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

Medalyn Isis
Tribal Liberation Force Minmatar Republic
159
|
Posted - 2014.04.30 11:58:00 -
[1] - Quote
So, how many teams will be seeded onto the global market? That is going to be quite an important variable.
Also I am not sure about this minimum bid system based upon distance from the team, I don't see how that will serve any purpose.
Overall, I very much like the team system though. Sounds interesting. |

Medalyn Isis
Tribal Liberation Force Minmatar Republic
159
|
Posted - 2014.04.30 11:59:00 -
[2] - Quote
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. |

Medalyn Isis
Tribal Liberation Force Minmatar Republic
159
|
Posted - 2014.04.30 12:03:00 -
[3] - Quote
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?
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Medalyn Isis
Tribal Liberation Force Minmatar Republic
159
|
Posted - 2014.04.30 12:07:00 -
[4] - Quote
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. |

Medalyn Isis
Tribal Liberation Force Minmatar Republic
159
|
Posted - 2014.04.30 12:11:00 -
[5] - 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? Yes seems so. So that would be 4032 teams active at one given time given a 28 day month. Which would equate to 16128 specialisations active. Seems like a very large amount. Not sure if this is a good thing or not though. |

Medalyn Isis
Tribal Liberation Force Minmatar Republic
159
|
Posted - 2014.04.30 12:15:00 -
[6] - Quote
CCP SoniClover wrote: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. Yes, I think I am understanding how this will work now. Sounds very interesting.
I just think that spawn rate should be reduced by a factor of 3 and teams should last 3 months instead of 1. Or at a minimum, 2 months and teams spawn rate reduced by a factor of 2. 1 month is just to short a time to make any meaningful decision. |

Medalyn Isis
Tribal Liberation Force Minmatar Republic
160
|
Posted - 2014.04.30 12:28:00 -
[7] - Quote
Bad Bobby wrote:Medalyn Isis wrote:1 month is just to short a time to make any meaningful decision. I imagine you will pick your build location and then keep hiring in teams on an ongoing basis, so some beneficial effects will always be applied to your system. Having them last longer than a month is not needed in that case. They are spawned so often that there will be quite a few to go around. Given that team composition is predefined, there might not actually be that many high quality teams of the specific type you are basing your manufacturing operations around. This is why at least having a 2 month window of use out of the team before it expires is essential imo. |

Medalyn Isis
Tribal Liberation Force Minmatar Republic
160
|
Posted - 2014.04.30 12:32:00 -
[8] - Quote
Olari Vanderfall wrote:Time saving is pretty much irrelevant for most items I can see you are not a competent industrialist by this statement.
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Medalyn Isis
Tribal Liberation Force Minmatar Republic
160
|
Posted - 2014.04.30 12:35:00 -
[9] - Quote
Quintessen wrote:Two major concerns: 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. Put the team in low, null, or a WH.
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Medalyn Isis
Tribal Liberation Force Minmatar Republic
160
|
Posted - 2014.04.30 12:37:00 -
[10] - Quote
Zifrian wrote:Seems to me like there will be a big free rider problem here. If anyone can use the teams in a system, then why would I ever buy one? I guess because you are competing globally and it only applies to systems, so there is competition there, but I'm not sure people are going to plink down isk to get a benefit - especially if they can get that benefit from someone else's effort.
I'm not sure how this will play out over time. It seems like this will be a very niche benefit for null sec, where you can control who builds what, but in empire I don't get it. Seems like a private or corp/alliance auction system where only you get the benefits if won might be needed but then that will just allow larger entities from pushing out the smaller ones. Keep it open and you have free riders. We'll see I guess.
I was hoping teams was player generated though. Ie cooperative gameplay. This isn't it IMO. This won't just benefit NS, it will benefit LS and WHs as most free loaders wont easily be able to set up any meaningful operation. So imo a very good change in this regard. |

Medalyn Isis
Tribal Liberation Force Minmatar Republic
161
|
Posted - 2014.04.30 12:46:00 -
[11] - Quote
Olari Vanderfall wrote:Medalyn Isis wrote:Olari Vanderfall wrote:Time saving is pretty much irrelevant for most items I can see you are not a competent industrialist by this statement. I can see you don't have a concept of a real life. When my 10 run T2 BPC takes 12 hours or 13 doesn't matter. My friend, you are not a competent industrialist if you cannot see the value of time saving for manufacture limited BPs, for which there are a lot with much longer build times than the 13 hour example which you just picked out of thin air in an attempt to make your argument look valid. |

Medalyn Isis
Tribal Liberation Force Minmatar Republic
161
|
Posted - 2014.04.30 12:50:00 -
[12] - Quote
DEFANDER wrote:I just have one question.
So... Were teams end up is based on who wins the auction, right ? Well let's say we have a system with 5 stations ( and all have manufacturing ), in witch there are over 100 players ( not accounts ) doing industry . And they are all biding on the same team ( or 60 of the 100 are biding on the same team ).
Then, how can say a corporation of 10 guys, that is doing "some" industry in a dead end system (that everyone forgot about) with no stations - less attractive to X% of the player base - using 1 or 2 towers.
That 10 member corp will have no chance in hell of wining a team auction, unless they are biding 10 times more per character then the 100 players ( say on average 300 characters ) that are living in the "big" system.
There should be a % based system. Say: - In the first system 300 bids totaling 400mil - In the other one 9 bids totaling 10mil
With the way i see it now, the 400mil total bid will win every time.
So, make it a % .. like 400mil / 300 bids ( individual bids ) = 1.33 AND 10mil / 9 individual bids = 1.11
Sure with there exact bids the 300 bidders will still win, but let's say they didn't bid 400mil, but 300 ( that's a 1.00 ratio ), or the 9 guys took it up to 50mil ( that would make it 5.56 ). Either way the 9 guys would win that team over.
This would also apply to some random dude living in a C1, that would like to attract say a AS +10% team in that C1, because he only manufactures Assault Frigates .
Just keep this all in mind. This is why they are spawning 4032 teams globally of varying qualities. |

Medalyn Isis
Tribal Liberation Force Minmatar Republic
162
|
Posted - 2014.04.30 14:11:00 -
[13] - Quote
DEFANDER wrote:This will be my last post. Clearly not. You have disappointed us all.
DEFANDER wrote:How many questions that you do not get a response to are too many from your perspective ? |

Medalyn Isis
Tribal Liberation Force Minmatar Republic
170
|
Posted - 2014.05.01 13:14:00 -
[14] - Quote
CCP SoniClover wrote: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. Please do not remove decryptors. They add to the complexity and make it an interesting challenge which is unique to T2 manufacturing. |
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