| Author |
Thread Statistics | Show CCP posts - 45 post(s) |

Corraidhin Farsaidh
Hello-There
438
|
Posted - 2014.04.30 12:49:00 -
[1] - Quote
It might be an idea to tie team capabilities to 'invention' i.e train team member by putting them through the invention process using the science skills that would be used in their specialty.. Successful invention boosts their ability, unsuccessful and you kick them out (they failed the exams, couldn't take inferno, spent to much time online playing the Earth space combat simulator game) |

Corraidhin Farsaidh
Hello-There
438
|
Posted - 2014.04.30 13:04:00 -
[2] - Quote
Will there be an option to create teams for your own use through your PI (effectively university scholarships and the like)?
|

Corraidhin Farsaidh
Hello-There
438
|
Posted - 2014.04.30 13:12:00 -
[3] - Quote
Just a thought but isn;t null industry already clumped around very few outposts? Doesn't this make it very easy for the industrialists there to chip in small amounts that aggregate and guarantee the best teams (therefore best profits)? This pushes more S&I advantage into null i would think? |

Corraidhin Farsaidh
Hello-There
438
|
Posted - 2014.04.30 13:52:00 -
[4] - Quote
virm pasuul wrote: In both cases all the Devs work their bo**ocks off so we can have fun in the game.
Now I realize why I imagine the devs all having high pitched voices when I read their posts... |

Corraidhin Farsaidh
Hello-There
440
|
Posted - 2014.04.30 13:57:00 -
[5] - Quote
Bad Bobby wrote:Pirmasis Sparagas wrote:Why not let DUST 514 players to train teams? After all - they are the ones who live in planets. Team Specialisations - Broad: Kicking Ass, Narrow: Chewing Bubble Gum.
And there's a planetary shortage of bubble-gum...
|

Corraidhin Farsaidh
Hello-There
440
|
Posted - 2014.04.30 14:22:00 -
[6] - Quote
Laendra wrote:[quote=CCP SoniClover]
Should have been the primary focus of the expansion then...EVERYTHING should be driving towards MORE cooperative gameplay....that's kinda the point of EVE isn't it?
Actually I disagree here, I think the drive should be towards co-op play delivering good benefits, but also highly skilled individuals should still be able to attain equal benefits through more time and effort spent. I also believe that having interests in hi, lo, null, and WH space should benefit a player nore than one area gradually gaining all the advantages to coerce player movement to that region |

Corraidhin Farsaidh
Hello-There
440
|
Posted - 2014.04.30 14:31:00 -
[7] - Quote
T3abag wrote:
The fun factor with this "feature" has gone from "un-fun" to "please stick a lemon juice coated rusty fork in my eye" un-fun.
Give it a few weeks and they'll be moving downwards from your eye...
|

Corraidhin Farsaidh
Hello-There
440
|
Posted - 2014.04.30 14:45:00 -
[8] - Quote
CCP SoniClover wrote: 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.
I don't really like the last part since your competitors shouldn't be freely given such information. |

Corraidhin Farsaidh
Hello-There
443
|
Posted - 2014.04.30 19:40:00 -
[9] - Quote
MailDeadDrop wrote:Ludacrys wrote:To me this seems like a blatant high sec nerf, nullsec boost.
They are doubling the cost of jump freighter fuel Weaselior wrote:how in the blazes is doubling the cost of jump freighter fuel, something highsec doesn't use, a highsec nerf and a nullsec boost I had the same reaction. Plus, it's a 50% increase in jump drive fuel consumption, not a 100% (doubling). Cite: https://forums.eveonline.com/default.aspx?g=posts&m=4526547#post4526547Frothing seems to impede logic. MDD
One thing though...wouldn't the jump freighter thing be a shortish to medium term problem if more people move to null and create markets for goods? If goons are planning years ahead then the early losses in jump fuel would be trivial compared to long term domination. |

Corraidhin Farsaidh
Hello-There
443
|
Posted - 2014.04.30 19:58:00 -
[10] - Quote
Cultural Enrichment wrote:Shinya Shazih wrote:CCP SoniClover wrote: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. So a number of teams spawn every day, what prevents me from hiring all of them into my wormhole? You would have to outbid everyone else, which, I'm sure, may become quite expensive quickly.
Only on the few top teams and then exploit the hell out of the advantage for that month with preplanned job runs
|

Corraidhin Farsaidh
Hello-There
443
|
Posted - 2014.04.30 20:53:00 -
[11] - Quote
Weaselior wrote:Dinsdale Pirannha wrote: But that is OK. That is by design. "Null sec way or the highway", is new CCP motto, which the cartel leaders personally tattooed on the foreheads of every dev.
if we tattoed it on their foreheads they wouldn't be able to see it, now would they
Well you could do it backwards so they can read it in the mirror ... but you're goons so you would do it forwards...probably slightly jumbled...in chinese... |

Corraidhin Farsaidh
Hello-There
443
|
Posted - 2014.04.30 21:00:00 -
[12] - Quote
Dinsdale Pirannha wrote:Cultural Enrichment wrote:Shinya Shazih wrote:CCP SoniClover wrote: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. So a number of teams spawn every day, what prevents me from hiring all of them into my wormhole? You would have to outbid everyone else, which, I'm sure, may become quite expensive quickly. Top teams will soon be going for hundreds of millions in an auction. Imagine how many T2 Battleships or Jump Freighters they can pump out out in 1 month in a single null sec station (edit, should have said POS, since they will be getting some bonus as well, and a POS in deep null is completely safe), maxed out in upgrades, but restricted to a small elite team of manufacturers, to keep slot costs at a fixed known rate. Individuals / small high sec indy corps will be completely shut out of the process for top tier teams. But that is OK. That is by design. "Null sec way or the highway", is new CCP motto, which the cartel leaders personally tattooed on the foreheads of every dev.
Again the complained about fact of only a few (relatively) outposts in null works in the favour of those in null. They only need to guarantee outbidding on the best teams to fill the outposts for the pre-planned runs and they are automatically guaranteed to outproduce the opposition on whichever item they build since no-one else can compete with the remaining teams. Compound that with the 20% refining boost , outpost me boost and anything else I missed and this is looking good for null production.
|

Corraidhin Farsaidh
Hello-There
443
|
Posted - 2014.04.30 21:05:00 -
[13] - Quote
Kusum Fawn wrote:Corraidhin Farsaidh wrote:Weaselior wrote:Dinsdale Pirannha wrote: But that is OK. That is by design. "Null sec way or the highway", is new CCP motto, which the cartel leaders personally tattooed on the foreheads of every dev.
if we tattoed it on their foreheads they wouldn't be able to see it, now would they Well you could do it backwards so they can read it in the mirror ... but you're goons so you would do it forwards...probably slightly jumbled...in chinese... its there to remind each other who their masters are, and who is owned in full.
I just need a name badge to remind me of the spelling...
|

Corraidhin Farsaidh
Hello-There
445
|
Posted - 2014.04.30 22:00:00 -
[14] - Quote
Dirk MacGirk wrote:
I guess logistics is free, right? The 50% increase in jump fuel consumption doesn't kinda hurt nullsec producers just a little? Maybe? You think any real nullsec producer is going to be building battleships to sell in empire? I think you're pretty safe there. Carry on.
I don't believe I said logistics was free? I think I already mentioned earlier that to drive competition out some increased logistics cost will be acceptable in the short to medium term. They (the very organized null groups) already make profit whilst having to use logistics now, and will maximize production on the most profit making items they can to offset the increased jump fuel costs. This will be further maximized as more people have to move to null to maintain some profit margin, creating null markets. |

Corraidhin Farsaidh
Hello-There
451
|
Posted - 2014.04.30 22:41:00 -
[15] - Quote
Mara Rinn wrote: Thus as an industrialist if you seek the conservative path that Dinsdale outlined, you will end up making a tiny profit in the chaotic seas of the market, while others who are braver will find massive profits (and losses) by pushing closer to the wind, surfing larger waves, or capsizing their competitors' boats.
I see two ways to approach it, lower risk with higher capital investment to maximize profit through scale and higher risk with lower capital input but with bigger gains/losses. This is messing with the lower risk methods to an extent by introducing more variables.
When I say lower risk I mean in ROI. Those choosing the lower risk path are putting huge sums of isk on the line and are therefore taking huge risks too but in a different way |

Corraidhin Farsaidh
Hello-There
451
|
Posted - 2014.04.30 23:10:00 -
[16] - Quote
Can I setup the rehab centres and fleece the empires?
|

Corraidhin Farsaidh
Hello-There
452
|
Posted - 2014.05.01 00:02:00 -
[17] - Quote
Mara Rinn wrote: Why wouldn't the people with the larger capital base also choose the higher risk option? Surely if you have lots of ISK you can put more horses in the high-stakes races and manage your risk by having lots of little things that you risk, rather than one big thing that you risk?
Contrast the two options when you are starting with the same capital base, otherwise it doesn't make sense.
They are more risk averse and would prefer a lower % return with lower risk. The are the industrial/trader players who don't want the higher risk option. That is why many don't like the increasing number of variables in the industry gameplay. The more variables there are the less options remain in the lower risk trading area |

Corraidhin Farsaidh
Hello-There
460
|
Posted - 2014.05.04 16:37:00 -
[18] - Quote
Atomic Option wrote:CCP SoniClover wrote:Dinsdale Pirannha wrote:wall of text . Optimizing towards boredom is not a good design direction, no matter how much you want it. One thing that has kept me out of industry in EVE has been boredom. In most games you can always be doing something towards whatever your goal is. (e.g. kill another monster towards the xp for the next level). In contrast, with EVE industry you put in as many jobs as you have money/materials for and then you just wait around. There's nothing else you can be busy doing towards that goal. This may not be an issue for established industrialists who are running 400 jobs, but it's a huge issue for industry newbies. I'm not sure how best to address this, but there it is...
I also do PI, mine, run exploration/combat anomalies and now invent too. there's lots of things to do whilst running jobs, you just need to go out and find them... |

Corraidhin Farsaidh
Hello-There
462
|
Posted - 2014.05.05 12:53:00 -
[19] - Quote
AeonOfTime wrote:
I wonder what the core idea was behind the feature? It sounds like a way to boost hub systems more than anything else, which in my opinion is detrimental to the game's diversity.
Hub systems will likely benefit less since lots of industrialists will move there for the hope of better teams and shorter transport costs thus pushing up the work costs on the jobs themselves. The real benefit (intentionally or not: Depends on whether you've trained Conspiracy Theory to V) will be to the main nullsec groups who can control exactly who builds what at their outposts and when. They will be able to buy the best team of each category, optimize the build run for the most appropriate goods (DC II keeps being mentioned) then build a whole truckload of them faster and more cheaply (of look, mining ore buff *and* refinery boost...isn't that just grand). once that market is cornered they build something else the next month.
The null folks will cry out that fuel prices are rising and oh woe, the logistics! However...they already have the logistics in place so this won't change, fuel costs will go up but so what? Corner the market and you drive the competitors out of the business...then set the price to whatever you choose. This is effectively handing all the choice industry to nullsec as nobody else will be able to compete with them on the choice big ticket easy transportable goods.
Edit: I forgot to add that of course as null becomes the only region where you can make real profit then trade hubs will grow there, oooh now the fuel costs are irrelevant too... |

Corraidhin Farsaidh
Hello-There
462
|
Posted - 2014.05.05 17:34:00 -
[20] - Quote
Richard Lohengrin wrote:token trade alt wrote: Well it's not like these four dudes are the ones building everything in the system. I think it would make more sense to think of them as finding or knowing better production/research methods for specific items. The robotic assemblers are still being used, these guys just use them more effectively.
Ok. So what the reason for the capsuleer to learn a lot of skills if he's able just to hire few incredibly "talented" acid-powered-freaks? For now long all scientific and industrial activity was provided only by a single person - your character, a post-human with fantastic abilities, augmented mind and with soul able to leave the current body to occupy new one. And what now? You're not a post-humans anymore, you're just another sort of regular people.
I think that the capsuleers were always the focus point, the research manager, production manager etc. You always used other people but they worked from you instructions. In research terms the researchers reported to you then followed the next avenue of investigation proposed by you. Invention would be your character submitting jobs to automated systems supported by techies to keep them running, manufacture is like a hyper advanced version of a modern car plant with automation doing the physical work and more techies managing the robots. |

Corraidhin Farsaidh
Hello-There
469
|
Posted - 2014.05.11 15:43:00 -
[21] - Quote
Sigras wrote:Corraidhin Farsaidh wrote:Just a thought but isn;t null industry already clumped around very few outposts? Doesn't this make it very easy for the industrialists there to chip in small amounts that aggregate and guarantee the best teams (therefore best profits)? This pushes more S&I advantage into null i would think? You really think null sec can compete with the high sec industrialists? Even the goons cant compete with jita.
They don't want to compete with jita they want trade hubs in null totally goon controlled and without all the nasty jump fuel costs of transport...why not? It's what i would try to engineer...
|
| |
|