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Author |
Thread Statistics | Show CCP posts - 70 post(s) |
Kale Freeman
Dirt 'n' Glitter I Whip My Slaves Back and Forth
24
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Posted - 2014.05.27 18:30:00 -
[121] - Quote
Being able to only invent a single copy per slot is going to seriously reduce volume of T2 modules being manufactured.
Currently I can throw a max-run (100-run) copy into a invention job and tomorrow I have a 50% chance of a 10-run T2 BPC. This proposed change would mean that tomorrow I have a 50% chance of a 1-run T2 BPC and I still have 99 runs left on T1 copy.
Roll this out over 10 slots and I go from manufacturing 50 T2 items a day to only being able to manufacturing 5 items
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CCP Greyscale
C C P C C P Alliance
2302
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Posted - 2014.05.27 18:34:00 -
[122] - Quote
OK, it looks like my timekeeping is terrible.
http://cdn1.eveonline.com/community/forums/EVE/blueprints_public_draft_2.csv
(Right click, save as)
Some disclaimers, that some people are no doubt going to ignore, fun times: - THIS IS NOT FINAL. It says "public draft" for a reason. (It says "2" because I messed something up.) - The skin ships, for example, are all clearly "broken" right now, and will need special-casing in the final data set - I have not examined individual use cases because there are 3000+ blueprints here and I wanted to get this in front of players sooner rather than later, this is just a general pass - There are blueprints here that are clearly "junk"; if I have time I'm going to do a clear-up, but if not I want everything to at least be junk with nice numbers - A few things are missing, because the data I'm working on is not quite current (I'll obviously update this before we ship!) - Component data in particular needs revision, it's not done yet! - SOME MECHANICS ARE CHANGING, in particular invention (see earlier posts). Please bear this in mind when evaluating, and ask questions :)
General notes: - The core of everything here is Ranks, and I welcome extensive feedback on both generalities and particulars in terms of how ranks are selected (see below). - Build time is generally rank * 300 -- T2 ammo is rank * 10 I believe -- Capital ships have an *additional* 25x multiplier -- Components are left with their old build times as there's balance work here I didn't want to mess with - ME/TE research is 105 * rank for L1, as per the blog - Copy time is build time * 0.8 -- T2 is currently build time * 3 to prevent various shenanigans; I'd like to reduce this before launch - Reverse engineering is the same as current TQ times - Invention time is... -- Total build time for the output (1 run for ships, 10 runs for mods in all cases) -- Plus build time for the T1 feedstock -- All divided by 2 to approximate a 50% failure rate in invention -- Minus copy time (for one run) -- And then fuzzed up or down up to 10% depending on rank, so some things are slightly more build-bound and some things slightly more research-bound - This is all calculated pre-skills, pre-facilities etc, raw numbers math
Rank selection: - Mods are 3/6/9 for S/M/L, 6 for all "unsized" mods, 40 for capital mods, and 10x larger for T2 - Ships are 20-60 for subcaps (stepped through frigate/destroyer/cruiser etc in 10s), 200-600 for caps, and then again multiplied by 10 for T2 - Charges are 1/2/3/4 by size, * 10 for T2 - Drones are 1/2/3/40, * 10 for T2 - Starbase structures are somewhat arbitrary, turrets are 20/30/40, other structures are 40/60/80, and towers are 100/200/300 - Rigs are 5/10/15/20, * 10 for T2 - Components, RDbs etc need revision - Misc stuff is misc - deployables are in the 5-15 range, outpost stuff is all approximately capital sized, various other things such as T3 gubbins are in the 2-3 range
I'll be back around 10pm EVE hopefully, please don't flip out if you see something horrific in the meantime.
-Greyscale |
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CCP Greyscale
C C P C C P Alliance
2302
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Posted - 2014.05.27 18:34:00 -
[123] - Quote
Kale Freeman wrote:Being able to only invent a single copy per slot is going to seriously reduce volume of T2 modules being manufactured.
Currently I can throw a max-run (100-run) copy into a invention job and tomorrow I have a 50% chance of a 10-run T2 BPC. This proposed change would mean that tomorrow I have a 50% chance of a 1-run T2 BPC and I still have 99 runs left on T1 copy.
Roll this out over 10 slots and I go from manufacturing 50 T2 items a day to only being able to manufacturing 5 items
Anything that's not a ship spits out a 10-run copy on success. |
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Quintessen
Messengers of Judah Socius Inter Nos
415
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Posted - 2014.05.27 19:02:00 -
[124] - Quote
In the data dump, is Max Research for either ME/TE or both ME/TE? I.e. should I be doubling or a perfect BPO? |
Gilbaron
Free-Space-Ranger Nulli Secunda
1440
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Posted - 2014.05.27 19:03:00 -
[125] - Quote
max research and research to 1 looks a bit off.
other than that, i had hoped for a bit more variety in the ranks. some items that are (or feel) more "advanced" than others could maybe use a higher rank, i am thinking about warfare links, bubble launchers, probe launchers, .... maybe anything that requires a special ship or maybe a skill that is not a generic weapons skill. GRRR Goons |
Seith Kali
GoonWaffe Goonswarm Federation
87
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Posted - 2014.05.27 19:17:00 -
[126] - Quote
Is build time with perfect TE? Apprentice Goonswarm Economic Warfare Consultant - Drowning in entitlement and privilege.-á |
Aryth
GoonWaffe Goonswarm Federation
1550
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Posted - 2014.05.27 20:20:00 -
[127] - Quote
Please leave the JF's where they are. Cause holy crap that is gonna be fun. Leader of the Goonswarm Economic Warfare Cabal. Vile Rat: You're the greatest sociopath that has ever played eve. |
Aluka 7th
155
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Posted - 2014.05.27 20:59:00 -
[128] - Quote
Seith Kali wrote:Is build time with perfect TE research or an un-researched blueprint?
I think build time in that draft table is without Industry skill applied and any TE research done.
CCP Greyscale - RIG BPO stats are right on the mark (all 314 of Tech1s and 314 of Tech2). Good job. |
Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3338
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Posted - 2014.05.27 21:20:00 -
[129] - Quote
Just to make sure I've read the numbers right:
In this system: I'm making Expanded Cargohold IIs. I have a character with 10 research, and 10 manufacturing slots.
I make ten 2 run copies - 1440 seconds. 48 minutes I run 20 invention jobs - 97500 seconds. A little over 54 hours. I get (for simplicity) 10 successful 10 run blueprints. I run ten 10 run manufacturing jobs. - 360,000 seconds 4 Days, 4 hours.
so around 6 days or so, for 100 copies
As compared to: I make 10 sets of 2 max runs copies. 7.5 hours (not how I'd do it in reality. I'd have an alt making 20 max run copies per slot) I run 20 invention jobs (2 sets) . 5 hours. I get 10 ten run copies. I run 10 manufacturing jobs. 48000 seconds. ( 13 hours, 20 minutes)
I have 100 Expanded cargo holds. Just over 24 hours
(these are both non-optimal, but optimal requires overlapping runs, which complicates matters a lot)
The increase to invention time is a major change, and I suspect it will lead to a significant drop in output.
Especially as copy alts are low skilled. Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |
0x20
Les chevaliers de l'ordre Goonswarm Federation
0
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Posted - 2014.05.27 21:25:00 -
[130] - Quote
How current manufacturing jobs will react during patchday ? |
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Gilbaron
Free-Space-Ranger Nulli Secunda
1440
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Posted - 2014.05.27 21:48:00 -
[131] - Quote
Steve Ronuken wrote:Just to make sure I've read the numbers right:
In this system: I'm making Expanded Cargohold IIs. I have a character with 10 research, and 10 manufacturing slots.
I make ten 2 run copies - 1440 seconds. 48 minutes I run 20 invention jobs - 97500 seconds. A little over 54 hours. I get (for simplicity) 10 successful 10 run blueprints. I run ten 10 run manufacturing jobs. - 180,000 seconds 2 Days, 2 hours.
so around 4 days or so, for 100 copies
As compared to: I make 10 sets of 2 max runs copies. 7.5 hours (not how I'd do it in reality. I'd have an alt making 20 max run copies per slot) I run 20 invention jobs (2 sets) . 5 hours. I get 10 ten run copies. I run 10 manufacturing jobs. 48000 seconds. ( 13 hours, 20 minutes)
I have 100 Expanded cargo holds. Just over 24 hours
i THINK you misunderstood this. invention time in greyscales data already includes copy jobs and manufacturing.
Quote:- Invention time is... -- Total build time for the output (1 run for ships, 10 runs for mods in all cases) -- Plus build time for the T1 feedstock -- All divided by 2 to approximate a 50% failure rate in invention -- Minus copy time (for one run) -- And then fuzzed up or down up to 10% depending on rank, so some things are slightly more build-bound and some things slightly more research-bound
that means 54 hours compared to 24 hours. still a significant change but much less than what you said.
we really need the stuff on SiSi in order to make good statements. naked data is always a bit hard to work with, especially if so many modifiers and new changes need to be kept in mind. GRRR Goons |
Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3339
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Posted - 2014.05.27 21:53:00 -
[132] - Quote
Gilbaron wrote:Steve Ronuken wrote:Just to make sure I've read the numbers right:
In this system: I'm making Expanded Cargohold IIs. I have a character with 10 research, and 10 manufacturing slots.
I make ten 2 run copies - 1440 seconds. 48 minutes I run 20 invention jobs - 97500 seconds. A little over 54 hours. I get (for simplicity) 10 successful 10 run blueprints. I run ten 10 run manufacturing jobs. - 180,000 seconds 2 Days, 2 hours.
so around 4 days or so, for 100 copies
As compared to: I make 10 sets of 2 max runs copies. 7.5 hours (not how I'd do it in reality. I'd have an alt making 20 max run copies per slot) I run 20 invention jobs (2 sets) . 5 hours. I get 10 ten run copies. I run 10 manufacturing jobs. 48000 seconds. ( 13 hours, 20 minutes)
I have 100 Expanded cargo holds. Just over 24 hours
i THINK you misunderstood this. invention time in greyscales data already includes copy jobs and manufacturing. Quote:- Invention time is... -- Total build time for the output (1 run for ships, 10 runs for mods in all cases) -- Plus build time for the T1 feedstock -- All divided by 2 to approximate a 50% failure rate in invention -- Minus copy time (for one run) -- And then fuzzed up or down up to 10% depending on rank, so some things are slightly more build-bound and some things slightly more research-bound
that means 54 hours compared to 24 hours. still a significant change but much less than what you said. we really need the stuff on SiSi in order to make good statements. naked data is always a bit hard to work with, especially if so many modifiers and new changes need to be kept in mind.
Ahhh. Thst fixes it somewhat. Still a large change though
Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |
probag Bear
Center for Advanced Studies Gallente Federation
52
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Posted - 2014.05.27 21:58:00 -
[133] - Quote
Since I can't currently analyze myself, I'll do some of the grunt-work, to hopefully help others in the community properly digest the changes.
The new invBlueprintTypes table. Compared to the csv Greyscale threw out, I believe it's only missing the ship skins (haven't updated my data dump that far) and Ancient Relics (not part of the old invBlueprintTypes table). Warning: not user-friendly for those not familiar with the data dump. Helps those that have scripts operating on the old invBlueprintTypes table, as you can just substitute this.
Comparisons of old vs. new. Warning: user-friendly. Somewhat. It has actual item names. Note: a 1700% change in production time means that the new production time is 18x the old production time (Ship Scanner). A -95% change in production time means that the new production time is 0.05x the old production time (Cyno generator).
Production Time Copy Time Invention Time Max Copy Runs
Edit:
Quote:i THINK you misunderstood this. invention time in greyscales data already includes copy jobs and manufacturing. Nevermind. Give me 5 minutes to remake these. |
Gilbaron
Free-Space-Ranger Nulli Secunda
1441
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Posted - 2014.05.27 22:22:00 -
[134] - Quote
one more thing we need to keep in mind:
skills (and lab boni !) need to be applied on TOP of greyscales data. those are significant. 20% manufacturing from Industry, 25% copy speed from Science, XX% invention time from the various labs (don't have the new numbers in mind) GRRR Goons |
Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3342
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Posted - 2014.05.27 22:29:00 -
[135] - Quote
Gilbaron wrote:one more thing we need to keep in mind:
skills (and lab boni !) need to be applied on TOP of greyscales data. those are significant. 20% manufacturing from Industry, 25% copy speed from Science, XX% invention time from the various labs (don't have the new numbers in mind)
I wasn't taking industry into account on mine (So I had a 20% reduction I wan't taking into account.
The copy time was likewise also not penalised by 25%
However, the lab times were without bonuses on either. I did those all at base, so they were comparable.
so 10 hours for the copies. and 16 hours 40 mins for the manufacturing.
Around 32 hours total, compared to the increase to 54.
Edit:
hmm. I guess if you're working at a pos, you may be able to adjust the invention time more than you used to be able to. Which may bring them into line with each other. Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |
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CCP Greyscale
C C P C C P Alliance
2303
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Posted - 2014.05.27 22:44:00 -
[136] - Quote
Quintessen wrote:In the data dump, is Max Research for either ME/TE or both ME/TE? I.e. should I be doubling or a perfect BPO?
For one or the other, double it for both.
Gilbaron wrote:some data (invention, research time) looks weird but that may have something to do with invention changes. as an example: torp launchers and tempests have almost the same invention times.
other than that, i had hoped for a bit more variety in the ranks. some items that are (or feel) more "advanced" than others could maybe use a higher rank, i am thinking about warfare links, bubble launchers, probe launchers, .... maybe anything that requires a special ship or maybe a skill that is only there for one module.
That is a pretty reasonable rule of thumb that I will look into tomorrow.
Seith Kali wrote:Is build time with perfect TE research or an un-researched blueprint?
Un-researched.
Aluka 7th wrote:Seith Kali wrote:Is build time with perfect TE research or an un-researched blueprint? I think build time in that draft table is without Industry skill applied and any TE research done. CCP Greyscale - RIG BPO stats are right on the mark (all 314 of Tech1s and 314 of Tech2). Good job.
Excellent, thanks :)
Gilbaron wrote:Steve Ronuken wrote:Just to make sure I've read the numbers right:
In this system: I'm making Expanded Cargohold IIs. I have a character with 10 research, and 10 manufacturing slots.
I make ten 2 run copies - 1440 seconds. 48 minutes I run 20 invention jobs - 97500 seconds. A little over 54 hours. I get (for simplicity) 10 successful 10 run blueprints. I run ten 10 run manufacturing jobs. - 180,000 seconds 2 Days, 2 hours.
so around 4 days or so, for 100 copies
As compared to: I make 10 sets of 2 max runs copies. 7.5 hours (not how I'd do it in reality. I'd have an alt making 20 max run copies per slot) I run 20 invention jobs (2 sets) . 5 hours. I get 10 ten run copies. I run 10 manufacturing jobs. 48000 seconds. ( 13 hours, 20 minutes)
I have 100 Expanded cargo holds. Just over 24 hours
i THINK you misunderstood this. invention time in greyscales data already includes copy jobs and manufacturing. Quote:- Invention time is... -- Total build time for the output (1 run for ships, 10 runs for mods in all cases) -- Plus build time for the T1 feedstock -- All divided by 2 to approximate a 50% failure rate in invention -- Minus copy time (for one run) -- And then fuzzed up or down up to 10% depending on rank, so some things are slightly more build-bound and some things slightly more research-bound
that means 54 hours compared to 24 hours. still a significant change but much less than what you said. we really need the stuff on SiSi in order to make good statements. naked data is always a bit hard to work with, especially if so many modifiers and new changes need to be kept in mind.
Nope, invention times are raw time for just the invention job. Things will be longer on some things because I'm trying to spread module stats out a reasonable amount so all modules aren't just the same numbers, and that necessitates some things getting longer. I understand that this is different; if there's a reason it's actually problematic there are things that we can do to alleviate that to some degree (f.ex increase output runs, that is now trivial to adjust as it's just the max run count on each BP).
Gilbaron wrote:one more thing we need to keep in mind:
skills (and lab boni !) need to be applied on TOP of greyscales data. those are significant. 20% manufacturing from Industry, 25% copy speed from Science, XX% invention time from the various labs (don't have the new numbers in mind)
And worker bonuses :) Currently the plan is to get the "base" times lined up and then allow skills, facilities, workers, decryptors etc to fall more or less where they may. We're very much open to tuning all of these things to get nicer balance, but it's a somewhat fuzzy goal of mine right now to allow all the various bonuses to "pull things out of alignment", so while the simple, base jobs are very cleanly lined up, as you start to add in bonuses to make more money imperfections start to appear. The hope here is that for casual players it's all a pretty clean experience, but the more you min-max it the more quirks it throws out for you to try and optimize away :) |
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Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3342
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Posted - 2014.05.27 22:49:00 -
[137] - Quote
So I was right in thinking that for Expanded Cargohold IIs, you're increasing the time to create 100, by a factor of 4?
Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |
Gilbaron
Free-Space-Ranger Nulli Secunda
1441
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Posted - 2014.05.27 22:58:00 -
[138] - Quote
:whelp:
i'm still somewhat confused. i really want to see this on SiSi before commenting any further. GRRR Goons |
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CCP Greyscale
C C P C C P Alliance
2303
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Posted - 2014.05.27 23:27:00 -
[139] - Quote
Steve Ronuken wrote:So I was right in thinking that for Expanded Cargohold IIs, you're increasing the time to create 100, by a factor of 4?
Granted, the invention time can be cut in half, taking it down to 27 hours. But that leaves a significant difference.
(just noticed I forgot to update a base figure in my stats. The 97500 should have been doubled. But I have it right for the human readable version. (54 hours))
It's entirely possible, yes. I'll set up some end-to-end numbers in the big sheet tomorrow and see where the winners and losers are. |
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Aryth
GoonWaffe Goonswarm Federation
1550
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Posted - 2014.05.27 23:28:00 -
[140] - Quote
JF's are the most laffo but might be worth doing just for giggles.
Cap comps need more runs. Leader of the Goonswarm Economic Warfare Cabal. Vile Rat: You're the greatest sociopath that has ever played eve. |
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Sabriz Adoudel
Mission BLITZ
2985
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Posted - 2014.05.28 00:32:00 -
[141] - Quote
Gilbaron wrote:
the decryptor market is getting completely changed
Some of us have already acted upon this information.
I must say, the module invention and production times are being shaken up more than I thought they would be. Interesting.
I will most certainly be acting upon some of this information as soon as I can log on. https://forums.eveonline.com/default.aspx?g=posts&t=346564 - a proposal to overhaul the Logistics skill https://forums.eveonline.com/default.aspx?g=posts&t=238931 - an idea for a new form of hybrid PVE/PVP content. www.minerbumping.com - ganking miners and causing chaos |
probag Bear
Center for Advanced Studies Gallente Federation
52
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Posted - 2014.05.28 01:02:00 -
[142] - Quote
Since I'm throwing out .csv's, have a comparison of the time-to-create / throughput of T2 inventables, without decryptor effects, POS effects, or other modifiers. Looks like roughly half of the items will be "losers" and half "winners". I'll look at it more carefully tomorrow.
And just a quickie: there may be a legitimate error in the new data. Reverse Engineering can currently spit out T3 hull BPCs with 20 runs. Their max runs in the data though is getting changed to 1. The game might not like that. |
Sabriz Adoudel
Mission BLITZ
2985
|
Posted - 2014.05.28 01:02:00 -
[143] - Quote
A few more thoughts on the impact of increased time to market.
This will have a huge impact on increasing price spikes in the early days of alliance wars. During week 1 of the Fountain War I recognised that Goonswarm demand meant that Oneiros prices had soared, and I started vomiting them out as quickly as my available capital allowed (I was capital limited, not production line or science line limited).
At the time Oneiros build price was about 120m and the pre-war price had been about 135m, but Mynnna's minions bought enough to make the price soar.
I clearly wasn't the only person that made this shift, and after ~4 days (which was my time-to-market) the Oneiros price stopped rising and stabilized at an extremely profitable 190-195m. Over a few weeks, this slowly declined as more people got into the market, and the production cost went up as people started charging more for Photon Microprocessors.
Had time-to-market been 8 days instead of 4, the equilibrium reached may have been different, and definitely less stable.
I raise this because as it is, TTM will be increasing on some items, including the Oneiros. If Mynnna is following this thread, he may be able to indicate whether this change would have impacted his alliance's fleet doctrines during the war. https://forums.eveonline.com/default.aspx?g=posts&t=346564 - a proposal to overhaul the Logistics skill https://forums.eveonline.com/default.aspx?g=posts&t=238931 - an idea for a new form of hybrid PVE/PVP content. www.minerbumping.com - ganking miners and causing chaos |
Sabriz Adoudel
Mission BLITZ
2985
|
Posted - 2014.05.28 01:05:00 -
[144] - Quote
probag Bear wrote:Since I'm throwing out .csv's, have a comparison of the time-to-create / throughput of T2 inventables, without decryptor effects, POS effects, or other modifiers. Looks like roughly half of the items will be "losers" and half "winners". I'll look at it more carefully tomorrow. And just a quickie: there may be a legitimate error in the new data. Reverse Engineering can currently spit out T3 hull BPCs with 20 runs. Their max runs in the data though is getting changed to 1. The game might not like that.
Could you generate that again, but assume a Symmetry decryptor is always used? It's much more realistic as Symmetry is so underpriced that using it increases ISK per hour on almost every profitable T2 invention job. https://forums.eveonline.com/default.aspx?g=posts&t=346564 - a proposal to overhaul the Logistics skill https://forums.eveonline.com/default.aspx?g=posts&t=238931 - an idea for a new form of hybrid PVE/PVP content. www.minerbumping.com - ganking miners and causing chaos |
Sales Alt negrodamus
SalesAltCorp
0
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Posted - 2014.05.28 01:16:00 -
[145] - Quote
Oh man, 90 day base invent time for a JF.
Definitely watching this space.
Greyscale - when can we expect to get this on sisi? A lot of us are simply tinkering with spreadsheets right now and holding back opinions until we can see this in action. |
Salpun
Global Telstar Federation Offices Masters of Flying Objects
745
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Posted - 2014.05.28 01:20:00 -
[146] - Quote
Sales Alt negrodamus wrote:Oh man, 90 day base invent time for a JF.
Definitely watching this space.
Greyscale - when can we expect to get this on sisi? A lot of us are simply tinkering with spreadsheets right now and holding back opinions until we can see this in action. They want it as soon as possible but it depends how long they want to use Sisi to test fixes after the patch. I think it will be by the end of next week for sure.
If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide
See you around the universe. |
probag Bear
Center for Advanced Studies Gallente Federation
52
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Posted - 2014.05.28 01:31:00 -
[147] - Quote
Sabriz Adoudel wrote:probag Bear wrote:Since I'm throwing out .csv's, have a comparison of the time-to-create / throughput of T2 inventables, without decryptor effects, POS effects, or other modifiers. Looks like roughly half of the items will be "losers" and half "winners". I'll look at it more carefully tomorrow. And just a quickie: there may be a legitimate error in the new data. Reverse Engineering can currently spit out T3 hull BPCs with 20 runs. Their max runs in the data though is getting changed to 1. The game might not like that. Could you generate that again, but assume a Symmetry decryptor is always used? It's much more realistic as Symmetry is so underpriced that using it increases ISK per hour on almost every profitable T2 invention job.
I considered including decryptor effects, but decided against it, as we still have no idea what they'll be changing to.
If I do include decryptor effects, I also have the option of easily optimizing for profit/hr and having the data use the optimal decryptor for each item (while Symmetry is very popular, it's still not the optimal decryptor to use for most items). That, of course, would create another problem: decryptor prices aren't going to stay the same post-Crius, and which decryptor is optimal does heavily depend on their price.
If I have enough time, I actually have the proper code scaffolding to go in, get volume/day data for decryptors, T2 items, everything, assume that decryptor effects are staying the same but just scaling up from -4/-4 base to 0/0 base, and come up with a proper estimate of how decryptor demand would change. Probably not going to happen though. It'd easily be several paragraphs of code, whereas everything else I've done in this thread has been just copy-pasted pre-existing code with trivial changes.
That said, I'm not doing anything more today, as I'm already half-asleep. Tomorrow I'll actually look at that data I had my scripts spit out, and hopefully be able to make some sense of it. I might even decide to involve decryptors somewhere; suggestions are appreciated. |
Sabriz Adoudel
Mission BLITZ
2986
|
Posted - 2014.05.28 01:41:00 -
[148] - Quote
Perhaps consider Symmetry on modules other than battleship guns and all T2 frigates, Parity on battleship guns and destroyers, Accelerant on T2 cruisers/BC, and Process on T2 battleships and larger.
It may not be optimal, but it's a pretty good estimate of optimal with current decryptor prices. Obviously decryptor prices will change, this is why I have been stockpiling certain ones.
Assume that each point of ME becomes 1% less materials (not that you care about that here) and each point of PE 2% less build time. It's not so much that we are after perfect accuracy, just a good baseline estimate. https://forums.eveonline.com/default.aspx?g=posts&t=346564 - a proposal to overhaul the Logistics skill https://forums.eveonline.com/default.aspx?g=posts&t=238931 - an idea for a new form of hybrid PVE/PVP content. www.minerbumping.com - ganking miners and causing chaos |
Angella Mitchell
Les chevaliers de l'ordre Goonswarm Federation
0
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Posted - 2014.05.28 02:12:00 -
[149] - Quote
Is it me or Fuel Block manufacturing time is now 3x longer ? from 5 min to 15 min. |
Dealth Striker
Striker Ltd
31
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Posted - 2014.05.28 03:21:00 -
[150] - Quote
Hi Are the BPCs created prior to release of the industry changes going to convert?
Thank you in advance Striker Out!! |
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