Sylvanium Orlenard
Future Corps Sleeper Social Club
41
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Posted - 2014.04.16 00:41:00 -
[1] - Quote
It is extremely hard to intillegently comment on changes to industry when you announce that there are 5 (or 6?) more Dev Blogs to come to cover all areas of industry (not counting the changes that will come in what I presume will be the point release, namely to inventions and reverse engineering). So CCP, pls pls pls write and release the rest of the Dev Blogs in this series so that I can understand more how my game play will be affected. For example I'm extremely worried that the fact that I'll have to more around the blueprints (be it be copies or originals) along with the raw materials now, but for all I know in one of the next dev blogs you made BPCs and researched BPOs stackable.
However there are several points I want to bring up.
1. You mentioned that all slots will be removed from the game and the price scale will be implemented everywhere. This is concerning because for those of us using a POS, we already pay a price for those slots, these slots are much much more expensive the the ones that are currently available in NPC stations, we pay for them by fueling our POS, we can do some math and spreadsheet foo to figure out the actual price of these slots. However if slots aren't going to be a thing anywhere and the ISK sink mechanism will be added to Assembly Arrays and Mobile Laboratories then you are effectively saying that I'll be paying twice (once with POS fuel and the second with the ISK sink price scheme) for the right to use said arrays or labs, Am I correct? (again the answer to this riddle may reside in one of the upcoming dev blogs)
2. As has been pointed out at many many occasions throughout this thread, Locking and Unlocking BPOs are going to be a serious problem because now I need to move said BPOs more often then I ever did before. (in order to either build at the POS arrays or to find a cheaper station). If I can't rely on the BPO lock down anymore then I won't have anyone else in my industry corp but my own alts, which is sad and removes partnership and group gameplay.
3. You mentioned in the Dev Blog that copy times will be decreased in order to make it a viable option to rectify point number 2. Which is all nice however, T2 components BPOs require items (reports I believe) in order to make copies of them, which couple with the new escalating price scheme will effectively raise the price of production and force me to haul yet more stuff. (but who knows maybe you have an answer for that waiting for me in an future dev blog)
4. POS standing requirement removed for H-Sec, is worrisome. Some corporations will have more trouble, not less to get their own moon in H-Sec that is respectively close to a trade hub. Why do you ask? Just look at what happened with POCOs, while I'm sure the intend was to put more power to the ppl what really happened is that the big H-Sec corporations took over as many planets has possible and now extort taxes over the small corp players who wish to do PI. I predict that most of the moons in "The Forge" for example will quickly be taken over and a number of placeholder dead sticks will be placed instead and those same big corps will either sell the spots or most likely rent the spots. (Pay me a monthly fee or we war-dec you and you loose that moon). Making it easier from a game mechanic point of view to install a POS also makes it easier for the big guys and thus give them more chances to choke out the small corps. In RL we have Governments that apply regulations against monopolies for example, in EVE requiring standings to anchor a tower played a similar role. This is a good thing. I'm not against revisiting how standings work for POSes but I am against seeing this mechanic disappear entirely and not be replaced by an other.
5. In the Dev blog you mentioned, that you want the ISK vs RISK calculation to be taken into account, which is good but in my opinion forcing BPOs to be brought into a POS array to take advantage of said array is tipping the scale to far towards the RISK side of things. Example, a player specializes in making Command Ships or all kinds, to accomplish this is has 1 T1 battlecruiser BPO, researched, for each command ship and he decides to anchor his POS at a system that has no NPC station with Industry slots of any kind. Associating an ISK value to those BPOs is troublesome at best, because while its easy to figure out how expensive an unrehearsed BPO is, the research one has a different value depending on the price you paid to research them (sliding pay scale for research slots) not counting the 3 to 6 months you spend to do the actual research on them. If he were to loose his tower and all which is in it, then for this player to be able to return to his old set-up would take almost a full year, that is a full year that he has to find other sources of income because he command ship production was blown up. That is a huge, huge amount of risk, and the ISK was probably just enough for him to a for a PLEX every month and do some PvP. In my opinion the balance between ISK and Risk is broken in that instance.
That being said I really really really look forward to the rest of the Dev Blogs in this series so that I can make a more informed decision about it. Until then I count myself has Cautiously Optomistic |
Sylvanium Orlenard
Future Corps Sleeper Social Club
47
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Posted - 2014.04.30 02:35:00 -
[4] - Quote
CCP Ytterbium wrote:Another update. Assembly Arrays:
- Material reduction from all Assembly Arrays has been reduced from 5% to 2%.
- Advanced Assembly arrays material waste has been removed. They used to have 10% material waste, they now have 2% material reduction like the regular Assembly Arrays.
- We are considering increasing cargohold on Assembly Arrays, more updates as we get them.
I'm a little bit confused, could someone clarify?
Equipment Assembly Array Info wrote: A mobile assembly facility where modules can be manufactured more efficiently than the rapid equipment assembly array but at a reduced speed.
6 manufacturing slots Base time multiplier: 0.75 Base material multiplier: 1
What is this "Material Reduction" you speak of?
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