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Author |
Thread Statistics | Show CCP posts - 45 post(s) |
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CCP Eterne
C C P C C P Alliance
3449
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Posted - 2014.04.30 11:35:00 -
[1] - Quote
The next in our line of Industry-focused dev blogs for the summer release takes a look at Industry Work Teams. These teams will become important parts of the new system, determining how efficient your industry works. Learn all about how to recruit and exploit these work teams in the newest dev blog from CCP SoniClover. EVE Online/DUST 514 Community Representative GÇ+ EVE Illuminati GÇ+ Fiction Adept
@CCP_Eterne GÇ+ @EVE_LiveEvents |
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CCP SoniClover
C C P C C P Alliance
560
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Posted - 2014.04.30 11:55:00 -
[2] - Quote
ChromeStriker wrote:ooo oo o o o o ooooooo
Edit:
So to be clear... A system can have any number of "Teams"? and these are drawn from a global pool?
There is no limit to the number of teams a system can have. There is no limit to how many jobs the team can be used on (either in parallel or in sequence). The pool is global. |
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CCP SoniClover
C C P C C P Alliance
560
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Posted - 2014.04.30 11:58:00 -
[3] - Quote
Kendra Zane wrote:It sounds like a reasonable idea but I'm concerned that most of the teams will end up in the same few systems because of the concentration of industry happening there and the easier spread of costs.
I do like the idea of team creation being a PI activity.
How many teams can be active in a system at once? How many active over the whole of New Eden? How often do they "spawn"?
EDIT: This all feels a little too dynamic. Industry doesn't like moving around so it wouldn't surprise me if we ended up with a mostly similar cost for building the same thing, be it in a busy or empty system.
The total number of teams is determined by how fast they are seeded. We will adjust this number based on usage and on how many different teams we have (for instance the seeding will speed up when we add invention teams). Currently it is around six teams per hour. |
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CCP SoniClover
C C P C C P Alliance
560
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Posted - 2014.04.30 12:00:00 -
[4] - Quote
Nalha Saldana wrote:Is there a minimum markup when bidding on a team? And if so is it % or fixed value?
The minimum is based on the distance between the team's home system and the system you're bidding for. The current numbers are 10,000 ISK per jump (this is easily adjustable). |
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CCP SoniClover
C C P C C P Alliance
560
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Posted - 2014.04.30 12:03:00 -
[5] - Quote
Medalyn Isis wrote:Also I would consider teams lasting more than a month, I think 3 months would be more suitable. 1 month is nothing when you are making even short term industry decisions.
4 weeks may be too short. That's the number we're working with right now, but it can be adjusted of course if the need arises. We have to be mindful of several different things here, for instance the longer a team stays in a system the more people will be compelled to move to that system and we are wary of encouraging nomadic behavior too much. |
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CCP SoniClover
C C P C C P Alliance
560
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Posted - 2014.04.30 12:03:00 -
[6] - Quote
Berluth Luthian wrote:I guess since teams can be used for POS/wormhole work, they can be summoned in systems where there isn't a station service for their respective specialty?
Yes, a team can operate in a system regardless of the system's infrastructure. |
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CCP SoniClover
C C P C C P Alliance
560
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Posted - 2014.04.30 12:05:00 -
[7] - Quote
Medalyn Isis wrote:CCP SoniClover wrote:Kendra Zane wrote:It sounds like a reasonable idea but I'm concerned that most of the teams will end up in the same few systems because of the concentration of industry happening there and the easier spread of costs.
I do like the idea of team creation being a PI activity.
How many teams can be active in a system at once? How many active over the whole of New Eden? How often do they "spawn"?
EDIT: This all feels a little too dynamic. Industry doesn't like moving around so it wouldn't surprise me if we ended up with a mostly similar cost for building the same thing, be it in a busy or empty system. Currently it is around six teams per hour. Ok just answered my question there. Six teams per hour sounds like quite a lot. So six teams would equal 24 members as each is made up of 4 different specialisations. So that is quite a lot per hour considering they last a month. Also are teams predefined in terms of their composition, or can we select individually each of the component members?
They are selected semi-randomly at creation. If and when we allow players to create teams themselves, they will have more control over this. By semi-random I mean that the specialties of the team members will be connected (like all ship related), not all over the place. |
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CCP SoniClover
C C P C C P Alliance
562
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Posted - 2014.04.30 12:09:00 -
[8] - Quote
Alphari Vendren wrote:Will there be sniper protection? I.e. a team auction doesn't close if a bid has been made in the last 60 seconds or so? If there isn't, an auction becomes a race to see who clicks fastest in the last server tick.
We haven't implemented it yet, but it is on our agenda. If we don't manage to add it before the release, we aim to do it in a point release. |
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CCP SoniClover
C C P C C P Alliance
562
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Posted - 2014.04.30 12:09:00 -
[9] - Quote
Cultural Enrichment wrote:CCP SoniClover wrote:Kendra Zane wrote:It sounds like a reasonable idea but I'm concerned that most of the teams will end up in the same few systems because of the concentration of industry happening there and the easier spread of costs.
I do like the idea of team creation being a PI activity.
How many teams can be active in a system at once? How many active over the whole of New Eden? How often do they "spawn"?
EDIT: This all feels a little too dynamic. Industry doesn't like moving around so it wouldn't surprise me if we ended up with a mostly similar cost for building the same thing, be it in a busy or empty system. The total number of teams is determined by how fast they are seeded. We will adjust this number based on usage and on how many different teams we have (for instance the seeding will speed up when we add invention teams). Currently it is around six teams per hour. 6 teams created each hour, as in 144 each day, over 4000 active simultanously?
This sounds about right. |
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CCP SoniClover
C C P C C P Alliance
562
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Posted - 2014.04.30 12:12:00 -
[10] - Quote
Medalyn Isis wrote:CCP SoniClover wrote:Nalha Saldana wrote:Is there a minimum markup when bidding on a team? And if so is it % or fixed value? The minimum is based on the distance between the team's home system and the system you're bidding for. The current numbers are 10,000 ISK per jump (this is easily adjustable). You get the isk back though if you lose the auction. So I don't see how this is much of a deterrent unless there is no competition for bidding on teams. Perhaps make there be a fixed cost to bid on the team which would not count towards the auction bid, and is only taken if you win the auction. That would make a lot more sense.
The intention here is not to have the distance act as a hard barrier or too much of a penalty. The way we see this is that very good teams will be competed on a global scale, because their value (and thus how much people are willing to pay to get them) is so high that meeting the minimum is no issue. For less good teams, there will be a cut-off point where the minimum price is higher than what you're willing to pay for the team, so that creates more localized market. |
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CCP SoniClover
C C P C C P Alliance
562
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Posted - 2014.04.30 12:31:00 -
[11] - Quote
Kip Troger wrote:When you are bidding, do you actually put your isk into the pool for a system and it gets returned to you at the end of the auction if your system does not win?
Is it a blind auction? Or Will you be able to see all system bids for that team?
Can you put bids in for multiple systems?
The money you bid is put into escrow (so you actually must have it). If you win, it is removed, if you lose, it is returned to you.
Players will see the highest 5 bids for solar systems for a team.
You can bid on multiple teams and on behalf of multiple systems, if you so choose. |
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CCP SoniClover
C C P C C P Alliance
562
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Posted - 2014.04.30 12:33:00 -
[12] - Quote
Magic Crisp wrote:Would there be an option to make teams private when hiring them? It's not that i dislike my mates in the system, but this has security implications. I know you prefer risk to reward, but we prefer things being controllable. Like if there's a particular industrial activity going on in a system, that might easily give a guess to others.
Teams are always public, available to anyone able to do a job in the system. Access can only be controlled on facility level. |
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CCP SoniClover
C C P C C P Alliance
566
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Posted - 2014.04.30 12:40:00 -
[13] - Quote
Quintessen wrote:Two major concerns:
1) How is this not simply going to go to whomever has the most coordinated effort to attract them and who already has the most money (major null-sec alliances).
2) When a team arrives people will likely shift production to their specialties for that system? How is that not likely to produce an oversupply for all involved meaning that using a team actually means less profit and not more? One of my first instincts is going to be seeing if using teams actually hurts a local system.
Valid concerns, the way to aim to address both is by having a lot of teams active. As there are only so many teams you need, lots of teams mean more people have access to them. As for people shifting production based on team availability, I don't think this will be a major issue, as this assumes you already have the blueprints and the logistic chain setup to take advantage of the new team. I don't think this will be the case all that often. |
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CCP SoniClover
C C P C C P Alliance
566
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Posted - 2014.04.30 13:10:00 -
[14] - Quote
virm pasuul wrote:Each team has four members, and each member has a specialty. The specialty can be broad, but with less bonus (for example Ship GÇô Small Class) or narrow and bigger bonus (like Ship GÇô Frigate). Team members cannot have the same specialty.
Does "Team members cannot have the same specialty." mean specialty can overlap if slightly different or not ? e.g. Using your example could one team have two members : 1st having - Ship GÇô Small Class 2nd having - Ship GÇô Frigate
and these two overlapping ( but not exactly the same ) specialties would both apply to someone manufacturing frigates at the same time?
Yes, the example you give is possible (and even quite likely). In this case, the bonuses are cumulative when using this team to manufacture a frigate. The maximum possible bonus is 7.5% to ME or 15% to TE (as the max bonus for a broad specialty is 2.5% ME/5% TE, double that for narrow specialty). |
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CCP SoniClover
C C P C C P Alliance
566
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Posted - 2014.04.30 13:10:00 -
[15] - Quote
virm pasuul wrote:Are we going to see any player Eve skills based around teams?
e.g. Team Relations - boosts team member specialization bonuses by 10% per level so a team that gave a 5% bonus would give a 7.5% bonus at skill level 5?
Numbers etc... only an example not a proposal. My question is will there be Eve skills related to this?
We're not planning any at this moment. Might add later if we feel the need. |
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CCP SoniClover
C C P C C P Alliance
566
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Posted - 2014.04.30 13:11:00 -
[16] - Quote
Corraidhin Farsaidh wrote:Will there be an option to create teams for your own use through your PI (effectively university scholarships and the like)?
This is one of the things we might add in the future. |
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CCP SoniClover
C C P C C P Alliance
566
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Posted - 2014.04.30 13:11:00 -
[17] - Quote
handige harrie wrote:If teams have a minimum cost per Jump and teams can be used in Wormholes, how are bids from WH's calculated?
They're assumed to have a fixed jump distance of 50. |
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CCP SoniClover
C C P C C P Alliance
566
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Posted - 2014.04.30 13:14:00 -
[18] - Quote
Patri Andari wrote:Abrazzar wrote:Are there any plans to bring standings, both faction and corporation based into the system? Tax reduction? Faction Teams? Carthum Inventors? Anything like that? Is there anything at all planned for standings or are they made more and more obsolete? +1
We've discussed having racial differences in teams, if we go for something like that standing can be added into it as well. But that is a future discussion, we're not aiming for this in the summer release. |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
315
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Posted - 2014.04.30 13:17:00 -
[19] - Quote
DireNecessity wrote:Berluth Luthian wrote:What will happen to the effects from teams if their tenure is up part way through the completion of a job? I'm puzzled it wasn't covered in the Dev Blog - it is the obvious question
The job will continue and complete without issue. Any bonuses are applied on submitting the job, even if the Team retire (before the job is complete) the bonus has already been applied for the duration of the job.
Feel free to poke me on: Twitter |
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CCP SoniClover
C C P C C P Alliance
567
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Posted - 2014.04.30 13:21:00 -
[20] - Quote
Weaselior wrote:What are the sort of broad/narrow specialties when it comes to non-ships (or are ships the only thing that teams boost)? How narrow or broad are they (e.g. is narrow like "small lasers", "lasers" or "mega beam laser IIs only" and is broad like "mods", "armor mods" or "active armor taking mods")?
The teams cover everything possible to manufacture, the Ship type was just used as an example. To give you a bit better idea for the specialties, there are 135 of them total (40 broad, 95 narrow). An example is Armor, a broad specialty. It has three narrow specialties under it - Armor Active Modules, Armor Passive Expanders and Armor Passive Resistance. |
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CCP SoniClover
C C P C C P Alliance
567
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Posted - 2014.04.30 13:24:00 -
[21] - Quote
Akrasjel Lanate wrote:I think i like it Good to hear about Inferno boosters again
You'll like it more when you start feeding it to young science graduates eager to provide for their families. Not moral ambiguities at all |
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CCP SoniClover
C C P C C P Alliance
567
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Posted - 2014.04.30 13:25:00 -
[22] - Quote
Seith Kali wrote:CCP SoniClover wrote:Weaselior wrote:What are the sort of broad/narrow specialties when it comes to non-ships (or are ships the only thing that teams boost)? How narrow or broad are they (e.g. is narrow like "small lasers", "lasers" or "mega beam laser IIs only" and is broad like "mods", "armor mods" or "active armor taking mods")? The teams cover everything possible to manufacture, the Ship type was just used as an example. To give you a bit better idea for the specialties, there are 135 of them total (40 broad, 95 narrow). An example is Armor, a broad specialty. It has three narrow specialties under it - Armor Active Modules, Armor Passive Expanders and Armor Passive Resistance. Any chance we can get a complete table?
I'll try to get it out to you at some point, maybe in a separate dev blog. We're still tweaking and tuning it. Should be good in a week or two. |
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CCP SoniClover
C C P C C P Alliance
567
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Posted - 2014.04.30 13:27:00 -
[23] - Quote
Bad Bobby wrote:CCP SoniClover wrote:Weaselior wrote:What are the sort of broad/narrow specialties when it comes to non-ships (or are ships the only thing that teams boost)? How narrow or broad are they (e.g. is narrow like "small lasers", "lasers" or "mega beam laser IIs only" and is broad like "mods", "armor mods" or "active armor taking mods")? The teams cover everything possible to manufacture, the Ship type was just used as an example. To give you a bit better idea for the specialties, there are 135 of them total (40 broad, 95 narrow). An example is Armor, a broad specialty. It has three narrow specialties under it - Armor Active Modules, Armor Passive Expanders and Armor Passive Resistance. Could you give us an example for ammunition?
Right now it is Ammo as the broad specialty, with Bombs, Crystals, Hybrid Ammo, Missiles & Rockets and Projectile Ammo as the narrow specialties. We could break it out further (like have separate narrow specialties for tech I and tech II ammo), but we're trying to keep the total number not too high |
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CCP SoniClover
C C P C C P Alliance
567
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Posted - 2014.04.30 13:32:00 -
[24] - Quote
virm pasuul wrote:What is CCP trying to achieve with all the changes?
What confuses me a little: This team thing sounds fun - but I'm getting mixed messages from CCP. Some changes seem designed to encourage spreading out of players, other changes seem to be designed to do directly the opposite and clump players together. Which is it you are trying to encourage? Or are you trying to encourage a more dynamic map? A map that shifts and changes over time, as players are continually adjusting trying to chase optimal conditions for profit?
The cost scaling acts as a push - it encourages people to spread out. The teams encourage you to operate where the good teams are, so they act as a pull. Together it creates a dynamic landscape that changes over time. This was the goal. What it also does is reduce the predictability of the system. This is also intended. |
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CCP SoniClover
C C P C C P Alliance
567
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Posted - 2014.04.30 13:34:00 -
[25] - Quote
Seith Kali wrote:Will there be any spawn weighting? I.e will lower bonused ones be more likely to spawn than high bonused ones? Will there be any caps? IE only 1 Passive Armour Broad in game at a time?
Level 5 efficiency is less likely than level 1 efficiency, so there is a weight yes. There are no spawn rules on min or max number of specialties. This means that at any given time, there could 10 teams with a given narrow specialty and two months later there could be only 1, or vice versa. |
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CCP SoniClover
C C P C C P Alliance
568
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Posted - 2014.04.30 13:40:00 -
[26] - Quote
Grapillon wrote:So as a Producer I have to decide on variants:
- Build in JITA at 5% reduced material cost but with increased installation costs
- Build not in JITA with reduced installation costs but without a good team
Quote:Teams have a home location when they are created and the minimum is higher the further away the teamGÇÖs home is. This represents a relocation cost and gives a small amount of geographical differentiation without it being too stifling. Whats keeping me from simply bid for all teams in Jita and transferring them wherever I want ? If everybody teams up all teams go to jita and are transferred away since the cost for transfer is not too stifling?
Teams cannot be transferred. |
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CCP SoniClover
C C P C C P Alliance
568
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Posted - 2014.04.30 13:52:00 -
[27] - Quote
Iorga Eeta wrote: Joking aside, I like the idea in concept. It'll be interesting to see what happens when it goes live. How long is the "auction" period for a team, btw?
The auction will last for 7 days. We will pre-seed teams when this goes live, so on average six auctions will end every hour. |
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CCP SoniClover
C C P C C P Alliance
568
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Posted - 2014.04.30 13:53:00 -
[28] - Quote
Rivr Luzade wrote:So, do I get that right: I bet on the Team and I win the Team and then everyone else can use my Team and doesn't need to pay money to me to use my Team. So I pay that others can use it?
This can happen. |
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CCP SoniClover
C C P C C P Alliance
575
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Posted - 2014.04.30 14:07:00 -
[29] - Quote
Loraine Gess wrote:Soniclover, I would ask if it's possible to retract bids on teams. If it so possible, then you will hand us an important tool to wage economic warfare. And isn't that the point of the market? PVP?
Hm, could work. We'll look into it, thought it might lead to too weird situation. Would have to be worked into the sniper rules, as the most important thing is how things stand in the last minute of the auction. |
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CCP SoniClover
C C P C C P Alliance
575
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Posted - 2014.04.30 14:13:00 -
[30] - Quote
Riela Tanal wrote:So why are the teams NPCs instead of composed of players? Seems more like focusing more on solo work then a combined effort for industrial operations. I was envisioning more of the team aspect function in industry but I suppose I can wait and see.
Cooperative gameplay in industry requires complete rewrite of the corp role system. Hopefully that will happen soon (you didn't read this here). |
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CCP SoniClover
C C P C C P Alliance
583
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Posted - 2014.04.30 14:15:00 -
[31] - Quote
Michael Harari wrote:Is it public knowledge which teams are working in which systems?
What teams are in what systems is public knowledge. You don't know if or how much they're being used. |
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CCP SoniClover
C C P C C P Alliance
583
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Posted - 2014.04.30 14:21:00 -
[32] - Quote
Lilliana Stelles wrote:Invention details PLEASE. Does the ME bonus apply to invention jobs? Does it reduce datacores required or does it boost the ME output of the copy?
Invention teams are coming later in a point release, so we haven't nailed down how they will work. They might work similar (or even replace) decryptors. |
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CCP SoniClover
C C P C C P Alliance
583
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Posted - 2014.04.30 14:23:00 -
[33] - Quote
Dinsdale Pirannha wrote:Sigh....
You guys at CCP really don't get it, do you.
What industrialists want, in real life or otherwise:
1. Cost certainty 2. Minimized risk for return (both in capital investment and getting shot at) 3. Minimizing non-productive time (you know, like what you are supposedly addressing with the UI changes)
In all 3 areas, you have managed to create the exact opposite.
Cost certainty is absolutely impossible with all these changes. Risk of capital because of #1 just shot through the roof, and that does not even begin to deal with the real chances of getting shot at all the high choke systems that exist in the game. And as for minimizing non-productive time, well, just like bad industrialists think that minerals they mine are free, you guys at CCP must think that all the time is free that is involved in guessing the profitability of a job, and then hauling materials, blueprints, finished products, and now, ultimately POS's, all over the universe.
A dynamic landscape for industrialists, expecting them to pull up stakes every now and then and move operations is one of the most stupid things to ever come out of CCP. Of course, given that the null sec cartels can establish and strictly control who builds, what they build, and when they build at every single null sec station under their control, this whole industry overhaul works perfectly for them. Gee, it is almost like they handed you the whole industrial blueprint and said "Here, implement this."
You seriously think this all these changes actually make industry MORE enjoyable for players? You guys are so far out in left field, you can't even see home plate.
Optimizing towards boredom is not a good design direction, no matter how much you want it.
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CCP SoniClover
C C P C C P Alliance
587
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Posted - 2014.04.30 14:31:00 -
[34] - Quote
Loraine Gess wrote:I'm afraid I lost the post but someone made a good point in that the winning bidder should be able to access the team at base cost. This seems fair, but with bids piling up I would suggest the highest bidder among the system take the cake - Although then you might have to make a system to determine who's bidding what in what system, which has its own potential problems. To solve this you could make the "base" labor/build cost available to anyone who contributed at least a certain % of the pot (i.e. 5%). This would prevent people from "0.01isking" in order to get access to the lower (lower) build cost, but without contributing anything.
Of course, it remains to be seen how, if at all, players will need to be incentivized regarding bidding on teams. Personally I plan on bidding on day 1, but I have no idea how my price point compares to others - and would rather not share that information.
This is one of things we'll be monitoring very close after this goes live, as it is one of the biggest uncertainties. We did look into options to reward the bidder (after the CSM raised this issue). Unfortunately, there is no clean, elegant way to do it that either doesn't complicate the system a bunch or allows for weird exploits. So any good suggestions on this are welcome
Of course, if freeloading turns out to be stifling the system too much, we will have to bite the bullet on complicating the system to counter it, but we want to avoid it if possible. |
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CCP SoniClover
C C P C C P Alliance
588
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Posted - 2014.04.30 14:43:00 -
[35] - Quote
Galen Achu wrote:Are the bids in the auction UI shown per player or per system? It seems more logical to display the total amount per system as the blog states: "When the auction ends, the solar system with the highest pooled bid wins."
It lists the systems with the highest bid pools. When an auction ends, a notification is sent to those who made bids (both winners and losers), which includes a list of top contributing players to the system pool. |
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CCP SoniClover
C C P C C P Alliance
589
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Posted - 2014.04.30 14:48:00 -
[36] - Quote
Zakarumit CZ wrote:I keep reading this again and again and I am not sure if I inderstand those changes. So the ME % bonus means I need less materials for manufacturing? The TE bonus means I will manufacture faster? Or does those bonuses apply only to the install fee from the previous blog? And how? I remember seeing a team bonus mupliplyer out there, but here in blog is ME and TE bonus...whats that? Are there going to be teams giving bonuses to manufacturing, ME research, TE research, copying? I think it was mentioned out there. What ME and TE means for each of those? Does it mean we need less materials for research? That sound silly, as research already doesnt need almost any materials. Team has got 4 members. So when I have 4 members with same narrow bonus to manufacturing of 1 ship type and every of them has lvl 5, does it mean I am going to build the ship 4*5=20% cheaper? Seems strange.
Can someone please make some examples how exactly is this going to work for manufacturing, ME/TE research, copying etc? Thanks guys
The team can give a bonus similar to what you get from the facility you're using or the research level of your blueprint, so yes, less materials needed and/or faster manufacturing time.
As team members cannot share a specialty, the maximum ME bonus is 7.5% and maximum TE bonus is 15% (but never both at the same time). |
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CCP SoniClover
C C P C C P Alliance
589
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Posted - 2014.04.30 14:50:00 -
[37] - Quote
Laendra wrote:CCP SoniClover wrote:Galen Achu wrote:Are the bids in the auction UI shown per player or per system? It seems more logical to display the total amount per system as the blog states: "When the auction ends, the solar system with the highest pooled bid wins." It lists the systems with the highest bid pools. When an auction ends, a notification is sent to those who made bids (both winners and losers), which includes a list of top contributing players to the system pool. but not a full list of winning bidders?
Currently, it only lists top 5, to keep the notification from being very long in some cases. The intel gathering aspect of this is intended. |
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CCP SoniClover
C C P C C P Alliance
589
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Posted - 2014.04.30 14:51:00 -
[38] - Quote
Michael Harari wrote:Are there any plans to allow DUST players to invade eve stations and kill the manufacturing teams?
If there are, I'm not aware of them. Though we did discuss housing the teams in a structure in space that can be shot at. |
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CCP SoniClover
C C P C C P Alliance
593
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Posted - 2014.04.30 14:59:00 -
[39] - Quote
Zakarumit CZ wrote: Thanks. So the team bonuses apply ONLY for manufacturing and not for research of blueprints, invention, reverse engineering etc? What if I have already ME 10 BPO ? Am I going to receive team bonus as well, for example another -4% of materials?
There are teams for different activity, i.e. manufacturing team, research team, etc. Not all will be available in the summer release, but will be added later (though maybe not reverse engineering).
The bonus from the teams comes on top of any other bonuses you have, so having a fully researched blueprint does not hamper the effectiveness of the team. |
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CCP SoniClover
C C P C C P Alliance
597
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Posted - 2014.04.30 15:29:00 -
[40] - Quote
Seith Kali wrote:Can you confirm either way if 'escrow' for losing bids is lost or fractionally taxed in any form?
You get 100% of the amount back right now. |
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CCP SoniClover
C C P C C P Alliance
600
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Posted - 2014.04.30 15:36:00 -
[41] - Quote
Max Kolonko wrote:Max Kolonko wrote:What is the cost of hiring a team compared to basic cost of running tbe job? How this scales with levels of team specialization? I cant find it in the blog.
Also, lets say the team reduces mineral cost for item by 5% and that item requires 5 units trit to build. Im runing a single run and have no benefit as 5*.95 is still 5, but if i run 4 runs of this item in the single job will it decrease the mineral cost from 20 to 19 (5*4*.95) or will it treat separate items requirment as base for calculation - round(5*.95)*4=20
The same question goes to all bonuses to manufacturing from pos modules and others bonuses to industry introduced in past industry blogs Any chance for reply?
Team cost ranges between +2% to +18% modification on the workforce cost. So the exact ISK amount depends on the activity in the system (which affects the workforce cost). The team cost is based on the overall efficiency of the team (i.e. the efficiency levels of the team members).
The team mineral bonus is added to existing bonuses, like from BP research, so it will be a cumulative thing. As with all % reductions, the exact benefits will vary depending on BoM and number of runs, as you point out. |
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CCP SoniClover
C C P C C P Alliance
600
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Posted - 2014.04.30 15:41:00 -
[42] - Quote
Querns wrote:A question: do Broad and Narrow team bonuses stack?
For example (may not reflect reality): I hire a team with a broad specialization of 5% in Frigates and a narrow specialty of 10% in Covert Ops. Do any subsequent Covert Ops frigates I build have a 15% bonus?
Is it even possible for this sort of overlap to happen when teams are being created by the server?
The bonuses stack. The way the team creation works, you will either only have the broad bonus, or both the broad and narrow bonus. This is because a team member cannot have a narrow specialty unless there is another team member providing the broad specialty. So for instance in your example, you could never have a team with a member with the Covert Ops specialty, but not a team member with the Small Class specialty (which is the broad specialty above Covert Ops).
I didn't want to go into too many details on team creation and specialties in the dev blog, rather I'm aiming to do a separate dev blog on this in a week or two, which also lists all the specialties. |
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CCP SoniClover
C C P C C P Alliance
600
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Posted - 2014.04.30 15:43:00 -
[43] - Quote
Seith Kali wrote:CCP SoniClover wrote:Seith Kali wrote:Can you confirm either way if 'escrow' for losing bids is lost or fractionally taxed in any form? You get 100% of the amount back right now. Are you happy with that? It would be nice if I want to tactically mess with other's strategies though bidding for teams there would be some kind of cost. If N3 rolled out a raven doctrine, for example. We would have an inherent interest in preventing them from getting an appropriate team for a reasonable rate. It seems to me the ability to drive up team auctions has a lot of advantages with little trade off.
We implemented the basic bid system in a very rudimentary form as first iteration, to make sure it was functional. We have several follow-up iterations on it to make it more robust and interesting, not sure if and when we'll get to them. This would then be one of the things we'd look into. |
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CCP SoniClover
C C P C C P Alliance
602
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Posted - 2014.04.30 15:44:00 -
[44] - Quote
Aineko Macx wrote:So will we get an API endpoint to query a systems teams and their characterstics? The same is needed for the new cost scaling.
API support is on our to-do list. Can't say for sure when it will be ready. |
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ISD Ezwal
ISD Community Communications Liaisons
1227
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Posted - 2014.04.30 21:09:00 -
[45] - Quote
I have removed some posts that replied to edited out parts of the posts the where quoting. ISD Ezwal Captain Community Communication Liaisons (CCLs) Interstellar Services Department |
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