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Thread Statistics | Show CCP posts - 56 post(s) |
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CCP Nullarbor
C C P C C P Alliance
558

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Posted - 2014.04.15 14:42:00 -
[1] - Quote
Dat screenshot  CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP Nullarbor
C C P C C P Alliance
560

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Posted - 2014.04.15 15:49:00 -
[2] - Quote
Yinmatook wrote:With these Industry changes and now the requirement to place your BPO/BPC out in the POS, I certainly hope that the game client will be able to see what you have out there (you know, like with the Corportation->Assets->Search interface).
Yes the new blueprint browser will show you all blueprints in stations or assembly arrays etc. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP Nullarbor
C C P C C P Alliance
560

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Posted - 2014.04.15 15:50:00 -
[3] - Quote
probag Bear wrote:Quote:Remove the ability for players to use stations to safely store their blueprints without putting them at risk in Starbase structures. Players will still be able to start their jobs remotely (via the use of Supply Chain Management and Scientific Networking skills), but will now have to move their blueprints directly into the starbase structures that require it, like other materials. My chief complaint: I have about 25,000 blueprints and blueprint copies and more than a half-dozen POSes. The only reason I can deal with such a quagmire is because of stations and containers. Currently, in order to produce a specific item, all I have to do is go to a certain station, open a certain container, and move some of its contents to the station floor. Under this new system, judging by the way you phrase it ("like other materials"), I would need to do one of two things: 1. Let all my blueprints pile up in various POS arrays, and thus have to scroll through at least hundreds of items every time I start a job. 2. Store all my blueprints in nice organized containers as I do now, and thus every time I start a job be forced to go to every one of my POSes, individually open every single POS array I'm using, scroll to the right container, and remove a simple handful of blueprints each time. #2 would be a lot more clicks, a lot of downtime as I warp between POSes, and in general a lot of annoyance. Even if the S&I interface is revamped to where I don't need to click the exact same 8 spots on my screen 10 times for every character I own, the amount of time wasted by clunky game mechanics would still increase significantly. Long story short, when you work on your filtering mechanisms, please keep in mind that many of us manage more than a single POS and definitely more than just a handful of arrays, cycle through several dozen blueprint types rather than only producing Megathrons, and in general go to extremes that you, Developers, may not expect.
You will be able to see all your blueprints in assembly arrays etc and remotely start jobs from containers, so that should cover your use case.
EDIT: There is also a nice search / filter interface, you will get some time on SiSi to give us feedback on how this works before we go live too. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP Nullarbor
C C P C C P Alliance
560

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Posted - 2014.04.15 15:55:00 -
[4] - Quote
Squelch wrote:H3llHound wrote: One RAM now will become 100 RAM after the patch.
Where did you see this? The only thing I see in the Devblog is: Multiply number of R.AM. and R.Db. given for each run of their respective blueprint by 100. Multiply all R.A.M. and R.Db. job requirements by 100, then further multiply that number by the old damage per run percentage.That doesn't mention existing stocks.
Confirming this means existing stock including in market orders, contracts etc CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP Nullarbor
C C P C C P Alliance
566

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Posted - 2014.04.15 16:40:00 -
[5] - Quote
Freelancer117 wrote:And the obvious question has to be asked ofc, will the industry changes be tied into CREST ?
We will at the very least be updating the static export with new blueprint data, and I'll try and get this out to devs before the release. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP Nullarbor
C C P C C P Alliance
570

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Posted - 2014.04.15 17:24:00 -
[6] - Quote
Rivr Luzade wrote:CCP Ytterbium wrote:Maximus Andendare wrote:This may be in the cost scaling blog, but will the 0-14% cost increase be reflected in the UI in some way, or will we have to learn this from our spreadsheets? The new UI will show you the accurate price before you actually install the job. And can I get an answer in that regard to my question? How are we supposed to compare stations in regard to the different cost levels without ferrying the stuff around? Or have you also not thought this through? 
You will be able to get a quote from a station you are not at, with a blueprint you don't even own. More details to follow in the UI blog. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP Nullarbor
C C P C C P Alliance
572

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Posted - 2014.04.15 17:30:00 -
[7] - Quote
Ranger 1 wrote:Canenald wrote:Sounds to me like manufacturing and research is about to be dumbed down. Yeah, just like the creation of a GUI dumbed down computer use.  Hell, now EVERONE will be able to do it... sheesh.
We talk a lot about good and bad complexity within the team. A fair portion of the industry changes are pretty clear examples of removing bad complexity, while still keeping the interesting problems for players to solve.
Some of the changes are also centered around cleaning up years of legacy code, freeing us up to better iterate on the feature and do more sexy looking UI  CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP Nullarbor
C C P C C P Alliance
574

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Posted - 2014.04.15 17:39:00 -
[8] - Quote
Knug LiDi wrote:CCP Ytterbium wrote:Maximus Andendare wrote:This may be in the cost scaling blog, but will the 0-14% cost increase be reflected in the UI in some way, or will we have to learn this from our spreadsheets? The new UI will show you the accurate price before you actually install the job. That's nice - BUT - I want to know this cost BEFORE I transport materials to a particular station. I.e. the cost amount need to be reflected in the information about that station. And, of course, it is dynamic. This is necessary. Trial and error trying to find cheap manufacturing while carrying materials is stupid. If the rate is dynamic, it needs to be on the equivalent of a market, so players have the intel to decide how far/how much. Doing this while carrying good is idiotic. Flying to 50 stations to determine a value that may change before I get back is wrong. Let me view the local 'market' for manufacturing just like a can examine the market for ore. Then I will make market decisions
You will be able to request a quote from a station before a) going there b) moving materials and even c) purchasing the blueprint. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP Nullarbor
C C P C C P Alliance
574

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Posted - 2014.04.15 17:39:00 -
[9] - Quote
Lors Dornick wrote:CCP Nullarbor wrote:Ranger 1 wrote:Canenald wrote:Sounds to me like manufacturing and research is about to be dumbed down. Yeah, just like the creation of a GUI dumbed down computer use.  Hell, now EVERONE will be able to do it... sheesh. We talk a lot about good and bad complexity within the team. A fair portion of the industry changes are pretty clear examples of removing bad complexity, while still keeping the interesting problems for players to solve. Some of the changes are also centered around cleaning up years of legacy code, freeing us up to better iterate on the feature and do more sexy looking UI  Success in industry should be about knowing what to build, how, where, when, sourced from where and sold at the right place and at the right time. Edit: and for the right price. It should never be about to be able to stand or navigate a stupid UI.
This. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP Nullarbor
C C P C C P Alliance
577

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Posted - 2014.04.15 17:59:00 -
[10] - Quote
Knug LiDi wrote:CCP Nullarbor wrote:Knug LiDi wrote:CCP Ytterbium wrote:Maximus Andendare wrote:This may be in the cost scaling blog, but will the 0-14% cost increase be reflected in the UI in some way, or will we have to learn this from our spreadsheets? The new UI will show you the accurate price before you actually install the job. That's nice - BUT - I want to know this cost BEFORE I transport materials to a particular station. I.e. the cost amount need to be reflected in the information about that station. And, of course, it is dynamic. This is necessary. Trial and error trying to find cheap manufacturing while carrying materials is stupid. If the rate is dynamic, it needs to be on the equivalent of a market, so players have the intel to decide how far/how much. Doing this while carrying good is idiotic. Flying to 50 stations to determine a value that may change before I get back is wrong. Let me view the local 'market' for manufacturing just like a can examine the market for ore. Then I will make market decisions You will be able to request a quote from a station before a) going there b) moving materials and even c) purchasing the blueprint. Singular quote system will be very slow. Can we not have a region-wide response to the same query? These values should be calculated (daily?) and stored for recall. This could be similar to the contract market. Give me a table of choices ! Just like shopping for mission agents.
You will also get a list of locations you can install the job in the region with a way to compare their relative pricing. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP Nullarbor
C C P C C P Alliance
589

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Posted - 2014.04.15 20:38:00 -
[11] - Quote
DoAsYouAreBid wrote:Quote:Allow Starbases to be anchored anywhere in high-security space and without standing requirements (minus some protected solar systems, like Jita or new player starting systems of course). Anywhere? What does that mean? In a safe? At the Sun? 1000km off a station? I know it's a stupid question but that needs tidying up or clarifying. D-Scan will become a useless worthless piece of cack if pos can be placed anywhere 
No, they still need to be anchored at moons. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP Nullarbor
C C P C C P Alliance
589

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Posted - 2014.04.15 20:41:00 -
[12] - Quote
Halia Thorak wrote:I have a couple of questions and comments about the changes, but over all the look really good.
Firstly how do you intend to address invention and the to make it less clunky without totally breaking it with these changes. In the current pos system if I can't run jobs remotely from a station I need to go to a POS to run the jobs which locks down a toon to the system as the cycle times are only 1.25 hours, do you intend to streamline this?
Secondly I think that a hard cap of 14% is faaaar to low, the fee's as they stand right now are a joke compared to the cost of fueling a pos per slot. The current prices even at 500% its almost equal the cost per hour to run a job in a reasonably fit pos.
Lastly while we're changing copying times I'd like to see T2 BPO copy times remain where they are, if they become more viable then invention you will likely see that system in its current state fizzle out really really quickly. People who got lucky in the T2 BPO lottery already have piles of money, there is absolutely no need to line their pockets even more (imo they should all be done away with to make it fair but oh the rivers that would be cried if you did that).
You will be able to install invention jobs remotely. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP Nullarbor
C C P C C P Alliance
620

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Posted - 2014.04.16 14:36:00 -
[13] - Quote
Xe'Cara'eos wrote:can we turn off the new interface and use the old one that we all know and love/hate?
No, but we may be able to offer some counselling  CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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