release as the relevant resources are all tied up making new spaceships and stuff. Thanks for checking with them! We'll deal with it, but hopefully somebody will be able to get around to it sooner or later. |

Weaselior
GoonWaffe Goonswarm Federation
1483
|
Posted - 2011.11.09 15:57:00 -
[934] - Quote
CCP Greyscale wrote:Hi again.
Talked to Art people, they're going to take another look at the icons at some point and see if there are any usability improvements that could be made, but probably not for the Winter release as the relevant resources are all tied up making new spaceships and stuff.
dude this is something that could be done in a minute in any image program the art people are blowing smoke up your ass
they could have done it in the time they took making you go away |

Weaselior
GoonWaffe Goonswarm Federation
1483
|
Posted - 2011.11.09 15:58:00 -
[935] - Quote
i mean its changing colors in an image, grab some yahoo off the street and they can do it for a sandwich |

Ariane VoxDei
8
|
Posted - 2011.11.09 16:07:00 -
[936] - Quote
[quote=Weaseliordude this is something that could be done in a minute in any image program the art people are blowing smoke up your ass
they could have done it in the time they took making you go away[/quote] Agreeing with a goon, these must be the end days.
And ninjaing for leaving isotopes out of blocks (but keep them on the tower consumption list), leaving us with 1 generic block and isotopes on the side.
|

Creat Posudol
Destined for Greatness Inc.
39
|
Posted - 2011.11.09 16:13:00 -
[937] - Quote
Jack Dant wrote:Great changes there :) CCP Greyscale wrote: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 :) PE research is fine, and will benefit people who turn block-building into their profession. Wastage and ME research, I'm not convinced. It will delay the initial availability and/or make fuel more expensive during the changeover period, as people either build them wasting materials or wait to research them. Plus ME research slots are always busy in empire, so you are "forcing" pos owners (especially WH corps) to also get a lab to research the BPOs. SOOO many other easy solutions to this: Just buy an already researched blueprint off contracts
talk to someone who has a research pos to research them for you (use forums or whatever to find such a person)
(as suggested) get a lab, if you don't already have one for researching Ammo/Cap Booster/... BPOs and the like
You also forgot that the BPOs will be introduced noticeably before the switchover to blocks. This is necessary for the mentioned half-and-half approach. Read the devblog again This means at no time are you forced to use unresearched BPOs!
I'm also for reducing the HW/LO for building the blocks slightly. Ideally that would be based on a database query for tranquility. You could find out what the average power/cpu use of currently onlined towers is and use that (or the nearest "nice" number). HW is currently pretty cheap anyway, might be worth quite a bit more after this (even though I doubt anything close to what people seeing doomsday approaching suggest). |

Jenn Makanen
Science and Trade Institute Caldari State
44
|
Posted - 2011.11.09 16:44:00 -
[938] - Quote
(my earlier math was off. so this time I'm showing my working ) With Racial isotopes being the largest at 400 units, a perfect ME is 20 To produce one with 1 waste:
Quote: 1/(1+X) * 0.05 * 400=1 1/(1+X) =1/(400*0.05) 1/(1+X)=1/20 1+X=20 X=19
So, add one to drop the waste below 1.
From what CCP Greyscale was suggesting for research time, it'll be around 60 hours of ME research to get a ME perfect blueprint. And that's without skills.
If you're willing to take just a little racial isotope loss, ME 7 should do you.
Waste is calculated at: 1/(1+ME) * base waste percentage * base material level.
So, ME 7: 2 racial isotope lost. 1/8 * 0.05 * 400 = 2.5, rounded to 2 The next largest is 150 units, which is dropped to below 1 at ME 7. ME 11 drops it to 1.
Just remember to train production efficiency. Far greater effect |

Devilmonkey
Free Masons United Inc. Fidelas Constans
0
|
Posted - 2011.11.09 17:54:00 -
[939] - Quote
can we get cyno generator arrays to work on standings and not by alliance?
just an idea
|
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CCP Greyscale
C C P C C P Alliance
123

|
Posted - 2011.11.09 17:57:00 -
[940] - Quote
Weaselior wrote:CCP Greyscale wrote:Hi again.
Talked to Art people, they're going to take another look at the icons at some point and see if there are any usability improvements that could be made, but probably not for the Winter release as the relevant resources are all tied up making new spaceships and stuff. dude this is something that could be done in a minute in any image program the art people are blowing smoke up your ass they could have done it in the time they took making you go away
We used prioritized lists for a reason There's always tiny things that people could be doing besides what they're currently working on, but as soon as you open the door to "just do this quick thing now it'll only take five minutes" (it takes an hour, things always take longer than you think they will), you find that all you're ever doing is five-minute (one-hour) fixes, and the #1 priority work you're supposed to be working on (Battlecruisers, in this case) never actually gets finished. |
|
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Grady Eltoren
Aviation Professionals for EVE
4
|
Posted - 2011.11.09 18:07:00 -
[941] - Quote
CCP Greyscale wrote:Weaselior wrote:CCP Greyscale wrote:Hi again.
Talked to Art people, they're going to take another look at the icons at some point and see if there are any usability improvements that could be made, but probably not for the Winter release as the relevant resources are all tied up making new spaceships and stuff. dude this is something that could be done in a minute in any image program the art people are blowing smoke up your ass they could have done it in the time they took making you go away We used prioritized lists for a reason  There's always tiny things that people could be doing besides what they're currently working on, but as soon as you open the door to "just do this quick thing now it'll only take five minutes" (it takes an hour, things always take longer than you think they will), you find that all you're ever doing is five-minute (one-hour) fixes, and the #1 priority work you're supposed to be working on (Battlecruisers, in this case) never actually gets finished.
Bah - you may have a point there Greyscale with your prioritization professional approach....but I still like the Sandwhich to a guy off the street idea submitted by said Goon. :)
In all seriousness though, I want to argue this point you make,
This approach of priority assumes the product is right to begin with though right? I would argue the art department could have done a lot better. They should know things need more difference than that. Take MWDs and AB's for so long. I think they need to go back and redo/modify their first draft work they submitted to you. All blue blocks will do for now but in the sense of prioritization shouldn't they finish the job they started already???
P.S. Different shaped blocks with different colors is the +1 |

Strike Severasse
Red Dead Redemption
6
|
Posted - 2011.11.09 18:10:00 -
[942] - Quote
CCP Guard wrote:Greyscale has news for all you starbase managers out there! Check out his new blog on what's being done for the Winter Expansion to make starbase management more manageable. Please also read CCP Greyscale's update based on player feedback.
Perhaps a step toward free holdings? as in tiny POS, perhaps with some cloak? .... gates are like roids, dont give in to beer camping
now lets welcome the high sec in with open arms, err open gates, then slowly close the doors behind them... hooked on excitement again...... while the old carebear and camper doze zzzzzzzz ! |

mkint
315
|
Posted - 2011.11.09 18:20:00 -
[943] - Quote
Aaaaand, no response to the assertions that this is a nerf to small groups, and a buff to Grayscale friends.
Biiig surprise.
Instead we get "nobody at CCP knows how to use the filler tool in MS Paint." *sigh* |

Nova Fox
Novafox Shipyards
235
|
Posted - 2011.11.09 18:29:00 -
[944] - Quote
becuase its very complicated beyond using the paint bucket acutally as the pictures are layered and then there are various sizes of them as well. Then updating the data base and QA testing it. I estimate its about a 10 man hr job.
Also its full afterburner time, features that dont tie the rope and hang on tight enough now are going to get dropped for release and have to wait for the next flight.
|

Romandra
Strange Energy Gentlemen's Agreement
9
|
Posted - 2011.11.09 18:39:00 -
[945] - Quote
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.
I already liked this post, but I really just have to say this somewhere: WHAT IS WRONG WITH CCP?!?! WHY ARE THEY LISTENING TO USER FEEDBACK?!?
=P
Thanks, CCP Greyscale! As a long time EVE-O pilot, you really have no idea how encouraging it is to have this sort of thing happen. I've grown to used to issues like this being raised by the userbase and CCP ignoring us completely. It's incredibly refreshing to see the reverse happen in this thread.
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Weaselior
GoonWaffe Goonswarm Federation
1486
|
Posted - 2011.11.09 18:40:00 -
[946] - Quote
CCP Greyscale wrote:Weaselior wrote:CCP Greyscale wrote:Hi again.
Talked to Art people, they're going to take another look at the icons at some point and see if there are any usability improvements that could be made, but probably not for the Winter release as the relevant resources are all tied up making new spaceships and stuff. dude this is something that could be done in a minute in any image program the art people are blowing smoke up your ass they could have done it in the time they took making you go away We used prioritized lists for a reason  There's always tiny things that people could be doing besides what they're currently working on, but as soon as you open the door to "just do this quick thing now it'll only take five minutes" (it takes an hour, things always take longer than you think they will), you find that all you're ever doing is five-minute (one-hour) fixes, and the #1 priority work you're supposed to be working on (Battlecruisers, in this case) never actually gets finished.
While getting the battlecruisers finished is a #1 priority as you can't launch those without being finished, a change to the box colors is a massive UI improvement for very little effort. It should be ranked quite highly as it's probably the most bang for your buck you can get from the art department for improving the game. Things that enable you to quickly tell things apart at a glance are massively helpful for a well-designed UI. |

Raid'En
Apprentice Innovations
104
|
Posted - 2011.11.09 19:25:00 -
[947] - Quote
CCP Greyscale wrote:We used prioritized lists for a reason  There's always tiny things that people could be doing besides what they're currently working on, but as soon as you open the door to "just do this quick thing now it'll only take five minutes" (it takes an hour, things always take longer than you think they will), you find that all you're ever doing is five-minute (one-hour) fixes, and the #1 priority work you're supposed to be working on (Battlecruisers, in this case) never actually gets finished. icons are not made to be nice, they are made to be easy to understand. that's btw why new turrets icons are terrible. and here you did the same mistake.
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Koraeth
Paxton Industries Gentlemen's Agreement
0
|
Posted - 2011.11.09 20:00:00 -
[948] - Quote
Raid'En wrote:CCP Greyscale wrote:We used prioritized lists for a reason  There's always tiny things that people could be doing besides what they're currently working on, but as soon as you open the door to "just do this quick thing now it'll only take five minutes" (it takes an hour, things always take longer than you think they will), you find that all you're ever doing is five-minute (one-hour) fixes, and the #1 priority work you're supposed to be working on (Battlecruisers, in this case) never actually gets finished. icons are not made to be nice, they are made to be easy to understand. that's btw why new turrets icons are terrible. and here you did the same mistake.
Besides, we lived for how many years without being able to tell BPO and BPC apart, I think you can handle this ;) |

Tairon Usaro
The X-Trading Company RAZOR Alliance
1
|
Posted - 2011.11.09 20:11:00 -
[949] - Quote
usually i am quite sceptical about simplifications - Veterans love EVEnot because of simplicity but because of complexity - but i consider these changes overall as good changes because they take out complexity in an aspect that did not contribute positively to the game experience (they did in fact contribute to my EXCEL experience ....)
I have a question concerning the building of the fuel blocks:
does the assembly of fuel blocks come with any kind of compression or volume inflation ?
In order words will it make sense to haul fuel components from Empire or haul fuel blocks from Empire ?
|

Tyberius Franklin
Federal Navy Academy Gallente Federation
8
|
Posted - 2011.11.09 20:14:00 -
[950] - Quote
mkint wrote:Aaaaand, no response to the assertions that this is a nerf to small groups, and a buff to Grayscale friends. I don't understand how this nerfs them. Could you explain please?
|
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Arana Mirelin
Te'Rava Industries
10
|
Posted - 2011.11.09 20:32:00 -
[951] - Quote
Tairon Usaro wrote:usually i am quite sceptical about simplifications - Veterans love EVE not because of simplicity but because of complexity - but i consider these changes overall as good changes, because they take out complexity in an aspect, that did not contribute positively to the game experience (it did in fact contribute to my EXCEL experience ....  ) I have a question concerning the building of the fuel blocks: does the assembly of fuel blocks come with any kind of compression or volume inflation ? In order words will it make sense to haul fuel components from Empire or haul fuel blocks from Empire ? Assuming that i have to buy fuel components completely from Jita market.
It apparently is a minor compression:
From here:
Quote:Allright, I'll do the math: 4 Fuel Pellets 200m3
Material volume for 4 pellets: 8 coolant*1.5 = 12m3 4 enriched uranium*1.5 = 6m3 400 racial isotope * 0.15 = 60m3 4 mechanical parts * 1.5 = 6m3 20 Oxygen*0.38 =7.6m3 1 Robotics*6 = 6m3 150 Heavy Water*0.4 = 60m3 150 Liquid ozone*0.4 = 60m3 Total = 217.6m3
This was calculated before the granularity change on the fuel blocks, so it still lists it as 4 blocks @ 50m3 each. Now, it's 40 blocks @ 5m3 each, so the math works out the same. |

Scrapyard Bob
EVE University Ivy League
327
|
Posted - 2011.11.09 21:33:00 -
[952] - Quote
There's also been a few requests to make the blocks compress a little bit more (maybe so we can stretch existing fuel bays out to 28-30 days) - but no dev response.
Large tower is 110,000 m3 capacity. 5.00 m3/block, 40 blocks per hour, gives us 22.92 days of run-time. If they were to simply change the size to 4.00 m3, we'd get 28.64 days of run-time. Which would be a nice extra bonus.
|
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CCP Greyscale
C C P C C P Alliance
124

|
Posted - 2011.11.09 21:37:00 -
[953] - Quote
Tower capacity is up to 140k so you're at ~29.1 days already post-patch. |
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Sassums
Wormhole Exploration Crew Transmission Lost
21
|
Posted - 2011.11.09 21:59:00 -
[954] - Quote
There still has been no response on the issue of faction towers no longer dropping.
If we are fixing and working on the POS system, why not fix this issue as well. |

David Laurentson
Laurentson INC StructureDamage
3
|
Posted - 2011.11.09 22:19:00 -
[955] - Quote
mkint wrote:Aaaaand, no response to the assertions that this is a nerf to small groups, and a buff to Grayscale friends.
Biiig surprise.
Instead we get "nobody at CCP knows how to use the filler tool in MS Paint." *sigh*
I don't see how this makes things worse for the littleguy. Ammo factories are tiny. In hisec, I don't even need that.
In w-space, I literally will not notice the ISK difference (which will probably be down marginally after the PI changes, by my dodgy math), but trust me I will notice the drop in volume of ice I need to ship in (~6%).
Thinking about it: this might hurt the booster manufacturers in lowsec who have to run small/medium towers to break even on their chosen goods. I can't think of anyone else this will harm. |

sukee tsayah
Southern Cross Empire Flying Dangerous
8
|
Posted - 2011.11.09 22:31:00 -
[956] - Quote
mkint wrote:Aaaaand, no response to the assertions that this is a nerf to small groups, and a buff to Grayscale friends.
Biiig surprise.
Instead we get "nobody at CCP knows how to use the filler tool in MS Paint." *sigh*
+1
Amen. |

Lucid Phoenix
Infidel Armaments
0
|
Posted - 2011.11.09 22:50:00 -
[957] - Quote
I think modifying the faction towers to use the same fuel as normal towers is ridicilous. The whole point of investing in one of the faction towers is reduced fuel costs, so it will pay for itself.
Now I understand that in trying to simplify the game, and making the fuel costs more simplistic, I get that. However a bigger fuel bay, isn't going to do it in so far as a fair trade off.
What I propose is this, and incremental increase in the powergrid/cpu output for the tier 1/tier 2 towers, thereby retaining some of the 'fuel savings', and allowing the simplization of the fuel situation at the same time.
Please give this idea serious thought, as it would only be fair to reap some ACTUAL benefit to faction towers people paid their hard earned isk for.
Thank you
Lucid Phoenix
Infidel Armaments |

Jenn Makanen
Science and Trade Institute Caldari State
47
|
Posted - 2011.11.09 22:53:00 -
[958] - Quote
Lucid Phoenix wrote:I think modifying the faction towers to use the same fuel as normal towers is ridicilous. The whole point of investing in one of the faction towers is reduced fuel costs, so it will pay for itself.
Now I understand that in trying to simplify the game, and making the fuel costs more simplistic, I get that. However a bigger fuel bay, isn't going to do it in so far as a fair trade off.
What I propose is this, and incremental increase in the powergrid/cpu output for the tier 1/tier 2 towers, thereby retaining some of the 'fuel savings', and allowing the simplization of the fuel situation at the same time.
Please give this idea serious thought, as it would only be fair to reap some ACTUAL benefit to faction towers people paid their hard earned isk for.
Thank you
Lucid Phoenix
Infidel Armaments
Learn to read. It's already changed. |

sukee tsayah
Southern Cross Empire Flying Dangerous
8
|
Posted - 2011.11.09 22:58:00 -
[959] - Quote
David Laurentson wrote:mkint wrote:Aaaaand, no response to the assertions that this is a nerf to small groups, and a buff to Grayscale friends.
Biiig surprise.
Instead we get "nobody at CCP knows how to use the filler tool in MS Paint." *sigh* I don't see how this makes things worse for the littleguy. Ammo factories are tiny. In hisec, I don't even need that. In w-space, I literally will not notice the ISK difference (which will probably be down marginally after the PI changes, by my dodgy math), but trust me I will notice the drop in volume of ice I need to ship in (~6%). Thinking about it: this might hurt the booster manufacturers in lowsec who have to run small/medium towers to break even on their chosen goods. I can't think of anyone else this will harm.
https://forums.eveonline.com/default.aspx?g=posts&m=324859#post324859
|

sukee tsayah
Southern Cross Empire Flying Dangerous
8
|
Posted - 2011.11.09 22:59:00 -
[960] - Quote
Tyberius Franklin wrote:mkint wrote:Aaaaand, no response to the assertions that this is a nerf to small groups, and a buff to Grayscale friends. I don't understand how this nerfs them. Could you explain please?
https://forums.eveonline.com/default.aspx?g=posts&m=324859#post324859 |
|

Lucid Phoenix
Infidel Armaments
0
|
Posted - 2011.11.09 22:59:00 -
[961] - Quote
Jenn Makanen wrote:Lucid Phoenix wrote:I think modifying the faction towers to use the same fuel as normal towers is ridicilous. The whole point of investing in one of the faction towers is reduced fuel costs, so it will pay for itself.
Now I understand that in trying to simplify the game, and making the fuel costs more simplistic, I get that. However a bigger fuel bay, isn't going to do it in so far as a fair trade off.
What I propose is this, and incremental increase in the powergrid/cpu output for the tier 1/tier 2 towers, thereby retaining some of the 'fuel savings', and allowing the simplization of the fuel situation at the same time.
Please give this idea serious thought, as it would only be fair to reap some ACTUAL benefit to faction towers people paid their hard earned isk for.
Thank you
Lucid Phoenix
Infidel Armaments Learn to read. It's already changed.
Sorry, forgot the patch was already out |

bornaa
GRiD.
28
|
Posted - 2011.11.09 23:00:00 -
[962] - Quote
Sassums wrote:There still has been no response on the issue of faction towers no longer dropping.
If we are fixing and working on the POS system, why not fix this issue as well.
Please... can we get response on this? Whats with dropping of faction tower BPCs??? is that going to be implemented again or not????? |

vaspucci
Fleet of Doom Ushra'Khan
0
|
Posted - 2011.11.09 23:20:00 -
[963] - Quote
Instead of shortening the onlining times, why not implement an onlining queue. The problem with the current system is that you have to stay at the POS to online each successive mod. If you could quickly anchor them, then queue them to to come online it would:
1) Eliminate the need to camp at a POS for a week setting it up 2) Not create a situation where it's possible to quickly online new mods when an attacking fleet shows up.
And it's not like you guys don't have code to handle queuing stuff. |

True Sight
Deep Freeze Industries
5
|
Posted - 2011.11.10 00:43:00 -
[964] - Quote
Callic Veratar wrote:Could the Rorqual's compression system be allowed to manufacture fuel cubes?
That, is an awesome request. |

Xander Hunt
Dead Rats Tell No Tales
0
|
Posted - 2011.11.10 00:46:00 -
[965] - Quote
I spoke with one of my corp mates as to why the change even is HAPPENING. I can somewhat now understand that for a huge corp/alliance this COULD save time to fuel the many POS's, but, in the same stroke, also seems that there are a few additional steps which, arguably, can be skipped depending if you want to pay attention to the balance on cost vs time.
Even though I'm more in the know than I was an hour ago about why this is being done, the thing I REALLY don't like is the fact that we have to use a BPO to manufacture cubes. We have structures in PI that we feed materials to it, and it spits out the resulting item based on the two input materials. So why can't we do something similar for the cubes?
The mechanic would work in such a way that there'd be enough room in a bay to feed the structure enough mats to produce whatever cube we configure it for. It then takes the mats and hourly will take the appropriate chunk of raw mats and make X number of cubes per hour. In high sec, there would be a "tax" of sorts or something like that. In low/null, no tax, 100% efficiency, etc.
Where the mechanic would work would either be at a POS or on a planet, or both.
At a POS, you'd get two bays. One for the input items (All 8 mats needed to make the cube) and then another where the cubes get sent out. From there, it'd be a manual process to take the items from the new structure to the towers fuel bay.
The PI option would work where you'd have to feed the structure via landing pad. The inputs would be the same, and taxes would apply again.
Thoughts? |

Raven Kahn
Caldari Provisions Caldari State
0
|
Posted - 2011.11.10 01:11:00 -
[966] - Quote
can you make the cyno generators work the same as the jump bridges please.
Thanks, RK |

Tyberius Franklin
Federal Navy Academy Gallente Federation
8
|
Posted - 2011.11.10 01:54:00 -
[967] - Quote
Leaving the POCO aside, you believe the demand for PI products will drop due to reduced demand and that will hurt new players as PI is an easy for of income to get into, correct?
If I may ask, is it not possible that the simplification of fuel management could lead to more people having towers and the increased demand keeping prices up? Is there a reason PI mats wouldn't be bought by people producing fuel? Is the difference in fuel consumption enough to severely reduce demand for the PI goods? |

True Sight
Deep Freeze Industries
5
|
Posted - 2011.11.10 02:00:00 -
[968] - Quote
Xander Hunt wrote:I spoke with one of my corp mates as to why the change even is HAPPENING. I can somewhat now understand that for a huge corp/alliance this COULD save time to fuel the many POS's, but, in the same stroke, also seems that there are a few additional steps which, arguably, can be skipped depending if you want to pay attention to the balance on cost vs time.
Even though I'm more in the know than I was an hour ago about why this is being done, the thing I REALLY don't like is the fact that we have to use a BPO to manufacture cubes. We have structures in PI that we feed materials to it, and it spits out the resulting item based on the two input materials. So why can't we do something similar for the cubes?
The mechanic would work in such a way that there'd be enough room in a bay to feed the structure enough mats to produce whatever cube we configure it for. It then takes the mats and hourly will take the appropriate chunk of raw mats and make X number of cubes per hour. In high sec, there would be a "tax" of sorts or something like that. In low/null, no tax, 100% efficiency, etc.
Where the mechanic would work would either be at a POS or on a planet, or both.
At a POS, you'd get two bays. One for the input items (All 8 mats needed to make the cube) and then another where the cubes get sent out. From there, it'd be a manual process to take the items from the new structure to the towers fuel bay.
The PI option would work where you'd have to feed the structure via landing pad. The inputs would be the same, and taxes would apply again.
Thoughts?
From the perspective of someone who has seen both sides of the coin, I can say that these changes (including the revisions) are extremely positive ones.
Whilst a few people have jumped in to point out that technically, this change actually makes things even 'more' complex is true, it does make life easier and more fun, I'll give two examples
Running 20 towers When it came to refueling them, I loaded up our special corporation website which keeps track of all our towers, including their PG/CPU usage, I would then ping the API to get the current fuel volumes in our first 4 towers nearby and now know how much of every fuel type I need in order to top them all up to maximum.
I then sit there and copy these over from our fuel reserves until my Rorqual/Anshar is full, then head off to the towers.
When I get to the towers, I have to re-go through the math and copy the correct amounts of each fuel type into each of the towers.
with the new system... I open the corp hanger, drop a ton of pellets into my hanger, undock and go fuel towers.
For the long term organisation, we just ensure we keep a steady production of pellets going and everything is great.
|

Patri Andari
Thukker Tribe Antiquities Importer
0
|
Posted - 2011.11.10 02:06:00 -
[969] - Quote
Time for the original Northern Coalition to return. Those guys were good for business.
These new guys may be good at pvp, but they fail at making the trains run on time. MOAR CARE BEAR PLEASE!
|

sukee tsayah
Southern Cross Empire Flying Dangerous
8
|
Posted - 2011.11.10 02:41:00 -
[970] - Quote
Tyberius Franklin wrote:Leaving the POCO aside, you believe the demand for PI products will drop due to reduced demand and that will hurt new players as PI is an easy for of income to get into, correct? If I may ask, is it not possible that the simplification of fuel management could lead to more people having towers and the increased demand keeping prices up? Is there a reason PI mats wouldn't be bought by people producing fuel? Is the difference in fuel consumption enough to severely reduce demand for the PI goods?
I'm glad you asked these questions.
It's unwise and inconsistent to leave POCO aside, because what I'm talking about is an overall trend of nerfing PI, which hurts small corps and new players, to the benefit of the big corps and old players. That's the overall theme of all this.
Aside from that, if you want to separate the two, then yes, the artificially reduced demand for PI fuel will hurt new players, because as you said, PI is an easy source of income to get into when you're new to the game.
You asked if it's possible that the simplification of fuel management could lead to more people having towers, which would increase demand. The answer is yes, of course it's possible, but that's only an indirect possibility. The artificially reduced demand for PI fuel on the other hand, is not. That is a direct consequence of the change.
PI mats would of course continue to be bought by people producing fuel, but at a lower rate than they are right now due to the artificially induced decreased demand for the fuel.
Lastly, you asked if the fuel consumption is enough to severely reduce the demand. First of all, that's not the point. Either you artificially change supply/demand or you don't. By which rate is only of secondary importance. Demand will be reduced not because players are reacting to supply/demand, but because CCP is telling them they no longer need as much fuel as they did before.
|
|

Scrapyard Bob
EVE University Ivy League
331
|
Posted - 2011.11.10 02:44:00 -
[971] - Quote
True Sight wrote: From the perspective of someone who has seen both sides of the coin, I can say that these changes (including the revisions) are extremely positive ones.
Whilst a few people have jumped in to point out that technically, this change actually makes things even 'more' complex is true, it does make life easier and more fun, I'll give two examples
Running 20 towers When it came to refueling them, I loaded up our special corporation website which keeps track of all our towers, including their PG/CPU usage, I would then ping the API to get the current fuel volumes in our first 4 towers nearby and now know how much of every fuel type I need in order to top them all up to maximum.
I then sit there and copy these over from our fuel reserves until my Rorqual/Anshar is full, then head off to the towers.
When I get to the towers, I have to re-go through the math and copy the correct amounts of each fuel type into each of the towers.
with the new system... I open the corp hanger, drop a ton of pellets into my hanger, undock and go fuel towers.
For the long term organisation, we just ensure we keep a steady production of pellets going and everything is great.
Even for 2+ towers, this suddenly makes logistics a lot easier.
And I think most of us would prefer smaller, more dense, fuel pellets over larger fuel bays in the towers. Even if it allows some magical compression/decompression to the tune of 20-30%. That would really make the change a win-win in all directions in exchange for doing manufacture time. Maybe make them only return 90-95% of the inputs when re-processed, even with perfect skills and the proper reprocessing plant, to balance out the smaller cube size. |

Dwarfageddon
Squirrels with Big Nuts
0
|
Posted - 2011.11.10 03:31:00 -
[972] - Quote
Has anyone even noticed the initial numbers per a block and the fact that it uses 4 of those an HOUR!!? The following is use-age numbers for large towers based on the original posted figures per a block.
The fuel increase is exponentially higher per a pos:
----This for a 30 day run cycle for one POS.. ----
(Assumes no sov and no sov bonuses)
432,000 Heavy water 432,000 Liquid Ozone 1,152,000 Isotopes 57,600 Oxygen 23040 Coolant 11,520 Enriched Uranium 11,520 Mechanical Parts 2880 Robotics
--------------------------------------------------------------- (Following assumes you are like some/most Eve POS owners who have far too many to actually mine/make all this crap.) Current estimated prices for this one month bucket of fuel to power the new CCP built Porche (Caldari) Cayenne SUV:
Heavy Water 10,800,000 Liquid Ozone 159,408,000 Heavy Water 10,800,000 Robotics 204,4800,000 Nitrogen Isotopes, 622,080,000 Coolant 163,584,000 Mechanical Parts 92,160,000 Enriched Uranium 132,250,000 (Oxygen cost is deprecated due to it being easy to obtain)
Congratulations, you are now the proud owner of a SUV with rich leather interior, still has that new POS smell and gets a whole .000000001 miles per a gallon, it goes REALLY fast though! O.K. now some serious bits here that dont involve hurling sharp pointy objects and four letter invective laced hate mails at the people who are making the changes I know you guys get plenty of that already.
My .2 isk on this change is this:
This will wipe out or bankrupt a vast swath of pos owners, especially those who operate multiple large towers, basically i would dare say 2/3 of all pos owners would not be able to own them any more. I think i can speak for most of those and say we dont have multiple technetium moons overflowing out of our back pockets to pay for the cost of such a thing, I think even those tech moon guys if they bother to read Dev posts are having some second thoughts about this. This would negatively impact the ice market in the long run as well, less people can afford to buy the fuel so prices may stay high but the stock of ice products on the market would stagnate, less and less motivation for people to mine it.
This fuel change is far from ready to be released and you need to seriously rethink it a lot more. I'll give you a contrast by providing you with the non sov fuel per a month of one of my towers right now.
324000 Nitrogen Isotopes 5760 Coolant 3750 Mechanical Parts 18000 Oxygen 720 Robotics 28800 Liquid Ozone 10300 Heavy Water 2880 Enriched Uranium
I appreciate you guys going back and making some changes to the actual functions of the pos's, its past the point of being overdue, there are many other areas of POS functions that deserve looking into futher that I hope the devs will actually spend time on. I would be happy to elaborate on those but thats a different topic for a different time. CCP needs to seriously re-think the # of blocks per hour used and dial back the amount of fuel each "Pellet" uses because this is ludicrous and unsustainable for anyone that doesn't own a bot net of 0.0 ratting accounts. Most eve players that lived in null know who I refer to. |

Scrapyard Bob
EVE University Ivy League
331
|
Posted - 2011.11.10 03:36:00 -
[973] - Quote
Dwarfageddon wrote:Has anyone even noticed the initial numbers per a block and the fact that it uses 4 of those an HOUR!!? The following is use-age numbers for large towers based on the original posted figures per a block.
(followed by lots of stuff)
I suggest, politely but firmly, that you go back and read the devblog again. Overall, small towers will see 10-25% fuel savings per month, medium towers in the 5-10% range and large towers about 4-8% (assuming that fuel prices stay roughly level).
In addition, the new blocks are about 9% smaller then the source materials.
|

sukee tsayah
Southern Cross Empire Flying Dangerous
8
|
Posted - 2011.11.10 03:48:00 -
[974] - Quote
Scrapyard Bob wrote:Dwarfageddon wrote:Has anyone even noticed the initial numbers per a block and the fact that it uses 4 of those an HOUR!!? The following is use-age numbers for large towers based on the original posted figures per a block.
(followed by lots of stuff) I suggest, politely but firmly, that you go back and read the devblog again. Overall, small towers will see 10-25% fuel savings per month, medium towers in the 5-10% range and large towers about 4-8% (assuming that fuel prices stay roughly level). In addition, the new blocks are about 9% smaller then the source materials.
Hence the reason new players and small corps who base their living out of PI are getting nerfed. Thanks for the numbers. |

Creat Posudol
Destined for Greatness Inc.
39
|
Posted - 2011.11.10 03:53:00 -
[975] - Quote
Dwarfageddon wrote:Lots of numbers, making basically no sense
Have to agree with Scrapyard Bob. Just re-read the blog. Whatever you think is happening isn't happening. Most likely you can't read like all the other people who thought that towers would be about 4x as expensive to fuel as they are now. If that's what you're saying. Is it? If not, what are you saying?
What ever you are trying to say, you seem to think it's gonna be more expensive for some reason. It isn't. It will be mostly unchanged, slightly cheaper even. Please try the reading thing again  |

Scrapyard Bob
EVE University Ivy League
331
|
Posted - 2011.11.10 04:06:00 -
[976] - Quote
sukee tsayah wrote:[quote=Scrapyard Bob] Hence the reason new players and small corps who base their living out of PI are getting nerfed. Thanks for the numbers.
This is not the POCO whine thread.
And this change will help small corps, because now small towers suddenly got a lot cheaper to operate. Which means you can put more of your PI materials on the market rather then spending it on your own POS fuels.
(Complaining about the rise & fall of commodities in EVE is rather pointless. Look at ice prices, or mineral prices, or any other building component which tends to rise and fall based on demand or speculation. If it becomes less profitable to harvest a particular PI good, switch to a different market segment.) |

sukee tsayah
Southern Cross Empire Flying Dangerous
8
|
Posted - 2011.11.10 05:40:00 -
[977] - Quote
Scrapyard Bob wrote:sukee tsayah wrote:[quote=Scrapyard Bob] Hence the reason new players and small corps who base their living out of PI are getting nerfed. Thanks for the numbers. This is not the POCO whine thread. And this change will help small corps, because now small towers suddenly got a lot cheaper to operate. Which means you can put more of your PI materials on the market rather then spending it on your own POS fuels. (Complaining about the rise & fall of commodities in EVE is rather pointless. Look at ice prices, or mineral prices, or any other building component which tends to rise and fall based on demand or speculation. If it becomes less profitable to harvest a particular PI good, switch to a different market segment.)
Since you're not in a small corp I would suggest you refrain from assuming what will or will not help us.
Natural fluctuation in demand and speculation is fine. Artificially decreasing demand of one material to the benefit of big corps at the detriment of small corps is not fine. Since you're in a large corp, I'm sure you're fine with the change. Want me to go away? Tough.
|

Lord Timelord
GETCO Black Thorne Alliance
6
|
Posted - 2011.11.10 06:06:00 -
[978] - Quote
True Sight wrote:Callic Veratar wrote:Could the Rorqual's compression system be allowed to manufacture fuel cubes? That, is an awesome request.
Agreed! Either the above idea and/or the possibilty to also Compress Fuel Cubes themselves for some good Blockade Running Re-Supply Runs!  |

Usurpine
Galactic Defence Consortium United Pod Service
20
|
Posted - 2011.11.10 06:22:00 -
[979] - Quote
I havent read all thread here, just looking into it.
I have spent billions in faction towers to reduce the fuel consumption. WtF i dont understand why people are exciting about the news here, i can only see you nerfed faction towers badly.
As an industrialist i need my slots for building, so now i have to build fuel blocks ? How is that helping me ? I had no problems at all with fueling towers and i have a lot of towers.
I need to dig into numbers more but i have a bad feeling that this patch will cost me a lot of isk per month more.
I am quite disappointed. There is so much said how to improve towers, so why you dont stick on that ? |

Neo Agricola
BLACK-MARK
88
|
Posted - 2011.11.10 06:42:00 -
[980] - Quote
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 |
|

Imoshen Solomani
InNova Tech Inc Detrimental Imperative
0
|
Posted - 2011.11.10 07:50:00 -
[981] - Quote
If you want an idea for lowering faction tower fuel consumption how about this.
Time is out changing the time the fuel cycles would be a super *****, pos's cycle every hour lets not complicate it further.
But how about this.
2 sets of fuel blocks normal ones and faction ones. the faction fuel blocks require less materials to build. but the faction blocks can only be used in a faction tower not a normal tower.
Also a faction tower can also run on normal blocks.
How you get the blue prints for the faction fuel blocks is up in the air.
But i think this would be a workable solution to reduce faction tower fuel without over complicating things. 8 different fuel blocks instead of 4. I wouldnt bother with 2 separate sets of faction blocks for each level id just do one set to not over complicate it.
It would also help if you can reprocess the fuel blocks to allow you to convert them might be a nice idea. |

Usurpine
Galactic Defence Consortium United Pod Service
20
|
Posted - 2011.11.10 10:17:00 -
[982] - Quote
Neo Agricola wrote: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... quoting Greyscale for the Nth time cause of all the trolls too lazy to read...
It did. Thanks, my bad. Sorry, its a lot of spam to read, might be a good idea to start a new thread after lots of changes. |

Shivaja
CHON THE R0NIN
0
|
Posted - 2011.11.10 10:48:00 -
[983] - Quote
You can't be serious guys this should be improvement How by adding more time and more expenses to pos fuel production chain plus removing bonuses from fraction tower is that improvement ? Not by my book . If you do implement this am gonna indict you for war crimes against POS managers  |

Jenn Makanen
Science and Trade Institute Caldari State
49
|
Posted - 2011.11.10 10:52:00 -
[984] - Quote
Shivaja wrote:You can't be serious guys this should be improvement  How by adding more time and more expenses to pos fuel production chain plus removing bonuses from fraction tower is that improvement ? Not by my book . If you do implement this am gonna indict you for war crimes against POS managers 
How about you read more than just the blog? Like the other dev posts in this thread.
You're coming to this late, and appear to think so much of yourself that you can't be bothered reading anything. |

Ned Black
Driders
1
|
Posted - 2011.11.10 13:49:00 -
[985] - Quote
Have you thought about the ramifications this will have on Liquid Ozone? It will affect heavy water as well, but not to the same extent.
Currently people try to conserve fuel by offlining mods. But with these changes every tower will be LO and HW hogs.
A large tower right now require approx 107k of liquid ozone/heavy water with at 100%
Each block of highsec ice currently yield 25 units of LO and 50 units of HW (not counting taxes). That means that in order for someone to mine enough ice to keep the tower fueled they will have to get approximatly 4300 blocks of ice every month... probably more like 4500 blocks with taxes and skills.
Suddenly EVERY tower in the game schlurps LO and HW like there is no tomorrow... my worry is that production simply cannot keep up with the demand of all those towers... The isotopes wont be a problem however since the blocks required for the LO gives about 4 months worth of isotopes.
I don't even dare to think what will happen if you follow through and remove highsec ice as you were planning some time ago... |

eideen
Resilience. Northern Coalition.
0
|
Posted - 2011.11.10 14:05:00 -
[986] - Quote
why not make it so a small tower use 4 block/hour and 8 for a medium and 16 for a large normal towers? that why you can still scall the amount that is need per faction tower.
so you get for a small tower:
tier 0: 4blocks/hour tier 1: 3blocks/hour tier 2: 2blocks/hour
medium
tier 0: 8blocks/hour tier 1: 6blocks/hour tier 2: 4blocks/hour
large
tier 0: 16blocks/hour tier 1: 12blocks/hour tier 2: 8blocks/hour
or more blocks per hours to make it easy to scal. instead of increasing cargo bay. |

Echo Mande
10
|
Posted - 2011.11.10 14:05:00 -
[987] - Quote
Ned Black wrote:Have you thought about the ramifications this will have on Liquid Ozone? It will affect heavy water as well, but not to the same extent.
Currently people try to conserve fuel by offlining mods. But with these changes every tower will be LO and HW hogs.
A large tower right now require approx 107k of liquid ozone/heavy water with at 100%
Each block of highsec ice currently yield 25 units of LO and 50 units of HW (not counting taxes). That means that in order for someone to mine enough ice to keep the tower fueled they will have to get approximatly 4300 blocks of ice every month... probably more like 4500 blocks with taxes and skills.
Suddenly EVERY tower in the game schlurps LO and HW like there is no tomorrow... my worry is that production simply cannot keep up with the demand of all those towers... The isotopes wont be a problem however since the blocks required for the LO gives about 4 months worth of isotopes.
I don't even dare to think what will happen if you follow through and remove highsec ice as you were planning some time ago... well, I guess lowsec and nullsec icemining will get a lot more popular then. Glare Crust and Dark Glitter have a lot of LO and HW content (you'll only need a hundred or so blocks each per tower-month) and are available if you know where to look. I'm sure the locals will welcome you with open arms (and maybe gunports) or you can try to strike a deal with them about security and mutual POS fueling interest. Who knows, they may even keep their side of the bargain. |

Vladimir Vladimirovitch Putain
Remanaquie Federation
0
|
Posted - 2011.11.10 14:06:00 -
[988] - Quote
This may be a great resource saver for heavy industrialists but the small corps such as mine, which would play with the POS power and cpu needs to save up on their ice requirements will see their ice needs rise. And for these small corps having to suddenly start harvesting twice as much ice it will be a royal pain between the buttocks. |

Jenn Makanen
Science and Trade Institute Caldari State
49
|
Posted - 2011.11.10 14:09:00 -
[989] - Quote
eideen wrote:why not make it so a small tower use 4 block/hour and 8 for a medium and 16 for a large normal towers? that why you can still scall the amount that is need per faction tower.
so you get for a small tower:
tier 0: 4blocks/hour tier 1: 3blocks/hour tier 2: 2blocks/hour
medium
tier 0: 8blocks/hour tier 1: 6blocks/hour tier 2: 4blocks/hour
large
tier 0: 16blocks/hour tier 1: 12blocks/hour tier 2: 8blocks/hour
or more blocks per hours to make it easy to scal. instead of increasing cargo bay.
Yet another person coming in, without reading what's been said since the blog. Now go back and take a look at the dev postings. go to the begining and click the blue dev bar
|

Creat Posudol
Destined for Greatness Inc.
40
|
Posted - 2011.11.10 15:04:00 -
[990] - Quote
sukee tsayah wrote:Scrapyard Bob wrote:sukee tsayah wrote:[quote=Scrapyard Bob] Hence the reason new players and small corps who base their living out of PI are getting nerfed. Thanks for the numbers. This is not the POCO whine thread. And this change will help small corps, because now small towers suddenly got a lot cheaper to operate. Which means you can put more of your PI materials on the market rather then spending it on your own POS fuels. (Complaining about the rise & fall of commodities in EVE is rather pointless. Look at ice prices, or mineral prices, or any other building component which tends to rise and fall based on demand or speculation. If it becomes less profitable to harvest a particular PI good, switch to a different market segment.) Since you're not in a small corp I would suggest you refrain from assuming what will or will not help us. Natural fluctuation in demand and speculation is fine. Artificially decreasing demand of one material to the benefit of big corps at the detriment of small corps is not fine. Since you're in a large corp, I'm sure you're fine with the change. Want me to go away? Tough. I'm sorry but I just don't agree with that, and I'm in a small corp (seems to be a prerequisite for you to care for someones opinion). Yes, the demand on Robotics will decrease a bit, but the price has also been rising steadily to close to twice the price it was 2 months ago. It won't bottom out or anything because of this, or even just fall significantly. Also there are other "little guys" besides very new player (who are very new only for a short time). For example those running research and/or manufacturing and/or invention POS for themselves or small corps (which I occasionally do). Those are generally NOT large towers. They will be thankful for the 0.8 to 1.2 mil saved on fuel per day. On the other hand the towers of alliances are more often then not large and don't profit nearly as much from this change.
Don't forget either that producing and selling something like fuel blocks is something a few day old char can do. What they can make with this is unlikely to be epic, but certainly enough to make up for losses that might result from the expected fall of robotics prices. It's also not much work at all. Just a couple of clicks here and there for getting the ingredients and to initiate production.
The POCO change is a different story, but from the last dev post it seems like significant changes are being made before launch. So let's not go into full panic mode just yet, before we even know what changes are actually coming. It would also be the wrong thread for that :) |
|

Vyktor Abyss
The Abyss Corporation
36
|
Posted - 2011.11.10 15:25:00 -
[991] - Quote
I'm glad faction towers now look to be sorted and the granularity factor of 10 above your original suggestion has been applied.
I am however (along with many others) slightly concerned regarding the Liquid Ozone and Heavy Water usage now.
As a "small time POS operator" I have about 8 varied size towers all of which I try to scale down costs to make them viable both in terms of initial outlay, and running costs.
I tend to use 100% or close to of CPU because this tends to enable most vital POS functions like; moon mining, research labs, reacting and manufacturing. Defenses are the only large consumer of powergrid, but often as a small operator you can get away with weakly/undefended POS because you're not any real threat to local powerblocks and enemy towers are enough of a pain to remove by themselves that only comitted/properly motivated attackers go for POS.
I'm assuming Heavy Water consumption will stay roughly the same, but my costs (and many other peoples) for Liquid Ozone are going to go through the roof because I will be consuming 9-10 times of the stuff every hour every day. The current price of Liquid Ozone is sure to rise (much like Heavy Water has) massively after the patch if you go ahead with these rates when you total the thousands more small operators with low powergrid towers like me that will suddenly require 9 or 10 times more Liquid Ozone.
I hope you at CCP are still reading and can address this concern either by:
GÇó Removing Liquid Ozone and/or Heavy Water from the fuel blocks altogether GÇó Reducing the build requirements to at least one quarter of the current Liquid Oxygen requirement
OR
GÇó Altering all Ice Reprocessing to pump out much more Liquid Ozone to offset the additional demand you'll be creating
Bear in mind Heavy Water is not the major issue here as it doesn't have any other real uses and supply of this has generally been no issue, keeping prices low making even a 500% Heavy Water price spike easily absorbed into running costs.
Liquid Ozone however has other uses from Cynos to Jumpbridge fuel and has always been much more expensive relative to heavy water. A 500% to 1000% price spike for Liquid Ozone here will not be easily absorbed - Alliances may absorb it by running more large scale ice mining ops, but you will be ruining a lot of smaller scale POS operators who are unable to mine all their own ice requirement.
I anxiously await your response CCP Greyscale on this.... Thanks. |

Scrapyard Bob
EVE University Ivy League
333
|
Posted - 2011.11.10 16:04:00 -
[992] - Quote
Here's why I don't see Liquid Ozone prices going up any time soon (or at most, having a neutral effect on the price of POS fuel used each month).
- Null/Low sec towers already used close to the maximum Liq Oz in order to keep lots and lots of guns online.
- Hi-sec towers, get hit a bit with this because they were typically CPU capped (HW usage), but were probably already using 25-30% of their PG to run labs/arrays. So hi-sec demand for LiqOz will go up anywhere from 1.5x to 3.0x.
- There are lots of other uses of LiqOz (Cynos in particular, along with Jump Bridges). A basic cyno uses 250 units of LOz at skill level V. Pop off a few cynos per day and you're consuming more LiqOz then even a large tower would consume. Or someone can chime in about the other uses of LiqOz that dwarf POS tower consumption.
- As LiqOz prices go up, you have to mine more blocks of hi-sec ice in order to get enough. This means more isotopes on the market (more supply) leading to cheaper isotope prices. It will also mean a glut of Heavy Water on the market (leading to even lower HW prices, even with the change).
That last point is the key one. Not only will the usage of isotopes be going down (450 -> 400 per hour for a large tower), but if more ice has to be mined to keep up with LiqOz prices then that will drive the isotopes prices down even further (more supply).
The market always adapts. When POS fuel prices rise too far, more people get into the supply side. When POS fuel prices drop too far, more people start running towers to soak up the extra supply. |

Jack Dant
The Gentlemen of Low Moral Fibre
116
|
Posted - 2011.11.10 16:17:00 -
[993] - Quote
Scrapyard Bob wrote:- There are lots of other uses of LiqOz (Cynos in particular, along with Jump Bridges). A basic cyno uses 250 units of LOz at skill level V. Pop off a few cynos per day and you're consuming more LiqOz then even a large tower would consume. Or someone can chime in about the other uses of LiqOz that dwarf POS tower consumption.
I bet 0.0 jump bridges use up as much LO as towers, if not more. Each time a battleship jumps through a bridge, it uses around 250 LO. |

xaja
yoni corporation
1
|
Posted - 2011.11.10 19:11:00 -
[994] - Quote
Hi Greyscale
Instead of upping the Granularity, you could just do something very simple: Faction towers build up so much surplus energy in their capacitors that after running for two hours, in the third hour, they run on capacitor power alone.
I'm Glad the small scale operators chipped in with feedback, cause just asking "large scale POS operators" for their input is like... our Government giving all the funding to large, rich Nuclear Power companies and none to smaller, more decentralized outfits.
More than half of Alliance POS's aren't even built to be profitable, but to offer various needed facilities. |

Kaelarian
Handsome Millionaire Playboys Flatline.
0
|
Posted - 2011.11.10 19:24:00 -
[995] - Quote
I fail to see how this change can be equated to simplifying EVE as a whole (ie WoW in space). Many people here have pointed out the obvious advantages to the refuel monkey (buy 1 fuel vs specific ratios of 8 fuels based on usage case per tower). However. The overall process for producing POS fuel has consistently grown more complex over the years and the latest change adds to that complexity.
Back in the day you mined ice and refined it (this hasn't changed). Then you bought goods from an NPC and you were done. Then Planetary Interaction was introduced. Suddenly, you no longer bought NPC goods, you setup a complex reaction chain on one or more planets to produce those goods instead. Now in addition to ice mining and PI, compacting has been added (removing the HW/LO usage differentiation) and providing a single fuel product to haul.
Bottom line: the process is more complex, but in a useful manner. It seperates manufacturing fuel (complex process) from using fuel (1 fuel type per racial tower).
P.S. Obviously, if you are making your own fuel (i.e most w-space dwellers) the entire process is now more complex.
P.P.S. Nice to see the devs responding positively to player feedback. |

gnome chaos
Missions Mining and Mayhem Northern Coalition.
0
|
Posted - 2011.11.10 22:32:00 -
[996] - Quote
Neo Agricola wrote:
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. :-)
If they wait until Winter 2012, what are they supposed to do for Summer 2012?
POS get fixed sooner than in a year, or they can just wave goodbye to any goodwill they get from these rather small usability changes.
There's absolutely no reason to be patient with CCP concerning POS'. They know it, and you should know it.
The current POS shambles is a perfect example of why CCP should be on their knees begging every player to stay. |

Jake Shepherd
Causality Crew LTD Angel Causalities Demolition Crew
0
|
Posted - 2011.11.10 22:51:00 -
[997] - Quote
personally I don't like the fact that the new fuel pellets cover all the fuel.
Yes I like the idea of putting less items into the tower but I think that heavy water and liquid ozone should have been left out and left so they can change with what is on-line at the tower |

Jenn Makanen
Science and Trade Institute Caldari State
50
|
Posted - 2011.11.10 23:05:00 -
[998] - Quote
xaja wrote:Hi Greyscale Instead of upping the Granularity, you could just do something very simple: Faction towers build up so much surplus energy in their capacitors that after running for two hours, in the third hour, they run on capacitor power alone. I'm Glad the small scale operators chipped in with feedback, cause just asking "large scale POS operators" for their input is like... our Government giving all the funding to large, rich Nuclear Power companies and none to smaller, more decentralized outfits. More than half of Alliance POS's aren't even built to be profitable, but to offer various needed facilities.
Very simple?
You mean it's simpler to add a whole new mechanic (POS capacitors), rather than a minor adjustment of what they've already done? (greater granularity, and different costs. Which would both just be a DB change, most likely) |

Tyberius Franklin
Federal Navy Academy Gallente Federation
8
|
Posted - 2011.11.10 23:59:00 -
[999] - Quote
sukee tsayah wrote:Scrapyard Bob wrote:sukee tsayah wrote:[quote=Scrapyard Bob] Hence the reason new players and small corps who base their living out of PI are getting nerfed. Thanks for the numbers. This is not the POCO whine thread. And this change will help small corps, because now small towers suddenly got a lot cheaper to operate. Which means you can put more of your PI materials on the market rather then spending it on your own POS fuels. (Complaining about the rise & fall of commodities in EVE is rather pointless. Look at ice prices, or mineral prices, or any other building component which tends to rise and fall based on demand or speculation. If it becomes less profitable to harvest a particular PI good, switch to a different market segment.) Since you're not in a small corp I would suggest you refrain from assuming what will or will not help us. Natural fluctuation in demand and speculation is fine. Artificially decreasing demand of one material to the benefit of big corps at the detriment of small corps is not fine. Since you're in a large corp, I'm sure you're fine with the change. Want me to go away? Tough. Your position seems to make some interesting assumptions: 1) The only persons relying on PI income are new players or member of small groups 2) Smaller entities do not own POS's and do not benefit from the fuel changes 3) New players should not have to adapt to changes in the market as a result of changes in game mechanics
While true that no one should be dictated to have to change their way of play, this change doesn't do that. Additionally, why is it that any income source should be immune, regardless of accessibility, to changes from player interaction or game mechanics if within reason? |

Red Bluesteel
State War Academy Caldari State
4
|
Posted - 2011.11.11 00:28:00 -
[1000] - Quote
Teclador wrote:Dear CCP Greyscale, after reading you Dev Blog on the planned changes to the Starbase System, some of these changes we waiting ages for but some could be really better. 1. Using Jump BridgesCurrently you need an Password and no shoot configuration to use a Jump Bridge. Better, adding more and clearly defined Access Roles to the Structures / Access tab in the POS Manager Menu. You have here currently View, Take and Use Rows, but Use is quit not in use. Use Roles could be:
- Corporation
- Alliance
- Standing (+5)
- Standing (+10)
(Keep in Mind that refueling the JB, must be also possible by these Groups, make the POS Manager live easier) 2. Passing Force FieldThe Old System with Password is absolute worthless, but with some changes it could be more Flexible too. Force Field Pass through Options:
- Corporation
- Alliance
- Standing (+5)
- Standing (+10)
- * Extra Check box for extra Password security
3. Using Defense installations (Guns, Ewar, etc.):Use Roles could be:
- Corporation
- Alliance
- Standing (+5)
- Standing (+10)
(Keep in Mind that refueling, must be also possible by these Groups, make the POS Manager live easier) 4. Improvements to other installation like Corporate Hangar, Ship Maintenance Array, Silos, (Adv.) Mobile Laboratories are also in bitter need, not only in fact of the access politics to them. (Repackage of Items) 5. Tower Setup Password security, so that not everyone can change the settings to an tower with only the right role. 6. Install Patterns for easier dropping and Anchoring new Towers automatically, with save Functionality like Ship Fittings. I Hope i could give you some other good impressions what can be changed to the Starbase System, to make our Eve live more secure and more flexible, in special to the POS Managers out there  .
This, 100% Agree (could be a copy of my thoughts )
This is a clear view from a position of pos manager and therefore I hope this is not overlooked by CCP. (Dream of 1001 nights ) |
|

Arkimedies
Event Horizon Enterprises
0
|
Posted - 2011.11.11 05:19:00 -
[1001] - Quote
Fuel Pellets ? Bahhh.
They are POS Pills, red pills, green pills blue pills and white pills. POS's are not chickens in the yard that you give pellets too! POS's are dysfunctional conglomerates of disparate modules loosely orbiting a somewhat defined point in space that definitly need Pills, lots and lots of pills.
So, definitely colored pills, ditto small pills, better for the pill junkies.
Rorqual compression? Yes Please.
POS Tanker with jump capability? Yes please (but only if you can fit a covert cyno to it just for lols and merry xmas to potential gankers).
/start rant/ And, to all the whiners, please read the Blog, assembly all the pretty letters into words, then assembly all the pretty words into sentence's then try to comprehend the meaning behind those sentence's, that is if you are capable of it. A very high percentage of the people whineing in this forum seem to be incapable of basic literacy and comprehension /end rant/ |

Mary Mercer
King Wholesaling
56
|
Posted - 2011.11.11 05:58:00 -
[1002] - Quote
I quit reading a few pages ago but I had an idea and if it's already shared I'm sorry.
First, Why do we have to remove the current fueling option in order to have the new one? We are going to allow the towers to switch over which means they are already going to be coded to handle both fuels in the fuel bay. Expand on that.
Fix the tower to burn both fuels. Have it check for fuel blocks every hour it cycles. If no blocks are present have it check for the old fuel types.
Fix the rate of water and liquid ozone on the tower even if they are going to use the old way of fueling keep the concept that the tower will now burn everything at a fixed rate.
(This is my favorite) Increase the burn rate of fuel by 10% when running under the old system. This offers WH guys the option of only hauling in water, Isotopes, and LO and not having to manufacture the blocks in the hole. Of course if they haul their PI to market and sell it, and buy the blocks they'd save a percentage on their fuel expense.
Incentive, with options. Think of it as 87 or 92 octane.  |

Mary Mercer
King Wholesaling
56
|
Posted - 2011.11.11 06:09:00 -
[1003] - Quote
Vincent Athena wrote:I think having the faction towers at 10% and 20% savings is fine. Faction towers right now do not reduce the need for many fuel types, like robotics. With the new system they will reduce the need for all types, so a smaller percentage is a good balance.
There still seem to be 2 concerns for me and seen in some posts. One is the overall increase in heavy water and liquid ozone use. If you mine basic ice, you get for every 12 units of isotopes, 2 units of HW and one of LO. But the blocks require for every 12 units of isotopes 4.5 units of HW and 4.5 of LO, a basic mis-match to the ore. For the high sec dweller who mines their own ice, this is an issue; they will have a WH and LO shortage unless they mine far more. Then they will have an isotope excess.
Fixes:
Change the fuel block build requirements.
Add the other ices to all ice belts (even high sec), things like Dark Glitter and Glare Crust, and let the miners, the market and the sandbox figure it out. (Edit: Or add Dark Glitter and Glare Crust Grav sites to areas that normally do not have such ore).
The other issue seems to be the block color. I can take or leave this one, but different colors would be cool.
This could be fixed later. Maybe they just want to burn up some of the stocked up HW and LW the prices are too low on both atm if you ask me. Leave it the way it is until the market adjusts then make fixes. |

Mary Mercer
King Wholesaling
56
|
Posted - 2011.11.11 06:25:00 -
[1004] - Quote
Grady Eltoren wrote:CCP Greyscale et al:
3) Have you done a time analysis on building the blocks versus just doing the math? I bring this up because after having fueled many POS's for years I am just NOT seeing it. To me the math was never a problem; I just used one of the many free websites like chucker's out there. Now we have to build/wait/run an array/haul/move from array to array...etc This new process seems like it is saving time, and just curious as to who it is saving time for?
Thank you in advance
I'm not trying to troll here so don't take it that way but really, who cares about the time involved? I mean within reason of course. Think about the extra time that goes into making fuel for a pos now that we can't just buy enriched uranium, robotics, and other various fuels off the market sold by npc's.
I realize in null there is likely a certain extra suck factor in having to spend MORE time on fuel for the pos before it gets to it, but seriously this generates another industry and it SHOULD take more time. That's what deters some folks from doing it themselves and paying for the work to be done by buying the blocks off the market and selling their PI to the market.
Someone early was B****ing about the "little guy" this is a perfect industry for the nub assuming it's not crazy skill intensive.. buy items off the market, generate some blocks, sell the stuff back. I'm mildly disappointed that they cut the build time in half. |

J'Rela
Black Lotus Heavy Industries Ethereal Dawn
1
|
Posted - 2011.11.11 06:39:00 -
[1005] - Quote
On fuel blocks: I am against this idea [edit: as originally proposed] for a few reasons.
First, this simply fails at its design purpose. As a tower manager, this doesn't even address the bulk of my workload (which is onlining and offlining modules, not managing fuel supplies) but more importantly, it really doesn't make my job any easier.
This can actually make supply-chain management worse if one operates more than one racial type of tower. Suppose, for example, you decided for some reason to shift some of your towers from Gallente to Caldari towers. Now, in either system your supply stocks are now maladjusted, but with the new system, you will be unable to [edit: quickly re]allocate your secondary stocks of non-racial fuels. In other words, the opportunity cost of switching tower types increases. [edit: though, not really significantly. See the first paragraph of this complaint.]
The shot goes wide and it's a clean miss, in other words. I'm your target market for this change and I do not like it specifically because it does not help me.
Secondly, this is a huge nerf-bat swung at faction towers. I have never cared that my faction towers burn longer. I have to check them twice a day regardless. I care that I have to move fuel in lower volume and that they improve my margins for industrial processes. Faction towers are expensive and scarce. Removing their economic merit would be kind of a bummer for those of us who have already invested in them. [edit: no longer relevant to the discussion]
Thirdly, this stands to make most tower operations more expensive[edit: significantly penalize many tower designs relative to others]. The vast majority of towers are not operated at full CPU and power load, and not just because that's fairly difficult to do.
Fourth, this removes some potential dynamism from the fuel market.
Now, there are some potential merits here, so to try to preserve them while removing most of the drawbacks I see above:
Suggestions: A: 1) Retain isotopes, LO, and heavy water as distinct fuel quantities, allowing each to keep on serving their distinct functions. 2) Replace commodity fuels with "maintenance packs" manufactured from said commodity fuels. These should be much more granular than the proposed fuel blocks (i.e. a small tower might use 10 in an hour) so that 3) faction towers can use less of them. Alternatively, faction towers could operate on longer cycles.
[edit: apologies for not reading the comment thread and realising that suggestion 3 and part of 2 were already implemented.] |

J'Rela
Black Lotus Heavy Industries Ethereal Dawn
1
|
Posted - 2011.11.11 07:08:00 -
[1006] - Quote
Mary Mercer wrote: Someone early was B****ing about the "little guy" this is a perfect industry for the nub assuming it's not crazy skill intensive.. buy items off the market, generate some blocks, sell the stuff back. I'm mildly disappointed that they cut the build time in half.
This isn't an industry at all. Like all industries that move from intermediate products to final products, manufacturers will handle it in-house. If anything, it will probably make it harder for manufacturers who are not fully vertically integrated.
So yes, it is worse for the little guy. However, I do not care. |

Scrapyard Bob
EVE University Ivy League
744
|
Posted - 2011.11.11 12:57:00 -
[1007] - Quote
J'Rela wrote:Mary Mercer wrote: Someone early was B****ing about the "little guy" this is a perfect industry for the nub assuming it's not crazy skill intensive.. buy items off the market, generate some blocks, sell the stuff back. I'm mildly disappointed that they cut the build time in half.
This isn't an industry at all. Like all industries that move from intermediate products to final products, manufacturers will handle it in-house. If anything, it will probably make it harder for manufacturers who are not fully vertically integrated. So yes, it is worse for the little guy. However, I do not care.
It's an industry just like ship building, module construction, or ammo production is. You have the exact same choices:
a) Vertically integrate and do it yourself.
Which means that you tie up extra ISK in inventory (unless you manage your supply chain well) so that your production line doesn't run out of inputs every few hours, resulting in a run to the market. More work for you. But you do save maybe 2-5% in the cost of fuel every month.
b) Pay someone else
You pay someone else a slight premium for the finished product. You can buy exactly what you need, without any waste product sitting in your corporate hangar, tying up liquid ISK. Plus, you don't have to fuss around with constructing the item.
(The issue with a "POS fuel pellet" industry being available to a small time producer is the ISK amount involved and the volume of materials. With Industry V, a POS array, and a PE 15 BPO, you're looking at about 275M ISK of inputs every 24 hours to keep that array slot busy. Hauling volume is about 125k m3 of materials needed every 24h.)
|

Creat Posudol
Destined for Greatness Inc.
47
|
Posted - 2011.11.11 15:15:00 -
[1008] - Quote
Mary Mercer wrote:I quit reading a few pages ago but I had an idea and if it's already shared I'm sorry. First, Why do we have to remove the current fueling option in order to have the new one? We are going to allow the towers to switch over which means they are already going to be coded to handle both fuels in the fuel bay. Expand on that. Fix the tower to burn both fuels. Have it check for fuel blocks every hour it cycles. If no blocks are present have it check for the old fuel types.
Fix the rate of water and liquid ozone on the tower even if they are going to use the old way of fueling keep the concept that the tower will now burn everything at a fixed rate.
(This is my favorite) Increase the burn rate of fuel by 10% when running under the old system. This offers WH guys the option of only hauling in water, Isotopes, and LO and not having to manufacture the blocks in the hole. Of course if they haul their PI to market and sell it, and buy the blocks they'd save a percentage on their fuel expense.
Incentive, with options. Think of it as 87 or 92 octane. 
Let me quote a line from the dev blog to answer why that proposal won't work:
Quote:The starbase system doesn't allow for multiple simultaneous fuel types, so we have to switch from one to the other during downtime.
And frankly I'd rather let them spend the time needed to implement this on something with a greater use to all of EVE  |

db Deckard
Loc-Nar Support Services Rura-Penthe
0
|
Posted - 2011.11.11 19:50:00 -
[1009] - Quote
This move to fuel cubes may actually have more profound effects than people realize. I do believe this does nerf the small groups in more ways than one. Many small groups pay carefull attention to profit margins in the game to squeek out every isk possible to afford our toys. I ran the numbers per the quote in their blog and concluded I will not be doing reactions if this change comes to pass. I suspect that will drive many other small corps out of reactions as well. This will reduce the levels of moon minerals being sold @ JITA and reduce the levels of composites available. The result will be a lowering of prices of the former do to the glut, and a raise in price of the latter due to the short supply. Towers and their components will also decline in consumption. Lastly because many corporations will not be able to afford to operate towers PI consumption will also drop and those prices will also fall off dramatically.
I think this has more potential to make a good number of people madder than the last big change. Most of us have spreadsheets or out of game tools that tell us exactly what our consumption rate is and the costs. If they want to fix something fix corp permissions and access at POS, thats a problem that needs addressing.
-db |

Galfaey
Hibernian Ascendancy Coalition of Free Stars
0
|
Posted - 2011.11.11 20:06:00 -
[1010] - Quote
I like the Idea of the Fuel Blocks except for one thing, The faction fuel bonus.
Understandably, you don't want to use fractions of blocks, but consider this:
1.) Reduce the materials required to make the blocks slightly (1/3 perhaps)
2.) Require the POS's use 3/6/9 blocks per hour for each respective tower size.
3.) Reduce the blocks/hour required for each Faction tower Tier by one.
EX: Gallente Control Tower Large = 9 (Blue) blocks/hour Serpentis Control Tower Large = 8 (Blue) blocks/hour Shadow Control Tower Large = 7 (Blue) blocks/hour
4.) Leave the Fuel bay sizes the same.
This way may still give the refueling time length advantge of faction towers, and still leave refueling computations simple.
Might be a good idea. I hope someone reads this and considers this as a balanced option. |
|

db Deckard
Loc-Nar Support Services Rura-Penthe
0
|
Posted - 2011.11.11 20:33:00 -
[1011] - Quote
I really have to go back to do the math !!!
Today I spend (i)525,203.12 per hour per tower = (i) 378,146,246.40 for 30 days Under the cube concept I would spend (i)591,996.32 per hour per tower = (i)426,237,350.40 for 30 days
Thats a 13% increase in operating costs per tower. Thus I would concur that if the fuel blocks where reduced in cost by 1/3 that would lower overall costs by 12%.
-db
|

Dream Five
Renegade Pleasure Androids Pleasure Syndicate
144
|
Posted - 2011.11.11 22:38:00 -
[1012] - Quote
Great changes!!
Definitely must keep the fuel consumption difference.
|

Dream Five
Renegade Pleasure Androids Pleasure Syndicate
144
|
Posted - 2011.11.11 22:40:00 -
[1013] - Quote
BTW something to keep in mind is if you want to get advantages from simplification you have to buy fuel blocks and they will come with a manufacturing price premium. So either you manufacture yourself or pay someone a 10-15% premium.
You do realize that nobody is going to bother spending time doing high volume hauling, manufacturing and adjusting 0.01isk orders in a competitive market unless the manufacturing profit is over 10%? And if you are manufacturing yourself this actually makes the system more complex than it was before. Not only do you have to haul all the same junk but also spend time manufacturing, acquiring and researching fuel BPOs et c. |

Scrapyard Bob
EVE University Ivy League
744
|
Posted - 2011.11.11 22:59:00 -
[1014] - Quote
db Deckard wrote:I really have to go back to do the math !!!
Today I spend (i)525,203.12 per hour per tower = (i) 378,146,246.40 for 30 days Under the cube concept I would spend (i)591,996.32 per hour per tower = (i)426,237,350.40 for 30 days
Thats a 13% increase in operating costs per tower. Thus I would concur that if the fuel blocks where reduced in cost by 1/3 that would lower overall costs by 12%.
Pretty sure that your calculations are wrong. I ran the numbers before the price speculation in the various products and it came out to be around:
Old fuels:
Amarr: 136 / 213 / 366 Caldari: 140 / 220 / 381 Gallente: 176 / 291 / 523 Minmatar: 139 / 217 / 375
Fuel pellet numbers:
Amarr: 87 / 171 / 341 Caldari: 90 / 178 / 354 Gallente: 122 / 241 / 480 Minmatar: 89 / 175 / 348
Naturally, since the price of LiqOz will go up slightly, you won't see quite the same savings as before. But POS fuel always goes up and down with the seasons / months / expansion cycle.
And prices based on today's numbers:
Old-style fuel:
Amarr: 141 / 223 / 386 Caldari: 145 / 229 / 399 Gallente: 195 / 329 / 598 Minmatar: 145 / 230 / 400
If we were to use fuel pellets today:
Amarr: 92 / 181 / 361 Caldari: 95 / 187 / 372 Gallente: 139 / 276 / 549 Minmatar: 95 / 188 / 373
Based approximately on the following prices (which may be slightly off, but for an apples-to-apples comparison, they work well enough).
Coolant: 9500 En Uranium: 10950 Mech Parts: 10650 Oxygen: 282 Robotics: 69000 HW: 111 LiqOz: 410 Heliotopes: 458 Hydrotopes: 502 Nitrotopes: 498 Oxytopes: 1113 |

James Bryant
Deep Core Mining Inc. Caldari State
7
|
Posted - 2011.11.11 23:26:00 -
[1015] - Quote
CCP, heard your art department was backed up. Allow me to present how the icons should look:
Here's the showcase of all four, made from 256x256 sources: Four Fuel Blocks
And the individual transparent PNGs:
Turqouise Gold Blue Red
It was maybe an hour, two tops, to whip out the Wacom and do them from scratch. And I don't even have the source files!
You're welcome to use them, but if not, pleeeease convince your art team to take the 10 minutes out of their day to alter the existing ones.
-JB |

Reathena
Center for Advanced Studies Gallente Federation
0
|
Posted - 2011.11.11 23:29:00 -
[1016] - Quote
At first, I wanted to add my vote AGAINST the currently proposed fuel rework, but after working through the numbers and reading the updated proposal.... well, read on. (it all assumes that my math is correct and my understanding of the updated proposal is also correct)
I (my alt) has an elite faction medium tower in high-sec. The reason for it is not for longer fueling but for economical fueling costs.
Current consumption is: 169 iso's/hr 25 heavy water/hr 6 liquid ozone/hr 7 oxygen everything else matches a normal med. tower.
under the new system, as I understand with the newly proposed faction considerations, I would effectively need to supply this: (~25% reduction of fuel pellets used per cycle due to elite faction tower) 1 fewer coolant 0.5 fewer enriched uranium 1.5 fewer mechanical parts 0.5 more oxygen 0.625 fewer robotics 19 fewer iso's 31.25 more heavy water 50.25 more liquid ozone
Those last two are biggies for me. Those allowed me to fine-tune my tower. With the proposed system, it encourages me to be wasteful - anchor more objects - wasn't there some correlation between number of object and lag? (innocent look)
The manufacturing process for pellets actually complicates things for someone who handles PI, Ice Mining and Fueling of their POS(s). It adds more logistics steps. I also find the whole 'it simplifies the math' argument to be pointless. Eve is a complicated game. _That_ is the attraction for me. If you simplify it, I will lose interest.
Personally, the logistics problem isn't so bad for me - another income stream, perhaps.
As to the costs - I just ran the numbers with the prices as of the writing of this and if my math is correct, it will be cheaper for me to run my elite faction medium tower with pellets. I sure hope my math is correct.
If the costs stay about the same (or get lowered) I'm all for it!!! 
Reathena Alt for a paranoid carebear

|

SoreCitrus
State War Academy Caldari State
0
|
Posted - 2011.11.12 11:05:00 -
[1017] - Quote
Sorry if this had already been answered but what will happen with the fuel that we already have in wormholes? Say for example that I have 6 months fuel for my tower inside a wormhole and after the patch it needs fuel blocks instead. So what happens in that scenario? |

Pyro Miner
Dutch Powerrr
4
|
Posted - 2011.11.12 11:23:00 -
[1018] - Quote
Reathena wrote:At first, I wanted to add my vote AGAINST the currently proposed fuel rework, but after working through the numbers and reading the updated proposal.... well, read on. (it all assumes that my math is correct and my understanding of the updated proposal is also correct) I (my alt) has an elite faction medium tower in high-sec. The reason for it is not for longer fueling but for economical fueling costs. Current consumption is: 169 iso's/hr 25 heavy water/hr 6 liquid ozone/hr 7 oxygen everything else matches a normal med. tower. under the new system, as I understand with the newly proposed faction considerations, I would effectively need to supply this: (~25% reduction of fuel pellets used per cycle due to elite faction tower) 1 fewer coolant 0.5 fewer enriched uranium 1.5 fewer mechanical parts 0.5 more oxygen 0.625 fewer robotics 19 fewer iso's 31.25 more heavy water 50.25 more liquid ozone Those last two are biggies for me. Those allowed me to fine-tune my tower. With the proposed system, it encourages me to be wasteful - anchor more objects - wasn't there some correlation between number of object and lag? (innocent look) The manufacturing process for pellets actually complicates things for someone who handles PI, Ice Mining and Fueling of their POS(s). It adds more logistics steps. I also find the whole 'it simplifies the math' argument to be pointless. Eve is a complicated game. _That_ is the attraction for me. If you simplify it, I will lose interest. Personally, the logistics problem isn't so bad for me - another income stream, perhaps. As to the costs - I just ran the numbers with the prices as of the writing of this and if my math is correct, it will be cheaper for me to run my elite faction medium tower with pellets. I sure hope my math is correct. If the costs stay about the same (or get lowered) I'm all for it!!!  Reathena Alt for a paranoid carebear 
your faction tower wil only get a 20% discount, not a 25%, thx to a csm dude saying 20% is easier (proberly sells pi stuff himself)
old 25% was only on some part of feul, the 20% works on all,
for my large faction it wil actual mean i need to spend more isk on feul for smal and med it proberly be less as the round numbers down for those blocks (they not gona let it use a 0.5 robotic etc)
[IMG]http://i21.photobucket.com/albums/b274/pyronl/sigfire.png[/IMG] |

Pyro Miner
Dutch Powerrr
4
|
Posted - 2011.11.12 11:24:00 -
[1019] - Quote
SoreCitrus wrote:Sorry if this had already been answered but what will happen with the fuel that we already have in wormholes? Say for example that I have 6 months fuel for my tower inside a wormhole and after the patch it needs fuel blocks instead. So what happens in that scenario?
yahave to convert the old feul into th newfeul type with will be easy todo with a comp array or ammo array and some cheap bpo's that wil be seeded a month before the change [IMG]http://i21.photobucket.com/albums/b274/pyronl/sigfire.png[/IMG] |

Pyro Miner
Dutch Powerrr
4
|
Posted - 2011.11.12 11:51:00 -
[1020] - Quote
CCP Greyscale wrote:20%/10% works for me, and makes much nicer numbers to boot. Any objections? :P
WRT the blueprints, they're set up to do something like 3 hours/level for ME, I think (12000 seconds) with no skills, with a 5% base waste factor (it's kicking the isotopes up to 420).
if i say yes i object ya change it back to 25% ? , ya where really fast to say yes to mr csm dude that proberly makes profit selling pi to set it to 20% although i do see that 25% on all would be boosting the factions the 20% but more hw/ozone consumption wil slighty boost feulcosts for large
as somone else alrdy mentioned, mayby set the hw and ozone abit down to compensate for all tower users, as lab and buildarray users at highsec dont rly use there grid unless in war, and its pretty nice if somone actualy set both cpu and grid to full 100% atm wich i havent seen any of yet
[IMG]http://i21.photobucket.com/albums/b274/pyronl/sigfire.png[/IMG] |
|

Nose ElGrande
Swarm Of Locusts
2
|
Posted - 2011.11.12 14:36:00 -
[1021] - Quote
Simple question:
Why can't Heavy Water and Liquid Ozone be excluded from the fuel block proposal?
This would eliminate the last remaining argument regarding the economic impact of increased Ozone and HW usage. The two components would still be part of the Fuel Bay mix, but would continue to be used on a demand basis, allowing tower owners to determine their rate of consumption (depending on device activity).
Fuel Blocks (fixed fuel consumption) + Liquid Ozone (as required) + Heavy Water (as required) = happy POS manager
Certainly easier than re-balancing the yield of all the ice products...
From a code perspective, you are just adding a new element (the fuel blocks) and removing everything else except the LO, HW, and Charters. |

MR DEMOS
Death Knight Legion Whiskey Creek Alliance
0
|
Posted - 2011.11.12 16:02:00 -
[1022] - Quote
Umm has anyone dose the math on how much it would actually cost to run the towers? and if my Calculations were correct with Current Priceing Your looking at Round about 270 mill a month for a small 540 for a med and 810 for a lrg?? And if CCP hits us with the PI Increases??? those Costs will go up?? Umm Please check my math on this i want to know if i'm right |

Destination SkillQueue
Are We There Yet
1996
|
Posted - 2011.11.12 16:56:00 -
[1023] - Quote
Nose ElGrande wrote:Simple question:
Why can't Heavy Water and Liquid Ozone be excluded from the fuel block proposal?
This would eliminate the last remaining argument regarding the economic impact of increased Ozone and HW usage. The two components would still be part of the Fuel Bay mix, but would continue to be used on a demand basis, allowing tower owners to determine their rate of consumption (depending on device activity).
Fuel Blocks (fixed fuel consumption) + Liquid Ozone (as required) + Heavy Water (as required) = happy POS manager
Certainly easier than re-balancing the yield of all the ice products...
From a code perspective, you are just adding a new element (the fuel blocks) and removing everything else except the LO, HW, and Charters.
Making exceptions on what fuels to include and exclude would negate much of the entire point of this change. Furthermore minor ripples in the economy are not a compelling reason to alter an otherwise good plan. The status quo of the economy is not a thing that needs preserving. The general guidelines just have to be somewhat in place and CCP has altered things, if things threaten to get out of hand. That said the EVE market has adjusted to much larger and more significant changes than this and will likely have to do so in the future many more times. |

MrEcloth
Dissident Aggressors Mordus Angels
0
|
Posted - 2011.11.12 17:57:00 -
[1024] - Quote
WHAT the only reason i have a faction tower that costs stupid amounts of isk more than any regular tower is so that i can use less fuel in my wh making my logistics less because i have to bring in less fuel i can understand the plan buy why not make this another PI item and still make people have to use the isotopes water and liquid ozone as usual and then nobody has to make a new array and have it online to construct fuel because instead it can be done on planets |

Pyro Miner
Dutch Powerrr
4
|
Posted - 2011.11.12 20:53:00 -
[1025] - Quote
MrEcloth wrote:WHAT the only reason i have a faction tower that costs stupid amounts of isk more than any regular tower is so that i can use less fuel in my wh making my logistics less because i have to bring in less fuel i can understand the plan buy why not make this another PI item and still make people have to use the isotopes water and liquid ozone as usual and then nobody has to make a new array and have it online to construct fuel because instead it can be done on planets
the faction towers willl have a 20% feul discount to all feuls the tower use
aslong they dont change it again [IMG]http://i21.photobucket.com/albums/b274/pyronl/sigfire.png[/IMG] |

Seigneur Balthazar
Fallen Angels Of Apocalypse
0
|
Posted - 2011.11.12 21:32:00 -
[1026] - Quote
during this modification of the fuel POS, CCP could make others like : people could see the hangar of each modul of the POS (lab, corp hangar ....) with the asset window and corporation window. This modification alloy the player to launch new job in the lab(with the skill scientific networking, because actually this skill is useless for those who use lab in POS) for exemple or see how many block there is in the tower. |

Jenn Makanen
Science and Trade Institute Caldari State
177
|
Posted - 2011.11.13 00:19:00 -
[1027] - Quote
MR DEMOS wrote:Umm has anyone dose the math on how much it would actually cost to run the towers? and if my Calculations were correct with Current Priceing Your looking at Round about 270 mill a month for a small 540 for a med and 810 for a lrg?? And if CCP hits us with the PI Increases??? those Costs will go up?? Umm Please check my math on this i want to know if i'm right
Your calculations are wrong.
a single maufacturing run makes 4 blocks. |

Strike Severasse
13
|
Posted - 2011.11.13 00:22:00 -
[1028] - Quote
CCP Guard wrote:Greyscale has news for all you starbase managers out there!.... .
Smallholdings? Smallholdings? Smallholdings?
What was said would be done.. !
Check out Prime Explorations Corp Get some game back in the game. Do some DEDs, Anomolies, Exploration, something fun again! -áSomething with risk again. |

Agnemon
Ordos Humanitas Tactical Narcotics Team
0
|
Posted - 2011.11.13 10:00:00 -
[1029] - Quote
Can some one check my naths for me?
For a large Dark Blood Tower with no Sov bonus I get the following values for 28 days
Fuel Blocks 21,504 Coolant 4,301 Enriched Uranium 2,150 Helium Isotopes 215,040 Mechanical Parts 2,150 Oxygen 10,752 Robotics 538 Heavy Water 80,640 Liquid Ozone 80,640
And, to get the Ice products (Liquid Ozone) you would need Clear Icicle 3,226 blocks per month (28 days) or 116 per day Enriched Clear Icicle 2,016 blocks per month, 72 per day
which means approx 2 to 2.5 hrs per day ice mining ( mack with level 5 skills and 320 sec cycle time) 
plus do the PI stuff plus do the other Eve stuff that I actually play the game to do plus have a real life ( Oops sorry, I know that is not allowed anymore) |

Jack Dant
The Gentlemen of Low Moral Fibre
493
|
Posted - 2011.11.13 12:05:00 -
[1030] - Quote
Agnemon wrote:which means approx 2 to 2.5 hrs per day ice mining ( mack with level 5 skills and 320 sec cycle time)  plus do the PI stuff plus do the other Eve stuff that I actually play the game to do plus have a real life  ( Oops sorry, I know that is not allowed anymore) Or you could do like the rest of us do, and buy your ice from the bots ice miners.
Managing a POS, mining ice, collecting PI materials, they are all different professions. Forcing them to cooperate through the market is part of what makes EVE's economy so strong. What happens in lowsec, stays in lowsec, lowering the barrier to entry to lowsec PVP: https://forums.eveonline.com/default.aspx?g=posts&m=476644&#post476644 |
|

Hockston Axe
99
|
Posted - 2011.11.13 15:04:00 -
[1031] - Quote
CCP Greyscale wrote:Hi again.
Changes: 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.
[/list]
Well you've already addressed my concern about faction tower fuel bonus. My idea for it before I saw this though was to make the fuel blocks be partially used like R.A.M.s, but have the fuel blocks not be repairable (w/partial used ones only good in faction towers since plain towers would use 100% each hour).
All these changes will make high-sec r&d towers a little more expensive since they don't use much PG, but at least the faction towers aren't totally pointless now since you've preserved the fuel cost bonus. Overall I like the changes I guess. (also asking large-scale operators what's best for all is like asking wal-mart what's best for the mom&pop corner store.)
Now how about allowing anchoring in 0.8? Or at least allow anchoring if the true-sec is 0.7 or lower, I've tried anchoring in displayed 0.8 but truesec is 0.75x and it won't let you. |

Lord Timelord
GETCO Black Thorne Alliance
9
|
Posted - 2011.11.13 17:16:00 -
[1032] - Quote
Hockston Axe wrote:
...Now how about allowing anchoring in 0.8? Or at least allow anchoring if the true-sec is 0.7 or lower, I've tried anchoring in displayed 0.8 but truesec is 0.75x and it won't let you.
I'd go so far as to CCP crunching the database numbers and starting to open up the higher sec systems as needed due to congestion.
|

Vireck
Galactic Miners Guild Damned Nation
2
|
Posted - 2011.11.13 17:20:00 -
[1033] - Quote
Cant be bothered reading 52 pages so if it's already been said ignore it. Anyway:
Increasing faction tower fuel bay capacity isn't really much of a bonus. Given fuel consumption will now be constant regardless of load why not just give faction towers more cpu and grid so they can get a bonus from having more online structures.
Seemples |

Harisdrop
Vindicate and Deliverance
2
|
Posted - 2011.11.13 18:34:00 -
[1034] - Quote
Well here is something to consider.
Everything in EVE was once one size.
Lets make Large, Medium, and Small, fuel blocks.
Faction towers should be based on time of consumption. |

Harisdrop
Vindicate and Deliverance
2
|
Posted - 2011.11.13 19:16:00 -
[1035] - Quote
Lord Timelord wrote:Hockston Axe wrote:
...Now how about allowing anchoring in 0.8? Or at least allow anchoring if the true-sec is 0.7 or lower, I've tried anchoring in displayed 0.8 but truesec is 0.75x and it won't let you.
I'd go so far as to CCP crunching the database numbers and starting to open up the higher sec systems as needed due to congestion. Wont this make moons even in highsec valueable and wars will ensue. That would be good.. |

Jenshae Chiroptera
471
|
Posted - 2011.11.14 14:17:00 -
[1036] - Quote
Jenshae Chiroptera wrote:I haven't seen a thread about this, so if I missed it, sorry. I did look. From hereCCP Greyscale wrote:... The CPU and Power load will no longer have any impact on your fuel needs - all towers now need the same amount of fuel, regardless of configuration. ... My POS will now be safer for the same fuel. Thank you very much. I am very happy about this change. 
Jenshae Chiroptera wrote:I really want them to fix the alliance settings on POS. Small alliances can send 1-3 people to a POS from each corp, so there is only 5-18 people using it. More people using it, makes more demands and they would naturally expand to more POSes. In the mean time, the small are more vulnerable with multiple POSes that are under used and under protected.
...
I only got told about this thread now Ideas & stuff EVE - the game of sand castles, either building them or kicking them down. -á Status: Taking a break |

Farrisen
MoaR ChickeN
66
|
Posted - 2011.11.14 18:54:00 -
[1037] - Quote
Any news on the Faction tower front ? (are they still going to be useless? ie: not fuel efficient anymore)  http://i.imgur.com/DWBuV.png
Originally by: CCP Spitfire: It's because of falcon. |

Zleon Leigh
91
|
Posted - 2011.11.14 18:57:00 -
[1038] - Quote
So for funs you decided to reduce the demand for Robotics cause you don't like to do math? CCP keeps screwing PI over, with it getting pounded down in production ability and market in the last 3 major releases.
Hope the POS boys like paying more for fuel, or start doing their own mindless PI, cause the PI guys are going to throw in the towel.
Yes, damn right I'm mad... Incarna - Newest business example of mismanaged capital.
CCP - Continuing to gank independent PI producers every day |

Pyro Miner
Dutch Powerrr
4
|
Posted - 2011.11.14 20:38:00 -
[1039] - Quote
Farrisen wrote:Any news on the Faction tower front ? (are they still going to be useless? ie: not fuel efficient anymore) 
faction towers are atm getting a 20% feulbonus to all feul the tower use
on the guy above, robotis is also used for other stuff then posfeul, and not everyone use faction towers, not the mention that robotics is insane high compared to the good old days ;o [IMG]http://i21.photobucket.com/albums/b274/pyronl/sigfire.png[/IMG] |

Sinzor Aumer
Atlas Research Group Cloud Developments Networks
5
|
Posted - 2011.11.14 21:56:00 -
[1040] - Quote
I can't fight this feeling. These pellets are intended to ease life of lazy fat cats, who hate math, hate gameplay and only love to see ISKs are dropping to their already fat wallets.
I hate pellets.
It kills possibility for small corps like ours to be competitive on market by optimizing our POS. Yes, I say POS, not POSes - because we are that small. And for us it was the difference with Liquid Ozone consumption. Not a big ISK, really - but EVE is about small numbers that add together to yield success.
That's why I hate pellets. But I see the decision is made.
Nevertheless, giving up - it's not about me. And I am here not for whining, but to suggest a solution that will be satisfactory for everyone. And it's easy also. Here it is:
- let it be pellets, whatever makes you happy, Mr. Fatcat;
- but return me the fuel I managed to optimize, via "economizer hangar".
It means every hour the Tower will take pellets, decompose them and consume - but spit out excess LO and HW into this economizer hangar. If economizer is full - they are lost, obviously. But it never happens to those who can plan wisely.
And btw, CCP - I have a great plan how to make playing a lot much more mega easier. You know, T2 production is very complicated! Why can't I just right click an item and select "upgrade to T2"? You can charge, say, 10% of baseprice for this procedure. Think about it - really. |
|

Gridwalker
Ministry of War Amarr Empire
6
|
Posted - 2011.11.14 22:12:00 -
[1041] - Quote
Loooong overdue change on the "fuel blocks." I can finally ditch all the tower fueling spreadsheets!
|

olsted
Yahoo Inc Caffeine Nicotine and Hate
6
|
Posted - 2011.11.14 23:42:00 -
[1042] - Quote
I'm seriously getting the feeling that CCP doesn't much like WH dwellers. Between this and the upcoming POCO changes, my life just got alot more difficult.
I manage 3 POS in a C4 for my alliance. Now, not only do I need to deal with nailing up POCOs so I can keep producing the fuel we need, I now also need to deploy fabrication arrays dedicated to turning what used to be perfectly good fuel into its new homogenous form that my towers are going to require. This is going to add precious time to the production chain, reduce the amount of resources available at my towers for other things (the fab arrays DO consume resources dont they?) as well as use up precious fabrication slots that I would be using otherwise for ammo, modules or ship fabrication.
Here's an alternative that fixes much of this (provided you cant be convinced to scrap it outright):
Instead of making the cubes at ammo and componant arrays (that feels awfully shoehorned in), either make a new separate module dedicated to this purpose that requires no skills and takes no tower resources to use. Hey... you could make it another bay on the tower itself. plug in the raw componants and the tower turns it into fuel cubes and drops them in the fuel bay. or maybe, how bout we eliminate the middle man and just put the raw fuel into the tower and call it a day??? Oh thats right, thats the system we have now... Tell me again, how is this easier??
For the record, the spreadsheet wrangling I had to do to manage this was part of the fun for me. Let me go on record as one person who didnt want this made "easier".
Glad to see you came to your senses on the faction consumption bonus tho.
-O. |

Dream Five
Renegade Pleasure Androids Pleasure Syndicate
144
|
Posted - 2011.11.15 01:00:00 -
[1043] - Quote
Can we also please please please have an onlining queue for POS modules? |

Dream Five
Renegade Pleasure Androids Pleasure Syndicate
144
|
Posted - 2011.11.15 01:00:00 -
[1044] - Quote
. |

Dream Five
Renegade Pleasure Androids Pleasure Syndicate
144
|
Posted - 2011.11.15 01:06:00 -
[1045] - Quote
Sinzor Aumer wrote:I can't fight this feeling. These pellets are intended to ease life of lazy fat cats, who hate math, hate gameplay and only love to see ISKs are dropping to their already fat wallets.
I hate pellets.
It kills possibility for small corps like ours to be competitive on market by optimizing our POS. Yes, I say POS, not POSes - because we are that small. And for us it was the difference with Liquid Ozone consumption. Not a big ISK, really - but EVE is about small numbers that add together to yield success.
That's why I hate pellets. But I see the decision is made.
Nevertheless, giving up - it's not about me. And I am here not for whining, but to suggest a solution that will be satisfactory for everyone. And it's easy also. Here it is:
- let it be pellets, whatever makes you happy, Mr. Fatcat;
- but return me the fuel I managed to optimize, via "economizer hangar".
It means every hour the Tower will take pellets, decompose them and consume - but spit out excess LO and HW into this economizer hangar. If economizer is full - they are lost, obviously. But it never happens to those who can plan wisely.
And btw, CCP - I have a great plan how to make playing a lot much more mega easier. You know, T2 production is very complicated! Why can't I just right click an item and select "upgrade to T2"? You can charge, say, 10% of baseprice for this procedure. Think about it - really.
You still have an option to optimize by producing your own fuel and saving money. I don't see your point. You can be smart and optimize your production or you can be lazy and pay extra probably 10%. It's a nice balance i think. |

Dream Five
Renegade Pleasure Androids Pleasure Syndicate
144
|
Posted - 2011.11.15 01:29:00 -
[1046] - Quote
Jason Edwards wrote:Quote:Turrets, launchers, EW batteries and hardeners now take 5 seconds to anchor/unanchor and 120 seconds to online/offline Onlining new guns as old ones get disabled... now super easy. Kinda makes it pointless to disable guns even if there are no more offline ones waiting because they could anchor new ones in 5 seconds.
Onlining is still 120 sec.. and you have to be outside of the shield to anchor new ones.. |

olsted
Yahoo Inc Caffeine Nicotine and Hate
6
|
Posted - 2011.11.15 06:17:00 -
[1047] - Quote
Dream Five wrote:Jason Edwards wrote:Quote:Turrets, launchers, EW batteries and hardeners now take 5 seconds to anchor/unanchor and 120 seconds to online/offline Onlining new guns as old ones get disabled... now super easy. Kinda makes it pointless to disable guns even if there are no more offline ones waiting because they could anchor new ones in 5 seconds. Onlining is still 120 sec.. and you have to be outside of the shield to anchor new ones..
You most certianly do not. Ive set up maybe 10 large POS in the past year with full defenses, and have done all of them sitting inside the bubble.
The *ONLY* thing you MUST leave the bubble for is to put ammo in the guns. All else can be done from inside.
-O. |

Baron Holbach
Enterprise Estonia Northern Coalition.
3
|
Posted - 2011.11.15 09:08:00 -
[1048] - Quote
i would be question about faction towers, mods etc as they come from (faction) npc drops - is there been some nerf in that area? i don't remember been getting any pos modules drop like 2 years and news like WOW this rat just drop my a faction tower bpc are also not been hear - is there been some stealth nerf for faction pos equipment (drop rate) this way? |

Maul555
Nuts and Vindictive Remix Technologies
28
|
Posted - 2011.11.15 14:28:00 -
[1049] - Quote
I like where you are going with this change, but please keep reduced fuel consumption somehow for faction towers. Reduced fuel/operational costs was the big draw for me. If you take this out, I will no longer have any use for factions POS's... |

Jenn Makanen
Science and Trade Institute Caldari State
177
|
Posted - 2011.11.15 14:31:00 -
[1050] - Quote
Maul555 wrote:I like where you are going with this change, but please keep reduced fuel consumption somehow for faction towers. Reduced fuel/operational costs was the big draw for me. If you take this out, I will no longer have any use for factions POS's...
Read before posting. |
|

Maul555
Nuts and Vindictive Remix Technologies
28
|
Posted - 2011.11.15 14:36:00 -
[1051] - Quote
Quoted for Truth!
Entity wrote:Quote: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). We talked to some large-scale starbase operators about this, and they told us that the main bonus of faction towers for them is actually that they last longer between fuel cycles. To try and compensate for the increased running costs, we've taken the above bay size increases and added +25% bay size on top of that for the "tier 1" faction towers, and +50% bay size for the "tier 2" ones. We're hoping people will find that a satisfactory tradeoff, but we're listening for further feedback on this change. 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. EDIT:     ISSUE RESOLVED     
|

Maul555
Nuts and Vindictive Remix Technologies
28
|
Posted - 2011.11.15 14:37:00 -
[1052] - Quote
Jenn Makanen wrote:Maul555 wrote:I like where you are going with this change, but please keep reduced fuel consumption somehow for faction towers. Reduced fuel/operational costs was the big draw for me. If you take this out, I will no longer have any use for factions POS's... Read before posting.
read 53 pages? im getting around to it, but I just read the devblog and see no new information that would make my post old news... |

Jenn Makanen
Science and Trade Institute Caldari State
177
|
Posted - 2011.11.15 14:42:00 -
[1053] - Quote
Maul555 wrote:Jenn Makanen wrote:Maul555 wrote:I like where you are going with this change, but please keep reduced fuel consumption somehow for faction towers. Reduced fuel/operational costs was the big draw for me. If you take this out, I will no longer have any use for factions POS's... Read before posting. read 53 pages? im getting around to it, but I just read the devblog and see no new information that would make my post old news...
Actually, I was meaning the second link mentioned in the very first post.
CCP Guard wrote:Greyscale has news for all you starbase managers out there! Check out his new blog on what's being done for the Winter Expansion to make starbase management more manageable. Please also read CCP Greyscale's update based on player feedback.
Though reading all the dev posts before posting makes sense too. |

Sinzor Aumer
Atlas Research Group Cloud Developments Networks
5
|
Posted - 2011.11.15 15:28:00 -
[1054] - Quote
Dream Five wrote:You still have an option to optimize by producing your own fuel and saving money. I don't see your point. You can be smart and optimize your production or you can be lazy and pay extra probably 10%. It's a nice balance i think. 10% profit? in high sec? for 1-step production? at multi-trillion ISK market niche? You must have never produced anything, nor tried to sell it on market. Let me explain it in simple language. Suppose a man mining ice decides not to sell ice products, but manufacture pellets instead - and finds 10% profit you promise. Having this 10% profit for a Mackinaw pilot is the same as having 2 (two) additional low-slots in his Mack! One for extra ice harvester upgrade, and one for CPU upgrade to make all fit. Do you still think he will miss such a chance?
And even more of it. I hope you like surprises, cause I have one for you. If you buy ice products, make pellets, and try to sell it - you will find there is not even a zero profit, but a decent loss instead. How come? Welcome to EVE! It's 3% that matters: - 1% is brokers fee when buying ice, - 1% is brokers fee when selling pellets, - 1% sales tax. While at the same time your competitor mines ice, refines it and - suddenly - is clever enough to make pellets himself. He also pays: - 0.5% brokers fee when selling (he's got trading skills unlike you), - 0.5% tax as well. And also he adds 1% of profit, his prices are still better than yours.
And having this all said, let's suppose for a moment you are right and there are 10%. Then how dare you to compare thorough planing, fine tuning and intelligent protection of the POS and this "to click or not to click" option? If you don't need it - just go straight ahead, mind your own business. If you have some objections - put them here. But if you just say "nah, I don't like it cause I cant understand it" - then it's not even worth to continue conversation.
Just give us the economizer bay, it's not that much that I ask. |

Scrapyard Bob
EVE University Ivy League
744
|
Posted - 2011.11.15 15:39:00 -
[1055] - Quote
Maul555 wrote:Jenn Makanen wrote:Maul555 wrote:I like where you are going with this change, but please keep reduced fuel consumption somehow for faction towers. Reduced fuel/operational costs was the big draw for me. If you take this out, I will no longer have any use for factions POS's... Read before posting. read 53 pages? im getting around to it, but I just read the devblog and see no new information that would make my post old news...
Even if you'd read the last 5 pages or so before posting, your questions would have been answered (and we wouldn't have to put up with yet another 5 pages of the same old questions...). |

almightybig
Evolution
0
|
Posted - 2011.11.15 19:13:00 -
[1056] - Quote
After years and years of dealing with this I am glad to see most of this being fixed. There is a big difference between something designed to be challenging and something that is just plain tedious. With recreation time becoming more and more at a premium for many of us, I am happy to see I will not lose any more of my time on these tasks and can get back to playing EVE instead of working it. I have another suggestion. How about something similar to the fitting tool we now use to instantly slap mods on our ships, for POS setup. Put the modules in the box.. have a template loaded. click the button and VOILA! A pretty POS set up exactly as the last 4 thousand POSes I have set up. When are you going to get rid of that rediculous drag to position green arrow nonsense?
Thanks for your thoughtful consideration. |

Circumstantial Evidence
34
|
Posted - 2011.11.15 20:04:00 -
[1057] - Quote
Today's build on SISI shows no changes to the fuel block icons. Many posts complained that they are not easy to identify at a glance.
The simplest improvement would be to apply racial colors to the blocks.
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 Caldari: Functional square blocks. GùÅ Gallente: "Fabrege" -style eggs, that a Gallente citizen would be proud to display alongside the other art objects present in every Gallente home. GùÅ Amarr: Disk shaped "Gold Coins," suggesting that no expense will be spared to fuel the fires of these symbols (POS's) of the Empire, seen throughout the galaxy. Potentially embossed with Amarr logo ** GùÅ Minmatar: These blocks are hexagonal, pitted, and rusting. Defying logic, they work anyway.
**Logos could be applied to all, except, I think the Gallente "egg," because putting a political symbol on them would distrub the aesthetically pleasing green swirly patterns. |

Neo Agricola
BLACK-MARK
203
|
Posted - 2011.11.15 20:48:00 -
[1058] - Quote
@ 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... :-)
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 |

GavinCapacitor
CaeIum Incognitum
27
|
Posted - 2011.11.15 20:54:00 -
[1059] - Quote
Been reading this thread. New (modified) changes seem pretty good.
Alot of people asked for different color icons, ccp greyscale asked but the art team told him they were too busy.
However, I, like most eve players, can into the select tool and hue sliders in photoshop. Why doesn't one of *us* just do it? Its just a 5 minute tweak.
Also, as long as we are discussing things utterly trivial relative to the current improvements, wouldn't you think the 'fuel pellets' would be more like 'fuel packages' ? ie. they contain a certain amount of each resource (amount needed for one hour), but you wouldn't mix all of those - they would still be separate. You know, a bottle of compressed oxygen, a block of enriched uranium (shielded I would hope). They should look like containers (boxes) or something, not ice cubes. |

Circumstantial Evidence
34
|
Posted - 2011.11.15 21:34:00 -
[1060] - Quote
GavinCapacitor wrote:They should look like containers (boxes) or something, not ice cubes. This is a great point. The block's description on the test server says they are a new form of fuel. So, we can imagine all the previous components are being consumed in the process of making the new fuel.
Quote:Frustrated with the inefficiencies involved in tracking multiple fuel types, Thukker logisticians pioneered the development of prepackaged fuel. In YC 111, after a successful trial period, they converted the Tribe's entire starbase network to use fuel blocks. Capsuleers were forced to wait for this innovation while CONCORD dithered over how to handle the transition period, but were finally granted clearance in YC113. |
|

Spank mehard
Tasman Universal Industries
2
|
Posted - 2011.11.15 21:35:00 -
[1061] - Quote
This is good! My only question is when will the BPO's for the Fuel Blocks be seeded? |

Neo Agricola
BLACK-MARK
203
|
Posted - 2011.11.15 21:41:00 -
[1062] - Quote
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 |

kniede
Sviesta Fabrika
0
|
Posted - 2011.11.15 22:17:00 -
[1063] - Quote
Hi.
I also bought DG towers because of less fuel requirements. How about, say 5h cyle? Normal small towers will use 5 blocks (or 1 block per hour), "tier 1" - 4 bloks, "tier 2" - 3 bloks. Middle and large just multiplay with 2 and 4 as expected. Or make 6h cycle and 6-5-4 or whatever You wish, just should be difference.
Best regards to all.
Sorry, didn't find that fatcion towers are un-nerfed, Anyway, i liked idea of larger cubes, by my opinion best solution should be one cube per day. |

olsted
Yahoo Inc Caffeine Nicotine and Hate
6
|
Posted - 2011.11.16 00:58:00 -
[1064] - Quote
almightybig wrote:After years and years of dealing with this I am glad to see most of this being fixed. There is a big difference between something designed to be challenging and something that is just plain tedious. With recreation time becoming more and more at a premium for many of us, I am happy to see I will not lose any more of my time on these tasks and can get back to playing EVE instead of working it. I have another suggestion. How about something similar to the fitting tool we now use to instantly slap mods on our ships, for POS setup. Put the modules in the box.. have a template loaded. click the button and VOILA! A pretty POS set up exactly as the last 4 thousand POSes I have set up. When are you going to get rid of that rediculous drag to position green arrow nonsense?
Thanks for your thoughtful consideration.
One of the most compelling aspects of Eve is its varied play structure. There are players who spend all their time missioning or engaging in PVP. There are players for whom fabrication and crafting is the thing. Some players work the market and never leave a station. For some players (like myself) slinging spreadsheets to properly plan and maintain POSs is the thing.
With all of its spreadsheety goodness, properly planning for fuel consumption, balancing resources as modules are on and offlined, and coordinating fueling hauls to keep stores up is all part of that activity, and for me an integral part of the game. Having to run spreadsheets to keep the POS going is part of the immersive experience for me and a large part of the fun.
The point is, not everyone is going to like every aspect of play in the game. What CCP is doing is diminishing the immersion and fun for me and possibly others (although I admit I am likely in a small and odd minority here). They are *adding* complexity to the process of fueling a POS from PI harvested fuel to make it "easier" for those who dont want to have to think to much to run POSs.
Its OK for you to not like the mechanics of setting up or fueling a POS. Go find a player who does and hire him into your corp to do so. Dont break the immersive sandbox nature of this game in the name of homogonized simplicity. Complexity is what EVE is all about.
|

Gizan
Hounds Of War WHY so Seri0Us
19
|
Posted - 2011.11.16 05:54:00 -
[1065] - Quote
PLEASE UPDATE YOUR DEV BLOGS AND PRESS RELEASES WITH ACCURATE INFORMATION!!!!!!!!!!!!!
/forums.eveonline.com/default.aspx?g=posts&m=326619#post326619 |

Cygnet Lythanea
World Welfare Works Association
58
|
Posted - 2011.11.16 14:16:00 -
[1066] - Quote
The only thing that I find odd is that now there will be no benefit to not constantly running the POS at 100%, to it will cost more overall anyway.
Basically, while this is all very nice, even with the revised usages, this still gives the shaft to small high sec ops.
Non Nobis Domine Non Nobis Sed Nomine Tua Da Na Glorium |

Jenn Makanen
Science and Trade Institute Caldari State
177
|
Posted - 2011.11.16 14:25:00 -
[1067] - Quote
Well, it is mentioned in the first post on the thread. |

Neo Agricola
BLACK-MARK
203
|
Posted - 2011.11.16 15:02:00 -
[1068] - Quote
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" :)
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 |

shackdavid
Trojan Trolls Controlled Chaos
2
|
Posted - 2011.11.16 15:43:00 -
[1069] - Quote
Hi, when will Fuel Block BPO'S be seeded on SISI market ? |

Rebecca Ramos
Asgaard Valhalla Industrial Consortium
0
|
Posted - 2011.11.16 15:57:00 -
[1070] - Quote
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.
I have to go along with this. So far to me this is like adding in the PI change which turned into just mindless time spent on another drawn out process. (anyone remember the dev quote for the 'mini-game' for moving extraction heads around.
I've let 3 accounts lapse over the last year and will probably let one more got at this point as well.
|
|

James Bryant
Deep Core Mining Inc. Caldari State
7
|
Posted - 2011.11.16 18:34:00 -
[1071] - Quote
GavinCapacitor wrote:Been reading this thread. New (modified) changes seem pretty good.
Alot of people asked for different color icons, ccp greyscale asked but the art team told him they were too busy.
However, I, like most eve players, can into the select tool and hue sliders in photoshop. Why doesn't one of *us* just do it? Its just a 5 minute tweak.
Circumstantial Evidence wrote:Today's build on SISI shows no changes to the fuel block icons. Many posts complained that they are not easy to identify at a glance.
The simplest improvement would be to apply racial colors to the blocks.
https://forums.eveonline.com/default.aspx?g=posts&m=348500#post348500
I already did it. Not only that, but I did them from scratch just to show that's not that time consuming either.
Doubt they'll use them though, even though they are aware of them (CCP Dropbear tweeted that he'd email them on). CCP, I have the sources! Just tell me where to send 'em.
-JB |

Cygnet Lythanea
World Welfare Works Association
58
|
Posted - 2011.11.16 18:50:00 -
[1072] - Quote
I think the thing we'll see is that big alliances will be in favor of it, because they can jump freighter a billion of them to wherever without having to use that oh so hard math (that I've been doing in my head for years now, on upwards of fifteen POS on occasion ) while it also squeezes out all the small corps trying to run research and assembly POS for t2.
Essentially, it's another attempt to reduce the number of POS in high sec and make POS a big corp/alliance only toy like cap ships are meant to be.
shackdavid wrote: Hi, when will Fuel Block BPO'S be seeded on SISI market ?
Probably when they roll out the update, or, twenty min after you will have had to start producing them to keep your POS up.
Non Nobis Domine Non Nobis Sed Nomine Tua Da Na Glorium |

MNagy
Yo-Mama Quixotic Hegemony
79
|
Posted - 2011.11.16 19:50:00 -
[1073] - Quote
I have a minor solution to this fuel issue of having to have 1/2 the old fuel in and then 1/2 the new fuel in for the downtime.
How about just at downtime, you go to the pos's fuel tanks, CONVERT-> whatever fuel is in there into cubes.
The pos now runs on cubes, and any remainder pi fuel / pos fuel just leave in there.
As users come back online, they go in, remove the extra PI/Pos fuel and then go start using the bpo's.
This way there is no need to try to accomodate for both fuels prior or after shutdown.
|

Scrapyard Bob
EVE University Ivy League
744
|
Posted - 2011.11.16 21:53:00 -
[1074] - Quote
Cygnet Lythanea wrote:shackdavid wrote: Hi, when will Fuel Block BPO'S be seeded on SISI market ?
Probably when they roll out the update, or, twenty min after you will have had to start producing them to keep your POS up.
The BPOs will be released on Nov 29th - the fuel change-over won't happen until 3-5 weeks later. Which gives you plenty of time to buy a BPO, research it, produce a few weeks of fuel pellets, and stuff a week's worth of pellets into your POS towers prior to to the change-over.
When the change-over happens, you go out to the towers, remove the old style fuel, fill it back up with fuel pellets, then convert the rest of your stockpile over to fuel pellets. |

Zarak1 Kenpach1
Aperture Harmonics K162
40
|
Posted - 2011.11.17 05:20:00 -
[1075] - Quote
alot of us would like a clear reason as to why you maxed out liquid ozone and heavy water consumption. because to alot of us it seems you just made your own lives easier and not ours by doing this. |

Poetic Stanziel
Major Kong Freight
766
|
Posted - 2011.11.17 06:53:00 -
[1076] - Quote
James Bryant wrote:CCP, heard your art department was backed up. Allow me to present how the icons should look: Here's the showcase of all four, made from 256x256 sources: Four Fuel BlocksAnd the individual transparent PNGs: TurqouiseGoldBlueRedIt was maybe an hour, two tops, to whip out the Wacom and do them from scratch. And I don't even have the source files! You're welcome to use them, but if not, pleeeease convince your art team to take the 10 minutes out of their day to alter the existing ones. -JB Nice.
But the coloured ones might be an issue for colour-blind people.
Perhaps if you melded the two designs ... added colour to the CCP designs ... then you get the best of both worlds.
The STAIN Travel Bookmark Collection - 451 Bookmarks |

Simvastatin Montelukast
Irregular Warfare Mean Coalition
17
|
Posted - 2011.11.17 10:39:00 -
[1077] - Quote
James Bryant wrote:CCP, heard your art department was backed up. Allow me to present how the icons should look: Here's the showcase of all four, made from 256x256 sources: Four Fuel BlocksAnd the individual transparent PNGs: TurqouiseGoldBlueRedIt was maybe an hour, two tops, to whip out the Wacom and do them from scratch. And I don't even have the source files! You're welcome to use them, but if not, pleeeease convince your art team to take the 10 minutes out of their day to alter the existing ones. -JB
Seriously, put some color into the blocks! |

Sam Tully
State War Academy Caldari State
1
|
Posted - 2011.11.17 11:46:00 -
[1078] - Quote
While I don't think it needs to be stated as emphatically as above, the advice itself is very appropriate.
It's one thing to leave the unedited dev blog stand and forece every new reader to be freshly upset by the problems (many read devblogs and not the comments, I used to all the time). This just fuels (pun intended) the spread of partially correct information, not good.
It is another thing entirely to have the original dev blog posted verbatum as a 'feature' write up on the Cruicble expansion site. The banner site for the new expansion, which I presiume you would like to use to attract both new and old players, is also presenting this inaccurate information as the next big thing. Any returning players who are just skimming the feature site to make a snap decision could easily be put out and just leave (the Crucible page isn't even linked to this comment thread directly)
I understand why this might not have been corrected in the first few days as things were changing rapidly, but it needs to be coorected in the main post, especially if you are going to use it so plainly in your advertising site. |

Geksz
Pangalactic Punks n' Playboys HUN Reloaded
4
|
Posted - 2011.11.17 14:57:00 -
[1079] - Quote
I haven't got the time to read through all the 54 pages here, so pardon me if i ask something that has already been asked.
So, my question is:
When will the POS system will be completely redesigned? |

Zarak1 Kenpach1
Aperture Harmonics K162
40
|
Posted - 2011.11.17 16:25:00 -
[1080] - Quote
Zarak1 Kenpach1 wrote:alot of us would like a clear reason as to why you maxed out liquid ozone and heavy water consumption. because to alot of us it seems you just made your own lives easier and not ours by doing this.
give us an answer please |
|

Snaketzu
M. Corp Engineering Bloodbound.
0
|
Posted - 2011.11.17 19:00:00 -
[1081] - Quote
Just a quick thought about the artwork, if that's not already set in stone:
I thought the colored blocks were great to denote the different fuel types. For the color challenged among us, how about adding the appropriate isotope symbol to the icon as well? This makes it instantly clear what kind of fuel block you are looking at, and the art can be borrowed from the isotope icon. Done. |

ZaBob
Twilight Labs Unsung Voices
35
|
Posted - 2011.11.18 00:12:00 -
[1082] - Quote
Thank you for thinking of us poor Fuel Techs. As amended, the plan sounds good for most.
Unfortunately, as a WH dweller, I don't see that I benefit at all; in fact, my life is slightly more complicated.
I currently must bring in 161.1 m3/hr of ice fuel (at current configuration). The planetary I can produce myself.
The new scheme would have me bring in 200 m3/hr of pelletized fuel, and haul out the planetary fuel --OR-- Bring in ice fuel just as I do now -- and then manufacture them into pellets, and load them into the tower.
Obviously, the first one is a loser. But the second one is MORE work, not less.
About the only simplification I can see for me is to remove the feature from my spreadsheet that takes CPU/PG into account (i.e. just peg them at max). Even that's more work -- a change I have to make to my existing spreadsheet.
I still have to do exactly the same ship loading calculations, and tracking of supply.
It now takes me longer to fuel, as I have to produce the pellets before I can load them into the fuel bay. Timing is already a headache; this just makes it worse. It's going to mean two sessions, with a longer pipeline, and thus a bigger total inventory.
And it's one more item and one more stage in the inventory pipeline to manage.
For me, a WH dweller, it's nothing bit more work.
Well, except for eliminating the powergrid/CPU thing; at least I won't have to track that.
If you were to drop the m3 by half, it would make things interesting. Haul out the planetary and trade it for pellets, and save overall travel time -- IF my outgoing run is not full?
Or even better: Make my life simpler -- reduce the m3 of the refined ice fuels. THAT will save me time and headaches. |

Cygnet Lythanea
World Welfare Works Association
58
|
Posted - 2011.11.18 01:50:00 -
[1083] - Quote
Scrapyard Bob wrote: The BPOs will be released on Nov 29th - the fuel change-over won't happen until 3-5 weeks later. Which gives you plenty of time to buy a BPO, research it, produce a few weeks of fuel pellets, and stuff a week's worth of pellets into your POS towers prior to to the change-over.
When the change-over happens, you go out to the towers, remove the old style fuel, fill it back up with fuel pellets, then convert the rest of your stockpile over to fuel pellets.
Bob, I was being facetious based on how some previous changes to POS have generally been broken right out the gate.
Non Nobis Domine Non Nobis Sed Nomine Tua Da Na Glorium |

Mensche
United Federation Starfleet Saints Amongst Sinners
0
|
Posted - 2011.11.18 02:03:00 -
[1084] - Quote
I was wondering if it'd be worthwhile to change how the towers consume fuel? Similar to how construction consumes R.A.M. by damaging it. Then you can just have the towers do less damage to the fuel pods over time than regular. |

Scrapyard Bob
EVE University Ivy League
744
|
Posted - 2011.11.18 03:46:00 -
[1085] - Quote
ZaBob wrote: Or even better: Make my life simpler -- reduce the m3 of the refined ice fuels. THAT will save me time and headaches.
I'd love to see the size of the fuel pellets go down another 10-20% - but CCP has chosen to go the *other* way and simply make the POS tower fuel bays larger. Gee, thanks... |

Sassaniak
Rayvek Laboratories
42
|
Posted - 2011.11.18 04:24:00 -
[1086] - Quote
Destination SkillQueue wrote:Nose ElGrande wrote:Simple question:
Why can't Heavy Water and Liquid Ozone be excluded from the fuel block proposal?
This would eliminate the last remaining argument regarding the economic impact of increased Ozone and HW usage. The two components would still be part of the Fuel Bay mix, but would continue to be used on a demand basis, allowing tower owners to determine their rate of consumption (depending on device activity).
Fuel Blocks (fixed fuel consumption) + Liquid Ozone (as required) + Heavy Water (as required) = happy POS manager
Certainly easier than re-balancing the yield of all the ice products...
From a code perspective, you are just adding a new element (the fuel blocks) and removing everything else except the LO, HW, and Charters. Making exceptions on what fuels to include and exclude would negate much of the entire point of this change. Furthermore minor ripples in the economy are not a compelling reason to alter an otherwise good plan. The status quo of the economy is not a thing that needs preserving. The general guidelines just have to be somewhat in place and CCP has altered things, if things threaten to get out of hand. That said the EVE market has adjusted to much larger and more significant changes than this and will likely have to do so in the future many more times.
This doesnt seem like a good answer to me. "Because we can", is a lazy answer. While it would for parts of the eve economy preserve soem aspects of it. it would reduce the additional fuel cost burdens on small time tower owners. increasing the LO and HW requirements on towers that werent previously using the full Capacity only hurts. Most towers do not use every last cpu/pg, while many get close, they dont use the full amount, now they will. For the single tower owner who may/may not be using the fill PG thats now a huge additional cost to building this new step to fueling.
A Large caldari tower filled only with labs (as are common in hisec) uses just over half its pg. (1,500,000/2,750,000) while using up all its pg (10 adv labs, 3 labs) At an 1,250,000 additional Cpu cost in fuel costs and space lost int eh fuel bay that could have gone to other fuels.
Why do fuel pellets have to have a racial component at all? just have them be bundled PI materials and keep the Ice stuff separate? ...............................................................................
Sometimes, you all make me very disappointed. |

BRIMTAK
Lost Warlords Tactical Infantry
5
|
Posted - 2011.11.18 04:51:00 -
[1087] - Quote
This is really a crap idea for us wormhole dwellers.
You say you're making this change to make it easy for people?
Tell me how easy this sounds....
1. Go buy component assembly array 2. Wait for a High Sec K162 (could take weeks) to come into my wormhole. (Because it won't fit in my Prorator and yes my wormhole is a static low-sec) 3. Get ahold of the BPO? 4. Offline a gun that I paid for just to online this component assembly array (because my CPU/PG are maxed out) 5. Spend how long making these stupid fuel pellets from the fuel I already have?
Guess what? I'm still going to be hauling the same fuel back and fourth, the only thing that's changing is I have to go buy crap, offline crap, and spend more time producing these pellets?
Sorry guys but your idea of making it easier for people sounds like you missed the boat on this one. |

Vandal Warrior
Not going Away
0
|
Posted - 2011.11.18 06:01:00 -
[1088] - Quote
Quote:Making exceptions on what fuels to include and exclude would negate much of the entire point of this change. Furthermore minor ripples in the economy are not a compelling reason to alter an otherwise good plan. The status quo of the economy is not a thing that needs preserving. The general guidelines just have to be somewhat in place and CCP has altered things, if things threaten to get out of hand. That said the EVE market has adjusted to much larger and more significant changes than this and will likely have to do so in the future many more times.
What larger and more significant changes would you be referring to? Or "Minor ripples"? PLEX's? Because that ingenious change has cause them to skyrocket out of control! Or maybe it was the whole PI thing in the first place? That wasn't a ripple that was a frackin TIDAL WAVE! Oh wait don't forget the new Sov mechanics that was a real doosey! I would rather grind towers because after the SC nerf it will be worse than that!
Bite the bullet and separate the LO and HW from the "Fuel cube" Equation and satisfy both sides of the coin You and Us.
P.S. Why don't you release the "Cube" BPO's a week ahead of time? That way we can erase alot of those tower owners who gouge the hell out of us researchers with their fees when they are to lazy to make the cubes in time for the patch? |

Ingvar Angst
Nasty Pope Holding Corp
895
|
Posted - 2011.11.18 12:03:00 -
[1089] - Quote
BRIMTAK wrote:This is really a crap idea for us wormhole dwellers.
You say you're making this change to make it easy for people?
Tell me how easy this sounds....
1. Go buy component assembly array 2. Wait for a High Sec K162 (could take weeks) to come into my wormhole. (Because it won't fit in my Prorator and yes my wormhole is a static low-sec) 3. Get ahold of the BPO? 4. Offline a gun that I paid for just to online this component assembly array (because my CPU/PG are maxed out) 5. Spend how long making these stupid fuel pellets from the fuel I already have?
Guess what? I'm still going to be hauling the same fuel back and fourth, the only thing that's changing is I have to go buy crap, offline crap, and spend more time producing these pellets?
Sorry guys but your idea of making it easier for people sounds like you missed the boat on this one.
You wait for a K162 to open instead of scanning out a path to empire on your own? You don't already have a component assembly (or ammo assembly) array already?
You could, keep in mind, switch PI to P3 and P4 high profit items and haul pellets in with the profits. Six months in the hole... it changes a man. |

ZaBob
Twilight Labs Unsung Voices
35
|
Posted - 2011.11.18 12:04:00 -
[1090] - Quote
BRIMTAK wrote:This is really a crap idea for us wormhole dwellers.
You say you're making this change to make it easy for people?
Tell me how easy this sounds....
1. Go buy component assembly array 2. Wait for a High Sec K162 (could take weeks) to come into my wormhole. (Because it won't fit in my Prorator and yes my wormhole is a static low-sec).
Not to detract from your point, with which I agree, but...
You don't have to wait for a hisec K162. Given the right circumstances, you could fly an Impel in via your losec static, or even a Sigil. It's not 100% risk free, but you can be reasonably safe if you're careful and choosy about when and where to try it. And even your K162 isn't 100% safe.
It's still a hassle and risk, i agree. But that part's a one-time cost; we'll also have to deal with making the fuel, and we get no benefit whatsoever by doing so. |
|

Lorna Sicling
Helix Pulse Rolling Thunder.
2
|
Posted - 2011.11.18 20:20:00 -
[1091] - Quote
CCP Greyscale wrote:Jack Dant wrote:A few questions:
1) What happens to the sov bonus to fuel use?
2) What's the manufacture time on the blocks? - Answered in the devblog, sorry - 10 minutes.
3) I'm guessing assembling fuel into blocks, inside the fuel bays, over the deployment DT is too complex? That would be a better solution for players. As it stands currently, you'll get the bonus on large towers but nothing on medium/small due to :math:. Still thinking about that one though 3) is technically feasible but raises the technical risk sufficiently that it'd have pushed the whole thing back to a nebulous "later release" (again), so we skipped it. [/quote]
OK so make it that instead of producing 4 fuel blocks at 50m3 each, it produces 20 fuel blocks at 10m3 each. Effectively you add a factor of 5 to everything allowing Sov fuel bonuses work.
Small POS uses 5 blocks per hour, medium 10, large 20.
Simples.
This would also allow you to keep a bonus for faction towers.
The fuel pellets give you the nice package everybody (well most people) wanted, just don't oversimplify it to units of 1 when you can use multiples and not nerf mechanics and try to come up with something clever that will probably not quite work how you hoped.
Good simple idea - just keep it simple and we're mostly there. |

uglybass
Blue Republic RvB - BLUE Republic
8
|
Posted - 2011.11.19 00:19:00 -
[1092] - Quote
Im too lazy to read 55 pages and cant find anything in devblogs (maybe im dumb, or the topic aint that descriptive) ;) BUT what about issues with corp roles, I mean atm you can give access to youre labs/assembly arrays/etc only to either every pos or none of the posses (maybe if I wanna keep handling csaa posses on handful of ppl)
|

Kitsunebi Sol'Rayven
Son's of The Hammer The Methodical Alliance
0
|
Posted - 2011.11.19 11:47:00 -
[1093] - Quote
I also like this change it will make refueling Our POS much easier!
Was thinking about the Energon cubes and I too like what some have mentioned about changing the colors, it would be nice for them to be faction colors sorta like this so they are easier to differentiate between them. I
On another note I agree with some that it is a shame to cripple the Faction POS's bonus. LIke Lorna Sicling said.
Lorna Sicling wrote:
OK so make it that instead of producing 4 fuel blocks at 50m3 each, it produces 20 fuel blocks at 10m3 each. Effectively you add a factor of 5 to everything allowing Sov fuel bonuses work.
Small POS uses 5 blocks per hour, medium 10, large 20.
Simples.
This would also allow you to keep a bonus for faction towers.
The fuel pellets give you the nice package everybody (well most people) wanted, just don't oversimplify it to units of 1 when you can use multiples and not nerf mechanics and try to come up with something clever that will probably not quite work how you hoped.
Good simple idea - just keep it simple and we're mostly there.
|

Zarak1 Kenpach1
Aperture Harmonics K162
40
|
Posted - 2011.11.19 15:08:00 -
[1094] - Quote
Zarak1 Kenpach1 wrote:Zarak1 Kenpach1 wrote:alot of us would like a clear reason as to why you maxed out liquid ozone and heavy water consumption. because to alot of us it seems you just made your own lives easier and not ours by doing this. give us an answer please
this is probably the one thing you are truly screwing up in this patch
stop being pussies and tell us why you are being so foolhardy in this implementation |

Zarak1 Kenpach1
Aperture Harmonics K162
40
|
Posted - 2011.11.19 20:05:00 -
[1095] - Quote
Quote:While we're waiting to do a proper rewrite of the starbase system...
make this happen
Evelgrivion wrote:[edit]Edited by: Evelgrivion on 29/05/2011 04:48:41[/edit] Images have been replaced. Unfortunately, I lost the originals with the forum debacle, but the ones that were linked are an acceptable substitute. To put it simply, the current POS system is Butt-ugly, lagtacular, overpowered, underpowered, and completely, totally whacky, and fails to live up to the expectations of those who wish to see them for the first time. This proposal at the very least aims to solve the first and last two issues, whilst providing a way for those who do not have 30 billion to blow on a station to get a suitable level of infrastructure for new 0.0 operations. In a nutshell, its a modular POS with most of the functionality of a station, depending on the modules attached. How would this all go together? Today's idea comes with pictures! The heart of the system is a simple interconnecting module. From this modular structure, all modules are referenced, attached, and based within a simple grid system. Exhibit AThe four corridors allow for easy expansion of the station, and scalable infrastructure can grow with the needs of the corporation. or alliance in possession of it. Exhibit BMuch like the current POS system, the heart and soul of the station would remain the control tower. For this example, let me introduce Exhibit C, for a small Caldari styled control tower. Exhibit CFrom this control tower, everything else on the POS is referenced. Instead of giving us exact XYZ coordinates of every module in space, they can be instead referenced to the tower and the layout grid on which it is based. After deployment of the control tower, you can begin adding additional structures to the POS to give it the functionality you want it to have. Allow me to present Exhibits D and E. Exhibits D & E (Large File)Exhibit D is a storage container module; these provide the storage capabilities for the POS. Exhibit E is a refinery module, which would obviously provide refinery capabilities for the station. Up a certain point, additional refinery modules would provide additional refinery efficiency, though logarithmically decreasing with each one while consuming the same amount of poewr. This could allow larger, more powerful, and more expensive designs to have a place in the universe. Up to this point, the accessibility remains the same as it is for the current POS, with one user hovering outside the module at a time. To alleviate the issues inherent in that, I present exhibit F; the hangar module. This system is not limited to 1x1 modules, and "supermodules" are a distinct possibility with this system. Exhibit FProviding a certain quantity of hangar space (Meters-¦) depending on size (and expense), the hangar module provides an interface to POS management just like standard stations, allowing simple refining, manufacturing, and possibly even clone bays, depending on the modules that you have installed. Put it altogether, and you get a simple POS that is easy to manage, expandable, and ranging in capabilities and expense. In its most basic form, I present Exhibit G. Exhibit GHere is an optional, more contraversial change that this system would make. If CCP wishes, they could integrate much of a POSs defense into this module system; rather than having free floating, invincible guns, large weapons battery modules could be introduced to the station. Presenting Exhibit H. Exhibit HFully realized, Exhibit I. Exhibit I (Fully Realised Modular POS)While this is just a simple example, the potential is there for leagues more complex and powerful bases than those demonstrated here.
Flogging the Dead Horse, best idea for EvE ever. |

Charles Edisson
Aura of Darkness Nulli Secunda
28
|
Posted - 2011.11.19 21:18:00 -
[1096] - Quote
So far liking all the POS fule changes after your itterations at the player basses requests.
I think the feed back on this thread had been much more honest than that on say hybrid reballancing or super cap reballancing.
The constructive and honest non self serving feedback here (due to everyone using POS') must be making the ballancing a lot easier than Tallest is getting where non Hybrid/Super users want those ships/platforms nerfed into the ground and most users are asking for unrealistic buff/un-nerfs.
Never going to happen though in those threads though due to the fact that us humans are rather horrible things on average. Especialy on-line where people have anonimity. |

Retmas
Grim Determination Clockworks Inc. Nulli Tertius
10
|
Posted - 2011.11.19 22:11:00 -
[1097] - Quote
CCP Greyscale wrote:
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).
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.
Good Master Greyscale, Can you please update the devblog to reflect this change (or issue a new one relating it)? you still have the 1/2/4 concept posted on the features page for crucible, and [selfish] i'm getting really tired of arguing with friends, enemies, random people, et al, that you guys have bumped the granularity up, removed/un-removed faction tower bonuses, etc etc.
thank you, it's much appreciated ^_^
|

Calumbacha
guided by voices Shadow of xXDEATHXx
0
|
Posted - 2011.11.20 11:03:00 -
[1098] - Quote
ZaBob wrote:Thank you for thinking of us poor Fuel Techs. As amended, the plan sounds good for most.
Unfortunately, as a WH dweller, I don't see that I benefit at all; in fact, my life is slightly more complicated.
I currently must bring in 161.1 m3/hr of ice fuel (at current configuration). The planetary I can produce myself.
The new scheme would have me bring in 200 m3/hr of pelletized fuel, and haul out the planetary fuel --OR-- Bring in ice fuel just as I do now -- and then manufacture them into pellets, and load them into the tower.
Obviously, the first one is a loser. But the second one is MORE work, not less.
WHY do you want me to do MORE work? (This is a serious question the rest below is a rant.)
All the talk about Faction Towers and Colour of the new fuel, one thing has being breezed over time and time again, this just makes more work. Adding another process in the line is crazy and lets not touch on the Heavy water use.
Thanks CCP for another release to waste my time.
Many have come to know over the years the futility of banging ones head again the gates to CCP, one will just bleed to death before they open up to listen and STOP stupid ideas from hitting TQ. |

Sinzor Aumer
Atlas Research Group Cloud Developments Networks
5
|
Posted - 2011.11.20 13:15:00 -
[1099] - Quote
I've been keeping an eye on the thread for a while. Based on the comments I've seen, let me present a wish-list.
1. Re-establish Faction towers and Sov. bonuses. Solved. 2. Color the cubes. Solution. 3. Make something for WH-dwellers, poor they are. Solution: dunno - technetium moons, maybe? 4. Re-establish flexible Liquid Ozone and Heavy Water consumption. Solution. 5. Update dev blogs. Solution: use keyboard.
As you can see, we have solutions as well. We - the Community. The only thing that's left - is to make CCP implement them. Any suggestions, folks? |

Salpun
Paramount Commerce Tactical Invader Syndicate
221
|
Posted - 2011.11.20 16:16:00 -
[1100] - Quote
Sisi build is not updates with cubes in the discriptions. The BPO is not seeded yet as far as i can tell. |
|

Aineko Macx
Royal Amarr Institute Amarr Empire
145
|
Posted - 2011.11.20 18:35:00 -
[1101] - Quote
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. |

Jenn Makanen
Science and Trade Institute Caldari State
177
|
Posted - 2011.11.20 18:41:00 -
[1102] - Quote
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.
On rollout of Crucible. the switchover to the new fuel will be 2 weeks or so later. |

Gevlin
EXPCS Corp SpaceMonkey's Alliance
114
|
Posted - 2011.11.20 20:42:00 -
[1103] - Quote
random though - would be fun it a rorqual compression would make the Fuel blocks.... just the shape looks like compressed ore.
I agree with several people: CCP needs to focus most of eve's recources on FIS, but the development of WIS still needs to continue, just as a slower and more efficient pace. In eve I wish to be more than just a machine. |

Vireck
Galactic Miners Guild Damned Nation
2
|
Posted - 2011.11.20 22:17:00 -
[1104] - Quote
Give faction towers a CPU and Grid bonus if you insist on homogenising fuel consumption |

Jenn Makanen
Science and Trade Institute Caldari State
177
|
Posted - 2011.11.20 22:43:00 -
[1105] - Quote
Vireck wrote:Give faction towers a CPU and Grid bonus if you insist on homogenising fuel consumption
Go back to the first post. use the link in it to the update. Stop looking like you can't be bothered to read. |

Neo Agricola
BLACK-MARK
203
|
Posted - 2011.11.21 14:11:00 -
[1106] - Quote
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...
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 |

Scrapyard Bob
EVE University Ivy League
744
|
Posted - 2011.11.21 19:02:00 -
[1107] - Quote
Neo Agricola wrote: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...
Dig back through the last 5-10 pages (at most). Perfect ME for 400 units of isotopes is about ME 80, but once you get to ME 14, you only waste 3 isotopes per block (0.75% waste on the isotopes). At ME 40, you reduce that to 1 waste unit.
Getting to ME 14 is not going to take you very long, at which point you can throw it in a manufacturing line for about 1.5 days in order to produce about 30.5 days of large fuel.
Base production time 5 minutes per 40 blocks, minus 20% for Industry V, minus another 17% if you go for PE 8, minus another 25% if you use a POS comp/ammo array, minus another 6% if you have the implant. Which drives the time down to about 2.5 minutes to create a single hour worth of large non-faction tower fuel pellets.
So in 2-3 days, you can easily create 4 weeks of fuel using a slightly inefficient BPO (ME 14), after which you toss it back in the research lab for another week or two to get to ME 80 (if saving that single unit of isotopes really matters, otherwise stop at ME 40). |

Kylier
The Black Legionnares BLACK-MARK
2
|
Posted - 2011.11.21 20:03:00 -
[1108] - Quote
I know this topic has been mostly dead for a while.... but I don't suppose there is a chance of making the blocks even smaller is there CCP?
Before this change I am able to fuel towers I need to with a single Jump freighter run due to not having a fuel use of LO or HW.
After the change as fuel loads are maxed I can no longer move fuel in a single jump freighter run. =(
As I posted earlier on this thread a bit of compression would be nice seeing as every other production in the game ends with the finished material compressed somewhat.
|

Ferrenc
Hephaestus LLC Get Off My Lawn
47
|
Posted - 2011.11.22 23:09:00 -
[1109] - Quote
yay bonuses! thanks! you're great ccp! |

Caghji
Science and Trade Institute Caldari State
6
|
Posted - 2011.11.22 23:21:00 -
[1110] - Quote
Kylier wrote:I know this topic has been mostly dead for a while.... but I don't suppose there is a chance of making the blocks even smaller is there CCP?
Before this change I am able to fuel towers I need to with a single Jump freighter run due to not having a fuel use of LO or HW.
After the change as fuel loads are maxed I can no longer move fuel in a single jump freighter run. =(
As I posted earlier on this thread a bit of compression would be nice seeing as every other production in the game ends with the finished material compressed somewhat.
+1 |
|

Lucid Matrix
Dante's Productions Pink Fluffy Pussycats
1
|
Posted - 2011.11.23 06:10:00 -
[1111] - Quote
With all the love and hate over this Fuel Block issue. I think CCP should think of another option. Why not allow both? Allow us to use the new fuel blocks or raw fuel components. I realize there are still people that will jump up and down screaming yelling murder with a system like this. I am aware there would be an issue with the robotics, but I think it's still fair to have to use a full unit of robotics per hour in small and medium towers for those that would like to use raw components.
I support the idea of the larger batches of fuel blocks to allow faction towers to get their bonus.
I for one like the idea of fuel blocks because it will in some way bring more order to keeping a POS fueled. But looking at it in terms of game lore, it's just dumb. Even though all the components of fuel are called fuel in general, they are not really all fuel and each component would do different things for a tower in terms of fuel and maintenance. So squishing them all into a block and tossing them into the reactor sounds like a silly and counter productive thing to do. |

Retmas
Grim Determination Clockworks Inc. Nulli Tertius
10
|
Posted - 2011.11.23 09:40:00 -
[1112] - Quote
Ferrenc wrote:wow just read the devblog, blah blah blah, your faction tower is garbage, thanks! i hate you ccp.
they reinstated faction bonuses, read my post on the previous page or track down greyscale's post somewhere in the 20s i believe.
|

Scrapyard Bob
EVE University Ivy League
744
|
Posted - 2011.11.23 14:00:00 -
[1113] - Quote
Latest fuel cost estimates: https://forums.eveonline.com/default.aspx?g=posts&m=405610#post405610
For those worrying about fuel costs on towers that were previously not maxed out on HW/LOz usage, the short answer is that for small/medium towers you'll still have a cost savings, just not as big as those who were previously maxed out already. Large towers will be roughly break-even.
Quote:Cost savings (approximate) by tower size each 30 days, assuming that you were previously maxed out on HW/LOz:
Small towers: 40M/30d (-35%) Med towers: 40M/30d (-19%) Large towers: 24M/30d (-6.4%)
Since small towers only paid a maximum of 16M ISK for their HW/LOz needs, a bare small tower with zero of each still ends up about 24M ISK/30d cheaper under the new system. Medium towers HW/LOz usage is about 31M, so they'll still end up at least 9M/30d cheaper. Large towers had less overall savings, so they might actually go up in price slightly due to increased HW/LOz usage. |

Scrapyard Bob
EVE University Ivy League
744
|
Posted - 2011.11.23 14:05:00 -
[1114] - Quote
Also, new devblog today: http://www.eveonline.com/devblog.asp?a=blog&nbid=3143
No real changes from what was already discussed in the last few pages - it just confirms what we were already told.
Note: They're only giving us 2 weeks to load the towers up with new fuel blocks. So by Dec 13th, you will need to have prepared at least a few day's worth of new fuel pellets (or buy off the market).
I suggest doing a few days of ME research on your fuel BPOs, producing a week's worth of fuel pellets, then go back to ME research for another few days.
By Dec 12th - you will want to have loaded at least 5-7 days worth of fuel pellets into all of your towers, but leave the rest of the fuel bay filled with the old-style fuel types. |

TheLast Poofighter
Squirrel Horde Habitat Against Humanity
1
|
Posted - 2011.11.23 20:35:00 -
[1115] - Quote
will alliance members be able to use pos facilities? that would be nice |

BuildWhore
Fish Curtains
1
|
Posted - 2011.11.25 03:41:00 -
[1116] - Quote
Can we get longer for the change over. Some peeps have more than 10 towers.
Also a lot of peeps probably store more than a few weeks of fuel at their POS. Especially WH' ers. |

Airi Che
Abacus Industries Group Knights Of Freedoms
1
|
Posted - 2011.11.26 15:46:00 -
[1117] - Quote
First, my apologies, I'm new at this blogging game so bear with me.
Second, I've tried to read thru all 56 pages of comments but I still don't know where I'm going to be buying the fuel bpo's and how I'm going to be paying for them. Are they going to be from the LP store?
And if you can tell me where I can find the original blog on this and how to keep up with this stuff, I won't have to bother you all that much anymore....
Thanks! in advance. |

gargars
Cohesion Inc Beyond-Repair
32
|
Posted - 2011.11.26 21:07:00 -
[1118] - Quote
Airi Che wrote:First, my apologies, I'm new at this blogging game so bear with me.
Second, I've tried to read thru all 56 pages of comments but I still don't know where I'm going to be buying the fuel bpo's and how I'm going to be paying for them. Are they going to be from the LP store?
And if you can tell me where I can find the original blog on this and how to keep up with this stuff, I won't have to bother you all that much anymore....
Thanks! in advance.
Links to the original blog and the update blog are of course on the 1st of the 56 pages, the very first post. 
The BPO's are going to be available at Thukker Mix, and I assume since they are a BPO and not BPC you will simply buy them. |

Airi Che
Abacus Industries Group Knights Of Freedoms
1
|
Posted - 2011.11.27 01:22:00 -
[1119] - Quote
Thanks much. I saw that bit about Thukker Mix but I don't recognize that and I thought it might be some sort of inside joke. I'll look that up and find it. I did see the original blog and the update but as I said, I'm new to this blog stuff. |

gargars
Cohesion Inc Beyond-Repair
32
|
Posted - 2011.11.27 18:29:00 -
[1120] - Quote
Airi Che wrote:Thanks much. I saw that bit about Thukker Mix but I don't recognize that and I thought it might be some sort of inside joke. I'll look that up and find it. I did see the original blog and the update but as I said, I'm new to this blog stuff.
No problem and yes with a name like 'Thukker' I can in retrospect see why it might look like a bad joke lol.
|
|

ohno riceagain
Republic University Minmatar Republic
5
|
Posted - 2011.11.28 03:32:00 -
[1121] - Quote
Zarak1 Kenpach1 wrote:alot of us would like a clear reason as to why you maxed out liquid ozone and heavy water consumption. because to alot of us it seems you just made your own lives easier and not ours by doing this.
I too would like to see a sane reason for this change.
You have taken my stockpiled (ICE based) fuel supplies that I have mined and reduced them drastically.
I find it odd that humans left their home and traveled to this far away place and now have Clone technolgy.
They currently manage their Power Grid and CPU usage on their POS, but now theyve forgotten how to turn off the lights and power down their computers when they leave the room to conserve resources?
Someone pushed the easy button on this and got a Platypus instead of a Beaver and said " close enough".
Im on board with fuel pellets or blocks, whatever. But at least have it make some sense in a technological respect.
|

Gogela
Freeport Exploration Loosely Affiliated Pirates Alliance
407
|
Posted - 2011.11.29 20:01:00 -
[1122] - Quote
...*
Does anyone else think the fuel blocks look suspiciously like 'Energon Cubes" from Transformers. It's been a few decades since I've seen it... so maybe my memory is just going.
...just sayin'
|

Kadmon eX
RMZ Mining Ltd. Inver Brass
0
|
Posted - 2011.11.29 20:47:00 -
[1123] - Quote
Callic Veratar wrote:Would it be possible for each class of faction starbase to have it's own faction fuel block? It could have a reduced cost and (potentially) a benefit for running the tower on that class of fuel.
With this change, you don't need to worry about having thousands of fuel blocks in a starbase to allow for partial consumption, but the faction towers don't lose their consumption bonuses.
The easiest bonus would be for the same ingredients, the faction block print produces 5 blocks.
If managing time is too much complicated this can be solution too. NO! for nerfing faction tower bonus ! |

Raven Alexandr
Veni Vidi Vici Reloaded
0
|
Posted - 2011.11.29 23:17:00 -
[1124] - Quote
After reading second post, I still see large tower fuel cost increasing, fuel blocks being larger, and still requiring more logistics to fuel instead of less. Sure its easier to calculate, but if that was the problem from the begining, why have so many components? Towers were made to be complicated, there was meant to be math invovled. Anyone doing the math on these changes realises this just costs players more for your convience. The logistics of moving larger blocks instead of smaller components - both in unit size, AND in total size per hour - Into low and null is more of a headache then just typing in numbers everyone has already calculated. The point is, if your going to make the system less complicated, dont steal from us in the proccess. Dont require us to spend more to do the same thing we have done for years. Fuel blocks are a negative change until they are the same size or smaller then their components total, and they are as cost effecient. (And not at 100% usage, which almost no tower is using) Otherwise it costs more to move them and to use them. (Larger size means more jumps costing more time and fuel for low/null)
In addition I did not see any address to the sov fuel bonus questions....
DONT FIX THINGS THAT ARENT BROKEN! Just a thought. |

Jenn Makanen
Science and Trade Institute Caldari State
177
|
Posted - 2011.11.29 23:24:00 -
[1125] - Quote
Raven Alexandr wrote:Here is an OBVIOUS idea, Instead of destroying the bonus of having fuel reduction, make fuel reduction bonuses ADD cycle time. ie. Racial towers cycle at 1:15 instead of 1:00. This still gives the towers longer times between refueling and doesnt remove the bonuses already in place, allowing for this ******** fuel block idea to work.
Or here is an idea... scrap this, DONT FIX THINGS THAT ARENT BROKEN! Just a thought.
More obvious idea. Read the newer dev blog. |

Abbah
The Autobotz The Cool Kids Club
2
|
Posted - 2011.11.29 23:25:00 -
[1126] - Quote
According to the inital post, "The way we're going to roll this out is that the blocks, their blueprints and the changes to tower capacities will be introduced in the main patch." So I went to a Thukker Mix station and no Blue Prints. Any idea when they will be available? |

Abbah
The Autobotz The Cool Kids Club
2
|
Posted - 2011.11.29 23:25:00 -
[1127] - Quote
Deleted double post |

Scrapyard Bob
EVE University Ivy League
744
|
Posted - 2011.11.30 04:38:00 -
[1128] - Quote
Abbah wrote:According to the inital post, "The way we're going to roll this out is that the blocks, their blueprints and the changes to tower capacities will be introduced in the main patch." So I went to a Thukker Mix station and no Blue Prints. Any idea when they will be available?
Front page news on the EVE site: http://www.eveonline.com/news.asp?a=single&nid=4808&tid=1
Quote:fuel block blueprints will not be seeded on tranquility today reported by CCP Spitfire | 2011.11.29 15:50:01 | NEW
The new blueprints for fuel blocks, as featured in the blog Starbase happy fun time blog by CCP Greyscale, will not be seeded immediately after the release of Crucible. We are expecting that these blueprints will be seeded on the market in the next couple of days. We will not be switching over to fuel blocks immediately so players will still have plenty of time to get the new blueprints once they are seeded on the market. |

Abbah
The Autobotz The Cool Kids Club
2
|
Posted - 2011.11.30 05:18:00 -
[1129] - Quote
Scrapyard Bob wrote:Abbah wrote:According to the inital post, "The way we're going to roll this out is that the blocks, their blueprints and the changes to tower capacities will be introduced in the main patch." So I went to a Thukker Mix station and no Blue Prints. Any idea when they will be available? Front page news on the EVE site: http://www.eveonline.com/news.asp?a=single&nid=4808&tid=1Quote:fuel block blueprints will not be seeded on tranquility today reported by CCP Spitfire | 2011.11.29 15:50:01 | NEW
The new blueprints for fuel blocks, as featured in the blog Starbase happy fun time blog by CCP Greyscale, will not be seeded immediately after the release of Crucible. We are expecting that these blueprints will be seeded on the market in the next couple of days. We will not be switching over to fuel blocks immediately so players will still have plenty of time to get the new blueprints once they are seeded on the market.
Thanks for the info |

Scorpio Maximus
Imperial Academy Amarr Empire
0
|
Posted - 2011.11.30 08:26:00 -
[1130] - Quote
Quote: fuel block blueprints will not be seeded on tranquility today reported by CCP Spitfire | 2011.11.29 15:50:01 | NEW
Perhaps CCP could update this. When do they expect to seed the BPO's? I need to start researching them ASAP. |
|

Arte
Insidious Design
1
|
Posted - 2011.11.30 13:49:00 -
[1131] - Quote
CCP Spitfire wrote:. We will not be switching over to fuel blocks immediately so players will still have plenty of time to get the new blueprints once they are seeded on the market.
You and everyone else buddy - don't sweat it, they won't make the switch too soon. |

Syme
Umbra Scientia Muneris Shadow Directive
4
|
Posted - 2011.11.30 14:21:00 -
[1132] - Quote
As a small casual vertically intergrated T2 manufacturer residing in high sec, I just want to throw some figures out there on how disproportionate the Liquid Ozone quantity is to the rest of the requirements for the fuel blocks.
Currently it takes me just under 300 standard ice blocks to fuel my POS each month and as I mine the stuff myself this is about 6 hours of time per month, out of an approximately 60 hours that I play, which is reasonable as there are usually times that are best spent semi-afk.
With the proposed Ozone quantities I would need about 1100 standard ice blocks, or about 22 hours per month, basically a third of my time.
OK, so the simple response is GÇ£pay for them you carebearGÇ¥, but the question then arises who is actually going to mine the ice? If the bot war is successful then there wonGÇÖt be ships glued to the ice fields 23.5 hours per day, and even if the price soars, there is a human toleration limit to ice mining.
Please please CCP Greyscale, reconsider the HW and Ozone quantities, they are totally out of kilter with the other requirements.
|

SloMoJoe
GoonWaffe Goonswarm Federation
20
|
Posted - 2011.11.30 16:55:00 -
[1133] - Quote
Now that the block BPO's have been seeded can we get a firm date for when the fuel swap over will actually occur? |

Andreas Finn
Quixotes
1
|
Posted - 2011.12.01 17:47:00 -
[1134] - Quote
CCP: Quote:The way we're strongly advising players to approach this handover is to fill your fuel bays with "half and half" - enough of the old fuel to last you to the changeover downtime and then some (I'd suggest 2-3 days extra just in case something horrible happens), and enough of the new fuel blocks to run the tower until you can fill it with 100% blocks. The server should then come back up after the update, see the new fuel and start consuming that like nothing had happened.
Umm, just tried to put some fresh cooked Gall blocks in a Shadow Tower... it won't let me. This plan is currently flawed  |

Scrapyard Bob
EVE University Ivy League
744
|
Posted - 2011.12.01 18:40:00 -
[1135] - Quote
Andreas Finn wrote:CCP: Quote:The way we're strongly advising players to approach this handover is to fill your fuel bays with "half and half" - enough of the old fuel to last you to the changeover downtime and then some (I'd suggest 2-3 days extra just in case something horrible happens), and enough of the new fuel blocks to run the tower until you can fill it with 100% blocks. The server should then come back up after the update, see the new fuel and start consuming that like nothing had happened. Umm, just tried to put some fresh cooked Gall blocks in a Shadow Tower... it won't let me. This plan is currently flawed 
Known issue. I figure it'll be fixed in the next patch, and maybe CCP will delay the swap a week.
|

Spank mehard
Tasman Universal Industries
2
|
Posted - 2011.12.07 10:37:00 -
[1136] - Quote
I haven't read all 57 pages but do we have a date for changeover yet? |

Icarus Helia
Fine Goods for Fine Gentlemen
40
|
Posted - 2011.12.08 06:09:00 -
[1137] - Quote
Spank mehard wrote:I haven't read all 57 pages but do we have a date for changeover yet?
no, and damnit - we should, or at least a clue - throw us a bone, CCP! An idea I had to promote small gang, and solo PVP - Targeted Cyno-Jamming Modules.
https://forums.eveonline.com/default.aspx?g=posts&t=45683&find=unread |

Salpun
Paramount Commerce Tactical Invader Syndicate
221
|
Posted - 2011.12.08 06:14:00 -
[1138] - Quote
Icarus Helia wrote:Spank mehard wrote:I haven't read all 57 pages but do we have a date for changeover yet? no, and damnit - we should, or at least a clue - throw us a bone, CCP! at least another week.
Best guess they are looking hard at the amount of blocks in game. When the amount of blocks reachs the point where there are enough to fuel all pos for a week they will switch over. |

Pyro Miner
Dutch Powerrr
4
|
Posted - 2011.12.08 17:23:00 -
[1139] - Quote
Scrapyard Bob wrote:Neo Agricola wrote: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... Dig back through the last 5-10 pages (at most). Perfect ME for 400 units of isotopes is about ME 80, but once you get to ME 14, you only waste 3 isotopes per block (0.75% waste on the isotopes). At ME 40, you reduce that to 1 waste unit. Getting to ME 14 is not going to take you very long, at which point you can throw it in a manufacturing line for about 1.5 days in order to produce about 30.5 days of large fuel. Base production time 5 minutes per 40 blocks, minus 20% for Industry V, minus another 17% if you go for PE 8, minus another 25% if you use a POS comp/ammo array, minus another 6% if you have the implant. Which drives the time down to about 2.5 minutes to create a single hour worth of large non-faction tower fuel pellets. So in 2-3 days, you can easily create 4 weeks of fuel using a slightly inefficient BPO (ME 14), after which you toss it back in the research lab for another week or two to get to ME 80 (if saving that single unit of isotopes really matters, otherwise stop at ME 40).
me 80 is same as me 40, at me 90 stil no change, when i made it a me 100 it went to 0.0% waste.... but stil same stats as the me 40 bpo so me 40 is alrdy 0.0 waste yust the 0.1% waste it shows on the bp info is wrong
also they did mention that they would deploy the changeover 2 weeks after the patch, but no final words have en sayed [IMG]http://i21.photobucket.com/albums/b274/pyronl/sigfire.png[/IMG] |

Scrapyard Bob
EVE University Ivy League
744
|
Posted - 2011.12.08 19:00:00 -
[1140] - Quote
Yep, I was thinking at the time it was a 10% waste BPO, but it's only a 5% waste BPO.
So ME40 is the right number (and maybe PE10). |
|

kanlance
Zero Core Labs United Abominations
0
|
Posted - 2011.12.09 13:57:00 -
[1141] - Quote
Icarus Helia wrote:Spank mehard wrote:I haven't read all 57 pages but do we have a date for changeover yet? no, and damnit - we should, or at least a clue - throw us a bone, CCP!
If you bother to keep up with front page news, it two weeks from the release of 11-30-2011 so the 14th of December.
Quote:The way we're going to roll this out is that the blocks, their blueprints and the changes to tower capacities will be introduced in the main patch. The changes to fuel consumption on the towers will be rolled out a couple of weeks later. The starbase system doesn't allow for multiple simultaneous fuel types, so we have to switch from one to the other during downtime. |

Scrapyard Bob
EVE University Ivy League
744
|
Posted - 2011.12.09 15:11:00 -
[1142] - Quote
kanlance wrote:Icarus Helia wrote:Spank mehard wrote:I haven't read all 57 pages but do we have a date for changeover yet? no, and damnit - we should, or at least a clue - throw us a bone, CCP! If you bother to keep up with front page news, it two weeks from the release of 11-30-2011 so the 14th of December. Quote:The way we're going to roll this out is that the blocks, their blueprints and the changes to tower capacities will be introduced in the main patch. The changes to fuel consumption on the towers will be rolled out a couple of weeks later. The starbase system doesn't allow for multiple simultaneous fuel types, so we have to switch from one to the other during downtime.
24th of January. https://forums.eveonline.com/default.aspx?g=posts&m=492083#post49208
Quote:Starbase structures begin consuming fuel blocks exclusively on January 24th. Hopefully this timeline will allow you to build up a sizable stock of blocks, without ruining your Christmas. IGÇÖm sure your family will appreciate you not bringing your laptop to the Christmas dinner to start production jobs. Please keep in mind that on the day of the switch, POSs will ONLY consume fuel blocks and all the old items will no longer keep the starbase going. |

Xander Hunt
31
|
Posted - 2011.12.13 08:16:00 -
[1143] - Quote
I can't be bothered to read through the 56 pages;
Are charters going to still be required to keep the POS going or are they going out the window? |

Jarnis McPieksu
364
|
Posted - 2011.12.13 11:02:00 -
[1144] - Quote
Xander Hunt wrote:I can't be bothered to read through the 56 pages;
Are charters going to still be required to keep the POS going or are they going out the window?
In empire space, yes.
So Jan 24th towers will need
Blocks Strontium (not consumed unless tower is reinforced) Charters (if applicable) |

Icarus Helia
Fine Goods for Fine Gentlemen
40
|
Posted - 2011.12.13 11:38:00 -
[1145] - Quote
kanlance wrote:Icarus Helia wrote:Spank mehard wrote:I haven't read all 57 pages but do we have a date for changeover yet? no, and damnit - we should, or at least a clue - throw us a bone, CCP! If you bother to keep up with front page news, it two weeks from the release of 11-30-2011 so the 14th of December. Quote:The way we're going to roll this out is that the blocks, their blueprints and the changes to tower capacities will be introduced in the main patch. The changes to fuel consumption on the towers will be rolled out a couple of weeks later. The starbase system doesn't allow for multiple simultaneous fuel types, so we have to switch from one to the other during downtime.
wow. just...wow.
that is not a date, and is the reason so many people making bets on it are in trouble right now, since it was changed to the 24th of january. (a specific date now) An idea I had to promote small gang, and solo PVP - Targeted Cyno-Jamming Modules.
https://forums.eveonline.com/default.aspx?g=posts&t=45683&find=unread |

Spank mehard
Tasman Universal Industries
2
|
Posted - 2011.12.17 21:37:00 -
[1146] - Quote
kanlance wrote:Spank mehard wrote:I haven't read all 57 pages but do we have a date for changeover yet? If you bother to keep up with front page news, it two weeks from the release of 11-30-2011 so the 14th of December.
Remind me to buy you a Crystal Ball for Christmas  |

Hinoshi
ARK-CORP Cascade Imminent
0
|
Posted - 2011.12.19 08:21:00 -
[1147] - Quote
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. |

Spank mehard
Tasman Universal Industries
2
|
Posted - 2012.01.18 10:22:00 -
[1148] - Quote
Righto CCP It's getting pretty close to the 24th........ Is this still green for go? |

Neo Agricola
BLACK-MARK
203
|
Posted - 2012.01.18 11:07:00 -
[1149] - Quote
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.
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 |

G'Shad
Weatherlight Fleetworks
0
|
Posted - 2012.01.24 00:14:00 -
[1150] - Quote
http://wiki.eveonline.com/en/wiki/Starbase#Fuel
Specificly: The one downside of the Fuel 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). The devs talked to some large-scale starbase operators about this, and they were told that the main bonus of faction towers for them is actually that they last longer between fuel cycles. To try and compensate for the increased running costs, they've taken the above bay size increases and added +25% bay size on top of that for the "tier 1" faction towers, and +50% bay size for the "tier 2" faction towers.
Are we really back to this again? I had thought the information of a bit ago and the change of how many fuel blocks are produced/used fixed this issue.
(edited) Sorry, looks like I was a bit early to judge. Seems just the wiki is not up to date.
http://www.eveonline.com/updates/patchnotes.asp |
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