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Author |
Thread Statistics | Show CCP posts - 21 post(s) |

Temenus Alexander
Alexander Enterprises
7
|
Posted - 2014.05.14 13:57:00 -
[331] - Quote
CCP Ytterbium wrote:
We are planning to increase cargo capacity on the following Assembly Arrays:
Corporate Hangar Arrays: from 1,400,000 m3 to 3,000,000 m3.
Ammunition Assembly Array: from 150,000 m3 to 1,000,000 m3.
Component Assembly Array: from 1,000,000 m3 to 1,500,000 m3.
Drone Assembly Array: from 150,000 m3 to 1,000,000 m3.
Equipment Assembly Array: from 500,000 m3 to 1,000,000 m3.
Rapid Equipment Assembly Array: from 500,000 m3 to 1,000,000 m3.
As has been said already, this is FAR insufficient for even moderate industry, much less major industry.
CCP Ytterbium wrote:
Then, laboratories:
Mobile Laboratory has been renamed Research Laboratory. Advanced Mobile Laboratory has been renamed Design Laboratory. Hyasyoda Mobile Laboratory has been renamed Hyasyoda Laboratory.
Research labs: Time multiplier for Research ME: 0.7 (was 0.75). Time multiplier for Research TE: 0.7 (was 0.75).
Design labs: Time multiplier for copying: 0.6 (was 0.65). Time multiplier for invention: 0.5 (was 0.5).
Hyasyoda labs: Time multiplier for Research ME: 0.65 (was 0.75). Time multiplier for Research TE: 0.65 (was 0.75). [/list]
I've been thinking about this and the devastating effect it will have on research POSes once slots go away, and have some ideas for your consideration. As several of us have said, the above numbers alone are insufficient to make using labs at a POS fiscally viable except perhaps at extreme volume. The time savings does not offset even the worst case (14% added cost) using an NPC station as compared to between 300M-500M per month in fuel costs if running a large station. My proposal is to use the above as base numbers, but to also add role bonuses to the labs appropriate to their specialty and tie them to an existing skill such as "Research." Alternatively, you could add a few skills such as "Research ME," Research TE," and "Research Copying." For example:
Research Labs role bonus: 5% bonus per level Research ME, 5% bonus per level Research TE
Design Labs role bonus: 5% bonus per level Research Copying, 5% bonus per level Research, 20% bonus to BPC runs per level Research Copying.
Hyasoda Labs role bonus: 10% bonus per level Research ME, 10% bonus per level Research TE
In this way each lab remains distinctive while offering meaningful incentive to utilize a POS as opposed to an NPC station. It also partially addresses the issue of low BPC run caps while allowing inventors to partially close the competitive gap with T2 BPO holders while taking nothing away from T2 BPO holders. Ideally, inventors should have a chance through skill and equipment to research a "perfect" BPC just as a T2 BPO holder may research the BPO to "perfect." Also, by adding further bonuses to research times, it addresses some of the ridiculously long research cycles which can be expected under the new system as unveiled. This benefits smaller and/or newer researchers and industrialists by allowing for less time needed before having a chance to become competitive. The main issue I see is in determining how to reconcile these ideas with player outposts. |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
48
|
Posted - 2014.05.14 16:28:00 -
[332] - Quote
Temenus Alexander wrote: I've been thinking about this and the devastating effect it will have on research POSes once slots go away, and have some ideas for your consideration. As several of us have said, the above numbers alone are insufficient to make using labs at a POS fiscally viable except perhaps at extreme volume. The time savings does not offset even the worst case (14% added cost) using an NPC station as compared to between 300M-500M per month in fuel costs if running a large station. My proposal is to use the above as base numbers, but to also add role bonuses to the labs appropriate to their specialty and tie them to an existing skill such as "Research." Alternatively, you could add a few skills such as "Research ME," Research TE," and "Research Copying." For example:
Research Labs role bonus: 5% bonus per level Research ME, 5% bonus per level Research TE
Design Labs role bonus: 5% bonus per level Research Copying, 5% bonus per level Research, 20% bonus to BPC runs per level Research Copying.
Hyasoda Labs role bonus: 10% bonus per level Research ME, 10% bonus per level Research TE
In this way each lab remains distinctive while offering meaningful incentive to utilize a POS as opposed to an NPC station. It also partially addresses the issue of low BPC run caps while allowing inventors to partially close the competitive gap with T2 BPO holders while taking nothing away from T2 BPO holders. Ideally, inventors should have a chance through skill and equipment to research a "perfect" BPC just as a T2 BPO holder may research the BPO to "perfect." Also, by adding further bonuses to research times, it addresses some of the ridiculously long research cycles which can be expected under the new system as unveiled. This benefits smaller and/or newer researchers and industrialists by allowing for less time needed before having a chance to become competitive. The main issue I see is in determining how to reconcile these ideas with player outposts.
Those skills already exist
Science Research can't remember the third |

Sigras
Conglomo
763
|
Posted - 2014.05.14 16:48:00 -
[333] - Quote
The third is Metallurgy
Also, Temenus Alexander has clearly never done invention. As I explained here time is everything in invention, and a 40% bonus to copy time and a 50% bonus to invention time makes you WAY more isk |

Katherine Raven
ALTA Industries Intergalactic Conservation Movement
146
|
Posted - 2014.05.14 17:03:00 -
[334] - Quote
Issue: Lockdown of blueprints after changes
I'm not sure if this has been discussed yet as I'm far too lazy to scroll through the pages and pages of comments.
With the blueprint changes blueprints need to be in the POS in order to be researched. I can assume that in the event that someone decided to build off of one the same would be true. The issue I have with this is in regards to blue print lockdown. Currently I can lock down all my blueprints, then give my members access to that hangar division and allow them to run ME jobs, PE jobs, copy jobs, or invention jobs, without me having to worry about anyone walking away with the blueprints. However under the new system with blueprints having to be in the POS module itself, I'm limited to two real options
1) have very strict limitations on who is even allowed INTO my POS, (which defeats the idea of it being a safe haven for corp members). This would allow people to remotely start jobs, but would mean that they would have to wait for me to be online if they need anything moved around or added.
2) expose every single blueprint that is being researched, or is waiting for research, to potential theft. I myself am not worried about this but I'm sure there are many who would be heavily affected by this.
Now if we CAN actually lock blueprints down in a POS, this creates a really dangerous situation. If I get war dec'd, I have 24 hours before the POS can be shot at. However the unlock vote is ALSO 24 hours. So unless I happen to be online when the war gets declared, it could be several hours before I'm even aware that war is imminent. While that still gives me plenty of time to get my defenses in order, it does NOT give me enough time to evac my blueprints.
Are there any plans to accommodate this situation or are researchers just SOL? |

Banko Mato
Republic University Minmatar Republic
7
|
Posted - 2014.05.14 17:29:00 -
[335] - Quote
Kenneth Feld wrote:Temenus Alexander wrote: I've been thinking about this and the devastating effect it will have on research POSes once slots go away, and have some ideas for your consideration. As several of us have said, the above numbers alone are insufficient to make using labs at a POS fiscally viable except perhaps at extreme volume. The time savings does not offset even the worst case (14% added cost) using an NPC station as compared to between 300M-500M per month in fuel costs if running a large station. My proposal is to use the above as base numbers, but to also add role bonuses to the labs appropriate to their specialty and tie them to an existing skill such as "Research." Alternatively, you could add a few skills such as "Research ME," Research TE," and "Research Copying." For example:
Research Labs role bonus: 5% bonus per level Research ME, 5% bonus per level Research TE
Design Labs role bonus: 5% bonus per level Research Copying, 5% bonus per level Research, 20% bonus to BPC runs per level Research Copying.
Hyasoda Labs role bonus: 10% bonus per level Research ME, 10% bonus per level Research TE
In this way each lab remains distinctive while offering meaningful incentive to utilize a POS as opposed to an NPC station. It also partially addresses the issue of low BPC run caps while allowing inventors to partially close the competitive gap with T2 BPO holders while taking nothing away from T2 BPO holders. Ideally, inventors should have a chance through skill and equipment to research a "perfect" BPC just as a T2 BPO holder may research the BPO to "perfect." Also, by adding further bonuses to research times, it addresses some of the ridiculously long research cycles which can be expected under the new system as unveiled. This benefits smaller and/or newer researchers and industrialists by allowing for less time needed before having a chance to become competitive. The main issue I see is in determining how to reconcile these ideas with player outposts.
Those skills already exist Science Research can't remember the third
Metallurgy
And yes, having those skills merged into the effective outcome of lab boni would indeed be a nice move (given it is at all possible with the current state of the POS code).
|

Temenus Alexander
Alexander Enterprises
7
|
Posted - 2014.05.14 22:17:00 -
[336] - Quote
*EDIT - Botched post, see below. |

Temenus Alexander
Alexander Enterprises
7
|
Posted - 2014.05.14 22:18:00 -
[337] - Quote
Sigras wrote:The third is Metallurgy Also, Temenus Alexander has clearly never done invention. As I explained here time is everything in invention, and a 40% bonus to copy time and a 50% bonus to invention time makes you WAY more isk
I wasn't as clear as I might have been with the examples, but those are precisely what I'm referring to (plus and additional boost to runs) on the Design Lab. To be nore clear:
Research labs: Base time multiplier for Research ME: 0.7 (was 0.75). + a role bonus of 5% per level of appropriate skill (whether new or existing) Base time multiplier for Research TE: 0.7 (was 0.75). + a role bonus of 5% per level of appropriate skill (whether new or existing)
Design labs: Base time multiplier for copying: 0.6 (was 0.65). + a role bonus of 5% per level of appropriate skill (whether new or existing) [b]Base[/b] time multiplier for invention: 0.5 (was 0.5). + a role bonus of 5% per level of appropriate skill (whether new or existing) + 20% to BPC copy run cap per level of appropriate skill (whether new or existing)
Hyasyoda labs: Base time multiplier for Research ME: 0.65 (was 0.75). + a role bonus of 5% per level of appropriate skill (whether new or existing) Base time multiplier for Research TE: 0.65 (was 0.75). + a role bonus of 5% per level of appropriate skill (whether new or existing)
So, yes, what I posted has everything to do with time, and my example for the Design Labs specifically (since that is the lab designated at present by the devs to handle your specific areas of concern) with the appropriate max skills would net a total bonus to Copy Speed of 65% (as opposed to your threshold of 40%) and a total bonus to Invention speed of 150% (as opposed to your threshold of 50%). And give a slight boost to copy run caps at the same time. So, yes, I think I addressed precisely the areas of concern which you share. |

Sigras
Conglomo
763
|
Posted - 2014.05.14 23:23:00 -
[338] - Quote
I only have concerns about the research labs; Im saying that the current bonuses the labs offer to speed are more than enough incentive for inventors to use lots and no further bonus is necessary. |

Vesan Terakol
Sad Face Enterprises
68
|
Posted - 2014.05.15 17:59:00 -
[339] - Quote
OK, i'm gonna go a bit crazy here, but with the splitting of invention and research into 2 labs we get yet one more stack of corporate hangars to move stuff between.
And since you managed to adjust so many thing related to POSes, i'm assuming you managed to break the code that was stopping you from improving them for so long.
So, how about we get all the hangars of the individual arrays merged (as we have only one corporate hangar in stations), witch each additional array contributing its hangar volume to the total?
That would reduce A TON of unneeded dragging of materials and checking where you left those the last time.
Please! https://forums.eveonline.com/default.aspx?g=posts&m=4259327 - more suff in the Zero.Zero collection |

Katherine Raven
ALTA Industries Intergalactic Conservation Movement
147
|
Posted - 2014.05.15 20:38:00 -
[340] - Quote
Vesan Terakol wrote:OK, i'm gonna go a bit crazy here, but with the splitting of invention and research into 2 labs we get yet one more stack of corporate hangars to move stuff between.
And since you managed to adjust so many thing related to POSes, i'm assuming you managed to break the code that was stopping you from improving them for so long.
So, how about we get all the hangars of the individual arrays merged (as we have only one corporate hangar in stations), witch each additional array contributing its hangar volume to the total?
That would reduce A TON of unneeded dragging of materials and checking where you left those the last time.
Please!
P.S.: Now that i think of it, splitting the one lab into 2 requires some reevaluation of its fitting requirements. It would be nice if we could still do our research AND invention without overloading the POS's fitting (unless that is part of the design).
This. This would be fantastic. If it's feasible. |
|

Rowells
Unknown Soldiers Fidelas Constans
609
|
Posted - 2014.05.16 06:03:00 -
[341] - Quote
So this is getting moved to Crius as well right?
|

Zol Interbottom
Theft and Taxes
313
|
Posted - 2014.05.16 07:44:00 -
[342] - Quote
I would like the ability to takeover offline starbases and add them to my own collection. Rather than go PEWPEWPEW until they fall down. "If you're quitting for the 3rd time you clearly ain't quitting" - Chribba |

Anthar Thebess
408
|
Posted - 2014.05.16 10:39:00 -
[343] - Quote
Can the poses have powergrid buff so people can mount much more guns? Current state of EVE Online : Supers/Capitals Swarms.
Why not allow us to make Super/Capital Killer poses ?
|
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CCP Ytterbium
C C P C C P Alliance
3477

|
Posted - 2014.05.16 10:55:00 -
[344] - Quote
Rowells wrote:So this is getting moved to Crius as well right?
Indeed. |
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Vexo Colari
Dark Sanctum
0
|
Posted - 2014.05.17 06:54:00 -
[345] - Quote
I realize this is part of the tweaking from the other Indi changes but are the POS's ever gonna be reworked?
I mean in my opinion the entire POS system is probably the oldest part of EVE, set up is terrible, etc.
I think it needs a complete over haul.
These ideas that were in the commonly proposed ideas area should definitely looked at.
https://forums.eveonline.com/default.aspx?g=posts&t=6342&find=unread
They are in the 4th post.
I think there were some great ideas in there that can be tweaked and will fit into this whole summer industrial expansion you guys are doing.
Hopefully you have something planned out already!
Cheers |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3272
|
Posted - 2014.05.17 17:51:00 -
[346] - Quote
Vexo Colari wrote:I realize this is part of the tweaking from the other Indi changes but are the POS's ever gonna be reworked? I mean in my opinion the entire POS system is probably the oldest part of EVE, set up is terrible, etc. I think it needs a complete over haul. These ideas that were in the commonly proposed ideas area should definitely looked at. https://forums.eveonline.com/default.aspx?g=posts&t=6342&find=unreadThey are in the 4th post. I think there were some great ideas in there that can be tweaked and will fit into this whole summer industrial expansion you guys are doing. Hopefully you have something planned out already! Cheers
It was mentioned during CCP presents. Structures are getting a rework. But we're probably going to get a corporation management refresh first, because it's appalling. Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |

Maxdig
Retirement Retreat Working Stiffs
0
|
Posted - 2014.05.17 17:57:00 -
[347] - Quote
Any info on re-balance the cargo sizes a bit more of POS Assembly Arrays? Seen it asked about 5 times now with no response... 3 million m3 on the Component Assembly Array is not enough... |
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CCP Ytterbium
C C P C C P Alliance
3520

|
Posted - 2014.05.20 09:43:00 -
[348] - Quote
Maxdig wrote:Any info on re-balance the cargo sizes a bit more of POS Assembly Arrays? Seen it asked about 5 times now with no response... 3 million m3 on the Component Assembly Array is not enough...
We aren't planning on adjusting cargo capacity further for now unfortunately.
On the bright side however, we are working on ways to remove offline Control Towers. It's still in early design and with our team bandwidth being quite full for Crius, this will have to wait after that, but it's definitely on the menu. |
|

NEONOVUS
Diabolically Sexy Eureka-Secret Science R Us
843
|
Posted - 2014.05.20 12:41:00 -
[349] - Quote
What does the Material Efficiency skill do now? |

zahter
Shayol Ghul Forge
1
|
Posted - 2014.05.20 12:48:00 -
[350] - Quote
CCP Ytterbium wrote:
We aren't planning on adjusting cargo capacity further for now unfortunately.
On the bright side however, we are working on ways to remove offline Control Towers. It's still in early design and with our team bandwidth being quite full for Crius, this will have to wait after that, but it's definitely on the menu.
This is really great news.
What type of changes are you planning for starbase industry. I think it is one of the biggest reasons why the industry changes are postponed |
|

Trader13
NOT A FRONT
4
|
Posted - 2014.05.20 13:48:00 -
[351] - Quote
CCP Ytterbium wrote:Maxdig wrote:Any info on re-balance the cargo sizes a bit more of POS Assembly Arrays? Seen it asked about 5 times now with no response... 3 million m3 on the Component Assembly Array is not enough... We aren't planning on adjusting cargo capacity further for now unfortunately. On the bright side however, we are working on ways to remove offline Control Towers. It's still in early design and with our team bandwidth being quite full for Crius, this will have to wait after that, but it's definitely on the menu.
Very excited to hear about how offline tower removal will work.
Just off the top of my head I imagine a system where you fly to an offline tower and play the hacking mini game on it. If you fail maybe the tower has some kinda automated AOE defense. If you succeed the tower begins a 48 hour (or something) un-anchoring timer, also sending a mail notification to the owners. During that timer the owner can come online/offline it or something to cancel the un-anchoring (Semi used towers can be easily kept, long abandoned towers can be stolen), once timer runs out it is floating in space. Hell add a 50% chance to AOE explode? Tower sink, and also choice between sitting right on the tower ready to scoop, holding back and warping in after you see etc. Just throwing out random ideas as they come to me :) |

Rowells
Unknown Soldiers Fidelas Constans
639
|
Posted - 2014.05.20 14:07:00 -
[352] - Quote
NEONOVUS wrote:What does the Material Efficiency skill do now? reduce material requirements up to 10% with 2% per level. |

Katherine Raven
ALTA Industries Intergalactic Conservation Movement
147
|
Posted - 2014.05.20 16:39:00 -
[353] - Quote
Trader13 wrote:
Very excited to hear about how offline tower removal will work.
Just off the top of my head I imagine a system where you fly to an offline tower and play the hacking mini game on it. If you fail maybe the tower has some kinda automated AOE defense. If you succeed the tower begins a 48 hour (or something) un-anchoring timer, also sending a mail notification to the owners. During that timer the owner can come online/offline it or something to cancel the un-anchoring (Semi used towers can be easily kept, long abandoned towers can be stolen), once timer runs out it is floating in space. Hell add a 50% chance to AOE explode? Tower sink, and also choice between sitting right on the tower ready to scoop, holding back and warping in after you see etc. Just throwing out random ideas as they come to me :)
I like the ideas presented there. There was a really cool idea from the industry panel at Fanfest where offline towers in high sec continue to burn starbase charters. At fanfest it was suggested that the tower becomes free to shoot by anyone. I think combining that idea with yours would be pretty sweet, when the tower runs out of charters, it become vulnerable to hacking. With that model, you wouldn't need the 48 hour unanchor timer, though having it wouldn't really be a bad thing. |

Niko Lorenzio
United Eve Directorate
351
|
Posted - 2014.05.20 18:40:00 -
[354] - Quote
CCP Nullarbor wrote:Steve Ronuken wrote:CCP Ytterbium wrote:Sigras wrote:I have two questions regarding how the 2% ME discount is calculated.
1. it is 2% and not 2 ME levels right? Just confirming because if not you've just condemned all invention to only ever be done in 0.0 amarr factory stations...
2. is the 2% calculated per job or per run?
I realize that in most cases #2 makes absolutely no difference, but think about manufacturing Small CCCs or even medium CCCs... a 2% discount per run is not going to help either of those products at all, but a 2% discount per job certainly could
TL;DR is the 2% discount calculated ROUNDUP(RequiredMaterial * 0.98) * NumberOfJobs or is it calculated ROUNDUP(RequiredMaterial * NumberOfJobs * 0.98)? The bonus is a 2% material discount, not ME level since that's going away in the new system. The material reduction is applied per run last I checked, but we have plans to apply it to the whole job, so that blueprints with small amount of components also benefit from it. Not sure if we can squeeze this for summer though, going to ask around - thanks for the reminder. Oh god, can't believe I missed this. Material discounts at job rather than run level would be a major, major change. (I like it. But it would require a rework of a whole bunch of tools to take run numbers into account as well. And I'm not /sure/ about how it affects bpc vs bpo. I'm generally in favor.) Confirming the new Industry will not do any material rounding until AFTER we multiply by the number of runs, meaning material efficiency discounts due to facility / teams / skills / blueprints / whatever may produce slightly better results with multiple runs.
What was the reason behind this added complexity? |

Niko Lorenzio
United Eve Directorate
351
|
Posted - 2014.05.20 19:05:00 -
[355] - Quote
CCP Ytterbium wrote:Marcus Iunius Brutus wrote:Celia Therone wrote:Are the power grid/cpu requirements for POS modules going to change now that they have infinite slots? It seems to be undecided yet. Yes, considered doing it, but it's very undecided at the moment. It all depends if we can implement bonuses for multiple structures in Starbases or not.
When working on this bonus idea.. can you PLEASE PLEASE PLEASE make sure that we don't HAVE to separate our production into several labs/arrays to take advantage of them? One of the best effects of getting rid of slots was the fact that producers no longer need to divide up materials into dozens of labs/arrays anymore. This was the worst time consuming and mundane activity that needed to be done to build out of a POS.
In other words, if we get a bonus from anchoring arrays A, B and C, can we still build only in A (with bonuses) instead of having to break our production down and separate materials into A, B and C.
Thank you. |

ExookiZ
The Dark Space Initiative Scary Wormhole People
237
|
Posted - 2014.05.22 14:22:00 -
[356] - Quote
is the XL sma being fixed for kronos? or was that pushed back too The Wormhole Kid |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3310
|
Posted - 2014.05.22 16:36:00 -
[357] - Quote
Rowells wrote:NEONOVUS wrote:What does the Material Efficiency skill do now? reduce material requirements up to 10% with 2% per level.
Citation needed.
Last I saw, it was going to be a cap on the reduction of build costs with multiple runs. (that's in the devblog) with a rename. Woo! CSM 9! http://fuzzwork.enterprises/
Twitter: @fuzzysteve on Twitter |

corebloodbrothers
Volition Cult The Volition Cult
598
|
Posted - 2014.05.22 17:36:00 -
[358] - Quote
CCP Ytterbium wrote:Maxdig wrote:Any info on re-balance the cargo sizes a bit more of POS Assembly Arrays? Seen it asked about 5 times now with no response... 3 million m3 on the Component Assembly Array is not enough... We aren't planning on adjusting cargo capacity further for now unfortunately. On the bright side however, we are working on ways to remove offline Control Towers. It's still in early design and with our team bandwidth being quite full for Crius, this will have to wait after that, but it's definitely on the menu.
Since wh is littered with offline towers, and oflines pos used to secure moons this can be a new occupation, depending on what happens to contents like hangars and pos. Scoop or destroy
Cant wait! Nice interaction with ccp |

Banko Mato
Republic University Minmatar Republic
8
|
Posted - 2014.05.22 18:00:00 -
[359] - Quote
Steve Ronuken wrote:Rowells wrote:NEONOVUS wrote:What does the Material Efficiency skill do now? reduce material requirements up to 10% with 2% per level. Citation needed. Last I saw, it was going to be a cap on the reduction of build costs with multiple runs. (that's in the devblog) with a rename.
On the other hand a +2ME/skilllevel would be nice. |

Meytal
School of Applied Knowledge Caldari State
421
|
Posted - 2014.05.22 18:10:00 -
[360] - Quote
Niko Lorenzio wrote:In other words, if we get a bonus from anchoring arrays A, B and C, can we still build only in A (with bonuses) instead of having to break our production down and separate materials into A, B and C.
Thank you. Hoping and dreaming of a future when you right-click the POS to open the storage bays, dump in your materials, begin researching or manufacturing, and the research/manufacturing efficiency is determined by number and types of modules you have installed (like what happens with modules on ships now) while requiring zero direct interaction with those modules. |
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