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Author |
Thread Statistics | Show CCP posts - 70 post(s) |

Aluka 7th
155
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Posted - 2014.05.21 05:47:00 -
[61] - Quote
CCP Greyscale, what will happen with copy time of superweapon (AKA DD) BPs? They have 40h manufacture time and 1month, 1days and 6h copy time (you per single run stat) .
It is capital module same like for example XL gun Dual 1000mm Railgun which has 20h manufacturing time but 1day 13.5h copy time. When we are at it, I hope XL gun will get copy time reduction also. |
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CCP Greyscale
C C P C C P Alliance
2274

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Posted - 2014.05.21 10:51:00 -
[62] - Quote
Chanina wrote:Further more the current invention output is highly depending on online time. With one invention cycle every 1:15 hour you get 2 to 3 on an average evening if you don't wander of in another region. If you increase this time to something between 3 and 7 hours many players won't manage to get more than one cycle each evening. That would greatly nerf the output of invention. I would suggest if you touch this times consider increasing the output runs. I would be fine with the invention taking 12 hours but the result is not a 10 run copy but a 50 run copy. But that starts to go deep into invention cost balance soon and might be out of scope. And therefore I would even suggest to keep the current invention times until you redo the hole invention thing. I will stop here for now on that subject. Greyscale wrote: - We would generally like all blueprint data to follow a coherent pattern; we're still discussing how far we would like to take this
Sounds good, it is always helpful if there is a solid pattern to follow if you want to explain something to someone else. I would suggest the T1 item bpo as the base line while T2 and later Meta-level BPs go with a meta modifier. Currently that would be t2 item takes 5 times of a t1 item. But those are the obvious ones. Is cost scaling a part of this GÇ£dataGÇ¥? Is the BPO rank part of the installation cost and / or the team cost? A rank 10 item is harder to build than a rank 1 so it would be reasonable if the workforce gets more expensive with BPO rank.
First: yeah, "leave invention alone until we rework it" is a thing that is fairly high up my list of options atm. Messing with these numbers is a bit like pulling a loose thread on a jumper sometimes :)
Cost scaling is based purely on the end product value right now, so not directly affected by this stuff.
Sales Alt negrodamus wrote:Greyscale, just to bounce this off someone whose responding and actively thinking about industry....
Is CCP happy with the way drugs work? These do not appear to have been touched in several years.
Eg, is there going to be a balancing pass made against them and/or are there plans for more specialized boosters?
I like making them, but they are an incredible nuisance due to how horrible the pos interface is for chaining the reactions. And how it is just annoying to get them into highsec.
Personally I'd like to see more variety and specialization like with implants that do some of the same things but some really different things.
Like mining / science / industry specific boosters.
Further, its' really hard to source materials and bpcs for drugs due to how certain components only appear in certain constellations. At least please make it regional, or not at all location based like with what was done to moon materials.
Overall I like the changes. I think. But to repeat myself, we definitely need to see them on sisi becuase eve has a lot of moving parts and y'all are tweaking a lot of them.
Off topic so not getting into it further, but no, we're not :)
Kenneth Feld wrote:One other thing is the difference between blue prints that get invented and ones that don't
These don't need to worry about max runs Cap Components T2 cap components shuttles containers Carriers dreads orca rorqual there are probably others...
These do: anythign that gets invented Also, balancing a max run bpc for invention to the times, or maybe doing away with the requirement for max run. Maybe making the size factor in so max run isn't always required
Yup, aware of this :) Max run stuff is a pain, probably not being changed in Crius
Aluka 7th wrote:CCP Greyscale, what will happen with copy time of superweapon (AKA DD) BPs? They have 40h manufacture time and 1month, 1days and 6h copy time (you per single run stat)  . It is capital module same like for example XL gun Dual 1000mm Railgun which has 20h manufacturing time but 1day 13.5h copy time. When we are at it, I hope XL gun will get copy time reduction also.
Will have to do the math, probably copy times will get shorter, not 100% sure right now though :) |
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Rabbit P
Nuwa Foundation Fraternity.
10
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Posted - 2014.05.21 11:15:00 -
[63] - Quote
Greyscale
will you write another dev blog when you have the second iteration about the Industry changes coming in Crius? it is hard for a Industry newbie like me to follow all those forum posts. |
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CCP Greyscale
C C P C C P Alliance
2274

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Posted - 2014.05.21 11:42:00 -
[64] - Quote
Rabbit P wrote:Greyscale
will you write another dev blog when you have the second iteration about the Industry changes coming in Crius? it is hard for a Industry newbie like me to follow all those forum posts.
Yes. |
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Babbet Bunny
State War Academy Caldari State
18
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Posted - 2014.05.21 11:48:00 -
[65] - Quote
POS arrays are composed of extra materials only. Will these be changed to standard materials and effected by ME changes?
Thank you,
BB |
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CCP Greyscale
C C P C C P Alliance
2274

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Posted - 2014.05.21 13:13:00 -
[66] - Quote
Babbet Bunny wrote:POS arrays are composed of extra materials only. Will these be changed to standard materials and effected by ME changes?
Thank you,
BB
Yes. |
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Danny Centauri
Manu Fortius space weaponry and trade
92
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Posted - 2014.05.21 13:26:00 -
[67] - Quote
Would it be possible to get some sample data to play with to give better feedback. I'm really interested in making copy/build times a multiple of the ranks you proposed however its much easier for you to pull a nice organised table of this data for different BPOs straight from the DB than it is for us to pull it manually.
Even if its 20 ships and modules across different classes giving build times and copy times we can really help give much better input with some data that we can play around with in excel. If there's a database dump anywhere of all of this static data somewhere we can manipulate even better just point the right general direction. EVE Manufacturing Guide - Simple guides to manufacturing in EVE for both beginners and more experienced players. |
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CCP Greyscale
C C P C C P Alliance
2274

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Posted - 2014.05.21 13:29:00 -
[68] - Quote
Danny Centauri wrote:Would it be possible to get some sample data to play with to give better feedback. I'm really interested in making copy/build times a multiple of the ranks you proposed however its much easier for you to pull a nice organised table of this data for different BPOs straight from the DB than it is for us to pull it manually.
Even if its 20 ships and modules across different classes giving build times and copy times we can really help give much better input with some data that we can play around with in excel. If there's a database dump anywhere of all of this static data somewhere we can manipulate even better just point the right general direction.
I think the blueprint data is in the SDE, but I could be wrong. Regardless, I'll see what I can do about dumping out what I have once the spreadsheet is in a good state. Right now, I'm working on assigning ranks to stuff like structures so I can math everything at once. |
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Quintessen
Messengers of Judah Socius Inter Nos
414
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Posted - 2014.05.21 14:12:00 -
[69] - Quote
CCP Greyscale wrote:Danny Centauri wrote:Would it be possible to get some sample data to play with to give better feedback. I'm really interested in making copy/build times a multiple of the ranks you proposed however its much easier for you to pull a nice organised table of this data for different BPOs straight from the DB than it is for us to pull it manually.
Even if its 20 ships and modules across different classes giving build times and copy times we can really help give much better input with some data that we can play around with in excel. If there's a database dump anywhere of all of this static data somewhere we can manipulate even better just point the right general direction. I think the blueprint data is in the SDE, but I could be wrong. Regardless, I'll see what I can do about dumping out what I have once the spreadsheet is in a good state. Right now, I'm working on assigning ranks to stuff like structures so I can math everything at once.
A spreadsheet would be great to look at for those of us good with spreadsheets, but unfamiliar with the API in general. I would be willing to work with an in-progress spreadsheet if it meant getting access to the information more quickly. |

probag Bear
Center for Advanced Studies Gallente Federation
48
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Posted - 2014.05.21 14:25:00 -
[70] - Quote
Current Blueprint spreadsheet
invTypes spreadsheet, so you can translate IDs to names
Pages ([1], [2]) to help guide you through the spreadsheets. |

Danny Centauri
Manu Fortius space weaponry and trade
92
|
Posted - 2014.05.21 16:42:00 -
[71] - Quote
CCP Greyscale wrote:Danny Centauri wrote:Would it be possible to get some sample data to play with to give better feedback. I'm really interested in making copy/build times a multiple of the ranks you proposed however its much easier for you to pull a nice organised table of this data for different BPOs straight from the DB than it is for us to pull it manually.
Even if its 20 ships and modules across different classes giving build times and copy times we can really help give much better input with some data that we can play around with in excel. If there's a database dump anywhere of all of this static data somewhere we can manipulate even better just point the right general direction. I think the blueprint data is in the SDE, but I could be wrong. Regardless, I'll see what I can do about dumping out what I have once the spreadsheet is in a good state. Right now, I'm working on assigning ranks to stuff like structures so I can math everything at once.
Hopefully this will help most people followed probag Bears advice - link to download EVE Manufacturing Guide - Simple guides to manufacturing in EVE for both beginners and more experienced players. |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3297
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Posted - 2014.05.21 16:46:00 -
[72] - Quote
If anyone isn't sure how blueprint data from the SDE fits together, feel free to evemail me.
Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |

Danny Centauri
Manu Fortius space weaponry and trade
92
|
Posted - 2014.05.21 19:02:00 -
[73] - Quote
Item - ME1 Research time- New Rank- ME 5% Research time 200mm AutoCannon I - 12,000 - 1 - 3,360 Punisher - 120,000 - 20 - 67,200 Blackbird - 240,000 - 40 - 134,400 Raven - 360,000 - 60 - 201,600 Cyclone - 360,000 - 50 - 168,000 Moros - 5,120,000 - 200 - 672,000 Leviathan - 20,480,000 - 600 - 2,016,000
OK pretty sure I've done something special with ME1 being converted to ME5% I presumed these were the same so would be similar time requirements but everything seems a tad off... would really appreciate someone pointing me in the right direction I've clearly missed something. EVE Manufacturing Guide - Simple guides to manufacturing in EVE for both beginners and more experienced players. |

Firvain
Wildly Inappropriate Goonswarm Federation
14
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Posted - 2014.05.21 19:24:00 -
[74] - Quote
I know this isnt strictly research related, but its blueprint related as its about buildcost.
Do you have a number for us at global job/hours? So we can actully calculate just how many jobs we can cram into a station. Thanks! |

Jori Ituin
Lom Corporation Brothers of Tangra
0
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Posted - 2014.05.21 21:11:00 -
[75] - Quote
Do we know what will happen to blueprints that are partway though a remote POS research job, when the changes are implemented? |

Aluka 7th
155
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Posted - 2014.05.22 03:54:00 -
[76] - Quote
Jori Ituin wrote:Do we know what will happen to blueprints that are partway though a remote POS research job, when the changes are implemented?
AFAIK normally finish on date defined at install and will be delivered to hangar in station from where the job was created. |

Dirty Wrench
Royal Amarr Institute Amarr Empire
1
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Posted - 2014.05.22 07:28:00 -
[77] - Quote
So all the invented blueprint copies that exist right now that are -4/-4 will be what values after the patch ?
Anything that exists as negative values now won't be worth building/using after the patch if the invention under the new system guarantees at worst an of ME 0.
Or do you plan to scale them as well ? |

Victoria Sin
Center for Advanced Studies Gallente Federation
642
|
Posted - 2014.05.22 10:08:00 -
[78] - Quote
I like the consistency but I do have a concern and that is time investment in specialism to get the best or be the most productive. I feel there's not enough of this. Some items do require some time investment in skilling (some T2, like Covert Ops Cloaks) and A LOT of slot time investment in copying. For example copying the prototype cloak 3 x max runs takes well over 20 days (with a 5% copy time implant at a POS). If you reduce copy down to build time but don't increase skill requirements, absolutely anyone will be able to do it with minimal character specialisation.
I think character specialisation is a good thing. I want to be "elite" and that implies that not everyone and their mother have been willing to put 20m skill points into it to get the best out of it. You're already doing this with refining, for which I'm currently specialising one character. I think it should be the same with manufacture and invention.
Also, obligatory take T2 BPOs out of the game comment. |

Jori Ituin
Lom Corporation Brothers of Tangra
0
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Posted - 2014.05.22 10:38:00 -
[79] - Quote
Victoria Sin wrote:[..]
I think character specialisation is a good thing. I want to be "elite" and that implies that not everyone and their mother have been willing to put 20m skill points into it to get the best out of it. You're already doing this with refining, for which I'm currently specialising one character. I think it should be the same with manufacture and invention.
[...]
I agree, it was also well managed when the changes to the carrier etc. skill changes were introduced, in that the overall time required to fly a [first] carrier remained roughly the same.
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Danny Centauri
Manu Fortius space weaponry and trade
92
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Posted - 2014.05.22 13:41:00 -
[80] - Quote
Victoria Sin wrote:I like the consistency but I do have a concern and that is time investment in specialism to get the best or be the most productive. I feel there's not enough of this. Some items do require some time investment in skilling (some T2, like Covert Ops Cloaks) and A LOT of slot time investment in copying. For example copying the prototype cloak 3 x max runs takes well over 20 days (with a 5% copy time implant at a POS). If you reduce copy down to build time but don't increase skill requirements, absolutely anyone will be able to do it with minimal character specialisation.
I think character specialisation is a good thing. I want to be "elite" and that implies that not everyone and their mother have been willing to put 20m skill points into it to get the best out of it. You're already doing this with refining, for which I'm currently specialising one character. I think it should be the same with manufacture and invention.
Also, obligatory take T2 BPOs out of the game comment.
I'm sat on the other side of the fence on this one, personally I believe that industry should be easy get into but difficult to master. The elite should simply not exist and players should be forced to change what they are building on a regular basis to maintain the best profits.
This would make the restrictive factor to success the number of blueprints you own and diversity of your portfolio of products alternatively it forces industry to involve more social interaction. Really wish the market/contracting system better facilitated the sale of BPCs so that specialist science research/copy/invention corporations started to pop up which effectively act as suppliers for manufacturing.
Personally managing manufacturing on a large scale working with suppliers for T1 hulls and BPCs was some of my most fun work along with negotiating prices and long term deals. I actually felt a lot more like part of the EVE community interacting with the economy compared to when I simply built from the BPOs I owned.
Additionally I believe CCP have the goal of moving indy profits over to player skill. This can be seen in the mechanic where job installation cost is higher in busier systems. This means the most aware players can optimise their costs better than the lazy who build in one station. Building one item in EVE is easy mode and really shouldn't be rewarded to the same extent as moving locations and changing what your building to find the best profits.
EVE Manufacturing Guide - Simple guides to manufacturing in EVE for both beginners and more experienced players. |

probag Bear
Center for Advanced Studies Gallente Federation
49
|
Posted - 2014.05.22 23:31:00 -
[81] - Quote
I started making this table for myself, but I might as well post it too. Concerning decryptors:
With one major assumption, current decryptor benefits can be boiled down to just 2 values: their effect on material requirements, and their effect on the ideal invention time per manufacturing time ratio. The major assumption is that T2 manufacturers seek to optimize their invention time to manufacturing time ratio, so as to not leave a bunch of slots chronically under-used.
Another assumption that just simplifies calculations is to take the ratio of ProductivityModifier/BaseProductionTime as 0.2. This is the case for 738 out of 766 inventable T2 blueprints, and is also the value Devs are using as a standard. ["while for negative TE we're subtracting 1 and multiplying by 20"]. Similarly, the waste factor is taken to be a constant 10.
And finally, for the sake of pretty numbers, the material requirement modifier is given as a simple multiplier. In practice, this effect can vary wildly from item to item due to rounding; a particular high-volume item I'm acquainted with has the exact same material requirements at -2 and -1 ME, which moves pressure off accelerants and onto symmetries.
That given, have a 9-line CSV. Tiny Pastebin CSV
All the modifiers are with respect to the "base" -4 / -4 inventable BPC. Volume is the estimated daily volume bought from sell orders, averaged over the last 30 days. It's there for reference, as is price.
A tad too drowsy to make any thought-out comments on the data. From a quick glance, I'm surprised that Optimized Augmentation is actually that good. If it had drop rates closer to that of Accelerants, it would be very useful. |

Salpad
Carebears with Attitude
542
|
Posted - 2014.05.22 23:46:00 -
[82] - Quote
CCP Greyscale wrote:Yup, aware of this :) Max run stuff is a pain, probably not being changed in Crius
Not even for items that don't have T2 equivalents, such as capital components? |

Khan'matar
HEK CARTEL
0
|
Posted - 2014.05.23 02:52:00 -
[83] - Quote
On the 'Copy slots' vs 'Invention slots' vs 'Max Runs' bottlenecks.
- The copy slots issue may be going away with the availability of new POSes going online once the standings restrictions are mothballed.
- Invention slots are the bottleneck when all you get is 10 runs of a T2 module in an hour, where with a decryptor you might get +2 in some cases with negative ROI. This was particularly a click-fest considering a) you had to pick the invention slot (which has been fixed if I read right defaulting to the location of the bpc) b) you had to do it maaany times over to get profitable amounts even though results where done in about an hour.
ideas: Without over complicating the matter of course, or over simplifying it to the point where one strategy dominates all others.
- If invention has modifiers to decryption success, ME, PE and max runs, there are other parts in science that could use modifiers -- like for TIME? Time to Copy (TTC), Time to Material Research (TTMR), time to Reverse Engineer (TTRE), time to Invent (TTI)?
- Should 'Time to Complete' on the science side be scaled using existing T1 items ? (such as Databases and Khu'maak and Exotic Dancers)
- Should T2 BPO's become available in a new game mechanic? For those who just need to build 300 of something.
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Khan'matar
HEK CARTEL
0
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Posted - 2014.05.23 02:58:00 -
[84] - Quote
Quote:Firstly, these proposed changes will drastically change the decryptor market.
Personal interest statement on this feedback: given that I am sitting on hundreds, maybe thousands of Symmetry decryptors (and low double figures of the much more expensive and soon to be nearly worthless Process decryptors), I can live with this :). Doesn't mean I think it's a good change, but it will definitely make me billions.
Perhaps Decryptors will be scaled to a new normal ?
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Annia Aurel
J-CORP
0
|
Posted - 2014.05.23 05:52:00 -
[85] - Quote
This is a proposal to get rid of "efficiency" stats entirely (ME, PE) and use "waste" stats instead ("material waste", "time waste"). Because waste is what actually matters. Stop using a proxy.
Situation: (both currently and after your planned changes)
The game shows "efficiency" stats (ME, PE). The actual waste stats are not shown. The scale is upside down: more levels = less waste.
Complication:
Some calculations are required to get from ME and PE to waste. In the old system, an addition, a division and a multiplication were required. In the new system, it is simpler, but you still have to calculate "waste % = 10% - ME * 1%".
Resolution:
Replace ME and PE efficiency stats (in units of levels) entirely by "material waste" and "time waste" stats (conveniently displayed in units of % already).
New blueprints start at "waste level: 10%" (and the description directly says so). Every level of research reduces that stat by 1%. Blueprints which have reached 0% waste (after 10 levels of research) are perfect. Description now reads: "waste level: 0%". Simple, aint it? And the scale is straight: less % = less waste.
Internally, you can use 10 integer levels of course, only need to output a "%" on the screen.
You can use this opportunity to remove some "bad" complexity from the game. You can still implement any changes as planned, but the end result would be easier for new players to understand and less confusing (old ME vs new ME) for veterans.
Thoughts? |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3317
|
Posted - 2014.05.23 11:25:00 -
[86] - Quote
probag Bear wrote:I started making this table for myself, but I might as well post it too. Concerning decryptors: With one major assumption, current decryptor benefits can be boiled down to just 2 values: their effect on material requirements, and their effect on the ideal invention time per manufacturing time ratio. The major assumption is that T2 manufacturers seek to optimize their invention time to manufacturing time ratio, so as to not leave a bunch of slots chronically under-used. Another assumption that just simplifies calculations is to take the ratio of ProductivityModifier/BaseProductionTime as 0.2. This is the case for 738 out of 766 inventable T2 blueprints, and is also the value Devs are using as a standard. ["while for negative TE we're subtracting 1 and multiplying by 20"]. Similarly, the waste factor is taken to be a constant 10. And finally, for the sake of pretty numbers, the material requirement modifier is given as a simple multiplier. In practice, this effect can vary wildly from item to item due to rounding; a particular high-volume item I'm acquainted with has the exact same material requirements at -2 and -1 ME, which moves pressure off accelerants and onto symmetries. That given, have a 9-line CSV. Tiny Pastebin CSVAll the modifiers are with respect to the "base" -4 / -4 inventable BPC. Volume is the estimated daily volume bought from sell orders, averaged over the last 30 days. It's there for reference, as is price. A tad too drowsy to make any thought-out comments on the data. From a quick glance, I'm surprised that Optimized Augmentation is actually that good. If it had drop rates closer to that of Accelerants, it would be very useful.
The change to number of runs is far from inconsequential too. As it changes the dynamics wrt invention cost per successful run. Woo! CSM 9! http://fuzzwork.enterprises/
Twitter: @fuzzysteve on Twitter |

GreasyCarl Semah
A Game as Old as Empire
127
|
Posted - 2014.05.23 16:51:00 -
[87] - Quote
This touches on Tech 2 BPOs and invention so I am not sure which thread is appropriate. Instead of removing Tech 2 BPOs or doing something to enrage the player base of existing owners, give a very slight chance that invention provides a much better blueprint copy than usual that rivals a well researched BPO. This reduces the value of the tech 2 BPOs and lets others compete but doesn't completely destroy their value. It creates a middle ground. It also puts a carrot out there for industry players to look for. Using the new ME/PE system I am assuming that most of the BPCs produced by invention will be somewhere under ME/PE 5. This copy could be a higher quality of ME/PE (8/8 maybe?) with an unusual amount of runs.
Also, what about throwing extra decryptors into an invention job to increase chance of success, number of runs or speed of the run? This may not be technically feasible of course, just an idea. |

MailDeadDrop
Rage and Terror Against ALL Authorities
330
|
Posted - 2014.05.23 17:22:00 -
[88] - Quote
CCP Ytterbium wrote:probag Bear wrote:And while we're pointing out inconsistencies in blueprints stats: All T2 non-armor rigs have the following manufacture requirements:
- Small rigs - Level 1 of parent rigging skill
- Medium rigs - Level 1 of parent rigging skill
- Large rigs - Level 1 of parent rigging skill
- Capital rigs - Level 4 of parent rigging skill
T2 armor rigs are the only ones that follow a different pattern of manufacture requirements:
- Small rigs - Level 1 of parent rigging skill
- Medium rigs - Level 2 of parent rigging skill
- Large rigs - Level 3 of parent rigging skill
- Capital rigs - Level 4 of parent rigging skill
Skills are a different problem that'll be tackled at a later date. I understand your desire to push skill changes off, but these are skills for *industry* (not usage/fitting) that are obviously wrong. Since Crius is all about overhauling industry, shouldn't correcting obvious *industry* skill problems be on the table? I believe you are already mucking about with skill effects as they apply to refining. That seems inconsistent.
MDD |

Utremi Fasolasi
La Dolce Vita
395
|
Posted - 2014.05.23 19:39:00 -
[89] - Quote
Annia Aurel wrote:This is a proposal to get rid of "efficiency" stats entirely (ME, PE) and use "waste" stats instead ("material waste", "time waste"). Because waste is what actually matters. Stop using a proxy.
Pretty sure the dev blog about the research changes addresses this. They are raising base material costs across the board by 11%, eliminating the concept of waste, and then ME subtracts from that by a percent up to 10%.
So yes it will really refer to efficiency not mere waste. |

Utremi Fasolasi
La Dolce Vita
395
|
Posted - 2014.05.23 19:42:00 -
[90] - Quote
If production from BPCs is going to be more of a factor, some BPs like Nanite Repair Paste need a higher max # of runs per copy.
For some quirkable reason I can't fathom this BP has a max of 5 runs per copy or just 50 units per BPC. |
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