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CCP Greyscale
C C P C C P Alliance
2236

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Posted - 2014.05.19 16:55:00 -
[1] - Quote
Hi everyone,
Following on from the discussion in the devblog thread here, I've decided it's probably time to create a proper thread to discuss revisions to blueprint data, rather than continuing it at the tail end of a 60+ page thread.
Here is the situation: - What we are talking about is any "static" blueprint data, eg times and materials for different job types, plus the max runs attribute - We are already going to have to change every blueprint in the game, and to this end have tools set up so that any systemic change to existing numbers takes a couple of minutes to implement, provided it's doing math based on other attributes that are in the same data or otherwise easily available - We do have our fingers in the industry code right now, so small changes to eg formulas are on the table if we can justify them; larger sweeping changes are *not* on the table - We are erring on the side of maintaining the current balance for things that are not on our list of goals (below), but we are happy with any reasonable balance disruptions in pursuit of those goals - We are erring on the side of preserving the status quo in invention over preserving the status quo for T2 BPOs; note that, as previous point, we are not specifically targeting T2 BPOs in any particular way - We are expecting to mechanically rework invention following the Crius release, so we do not want to create wasted work by making too many changes to it for Crius - Simple things that make industry better are very much in our ballpark!
Specific goals we are currently pursuing: - We would like to make copy times consistently lower than build times, so building from copies is the optimal play (dovetails with our starbase changes, for example) - We are rebasing invention TE/ME values to all be positive or 0 at all times, removing negative ME/TE from invention outputs, as this solves a number of issues with removing extra materials - We would generally like all blueprint data to follow a coherent pattern; we're still discussing how far we would like to take this - For at least non-invention blueprints, we are reviewing max run numbers to alleviate issues in certain areas eg cap construction, nanite paste - We need to deal with the interaction between the first point on this list, Gallente Outpost copy-time bonuses and T2 BPOs - Removal of waste necessitates an increase in all manufacturing costs - Removal of negative TE/ME probably requires an increase in T2 build costs to balance out component demand before and after
Specific changes I am looking at making right now: - Copy time to 80% of build time base; TE and skills mean it works out slightly faster copying than building - Setting rank to equal size*metalevel; rank is defined in this devblog, and I will explain "size" below - Possibly changing build times to be a function of rank; otherwise modules and charges (among other things) may need to break the copy/build paradigm to avoid a big nerf - I'm considering changing invention times so that build time is generally twice copy+invention, to maintain balance across character manufacture and research slots; this also has the advantage of giving invention time a clear driving force - As above, normalizing max run count on things that aren't invented from to make them less tedious to build from in some cases
So, with all that said... discuss, and also suggest! We're looking for two things in this thread: discussion of things proposed in this post, and also suggestions for other things we could do to improve the overall blueprint dataset or elements thereof. If there's something in the way the numbers relate to each other, either generally or for specific products, that's always bothered you, please explain it in this thread and we'll look at changing it :)
Things we would prioritize if we were making suggestions in this thread, in descending priority: - Explain what the problem is, and why. This is the most important thing for us as developers: to understand what you're trying to solve - Explain a simple, clear solution - preferably one that doesn't require code changes :) - Give specific examples and/or numbers!
Thanks, -Greyscale
SIZE: 1 - frigate/destroyer modules (power draw between 2 and 34) 2 - cruiser/battlecruiser modules (power draw between 35 and 299) and all "unsized" modules (power draw below 2) 3 - battleship modules (power draw between 300 and 4999) 4 - capital modules (power draw above 5000) 20 - frigates 30 - destroyers 40 - cruisers 50 - battlecruisers 60 - battleships 200 - most capitals 400 - supercarriers 600 - titans
Still working out how this will apply to eg structures, it shouldn't be hard, it just needs the math doing :) |
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Aluka 7th
155
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Posted - 2014.05.19 17:04:00 -
[2] - Quote
If I understood correctly, all T2 items/ships that are manufactured mainly from BPO will have their price tag increased from increase in base material requirements? |

Apelacja
Caldari Provisions Caldari State
70
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Posted - 2014.05.19 17:08:00 -
[3] - Quote
ranks look valid for me.
Still i have some doubts about decryptors and invention jobs for JF/BS size hulls. There is totally no use of 1 run decryptors if the difference is going to be so small. ( eg 1-2%).
sry edited bad read |

ShesAForumAlt
Federal Defense Union Gallente Federation
1
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Posted - 2014.05.19 17:09:00 -
[4] - Quote
Edit: NVM, I derped and read it wrong. Carry on. This is totally my main.-á |

Money Makin Mitch
Paid in Full
362
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Posted - 2014.05.19 17:11:00 -
[5] - Quote
Just flat-out remove the T2 BPOs or seed them on market. Compensate owners with a bunch of copies. They've had more than enough time and opportunity to capitalize off their originals already. Further compensation is not needed as the values of T2 BPOs are due to the Greater Fool theory in action.
The greater fool theory states that the price of an object is determined not by its intrinsic value, but rather by irrational beliefs and expectations of market participants. A price can be justified by a rational buyer under the belief that another party is willing to pay an even higher price.Or one may rationally have the expectation that the item can be resold to a "greater fool" later.
Simply put, some people might lose isk because they speculated on the prints gaining in value without end - that is their own fault and such greed should not be rewarded. |

Aluka 7th
155
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Posted - 2014.05.19 17:11:00 -
[6] - Quote
ShesAForumAlt wrote:First things first: CCP Greyscale wrote: - I'm considering changing invention times so that build time is generally twice copy+invention, to maintain balance across character manufacture and research slots; this also has the advantage of giving invention time a clear driving force
Guessing you mean invention time would be twice copy + build? IE Invention = 2*Copy + Build, not Invention = 2*Copy + Invention?
He ment T2 build time = T1 BPO copy time + T1 BPO invention time. T2 take longer to build then T1 version of same thing. |
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CCP Greyscale
C C P C C P Alliance
2237

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Posted - 2014.05.19 17:19:00 -
[7] - Quote
Aluka 7th wrote:ShesAForumAlt wrote:First things first: CCP Greyscale wrote: - I'm considering changing invention times so that build time is generally twice copy+invention, to maintain balance across character manufacture and research slots; this also has the advantage of giving invention time a clear driving force
Guessing you mean invention time would be twice copy + build? IE Invention = 2*Copy + Build, not Invention = 2*Copy + Invention? IMHO I think he ment T2 BPC build time = T1 BPO copy time + T1 BPO invention time. T2 take longer to build then T1 version of same thing.
Yes, except 2x copy+invention to roughly account for invention failure rate :)
Also, please can we avoid talking about future changes to T2 BPOs in this thread; if you want to talk about that stuff *somewhere* take it to this blog feedback thread: https://forums.eveonline.com/default.aspx?g=posts&t=340181
This thread is *just* about changing blueprint data, thanks :) |
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Aluka 7th
155
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Posted - 2014.05.19 17:23:00 -
[8] - Quote
No prob. Static data on these BPOs is wrong:
Capital Processor Overclocking Unit I Blueprint Capital Drone Control Range Augmentor I Blueprint Capital Drone Durability Enhancer I Blueprint Capital Drone Mining Augmentor I Blueprint Capital Drone Repair Augmentor I Blueprint Capital Drone Scope Chip I Blueprint Capital Drone Speed Augmentor I Blueprint Capital Sentry Damage Augmentor I Blueprint Capital Stasis Drone Augmentor I Blueprint
They have research/manufacture time of Large rig BPO and copy time between Small and Medium rig BPO. |

Medalyn Isis
Tribal Liberation Force Minmatar Republic
238
|
Posted - 2014.05.19 17:24:00 -
[9] - Quote
CCP Greyscale wrote:- Copy time to 80% of build time base; TE and skills mean it works out slightly faster copying than building I like the idea of making copy time 80% of base build time, as that makes a lot of sense in regards to copying from BPOs to manufacture.
CCP Greyscale wrote:- I'm considering changing invention times so that build time is generally twice copy+invention, to maintain balance across character manufacture and research slots; this also has the advantage of giving invention time a clear driving force This is where I disagree as I already mentioned in the previous thread. My proposal would be to split items into various (pre-existing) categories, and then work out ratios for them rather than putting a ratio on everything.
Having certain items which are still limited by manufacturing time would be good as that would help new inventors get into the market. I am working out under your new proposal that invention time would be the limiting factor for all BPO's (correct me if I am wrong).
Stuff like ammo for instance could be manufacture limited, as this has a dual benefit of meaning science skills are not as important in outcomes, due to the fact that invention process is only a small part of the overall chain.
Stuff like ships could be heavily invention limited, which means success in an invention job becomes that much more important, and getting skills to V would really matter.
Some items could be pretty balanced, for instance turret modules, with a roughly 1:1 ratio between invention and manufacturing.
Also, have you considered the fact that if the job has a 50% success rate, then this is already doubling the ratio of invention slots needed due to the fact that half will fail.
Also just a side note, I would love to see decryptors play a very important role in allowing us to manipulate the properties of invented BPCs in the future, although that is probably outside the scope of these changes, but something that could be bared in mind.
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CCP Greyscale
C C P C C P Alliance
2238

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Posted - 2014.05.19 17:31:00 -
[10] - Quote
Aluka 7th wrote:No prob. Static data on these BPOs is wrong:
Capital Processor Overclocking Unit I Blueprint Capital Drone Control Range Augmentor I Blueprint Capital Drone Durability Enhancer I Blueprint Capital Drone Mining Augmentor I Blueprint Capital Drone Repair Augmentor I Blueprint Capital Drone Scope Chip I Blueprint Capital Drone Speed Augmentor I Blueprint Capital Sentry Damage Augmentor I Blueprint Capital Stasis Drone Augmentor I Blueprint
They have research/manufacture time of Large rig BPO and copy time between Small and Medium rig BPO.
This I can easily fix, thank you :)
Medalyn Isis wrote:CCP Greyscale wrote:- I'm considering changing invention times so that build time is generally twice copy+invention, to maintain balance across character manufacture and research slots; this also has the advantage of giving invention time a clear driving force This is where I disagree as I already mentioned in the previous thread. My proposal would be to split items into various (pre-existing) categories, and then work out ratios for them rather than putting a ratio on everything. Having certain items which are still limited by manufacturing time would be good as that would help new inventors get into the market. I am working out under your new proposal that invention time would be the limiting factor for all BPO's (correct me if I am wrong). Stuff like ammo for instance could be manufacture limited, as this has a dual benefit of meaning science skills are not as important in outcomes, due to the fact that invention process is only a small part of the overall chain. Stuff like ships could be heavily invention limited, which means success in an invention job becomes that much more important, and getting skills to V would really matter. Some items could be pretty balanced, for instance turret modules, with a roughly 1:1 ratio between invention and manufacturing. Also, have you considered the fact that if the job has a 50% success rate, then this is already doubling the ratio of invention slots needed due to the fact that half will fail. Also just a side note, I would love to see decryptors play a very important role in allowing us to manipulate the properties of invented BPCs in the future, although that is probably outside the scope of these changes, but something that could be bared in mind.
Yeah OK, I see the logic here, and I like it. Plus it's nice and clean from an implementational perspective. Once I get the broad strokes pinned down I'll revisit and try and work this in. And yeah, I'm factoring in 50% as a base rate, that's why it's build = 2x invention+copy :)
Decryptors in future - stay tuned! |
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ShesAForumAlt
Federal Defense Union Gallente Federation
1
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Posted - 2014.05.19 17:31:00 -
[11] - Quote
On to actual content - If copy time is roughly the same as build time, that means it'll take roughly twice as long to build from copies as building from the original. That seems to me that goes against the whole industry focused on building from copies concept. Is this because of the crazy good copy time modifiers?
You say that you want to make rank equal to size times meta level - first, I assume all T1 mods are assigned meta 1 instead of meta 0 currently, correct? OR its actually meta +1. Second, that seems like a nice way to fix it if build times are a function of rank so that T2 Build time is 5 times longer than T1. I like the idea of T2 things having a fixed relationship vs the base item. Its odd when say ammo (scorch L for example) is ~60 times as long of a build time from the T1 version vs say a T2 frigate which takes only about 5 or 6 times as long (Purifier vs Inquisitor). Having that relationship be fixed would be great, and I like just a flat multiplier better than looking at both copy and invention times.
This is totally my main.-á |

Odoya
Aeon Abraxas Abraxas Industrial
3
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Posted - 2014.05.19 17:32:00 -
[12] - Quote
CCP Greyscale wrote:
Specific changes I am looking at making right now: - Copy time to 80% of build time base; TE and skills mean it works out slightly faster copying than building
- I'm considering changing invention times so that build time is generally twice copy+invention, to maintain balance across character manufacture and research slots; this also has the advantage of giving invention time a clear driving force
A thought on "driving force". (It's hard to give more specific feedback with the detail / desc provided). For T2 frigates, the low success rate and requirement to use consumables (datacores) makes the invention process quite deliberate in the sense it is a decision with consequences. Copying doesn't use consumables, invention uses up datacores.
If there is a chance that a T2 invention job for frigates will go up beyond the 12.5 hour (my POS time) run time, it'd be nice to have additional consideration such as an increased success rate (% increase from about .36) go up to reflect the sunk opportunity cost and sunk resources cost and to address the fact that copy slots compete for invention slot opportunities. If tying invention in some ratio to copy times means more copy slot time is required, without an increase in invention success rates, the invention success rate will become worse as a bottleneck.
If the invention success rates went up dramatically, tying the time / duration might have less of an impact |

Gamer4liff
GoonWaffe Goonswarm Federation
90
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Posted - 2014.05.19 17:33:00 -
[13] - Quote
I don't really have much to add, except that I don't think T2 BPOs should get any benefit at all in Gal outposts, just straight up preclude them from getting any bonus there. I can't really see too many people producing a meaningful amount of T2 in Amarr outposts either, but you might want to consider whether they get that bonus or not either.
T2 BPOs should still get POS production/copy bonuses because of that added risk though of course.
On the whole I think you're on the right path with making all copy times shorter than build times. I don't envy you in your task to do this in a way that preserves the good parts of the status quo. Best of luck! |

Gilbaron
Free-Space-Ranger Nulli Secunda
1412
|
Posted - 2014.05.19 17:42:00 -
[14] - Quote
Be careful with the size*metalevel thing, especially if want to allow us to manufacture our own meta 2-4 modules (fozzies balancing presentation)
If the meta level no longer means quality but specialisation instead, you are up to some significant price differences based on this
How about something with tech level instead?
GRRR Goons |

Gilbaron
Free-Space-Ranger Nulli Secunda
1412
|
Posted - 2014.05.19 17:45:00 -
[15] - Quote
Oh, and if gallente outposts are such a problem, just remove the bonus for the time being, nobody uses it anyway GRRR Goons |

Kale Freeman
Dirt 'n' Glitter I Whip My Slaves Back and Forth
23
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Posted - 2014.05.19 17:55:00 -
[16] - Quote
For items which are invented from maxrun copies your copy time is going to be very high.
In general for a small item you need to make 2x (max_runs/10 copies + 1 invent) per item built. For big items you need 2x (1 copy + 1 invent) per item built.
NOTE: The reason you need to make small items from maxrun copies is so that you end up with decent sized build jobs. If you make single run copies, and then invent them, you get single run builds. You queue up 10 build jobs on your manufacturer and only get 10 items. Your manufacturing queues sit idle 20 hours out of every 24 because the build jobs only took 4 hours. |

Medalyn Isis
Tribal Liberation Force Minmatar Republic
238
|
Posted - 2014.05.19 17:55:00 -
[17] - Quote
Odoya wrote:If the invention success rates went up dramatically, tying the time / duration might have less of an impact It doesn't really matter from an inventors perspective. If inventing stuff gets harder, that just means less supply and prices increase. As long as there isn't a drastic change, then I'm not concerned personally. T2 BPO holders may get a slight buff, but they are already getting a heavy nerf as a result of getting rid of negative me and pe levels.
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Medalyn Isis
Tribal Liberation Force Minmatar Republic
238
|
Posted - 2014.05.19 18:02:00 -
[18] - Quote
ShesAForumAlt wrote:On to actual content - That seems to me that goes against the whole industry focused on building from copies concept. Is this because of the crazy good copy time modifiers? The whole industry focused on building from copies only makes sense when building from high value BPOs. There is no reason why it should apply to invention as well. As you say, the advanced mobile lab will massively reduce the copy times, plus it is so easy to simply train up another copy alt if you are finding copying your bottleneck. I definitely do not see copying as becoming the bottleneck, even for items where max run copies are needed.
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Hashi Lebwohl
Oberon Incorporated RAZOR Alliance
43
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Posted - 2014.05.19 18:02:00 -
[19] - Quote
I do not see the comprehension that module blueprints and ship blueprints are very different.
Modules
For module blueprints most of the non-minerals are extra materials - a change put through a few nerfs ago to bring build costs for bpo and bpc's closer together - researching a module bpo only save some minerals.
Your changes will have a small reduction in the cost of most modules - unless you fix the build cost back up...at which stage you have to wonder why bother?
Ships
For ship blueprints the only extra materials are the ship itself and the RAM. So the effect of your ME changes will be a large fall in the material costs of invented ships - probably your intention - but your extra-material justification is just a fig leaf.
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Agoma Akira
Native Freshfood Minmatar Republic
3
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Posted - 2014.05.19 18:09:00 -
[20] - Quote
please please please just finaly add blueprint specs to the inventory, specs being, ME/PE(TE) and runs remaining. and/or allow blueprints being linked to chat from the S&I display
thank you for your attention |

Medalyn Isis
Tribal Liberation Force Minmatar Republic
238
|
Posted - 2014.05.19 18:20:00 -
[21] - Quote
Hashi Lebwohl wrote:For ship blueprints the only extra materials are the ship itself and the RAM. So the effect of your ME changes will be a large fall in the material costs of invented ships - probably your intention - but your extra-material justification is just a fig leaf. If I recollect, in the previous thread Greyscale mentioned that base material cost would be increased for all T2 BPOs and BPCs to leave the materials required to build at around the same levels for invented T2 BPCs.
Just wondering on this point though, what is the level of ME which you are intending to set as equivalent to the current -4 ME Greyscale? You mentioned decryptors would possible be able to push ME to +5, so would ME 0 be the equivalent in terms of materials as a current ME -4 BPC? |

Aluka 7th
155
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Posted - 2014.05.19 18:28:00 -
[22] - Quote
Currently Capital, Large, Medium and Small rigs regarding all time stats (copy,manuf,inv,ME/TE) in this ratio 8:4:2:1. In new system they would be rank 40:20:10:5.
Could you explain how would this ratio be after patch so I could give you better feedback? Will size be applied to them (4x,3x,2x,1x) with would end being 32:12:4:1 (when rank and size is applied)? That would reduce demand for salvage with current production capacity about 4.08 times which would have devastating effect on salvage price and I would really suggest that RIGS keep their 8:4:2:1 ratio in all time stats. (fyi They have 125:25:5:1 ratio in material req. stats) |

Medalyn Isis
Tribal Liberation Force Minmatar Republic
238
|
Posted - 2014.05.19 18:36:00 -
[23] - Quote
Got my head around these change in their entirety now, and as an overall package I would say it looks very good. The ranks look spot on. When you say size*meta level, this would only apply to T2 items (meta 5), and base T1 items (meta 0), so not quite understanding that equation there. But from the table you listed that looks right.
Dealing with the max run copies issue, I would imagine just bump that up or lower it until everything is roughly 80% of build time.
The only issue I have is with making bland landscape when it comes to invention by basing every single BPC as having a single optimal ratio that encompasses all. But I think I have repeated that to ad nauseam now. :)
Looking forward to getting information on how decryptors will work ,and how you are intending to deal with adding the extra materials to T2 items to compensate for getting rid of - ME, (and I guess also adding build time to compensate for getting rid of - PE?). |

Valterra Craven
245
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Posted - 2014.05.19 19:36:00 -
[24] - Quote
I'm confused about this request, do T2 BPOs not have data that can be changed?
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Matthew
BloodStar Technologies
16
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Posted - 2014.05.19 20:03:00 -
[25] - Quote
CCP Greyscale wrote:Possibly changing build times to be a function of rank; otherwise modules and charges (among other things) may need to break the copy/build paradigm to avoid a big nerf
I assume by this you mean reducing the build time on these, as an alternative to increasing copy times? If we are going to do this across the board, then we can set a baseline using a Size 1, Tech 1 frigate module:
150mm railgun I blueprint (frigate size) current has production time of 600s, copy time per run of 80s. If we adjust the build time downwards to maintain the desired 80% copy time ratio, then this would give a new production time of 100s, so we are now manufacturing frigate modules significantly faster than before.
If we then step up to the battleship-sized 425mm railgun, this again currently has 600s production time and 80s copy time. So if we wanted to keep the copy time ratio, we would also reduce the production time on this to 100s. But that doesn't respect the scaling by rank, so we would multiply this up by 3 to give 300s production time and 240s copy time, so you've halved production time but increased copy time by 3x.
Scaling it up further, we take an Abaddon, current production time 18000s, copy time per run of 72000s. If we keep the size scaling of production time already established, the Abaddon would come out with a new production time of 6000s, 1/3 of it's current value. Copy time would then reduce to 4800s.
If we use the Abaddon as the baseline instead, we would massively increase build time to 90000s to make the copying ratio work, which would scale build times on the 425mm railgun to 4500s and the 150mm railgun to 1500s. Copy times on those two would then be 3600s and 1200s respectively.
Of course, there are varied options in between, where we adjust both the production time and copy time. I like the idea of making all the blueprint timings all nice and neat and internally consistent, but as far as I can see, however we cut it, we are going to end up with some items having some properties that are quite drastically different to their current values. I think the key to whether this is going to work will be which items take that hit, in what direction, and just how big the hit is.
CCP Greyscale wrote:SIZE: 1 - frigate/destroyer modules (power draw between 2 and 34)
Might want to re-zero this size scale, otherwise you are presumably going to end up with lots of things of size <1, such as ammo, drones, T2 components etc, which currently have manufacturing times significantly less than a T1 frigate module.
CCP Greyscale wrote:Setting rank to equal size*metalevel
Just want to echo concerns already in the thread about how this will interact with module Tiericide. Something that will presumably have to be factored into the wider invention re-work as well.
However, if we go with the stats we have and say that Tech 2 is Meta 5, and we've scaled Tech 1 as per my example above, then manufacturing time for 150mm railgun II becomes 500s (down from 7000s), with the corresponding copy time then 400s (down from 5600s). That's a pretty drastic reduction.
Looking at this more widely, this would mean that any T2 item where the T2:T1 production time ratio is <5:1 would get a production time increase, while anything >5:1 would get a decrease. The former would be siege modules, small T2 ammo, jump freighters, a few odd modules, mining links and T2 frigates. At the other end of the scale is large T2 ammo, larger modules and some T2 rigs. The ratios range from 1:1 all the way to 100:1, so again there would be some quite drastic changes if this was to be flattened out to 5:1 across the board.
Note that the above ratios are based on the ratio of the T1 and T2 productionTime values, adjusted for the portionSize attributes of the two productTypeIDs to give a ratio of time per unit of product. If you don't do this, you end up with ratios up around 266:1 for ammo, due to the much larger portion size of the T2 ammo compared to T1.
CCP Greyscale wrote:I'm considering changing invention times so that build time is generally twice copy+invention, to maintain balance across character manufacture and research slots; this also has the advantage of giving invention time a clear driving force
Let Tech 1 production time = X Tech 2 production time = 5X (on the basis that the T2 item will always be the same "size" as the T1 item, just at Meta 5). This then implies: Tech 1 copy time = 0.8X Tech 2 copy time = 4X
Let Invention time = Y Use T2 BPC build time = 2 * T1 BPO copy time + T1 BPO invention time
Gives 5X = 1.6X + Y Therefore, Y = 3.4X
The vast majority of invented items currently have an invention time significantly higher than 3.4 times their T1 manufacturing time - the majority are currently at 15x. So, all other things being equal, this would lead to significant reductions in invention times.
Of course, the downside is that it relies on establishing the 5:1 scaling of production times between Tech 1 and Tech 2, and the copy time scaling, with the significant changes covered above. However, once you start to move away from these ratios, it starts looking significantly less neat. While other combinations will work, you are limited to the T2:T1 production time ratio always needing to be appreciably larger than twice the T1 Copy:Build ratio to avoid skewed invention times. |

Matthew
BloodStar Technologies
16
|
Posted - 2014.05.19 20:07:00 -
[26] - Quote
CCP Greyscale wrote:We are expecting to mechanically rework invention following the Crius release, so we do not want to create wasted work by making too many changes to it for Crius
As it stands, invention is an anchor for the balance of copying and invention times, as well as the whole max-runs issue. A lot of the proposals from the previous thread about how you could get more freedom for these sort of changes revolved around significant changes to invention (e.g. changing how they consume BPC runs).
For this reason, I'd be inclined to err on the side of making the absolute minimum changes necessary in Crius to make the manufacturing/copy changes work, then pursue the wholesale goals of making blueprints more coherent once the changes to invention are firmed up so there is a better idea of exactly how much flexibility we have. |

H3llHound
Koshaku Tactical Narcotics Team
27
|
Posted - 2014.05.19 20:29:00 -
[27] - Quote
What are your plans with invented T2 bpc when considering the production time. So far this is the most time consuming part and could double the T2 output from invention(ignoring changes to copy/invention).
For example: a 10run Scorch L at -4/-4 takes over 2weeks to build. With no negative values, lets say 0, that would drop to half the time if runtimes stay unchanged. |

Aluka 7th
155
|
Posted - 2014.05.19 20:49:00 -
[28] - Quote
After some calculation T2 build = 2*(1run copy time of T1BPO + invention time of T1 BPO) - IS OK. T1 copy time to be 80% of T1 BPO build time - is OK.
AND I would suggest that invention time would be 2x of the copy time. |

Elena Thiesant
Sun Micro Systems
1344
|
Posted - 2014.05.19 20:52:00 -
[29] - Quote
Can I draw your attention to the Prototype Cloaking Device BPO? Copies much like a T2 BPO (massive time, needs RDbs), but is T1. This seems to be a bit of an oddball. Will it remain so, or be put into line with other T1 stuff? |

probag Bear
Center for Advanced Studies Gallente Federation
41
|
Posted - 2014.05.19 21:21:00 -
[30] - Quote
CCP Greyscale wrote: - I'm considering changing invention times so that build time is generally twice copy+invention, to maintain balance across character manufacture and research slots; this also has the advantage of giving invention time a clear driving force
To give you some data, I whipped up a quick script to go through every inventable item and find out what the limiting factor is.
Method: Iterate through every inventable item and use current prices-¦ to determine optimal T1 BPC runs, optimal decryptors, and optimal meta item usage, for maximum isk/hr. Optimal T1 BPCs for invention are actually always either max-run or min-run. I don't believe there's any exceptions to that, but my script tried to find them anyway.
Assumptions:
- Current decryptor attributes (which will change, I gather).
- A 1:1 science to manufacturing slot ratio. As in, a person that has a couple of characters with 10 MSlots and 10 SSlots each, rather than 8 characters with 10 MSlots and 4 characters with 10 SSlots. I feel this is the most common configuration among industrialists. Changing the slot ratio messes with the entire calculation.
- A world in which our hypothetical industrialist never leaves any slots unused. Or at least a world in which he wastes equal times on both MSlots and SSlots. Your proposal to "put in 24 hours' worth of invention in one go" would bring reality closer to this model.
Abbreviations used:
- MT = Manufacture time
- IT = Invention time
- CT = Copy time
- B* = Base * (e.g: BCT = base copy time, from the raws)
Rubicon: Pastebin CSV
Option 1 (BCT = 0.8*BMT && BIT = BMT/2-BCT): Pastebin CSV
Option 2 (BCT = 0.8*BMT && BIT = BMT/2-BCT && Actual IT = BIT * number of resulting T2 BPC runs-¦): Pastebin CSV
And yeah, there's a handful of modules where that proposed invention time would actually end up being negative. Could quickly be fixed though.
-¦ Eve-Central reported prices from around the time Eve went down for Americans (20:00?). Been waiting to post this since then. buy-percentile used for raw material prices, sell-percentile used for finished product prices.
-¦ Example: say the time needed to invent a 1-run Damnation is 8hr. The time needed to invent a 2-run Damnation (Accelerant decryptor) would be 16hr. You briefly asked about this somewhere in the other thread.
My personal opinion:
Medalyn Isis wrote:As many others have also highlighted, each BP is limited by a different aspect of the production chain. If you do decide to amalgamate everything to have exactly the same ratios and have every BP limited by manufacturing slots, then you will turn the current bumpy landscape into a flat desert. [snip]
probag Bear wrote:That can easily be something good, something you want changed, and I'm fine with that. But I don't want it to be something that you just overlook and yet it significantly changes the dynamics of the invention profession.
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Sabriz Adoudel
Mission BLITZ
2918
|
Posted - 2014.05.19 23:32:00 -
[31] - Quote
Firstly, these proposed changes will drastically change the decryptor market. By closing the gap in production cost between 'good' ME results and 'bad' ME results, throughput (invention probability x modified max runs) will become the only important statistic on most decryptors. Currently, the difference between build price on a no decryptor invented BPC and a Process decryptor BPC is 25%; after these changes it will be 3-6% depending upon how you do it. Factor in invention chance, and the Process decryptor will only just be worth using on Marauders after this change, whereas presently it is used on HACs and anything larger.
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.
Secondly, there are four things that can be limiting with the present tech 2 production system - player tolerance for clicks, copy slot time, invention slot time and production time. The second and third overlap as they Examples of each:
- Warrior II is limited by click tolerance - Most battleship modules are limited by copy slot time; in addition, for most inventors that do not have access to a POS, this becomes limiting for many more things. - Rigs and ships are limited by invention slot time - Ammo is limited by production time - In addition, all sorts of production may be limited by available capital (for example, I cannot run nine Marauder builds at once).
I would recommend you continue this system. The less knowledgeable inventor will continue mass inventing one or two items they are familiar with and will just accept that they always have (for example) too many production lines; the more knowledgeable will game the system and do some from each category, trying to maximize all four resources, and the most knowledgeable will treat the whole system as an optimization problem and try to solve it for maximized ISK, rather than maximized resource usage.
Concrete suggestions:
- Increase the multiplier for larger module (BS/capital) copy and invention time significantly, and decrease the multiplier for small modules, so that those with science slot hours to spare have the option to focus on larger modules, and those for whom science slot hours are limited can focus on smaller ones.
- Sample times of what I'd like to see for public station slots, max skills:
Copying: Light Neutron Blaster I, 20 copies, 300 runs: 30 hours (presently 100) Heavy Neutron Blaster I, 20/300: 120 hours (presently 100) Neutron Blaster Cannon I, 20/300: 300 hours (presently 100)
Invention: LNB II: 60 minutes (presently 150) HNB II: 240 minutes (presently 150) NBC II: 600 minutes (presently 150)
Production time: For consistency I assume no decryptors anywhere here, although for obvious reasons anyone actually building Neutron Blaster Cannon II would use at least a cheap Symmetry decryptor and I believe they are optimal on Heavy Neutron Blaster II too. LNB II (no decryptor, 10 runs): 20 hours (currently about 22.2) HNB II: 40 hours (currently I think these are about 45) NBC II: 60 hours (currently about 67)
In short, science times would go up in a 1:4:10:X ratio from frig:cruiser:BS:capital modules, with production times 1:2:3:X. (I'm leaving capital modules out; someone that knows more about them than me is more qualified to make suggestions there).
A side benefit is that this would provide science jobs that work well for people that log on twice a day. Presently someone looking to optimize the % of time their science slots are in use that can log on twice a day is somewhat limited to rigs, as most invention jobs are either short module jobs (2.5 hours or less) or long ship jobs (25 hours or more).
Personal interest statement: I and my in-game associates are very, very large net user of Light Neutron Blaster II and would benefit from less science slot hours being required to produce these, so I do stand to personally gain from this proposal. EVE rule 1: Never undock anything you can't afford to lose. Rule 2: Never trust anyone in-game unless you are sleeping with them IRL. 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 |

Medalyn Isis
Tribal Liberation Force Minmatar Republic
242
|
Posted - 2014.05.19 23:39:00 -
[32] - Quote
Matthew wrote:Of course, there are varied options in between, where we adjust both the production time and copy time. I like the idea of making all the blueprint timings all nice and neat and internally consistent, but as far as I can see, however we cut it, we are going to end up with some items having some properties that are quite drastically different to their current values. I think the key to whether this is going to work will be which items take that hit, in what direction, and just how big the hit is. We don't need to drastically change BPOs properties as would be the case in the example you gave. I have already identified a number of pre-existing categories which seem to exist within the current system. There are probably lots more but I have't researched every item extensively myself, only a small segment of the available items. All battleship BPOs for instance could be put into a category which has it's own specific overarching theme, and with it's own ratios of copy/man/inv. I think as long as we keep the overarching copy time = build time * 0.8, then some we can pretty much deal with the rest of the attributes as we see fit.
The question is, which items would go into which categories, and what are the properties of each category. I strongly favour ships for example to be heavily invention limited, whilst ammo much more heavily manufacturing limited. That is a pretty broad definition though, the precise details would need to be pinned down. |

probag Bear
Center for Advanced Studies Gallente Federation
42
|
Posted - 2014.05.20 01:35:00 -
[33] - Quote
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
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Loraine Gess
Confedeferate Union of Tax Legalists
323
|
Posted - 2014.05.20 04:59:00 -
[34] - Quote
If you are going to display production times down to the second (this WAS sighted for Crius, right? Please?), please have TE clearly indicate what each level will shave off. If runs are calculated to be able to take fractions of a second, either individually and/or in a batch configuration, this information is highly valued and needed. It should be prominently displayed in the EVE window.
Because, unfortunately, our time keeping is not a decimal system. |

Skia Aumer
Atlas Research Group
73
|
Posted - 2014.05.20 05:23:00 -
[35] - Quote
CCP Greyscale wrote:Possibly changing build times to be a function of rank That would be a very needed change. But! Are you ready to reduce the time for Cynosural Field Generator by 60 times or increase the time for Abaddon by 60 times? Because at the moment, they have the same build time, and their ranks are 60 times apart. As for me, I'd like to see build times to be increased considerably, that would give a niche to work in for many players, not only 1% of dedicated industrialist. |

Odoya
Aeon Abraxas Abraxas Industrial
3
|
Posted - 2014.05.20 07:21:00 -
[36] - Quote
Medalyn Isis wrote:Odoya wrote:If the invention success rates went up dramatically, tying the time / duration might have less of an impact It doesn't really matter from an inventors perspective. If inventing stuff gets harder, that just means less supply and prices increase. As long as there isn't a drastic change, then I'm not concerned personally. T2 BPO holders may get a slight buff, but they are already getting a heavy nerf as a result of getting rid of negative me and pe levels.
I agree market forces will level the playing field to an extent, but keep in mind other changes like build costs are already going to inflate the cost of manufactured items. Also, the market may not respond as simply as you posit. A net slow down in success rates can also mean a slow down in volume of materials used to produce goods made from t2 bpcs. And ships purchased with LP will likely enjoy a profit bump because they aren't subject to build taxes, etc. Making changes in the velocity or volume of production combined with inflationary taxes sounds like a disincentive to engage in industry. The goal is to make industry more transparent and fun to play.
There can also be a downstream effect depending on how other changes impact slot types on mobile labs (not sure what that impact is). Currently, a mobile lab can run 1 copy job and 5 invention jobs. But, my point was that invention already is a significant force in terms of sunk costs and opportunity costs. Changing the success rate to offset lost opportunity costs can accurately reflect the dev intent (which I'd love to get more detail on). |

Odoya
Aeon Abraxas Abraxas Industrial
3
|
Posted - 2014.05.20 07:46:00 -
[37] - Quote
CCP Greyscale wrote: - We are expecting to mechanically rework invention following the Crius release, so we do not want to create wasted work by making too many changes to it for Crius - Simple things that make industry better are very much in our ballpark!
Specific goals we are currently pursuing: - We would like to make copy times consistently lower than build times, so building from copies is the optimal play (dovetails with our starbase changes, for example)
- Copy time to 80% of build time base; TE and skills mean it works out slightly faster copying than building \
Thank you on the first two points!
Would you consider making the copy & invention process one clickable event for invention? So account for the copy time but allow it to be a combined copy & invention event so additional intervention and clickiness isn't required? Skills can still impact the bottom line in terms of material and time, but this is also a chance to allow (say a checkbox to combine both activities) a savings in busy work. A uniform underlying logic can be achieved and positive player experience can improve. There can be also be sufficient incentives to make this a significant act (no cancelling jobs, loss of materials, additional expense to setup the job, skills needed, etc...). |
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CCP Greyscale
C C P C C P Alliance
2243

|
Posted - 2014.05.20 11:24:00 -
[38] - Quote
Preface: this feedback thread is awesome. Thank you everyone :)
ShesAForumAlt wrote:On to actual content - If copy time is roughly the same as build time, that means it'll take roughly twice as long to build from copies as building from the original. That seems to me that goes against the whole industry focused on building from copies concept. Is this because of the crazy good copy time modifiers?
You say that you want to make rank equal to size times meta level - first, I assume all T1 mods are assigned meta 1 instead of meta 0 currently, correct? OR its actually meta +1. Second, that seems like a nice way to fix it if build times are a function of rank so that T2 Build time is 5 times longer than T1. I like the idea of T2 things having a fixed relationship vs the base item. Its odd when say ammo (scorch L for example) is ~60 times as long of a build time from the T1 version vs say a T2 frigate which takes only about 5 or 6 times as long (Purifier vs Inquisitor). Having that relationship be fixed would be great, and I like just a flat multiplier better than looking at both copy and invention times.
First para: the assumption is that people for whom copy->build matters are primarily T1 manufacturers and thus aren't constrained by character research slots the way inventers are, so the increased total job time is less important than the fact that they can get a small throughput increase from each BPO over time. If this doesn't hold up, please let me know :)
Second para: yes, that should have said "meta + 1", otherwise it doesn't make sense :)
Gilbaron wrote:Be careful with the size*metalevel thing, especially if want to allow us to manufacture our own meta 2-4 modules (fozzies balancing presentation)
If the meta level no longer means quality but specialisation instead, you are up to some significant price differences based on this
How about something with tech level instead?
Yeah, reasonable point. I'll go talk to the balance people about their plans here and get back to you :)
Hashi Lebwohl wrote:I do not see the comprehension that module blueprints and ship blueprints are very different.
Modules
For module blueprints most of the non-minerals are extra materials - a change put through a few nerfs ago to bring build costs for bpo and bpc's closer together - researching a module bpo only save some minerals.
Your changes will have a small reduction in the cost of most modules - unless you fix the build cost back up...at which stage you have to wonder why bother?
Ships
For ship blueprints the only extra materials are the ship itself and the RAM. So the effect of your ME changes will be a large fall in the material costs of invented ships - probably your intention - but your extra-material justification is just a fig leaf.
Good points. I've mainly been looking at module data thus far, I will get into ships as the math progresses and probably find things that need adjusting there :)
WRT the reason for changes to ships, because of the extra-materials issues with modules, we want to remove negative ME/TE from invention entirely as it's messy to have it in some places but not others, hence affecting ships as well.
Agoma Akira wrote:please please please just finaly add blueprint specs to the inventory, specs being, ME/PE(TE) and runs remaining. and/or allow blueprints being linked to chat from the S&I display.
Now why does one want this,: Case Bp user: allows him to quickly pick a print from inventory to move over to a pos or different station to build, research, copy or invent.
Case Bp seller: after a while some people (yes including me) have build up a nice supply of prints, wich are researched to various levels to supply builders with a print in there price range (high-+low quality)
Now to sell those prints he/she will want to link a certain print to chat and sell to a buyer to avoid public contracts and having the actual talk and haggle with people as part of the game experiance taking time to do so and being compensated by not having fees.
Public contract fees example: capital prints wich on average are 1B+ start @ 9-10m fee +10m deposit and are limited to regional acceptance
thank you for your attention
:)
Sorry, you'll need to bring this up in a UI-related thread, I'm just dealing with spreadsheets here :)
Medalyn Isis wrote:Hashi Lebwohl wrote:For ship blueprints the only extra materials are the ship itself and the RAM. So the effect of your ME changes will be a large fall in the material costs of invented ships - probably your intention - but your extra-material justification is just a fig leaf. If I recollect, in the previous thread Greyscale mentioned that base material cost would be increased for all T2 BPOs and BPCs to leave the materials required to build at around the same levels for invented T2 BPCs. Just wondering on this point though, what is the level of ME which you are intending to set as equivalent to the current -4 ME Greyscale? You mentioned decryptors would possible be able to push ME to +5, so would ME 0 be the equivalent in terms of materials as a current ME -4 BPC?
+2 will be the baseline, so that -2 decryptors bring us back down to 0. And yes, we'll transition old bpcs :)
Incidentally, if anyone can explain why we see eg ME -8 Sensor Booster II blueprints in people's inventories on TQ, that'd be super, because I can't immediately see how that has happened :/
Aluka 7th wrote:Currently Capital, Large, Medium and Small rigs regarding all time stats (copy,manuf,inv,ME/TE) in this ratio 8:4:2:1. In new system they would be rank 40:20:10:5. Could you explain how would this ratio be after patch so I could give you better feedback? Will size be applied to them (4x,3x,2x,1x) with would end being 32:12:4:1 (when rank and size is applied)? Not shure where am I applying the size thingy to RIG scenario  That (32:12:4:1) would reduce demand for salvage with current production capacity about 4.08 times which would have devastating effect on salvage price and I would really suggest ... |
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CCP Ytterbium
C C P C C P Alliance
3520

|
Posted - 2014.05.20 11:26:00 -
[39] - Quote
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. |
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CCP Greyscale
C C P C C P Alliance
2243

|
Posted - 2014.05.20 11:28:00 -
[40] - Quote
Matthew wrote:CCP Greyscale wrote:Possibly changing build times to be a function of rank; otherwise modules and charges (among other things) may need to break the copy/build paradigm to avoid a big nerf I assume by this you mean reducing the build time on these, as an alternative to increasing copy times? If we are going to do this across the board, then we can set a baseline using a Size 1, Tech 1 frigate module: 150mm railgun I blueprint (frigate size) current has production time of 600s, copy time per run of 80s. If we adjust the build time downwards to maintain the desired 80% copy time ratio, then this would give a new production time of 100s, so we are now manufacturing frigate modules significantly faster than before. If we then step up to the battleship-sized 425mm railgun, this again currently has 600s production time and 80s copy time. So if we wanted to keep the copy time ratio, we would also reduce the production time on this to 100s. But that doesn't respect the scaling by rank, so we would multiply this up by 3 to give 300s production time and 240s copy time, so you've halved production time but increased copy time by 3x. Scaling it up further, we take an Abaddon, current production time 18000s, copy time per run of 72000s. If we keep the size scaling of production time already established, the Abaddon would come out with a new production time of 6000s, 1/3 of it's current value. Copy time would then reduce to 4800s. If we use the Abaddon as the baseline instead, we would massively increase build time to 90000s to make the copying ratio work, which would scale build times on the 425mm railgun to 4500s and the 150mm railgun to 1500s. Copy times on those two would then be 3600s and 1200s respectively. Of course, there are varied options in between, where we adjust both the production time and copy time. I like the idea of making all the blueprint timings all nice and neat and internally consistent, but as far as I can see, however we cut it, we are going to end up with some items having some properties that are quite drastically different to their current values. I think the key to whether this is going to work will be which items take that hit, in what direction, and just how big the hit is. CCP Greyscale wrote:SIZE: 1 - frigate/destroyer modules (power draw between 2 and 34)
Might want to re-zero this size scale, otherwise you are presumably going to end up with lots of things of size <1, such as ammo, drones, T2 components etc, which currently have manufacturing times significantly less than a T1 frigate module. CCP Greyscale wrote:Setting rank to equal size*metalevel Just want to echo concerns already in the thread about how this will interact with module Tiericide. Something that will presumably have to be factored into the wider invention re-work as well. However, if we go with the stats we have and say that Tech 2 is Meta 5, and we've scaled Tech 1 as per my example above, then manufacturing time for 150mm railgun II becomes 500s (down from 7000s), with the corresponding copy time then 400s (down from 5600s). That's a pretty drastic reduction. Looking at this more widely, this would mean that any T2 item where the T2:T1 production time ratio is <5:1 would get a production time increase, while anything >5:1 would get a decrease. The former would be siege modules, small T2 ammo, jump freighters, a few odd modules, mining links and T2 frigates. At the other end of the scale is large T2 ammo, larger modules and some T2 rigs. The ratios range from 1:1 all the way to 100:1, so again there would be some quite drastic changes if this was to be flattened out to 5:1 across the board. Note that the above ratios are based on the ratio of the T1 and T2 productionTime values, adjusted for the portionSize attributes of the two productTypeIDs to give a ratio of time per unit of product. If you don't do this, you end up with ratios up around 266:1 for ammo, due to the much larger portion size of the T2 ammo compared to T1. CCP Greyscale wrote:I'm considering changing invention times so that build time is generally twice copy+invention, to maintain balance across character manufacture and research slots; this also has the advantage of giving invention time a clear driving force Let Tech 1 production time = X Tech 2 production time = 5X (on the basis that the T2 item will always be the same "size" as the T1 item, just at Meta 5). This then implies: Tech 1 copy time = 0.8X Tech 2 copy time = 4X Let Invention time = Y Use T2 BPC build time = 2 * T1 BPO copy time + T1 BPO invention time Gives 5X = 1.6X + Y Therefore, Y = 3.4X The vast majority of invented items currently have an invention time significantly higher than 3.4 times their T1 manufacturing time - the majority are currently at 15x. So, all other things being equal, this would lead to significant reductions in invention times. Of course, the downside is that it relies on establishing the 5:1 scaling of production times between Tech 1 and Tech 2, and the copy time scaling, with the significant changes covered above. However, once you start to move away from these ratios, it starts looking significantly less neat. While other combinations will work, you are limited to the T2:T1 production time ratio always needing to be appreciably larger than twice the T1 Copy:Build ratio to avoid skewed invention times.
- Yes there will be some reasonably significant changes :) When I find something I'm reasonably happy with, I'll post it here so we can talk actual numbers and determine if it makes sense - That scale is just for modules, I'm doing other things as I get to them. Ammo, drones, rigs etc can all be sized nicely by ship size (not the same number, just using the obvious groupings); components and boosters and so on will require more finesse! - Yup, it may end up that we can't square invention neatly with this stuff without mechanical changes, in which case we'll probably try for minimal impact on that math until we get the rework done
Matthew wrote:CCP Greyscale wrote:We are expecting to mechanically rework invention following the Crius release, so we do not want to create wasted work by making too many changes to it for Crius As it stands, inventi... |
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CCP Greyscale
C C P C C P Alliance
2244

|
Posted - 2014.05.20 11:31:00 -
[41] - Quote
Sabriz Adoudel wrote:Firstly, these proposed changes will drastically change the decryptor market. By closing the gap in production cost between 'good' ME results and 'bad' ME results, throughput (invention probability x modified max runs) will become the only important statistic on most decryptors. Currently, the difference between build price on a no decryptor invented BPC and a Process decryptor BPC is 25%; after these changes it will be 3-6% depending upon how you do it. Factor in invention chance, and the Process decryptor will only just be worth using on Marauders after this change, whereas presently it is used on HACs and anything larger.
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.
Secondly, there are four things that can be limiting with the present tech 2 production system - player tolerance for clicks, copy slot time, invention slot time and production time. The second and third overlap as they Examples of each:
- Warrior II is limited by click tolerance - Most battleship modules are limited by copy slot time; in addition, for most inventors that do not have access to a POS, this becomes limiting for many more things. - Rigs and ships are limited by invention slot time - Ammo is limited by production time - In addition, all sorts of production may be limited by available capital (for example, I cannot run nine Marauder builds at once).
I would recommend you continue this system. The less knowledgeable inventor will continue mass inventing one or two items they are familiar with and will just accept that they always have (for example) too many production lines; the more knowledgeable will game the system and do some from each category, trying to maximize all four resources, and the most knowledgeable will treat the whole system as an optimization problem and try to solve it for maximized ISK, rather than maximized resource usage.
Concrete suggestions:
- Increase the multiplier for larger module (BS/capital) copy and invention time significantly, and decrease the multiplier for small modules, so that those with science slot hours to spare have the option to focus on larger modules, and those for whom science slot hours are limited can focus on smaller ones.
- Sample times of what I'd like to see for public station slots, max skills:
Copying: Light Neutron Blaster I, 20 copies, 300 runs: 30 hours (presently 100) Heavy Neutron Blaster I, 20/300: 120 hours (presently 100) Neutron Blaster Cannon I, 20/300: 300 hours (presently 100)
Invention: LNB II: 60 minutes (presently 150) HNB II: 240 minutes (presently 150) NBC II: 600 minutes (presently 150)
Production time: For consistency I assume no decryptors anywhere here, although for obvious reasons anyone actually building Neutron Blaster Cannon II would use at least a cheap Symmetry decryptor and I believe they are optimal on Heavy Neutron Blaster II too. LNB II (no decryptor, 10 runs): 20 hours (currently about 22.2) HNB II: 40 hours (currently I think these are about 45) NBC II: 60 hours (currently about 67)
In short, science times would go up in a 1:4:10:X ratio from frig:cruiser:BS:capital modules, with production times 1:2:3:X. (I'm leaving capital modules out; someone that knows more about them than me is more qualified to make suggestions there).
A side benefit is that this would provide science jobs that work well for people that log on twice a day. Presently someone looking to optimize the % of time their science slots are in use that can log on twice a day is somewhat limited to rigs, as most invention jobs are either short module jobs (2.5 hours or less) or long ship jobs (25 hours or more).
Personal interest statement: I and my in-game associates are very, very large net user of Light Neutron Blaster II and would benefit from less science slot hours being required to produce these, so I do stand to personally gain from this proposal.
Yup, this essentially breaks decryptor balance as-is; we're generally leaning towards being OK with this given that we intend to significantly overhaul that mechanic following Crius anyway.
I really like the math you're doing here and the way it positions different modules in different market areas. I may steal this :)
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
Thanks, I'm passing this along to Ytterbium who has his face in skill balance right now :)
Loraine Gess wrote:If you are going to display production times down to the second (this WAS sighted for Crius, right? Please?), please have TE clearly indicate what each level will shave off. If runs are calculated to be able to take fractions of a second, either individually and/or in a batch configuration, this information is highly valued and needed. It should be prominently displayed in the EVE window.
Because, unfortunately, our time keeping is not a decimal system.
This will need to be brought up in a UI thread, sorry. I can't fix this in Excel :)
Skia Aumer wrote:CCP Greyscale wrote:Possibly changing build times to be a function of rank That would be a very needed change. But! Are you ready to reduce the time for Cynosural Field Generator by 60 times or increase the time for Abaddon by 60 times? Because at the moment, they have the same build time, and their ranks are 60 times apart. As for me, I'd like to see build times to be ... |
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Medalyn Isis
Tribal Liberation Force Minmatar Republic
243
|
Posted - 2014.05.20 11:42:00 -
[42] - Quote
How about this for a neat formula which ties things together, which allows enough flexibility still to not break everything.
Meta 0 = 1 Meta 5 = 5
Build Time for Max Run BPO/BPC Gê¥ Rank * Meta Level
Max Run Copies on BPO/BPC Gê¥ 1 / Volume of completed item
Copy time = Build Time per run * 0.8
This way you have quite a few variables which can be adjusted to tweak things so we don't end up with some silly build times.
I'll run some numbers when I am back at home. |

Gilbaron
Free-Space-Ranger Nulli Secunda
1417
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Posted - 2014.05.20 11:46:00 -
[43] - Quote
Quote:We're going to have to change some things majorly if we do this, yeah :) I think it's *probably* worth the disruption, though.
if you are doing significant disruptions you should probably try to avoid significant changes towards shorter manufacturing/invention times (over the whole market, for single items it's irrelevant)
changes to industry will cause a lot of people to take a look at the feature. right now, the margins are tight in a lot of areas because of :reasons: . Significantly shorter manufacturing/invention times will only make things worse. right now, invention is a high maintenance space-occupation, some longer cycles will be very welcome.
any significant price changes should not be much of a problem, some people are going to make a bunch of money from it, but that will dry up rather quickly compared to the tiericide changes that still have an impact today.mostly because the possible speculation profit comes from manufacturing time, not manufacturing cost. GRRR Goons |

Zakarumit CZ
Zakarum Industries Exiliar Syndicate
183
|
Posted - 2014.05.20 11:47:00 -
[44] - Quote
CCP Greyscale wrote: Incidentally, if anyone can explain why we see eg ME -8 Sensor Booster II blueprints in people's inventories on TQ, that'd be super, because I can't immediately see how that has happened :/
...this isnt first change to invention CCP is doing. In long lost past, decryptors had even stranger modifiers, thats why you can see ME -8 or even other similar things that cant be produced anymore. |

Sabriz Adoudel
Mission BLITZ
2920
|
Posted - 2014.05.20 11:56:00 -
[45] - Quote
Gilbaron wrote:
any significant price changes should not be much of a problem, some people are going to make a bunch of money from it, but that will dry up rather quickly compared to the tiericide changes that still have an impact today.mostly because the possible speculation profit comes from manufacturing time, not manufacturing cost.
Agreed. I raised the ones I did just to clarify that I stood to gain from the changes.
I may or may not have just started panic buying 12 different items. EVE rule 1: Never undock anything you can't afford to lose. Rule 2: Never trust anyone in-game unless you are sleeping with them IRL. 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
45
|
Posted - 2014.05.20 12:46:00 -
[46] - Quote
CCP Greyscale wrote:probag Bear wrote:CCP Greyscale wrote: - I'm considering changing invention times so that build time is generally twice copy+invention, to maintain balance across character manufacture and research slots; this also has the advantage of giving invention time a clear driving force
To give you some data, I whipped up a quick script to go through every inventable item and find out what the limiting factor is. [snip] I will run through this this afternoon, thanks for the work! :)
Let me know if there's anything you need there. Those CSVs only took a few lines of extra code to generate, and I can change them whichever way you want. I made them because with all the decryptors and modifiers, you might not be able to see the actual impact of changes by looking at just base values. And because I doubted you had a profit-maximization script lying around.
CCP Greyscale wrote:Yup, this essentially breaks decryptor balance as-is; we're generally leaning towards being OK with this given that we intend to significantly overhaul that mechanic following Crius anyway.
Requesting that at some point in the process of decryptor redesign, you also contact the team in charge of loot tables and work out new drop rates, since the valuable decryptors are likely to chance. |

probag Bear
Center for Advanced Studies Gallente Federation
45
|
Posted - 2014.05.20 12:58:00 -
[47] - Quote
Oh, and while we're spamming you with questions and requests:
Whenever you get the time, remember that there's a sizable chunk of blueprints with 0% base waste. I don't recall you telling us how they'll be handled, but they'll eventually need to be handled.
As a quick example, every single T3 subsystem blueprint takes 5 separate materials, requiring 1 unit of each, with 0% base waste. If you revamp these BPs the same as all the 10% base waste blueprints, they will suddenly require double the materials at ME lower than 10. Which means always, since these BPs can only be obtained as 0-ME BPCs via reverse engineering.
You could just band-aid this by making reverse engineering spit out 10-ME BPCs. But then you've got a lot of other 0% base waste blueprint groups you'll have to look at individually and decide whether to band-aid or not. |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3289
|
Posted - 2014.05.20 14:13:00 -
[48] - Quote
(Woo. people doing my job for me Carry on.)
Just to expand on that last statement. There are 177 blueprints with 0% waste, 69 with 5% waste, and 2883 with 10% waste.
5% ones are things like the new implants, the mind links, and the fuel blocks. Woo! CSM 9! http://fuzzwork.enterprises/
Twitter: @fuzzysteve on Twitter |

Retar Aveymone
BUTTECORP INC Goonswarm Federation
377
|
Posted - 2014.05.20 14:21:00 -
[49] - Quote
Steve Ronuken wrote:(Woo. people doing my job for me  Carry on.) Just to expand on that last statement. There are 177 blueprints with 0% waste, 69 with 5% waste, and 2883 with 10% waste. 5% ones are things like the new implants, the mind links, and the fuel blocks. 60 of those 0% waste ones are getting deep-sixed with the compression change
not sure what the rest are though - maybe items only seeded as bpcs? |

Sales Alt negrodamus
SalesAltCorp
0
|
Posted - 2014.05.20 15:29:00 -
[50] - Quote
Hey Greyscale,
Nice changes on the invention stuff. Will have to watch this very carefully because this is how I make all of my isk...
Some thoughts....
* Are invention skills going to be looked at?
Currently there's no reason for me to ever train level 5 invention skills due to how poor the bonus is, and it doesn't meaningfully set me apart from other people doing this kind of industry unless I decide I want to start doing T3 hulls for some reason.
* Are research agents ever going to be useful for invention again outside of their current near-useless status as suppliers of datacores?
* Please be careful when making major material changes.
There appear to already be plans to change the loot spew mechanic and crap all over salvage drop rates. Please try to not price people out of the entire t2 rig market again.
* When oh when will this be on the test server?
You have so many moving parts for industry changes, and its' such a huge moving target. Please PLEASE give us time to process this at least for a bit.
|

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3289
|
Posted - 2014.05.20 15:38:00 -
[51] - Quote
Retar Aveymone wrote:Steve Ronuken wrote:(Woo. people doing my job for me  Carry on.) Just to expand on that last statement. There are 177 blueprints with 0% waste, 69 with 5% waste, and 2883 with 10% waste. 5% ones are things like the new implants, the mind links, and the fuel blocks. 60 of those 0% waste ones are getting deep-sixed with the compression change not sure what the rest are though - maybe items only seeded as bpcs?
All the subsystems. Which are reverse engineered, so that's pretty much fine.
And a bunch of drops/purchases. So also fine.
As long as they don't have material increases anyway  Woo! CSM 9! http://fuzzwork.enterprises/
Twitter: @fuzzysteve on Twitter |

Highfield
Vanishing Point. The Initiative.
59
|
Posted - 2014.05.20 15:44:00 -
[52] - Quote
I might be totally in the wrong neighbourhood, but how do (advanced) capital component blueprints tie in to this all? |

Fredric Wolf
Black Sheep Down Tactical Narcotics Team
62
|
Posted - 2014.05.20 15:49:00 -
[53] - Quote
I have been reading most post on this and I am not a large industry person but my thought was why not make build time tied to the bast material of the items that make it up? Set a base build time and then use the materials as multipliers to that number so once the formula is built no matter what tweaks you do to ships and or creating new modules the numbers will already be derived by what is put into the item. This would also make sense as working with mainly trit is common and simple so it would have a .1 modifier to the build time where as working with morphite is rare so the modifier would be 1.5 or some other large number.
Below is a sample of what I had in mind it is off from a tristan with current base material
TristanAmountModifier Tritanium231000.12310 Pyrite62700.21254 Nocxium770.538.5 Mexallon29700.3891 Megacyte111 Isogen3300.4132 Zydrine110.99.9 Total Time4636.4 seconds That number comes out to 1 hour 29 minutes which is only 11 minutes less that current This is an easy way to manage large amounts of data IMO and make numbers scale well to the complexity of the item base on materials required. |
|

CCP Greyscale
C C P C C P Alliance
2245

|
Posted - 2014.05.20 16:09:00 -
[54] - Quote
Medalyn Isis wrote:How about this for a neat formula which ties things together, which allows enough flexibility still to not break everything.
Total build time for max run BPO/BPC Gê¥ Rank * ( Meta Level + 1 )
Max run copies on BPO/BPC Gê¥ 1 / Volume of one run of end product
Copy time per run = Build time per run * 0.8
This way you have quite a few variables which can be adjusted to tweak things so we don't end up with some silly build times.
I'll run some numbers when I am back at home.
This seems like it's in the ballpark of what I'm likely to end up doing :)
Gilbaron wrote:Quote:We're going to have to change some things majorly if we do this, yeah :) I think it's *probably* worth the disruption, though.
if you are doing significant disruptions you should probably try to avoid significant changes towards shorter manufacturing/invention times (over the whole market, for single items it's irrelevant) changes to industry will cause a lot of people to take a look at the feature. right now, the margins are tight in a lot of areas because of :reasons: . Significantly shorter manufacturing/invention times will only make things worse. right now, invention is a high maintenance space-occupation, some longer cycles will be very welcome. any significant price changes should not be much of a problem, some people are going to make a bunch of money from it, but that will dry up rather quickly compared to the tiericide changes that still have an impact today.mostly because the possible speculation profit comes from manufacturing time, not manufacturing cost.
Yeah ok, noted. I think we can probably swing things around the current midpoint in terms of job length. I like the idea of there being some sorts of things that are easy to dabble in, and other things that are geared towards serious industrialists.
Zakarumit CZ wrote:CCP Greyscale wrote: Incidentally, if anyone can explain why we see eg ME -8 Sensor Booster II blueprints in people's inventories on TQ, that'd be super, because I can't immediately see how that has happened :/
...this isnt first change to invention CCP is doing. In long lost past, decryptors had even stranger modifiers, thats why you can see ME -8 or even other similar things that cant be produced anymore.
Yeah, I figured it probably was, I just couldn't see anything in the history of decryptors that suggested these sorts of numbers.
probag Bear wrote:CCP Greyscale wrote:probag Bear wrote:CCP Greyscale wrote: - I'm considering changing invention times so that build time is generally twice copy+invention, to maintain balance across character manufacture and research slots; this also has the advantage of giving invention time a clear driving force
To give you some data, I whipped up a quick script to go through every inventable item and find out what the limiting factor is. [snip] I will run through this this afternoon, thanks for the work! :) Let me know if there's anything you need there. Those CSVs only took a few lines of extra code to generate, and I can change them whichever way you want. I made them because with all the decryptors and modifiers, you might not be able to see the actual impact of changes by looking at just base values. And because I doubted you had a profit-maximization script lying around. CCP Greyscale wrote:Yup, this essentially breaks decryptor balance as-is; we're generally leaning towards being OK with this given that we intend to significantly overhaul that mechanic following Crius anyway. Requesting that at some point in the process of decryptor redesign, you also contact the team in charge of loot tables and work out new drop rates, since the valuable decryptors are likely to change.
Will let you know if I need more data, thanks :)
Loot tables will be looked at with decryptor changes, I'm pretty confident that the people likely to be involved will think of this and I'll try to make sure to remind them.
probag Bear wrote:Oh, and while we're spamming you with questions and requests:
Whenever you get the time, remember that there's a sizable chunk of blueprints with 0% base waste. I don't recall you telling us how they'll be handled, but they'll eventually need to be handled.
As a quick example, every single T3 subsystem blueprint takes 5 separate materials, requiring 1 unit of each, with 0% base waste. If you revamp these BPs the same as all the 10% base waste blueprints, they will suddenly require double the materials at ME lower than 10. Which means always, since these BPs can only be obtained as 0-ME BPCs via reverse engineering.
You could just band-aid this by making reverse engineering spit out 10-ME BPCs. But then you've got a lot of other 0% base waste blueprint groups you'll have to look at individually and decide whether to band-aid or not.
I imagine that they'll be bumped up 10% and then rounded to the nearest whole value, which takes us back to 1 unit. We don't support partial units for build costs.
Sales Alt negrodamus wrote:Hey Greyscale,
Nice changes on the invention stuff. Will have to watch this very carefully because this is how I make all of my isk...
Some thoughts....
* Are invention skills going to be looked at?
Currently there's no reason for me to ever train level 5 invention skills due to how poor the bonus is, and it doesn't meaningfully set me apart from other people doing this kind of industry unless I decide I want to start doing T3 hulls for some reason.
* Are research agents ever going to be useful for invention again outside of their current near-useless status as suppliers of datacores?
* Please be careful when making major material changes.
There appear to already be plans to change the loot spew mechanic and crap all over salvage drop rates. ... |
|

LHA Tarawa
Pator Tech School Minmatar Republic
1052
|
Posted - 2014.05.20 17:46:00 -
[55] - Quote
Sorry for double post. DId not see the new thread when this was first posted.
This may sound naive, but the whole BPO->copy->BPC->invent->T2 BPC seems like this "not good" complexity thing.
IF already planning massive changes to invention, why not BPO->intent->T2 BPC.
Click fest reduced, able to alter copy time and max run without significant impacts to invention,
Ask how many runs they want on their output T2 BPC (up to a max). Scale the time and number of input datacores and such to the runs on the output BPC. |

Seith Kali
GoonWaffe Goonswarm Federation
76
|
Posted - 2014.05.20 19:20:00 -
[56] - Quote
LHA Tarawa wrote:This may sound naive, but the whole BPO->copy->BPC->invent->T2 BPC seems like this "not good" complexity thing.
"Not good" complexity is things like having to google what damage a missile does because the name is arbitrarily abstract or having to know that jump fuel is a 'manufacture and research' product in the market. Complex production chains are exactly good complexity. I can run a copy business, an invent business without needing to own BPOs a production business outsourcing my invention. All meaningful interactions. Next you'll be saying we should mine T2 components from moons because reactions are 'not good' complexity and a clickfest.
Sorry for breaking the chain of good posts, but folly must be rebuked.
Apprentice Goonswarm Economic Warfare Consultant - Drowning in entitlement and privilege.-á |

Chanina
ASGARD HEAVY INDUSTRIES Kadeshians
52
|
Posted - 2014.05.20 21:01:00 -
[57] - Quote
Greyscale wrote: - We are rebasing invention TE/ME values to all be positive or 0 at all times, removing negative ME/TE from invention outputs, as this solves a number of issues with removing extra materials
I like this simplification, it makes invention much easier to teach others in and reduces the confusion for players not knowing the invention process. Looking up the BP with "link -> item type" in chat will bring you the TE/ME: 0/0 version and to explain someone he needs +50% on top of that material makes it complicated. Good decision.
Greyscale wrote: - I'm considering changing invention times so that build time is generally twice copy+invention, to maintain balance across character manufacture and research slots; this also has the advantage of giving invention time a clear driving force
I understand the part of GÇ£driving forceGÇ¥ for invention time but a producer aiming for T2 production is skilled faster than an inventor. In my corporation it is a small team of inventors producing the T2 BPCs and a solid number of players running the production.
For the Balance of manufacture and research slots please take into account that for invention is not only based on chance it also needs to copy before. With a chance of 50% (simplified) you need 2 invention slots and before that someone has to make copies, so you have 3 slots tied up to get 1 manufacture job.
Adjusting the production time to the invention time isn't a bad Idea in general. But it is hugely varying currently. You need 1h 15m to invent a 100 MN MWD and it takes 7 Days to build it. On the other side you have 1h invention for a hobgoblin and ~5h production time.
Both extremes are out of balance but making an invention job for a 100 MN MWD to take 3 days is damn long. Reinstalling invention every 1:15 hour is tedious and I would really like to have it only once or twice an evening. But to keep current productivity that would need an increase of the output runs.
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: - Removal of waste necessitates an increase in all manufacturing costs - Removal of negative TE/ME probably requires an increase in T2 build costs to balance out component demand before and after
I totally agree here. Maybe you could use the meta-level as factor in manufacturing costs. That would make it future-proof for maybe soon to come constructable meta level items < meta 5. But keep in mind the impact of location not getting too big. Paying a bit more in a system with 2 production stations than in one with 8 is OK but if that gets too much one sided I think it is a too strong pull factor.
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. |

Sales Alt negrodamus
SalesAltCorp
0
|
Posted - 2014.05.20 21:07:00 -
[58] - Quote
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. |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
59
|
Posted - 2014.05.21 00:08:00 -
[59] - Quote
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 |

MailDeadDrop
Rage and Terror Against ALL Authorities
328
|
Posted - 2014.05.21 00:31:00 -
[60] - Quote
Kenneth Feld wrote: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 Max runs *isn't* always required. It is the most efficient for module invention because it amortizes the fixed invention cost across the most number of modules.
It would be nice if max runs BPCs had some effect on ship invention though.
MDD
|

Aluka 7th
155
|
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. |
|

CCP Greyscale
C C P C C P Alliance
2274

|
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 :) |
|

Rabbit P
Nuwa Foundation Fraternity.
10
|
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. |
|

CCP Greyscale
C C P C C P Alliance
2274

|
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. |
|

Babbet Bunny
State War Academy Caldari State
18
|
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 |
|

CCP Greyscale
C C P C C P Alliance
2274

|
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. |
|

Danny Centauri
Manu Fortius space weaponry and trade
92
|
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. |
|

CCP Greyscale
C C P C C P Alliance
2274

|
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. |
|

Quintessen
Messengers of Judah Socius Inter Nos
414
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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.
|

Danny Centauri
Manu Fortius space weaponry and trade
92
|
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.
|

Khan'matar
HEK CARTEL
0
|
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 ?
|

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. |

probag Bear
Center for Advanced Studies Gallente Federation
49
|
Posted - 2014.05.24 01:34:00 -
[91] - Quote
Steve Ronuken wrote:The change to number of runs is far from inconsequential too. As it changes the dynamics wrt invention cost per successful run.
Right. That actually did come to mind when I was compressing decryptor PE and runs into a single effect. I dismissed it before actually thinking it through because in my specific field, datacore cost per successful run is fairly close to inconsequential. Now that I actually think of it though, there's also more to it than just that.
That certainly makes things uglier. Having only two main effects to balance, with multiple attributes influencing each effect, would make things nice and simple. |

Eodp Ellecon
Northstar Cabal Tactical Narcotics Team
5
|
Posted - 2014.05.24 15:26:00 -
[92] - Quote
Peeps giving lots of feedback is nice to see even if some flies over my head.
Two thoughts come to mind for me...
1) As an inventor AND pilot I wonder why my other skills don't modify my ability to invent through that additional skill training knowledge and use.
2) Would like to see invention returns be something other than arbitrary which is how they feel now even if they average out over time. Perhaps a 'standings' equivalent. If I have copied or invented something X times I get standing increase which adds either to my copy speed or invention success modifier.
I know it adds too much to calculations, diverts from emphasis on specialization (tho it would be uber specialization) and perhaps creates a unique boost to toons that PVP & Indy but it was a thought while we're thinking.
|

asteroidjas
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
59
|
Posted - 2014.05.25 01:17:00 -
[93] - Quote
My biggest concern is the addition of the added costs to everything based on the 'value' of the end product....which will then increase in price due to the additional costs which will add more cost into the build/invent cost...which will then translate again into higher prices, which will translate into higher 'costs' ect ect.....
This endless 'feedback loop' if you will, cannot be a good idea in the long run. Has this possibility been thoroughly explored?
This seem like it will especially increase the cost of inventions because of the new cost of copies, plus adding the cost related to the final T2 products market value. (or are you strickly going to base this on material value and not market price?) |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3322
|
Posted - 2014.05.25 01:59:00 -
[94] - Quote
asteroidjas wrote:My biggest concern is the addition of the added costs to everything based on the 'value' of the end product....which will then increase in price due to the additional costs which will add more cost into the build/invent cost...which will then translate again into higher prices, which will translate into higher 'costs' ect ect.....
This endless 'feedback loop' if you will, cannot be a good idea in the long run. Has this possibility been thoroughly explored?
This seem like it will especially increase the cost of inventions because of the new cost of copies, plus adding the cost related to the final T2 products market value. (or are you strickly going to base this on material value and not market price?)
It evens out pretty quickly, actually.
Say you have a material cost of 100 and build cost of 10% (exaggerating) (selling for 0% profit, to ease things)
First iteration is a cost of 100+10= 110. Seconds is 100 +11 (10% of 110) =111 Third is 100 + 11.1 (10% of 111) = 111.1 Fourth is 100 + 11.11 =111.11
And that's it dropped to changing less than the currency will work with. Woo! CSM 9! http://fuzzwork.enterprises/
Twitter: @fuzzysteve on Twitter |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
61
|
Posted - 2014.05.25 03:52:00 -
[95] - Quote
Salpad wrote: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?
That was the reasoning for my original question, stuff like cap components can have whatever max runs, nothing will be affected other than time to make the BPC |

Highfield
Vanishing Point. The Initiative.
59
|
Posted - 2014.05.25 10:43:00 -
[96] - Quote
CCP Greyscale wrote:Medalyn Isis wrote: [quote=Highfield]I might be totally in the wrong neighbourhood, but how do (advanced) capital component blueprints tie in to this all?
Not sure yet. Hopefully they'll "just work". Do you have any specific concerns you'd like us to keep in mind when validating them?
Well, they don't have a specific size assigned yet but they aren't a module nor do they draw power. How will they be "scaled" post-patch? Same goes for max runs on copies; any clues yet to this number? This is somewhat important because it ties into the starbase changes for component assembly arrays. I would hate us to get in a situation like with the current equipment assembly array not being able to hold the minerals for 18 capital guns (6 lines x 3 run bpc). It's avoidable :) |

Rivr Luzade
Coreli Corporation Ineluctable.
532
|
Posted - 2014.05.25 12:24:00 -
[97] - Quote
Dirty Wrench wrote: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 ? IE do you plan to modify the existing BPCs that people have to reflect the new minimum ME 0 result of invention.
Also where the max runs is currently set very low like capital parts and the new max run copy goes up what will the number of runs on the copies I currently have be after the patch ?
Are there yet any thoughts on this?
|

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3329
|
Posted - 2014.05.25 16:49:00 -
[98] - Quote
Rivr Luzade wrote:Dirty Wrench wrote: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 ? IE do you plan to modify the existing BPCs that people have to reflect the new minimum ME 0 result of invention.
Also where the max runs is currently set very low like capital parts and the new max run copy goes up what will the number of runs on the copies I currently have be after the patch ? Are there yet any thoughts on this?
It's been stated in the other thread that the ME/TE of all blueprints will be revised, retroactively. So T2 copies will be updated Woo! CSM 9! http://fuzzwork.enterprises/
Twitter: @fuzzysteve on Twitter |

Komi Toran
Perkone Caldari State
15
|
Posted - 2014.05.25 19:45:00 -
[99] - Quote
I just want to go back to the research times. CCP Greyscale, I notice that you're using Shoogie's fallback rank of 600 for the titan he got based on the Hyasyoda lab instead of his original 480. Is your reasoning for this the same as Shoogie's? Because upon a re-read of the "building a better worlds" dev-blog, I noticed this:
Quote:We are aware of the significance of this change and do not expect very expensive blueprints (Battleship and above) to be risked in such a manner, but we do feel it to be a good trade-off for smaller blueprints. If you are factoring in the Hyasyoda lab bonus, aren't you implicitly expecting those very expensive blueprints to be risked in just such a manner?
Also, I've read the discussion but may have missed it, but do BPOs going from 9 to 10 have to be researched continuously, or can we break that up into multiple sessions of week long jobs over the course of however many months or years it takes? |

Throwaway Sam Atild
Republic Military School Minmatar Republic
2
|
Posted - 2014.05.25 20:14:00 -
[100] - Quote
CCP Greyscale wrote:
- We do have our fingers in the industry code right now, so small changes to eg formulas are on the table if we can justify them; larger sweeping changes are *not* on the table - We are erring on the side of maintaining the current balance for things that are not on our list of goals (below), but we are happy with any reasonable balance disruptions in pursuit of those goals - We are erring on the side of preserving the status quo in invention over preserving the status quo for T2 BPOs; note that, as previous point, we are not specifically targeting T2 BPOs in any particular way
Specific goals we are currently pursuing: - We would like to make copy times consistently lower than build times, so building from copies is the optimal play (dovetails with our starbase changes, for example) - For at least non-invention blueprints, we are reviewing max run numbers to alleviate issues in certain areas eg cap construction, nanite paste
Specific changes I am looking at making right now: - Copy time to 80% of build time base; TE and skills mean it works out slightly faster copying than building - I'm considering changing invention times so that build time is generally twice copy+invention, to maintain balance across character manufacture and research slots; this also has the advantage of giving invention time a clear driving force
I don't see the concerns regarding T2 module production addressed in your list, so here I go again:
Copy times for many commonly used modules (warp scrambler, 10mn afterburner) are currently 1/8th the build times. By making them .8x build times copy time will be far and away the limiting factor on producing the max-run bpc's that are required for invention.
So using the provided formula, a few examples:
Making 10x Warp Scrambler the old way
Two rounds of max run copies -> 2 installs * 300 run bpc * 1 min -> 600 minutes Two rounds of invention (~50% chance) -> 2 installs * 150 minutes -> 300 minutes Build time -> 126 min * 10 runs -> 1260 minutes
Making 10x Warp Scrambler the new way (no change to invention time)
Two rounds of max run copies -> 2 installs * 300 run bpc * 6 min -> 3600 minutes Two rounds of invention (~50% chance) -> 2 installs * 150 minutes -> 300 minutes Build time -> 126 min * 10 runs -> 1260 minutes
Making 10x Warp Scramblers the new way (balancing invention change)
Two rounds of max run copies -> 2 installs * 300 run bpc * 6 min -> 3600 minutes ?nvention = 2x Copy (12 min) + build (8 min)? or are we using the T2 stats ?invention = 2x copy (132 min) + 166 min = 430 min? Two rounds of invention (~50% chance) -> 40 min? Build time -> 126 min * 10 runs -> 1260 minutes
In either case there remains a major science slot, primarily copying bottleneck.
The potential solutions by merit are:
- Reduce maxCopy proportionate to the change in copy time
- Allow us to invent off of BPO's, treating them as max-run copies (would cause some specific market disruption, but I think you've booleoned those as *isSpecial)
In summary, increasing copy time without compensation will shift the bottleneck in T2 module production away from manufacturing and onto science, primarily copying. This will increase overall production time three-fold, significantly alter the invention process, and generally not preserve the status-quo.
|

probag Bear
Center for Advanced Studies Gallente Federation
52
|
Posted - 2014.05.26 01:29:00 -
[101] - Quote
probag Bear wrote:Rubicon: Pastebin CSVOption 1 (BCT = 0.8*BMT && BIT = BMT/2-BCT): Pastebin CSVOption 2 (BCT = 0.8*BMT && BIT = BMT/2-BCT && Actual IT = BIT * number of resulting T2 BPC runs-¦): Pastebin CSV
Alright, so Throwaway Sam Atild's post made me realize that those CSVs were hilariously wrong. When I saw "Copy time to 80% of build time base", I assumed that meant the raw numbers from the data dump. If instead it means that 1-run copy time will be 80% of 1-run build time, well, things are awfully different. It also does not help that I made an important typo in the script that generated them.
Greyscale:
Which copy time were you referring when you sad "changing invention times so that build time is generally twice copy+invention"? Raw copy time from the data dump (I assume not), base max-run copy time, base 1-run copy time, or? |

TheSmokingHertog
TALIBAN EXPRESS
229
|
Posted - 2014.05.26 04:16:00 -
[102] - Quote
Just for your consideration....
I am not an industrial, but marketeer, logistics person, and EVE economist. When you analyse supply chains from a logistics standpoint, you look at it from a "time to market" standpoint with a relation to the price of a product. (Taking a plane, makes stuff expensive, with an ocean steamer, its cheap to move stuff).
In the discussion in this and last threat, I miss this perspective when talking about production times that are created when changes hit TQ. For market prices - cq, margins - are not made on the perfect equilibrium of EVE statistics, but the absence of a decent equilibrium. When speculating on the market, you make a bet on a future equilibrium and you eventually hedge the risk by setting up buy orders. That way you can step out of the market, the moment your bet falls trough.
Within EVE I have the feeling that the "time to market" is not monitored or known by most industrialists (have not seen in blogs and the like, just for titans its known). The discussion about play time and availability of facilitating circumstances (stations, materials, etc) and result of that industrial task will be determent by market waves that happen for the products on the line (and in EVE, it even counts for sub-parts of the products in production, all the way to minerals) . When changing the industry system by messing with math behind the industry way of live in EVE. I think a consideration about the "time to market" influence of the changes would be good too.
If the "time to market" will be extended or shortened on certain products, that will have very heavy results in bets and hedges placed on the market. This type market PVP is not pursued by a lot of players, but as we have seen by OTECH, it is happening,
The bigger industrialists in here could I think give a good point of view on how changes proposed here would work out in this part of the PVP arena. |

Sturmwolke
574
|
Posted - 2014.05.26 16:50:00 -
[103] - Quote
CCP Greyscale wrote: - I'm considering changing invention times so that build time is generally twice copy+invention, to maintain balance across character manufacture and research slots; this also has the advantage of giving invention time a clear driving force
Are the T1 mods/ships needed for production stock accounted for the above? If not, it suggests a manufacturing bottleneck for pretty much all the vertical integration scenarios (assuming a standardized BPO framework), especially for the higher ranked items.
P.S Didn't read whole thread. Ignore the above if it's been mentioned. |
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CCP Greyscale
C C P C C P Alliance
2300

|
Posted - 2014.05.26 17:24:00 -
[104] - Quote
probag Bear wrote:CCP Greyscale wrote: - I'm considering changing invention times so that build time is generally twice copy+invention, to maintain balance across character manufacture and research slots; this also has the advantage of giving invention time a clear driving force
To give you some data, I whipped up a quick script to go through every inventable item and find out what the limiting factor is. Method: Iterate through every inventable item and use current prices-¦ to determine optimal T1 BPC runs, optimal decryptors, and optimal meta item usage, for maximum isk/hr. Optimal T1 BPCs for invention are actually always either max-run or min-run. I don't believe there's any exceptions to that, but my script tried to find them anyway. Assumptions:
- IVs for all datacore and encryption skills.
- Current decryptor attributes (which will change, I gather).
- A 1:1 science to manufacturing slot ratio. As in, a person that has a couple of characters with 10 MSlots and 10 SSlots each, rather than 8 characters with 10 MSlots and 4 characters with 10 SSlots. I feel this is the most common configuration among industrialists. Changing the slot ratio messes with the entire calculation.
- A world in which our hypothetical industrialist never leaves any slots unused. Or at least a world in which he wastes equal times on both MSlots and SSlots. Your proposal to "put in 24 hours' worth of invention in one go" would bring reality closer to this model.
- The time multiplier for the revamped POS modules is used: Design labs for copying and invention, and Assembly Arrays for manufacturing.
Abbreviations used:
- MT = Manufacture time
- IT = Invention time
- CT = Copy time
- B* = Base * (e.g: BCT = base copy time, from the raws)
Edit: Forgot to clarify. Under the modifier column, mX means you use the optional lower-meta ingredient with meta level X, and dX means you use decryptor X from the zero-starting list [none, Augmentation, Optimized Augmentation, Symmetry, Process, Accelerant, Parity, Attainment, Optimized Attainment]. For example, d0m0 means no decryptor and no meta item, while d3m3 would mean Symmetry and a meta 3 item. Rubicon: Pastebin CSVOption 1 (BCT = 0.8*BMT && BIT = BMT/2-BCT): Pastebin CSVOption 2 (BCT = 0.8*BMT && BIT = BMT/2-BCT && Actual IT = BIT * number of resulting T2 BPC runs-¦): Pastebin CSVAnd yeah, there's a handful of modules where that proposed invention time would actually end up being negative. Could quickly be fixed though. -¦ Eve-Central reported prices from around the time Eve went down for Americans (20:00?). Been waiting to post this since then. buy-percentile used for raw material prices, sell-percentile used for finished product prices. -¦ Example: say the time needed to invent a 1-run Damnation is 8hr. The time needed to invent a 2-run Damnation (Accelerant decryptor) would be 16hr. You briefly asked about this somewhere in the other thread. My personal opinion: Medalyn Isis wrote:As many others have also highlighted, each BP is limited by a different aspect of the production chain. If you do decide to amalgamate everything to have exactly the same ratios and have every BP limited by manufacturing slots, then you will turn the current bumpy landscape into a flat desert. [snip] probag Bear wrote:That can easily be something good, something you want changed, and I'm fine with that. But I don't want it to be something that you just overlook and yet it significantly changes the dynamics of the invention profession.
Aright, FINALLY followed up on this :) It pretty much aligns with the assumptions I've been making: ships are generally bottlenecked on research, other stuff mainly on build (although I didn't know about rigs being so all over the place :P)
Thanks for the data, I'll be referring back to it regularly :)
Sabriz Adoudel wrote:Firstly, these proposed changes will drastically change the decryptor market. By closing the gap in production cost between 'good' ME results and 'bad' ME results, throughput (invention probability x modified max runs) will become the only important statistic on most decryptors. Currently, the difference between build price on a no decryptor invented BPC and a Process decryptor BPC is 25%; after these changes it will be 3-6% depending upon how you do it. Factor in invention chance, and the Process decryptor will only just be worth using on Marauders after this change, whereas presently it is used on HACs and anything larger.
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.
Secondly, there are four things that can be limiting with the present tech 2 production system - player tolerance for clicks, copy slot time, invention slot time and production time. The second and third overlap as they Examples of each:
- Warrior II is limited by click tolerance - Most battleship modules are limited by copy slot time; in addition, for most inventors that do not have access to a POS, this becomes limiting for many more things. - Rigs and ships are limited by invention slot time - Ammo is limited by production time - In addition, all sorts of production may be limited by available capital (for example, I cannot run nine Marauder builds at once).
I would recommend you continue this system. The less knowledgeable inventor will continue mass inventing one or two items they are familiar with and will just accept that they always have (for example) too many production lines; t... |
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CCP Greyscale
C C P C C P Alliance
2300

|
Posted - 2014.05.26 17:28:00 -
[105] - 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.
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?
We're currently of the opinion that we can hit a similar complexity target by eliminating mechanical waste and just using TE and ME as a straight percentage reduction off the base. Not having to think of "waste" as a concept is a win, I think.
MailDeadDrop wrote: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
Larger invention changes are on our to-do list, which is why we don't want to adjust invention skills now :)
Highfield wrote:CCP Greyscale wrote:Highfield wrote:I might be totally in the wrong neighbourhood, but how do (advanced) capital component blueprints tie in to this all? Not sure yet. Hopefully they'll "just work". Do you have any specific concerns you'd like us to keep in mind when validating them? Well, they don't have a specific size assigned yet but they aren't a module nor do they draw power. How will they be "scaled" post-patch? Same goes for max runs on copies; any clues yet to this number? This is somewhat important because it ties into the starbase changes for component assembly arrays. I would hate us to get in a situation like with the current equipment assembly array not being able to hold the minerals for 18 capital guns (6 lines x 3 run bpc). It's avoidable :)
I'm faking a rank for everything as I go. data should be ready this week!
Komi Toran wrote:I just want to go back to the research times. CCP Greyscale, I notice that you're using Shoogie's fallback rank of 600 for the titan he got based on the Hyasyoda lab instead of his original 480. Is your reasoning for this the same as Shoogie's? Because upon a re-read of the "building a better worlds" dev-blog, I noticed this: Quote:We are aware of the significance of this change and do not expect very expensive blueprints (Battleship and above) to be risked in such a manner, but we do feel it to be a good trade-off for smaller blueprints. If you are factoring in the Hyasyoda lab bonus, aren't you implicitly expecting those very expensive blueprints to be risked in just such a manner? Also, I've read the discussion but may have missed it, but do BPOs going from 9 to 10 have to be researched continuously, or can we break that up into multiple sessions of week long jobs over the course of however many months or years it takes?
I'm using 200/400/600 for capitals because it's 10x the values for subcaps and it puts us in the right ballpark. I'm not particularly concerned by the Hyasyoda lab either way tbh :)
Throwaway Sam Atild wrote:CCP Greyscale wrote:
- We do have our fingers in the industry code right now, so small changes to eg formulas are on the table if we can justify them; larger sweeping changes are *not* on the table - We are erring on the side of maintaining the current balance for things that are not on our list of goals (below), but we are happy with any reasonable balance disruptions in pursuit of those goals - We are erring on the side of preserving the status quo in invention over preserving the status quo for T2 BPOs; note that, as previous point, we are not specifically targeting T2 BPOs in any particular way
Specific goals we are currently pursuing: - We would like to make copy times consistently lower than build times, so building from copies is the optimal play (dovetails with our starbas...
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CCP Greyscale
C C P C C P Alliance
2300

|
Posted - 2014.05.26 17:28:00 -
[106] - Quote
Sturmwolke wrote:CCP Greyscale wrote: - I'm considering changing invention times so that build time is generally twice copy+invention, to maintain balance across character manufacture and research slots; this also has the advantage of giving invention time a clear driving force
Are the T1 mods/ships needed for production stock accounted for the above? If not, it suggests a manufacturing bottleneck for pretty much all the vertical integration scenarios (assuming a standardized BPO framework), especially for the higher ranked items. P.S Didn't read whole thread. Ignore the above if it's been mentioned.
Good point. |
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Valterra Craven
250
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Posted - 2014.05.26 17:45:00 -
[107] - Quote
Greyscale, I'm not sure this is the right thread to ask this question, but I'm not sure of the activity/monitoring of the others.
Basically I'm wondering why the fee structure to install jobs is based off the market price of an item instead of the build cost of an item. In other words, wouldn't it be simpler to base the build fee based off the base build cost of the item?
In other words, figure out the base build cost of the item based on current market prices for the inputs that are required.
Aka amount of trit times 5.5isk or whatever it is at the time, etc. and once you do all the math to get a base build cost in terms of isk, use that to determine how much the install job would be. While I understand you guys want the build costs to be high for the push pull mechanic, I'm still really concerned about the grave affects these new prices are going to have on the already rampant inflation we face today.
I know you've stated that you aren't really worried about infinite feedback loops in terms of item price affecting build price, but I don't know that you guys have really done a great job of explaining why you aren't worried about it.
I would think my idea would be less prone to market manipulation just based off the sheer volume of the goods involved in mineral/ comp trade. I would also think it would be less prone to an items price being artificially high due to speculation from future/possible changes due to patches. (AKA Ishtar receiving that buff in the t2 rebalance and then their price skyrocketing). I know that prices don't stay high for what some people would say is long term (aka past 6 month) period, but I would think that these price spikes would last sufficiently long to affect the build fee calculations in rather negative way. But on the other hand if you base it on the build cost of the comps, while these are still subject to price spikes, they tend to last far shorter than the item you are creating does. (Look at how short the trit spike lasted after that major cap battle) |

TheSmokingHertog
TALIBAN EXPRESS
229
|
Posted - 2014.05.26 18:10:00 -
[108] - Quote
CCP Greyscale wrote:TheSmokingHertog wrote:Just for your consideration....
I am not an industrial, but marketeer, logistics person, and EVE economist. When you analyse supply chains from a logistics standpoint, you look at it from a "time to market" standpoint with a relation to the price of a product. (Taking a plane, makes stuff expensive, with an ocean steamer, its cheap to move stuff).
In the discussion in this and last threat, I miss this perspective when talking about production times that are created when changes hit TQ. For market prices - cq, margins - are not made on the perfect equilibrium of EVE statistics, but the absence of a decent equilibrium. When speculating on the market, you make a bet on a future equilibrium and you eventually hedge the risk by setting up buy orders. That way you can step out of the market, the moment your bet falls trough.
Within EVE I have the feeling that the "time to market" is not monitored or known by most industrialists (have not seen in blogs and the like, just for titans its known). The discussion about play time and availability of facilitating circumstances (stations, materials, etc) and result of that industrial task will be determent by market waves that happen for the products on the line (and in EVE, it even counts for sub-parts of the products in production, all the way to minerals) . When changing the industry system by messing with math behind the industry way of live in EVE. I think a consideration about the "time to market" influence of the changes would be good too.
If the "time to market" will be extended or shortened on certain products, that will have very heavy results in bets and hedges placed on the market. This type market PVP is not pursued by a lot of players, but as we have seen by OTECH, it is happening,
The bigger industrialists in here could I think give a good point of view on how changes proposed here would work out in this part of the PVP arena. This is interesting and definitely worth thinking about. My gut feeling is that longer TTM is better as it gives more time to exploit imbalances before the market catches up. Thoughts?
A longer TTM equals a longer production cycle (not necessary a longer build time). When people specialize in a product, and that product has a long TTM, then the person in question has to take a risk, invest, and can profit. The way of EVE.
About the exploiting of imbalances; The shorter the time to market, the less risk that industrial takes. This can be seen in making tech I production for example. Betting in market with a such a low standard deviation is low risk.
The question remains however, would CCP have to consider which products should have a risk from the ISK perspective. Titans have this risk due to the last building stage being vulnerable. Some products have very special items needed in the build-cycle. Maybe its good to think about the broader implications if products in the EVE catalog were managed with the TTM in mind. Then the balance of risk from TTM would be looked upon with market speculation times* in mind.
* cq, the risks and rewards |

Aryth
GoonWaffe Goonswarm Federation
1549
|
Posted - 2014.05.26 18:38:00 -
[109] - Quote
CCP Greyscale wrote:
This is interesting and definitely worth thinking about. My gut feeling is that longer TTM is better as it gives more time to exploit imbalances before the market catches up. Thoughts?
It is better yes. There is a lot of gameplay occurring there already that just isn't public. Allows a nice back and forth in the supply chains and everyone wins. Leader of the Goonswarm Economic Warfare Cabal. Vile Rat: You're the greatest sociopath that has ever played eve. |

Seith Kali
GoonWaffe Goonswarm Federation
86
|
Posted - 2014.05.26 19:19:00 -
[110] - Quote
CCP Greyscale wrote: This is interesting and definitely worth thinking about. My gut feeling is that longer TTM is better as it gives more time to exploit imbalances before the market catches up. Thoughts?
Honestly, this kind of gameplay is the only reason I have any interest in Eve whatsoever. I can't speak for anyone else obviously but having a market complex enough to manipulate and exploit is one of the main things that makes Eve special.
Those of us inclined to play this way are naturally fairly silent about it, but there are a few of us and we really, really appreciate all the cool systems that allow us to part the less savvy of their hard earned. Good complexity :bravo: Apprentice Goonswarm Economic Warfare Consultant - Drowning in entitlement and privilege.-á |

probag Bear
Center for Advanced Studies Gallente Federation
52
|
Posted - 2014.05.26 20:33:00 -
[111] - Quote
CCP Greyscale wrote:Aright, FINALLY followed up on this :) It pretty much aligns with the assumptions I've been making: ships are generally bottlenecked on research, other stuff mainly on build (although I didn't know about rigs being so all over the place :P)
Thanks for the data, I'll be referring back to it regularly :)
There was a nasty typo in the copy-time part of that.
This is the fixed version (of the Rubicon one), and should be accurate. The copy column is the main change, and though it's fairly significant in some parts, I'm not sure how much it matters since you're changing copy times anyway. Other small changes are a result of prices moving around. T2 med trims for example are optimally built with Symmetry now, like they are 90% of the time. On the day I generated the previous CSV, they just happened to be optimally built with Process, so their ratios look very different.
This is the same thing, only with copy times adjusted so that the base time for a 1-run copy is 80% of 1-run manufacturing time, across the board. And, well, the people clamoring in this thread seem to have been right. Just that one change makes the limiting factor for ~30% of all inventables be copy-time. T2 drones turn especially ugly. Though I'm sure you've already realized that yourself:
CCP Greyscale wrote:...yeah, all my math is wrong. Goddamnit. I'll get back to you :P |

probag Bear
Center for Advanced Studies Gallente Federation
52
|
Posted - 2014.05.26 21:36:00 -
[112] - Quote
Here's a wild suggestion.
- You want to standardize and simplify things by setting base 1-run copy time equal to 0.8 * base 1-run manufacturing time across the board. This ruins invention for many things.
- You want to raise the max copy runs of blueprints across the board, to go along with the new philosophy of "manufacture off BPCs, not BPOs". This ruins invention for many things.
- You don't want to ruin invention, and don't seem to care awfully much about stepping on T2 BPOs' toes.
Change the invention runs formula from the current, complicated
Quote:MIN(MAX(ROUND_DOWN( (Input_T1_BPC_Runs / T1_Max_Runs_Per_Blueprint_Copy) * (T2_Max_Runs_Per_Blueprint_Copy / 10) + Decryptor_Runs_Bonus), 1), T2_Max_Runs_Per_Blueprint_Copy) to
Quote:T2_Max_Runs_Per_Blueprint_Copy + Decryptor_Runs_Bonus and simultaneously change the max runs per blueprint copy of all T2 BPOs to 10 / 1.
- This lets you play with T1 copy time almost as much as you want without stepping on invention's toes.
- This lets you raise the max copy runs of T1 blueprints however much you want without affecting invention as well.
- This simplifies invention's learning curve from "max-run copy these items, but only 1-run copy these other ones" to "copy everything just the same".
- This means T2 BPOs have to have their copy jobs babysat regularly if their owners want to safely manufacture at a POS, as opposed to in a station. Coincidentally, I own no T2 BPOs.
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David Laurentson
Laurentson INC StructureDamage
96
|
Posted - 2014.05.26 21:58:00 -
[113] - Quote
CCP Greyscale wrote:This is interesting and definitely worth thinking about. My gut feeling is that longer TTM is better as it gives more time to exploit imbalances before the market catches up. Thoughts?
The obvious flipside to this is that as the average TTM increases, industry requires more slots/teams/etc, then blueprints, ISK and minerals spend longer tied up and not Doing Things. While high TTMs no doubt provide interesting industrial PvP, they can slow the economy as a whole down.
If you're looking at, say, T1 ships and increase the TTM, then you're cutting the rate of supply of T1 ships (as they'll take longer to build and free up the build slot/BPO, as well as taking longer to provide the industrialist with profits). That's going to push prices up for those items, potentially changing the value of the materials they need to make.
I'd suggest checking with your economists, as there are no doubt some things this shouldn't be done to (anything you want to be considered 'entry level' industry products, for instance), or TTM increases that are safe/unsafe, but in principle it's an idea I support. |

Numerius Valerius
Sons of Olsagard
2
|
Posted - 2014.05.27 00:24:00 -
[114] - Quote
CCP Greyscale wrote: This is interesting and definitely worth thinking about. My gut feeling is that longer TTM is better as it gives more time to exploit imbalances before the market catches up. Thoughts?
Manufacturers exist to plug these imbalances, its not something that gameplay mechanics can effectively influence.
In practice these imbalances in supply and demand will lead to the non-casual manufacturers retaining bigger stockpiles/deeper pipelines.
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Gizznitt Malikite
Agony Unleashed Agony Empire
3972
|
Posted - 2014.05.27 14:38:00 -
[115] - Quote
I ran a bunch of numbers on the profitability of Copying and Inventing at a POS array as well as MFG at a POS array.
These arrays give a 2% reduction in material usage as well as a time efficiency bonus. When examining modules, small modules are basically NEVER profitable to copy, invent, and/or build at a POS because the value of the module is soo low that your material reduction cost savings never exceeds the POS's operational fuel costs unless you have 50 characters working with a small POS.
Large modules are generally alright with current copy, invention, and manufacturing times, often requiring only a couple people to cover the costs of a Small POS, and less than 10 to cover the operational expenses of a Large POS.
Ships are also alright, while T2 ammo is in desperate need of help.
Since module size is often indicative of module value (although many exceptions exist), it would probably be a good idea to make adjust copy, invention, and manufacturing times to scale with module size, and to then perhaps even improve the benefits of POS S&I Modules to ensure that there exists a fiscally sound reason to put your assets at risk at a POS!!! |

Salpad
Carebears with Attitude
542
|
Posted - 2014.05.27 16:07:00 -
[116] - Quote
CCP Greyscale wrote: I'm currently looking at boosting all non-inventable items to have at least 48h of build time, which seemed at least somewhat reasonable.
Sure, that's a good initial change. Implement that, then later you can look into whether it's a bit too much or a bit too little. But it's a good starting principle. |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3334
|
Posted - 2014.05.27 16:21:00 -
[117] - Quote
Gizznitt Malikite wrote:I ran a bunch of numbers on the profitability of Copying and Inventing at a POS array as well as MFG at a POS array.
These arrays give a 2% reduction in material usage as well as a time efficiency bonus. When examining modules, small modules are basically NEVER profitable to copy, invent, and/or build at a POS because the value of the module is soo low that your material reduction cost savings never exceeds the POS's operational fuel costs unless you have 50 characters working with a small POS.
Large modules are generally alright with current copy, invention, and manufacturing times, often requiring only a couple people to cover the costs of a Small POS, and less than 10 to cover the operational expenses of a Large POS.
Ships are also alright, while T2 ammo is in desperate need of help.
Since module size is often indicative of module value (although many exceptions exist), it would probably be a good idea to make adjust copy, invention, and manufacturing times to scale with module size, and to then perhaps even improve the benefits of POS S&I Modules to ensure that there exists a fiscally sound reason to put your assets at risk at a POS!!!
The time efficiency bonus, on the other hand, can be very useful.
Dropping a 25 hour build to a 21 hour build means you can have one run per day. Rather than one per 2 days.
For example. (and the invention reduction from 2 hours, to 1 hour, pretty much doubles your invention throughput.)
Woo! CSM 9! http://fuzzwork.enterprises/
Twitter: @fuzzysteve on Twitter |

Gizznitt Malikite
Agony Unleashed Agony Empire
3974
|
Posted - 2014.05.27 17:22:00 -
[118] - Quote
Steve Ronuken wrote:Gizznitt Malikite wrote:I ran a bunch of numbers on the profitability of Copying and Inventing at a POS array as well as MFG at a POS array.
These arrays give a 2% reduction in material usage as well as a time efficiency bonus. When examining modules, small modules are basically NEVER profitable to copy, invent, and/or build at a POS because the value of the module is soo low that your material reduction cost savings never exceeds the POS's operational fuel costs unless you have 50 characters working with a small POS.
Large modules are generally alright with current copy, invention, and manufacturing times, often requiring only a couple people to cover the costs of a Small POS, and less than 10 to cover the operational expenses of a Large POS.
Ships are also alright, while T2 ammo is in desperate need of help.
Since module size is often indicative of module value (although many exceptions exist), it would probably be a good idea to make adjust copy, invention, and manufacturing times to scale with module size, and to then perhaps even improve the benefits of POS S&I Modules to ensure that there exists a fiscally sound reason to put your assets at risk at a POS!!! The time efficiency bonus, on the other hand, can be very useful. Dropping a 25 hour build to a 21 hour build means you can have one run per day. Rather than one per 2 days. For example. (and the invention reduction from 2 hours, to 1 hour, pretty much doubles your invention throughput.)
As pointed out to me in the F&I starbase tweaks thread, my calculations were missing a key component. I ONLY used the improvements to production costs to justify the POS operational costs. However, the increased production rates also result in increased revenue. The increase to revenue alone is often enough to cover POS operational costs.
In layman's terms, because I'm not a business man. If, in a station, I could produce 50 modules per hour at 10k each, I assumed a POS must allow me to produce 65 modules per hour at a 10k production cost to cover the 150k in Fuel costs. (i.e. 50 * 10k + 150k = 65 * 10k )
However, this neglects that I sell those modules at 30k isk each. The increase to production rate improves the net profits I'm earning. So, at the 30k price point, I need only produce 55 modules per hour to cover the 150k in Fuel costs. (i.e. 50 * 30k + 150 = 55 * 30k )
It's a very different outlook from how I've historically approached manufacturing. I generally calculate the base cost to produce an item based on its components. This calculation included a rate per POS line to include the POS Operational cost within the item's base cost. Then I'd use Jita prices to determine profit per item and profit per hour. I'm not sure how, or if, I should include how improved production rates alter revenue rates in the worksheets.
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CCP Greyscale
C C P C C P Alliance
2302

|
Posted - 2014.05.27 17:39:00 -
[119] - Quote
Thanks for all the TTM comments :)
- It does mean that certain resources may end up tied up for longer, particularly if we artificially stretch it out further with current inputs (which we're not planning to do right now) - We have messed around with the idea of optional additions to the industry process oriented very much towards this sort of thinking, which would extend TTM but potentially give strong advantages to early movers. Hopefully we'll be able to talk about this more in the coming months!
probag Bear wrote:Here's a wild suggestion.
- You want to standardize and simplify things by setting base 1-run copy time equal to 0.8 * base 1-run manufacturing time across the board. This ruins invention for many things.
- You want to raise the max copy runs of blueprints across the board, to go along with the new philosophy of "manufacture off BPCs, not BPOs". This ruins invention for many things.
- You don't want to ruin invention, and don't seem to care awfully much about stepping on T2 BPOs' toes.
Change the invention runs formula from the current, complicated Quote:MIN(MAX(ROUND_DOWN( (Input_T1_BPC_Runs / T1_Max_Runs_Per_Blueprint_Copy) * (T2_Max_Runs_Per_Blueprint_Copy / 10) + Decryptor_Runs_Bonus), 1), T2_Max_Runs_Per_Blueprint_Copy) to Quote:T2_Max_Runs_Per_Blueprint_Copy + Decryptor_Runs_Bonus and simultaneously change the max runs per blueprint copy of all T2 BPOs to 10 / 1.
- This lets you play with T1 copy time almost as much as you want without stepping on invention's toes.
- This lets you raise the max copy runs of T1 blueprints however much you want without affecting invention as well.
- This simplifies invention's learning curve from "max-run copy these items, but only 1-run copy these other ones" to "copy everything just the same".
- This means T2 BPOs have to have their copy jobs babysat regularly if their owners want to safely manufacture at a POS, as opposed to in a station. Coincidentally, I own no T2 BPOs.
This ends up being a) very straightforward and in fact b) also what's currently sitting in the Crius codebase awaiting a second pass to implement the "full" math, so this change actually means *less* work than planned :) I'm pretty much lifting this wholesale, with the one modification that we're currently planning to simply decrement your BPC by one run each time you do an invention job on it, so there's no "wasted" BPC runs being consumed.
This does put us closer to being able to do multiple invention rounds at once, but a) we don't want to schedule this for Crius as it's a nice-to-have that increases the risk and we don't want to take that sort of work on at this point, and b) more importantly, requiring only a single run per invention job means that, in order to match copy+invention to build time, we have to jack invention lengths up considerably (shortest is now on the order of 8 hours), so the spam-clicking is lessened anyway. We're still thinking through the consequences of this - by moving the weight of the work from copying to invention, it requires a higher ratio of invention-skilled characters if you're doing multiple-characters-per-final-item invention chains - but on the surface this solves several problems at once.
Hopefully I'll be able to post up some data tomorrow! |
|

Gilbaron
Free-Space-Ranger Nulli Secunda
1440
|
Posted - 2014.05.27 18:08:00 -
[120] - Quote
Quote:by moving the weight of the work from copying to invention, it requires a higher ratio of invention-skilled characters
now that's gonna shake up a lot of things i like that thinking  GRRR Goons |

Kale Freeman
Dirt 'n' Glitter I Whip My Slaves Back and Forth
24
|
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
|
|

CCP Greyscale
C C P C C P Alliance
2302

|
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 |
|
|

CCP Greyscale
C C P C C P Alliance
2302

|
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. |
|

Quintessen
Messengers of Judah Socius Inter Nos
415
|
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
|
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
|
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
|
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
|
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
|
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
|
Posted - 2014.05.27 21:25:00 -
[130] - Quote
How current manufacturing jobs will react during patchday ? |

Gilbaron
Free-Space-Ranger Nulli Secunda
1440
|
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
|
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
|
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
|
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
|
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 |
|

CCP Greyscale
C C P C C P Alliance
2303

|
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 :) |
|

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3342
|
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
|
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 |
|

CCP Greyscale
C C P C C P Alliance
2303

|
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. |
|

Aryth
GoonWaffe Goonswarm Federation
1550
|
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. |

Sabriz Adoudel
Mission BLITZ
2985
|
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
|
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
|
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
|
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
|
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
|
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
|
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!! |

Gilbaron
Free-Space-Ranger Nulli Secunda
1442
|
Posted - 2014.05.28 03:36:00 -
[151] - Quote
alright, i can't sleep and decided to take another look at this: Time for more assumptions that may, or may not be wrong. read everything with a big grain of salt.
I have tweaked some values so that i end up with the actual invention time that will be relevant ingame (that means taking all inventiontimes from greyscales .csv and halving them. nobody will do serious invention in a station if you can double your output in a POS.
i end up with some values that i actually really like and a lot more that i don't like. let's just go through a bunch of them.
i tooked at the value purely based on one thing. play sessions. players tend to be online at the same time every day. that is usually in the evening between 18.00 and 00.00 local time for up to 4 hours. it is much more likely that someone skips a day than it is that he or she can log in at a different time.
i therefore assume that a multiple of 24 minus X, or anything under 4 hours is actually a good number for invention jobs. everything else most likely means some kind of wasted slot time. my OCD hates wasted slot time.
lets dive into the numbers:
Weapons
6 hrs for small weapons. whelp. 13hrs 30 minutes for medium weapons and most medslot modules. that's just bad. it feels wrong that modules that are so important are made under such bad conditions. 22 hours invention time for large weapons. that is actually a great number. 12 days for capital modules. is that for a 10 run or a 1 run copy ?
Ammo 19 hours for small ammunition. fine. BUT: a MASSIVE difference to the status quo. good to know ;) 2 hrs for mining crystals. why the difference to small ammo ? forgot them ? 1 days, 13 hours for medium ammo. seriously ? 2 days, 8 hours for large ammo. whelp.
Rigs 12 hrs for small rigs. just as bad as medium modules. 24 hrs for medium rigs. oh dear 37 hrs for large rigs. okay-ish. you loose a bit of sciency slot time, but i really like long timers ;) 50 hrs for capital rigs. oh dear.
Ships 4 hrs for frigages. get that to ~20 hours. 9 hrs for destroyers. bad. get that to 40 hours 9 hrs for cruisers and industrials. whelp. should be longer than destroyers, get it to 60 hours or so. 12 hrs for Battlecruisers. seriously ? 5 days would be appropriate 13 hrs for battleships. seriously ? should be much (!!) longer. i would suggest getting that up to a week, maybe 10 days. i would prefer a week, mostly because ~building a bunch of marauders/blops sounds like a funny project for a weekend
Drones 2 hrs for small drones. okay 4 hrs for medium drones. not that cool, but okay-ish 6 hrs for large drones. whelp
I very much (!!) appreciate your move towards significantly increased job length. everybody hates the clickfest and this should really help with some people carpal tunnel syndrome. good job
however, the actual numbers you guys ended up with are often quite meh-ish or just horribly bad.. it's really hard to optimize slot utilisation with those values.
That by itself is not a bad thing. it just doesn't feel right. I even see that there may be some game-design reasons for non-optimal timers. (longer play sessions, multiple daily logins, ...)
I would suggest you guys move back to the drawing board with rank selection. choose a finer scale and work from there. if i understood the concept of ranks correctly it's something that we won't actually see ingame, it will just work in the background.
how about multiplying the rank scale and all current ranks by the factor 10 ?
From there, you can move things along the rank scale a bit to end up with ~nicer invention times~ without disrupting the general idea that everything is based on one single value.
If i understood your formulas correct (and sadly, i'm very much not a math genius) this won't break things as long as you just divide everything by 10 at the end.
I will (hopefully) post something similar about manufacturing tomorrow and some more things about decryptors and meta items in the invention process later this week.
GRRR Goons |

Aluka 7th
155
|
Posted - 2014.05.28 03:43:00 -
[152] - Quote
Considering that max run on BPC copied from T2 BPO will be1, it is safe to say that copy time can be similar to manufacturing time. Invention can get multiple multi-run BPCs but little worse ME (few % in new system) & keep it capability of mass production, while BPO can create only one run copies and loose benefits of multiple runs in new system thus only way to benefit from T2 BPO is actually to manufacture from it directly which again benefits from amarr factory outpost 0.65x production time bonus, teams and multiple run ME reduction same like it could from gallente outpost. Even today when copy time is just little longer then manufacturing time IMHO I didn't see T2 BPCs being created in gallente outpost in any substantial number or if any on contracts. so copy time = 3x manufacturing time is 
Copy time should be 0.8x manuf. time and see what happens then in worst case readjust it in next patch.
Invention is high volume & lossy while originals are low volume and lossless. Invention is lower start investment better profit but more clicking, T2 BPO is high investment, better margin per line, less total profit but less clicking. Balance. |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
61
|
Posted - 2014.05.28 04:36:00 -
[153] - Quote
Aluka 7th wrote:Considering that max run on BPC copied from T2 BPO will be1, it is safe to say that copy time can be similar to manufacturing time. Invention can get multiple multi-run BPCs but little worse ME (few % in new system) & keep it capability of mass production, while BPO can create only one run copies and loose benefits of multiple runs in new system thus only way to benefit from T2 BPO is actually to manufacture from it directly which again benefits from amarr factory outpost 0.65x production time bonus, teams and multiple run ME reduction same like it could from gallente outpost. Even today when copy time is just little longer then manufacturing time IMHO I didn't see T2 BPCs being created in gallente outpost in any substantial number or if any on contracts. so copy time = 3x manufacturing time is Copy time should be 0.8x manuf. time and see what happens then in worst case readjust it in next patch. Invention usually done in POS with all bonuses gets one copy 1-run or multiple run copy with decryptor in 12 hours and when we factor invention chance you will get more runs per single line from invention then by coping T2 BPO in same time not to mention you can run 10 lines per person with invention.Invention is high volume & lossy while originals are low volume and lossless. Invention is lower start investment better profit but more clicking, T2 BPO is high investment, better margin per line, less total profit but less clicking. Balance. Well benefit is little on the side of invention.
T2 BPO are going the way of the Titan - slowly nerfing them and buffing everything around them, until they are pretty much useless. |

Aluka 7th
155
|
Posted - 2014.05.28 04:47:00 -
[154] - Quote
Kenneth Feld wrote:Aluka 7th wrote:Considering that max run on BPC copied from T2 BPO will be1, it is safe to say that copy time can be similar to manufacturing time. Invention can get multiple multi-run BPCs but little worse ME (few % in new system) & keep it capability of mass production, while BPO can create only one run copies and loose benefits of multiple runs in new system thus only way to benefit from T2 BPO is actually to manufacture from it directly which again benefits from amarr factory outpost 0.65x production time bonus, teams and multiple run ME reduction same like it could from gallente outpost. Even today when copy time is just little longer then manufacturing time IMHO I didn't see T2 BPCs being created in gallente outpost in any substantial number or if any on contracts. so copy time = 3x manufacturing time is Copy time should be 0.8x manuf. time and see what happens then in worst case readjust it in next patch. Invention usually done in POS with all bonuses gets one copy 1-run or multiple run copy with decryptor in 12 hours and when we factor invention chance you will get more runs per single line from invention then by coping T2 BPO in same time not to mention you can run 10 lines per person with invention.Invention is high volume & lossy while originals are low volume and lossless. Invention is lower start investment better profit but more clicking, T2 BPO is high investment, better margin per line, less total profit but less clicking. Balance. Well benefit is little on the side of invention. T2 BPO are going the way of the Titan - slowly nerfing them and buffing everything around them, until they are pretty much useless.
At the end of the day I really don't understand why. There are so many more profitable ways of making money (passive - moon goo and active - incursions,WH) and for those activities you need very low investment comparing to T2 BPO. T2 BPO is already more of a strategic resource for alliance that keep manufacturing people sane enough to keep playing this game (because of less clicking). And keeps T2 stuff somewhat cheaper. People whine about T2 BPO for JFs through forum although they don't exist so haters gonna hate, always. So like I said, I'm puzzled and just want to give realistic view from personal experience as manufacturer for 9 years now. |

Marcus Iunius Brutus
NerdRage Inc.
45
|
Posted - 2014.05.28 05:58:00 -
[155] - Quote
CCP Greyscale wrote:Anything that's not a ship spits out a 10-run copy on success.
Does that include rigs? At the moment invention produces 1-run BPCs.
|

mynnna
GoonWaffe Goonswarm Federation
3568
|
Posted - 2014.05.28 06:01:00 -
[156] - Quote
I get conclusions pretty different from Gilbaron, but I also approached it a bit differently. I also think there's a bit of confusion surrounding your numbers and/or numbers posted by others and flawed comparisons between them, so I started as "from scratch" as possible.
Assumptions: All skills apply. All invention & copying "now" done at a POS, all invention and all copying for anything smaller than a Cruiser done at a POS "after" Decryptors are used as specified by Sabriz (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.) "Now" copies are max runs, except for in the case of ships and rigs. "After" copies are always single runs. In both cases, they're adjusted by invention success rate, expressing how many copies you'll need to get a successful invention attempt on average. Invention results rebased from ME-4/TE-4 to ME0/TE0. Build time adjusted based on decryptor use.
Basically, "what's the average going to be".
Conclusions, based on total copy+RE+build time, and making the arrogant assumption that my numbers are right where everyone else's are wrong:
- Small ammo is up by a couple percent (7.5 hours), medium up by about 15% (13.6 hours), large down by 4% (19.8 hours)
- Drone time overall drops by quite a bit, 20-50% depending on size.
- Modules run the gamut from ~4.5 hours for smaller stuff, 6.5 for "medium", up to about 8.6 hours for large. In most cases that's down.
- Mining Crystals take about 7.3 hours, which is a massive drop.
- Small rigs are about 9.6 hours, up 20%. Medium rigs double that to 19.2 hours (same 20% increase). Large rigs come in around 35 hours, and up 11%.
- Interdictors are down about 10%, at 59 hours. Frigates come in around 47.
- Capital rigs are just shy of 60 hour jobs, which is unchanged.
- Tech II cruisers and Transport Ships are all around 93.5 hours. That's up by about 5% for logi and blockade runners, down by 5% for recons, 10% for hictors, and 13% for HACs.
- Command Ships come in around 117 hours, an 8% reduction.
- 180 hours for Tech II battleships, a 9% reduction.
- Jump Freighters are up, a lot.
Again, this is all average time over time, including time spent for "wasted" invention attempts.
On the whole, it's definitely not what I expected from what you were talking about here. Throughput certainly increases a little bit, on paper, but the main barrier to throughput in many cases was "I'm literally not around to plug in jobs" and with RE times remaining unchanged, that's still true. Member of the Goonswarm Economic Warfare Cabal |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3342
|
Posted - 2014.05.28 09:20:00 -
[157] - Quote
Just to make sure I'm not crazy with how I price things, and determine if something is worth making:
(I'm bad, because I normally ignore the time to copy the blueprint, and actually /do/ the invention. I don't ignore the cost of invention.)
I take all the material costs (including an average invention material cost) and subtract that from the sale price. I then divide that by the number of hours needed to make the thing. If the total build time is below 24 hours, I normalize the time to 24 hours (As I'm generally logging in once per day.)
If that doesn't beat (in general) 100,000 isk per hour, it's not worth making.
So, for an Expanded Cargohold II (it's a go-to example for me.) current material cost is around 148,000 at jita sell prices (the only real way to price things, except possibly components.) The invention cost is around 75,000 per unit.
Current sell price is around 510,000.
This leaves a profit of around 287,000 per unit. As I can only make 10 per day, per slot, I multiply the profit by 10, then divide it by 24 to get the isk/hr which is around 120,000 isk/hr.
If the build time went up by a factor of four, the price would have to go up by around 200,000 for it to remain a viable product for me to make.
For the odd days I can make two batches, it becomes less viable.
Summary: Increasing build times will directly impact on module pricing, as serious manufacturers don't look at profit on a percentage basis, but instead on an isk/hr level, with a baseline of what isk/hr they'll accept as viable. Woo! CSM 9! http://fuzzwork.enterprises/
Twitter: @fuzzysteve on Twitter |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3342
|
Posted - 2014.05.28 09:43:00 -
[158] - Quote
Suggestion: To adjust the TTM, adjust the output from a blueprint run to being multiple units. (and adjust the inputs accordingly)
This (as the system currently stands) would mean you could only refine modules if you had multiples of them, which is a probably undesired side effect, but that may not be a concern with how you're changing refining.
Ideally build time per unit shouldn't change significantly, as that has serious knock on effects on the market, which needs separate consideration. Increasing T2 build time, for example, will reduce demand for moon-goo, and increase price per module. (reducing the viable isk/hr won't encourage more people to make it.) Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |

mynnna
GoonWaffe Goonswarm Federation
3571
|
Posted - 2014.05.28 12:45:00 -
[159] - Quote
Revising earlier post, since I was using a wrong number: https://docs.google.com/spreadsheets/d/1ZcEnJQDAYqMARdp8bpMdIz4Ai6c4xeBmk8NDQMI5IqY/edit#gid=0 Assumptions remain the same, listed on the sheet. Only mistakes at this point, I hope, should be places where I applied the wrong decryptor by changing formulas en masse.
Goes without saying that different decryptor choices will significantly change the outcome...
Steve Ronuken wrote:Suggestion: To adjust the TTM, adjust the output from a blueprint run to being multiple units. (and adjust the inputs accordingly)
This (as the system currently stands) would mean you could only refine modules if you had multiples of them, which is a probably undesired side effect, but that may not be a concern with how you're changing refining.
Ideally build time per unit shouldn't change significantly, as that has serious knock on effects on the market, which needs separate consideration. Increasing T2 build time, for example, will reduce demand for moon-goo, and increase price per module. (reducing the viable isk/hr won't encourage more people to make it.) This isn't a bad idea. It's not quite as easy as going, "okay that build time is for a 10 run job (for modules)" because then you just wind up lowering module build times by 50-70% given the current numbers, but it wouldn't take much more fiddling than that to get a favorable change. Member of the Goonswarm Economic Warfare Cabal |
|

CCP Greyscale
C C P C C P Alliance
2303

|
Posted - 2014.05.28 15:00:00 -
[160] - Quote
OK, so then.
To restate/clarify from earlier: the CSV as posted above is regarded the first "functionally sane" draft. It's not expected to be balanced, and I have basically this entire week put aside to adjust the numbers. It's being shared now because I want smart people who understand the details of (specific bits of) the economy (that's you lot) to look at it as early as possible, so we can solve as many problems as possible while it's still just a spreadsheet. Making sweeping changes is a) easy and b) planned for, so please pitch suggestions :)
We will of course be adjusting further based on SiSi feedback - this is just an attempt to get things into the best state possible before that happens, so right now we are in the market for ballpark fixes rather than fine-tuned solutions.
Secondly, I want to take a second to outline the basic economic model I'm applying to a lot of this stuff. In simple terms, it treats the activities of each individual player as a black box, and just concerns itself with wealth transfer. For a given end product, there's a market for that product expressable as an amount of ISK, and that amount of ISK is split between everyone involved in the production chain such that they get the minimum amount of ISK per hour they find acceptable.
Thus, while the market for a product remains of constant size, prices for that product (and all its sub-products) will always settle at levels which make producing them profitable.
This does not mean that the *amount* of that product being built will be the same, nor that the same number of people will be profitably building it - just that (if people are rational, which obviously has its own problems as an assumption) the market will adjust such that it can be build profitably.
Things that break this model are a) a need to achieve a certain amount of market supply for balance reasons (ie we want interceptors to be commonly used), b) intermediate products used by multiple end products with strongly different demands (such as T2 components, although if you treat "T2 invention" as a single market the problem goes away in this case), and c) changes in per-product pricing having a substantial change on the total money being spent on that product.
In the case of invention and these blueprint numbers, it's that third point that I am most concerned about; while a moderate increase in end-to-end production times should allow more producers into the market (a good thing), if the supply changes too much there is a high risk of demand changing in unpredictable ways too. My intuition is that an increase of 20-40% in build times is healthy, but above 50% is probably risky. I'm very open to discussion on these numbers though :)
OK, on to specific things:
Jump freighters are probably getting hit way too hard, because they're getting the 10x T2 rank multiplier and the 25x capital build time multiplier at the same time. While the numbers in the sheet are amusing, they're also probably overkill, and I will revisit these this afternoon.
The suggestion to try and normalize job lengths around play sessions (4-6 hours or 20-24 hours) is a very good one, and exactly the sort of "next steps" balancing I was hoping to get out of this discussion. I'm going to go away and see if there's an easy way to make that stuff line up. (I don't want to get into what are effectively decimal ranks if I can help it purely because I'm concerned about the mess of multiplying 105 by non-integer amounts for the purposes of research times, but we can always fudge this if needed.)
Rigs will be pushed back to 1 run per copy, good catch.
T2 build/invention times in general obviously need another look. This should (hopefully) be relatively easy to massage as the invention data on T1 blueprints is almost entirely driven by the T2 blueprint stats (ie build time), so we can futz with the rank of T2 without causing much trouble. I'm trying to avoid the portion-size stuff but that's a reasonable fallback if there isn't a better solution.
T2 copy ratio of 3x is almost certainly way too high, I agree - I'm leaving it there for now because I want to keep it in a "safe" place until I can properly look at it. It may be that the way we deal with the Gallente outpost is just to nerf its copy speed bonus a bit :)
Anything else relating to the data that I've missed? I see there are a few questions about non-blueprint-data stuff in this thread; I'm making a note to recheck the blog feedback threads tomorrow afternoon, so please post any questions/concerns you have about things that aren't the CSV I posted earlier in those threads, make it clear in the first sentence that you're reposting there because I've asked you to, and I'll prioritize answering those questions tomorrow if they aren't terrible. Deal? :) |
|

Gilbaron
Free-Space-Ranger Nulli Secunda
1442
|
Posted - 2014.05.28 15:51:00 -
[161] - Quote
the 400mm reinforced steel plate I seems to have been forgotten/fallen out of its group GRRR Goons |
|

CCP Greyscale
C C P C C P Alliance
2303

|
Posted - 2014.05.28 15:54:00 -
[162] - Quote
I've got it sized as a cruiser module right now I think, if that's what you mean?
(The 50mm is out of alignment because it only draws 1PG; I'm going to shift all the 0/1PG items so they're sized by slot, which should fix this along the way.) |
|

TheSmokingHertog
TALIBAN EXPRESS
232
|
Posted - 2014.05.28 16:06:00 -
[163] - Quote
I assumed DEVs knew you could only broker deals in EVE with free beers. You forgot or something? ;) |

Gilbaron
Free-Space-Ranger Nulli Secunda
1442
|
Posted - 2014.05.28 16:12:00 -
[164] - Quote
no, it's just the only one with an invention time of 84300. all the other medium ones have 97500. not that i don't like variety. it just feels weird at this place so i figured that there may be something wrong :) GRRR Goons |

Harvey James
The Sengoku Legacy
826
|
Posted - 2014.05.28 16:12:00 -
[165] - Quote
CCP Greyscale wrote:I've got it sized as a cruiser module right now I think, if that's what you mean?
(The 50mm is out of alignment because it only draws 1PG; I'm going to shift all the 0/1PG items so they're sized by slot, which should fix this along the way.)
[Edit] And by "cruiser" I mean "frigate", whoops.
you'd be better off just deleting 100mm plate down ... also micro shield extenders..they are also useless Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name.. remove drone assist mechanic. Nerf web strength ..... module tiercide FTW role based instead of tiers please. |
|

CCP Greyscale
C C P C C P Alliance
2304

|
Posted - 2014.05.28 16:24:00 -
[166] - Quote
Ah, yeah. 400s are getting bumped up because the T2 version just squeaks across the boundary I set up (35PG), so it's being treated as a cruiser module, which affects its build time and thus the invention time of the T1 version. Moved the boundary to 36, problem solved. Good catch :)
More generally, looking at mynnna's sheet, I'm inclined to make the following changes to T2 ranks:
- Double ranks for all ships - Divide mod ranks by 4 - Divide ammo ranks by 6 - Divide drone ranks by 3 - Divide rig ranks by 2
Given that total time is a function of invention time, T1 copy time and T2 copy time, and that invention time is itself a function of T1 copy time and T2 build time (with the build time being the stronger force I believe?), this should bring us back to a place that's much closer to current balance without a whole lot of work (it'll take three minutes). There'll be some spread up/down with small/large modules, but I believe that's desirable and should balance out in terms of total output. |
|

Sales Alt negrodamus
SalesAltCorp
0
|
Posted - 2014.05.28 16:26:00 -
[167] - Quote
CCP Greyscale wrote:I've got it sized as a cruiser module right now I think, if that's what you mean?
(The 50mm is out of alignment because it only draws 1PG; I'm going to shift all the 0/1PG items so they're sized by slot, which should fix this along the way.)
[Edit] And by "cruiser" I mean "frigate", whoops.
Just as an aside, what role do you imagine the 50mm plate to serve?
Same thing with small shield extenders, and such. |

Gilbaron
Free-Space-Ranger Nulli Secunda
1442
|
Posted - 2014.05.28 16:27:00 -
[168] - Quote
Sales Alt negrodamus wrote:CCP Greyscale wrote:I've got it sized as a cruiser module right now I think, if that's what you mean?
(The 50mm is out of alignment because it only draws 1PG; I'm going to shift all the 0/1PG items so they're sized by slot, which should fix this along the way.)
[Edit] And by "cruiser" I mean "frigate", whoops. Just as an aside, what role do you imagine the 50mm plate to serve? Same thing with small shield extenders, and such.
that's a question for module rebalancing, not for industry GRRR Goons |

Sales Alt negrodamus
SalesAltCorp
0
|
Posted - 2014.05.28 16:28:00 -
[169] - Quote
Also, those changes look good. Except for maybe how it relates jump freighters.
Right now JF manu is in a bad place due to only in-station production. The pos module to build them being unfucked is a significant step forward, please don't undo that beautiful long time coming fix! :)
I do see you mentioned it earlier so I'm glad they won't fall by the wayside. The market is "annoying" enough as it is. |

Sales Alt negrodamus
SalesAltCorp
0
|
Posted - 2014.05.28 16:29:00 -
[170] - Quote
Gilbaron wrote:Sales Alt negrodamus wrote:CCP Greyscale wrote:I've got it sized as a cruiser module right now I think, if that's what you mean?
(The 50mm is out of alignment because it only draws 1PG; I'm going to shift all the 0/1PG items so they're sized by slot, which should fix this along the way.)
[Edit] And by "cruiser" I mean "frigate", whoops. Just as an aside, what role do you imagine the 50mm plate to serve? Same thing with small shield extenders, and such. that's a question for module rebalancing, not for industry
I know, I can't help myself. But that's a long standing question I've had that I have had a hard time getting an answer to.
Note that I'm not saying "please fix this", just his opinion because I am genuinely curious. |

Querns
GBS Logistics and Fives Support Goonswarm Federation
652
|
Posted - 2014.05.28 16:33:00 -
[171] - Quote
CCP Greyscale wrote:T2 copy ratio of 3x is almost certainly way too high, I agree - I'm leaving it there for now because I want to keep it in a "safe" place until I can properly look at it. It may be that the way we deal with the Gallente outpost is just to nerf its copy speed bonus a bit :)
If you adjust this downwards, don't forget to also adjust the copy speed of a T3 caldari outpost as well -- they can get 50% copy speed bonus at T3 along with their ME/PE bonus. Otherwise, you're just making gallente outposts the red-headed stepchild of outposts while not seriously affecting "maximum" copy speed. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |
|

CCP Greyscale
C C P C C P Alliance
2304

|
Posted - 2014.05.28 17:01:00 -
[172] - Quote
Sales Alt negrodamus wrote:Also, those changes look good. Except for maybe how it relates jump freighters.
Right now JF manu is in a bad place due to only in-station production. The pos module to build them being unfucked is a significant step forward, please don't undo that beautiful long time coming fix! :)
I do see you mentioned it earlier so I'm glad they won't fall by the wayside. The market is "annoying" enough as it is.
JFs I brought the "capital penalty" on build time down from 25x to 5x, which means build drops to 3,000,000 seconds and invention to 1,155,000 seconds.
Sales Alt negrodamus wrote:Gilbaron wrote:Sales Alt negrodamus wrote:CCP Greyscale wrote:I've got it sized as a cruiser module right now I think, if that's what you mean?
(The 50mm is out of alignment because it only draws 1PG; I'm going to shift all the 0/1PG items so they're sized by slot, which should fix this along the way.)
[Edit] And by "cruiser" I mean "frigate", whoops. Just as an aside, what role do you imagine the 50mm plate to serve? Same thing with small shield extenders, and such. that's a question for module rebalancing, not for industry I know, I can't help myself. But that's a long standing question I've had that I have had a hard time getting an answer to. Note that I'm not saying "please fix this", just his opinion because I am genuinely curious.
vOv
Querns wrote:CCP Greyscale wrote:T2 copy ratio of 3x is almost certainly way too high, I agree - I'm leaving it there for now because I want to keep it in a "safe" place until I can properly look at it. It may be that the way we deal with the Gallente outpost is just to nerf its copy speed bonus a bit :)
If you adjust this downwards, don't forget to also adjust the copy speed of a T3 caldari outpost as well -- they can get 50% copy speed bonus at T3 along with their ME/PE bonus. Otherwise, you're just making gallente outposts the red-headed stepchild of outposts while not seriously affecting "maximum" copy speed.
Noted, thanks :) |
|

Phoenix Czech
AZ Solutions CZ CZECH Alliance
9
|
Posted - 2014.05.28 17:04:00 -
[173] - Quote
If you are doing this big change to EVE industry, I thing that it is the right time to do something with T2 BPO and invention.
There is no way for player inventing T2 BPC and than manufacturing from it to be cheeper on the market than player who is manufacturing from T2 BPO. For long time I was trying to check market prices of needed materi+íls compared to product prices. There was no possibility to make some profit on it. So why should I loose time with something like this?
So I decided to check which T2 BPO was available before CCP changed it. Than I just choosed modules and ships which has no T2 BPO existing, because they came to the game after the T2 BPO change. I again tryed to check market prices of needed materials compared to product prices and now I saw, that there is some possibility for a little profit. So I started to invent and manufacture these modules / ships.
I guess 99% of players do this the same way I did.
Players who has T2 BPO rules market prices and nobody can manufacture even at the same cost as they do. So there is pointless to invent and manufacture anything for which T2 BPO exists in the game.
Mostly all the changes you make to the T2 instrustry will be pointless without removing balancing this issue.
So I suggest remove from the game all existing T2 BPOs. So there could be only one possibility to go through invention for T2 modules and ships. OR give to T2 BPC some boost - so Invention and manufacturing costs will be and same level as T2 BPO manufacturing costs.
|

Harvey James
The Sengoku Legacy
826
|
Posted - 2014.05.28 17:12:00 -
[174] - Quote
Phoenix Czech wrote:If you are doing this big change to EVE industry, I thing that it is the right time to do something with T2 BPO and invention.
There is no way for player inventing T2 BPC and than manufacturing from it to be cheeper on the market than player who is manufacturing from T2 BPO. For long time I was trying to check market prices of needed materi+íls compared to product prices. There was no possibility to make some profit on it. So why should I loose time with something like this?
So I decided to check which T2 BPO was available before CCP changed it. Than I just choosed modules and ships which has no T2 BPO existing, because they came to the game after the T2 BPO change. I again tryed to check market prices of needed materials compared to product prices and now I saw, that there is some possibility for a little profit. So I started to invent and manufacture these modules / ships.
I guess 99% of players do this the same way I did.
Players who has T2 BPO rules market prices and nobody can manufacture even at the same cost as they do. So there is pointless to invent and manufacture anything for which T2 BPO exists in the game.
Mostly all the changes you make to the T2 instrustry will be pointless without removing balancing this issue.
So I suggest remove from the game all existing T2 BPOs. So there could be only one possibility to go through invention for T2 modules and ships. OR give to T2 BPC some boost - so Invention and manufacturing costs will be and same level as T2 BPO manufacturing costs.
mm... the simple solution is usually best.. just remove T2 bpo's as the exploit they are.. don't even bother re-compensating them for it .. i bet there rich enough already ...some much needed fairness is required here clearly..
Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name.. remove drone assist mechanic. Nerf web strength ..... module tiercide FTW role based instead of tiers please. |
|

CCP Greyscale
C C P C C P Alliance
2304

|
Posted - 2014.05.28 17:15:00 -
[175] - Quote
Let's please not get sidetracked into T2 BPO future right now :) We're not touching it in Crius (or Kronos!) unless something unavoidable comes up, but we are (as you'll see by reading this thread) significantly improving T2 BPCs in relation to BPOs. That is the final word on the issue for now and I'd appreciate it if we saved further discussion for another thread :) |
|

Harvey James
The Sengoku Legacy
826
|
Posted - 2014.05.28 17:18:00 -
[176] - Quote
CCP Greyscale wrote:Let's please not get sidetracked into T2 BPO future right now :) We're not touching it in Crius (or Kronos!) unless something unavoidable comes up, but we are (as you'll see by reading this thread) significantly improving T2 BPCs in relation to BPOs. That is the final word on the issue for now and I'd appreciate it if we saved further discussion for another thread :)
BOO!!!!!!  Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name.. remove drone assist mechanic. Nerf web strength ..... module tiercide FTW role based instead of tiers please. |

HeXxploiT
Rhongomiant Legion Industries The Explicit Alliance
30
|
Posted - 2014.05.28 17:53:00 -
[177] - Quote
CCP Greyscale wrote:Let's please not get sidetracked into T2 BPO future right now :) We're not touching it in Crius (or Kronos!)...
Good to know. |
|

CCP Greyscale
C C P C C P Alliance
2304

|
Posted - 2014.05.28 18:00:00 -
[178] - Quote
OK, here's the latest round.
http://cdn1.eveonline.com/community/forums/EVE/blueprints_public_draft_3.csv
Changes: - Jump freighters made more sane - Adjusted ranks on most T2 items in the hope it'll put throughput back more or less where it is currently; so long as everything's a multiple of 0.2 it should play nicely with the research times (which are based around multiples of 105; this may actually be a lie I need to check it on Friday) - Fixed T2 400mm plates being wierd - Readjusted ranks on "unsized" modules (ie PG use of 1 or 0) so lowslot = small, medslot = medium, hislot = large
I thiiiiink that's everything I've touched.
Still to do: - Mining crystals need to be sensible - More special-casing of "cool" modules - Look at how we can structure around common play times - Probably adjust ranks some more so it's not so completely bound to the current balance, I want to get in the ballpark of current numbers first but I'd also like to make sure the numbers make sense when taken alone
This is kinda still in-progress and I haven't double-checked much of the work, I just wanted to put out an update this evening with latest numbers. Tomorrow's a national holiday so there may be no updates before Friday!
(Please let me know of further anomalies, and if we're back in the right ballpark for end-to-end times.) |
|

Jehan Athonille
Center for Advanced Studies Gallente Federation
0
|
Posted - 2014.05.28 18:37:00 -
[179] - Quote
Feedback to GreyscaleGÇÖs blueprints_public_draft_2.csv
I felt it was necessary to create an alt to write this post. IGÇÖll explain why in the end of my post, so that we can get started with the actual suggestions.
The Exhumers rank is set to the same as T2 cruisers to rank 400. This has a large impact on the Skiff and Mackinaw BPOGÇÖs production output. The Skiff BPOGÇÖs production output is cut in half. My suggestion is to set the ranks to
Ship GÇô rank GÇô old build time GÇô new build time Hulk GÇô rank 400 GÇô 120000 GÇô 120000 Mackinaw GÇô rank 300 GÇô 80000 GÇô 90000 Skiff GÇô rank 200 GÇô 60000 GÇô 60000
This will almost preserve the current build times. That way the Skiff and Mackinaw BPOGÇÖs are not getting a large nerf on top of the huge nerf coming from the invention buff.
If you donGÇÖt want them to have different ranks, I suggest that all 3 exhumers get rank 300, to achieve a middle ground around the current build times.
Wow, just noticed that you doubled all the ranks for T2 ships in draft_3. That certainly do not give the same throughput as it does today. I hope that is a mistake.
CCP Greyscale wrote: - We would like to make copy times consistently lower than build times, so building from copies is the optimal play (dovetails with our starbase changes, for example)
In the blueprints_public_draft_2.csv file all T2 BPO copy times are set to 3 times the build time and max-run of 1. I do not understand why T2 BPOGÇÖs should be exempted from the general rule of a copy time that equals the build time, so that it is feasible to build from copies in a POS. Since it will no longer be possible to remote build from BPO in a POS it seems fair that you instead can make a copy in roughly the same time frame and build from the copy instead in the POS. The max-run of 1 also makes it very difficult to produce from copies. Why is this new limit necessary?
The player that bought an expensive high-end T1 BPO can produce copies from the BPO in roughly the same time it takes to build the items and use the copies in a pos and that way keep the BPO safe in a station. On the other hand a player that decided to buy a T2 BPO can not use that method in practice because of the high copy time and max-run limit of 1. Why this discrimination? My suggestion is simple: Keep the copy times consistently lower than build times on all blueprints and restore the max-run values for T2 blueprint . If the outpost bonuses has something to do with this then my suggestion is to make the outpost research/copy bonuses apply to T1 blueprints only.
CCP Greyscale wrote: - We are erring on the side of preserving the status quo in invention over preserving the status quo for T2 BPOs; note that, as previous point, we are not specifically targeting T2 BPOs in any particular way
The invention buff where invented BPCGÇÖs get ME 0 - 4 is a massive nerf to all T2 BPOGÇÖs. You write that this change is not intentionally targeted at nerfing T2 BPOGÇÖs. To counter balance this just a little bit, I suggest that the new blueprint data for T2 BPOGÇÖs are chosen friendly towards the player base that owns these kinds of blueprints.GÇâ
I am hoping to get a reply from Greyscale on these points.
I wrote: I felt it was necessary to create an alt to write this post. IGÇÖll explain why in the end of my post...
As one or two of you might have guessed by now (except, I hope not, that you jumped right to the end of my post to read this) I own some T2 BPOGÇÖs myself. I have played eveonline for several years, and I always found that the T2 blueprint originals were the most interesting aspect of this game. I would probably have stopped playing eve long ago without this game content. It is not very interesting to right click in the market browser and select buy on a blueprint. The task of getting a good T2 BPO is a hunt in competition with other players that often got my heart pumping faster. It is also a large achievement because you need to invest a large sum of ISK in a T2 BPO. It makes a purpose for grinding. Many players goal is to get into a super capital. That is not for me.
Alright, back to the alt thing. Reading these devblog threads, it feels like manufacturer using T2 BPOGÇÖs are subject to a witch hunt and the balancing team is playing along. My request is simply that you take a balanced view on both professions and consider both inventors and T2 BPO manufacturers instead of nerfing the value of T2 BPOGÇÖs that has taken years to achieve.
Hmm, didnGÇÖt I forget something.
|

Aluka 7th
156
|
Posted - 2014.05.28 18:45:00 -
[180] - Quote
Could some one please explain me what is the problem with T2 BPO and Galente/Caldari outpost copy time bonus? Not sure I get it 
On the other note, lets get serious. People cry about Marauder and JF BPOs (that don't exist) and based on CCP stats this: http://k162space.com/2012/07/17/percentage-of-items-from-invention-vs-tech-2-bpo/ This was 2 years ago, and BPOs get destroyed, stuck on banned account ... IMHO people not counting their invention cost right undermine the market.
I had 1400mm II BPO but still invented same gun for the sheer benefit of volume that comes from invention and from that experience I really don't get the T2 BPO issue people raise on forums.
|

Aryth
GoonWaffe Goonswarm Federation
1550
|
Posted - 2014.05.28 18:55:00 -
[181] - Quote
Aluka 7th wrote:Could some one please explain me what is the problem with T2 BPO and Galente/Caldari outpost copy time bonus? Not sure I get it  On the other note, lets get serious. People cry about Marauder and JF BPOs (that don't exist) and based on CCP stats this: http://k162space.com/2012/07/17/percentage-of-items-from-invention-vs-tech-2-bpo/This was 2 years ago, and BPOs get destroyed, stuck on banned account ... IMHO people not counting their invention cost right undermine the market. I had 1400mm II BPO but still invented same gun for the sheer benefit of volume that comes from invention and from that experience I really don't get the T2 BPO issue people raise on forums. Inventors will get good boost of end product with ME -4 becoming ME0 not sure whats the dillio with T2 BPO still/again/over and over again.
You do not understand the "dillio" because you do not understand the copy time. They are coming up because they are the edge case that keeps causing issues. Leader of the Goonswarm Economic Warfare Cabal. Vile Rat: You're the greatest sociopath that has ever played eve. |

Aluka 7th
156
|
Posted - 2014.05.28 19:01:00 -
[182] - Quote
Aryth wrote:Aluka 7th wrote:Could some one please explain me what is the problem with T2 BPO and Galente/Caldari outpost copy time bonus? Not sure I get it  On the other note, lets get serious. People cry about Marauder and JF BPOs (that don't exist) and based on CCP stats this: http://k162space.com/2012/07/17/percentage-of-items-from-invention-vs-tech-2-bpo/This was 2 years ago, and BPOs get destroyed, stuck on banned account ... IMHO people not counting their invention cost right undermine the market. I had 1400mm II BPO but still invented same gun for the sheer benefit of volume that comes from invention and from that experience I really don't get the T2 BPO issue people raise on forums. Inventors will get good boost of end product with ME -4 becoming ME0 not sure whats the dillio with T2 BPO still/again/over and over again. You do not understand the "dillio" because you do not understand the copy time. They are coming up because they are the edge case that keeps causing issues.
What issues? |

Gilbaron
Free-Space-Ranger Nulli Secunda
1443
|
Posted - 2014.05.28 19:12:00 -
[183] - Quote
Feels really good to see pretty much all my points on your to-do list :) GRRR Goons |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3347
|
Posted - 2014.05.28 19:23:00 -
[184] - Quote
Aluka 7th wrote:Aryth wrote:Aluka 7th wrote:Could some one please explain me what is the problem with T2 BPO and Galente/Caldari outpost copy time bonus? Not sure I get it  On the other note, lets get serious. People cry about Marauder and JF BPOs (that don't exist) and based on CCP stats this: http://k162space.com/2012/07/17/percentage-of-items-from-invention-vs-tech-2-bpo/This was 2 years ago, and BPOs get destroyed, stuck on banned account ... IMHO people not counting their invention cost right undermine the market. I had 1400mm II BPO but still invented same gun for the sheer benefit of volume that comes from invention and from that experience I really don't get the T2 BPO issue people raise on forums. Inventors will get good boost of end product with ME -4 becoming ME0 not sure whats the dillio with T2 BPO still/again/over and over again. I got more ISK/day doing nothing and owning ONE moon (large POS getting free R32 moon goo) then from T2 BPO. Think about that. You do not understand the "dillio" because you do not understand the copy time. They are coming up because they are the edge case that keeps causing issues. What issues?
Right now, invention beats T2 BPOs except in the smallest of markets. This is because Invention can out produce it.
Adjusting T2 BPOs to have short copy times would lead to a greater output from the T2 BPOs, allowing them to squeeze out invention produced modules by undercutting them. (no invention costs) Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |

Aluka 7th
156
|
Posted - 2014.05.28 19:29:00 -
[185] - Quote
Steve Ronuken wrote:Aluka 7th wrote:Aryth wrote:Aluka 7th wrote:Could some one please explain me what is the problem with T2 BPO and Galente/Caldari outpost copy time bonus? Not sure I get it  On the other note, lets get serious. People cry about Marauder and JF BPOs (that don't exist) and based on CCP stats this: http://k162space.com/2012/07/17/percentage-of-items-from-invention-vs-tech-2-bpo/This was 2 years ago, and BPOs get destroyed, stuck on banned account ... IMHO people not counting their invention cost right undermine the market. I had 1400mm II BPO but still invented same gun for the sheer benefit of volume that comes from invention and from that experience I really don't get the T2 BPO issue people raise on forums. Inventors will get good boost of end product with ME -4 becoming ME0 not sure whats the dillio with T2 BPO still/again/over and over again. I got more ISK/day doing nothing and owning ONE moon (large POS getting free R32 moon goo) then from T2 BPO. Think about that. You do not understand the "dillio" because you do not understand the copy time. They are coming up because they are the edge case that keeps causing issues. What issues? Right now, invention beats T2 BPOs except in the smallest of markets. This is because Invention can out produce it. Adjusting T2 BPOs to have short copy times would lead to a greater output from the T2 BPOs, allowing them to squeeze out invention produced modules by undercutting them. (no invention costs)
Oh, you could copy T2 BPO in bonused outpost (Gal/Cald) then produce in other bonused outpost (Amarr) from BPC! I get it. Thank you!
***CCP Greyscale Keep copy time 3x manufacturing time or actually make it 2.5x to compensate for 60% reduction of Gal outpost. so that empire T2 BPO owners can compete with 0.0 owners of same BPO  Also max run BPC of small rig should be 120 not 100 to be in line with other rigs. |

Sales Alt negrodamus
SalesAltCorp
0
|
Posted - 2014.05.28 21:20:00 -
[186] - Quote
NO MORE T2 BPO DISCUSSIONS PRETTY PLEASE
This thread is good. Don't break it. |

Throwaway Sam Atild
Republic Military School Minmatar Republic
2
|
Posted - 2014.05.28 21:37:00 -
[187] - Quote
CCP Greyscale wrote:
The suggestion to try and normalize job lengths around play sessions (4-6 hours or 20-24 hours) is a very good one, and exactly the sort of "next steps" balancing I was hoping to get out of this discussion. I'm going to go away and see if there's an easy way to make that stuff line up. (I don't want to get into what are effectively decimal ranks if I can help it purely because I'm concerned about the mess of multiplying 105 by non-integer amounts for the purposes of research times, but we can always fudge this if needed.)
Rather than change the blueprints to match play sessions, let us chain together jobs in a sensible way. Right now we can control the length of the copy step and the build step (up to 10x runs) to a certain degree.
If you increase the inventors flexibility and ability to tie jobs together, you'll be free to ignore the factor completely and focus on the more important economic principles while balancing.
I suspect this may be too complicated a change code-wise to do for this next iteration, but if you could simply increase the mats and time consumed based on the # of runs on the T1 BPC used in the invention process you'd hit a home run I think.
For example, instead of making 10x heavy flux widgets (fictional t2 module) I want to make 50x. I would then make a 5x T1 BPC, and invent it at the same % success. The invention time would be 5x as long and it would consume 5x the datacores/decryptors or whatnot. I think decryptors would be the messy part in this setup and since I'm not aware of what the decryptor re-work entails, I'll hold my tounge on the subject. |

Sales Alt negrodamus
SalesAltCorp
0
|
Posted - 2014.05.28 21:50:00 -
[188] - Quote
Greyscale, some thoughts on the new stuff:
* Why half integer ranks on certain modules?
Isn't that messing up the nice clean integer math you seem to be going for? Perhaps I am misunderstanding rank.
* JF production baseline is nearly 70 days now.
This is nearly 3x what it is currently. With an industry 5 character that gets trimmed down only by 20%. Even with one of the new production arrays its' still twice what it is now.
Is this a deliberate choice in terms of time to market as how you were discussing earlier?
JF's are something I only produce rarely so this is one of those "no real skin off my back" issues, but yikes.
* JF invent time is better
32 day baseline, but 16 days in a pos. Still a pretty big change tho!
* Rig timings seem screwy
For example:
Capital rigs invent in 4 hours
This turns into 2 hours in a pos. Current in-pos invent time is 26 hours.
Capital rigs build in about 8 hours. After pos and skills, that's closer to 4 I think. Current baseline for a TE 0 capital rig is 10 hours with skills and pos bonus applied.
I'm having a big of difficulty referencing between the pos timings I know well and the timings you are putting up which are blueprint baselines before bonuses, so things might be odd looking and estimated.
This same idea seems to repeat with large rigs as well. Full disclosure: I pay attention to capital/large because those are what I build. So take what I say with that in mind.
* Have you decided on how to handle invention blueprint ME/TE levels?
This has been discussed a lot but I'm not clear if you settled on an answer.
For example, I own a -4/-4 and a -3/-5 widget BPC - will these get an across-the-board uptick to 0/0? Or the equivalent levels post-patch after a successful invention run with that decryptor?
Also, where do I get a perpetual motion unit?
|

Sigras
Conglomo
774
|
Posted - 2014.05.28 23:56:00 -
[189] - Quote
Aluka 7th wrote:Steve Ronuken wrote:Aluka 7th wrote:Aryth wrote:Aluka 7th wrote:Could some one please explain me what is the problem with T2 BPO and Galente/Caldari outpost copy time bonus? Not sure I get it  On the other note, lets get serious. People cry about Marauder and JF BPOs (that don't exist) and based on CCP stats this: http://k162space.com/2012/07/17/percentage-of-items-from-invention-vs-tech-2-bpo/This was 2 years ago, and BPOs get destroyed, stuck on banned account ... IMHO people not counting their invention cost right undermine the market. I had 1400mm II BPO but still invented same gun for the sheer benefit of volume that comes from invention and from that experience I really don't get the T2 BPO issue people raise on forums. Inventors will get good boost of end product with ME -4 becoming ME0 not sure whats the dillio with T2 BPO still/again/over and over again. I got more ISK/day doing nothing and owning ONE moon (large POS getting free R32 moon goo) then from T2 BPO. Think about that. You do not understand the "dillio" because you do not understand the copy time. They are coming up because they are the edge case that keeps causing issues. What issues? Right now, invention beats T2 BPOs except in the smallest of markets. This is because Invention can out produce it. Adjusting T2 BPOs to have short copy times would lead to a greater output from the T2 BPOs, allowing them to squeeze out invention produced modules by undercutting them. (no invention costs) Oh, you could copy T2 BPO in max. bonused outpost (Gal -60% copy time/Cald -50% copy time) then produce in other max bonused outpost (Amarr) from BPC! I get it. Thank you! ***CCP Greyscale Keep copy time 3x manufacturing time or actually make it 2.5x to compensate for 60% reduction of Gal outpost.  Also max run BPC of small rig should be 120 not 100 to be in line with other rigs. if a T2 BPO owner has the balls to move his T2 BPO out to 0.0 where he could possibly lose it, why shouldnt he get a slight bonus to production? Maybe not 60% but maybe 10% |
|

CCP Greyscale
C C P C C P Alliance
2306

|
Posted - 2014.05.29 01:17:00 -
[190] - Quote
Imma reply to all the actual blueprint-related content tomorrow or Friday, this is just a post to say "stop talking about T2 BPO stuff or I'll start deleting posts" :) |
|

Numerius Valerius
Sons of Olsagard
3
|
Posted - 2014.05.29 01:39:00 -
[191] - Quote
Perhaps BPO's could be researched to increase their Max runs, that could help industrialists use their game time more efficient with 'fast' BPO's like modules. |

Sales Alt negrodamus
SalesAltCorp
1
|
Posted - 2014.05.29 05:58:00 -
[192] - Quote
Greyscale, on further thought, the invented blueprint market for rigs is kinda goofy with exploration drops being 0/0 while invented ones - at best - are -1/-1.
Please leave exploration drops alone, and don't buff them. |

Max Kolonko
High Voltage Industries Ash Alliance
417
|
Posted - 2014.05.29 06:17:00 -
[193] - Quote
Sales Alt negrodamus wrote:Greyscale, on further thought, the invented blueprint market for rigs is kinda goofy with exploration drops being 0/0 while invented ones - at best - are -1/-1.
Please leave exploration drops alone, and don't buff them.
that would kill the exploration bpc's- they need to be at least comperable to new "-4/-4" version Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
61
|
Posted - 2014.05.29 06:24:00 -
[194] - Quote
Sales Alt negrodamus wrote:Greyscale, on further thought, the invented blueprint market for rigs is kinda goofy with exploration drops being 0/0 while invented ones - at best - are -1/-1.
Please leave exploration drops alone, and don't buff them.
Remember, no more neg BPC for anything, so exploration ones may change numbers but prolly not overall materials |

Sales Alt negrodamus
SalesAltCorp
1
|
Posted - 2014.05.29 07:35:00 -
[195] - Quote
Um, why should exploration drops beat what I can do via invention?
It completely kills markets for invention that are low volume because exploration drops are more than sufficient to handle supply for production. |

Aluka 7th
156
|
Posted - 2014.05.29 08:30:00 -
[196] - Quote
Invention is like alchemy! Way to curb overpricing and not the main thing. It should be very dynamic. You go into it for specific mod/ship when it is profitable and move to something else when its not. |

Dav Varan
Spiritus Draconis Drunk 'n' Disorderly
187
|
Posted - 2014.05.29 08:36:00 -
[197] - Quote
Sales Alt negrodamus wrote:Um, why should exploration drops beat what I can do via invention?
It completely kills markets for invention that are low volume because exploration drops are more than sufficient to handle supply for production.
Because
Explorer builds ship takes it out flying for 1 hour fights off npc hacks container and if in low/null sec risks death at hands of Nasty Pies
you press button get stuff
|

Elena Thiesant
Sun Micro Systems
1352
|
Posted - 2014.05.29 09:19:00 -
[198] - Quote
Sales Alt negrodamus wrote:Um, why should exploration drops beat what I can do via invention?
If it doesn't, it makes an entire category of exploration loot worthless (and there's already enough worthless BPCs from exploration). With invention we can get exactly what rig BPCs we want. With exploration there's a chance of something useful and a chance for something worthless (like BPCs for a low-volume, barely used rig).
|

mynnna
GoonWaffe Goonswarm Federation
3574
|
Posted - 2014.05.29 12:20:00 -
[199] - Quote
Since I forgot to post these, the new numbers. Corrected some errors in my sheet along the way as well, so these should be more accurate.
Mining Crystals: Just over an hour (-99%, lol) Drones: Light Drones 1.74 Hours (-64%), mediums 3.48 hours (-30%), large & sentry: 5.3 hours (+1%) Small rigs: 2.7 hours (-66%) Frigate modules: 4.45 hours (-30 to -35%) Medium rigs: 5.56 hours (-65%) All small ammo: 7.29h (unchanged) Large rigs: 8.34h (-74%) Medium/cruiser modules: 9.82h (+25% to +50%, depending on module) Capital rigs: 10.9h (-83%) All medium ammo: 14.57h (+24%) Large battleship guns: 14.71h (+66%) Other large modules: 16.01hh (+80% to +130%) All large ammo: 21.78h (+6%) Frigate hulls: 48.6 hours (+12% to +21% depending on class) Interdictors: 85.59 hours (+55%) Cruiser, Transport & Exhumers: 95.8h (Blockade Runners +5%, DSTs -11%, Recons -4%, Logistics +5%, Hictors -7%, HACs -11%. Exhumers vary from +55% to +93%) Command ships: 135.72h (-11%) Tech II BS: 175.23h (-11%) Jump Freighters: 2527h (105.3 days, +72%) Member of the Goonswarm Economic Warfare Cabal |

Firvain
Wildly Inappropriate Goonswarm Federation
14
|
Posted - 2014.05.29 12:21:00 -
[200] - Quote
There is some variance in the capital ship component BPO's
most are at 60 while a few are at 4.
these are at 60:
Capital Propulsion Engine Blueprint Capital Turret Hardpoint Blueprint Capital Sensor Cluster Blueprint Capital Armor Plates Blueprint Capital Capacitor Battery Blueprint Capital Power Generator Blueprint Capital Shield Emitter Blueprint Capital Jump Drive Blueprint Capital Cargo Bay Blueprint Capital Drone Bay Blueprint Capital Computer System Blueprint Capital Construction Parts Blueprint Capital Siege Array Blueprint Capital Launcher Hardpoint Blueprint
while these are at 4:
Capital Doomsday Weapon Mount Blueprint Capital Ship Maintenance Bay Blueprint Capital Corporate Hangar Bay Blueprint Capital Jump Bridge Array Blueprint Capital Clone Vat Bay Blueprint |

Theng Hofses
Blackwater USA Inc. Pandemic Legion
64
|
Posted - 2014.05.29 12:45:00 -
[201] - Quote
Having perused the new proposed blueprint file, it becomes inescapable to come to the conclusion that the approach that CCP is taking to solve the click fest that invention is by simply extending the time it takes to invent. Instead of using a technology solution like stacking, a bureaucratic solution has been proposed.
Still, it also remains clear that CCP looks at the industry problem from the perspective of the small scale producer who now and then dabbles in industry as the frame work proposed falls apart when you look at industry from a large scale. Is nobody at CCP doing some kind of analysis what happens when people not build one carrier or other capital at a time, but five, ten, twenty? What happens when you don't build 10 or 20 T2 Sentry Drones, but hundreds or thousands per day?
Disappointing to say the least. |

mynnna
GoonWaffe Goonswarm Federation
3575
|
Posted - 2014.05.29 14:51:00 -
[202] - Quote
You seem to be operating under the flawed assumption that this is it for invention changes when it's been said many times over that a full rework for invention is still coming after Crius. The purpose of these changes is on the first page of the thread, if you would be so good as to educate yourself. I would note they while it has not been mentioned, these changes also have the upsides of a) closing the competitive gap between T2 BPOs and invention and perhaps more significantly and certainly more importantly b) placing a greater emphasis on the higher skill parts of invention (the actual inventing) as opposed to the copying. After all, specialization should be rewarded. Member of the Goonswarm Economic Warfare Cabal |

Lady Gwendolyn Antollare
Federal Logistics Initiative Conglomerate United Interests
9
|
Posted - 2014.05.29 16:06:00 -
[203] - Quote
CCP Greyscale wrote:Hi everyone, Following on from the discussion in the devblog thread here, I've decided it's probably time to create a proper thread to discuss revisions to blueprint data, rather than continuing it at the tail end of a 60+ page thread. Here is the situation: - What we are talking about is any "static" blueprint data, eg times and materials for different job types, plus the max runs attribute - We are already going to have to change every blueprint in the game, and to this end have tools set up so that any systemic change to existing numbers takes a couple of minutes to implement, provided it's doing math based on other attributes that are in the same data or otherwise easily available - We do have our fingers in the industry code right now, so small changes to eg formulas are on the table if we can justify them; larger sweeping changes are *not* on the table - We are erring on the side of maintaining the current balance for things that are not on our list of goals (below), but we are happy with any reasonable balance disruptions in pursuit of those goals - We are erring on the side of preserving the status quo in invention over preserving the status quo for T2 BPOs; note that, as previous point, we are not specifically targeting T2 BPOs in any particular way - We are expecting to mechanically rework invention following the Crius release, so we do not want to create wasted work by making too many changes to it for Crius - Simple things that make industry better are very much in our ballpark! Specific goals we are currently pursuing: - We would like to make copy times consistently lower than build times, so building from copies is the optimal play (dovetails with our starbase changes, for example) - We are rebasing invention TE/ME values to all be positive or 0 at all times, removing negative ME/TE from invention outputs, as this solves a number of issues with removing extra materials - We would generally like all blueprint data to follow a coherent pattern; we're still discussing how far we would like to take this - For at least non-invention blueprints, we are reviewing max run numbers to alleviate issues in certain areas eg cap construction, nanite paste - We need to deal with the interaction between the first point on this list, Gallente Outpost copy-time bonuses and T2 BPOs - Removal of waste necessitates an increase in all manufacturing costs - Removal of negative TE/ME probably requires an increase in T2 build costs to balance out component demand before and after Specific changes I am looking at making right now: - Copy time to 80% of build time base; TE and skills mean it works out slightly faster copying than building - Setting rank to equal size*metalevel; rank is defined in this devblog, and I will explain "size" below - Possibly changing build times to be a function of rank; otherwise modules and charges (among other things) may need to break the copy/build paradigm to avoid a big nerf - I'm considering changing invention times so that build time is generally twice copy+invention, to maintain balance across character manufacture and research slots; this also has the advantage of giving invention time a clear driving force - As above, normalizing max run count on things that aren't invented from to make them less tedious to build from in some cases So, with all that said... discuss, and also suggest! We're looking for two things in this thread: discussion of things proposed in this post, and also suggestions for other things we could do to improve the overall blueprint dataset or elements thereof. If there's something in the way the numbers relate to each other, either generally or for specific products, that's always bothered you, please explain it in this thread and we'll look at changing it :) Things we would prioritize if we were making suggestions in this thread, in descending priority: - Explain what the problem is, and why. This is the most important thing for us as developers: to understand what you're trying to solve - Explain a simple, clear solution - preferably one that doesn't require code changes :) - Give specific examples and/or numbers! Thanks, -Greyscale SIZE: 1 - frigate/destroyer modules (power draw between 2 and 34) 2 - cruiser/battlecruiser modules (power draw between 35 and 299) and all "unsized" modules (power draw below 2) 3 - battleship modules (power draw between 300 and 4999) 4 - capital modules (power draw above 5000) 20 - frigates 30 - destroyers 40 - cruisers 50 - battlecruisers 60 - battleships 200 - most capitals 400 - supercarriers 600 - titans Still working out how this will apply to eg structures, it shouldn't be hard, it just needs the math doing :)
wow once again Greyscale pounds a game aspect into the ground with the nerf hammer. "We want to make industry fun!" Ha!
Nerfing Hisec has never fixed Losec or Nullsec |

Theng Hofses
Blackwater USA Inc. Pandemic Legion
64
|
Posted - 2014.05.29 16:25:00 -
[204] - Quote
mynnna wrote:You seem to be operating under the flawed assumption that this is it for invention changes when it's been said many times over that a full rework for invention is still coming after Crius. The purpose of these changes is on the first page of the thread, if you would be so good as to educate yourself. I would note they while it has not been mentioned, these changes also have the upsides of a) closing the competitive gap between T2 BPOs and invention and perhaps more significantly and certainly more importantly b) placing a greater emphasis on the higher skill parts of invention (the actual inventing) as opposed to the copying. After all, specialization should be rewarded.
Having 20+ characters that can do invention with at least 4s, but mostly 5s in the relevant skills where I invent, I still fail to see the reward. Maybe I am just really bad at this game. Wouldn't be the first time, won't be the last time. |

Gilbaron
Free-Space-Ranger Nulli Secunda
1443
|
Posted - 2014.05.29 18:16:00 -
[205] - Quote
Quote:Still, it also remains clear that CCP looks at the industry problem from the perspective of the small scale producer who now and then dabbles in industry as the frame work proposed falls apart when you look at industry from a large scale. Is nobody at CCP doing some kind of analysis what happens when people not build one carrier or other capital at a time, but five, ten, twenty? What happens when you don't build 10 or 20 T2 Sentry Drones, but hundreds or thousands per day?
wait, they just reduced the clicks necessary to perform that task by about 98% and you complain about nerfing large scale invention businesses ?
lol GRRR Goons |

mynnna
GoonWaffe Goonswarm Federation
3575
|
Posted - 2014.05.29 18:41:00 -
[206] - Quote
Theng Hofses wrote:mynnna wrote:You seem to be operating under the flawed assumption that this is it for invention changes when it's been said many times over that a full rework for invention is still coming after Crius. The purpose of these changes is on the first page of the thread, if you would be so good as to educate yourself. I would note they while it has not been mentioned, these changes also have the upsides of a) closing the competitive gap between T2 BPOs and invention and perhaps more significantly and certainly more importantly b) placing a greater emphasis on the higher skill parts of invention (the actual inventing) as opposed to the copying. After all, specialization should be rewarded. Having 20+ characters that can do invention with at least 4s, but mostly 5s in the relevant skills where I invent, I still fail to see the reward. Maybe I am just really bad at this game. Wouldn't be the first time, won't be the last time.
Aight, so I have to spell it out for you. That's fine. The reward is that with an emphasis on invention rather than copying, you are (going to be) on a higher footing with 20+ invention characters than someone who has five invention characters being fed by 15 copy alts. Member of the Goonswarm Economic Warfare Cabal |

Aryth
GoonWaffe Goonswarm Federation
1550
|
Posted - 2014.05.29 20:45:00 -
[207] - Quote
mynnna wrote:Theng Hofses wrote:mynnna wrote:You seem to be operating under the flawed assumption that this is it for invention changes when it's been said many times over that a full rework for invention is still coming after Crius. The purpose of these changes is on the first page of the thread, if you would be so good as to educate yourself. I would note they while it has not been mentioned, these changes also have the upsides of a) closing the competitive gap between T2 BPOs and invention and perhaps more significantly and certainly more importantly b) placing a greater emphasis on the higher skill parts of invention (the actual inventing) as opposed to the copying. After all, specialization should be rewarded. Having 20+ characters that can do invention with at least 4s, but mostly 5s in the relevant skills where I invent, I still fail to see the reward. Maybe I am just really bad at this game. Wouldn't be the first time, won't be the last time. Aight, so I have to spell it out for you. That's fine. The reward is that with an emphasis on invention rather than copying, you are (going to be) on a higher footing with 20+ invention characters than someone who has five invention characters being fed by 15 copy alts.
I don't know why you bother. At this point we should just have an black obelisk and ape graphic for these threads. Leader of the Goonswarm Economic Warfare Cabal. Vile Rat: You're the greatest sociopath that has ever played eve. |

Ronny Hugo
Dark Fusion Industries Limitless Inc.
69
|
Posted - 2014.05.29 22:23:00 -
[208] - Quote
Money Makin Mitch wrote:Just flat-out remove the T2 BPOs or seed them on market. Compensate owners with a bunch of copies. They've had more than enough time and opportunity to capitalize off their originals already. Further compensation is not needed as the values of T2 BPOs are due to the Greater Fool theory in action.
The greater fool theory states that the price of an object is determined not by its intrinsic value, but rather by irrational beliefs and expectations of market participants. A price can be justified by a rational buyer under the belief that another party is willing to pay an even higher price.Or one may rationally have the expectation that the item can be resold to a "greater fool" later.
Simply put, some people might lose isk because they speculated on the prints gaining in value without end - that is their own fault and such greed should not be rewarded.
I fully support this, assuming it is done right. Removal of T2 BPOs, not sure what compensation might be, but its sure not going to be a cash prize. |

Theng Hofses
Blackwater USA Inc. Pandemic Legion
64
|
Posted - 2014.05.29 22:54:00 -
[209] - Quote
Some people are happy and content with halfway measures, incomplete features, compromises that just perpetuate a poorly thought through design that falls apart when brought to its logical conclusion. Considering that it will be at least another five years if not more, judging by history, that someone will look at industry again, I'd rather have this done right. |

Gilbaron
Free-Space-Ranger Nulli Secunda
1443
|
Posted - 2014.05.29 23:40:00 -
[210] - Quote
have you read the part where greyscale said that an overhaul of invention is planned for a post-crius release ?
have you also read the part where greyscale said that this is supposed to be a band-aid solution until then ? GRRR Goons |

Theng Hofses
Blackwater USA Inc. Pandemic Legion
64
|
Posted - 2014.05.29 23:52:00 -
[211] - Quote
I have, but I am old enough to know that temporary solutions more often than not become permanent. I have seen this movie before and it doesn't end like you think it does. |

mynnna
GoonWaffe Goonswarm Federation
3575
|
Posted - 2014.05.30 06:19:00 -
[212] - Quote
Cool - if you're so confident, how about a bet that you're wrong. Ten billion isk? Hundred billion isk? What's your wager? Member of the Goonswarm Economic Warfare Cabal |

Malcanis
Vanishing Point. The Initiative.
15692
|
Posted - 2014.05.30 07:39:00 -
[213] - Quote
I believe Chribba runs an escrow service for stuations like this. "It is difficult to get a man to understand something, when his ISK/hr depends upon his not understanding it!" |

Aluka 7th
160
|
Posted - 2014.05.30 08:22:00 -
[214] - Quote
Please focus on blueprint stats. This is the time where you can help CCP to not overnerf your BPO or overbuff BPO of you competition :P
|

probag Bear
Center for Advanced Studies Gallente Federation
52
|
Posted - 2014.05.30 08:45:00 -
[215] - Quote
probag Bear wrote: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.
Does anyone want this at this point? I've been away for a couple of days now, I see a new version that looks good (perhaps too good), and others seem to have already thrown the raw numbers into scripts to get readable data out there. I just already have code written up to do the above and some other things, if anyone wants more data and doesn't want waste time writing code themselves. |

Sigras
Conglomo
774
|
Posted - 2014.05.30 10:05:00 -
[216] - Quote
Im not sure if this is the correct thread to put this in, but it does have to do with blueprint adjustments...
If the plan really is to change invented BPCs to a base ME 0 PE 0 and increasing the base materials to compensate then all of the decryptors are getting a fairly large nerf.
Take the "Process" decryptors for example, they provide +3 ME +3 PE to the outcome BPC. Right now that reduces your build materials by around 20% because of the way negative ME is calculated, after the change, because of the way positive ME is calculated, that same decryptor will give you a 3% discount to build materials.
A different example would be the "Augmentation" decrpytors which give you -2 ME. You would think these would be better off but they are actually also adversely effected. Currently they increase your build cost by about 13.3% (20% of the base "perfect" materials) after the change they will still increase your build cost by 20% of the base "perfect" materials, but remember your base is much higher so that actually ends up costing you more.
Is this an intended result or an unfortunate side effect? |

Carniflex
StarHunt Mordus Angels
218
|
Posted - 2014.05.30 10:27:00 -
[217] - Quote
Few points that pop into my mind:
(1) Would it be feasible to make the BPC ME/PE level (or more precisely the new equivalents of these) to affect the invented BPC corresponding stats? I do understand that proper invention overhaul is scheduled for some later date but it would give a reason to use invented BPO for making BPC's for invention as opposed to just grabbing ME 0 one on a whim.
It would allow people who commit to something properly some edge. Ofc one would need to cap the max at 10 to keep things more or less intact. What this would allow is a bit more maneuvering room for different decryptors, say, with highly researched starting BPC's but items where material cost is substantial compared to invention cost it might make (or it might not) sense to use some other decryptor than just max ME one.
(2) Is there any plans to change invented BPC run amount in this overhaul? At the moment one uses either 1 run or max run BPC's for invention, anything else works as 1 run BPC. Perhaps it would be possible to make any other run counts for the starting BPC's to count as well? Just 1 run or max run is a bit .. well .. boring and there is no meaningful decision to be done at the moment in this regard. Some items are always using 1 run BPC's and some other always max run BPC's. Here, sanity... niiiice sanity, come to daddy... okay, that's a good sanity... *THWONK!* GOT the bastard. |
|

CCP Greyscale
C C P C C P Alliance
2312

|
Posted - 2014.05.30 11:21:00 -
[218] - Quote
Jehan Athonille wrote:Feedback to GreyscaleGÇÖs blueprints_public_draft_2.csvI felt it was necessary to create an alt to write this post. IGÇÖll explain why in the end of my post, so that we can get started with the actual suggestions. The Exhumers rank is set to the same as T2 cruisers to rank 400. This has a large impact on the Skiff and Mackinaw BPOGÇÖs production output. The Skiff BPOGÇÖs production output is cut in half. My suggestion is to set the ranks to Ship GÇô rank GÇô old build time GÇô new build time Hulk GÇô rank 400 GÇô 120000 GÇô 120000 Mackinaw GÇô rank 300 GÇô 80000 GÇô 90000 Skiff GÇô rank 200 GÇô 60000 GÇô 60000 This will almost preserve the current build times. That way the Skiff and Mackinaw BPOGÇÖs are not getting a large nerf on top of the huge nerf coming from the invention buff. If you donGÇÖt want them to have different ranks, I suggest that all 3 exhumers get rank 300, to achieve a middle ground around the current build times. Wow, just noticed that you doubled all the ranks for T2 ships in draft_3. That certainly do not give the same throughput as it does today. I hope that is a mistake. CCP Greyscale wrote: - We would like to make copy times consistently lower than build times, so building from copies is the optimal play (dovetails with our starbase changes, for example)
In the blueprints_public_draft_2.csv file all T2 BPO copy times are set to 3 times the build time and max-run of 1. I do not understand why T2 BPOGÇÖs should be exempted from the general rule of a copy time that equals the build time, so that it is feasible to build from copies in a POS. Since it will no longer be possible to remote build from BPO in a POS it seems fair that you instead can make a copy in roughly the same time frame and build from the copy instead in the POS. The max-run of 1 also makes it very difficult to produce from copies. Why is this new limit necessary? The player that bought an expensive high-end T1 BPO can produce copies from the BPO in roughly the same time it takes to build the items and use the copies in a pos and that way keep the BPO safe in a station. On the other hand a player that decided to buy a T2 BPO can not use that method in practice because of the high copy time and max-run limit of 1. Why this discrimination? My suggestion is simple: Keep the copy times consistently lower than build times on all blueprints and restore the max-run values for T2 blueprint . If the outpost bonuses has something to do with this then my suggestion is to make the outpost research/copy bonuses apply to T1 blueprints only. CCP Greyscale wrote: - We are erring on the side of preserving the status quo in invention over preserving the status quo for T2 BPOs; note that, as previous point, we are not specifically targeting T2 BPOs in any particular way
The invention buff where invented BPCGÇÖs get ME 0 - 4 is a massive nerf to all T2 BPOGÇÖs. You write that this change is not intentionally targeted at nerfing T2 BPOGÇÖs. To counter balance this just a little bit, I suggest that the new blueprint data for T2 BPOGÇÖs are chosen friendly towards the player base that owns these kinds of blueprints.GÇâ I am hoping to get a reply from Greyscale on these points. I wrote: I felt it was necessary to create an alt to write this post. IGÇÖll explain why in the end of my post...
As one or two of you might have guessed by now (except, I hope not, that you jumped right to the end of my post to read this) I own some T2 BPOGÇÖs myself. I have played eveonline for several years, and I always found that the T2 blueprint originals were the most interesting aspect of this game. I would probably have stopped playing eve long ago without this game content. It is not very interesting to right click in the market browser and select buy on a blueprint. The task of getting a good T2 BPO is a hunt in competition with other players that often got my heart pumping faster. It is also a large achievement because you need to invest a large sum of ISK in a T2 BPO. It makes a purpose for grinding. Many players goal is to get into a super capital. That is not for me. Alright, back to the alt thing. Reading these devblog threads, it feels like manufacturer using T2 BPOGÇÖs are subject to a witch hunt and the balancing team is playing along. My request is simply that you take a balanced view on both professions and consider both inventors and T2 BPO manufacturers instead of nerfing the value of T2 BPOGÇÖs that has taken years to achieve. Hmm, didnGÇÖt I forget something.
- Exhumers. They're all cruiser-sized because they have a cruiser sig radius :) Under the old balance where they were scaling in power I'd agree they should probably be ranked differently, but as they're currently balanced to be traded off against each other, I'd prefer to keep them even. If you've got a strong argument as to why having them be cruiser-sized is problematic, I'd be happy to hear it :) - T2 copy times. On my to-revisit list, I just haven't got to them yet :) - T2 BPO proxy-nerf. The changes are not explicitly targeted at T2 BPOs, but we're also not currently minded to do anything to prop up the value of T2 BPOs given that we're contemplating significant changes to them in the future anyway.
Aluka 7th wrote:Could some one please explain me what is the problem with T2 BPO and Galente/Caldari outpost copy time bonus? Not sure I get it 
If copy time comes down to below 2.5x build time, with the 0.4x copy speed multipliers on Gallente outposts it becomes a throughput buff to T2 BPOs, which is not something we want to happen right now as we'd prefer more rather than fewer markets to be priced by invention rather than BPOs.
Throwaway Sam Atild wrote:CCP Greyscale wrote:
The suggestion to try and normalize job lengths around play sessions (4-6 hours or 20-24 hours) is a very good one, and exactly the sort of "next steps" balancing I was hoping to get out of this discussion. I'm going to go away and see if there's an easy way to make that stuff line up. (I don't want to get into what are effectively decimal ranks if I can help it purely because I'm concerned about the mess of multiplying 105 by non-integer amounts f...
|
|
|

CCP Greyscale
C C P C C P Alliance
2313

|
Posted - 2014.05.30 11:26:00 -
[219] - Quote
mynnna wrote:Since I forgot to post these, the new numbers. Corrected some errors in my sheet along the way as well, so these should be more accurate.
Mining Crystals: Just over an hour (-99%, lol) Drones: Light Drones 1.74 Hours (-64%), mediums 3.48 hours (-30%), large & sentry: 5.3 hours (+1%) Small rigs: 2.7 hours (-66%) Frigate modules: 4.45 hours (-30 to -35%) Medium rigs: 5.56 hours (-65%) All small ammo: 7.29h (unchanged) Large rigs: 8.34h (-74%) Medium/cruiser modules: 9.82h (+25% to +50%, depending on module) Capital rigs: 10.9h (-83%) All medium ammo: 14.57h (+24%) Large battleship guns: 14.71h (+66%) Other large modules: 16.01hh (+80% to +130%) All large ammo: 21.78h (+6%) Frigate hulls: 48.6 hours (+12% to +21% depending on class) Interdictors: 85.59 hours (+55%) Cruiser, Transport & Exhumers: 95.8h (Blockade Runners +5%, DSTs -11%, Recons -4%, Logistics +5%, Hictors -7%, HACs -11%. Exhumers vary from +55% to +93%) Command ships: 135.72h (-11%) Tech II BS: 175.23h (-11%) Jump Freighters: 2527h (105.3 days, +72%)
OK, cool. Crystals need fixing. I think drone times need to come up a bit. Rigs are kinda broke. I'm pretty happy with how the modules are scaling. Ships look reasonable to me. Medium ammo is a weird quirk but I'm not inclined to change it right now.
Firvain wrote:There is some variance in the capital ship component BPO's
most are at 60 while a few are at 4.
these are at 60:
Capital Propulsion Engine Blueprint Capital Turret Hardpoint Blueprint Capital Sensor Cluster Blueprint Capital Armor Plates Blueprint Capital Capacitor Battery Blueprint Capital Power Generator Blueprint Capital Shield Emitter Blueprint Capital Jump Drive Blueprint Capital Cargo Bay Blueprint Capital Drone Bay Blueprint Capital Computer System Blueprint Capital Construction Parts Blueprint Capital Siege Array Blueprint Capital Launcher Hardpoint Blueprint
while these are at 4:
Capital Doomsday Weapon Mount Blueprint Capital Ship Maintenance Bay Blueprint Capital Corporate Hangar Bay Blueprint Capital Jump Bridge Array Blueprint Capital Clone Vat Bay Blueprint
Yup, they need revisiting. I think I got halfway through doing that and then changed my mind about stuff :P
Theng Hofses wrote:Having perused the new proposed blueprint file, it becomes inescapable to come to the conclusion that the approach that CCP is taking to solve the click fest that invention is by simply extending the time it takes to invent. Instead of using a technology solution like stacking, a bureaucratic solution has been proposed.
Still, it also remains clear that CCP looks at the industry problem from the perspective of the small scale producer who now and then dabbles in industry as the frame work proposed falls apart when you look at industry from a large scale. Is nobody at CCP doing some kind of analysis what happens when people not build one carrier or other capital at a time, but five, ten, twenty? What happens when you don't build 10 or 20 T2 Sentry Drones, but hundreds or thousands per day?
Disappointing to say the least.
What would you suggest? I know it's easier just to say :ccp: and then run off, but in this thread we are solving problems :)
Lady Gwendolyn Antollare wrote: wow once again Greyscale pounds a game aspect into the ground with the nerf hammer. "We want to make industry fun!" Ha!
Same question: what changes to the plan do you suggest?
Sigras wrote:Im not sure if this is the correct thread to put this in, but it does have to do with blueprint adjustments...
If the plan really is to change invented BPCs to a base ME 0 PE 0 and increasing the base materials to compensate then all of the decryptors are getting a fairly large nerf.
Take the "Process" decryptors for example, they provide +3 ME +3 PE to the outcome BPC. Right now that reduces your build materials by around 20% because of the way negative ME is calculated, after the change, because of the way positive ME is calculated, that same decryptor will give you a 3% discount to build materials.
A different example would be the "Augmentation" decrpytors which give you -2 ME. You would think these would be better off but they are actually also adversely effected. Currently they increase your build cost by about 13.3% (20% of the base "perfect" materials) after the change they will still increase your build cost by 20% of the base "perfect" materials, but remember your base is much higher so that actually ends up costing you more.
Is this an intended result or an unfortunate side effect?
Yup, decryptors are kinda whacked after this change, and will likely get changed further in a follow-up release. We're currently leaning towards accepting that the balance will be off for a few months and fixing them properly as part of comprehensive invention changes rather than trying to band-aid the stats now, mainly because we're not confident of enough time to do a proper balance analysis and we don't want to have some end up brokenly good in the short term.
Carniflex wrote:Few points that pop into my mind:
(1) Would it be feasible to make the BPC ME/PE level (or more precisely the new equivalents of these) to affect the invented BPC corresponding stats? I do understand that proper invention overhaul is scheduled for some later date but it would give a reason to use invented BPO for making BPC's for invention as opposed to just grabbing ME 0 one on a whim.
It would allow people who commit to something properly some edge. Ofc one would need to cap the max at 10 to keep things more or less intact. What this would allow is a bit more maneuvering room for different decryptors, say, with highly researched starting BPC's but items where material cost is substantial compared to invention cost it might make (or it might not) sense to use some other decryptor than just max ME one.
(2) Is there any plans to change invented BPC run amount in this overhaul? At the moment one uses either 1 run or max run BPC's for invention, anything else works as 1 run BPC. Perhaps it would be possible to make any other run counts for the starting BPC's to count a... |
|

Sabriz Adoudel
Mission BLITZ
3012
|
Posted - 2014.05.30 12:01:00 -
[220] - Quote
If you want ideas for future adjustments to invention, consider adding invention job time as a new decryptor stat.
So inventing a Kronos might take 75 hours baseline (public station) but 100 hours with Symmetry or 25 with Accelerant. 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 |
|

CCP Greyscale
C C P C C P Alliance
2316

|
Posted - 2014.05.30 12:04:00 -
[221] - Quote
Sabriz Adoudel wrote:If you want ideas for future adjustments to invention, consider adding invention job time as a new decryptor stat.
So inventing a Kronos might take 75 hours baseline (public station) but 100 hours with Symmetry or 25 with Accelerant.
Yup, definitely worth considering. |
|

Seith Kali
GoonWaffe Goonswarm Federation
87
|
Posted - 2014.05.30 12:24:00 -
[222] - Quote
CCP Greyscale wrote: What would you suggest? I know it's easier just to say :ccp: and then run off, but in this thread we are solving problems :)
I suggest you tone down the SA emoting before Dinsdale realises you are a goon now. There will be an outcry. Apprentice Goonswarm Economic Warfare Consultant - Drowning in entitlement and privilege.-á |

probag Bear
Center for Advanced Studies Gallente Federation
52
|
Posted - 2014.05.30 12:37:00 -
[223] - Quote
Sabriz Adoudel wrote:If you want ideas for future adjustments to invention, consider adding invention job time as a new decryptor stat.
I'd argue that the invention chance, TE, and extra runs stats already cover that pretty thoroughly. |

Gilbaron
Free-Space-Ranger Nulli Secunda
1444
|
Posted - 2014.05.30 13:11:00 -
[224] - Quote
just a quick thing about JFs:
don't forget that you no longer need to wait ~a very long time for a the freighter copy. GRRR Goons |

Sales Alt negrodamus
SalesAltCorp
1
|
Posted - 2014.05.30 14:48:00 -
[225] - Quote
CCP Greyscale wrote:
JF ranks are more just a stab at where they seem like they "should" be given the existing patterns with T2 and capital ships. I'm open to arguments that they're too high, but I'd be looking for an explanation based in "...and this is why it's bad for the game" rather than "the number is bigger" :)
I think it is more of a "consistency" issue with how things are now, and honestly I hadn't looked at capital production "as a whole" due to how annoying it is to navigate the CSV via spreadsheet.
JF's are their own category, I would argue. They are the only T2 capital ship. There's no reason to borrow patterns from other ships.
I really want to argue "it is super annoying to tie up 6b in materials for that long" but supercap and titan builders have it worse, and I can build the JF in highsec.
Ultimately making the build and invent times significantly longer is bad because it'll simply make JF's that much more expensive due to becoming more annoying to invent and build. That's really it I think.
|

Danielle Yaken
Caldari Provisions Caldari State
0
|
Posted - 2014.05.30 15:06:00 -
[226] - Quote
Any chance you can review the maximum number of runs on cap ship components? The most recent numbers show that cap ship component BPCs are going to have a maximum of 10 runs. While this would be fine in the current "build from BPO" regime, in the new "build from copy" paradigm, this is likely to result in rapid burnout among supercapital manufacturers due to the need to restart dozens of production jobs to construct a single ship from BPCs.
While there are certainly reasonable arguments to be made that increasing the difficulty in acquiring a supercapital is good for the game, this seems like a somewhat arbitrary way to go about it. The increased difficulty arises from making production slots more difficult to manage (i.e., making the manufacturer want to kill themselves due to having to manage multiple quick runtime industry jobs on a daily basis instead of providing a sane way to queue up a single long run of components) rather than from any meaningful gameplay changes (e.g., changes in the logistics in moving large quantities of minerals). |

Elysiana Karasniz
Kazari Holdings
1
|
Posted - 2014.05.30 17:01:00 -
[227] - Quote
Been a while since I caught up on this thread so apologies if these are already covered - if they are, link me the posts please. 
Invention times/throughput - why is invention throughput per slot going down necessarily a bad thing? There are (or were, based on the dev info from several years ago) a few t2 markets dominated by t2 BPOs, so that's an issue if it's still the case, but the majority of invented products were released into a market controlled by invention. If the goal of this expansion is to increase the number of people involved in industry (ie increasing supply) then in order to keep those people there you need to do something to address the supply/demand imbalance they'll cause - increasing invention/build time would help that. (Other options are available, of course.)
T2 BPO copies - I saw a suggestion to make copies form BPOS have a maxrun of 1, which appeared to be taken on board. Is that right? Because it's going to be annoying, especially as the reason seems to be the potential increase in throughput caused by certain nullsec outposts - if those outposts cause a problem, fix the outposts. (Besides, those outposts have needed useful bonuses since they were implemented.) Keeping T2 BPO copy time similar to build time would avoid the non-outpost related issues, and if building from a T2 BPC (non-invented) at a POS were viable, then research databases (used for t2 BPO copying) would actually have a point again. A small, insignificant point, but more of a point than they have now.
(For the avoidance of doubt, I do indeed own some T2 BPOs, and the total market domination they give me allow my Aurora S BPO to literally print ISK at the rate of ~4m/day, before taxes/transport costs, when I can be bothered to run it. Truely, Jita trembles at my presence.  Unsurprisingly, most of my income via invention and trading, I would just prefer to not have my BPO nerfed even harder.)
/e Cap ship component BPCs definitely need upping. I thought this was going to be looked at before though, while they're 5 maxrun atm, moving to 10 doesn't help matters. |

Theng Hofses
Blackwater USA Inc. Pandemic Legion
64
|
Posted - 2014.05.30 18:43:00 -
[228] - Quote
My general philosophy is that you want to help the little guys to effectively compete without hurting mass producers and lower barriers of entry to lower prices.
One suggestion would be to increase the max run number of non-inventable BPCs to 30 or 60 or even 100. The max run number of 10 that is currently proposed is limited and rather low and creates an unnecessary click fest. Ideally, you would like to match the demand of one or multiple carriers with that of the components. If it takes say X days to build a capital ship one should be able to build the necessary components in one to two jobs. For example, if you would want to build a Thanatos (0/0) you need 61 capital drone bays, so the maximum run in order to avoid this being a click fest for components should be 30 or 60. The time to produce the 60 components could also be linked with the production time of a cap, whatever kind it may be. That way things nicely line up, but don't involve a dramatic over-purchasing of capital component BPOs. This has a two fold effect: It keeps the effective barrier of entry to build caps relatively low (today roughly 18b in BPOs) if not reduces it and avoids creating a massive copy fest for super and titan builders. If you don't do that, the temptation of building of capital component BPOs becomes very high. The victims here will be the smaller builders as they cannot effectively defend their POSes, while PL and CFC are the beneficiaries since as long as the B0tlord Accord stands their POSes are near invulnerable.
For invention, I would suggest to keep the effective time to invent one run constant for a ten-run T2 BPC, especially for items with a high consumption velocity. Lets use a T2 Sentry Drone as an example as it invents in 75 minutes, i.e.; 7.5 minutes per run and has to be repeated every 75 minutes. What would be helpful would be the stacking of multiple T1 BPCs into a higher run T2 BPC. You can either do that by allowing batching or by using multiple T1 BPCs as input and one larger T2 BPCs as output. Think of someone having say 10, 20 or more characters doing T2 Sentry Invention at 10 slots each. When you are done with the last character the, the invention of the first one is just done, so that all you do is invent by rote. There is nothing wrong with tying up the character as it is busy inventing, but it would be nice if the person doing the invention is doing more than just clicking for hours and that's all they do. |

MailDeadDrop
Rage and Terror Against ALL Authorities
335
|
Posted - 2014.05.31 08:48:00 -
[229] - Quote
mynnna wrote:Cool - if you're so confident, how about a bet that you're wrong. Ten billion isk? Hundred billion isk? What's your wager? To be fair, Mynnna, CCP devs have an abominable reputation when it comes to revisiting things. You can't really fault Theng Hofses for taking Greyscale's statement with a metric shitton of salt.
Myself, I say it's 50/50 that invention will get its "final solution" before 2015. A "temporary"solution that is in place for half a year (or more...) isn't "temporary".
MDD |

Seith Kali
GoonWaffe Goonswarm Federation
90
|
Posted - 2014.05.31 10:21:00 -
[230] - Quote
Sales Alt negrodamus wrote:CCP Greyscale wrote:
JF ranks are more just a stab at where they seem like they "should" be given the existing patterns with T2 and capital ships. I'm open to arguments that they're too high, but I'd be looking for an explanation based in "...and this is why it's bad for the game" rather than "the number is bigger" :)
I think it is more of a "consistency" issue with how things are now, and honestly I hadn't looked at capital production "as a whole" due to how annoying it is to navigate the CSV via spreadsheet. JF's are their own category, I would argue. They are the only T2 capital ship. There's no reason to borrow patterns from other ships. I really want to argue "it is super annoying to tie up 6b in materials for that long" but supercap and titan builders have it worse, and I can build the JF in highsec. Ultimately making the build and invent times significantly longer is bad because it'll simply make JF's that much more expensive due to becoming more annoying to invent and build. That's really it I think.
The other side of it is you REALLY aren't going to want to do it in a POS. JF will be a null - only affair lest you want to tie things up for the full term. Naturally, I like anything that brings people to null. (Anyone reading this wanting to build JF post patch, we have an excellent rental program, get in touch! 
Super-capitals are special snowflakes because it isn't just about tying up the isk, it is also about making coat-hanger operations a legitimate tactic also. Really long TTM times in those cases has more gameplay to it than just introducing enhanced manipulation potential as is the case with other markets.
In other words, I agree freighters are capitals in name only and really don't categorise well that way. Apprentice Goonswarm Economic Warfare Consultant - Drowning in entitlement and privilege.-á |

Jehan Athonille
Center for Advanced Studies Gallente Federation
0
|
Posted - 2014.05.31 13:54:00 -
[231] - Quote
Feedback to Greyscale's blueprints_public_draft_3.csv
CCP Greyscale wrote: My intuition is that an increase of 20-40% in build times is healthy, but above 50% is probably risky. I'm very open to discussion on these numbers though :)
I have compiled a list of how much production time is changing on T2 cruiser sized ships with the draft 3 rank 800. Most of the blueprints build time was increased far more than 50%. +100%, +200% and even +300%.
Google docs: Build Time Changes Cruiser Sized T2 Ships
I would argue that rank 400 would be a better choice. With rank 400 there are still some blueprints with +100% build times, but most of the blueprints have increased build times within 0 to 50%
I have started looking at the frigate sized T2 ships. They have the same trend with +200% and +300% of the original build times. Let me know if you want a similar file with the frigate sized ships. |

Gilbaron
Free-Space-Ranger Nulli Secunda
1444
|
Posted - 2014.05.31 16:43:00 -
[232] - Quote
The ship market is already over saturated and therefore mostly unprofitable or not very attractive. It could use some decreased supply. GRRR Goons |

Gilbaron
Free-Space-Ranger Nulli Secunda
1444
|
Posted - 2014.05.31 16:49:00 -
[233] - Quote
probag Bear wrote:Sabriz Adoudel wrote:If you want ideas for future adjustments to invention, consider adding invention job time as a new decryptor stat. I'd argue that the invention chance, TE, and extra runs stats already cover that pretty thoroughly.
Yes and no. For todays decryptors absolutely, but what about tomorrows? The changes to the me/te calculations completely change the decryptor market. Invention chance and additional runs become much more relevant.
There are a lot of interesting options for future decryptors, invention time, output, invention cost(faction datacores that reduce prices when used in the right space) , data core usage, worker team effectivity,... GRRR Goons |

mynnna
GoonWaffe Goonswarm Federation
3585
|
Posted - 2014.06.01 20:35:00 -
[234] - Quote
Jehan Athonille wrote:Feedback to Greyscale's blueprints_public_draft_3.csvCCP Greyscale wrote: My intuition is that an increase of 20-40% in build times is healthy, but above 50% is probably risky. I'm very open to discussion on these numbers though :)
I have compiled a list of how much production time is changing on T2 cruiser sized ships with the draft 3 rank 800. Most of the blueprints build time was increased far more than 50%. +100%, +200% and even +300%. Google docs: Build Time Changes Cruiser Sized T2 ShipsI would argue that rank 400 would be a better choice. With rank 400 there are still some blueprints with +100% build times, but most of the blueprints have increased build times within 0 to 50% I have started looking at the frigate sized T2 ships. They have the same trend with +200% and +300% of the original build times. Let me know if you want a similar file with the frigate sized ships.
Looking at the increase in build time only is flawed and only relevant for Tech II BPOs. For invention, the number that matters is total time to market, copying, invention, and building. By those standards and factoring in decryptors, skills, etc, you get the following:
- 12-15% increase in time-to-market for frigate hulls, based on exact class (EAFs and AFs at the low end, Interceptors at the high end, bombers & covops in the middle).
- 55% increase in TTM for interdictors.
- Cruiser sized ships (all actual cruisers as well as Transport Ships) range from an 11% decrease to a 5% increase. HACs and DSTs are at 89% of current, hictors at 93%, recon ships at 96%, and logistics & blockade runners at 105%.
- Exhumers are really weird, with +93% on the Skiff, +78% on the Mackinaw and +55% on the Hulk.
- Command Ships and Tech II battleships all come in at around 89%.
- Jump Freighters are +72%
Member of the Goonswarm Economic Warfare Cabal |

Jehan Athonille
Center for Advanced Studies Gallente Federation
0
|
Posted - 2014.06.01 22:57:00 -
[235] - Quote
mynnna wrote:Jehan Athonille wrote:Feedback to Greyscale's blueprints_public_draft_3.csvCCP Greyscale wrote: My intuition is that an increase of 20-40% in build times is healthy, but above 50% is probably risky. I'm very open to discussion on these numbers though :)
I have compiled a list of how much production time is changing on T2 cruiser sized ships with the draft 3 rank 800. Most of the blueprints build time was increased far more than 50%. +100%, +200% and even +300%. Google docs: Build Time Changes Cruiser Sized T2 ShipsI would argue that rank 400 would be a better choice. With rank 400 there are still some blueprints with +100% build times, but most of the blueprints have increased build times within 0 to 50% I have started looking at the frigate sized T2 ships. They have the same trend with +200% and +300% of the original build times. Let me know if you want a similar file with the frigate sized ships. Looking at the increase in build time only is flawed and only relevant for Tech II BPOs. For invention, the number that matters is total time to market, copying, invention, and building. By those standards and factoring in decryptors, skills, etc, you get the following:
- 12-15% increase in time-to-market for frigate hulls, based on exact class (EAFs and AFs at the low end, Interceptors at the high end, bombers & covops in the middle).
- 55% increase in TTM for interdictors.
- Cruiser sized ships (all actual cruisers as well as Transport Ships) range from an 11% decrease to a 5% increase. HACs and DSTs are at 89% of current, hictors at 93%, recon ships at 96%, and logistics & blockade runners at 105%.
- Exhumers are really weird, with +93% on the Skiff, +78% on the Mackinaw and +55% on the Hulk.
- Command Ships and Tech II battleships all come in at around 89%.
- Jump Freighters are +72%
Many of the ships you mention with TTM increase near 100% is in a upward price trend. I am not talking about the recent speculative buying. I am talking about the slow increase that has taken place over the previous months. This does not indicate a saturated market as Gilberon suggested, rather the opposite. Guess what will happen if you cut the supply of these ships in half. I agree that this is a risky maneuver that will hurt the consumers with significant higher prices. |

Chanina
ASGARD HEAVY INDUSTRIES Kadeshians
52
|
Posted - 2014.06.02 11:45:00 -
[236] - Quote
Just stumbled over these on the public_draft_3.csv
Quote: Heretic Blueprint22452800 Sabre Blueprint22456600 Eris Blueprint22460800 Flycatcher Blueprint22464800
Any reason for Sabre being on rank 600 while all the others are 800? |
|

CCP Greyscale
C C P C C P Alliance
2321

|
Posted - 2014.06.02 14:34:00 -
[237] - Quote
Sales Alt negrodamus wrote:CCP Greyscale wrote:
JF ranks are more just a stab at where they seem like they "should" be given the existing patterns with T2 and capital ships. I'm open to arguments that they're too high, but I'd be looking for an explanation based in "...and this is why it's bad for the game" rather than "the number is bigger" :)
I think it is more of a "consistency" issue with how things are now, and honestly I hadn't looked at capital production "as a whole" due to how annoying it is to navigate the CSV via spreadsheet. JF's are their own category, I would argue. They are the only T2 capital ship. There's no reason to borrow patterns from other ships. I really want to argue "it is super annoying to tie up 6b in materials for that long" but supercap and titan builders have it worse, and I can build the JF in highsec. Ultimately making the build and invent times significantly longer is bad because it'll simply make JF's that much more expensive due to becoming more annoying to invent and build. That's really it I think.
Given our relative unhappiness with the state of jump logistics, I'm pretty much on the fence on this issue right now :/
Danielle Yaken wrote:Any chance you can review the maximum number of runs on cap ship components? The most recent numbers show that cap ship component BPCs are going to have a maximum of 10 runs. While this would be fine in the current "build from BPO" regime, in the new "build from copy" paradigm, this is likely to result in rapid burnout among supercapital manufacturers due to the need to restart dozens of production jobs to construct a single ship from BPCs.
While there are certainly reasonable arguments to be made that increasing the difficulty in acquiring a supercapital is good for the game, this seems like a somewhat arbitrary way to go about it. The increased difficulty arises from making production slots more difficult to manage (i.e., making the manufacturer want to kill themselves due to having to manage multiple quick runtime industry jobs on a daily basis instead of providing a sane way to queue up a single long run of components) rather than from any meaningful gameplay changes (e.g., changes in the logistics in moving large quantities of minerals).
Currently all the run numbers are based on 24 hours' production for T2 or 48 hours' production for T1. How much time seems reasonable to target for cap components?
Elysiana Karasniz wrote:Been a while since I caught up on this thread so apologies if these are already covered - if they are, link me the posts please.  Invention times/throughput - why is invention throughput per slot going down necessarily a bad thing? There are (or were, based on the dev info from several years ago) a few t2 markets dominated by t2 BPOs, so that's an issue if it's still the case, but the majority of invented products were released into a market controlled by invention. If the goal of this expansion is to increase the number of people involved in industry (ie increasing supply) then in order to keep those people there you need to do something to address the supply/demand imbalance they'll cause - increasing invention/build time would help that. (Other options are available, of course.) T2 BPO copies - I saw a suggestion to make copies form BPOS have a maxrun of 1, which appeared to be taken on board. Is that right? Because it's going to be annoying, especially as the reason seems to be the potential increase in throughput caused by certain nullsec outposts - if those outposts cause a problem, fix the outposts. (Besides, those outposts have needed useful bonuses since they were implemented.) Keeping T2 BPO copy time similar to build time would avoid the non-outpost related issues, and if building from a T2 BPC (non-invented) at a POS were viable, then research databases (used for t2 BPO copying) would actually have a point again. A small, insignificant point, but more of a point than they have now. (For the avoidance of doubt, I do indeed own some T2 BPOs, and the total market domination they give me allow my Aurora S BPO to literally print ISK at the rate of ~4m/day, before taxes/transport costs, when I can be bothered to run it. Truely, Jita trembles at my presence.  Unsurprisingly, most of my income via invention and trading, I would just prefer to not have my BPO nerfed even harder.) /e Cap ship component BPCs definitely need upping. I thought this was going to be looked at before though, while they're 5 maxrun atm, moving to 10 doesn't help matters.
Down a bit per slot is good, it opens up the market to more producers. Down too much becomes problematic if demand ends up outstripping demand and driving up prices. As we have no idea how many new T2 industrialists we're likely to get with Crius, it's a bit of a guessing game, and may need post-release tweaking :)
Again, maxruns are currently tuned to be x days of build time, which generally ends up being 1 for T2 ships, but higher for modules. The outpost stuff we are going to specifically target once the general data are sound.
MailDeadDrop wrote:mynnna wrote:Cool - if you're so confident, how about a bet that you're wrong. Ten billion isk? Hundred billion isk? What's your wager? To be fair, Mynnna, CCP devs have an abominable reputation when it comes to revisiting things. You can't really fault Theng Hofses for taking Greyscale's statement with a metric shitton of salt. Myself, I say it's 50/50 that invention will get its "final solution" before 2015. A "temporary"solution that is in place for half a year (or more...) isn't "temporary". MDD
It's a reasonable point that I'm very much mindful of, but in this case I'm sufficiently confident in the solidity of our plans to make longer-term predictions :)
Chanina wrote:Just stumbled over these on the public_draft_3.csv Quote: Heretic Blueprint22452800 Sabre Blueprint22456600 Eris Blueprint22460800 Flycatcher Blueprint22464800
Any reason for Sabre being on rank 600 while all the others are 800?
|
|

Gilbaron
Free-Space-Ranger Nulli Secunda
1444
|
Posted - 2014.06.02 14:45:00 -
[238] - Quote
Quote:Currently all the run numbers are based on 24 hours' production for T2 or 48 hours' production for T1. How much time seems reasonable to target for cap components?
roundup(MaxAmountNeededForCapProduction) or something like that. anything else would be very annoying. Cap Components are a pre-product and should be treated as such. GRRR Goons |
|

CCP Greyscale
C C P C C P Alliance
2321

|
Posted - 2014.06.02 14:52:00 -
[239] - Quote
Gilbaron wrote:Quote:Currently all the run numbers are based on 24 hours' production for T2 or 48 hours' production for T1. How much time seems reasonable to target for cap components?
roundup(MaxAmountNeededForCapProduction) or something like that. anything else would be very annoying. Cap Components are a pre-product and should be treated as such. Edit: And while you are at it, please make sure that you can put the materials needed under the worst circumstances for any kind of max run BPC in the relevant assembly arrays.
I'm reluctant to base numbers on something so fungible without a really solid justification. If we change cap build costs in future (or add new ones), I'd prefer not to have to mess with component blueprint stats too. |
|

Jehan Athonille
Center for Advanced Studies Gallente Federation
0
|
Posted - 2014.06.02 14:58:00 -
[240] - Quote
Bump for answer on this. Hoping for answer from CCP Greyscale
Jehan Athonille wrote:Feedback to Greyscale's blueprints_public_draft_3.csvCCP Greyscale wrote: My intuition is that an increase of 20-40% in build times is healthy, but above 50% is probably risky. I'm very open to discussion on these numbers though :)
I have compiled a list of how much production time is changing on T2 cruiser sized ships with the draft 3 rank 800. Most of the blueprints build time was increased far more than 50%. +100%, +200% and even +300%. Google docs: Build Time Changes Cruiser Sized T2 ShipsI would argue that rank 400 would be a better choice. With rank 400 there are still some blueprints with +100% build times, but most of the blueprints have increased build times within 0 to 50% I have started looking at the frigate sized T2 ships. They have the same trend with +200% and +300% of the original build times. Let me know if you want a similar file with the frigate sized ships.
|

Gilbaron
Free-Space-Ranger Nulli Secunda
1444
|
Posted - 2014.06.02 15:02:00 -
[241] - Quote
what do you think is more important ?
Users that constantly have to deal with annyoing numbers every time they build a cap ?
or
CCP Developers that have to deal with annoying numbers once every few years ?
:P
As long as the max run number stays BIG enough everything is alright. Things get annyoing once they are too small. GRRR Goons |

RAW23
823
|
Posted - 2014.06.02 15:07:00 -
[242] - Quote
CCP Greyscale wrote:Gilbaron wrote:Quote:Currently all the run numbers are based on 24 hours' production for T2 or 48 hours' production for T1. How much time seems reasonable to target for cap components?
roundup(MaxAmountNeededForCapProduction) or something like that. anything else would be very annoying. Cap Components are a pre-product and should be treated as such. Edit: And while you are at it, please make sure that you can put the materials needed under the worst circumstances for any kind of max run BPC in the relevant assembly arrays. I'm reluctant to base numbers on something so fungible without a really solid justification. If we change cap build costs in future (or add new ones), I'd prefer not to have to mess with component blueprint stats too.
Currently, with the 5 run copies, it is necessary to queue over 1300 separate BPC jobs for the components for a Titan build. That's an hour of pure queuing twice a day (using 10 characters or 100 slots) for a week or getting on for 15 hours of mindless repetitive clicking. 10 run BPCs will halve that but it will still leave a serious amount of incredibly boring 'gameplay'. However, if the target is 48 hour runs then that should be 20 run BPCs rather than 10 runs I believe, and that should reduce the tedium to a manageable level. There are two types of EVE player:
those who believe there are two types of EVE player and those who do not. |
|

CCP Greyscale
C C P C C P Alliance
2321

|
Posted - 2014.06.02 15:10:00 -
[243] - Quote
Jehan Athonille wrote:Bump for answer on this. Hoping for answer from CCP Greyscale Jehan Athonille wrote:Feedback to Greyscale's blueprints_public_draft_3.csvCCP Greyscale wrote: My intuition is that an increase of 20-40% in build times is healthy, but above 50% is probably risky. I'm very open to discussion on these numbers though :)
I have compiled a list of how much production time is changing on T2 cruiser sized ships with the draft 3 rank 800. Most of the blueprints build time was increased far more than 50%. +100%, +200% and even +300%. Google docs: Build Time Changes Cruiser Sized T2 ShipsI would argue that rank 400 would be a better choice. With rank 400 there are still some blueprints with +100% build times, but most of the blueprints have increased build times within 0 to 50% I have started looking at the frigate sized T2 ships. They have the same trend with +200% and +300% of the original build times. Let me know if you want a similar file with the frigate sized ships.
I was going to answer but then mynnna said basically what I was going to say: the numbers we're trying to normalize around are end-to-end, not just the build time. If this exacerbates an existing trend towards undersupply of these ships, we would generally hope that the market will correct this rather than trying to manually manage them.
(I would be unsurprised to see that this is a particular issue with ships currently dominated by BPO builds, as the supply can't rationally expand until the price is driven high enough that inventers can finally make a profit on them.)
Gilbaron wrote:what do you think is more important ?
Users that constantly have to deal with annyoing numbers every time they build a cap ?
or
CCP Developers that have to deal with annoying numbers once every few years ?
:P
As long as the max run number stays BIG enough everything is alright. Things get annyoing once they are too small.
It's less about us and more about the disruption to players :) What I'm angling for is a more detailed analysis of "too big" vs "too small". Your rubric of "largest current build job", for example, ends up putting most components at 556 max runs for a typical cap component due to Titan build costs, which is ~100 days of (base) build time, and we're unlikely to do that :) |
|
|

CCP Greyscale
C C P C C P Alliance
2321

|
Posted - 2014.06.02 15:12:00 -
[244] - Quote
RAW23 wrote:CCP Greyscale wrote:Gilbaron wrote:Quote:Currently all the run numbers are based on 24 hours' production for T2 or 48 hours' production for T1. How much time seems reasonable to target for cap components?
roundup(MaxAmountNeededForCapProduction) or something like that. anything else would be very annoying. Cap Components are a pre-product and should be treated as such. Edit: And while you are at it, please make sure that you can put the materials needed under the worst circumstances for any kind of max run BPC in the relevant assembly arrays. I'm reluctant to base numbers on something so fungible without a really solid justification. If we change cap build costs in future (or add new ones), I'd prefer not to have to mess with component blueprint stats too. Currently, with the 5 run copies, it is necessary to queue over 1300 separate BPC jobs for the components for a Titan build. That's an hour of pure queuing twice a day (using 10 characters or 100 slots) for a week or getting on for 15 hours of mindless repetitive clicking. 10 run BPCs will halve that but it will still leave a serious amount of incredibly boring 'gameplay'. However, if the target is 48 hour runs then that should be 20 run BPCs rather than 10 runs I believe, and that should reduce the tedium to a manageable level.
Currently I have all the cap components at 10, as I'm rounding to multiples of 10 and with base numbers it doesn't qualify for a 20. I could kick cap components up to say a week's build time base, given the volumes involved. |
|

Gilbaron
Free-Space-Ranger Nulli Secunda
1444
|
Posted - 2014.06.02 15:14:00 -
[245] - Quote
i was talking about capitals, not supercapitals. i could give you a "good" definite number for each component, but i'm sitting in class right now and listening to a talk about life expectancy in east and west germany :D GRRR Goons |

RAW23
823
|
Posted - 2014.06.02 15:16:00 -
[246] - Quote
CCP Greyscale wrote:RAW23 wrote:CCP Greyscale wrote:Gilbaron wrote:Quote:Currently all the run numbers are based on 24 hours' production for T2 or 48 hours' production for T1. How much time seems reasonable to target for cap components?
roundup(MaxAmountNeededForCapProduction) or something like that. anything else would be very annoying. Cap Components are a pre-product and should be treated as such. Edit: And while you are at it, please make sure that you can put the materials needed under the worst circumstances for any kind of max run BPC in the relevant assembly arrays. I'm reluctant to base numbers on something so fungible without a really solid justification. If we change cap build costs in future (or add new ones), I'd prefer not to have to mess with component blueprint stats too. Currently, with the 5 run copies, it is necessary to queue over 1300 separate BPC jobs for the components for a Titan build. That's an hour of pure queuing twice a day (using 10 characters or 100 slots) for a week or getting on for 15 hours of mindless repetitive clicking. 10 run BPCs will halve that but it will still leave a serious amount of incredibly boring 'gameplay'. However, if the target is 48 hour runs then that should be 20 run BPCs rather than 10 runs I believe, and that should reduce the tedium to a manageable level. Currently I have all the cap components at 10, as I'm rounding to multiples of 10 and with base numbers it doesn't qualify for a 20. I could kick cap components up to say a week's build time base, given the volumes involved.
That would make life a lot more manageable for super-cap producers. There are two types of EVE player:
those who believe there are two types of EVE player and those who do not. |
|

CCP Greyscale
C C P C C P Alliance
2322

|
Posted - 2014.06.02 15:18:00 -
[247] - Quote
Gilbaron wrote:i was talking about capitals, not supercapitals. i could give you a "good" definite number for each component, but i'm sitting in class right now and listening to a talk about life expectancy in east and west germany :D
And then we're getting into super-abstruse land :)
I've kicked *all* components (counting cap T1/T2, normal T2, T3, and RAMs) up to a week base build time because that seems like a pretty clean change, and the point about them intermediate components is a good one. T1 cap components are thus all sitting at 40 max runs right now. |
|

Gilbaron
Free-Space-Ranger Nulli Secunda
1444
|
Posted - 2014.06.02 15:31:00 -
[248] - Quote
alright, gotta trust you on this :)
40 seems okay-ish, a quick check (the talk is really boring) tells me there are a bunch of things that need slightly more than>40 or slightly more than 60 runs, but should get to a level of <40 and <60 with BP research and should be well manageable with some ME/PE research (At least for Dreads and Carriers)
Freighters are a different thing though. (and i totally forgot about T2 Cap components)
I also completely ignored any kind of play session optimisation (my pet peeve) because i really don't have access to the data i would need for that GRRR Goons |
|

CCP Greyscale
C C P C C P Alliance
2323

|
Posted - 2014.06.02 16:22:00 -
[249] - Quote
I'm gonna leave it there for now at least and see where it gets to. Play session optimization probably shoooould balance out, but I'm not 100% sure, and it does vary to some degree on skills etc. At least with a ~7-day window it should be reasonably unlossy if it doesn't quite line up.
(What *is* the life expectancy difference between East and West Germany?) |
|

Theng Hofses
Blackwater USA Inc. Pandemic Legion
64
|
Posted - 2014.06.02 16:34:00 -
[250] - Quote
CCP Greyscale wrote:Gilbaron wrote:i was talking about capitals, not supercapitals. i could give you a "good" definite number for each component, but i'm sitting in class right now and listening to a talk about life expectancy in east and west germany :D And then we're getting into super-abstruse land :) I've kicked *all* components (counting cap T1/T2, normal T2, T3, and RAMs) up to a week base build time because that seems like a pretty clean change, and the point about them intermediate components is a good one. T1 cap components are thus all sitting at 40 max runs right now.
Thank you for listening. Forty is not ideal, but workable. |
|

CCP Greyscale
C C P C C P Alliance
2323

|
Posted - 2014.06.02 16:38:00 -
[251] - Quote
Does anyone have a sense for the impact of the new mining crystal numbers, by the way? |
|

Kazanir
GoonWaffe Goonswarm Federation
493
|
Posted - 2014.06.02 17:05:00 -
[252] - Quote
CCP Greyscale wrote: Given our relative unhappiness with the state of jump logistics, I'm pretty much on the fence on this issue right now :/
Can you explain more specifically what you're unhappy with about the state of jump logistics? Because it seems to be that CCP is sort of taking these sideways shots at nerfing JFs without either:
1. Being clear about what you don't like right now or 2. Establishing what you want to accomplish via a nerf
It seems like the logical pathway is "we are kind of unhappy with jump logistics right now" >>> "therefore, incidental nerfs are pretty much fine by us"
You can see where that isn't very compelling logic...
I ran Goonswarm's jump freighter service for 3 years. We're talking about literal billions of cubic meters moved. Your database guys can pull the contract stats -- one month of war we did around 400 million m3 last summer. I know of where I speak when I tell you that JF logistics exist out of necessity. What I am saying is that while JFs are powerful right now, their power is an effect and not a cause.
The reasons that JFs are powerful are twofold:
1. JFs are powerful because people want to live in nullsec and yet cannot produce the raw materials or finished good necessary to do so without constant importation from highsec. That drives incredible demand for transportation services -- despite the fact that providing these services is one of the most boring gameplay elements of EVE.
2. Because of the existence of jump drives in general and specifically the dominance of supercapitals in sov warfare, players are able to maintain vast, 15-region empires. Goonswarm's CFC is one of these and the PL and N3 renting empires are more examples. These coalitions have existed since well before Dominion but Dominion's mechanics have solidified them as the optimal way to achieve victory in nullsec. Because of the existence of these empires, JFs are in high demand to move goods all over the region -- but the demand for this is created by the existence of the empires in the first place, not the other way around. Again, effect, not cause.
The way to fix jump logistics is to fix #1 and #2. I'm aware that Kronos is making great strides in half of #1 by enabling much better local production in nullsec. That still doesn't solve the "raw materials" issue for T1 low-end minerals in particular, but it is a decent start. #2 obviously requires larger revamps to supercapitals, capitals, and/or jump drives in general which I won't comment on extensively.
Moving on, what this means is that even if you nerf JFs, it won't change the fundamental need for them. In economics terms, the demand for JF services is highly inelastic. No matter what you do the demand will stay pretty much constant. That means:
1. If you make JFs cost more, people will pay more. 2. If you make fuel cost more, people will pay more. 3. If you make JFs harder to operate, people will train the skills and spend the additional time. 4. If you make JFs riskier to operate, people will compensate as best they can or absorb the risk into the overall cost.
Market behavior gets weird when demand is inelastic.
If, in light of all of the above, you still want to nerf jump logistics, my recommendation is to increase the cost per m3 moved without touching either the up-front costs of JF logistics (such as cost of JF hulls or build time or training time for skills) or the time spent per unit moved. Obviously increasing the cost per m3 moved is primarily done through fuel costs. I think increasing the up-front costs is bad because it clearly favors the established logistics magnates and prevents easier entry into the market. Not newbee-friendly at all. Also, speaking from long experience, running jump freighters is really boring. The less time your player base spends doing un-fun ****, the better. This is why the proposed nerf to align time was so unpalatable. Cost is one thing -- time spent on boring things is something else. |

Arronicus
X-Prot Greater Western Co-Prosperity Sphere
1027
|
Posted - 2014.06.02 17:10:00 -
[253] - Quote
CCP Greyscale wrote:Gilbaron wrote:i was talking about capitals, not supercapitals. i could give you a "good" definite number for each component, but i'm sitting in class right now and listening to a talk about life expectancy in east and west germany :D And then we're getting into super-abstruse land :) I've kicked *all* components (counting cap T1/T2, normal T2, T3, and RAMs) up to a week base build time because that seems like a pretty clean change, and the point about them intermediate components is a good one. T1 cap components are thus all sitting at 40 max runs right now.
Thankyou. Haven't been following this thread too well, but this has been a pain in the past (the short max build time on cap components) resulting in stupid amounts of mindless clicking when building multiple capital ships. Any word on if we'll actually be able to fit all the mats for 40 of each of the largest type of component in their respective arrays? |
|

CCP Greyscale
C C P C C P Alliance
2323

|
Posted - 2014.06.02 17:14:00 -
[254] - Quote
Kazanir wrote:CCP Greyscale wrote: Given our relative unhappiness with the state of jump logistics, I'm pretty much on the fence on this issue right now :/
Can you explain more specifically what you're unhappy with about the state of jump logistics? Because it seems to be that CCP is sort of taking these sideways shots at nerfing JFs without either: 1. Being clear about what you don't like right now or 2. Establishing what you want to accomplish via a nerf It seems like the logical pathway is "we are kind of unhappy with jump logistics right now" >>> "therefore, incidental nerfs are pretty much fine by us" You can see where that isn't very compelling logic... I ran Goonswarm's jump freighter service for 3 years. We're talking about literal billions of cubic meters moved. Your database guys can pull the contract stats -- one month of war we did around 400 million m3 last summer. I know of where I speak when I tell you that JF logistics exist out of necessity. What I am saying is that while JFs are powerful right now, their power is an effect and not a cause. The reasons that JFs are powerful are twofold: 1. JFs are powerful because people want to live in nullsec and yet cannot produce the raw materials or finished good necessary to do so without constant importation from highsec. That drives incredible demand for transportation services -- despite the fact that providing these services is one of the most boring gameplay elements of EVE. 2. Because of the existence of jump drives in general and specifically the dominance of supercapitals in sov warfare, players are able to maintain vast, 15-region empires. Goonswarm's CFC is one of these and the PL and N3 renting empires are more examples. These coalitions have existed since well before Dominion but Dominion's mechanics have solidified them as the optimal way to achieve victory in nullsec. Because of the existence of these empires, JFs are in high demand to move goods all over the region -- but the demand for this is created by the existence of the empires in the first place, not the other way around. Again, effect, not cause. The way to fix jump logistics is to fix #1 and #2. I'm aware that Kronos is making great strides in half of #1 by enabling much better local production in nullsec. That still doesn't solve the "raw materials" issue for T1 low-end minerals in particular, but it is a decent start. #2 obviously requires larger revamps to supercapitals, capitals, and/or jump drives in general which I won't comment on extensively. Moving on, what this means is that even if you nerf JFs, it won't change the fundamental need for them. In economics terms, the demand for JF services is highly inelastic. No matter what you do the demand will stay pretty much constant. That means: 1. If you make JFs cost more, people will pay more. 2. If you make fuel cost more, people will pay more. 3. If you make JFs harder to operate, people will train the skills and spend the additional time. 4. If you make JFs riskier to operate, people will compensate as best they can or absorb the risk into the overall cost. Market behavior gets weird when demand is inelastic. If, in light of all of the above, you still want to nerf jump logistics, my recommendation is to increase the cost per m3 moved without touching either the up-front costs of JF logistics (such as cost of JF hulls or build time or training time for skills) or the time spent per unit moved. Obviously increasing the cost per m3 moved is primarily done through fuel costs. I think increasing the up-front costs is bad because it clearly favors the established logistics magnates and prevents easier entry into the market. Not newbee-friendly at all. Also, speaking from long experience, running jump freighters is really boring. The less time your player base spends doing un-fun ****, the better. This is why the proposed nerf to align time was so unpalatable. Cost is one thing -- time spent on boring things is something else.
This is a good argument. Generally we are just unhappy with the state of power projection, the ease of logistics, and the way those things feed into the size of coalitions. JFs themselves are probably a comparatively smaller contributor to this than other caps.
I'm going to wind down JFs to much closer to their current numbers, to avoid creating a lot of additional pain while we look at longer-term adjustments. Thanks for the feedback :) |
|

Seith Kali
GoonWaffe Goonswarm Federation
91
|
Posted - 2014.06.02 17:25:00 -
[255] - Quote
CCP Greyscale wrote: This is a good argument. Generally we are just unhappy with the state of power projection, the ease of logistics, and the way those things feed into the size of coalitions. JFs themselves are probably a comparatively smaller contributor to this than other caps.
I'm going to wind down JFs to much closer to their current numbers, to avoid creating a lot of additional pain while we look at longer-term adjustments. Thanks for the feedback :)
I'm really glad to see you say this. Right now, I'd argue JF are massively underpowered, given the size of coalitions and their logistic needs. We probably do 50 JF loads a day into deklein as a guesstimate (I don't have access to the numbers). We wouldn't be any bigger if we only had to do 10. We wouldn't be any smaller if it was 100. We would just lose a lot more JF operators to burnout.
Addressing the reasons we have gotten so large needs to come first, once coalitions no longer need to be massive, they should shrink. When a handful of jump freighters can service a null entity, then and only then, can you call them overpowered. Apprentice Goonswarm Economic Warfare Consultant - Drowning in entitlement and privilege.-á |

blackpatch
Eighty Joule Brewery Goonswarm Federation
43
|
Posted - 2014.06.02 18:16:00 -
[256] - Quote
Kazanir wrote: I ran Goonswarm's jump freighter service for 3 years.
More like you ran it for one year, burnt out in a manner normally reserved for Type II supernovas, and subcontracted it to a handful of dimwitted peons thereafter |

Kazanir
GoonWaffe Goonswarm Federation
497
|
Posted - 2014.06.02 18:22:00 -
[257] - Quote
CCP Greyscale wrote:
This is a good argument. Generally we are just unhappy with the state of power projection, the ease of logistics, and the way those things feed into the size of coalitions. JFs themselves are probably a comparatively smaller contributor to this than other caps.
I'm going to wind down JFs to much closer to their current numbers, to avoid creating a lot of additional pain while we look at longer-term adjustments. Thanks for the feedback :)
Thanks Greyscale. I think in general we completely agree about the "state of EVE" but JFs are not your problem child. (At least not yet.)
blackpatch wrote:Kazanir wrote: I ran Goonswarm's jump freighter service for 3 years.
More like you ran it for one year, burnt out in a manner normally reserved for Type II supernovas, and subcontracted it to a handful of dimwitted peons thereafter
Hey buddy, I was jumping freighters back when all you knew how to do was lose Dominixes, back off! |

Innominate
GoonWaffe Goonswarm Federation
572
|
Posted - 2014.06.02 18:46:00 -
[258] - Quote
CCP Greyscale wrote: This is a good argument. Generally we are just unhappy with the state of power projection, the ease of logistics, and the way those things feed into the size of coalitions.
You've got your cause and effect backwards.
The coalitions are the natural result of dominion sovereignty and the nullsec income model. Power projection and logistics don't create them, they are just a necessary feature of the coalitions. Neither are easy either, both require countless man hours doing painfully boring work. As long as the mechanics demanding the coalitions exist, the demands of power projection and logistics will also exist.
Making them harder doesn't stop people from doing them, it just reduces the number of groups able to compete. Years of increasing difficulty(both due to game mechanics, and to players getting better at their jobs) have reduced the number of groups who can operate at the top level to two. Further difficulty will eventually result in one of these groups cracking and the predicted blue doughnut will become a reality.
The answer to the coalitions is to eliminate their necessity by fixing the sovereignty and income mechanics that demand their existence. As long as number of systems owned translates directly into income, large sprawling coalitions must exist. The only effect difficulty has on things is how many disparate groups are able to exist.
|

MailDeadDrop
Rage and Terror Against ALL Authorities
338
|
Posted - 2014.06.02 18:57:00 -
[259] - Quote
Would it be helpful to buff DSTs and BRs simultaneous to nerfing JFs when the time comes? Is it the jump capability of JFs that is the kernel of the problem?
MDD |

Sugar Kyle
Calamitous-Intent Feign Disorder
603
|
Posted - 2014.06.02 18:57:00 -
[260] - Quote
Little groups in low sec also heavily rely on Jump freighters to get our hulls to our homes. Low Sec Lifestyle - A Blog |

Seith Kali
GoonWaffe Goonswarm Federation
92
|
Posted - 2014.06.02 19:06:00 -
[261] - Quote
Sugar Kyle wrote:Little groups in low sec also heavily rely on Jump freighters to get our hulls to our homes.
Which goes to show what I mean. They are perfectly suited to providing small scale logistics, but woefully inadequate for bloc level needs in post-dominion Eve. Apprentice Goonswarm Economic Warfare Consultant - Drowning in entitlement and privilege.-á |

Gilbaron
Free-Space-Ranger Nulli Secunda
1444
|
Posted - 2014.06.02 19:12:00 -
[262] - Quote
Quote: (What *is* the life expectancy difference between East and West Germany?)
Mortality been lower in eastern Germany for quite a while, went down even further directly after the unification (the young women left and the young men bought faster cars and crashed into trees)
It's now almost the same for women, but us men in western Germany are still expected to live one year longer. GRRR Goons |

Ranamar
Valkyries of Night Of Sound Mind
61
|
Posted - 2014.06.02 19:58:00 -
[263] - Quote
Sugar Kyle wrote:Little groups in low sec also heavily rely on Jump freighters to get our hulls to our homes.
It's not just low sec. I'm in a relatively small nullsec alliance (even if we *are* backstopped by a coalition of much larger alliances) living in the ass end of Catch, and jump fuel prices are a negligible part of the local price of any hull more expensive than a T1 cruiser. BCs are significantly more expensive than cruisers while T2 frigates are sufficiently smaller that it cancels out them being cheaper than BCs. T1 destroyers are just about the worst, with transport costs being close to 50% of the price. Mods are also trivial to bring in, to the point that, if we couldn't use a JF, we would blops bridge blockade runners full of them in.
Furthermore, the quantity of stuff we ship in is necessary because I suspect that we are actually incapable of producing the raw materials for all the stuff we consume, even ignoring T2 moon materials and assuming unlimited slots. If it were better to produce locally, I think we would still be shipping a significant part of our building materials in. |

Angelina Duvolle
Homeworld Technologies
39
|
Posted - 2014.06.02 21:52:00 -
[264] - Quote
CCP Greyscale wrote: Generally we are just unhappy with the state of power projection, the ease of logistics, and the way those things feed into the size of coalitions.
However the size, scope, and power generated by this kind of power projection as well as the size of the coalitions involved, are what generate the type of content (B-R) that feeds the CCP marketing machine. I don't think you'll see PC Gamer covering skirmish 732893 of the day between 30 pilots.
Not saying that is good or bad, just interesting to consider.
I think that is what's called, being stuck between a rock and a hard place.
|

Kenneth Feld
Habitual Euthanasia Pandemic Legion
63
|
Posted - 2014.06.02 22:25:00 -
[265] - Quote
As was said before, nerfing JF isn't going to bother Goons, PL, N3 etc. They are so big they just don't ******* care. We can organize 50-100 JF if needed. Most of the time when we move, there are a few Titans and maybe a SC or 2 moving that can take a crap ton of ships, plus guys bring JF along and we make JF trips several times a day
UPS would be impressed by the logistical prowess of the large coalitions
If it cost more, we won't even notice, but the small guys will be crippled If it is more tedious, we will complain, but ask for help and we get it easily, again the little guy gets crushed
Imagine you nerf JF and the one poor bastard in a small lowsec alliance with a JF, you make his life friggin hell |

Arronicus
X-Prot Greater Western Co-Prosperity Sphere
1027
|
Posted - 2014.06.02 23:21:00 -
[266] - Quote
Innominate wrote:CCP Greyscale wrote: This is a good argument. Generally we are just unhappy with the state of power projection, the ease of logistics, and the way those things feed into the size of coalitions.
You've got your cause and effect backwards. The coalitions are the natural result of dominion sovereignty and the nullsec income model. Power projection and logistics don't create them, they are just a necessary feature of the coalitions. Neither are easy either, both require countless man hours doing painfully boring work. As long as the mechanics demanding the coalitions exist, the demands of power projection and logistics will also exist. Making them harder doesn't stop people from doing them, it just reduces the number of groups able to compete. Years of increasing difficulty(both due to game mechanics, and to players getting better at their jobs) have reduced the number of groups who can operate at the top level to two. Further difficulty will eventually result in one of these groups cracking and the predicted blue doughnut will become a reality. As long as number of systems owned translates directly into income, large sprawling coalitions must exist. The only effect difficulty has on things is how many disparate groups are able to exist. The answer to the coalitions is to eliminate their necessity by fixing the sovereignty and income mechanics that demand their existence. They are already an enormous amount of work to maintain, all that is needed to break them up is to change the mechanics that require them to exist.
This is incredibly well said, and a point that seems to be continually missed over the years by the devs.
|

TheAdj
GoonWaffe Goonswarm Federation
1
|
Posted - 2014.06.03 02:26:00 -
[267] - Quote
blackpatch wrote:Kazanir wrote: I ran Goonswarm's jump freighter service for 3 years.
More like you ran it for one year, burnt out in a manner normally reserved for Type II supernovas, and subcontracted it to a handful of dimwitted peons thereafter
He burned so bright all the chairs in 3 LY radius spontaneously exploded |

digi
GoonWaffe Goonswarm Federation
206
|
Posted - 2014.06.03 02:31:00 -
[268] - Quote
TheAdj wrote:blackpatch wrote:Kazanir wrote: I ran Goonswarm's jump freighter service for 3 years.
More like you ran it for one year, burnt out in a manner normally reserved for Type II supernovas, and subcontracted it to a handful of dimwitted peons thereafter He burned so bright all the chairs in 3 LY radius spontaneously exploded
I gave a presentation on Jump Freighters once. I was really excited about Jump Freighters.
Also, Kazanir is the fattest chair buster that ever busted a chair. |
|

CCP Greyscale
C C P C C P Alliance
2325

|
Posted - 2014.06.03 11:20:00 -
[269] - Quote
...aaaaand now we're back on topic again. Right? :)
I'm working on wrangling a few minor issues, new csv this week hopefully. |
|

Seith Kali
GoonWaffe Goonswarm Federation
94
|
Posted - 2014.06.03 12:02:00 -
[270] - Quote
Right you are buddy. So when are you fixing sov? Apprentice Goonswarm Economic Warfare Consultant - Drowning in entitlement and privilege.-á |

Seith Kali
GoonWaffe Goonswarm Federation
94
|
Posted - 2014.06.03 12:07:00 -
[271] - Quote
Ok, seriously though. Once you are done wrangling would you be so kind as to reply to this? It is fairly pressing. Apprentice Goonswarm Economic Warfare Consultant - Drowning in entitlement and privilege.-á |
|

CCP Greyscale
C C P C C P Alliance
2325

|
Posted - 2014.06.03 12:46:00 -
[272] - Quote
Seith Kali wrote:Ok, seriously though. Once you are done wrangling would you be so kind as to reply to this? It is fairly pressing.
Waiting for the relevant person to be back in the office. |
|

Sales Alt negrodamus
SalesAltCorp
1
|
Posted - 2014.06.03 16:16:00 -
[273] - Quote
Now that Kronos is deployed, can we get an ETA for Crius on sisi so we can test the incredibly large volume of knobs and wheels you've turned? |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
65
|
Posted - 2014.06.03 16:49:00 -
[274] - Quote
Sales Alt negrodamus wrote:Now that Kronos is deployed, can we get an ETA for Crius on sisi so we can test the incredibly large volume of knobs and wheels you've turned?
They said a few weeks ago, they are shooting for Jun 15th for everything to be on SiSi
No, I won't post a link cause ~effort |

Throwaway Sam Atild
Republic Military School Minmatar Republic
3
|
Posted - 2014.06.04 01:37:00 -
[275] - Quote
Me again. More math, more module complaints.
Taking a look at a rank 15.6 T2 module, which is pretty consistent with my examples in the past (warp scrambler, adaptive invul, 10mn afterburner) some changes have been made that appear to decrease the TTM by a significant chunk.
Old TTM 10x rank 15.6 product: 2x (23,976 s Max Copy Time + 9,000 s Invention Attempt) OR 10x (11,000 s build time)
110,000 s Build time bottleneck
New TTM 10x rank 15.6 product: 2x (1,440 s Single Copy Time + 30,900 Invention Attempt) OR 10x (4,680 s build time)
64,680 s Science time bottleneck
Based on this the TTM is cut in half.
The problem is even worse when you take into account the lab bonus to invention time at .5.
New TTM with rank 15.6 product and array bonuses: 2x (.75 x 1,1440 + .5 x 30,900 Invention attempt) OR 10x (.75 x 4,680 s build time)
35,100 s Build time bottleneck
Shoot! Now we have a TTM that's 41% of what it used to be.
Rephrased, a single T2 builder can build over twice the amount he currently can in the same time. Phrased another way, a single producer now uses up more than twice the demand for an item he used to. I'm not certain what the goals of the Dev team for module production are, but my best guess is that you'd like to see more people playing this part of the game.
My interpretation of the way T2 module economy works is that the major determinant of the isk that can be made by doing it is linked to the amount of production time required to fill the demand. Increase the time it takes to build something, and the difference in price between the raw materials and the finished product increase. Decrease the time and the difference drops. When the difference drops, producers walk.
Because the new expansion will likely raise peoples interest in production, and the removal of barriers to the field will do the same, I would suggest being very cautious about lowering the TTM on any items. I believe it would be wise to increase them in most cases, and at the very least maintain the status quo. |
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CCP Greyscale
C C P C C P Alliance
2331

|
Posted - 2014.06.04 10:13:00 -
[276] - Quote
Throughput balance is on my to-do list. It gets an awful lot worse if we do end up extending all job times to ~24h as then everyone's always at peak capacity. |
|

Gilbaron
Free-Space-Ranger Nulli Secunda
1445
|
Posted - 2014.06.04 10:57:00 -
[277] - Quote
just reduce the base success then :)
did anyone already mention that ~20hour cycles are pretty damn convenient ? GRRR Goons |

Apelacja
Caldari Provisions Caldari State
71
|
Posted - 2014.06.04 11:38:00 -
[278] - Quote
I have a question to CCP Greyscale:
Are u awarned that like 80 % of BPO`s needed to make BSs and JFs will be not needed anymore? Are u going to buy all those BPO`s back? Otherwise it is just another crash on market for some BPO`s. I have many doubts right now of what u are doing bcs it has to large impact on market. Myabe leave coppy times for bs/capitals? |
|

CCP Greyscale
C C P C C P Alliance
2331

|
Posted - 2014.06.04 13:13:00 -
[279] - Quote
It's not something that's on the top of my list of concerns right now, but I'm prepared to be persuaded otherwise. |
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Carniflex
StarHunt Mordus Angels
223
|
Posted - 2014.06.04 16:24:00 -
[280] - Quote
Apelacja wrote:I have a question to CCP Greyscale:
Are u awarned that like 80 % of BPO`s needed to make BSs and JFs will be not needed anymore? Are u going to buy all those BPO`s back? Otherwise it is just another crash on market for some BPO`s. I have many doubts right now of what u are doing bcs it has to large impact on market. Myabe leave coppy times for bs/capitals?
The problem is the POS arrays. With the price of these prints it would be silly to expect people to put the BPO's into POS so making only station production viable for these items would kinda screw over small time / casual produces in a pretty bad way. And while it migth be hard to believe there are actually casual capital and BS produces out there. You know, people doing perhaps 2 carriers a month or so.
Here, sanity... niiiice sanity, come to daddy... okay, that's a good sanity... *THWONK!* GOT the bastard. |

Apelacja
Caldari Provisions Caldari State
71
|
Posted - 2014.06.04 18:00:00 -
[281] - Quote
Carniflex wrote:Apelacja wrote:I have a question to CCP Greyscale:
Are u awarned that like 80 % of BPO`s needed to make BSs and JFs will be not needed anymore? Are u going to buy all those BPO`s back? Otherwise it is just another crash on market for some BPO`s. I have many doubts right now of what u are doing bcs it has to large impact on market. Myabe leave coppy times for bs/capitals? The problem is the POS arrays. With the price of these prints it would be silly to expect people to put the BPO's into POS so making only station production viable for these items would kinda screw over small time / casual produces in a pretty bad way. And while it migth be hard to believe there are actually casual capital and BS produces out there. You know, people doing perhaps 2 carriers a month or so.
It can look like casual job for u but there are ppl who cook more then 30-50 capitals per month. And ppl are making most of the capitals in station right now so the BPO by itself is still busy. After patch it still be busy but just coppied before making cap ( or made in null stations if there will be - 5 % me in outpost).
I have a concern about JFs bcs i`m one of the builders. Only reducing coppy time made around 80 % of my BPOs useless. And it is visible even right now on market. Just look at all thoose BPC of freighters being sold on contracts for lol prices. And believe there is no growing market to adopt those freighter`s bpos for propoduction purpose.
And now imagine situation of positive me invented bpc`es. If the difference will be up to 2 % between one run and 5 run even it will be not worth to do anyother invention than 5 run. ( RIght now u have 8 runs and 2 runs which are only 1 % ME worse).
So according to my calculations ( and yea i build JF`s) like 90 % of freighters bpos will be useless in the best optimistic case. In worse 97% will be out of use.
Another story is when the - 50 % -60% coppy time will be set up then capitals coppies will flood market even more.
|

Apelacja
Caldari Provisions Caldari State
71
|
Posted - 2014.06.04 18:26:00 -
[282] - Quote
CCP Greyscale wrote:It's not something that's on the top of my list of concerns right now, but I'm prepared to be persuaded otherwise.
Let`s make some calculations ( with fully skilled characters everything lvl 5)
Now coppy time is 54 days after patch it will be 13 days. All freighters are built from 1 run invention run due to 10 % difference for 1 ME, and chance is 40% ( 42 in theory, but after 2 000 invention for me it below 40 %, i will assume it is 40%).
So u need around 2,5 coppy of Freighter BPO to make one JF. so it is around 50 coppies to make 20 JF`s. It is 5 characters coppying and building per month when u count small queue on slots in hs and when u don`t build freighters.
Altogher u need 50 coppies so it is 50 BPO`s.
To achive the same state after patch u will need only 18 BPO`s under coppy all the time in hs station. In outpost 9 BPO`s. When invention will be changed to positive ME and difference will be only 1% between 8 run and 1 run then u will need only 1,2 BPO........
So as u see from 50 BPO`s constatnly being used in POS u will land into 1,2 in the worst case and 18 at the best without changed to invetion.
Now look at market in Jita:
charons - around 40 per day Rhea - around 9 per day.
to create Rhea u needed number of BPO`s enough to build 4,5 charons.
And as long as there will be no more BPO`s needed to create base coppy for invention u will get only from that step enough BPO`s to build additoional 40 charons per day.
In summary after changes there WILL BE 2 TIMES MORE BPO`s of freighters then currently needed.
Aproximately around 2 000 freighters BPO`s will be not used anymore and become totally useless.
And freighters BPO cost u 2 b per. Problem is somehow smaller with BS`s bcs number of involved BPO`s is much much smaller but for some industrialists still can exist.
|

Aluka 7th
161
|
Posted - 2014.06.04 20:53:00 -
[283] - Quote
So you made investment that will still be profitable but will leave you with couple of unused BPOs that you can still sell through forums and contracts but you can't be bothered and want buy back program to cash out asap?
Hahahahahaha!
Its like I buy 20 battleship BPOs when there is high demand and then ask CCP to buy them back when demand drops because of some ship stat nerfing change. |

Throwaway Sam Atild
Republic Military School Minmatar Republic
4
|
Posted - 2014.06.04 21:33:00 -
[284] - Quote
CCP Greyscale wrote:Throughput balance is on my to-do list. It gets an awful lot worse if we do end up extending all job times to ~24h as then everyone's always at peak capacity.
Yeah, you make a great point here and I borked this up a bit conceptually by assuming everyone was a production robot instead of a human being. So at a glance and roughly taking into account the affect of skills and labs, we're looking at a 3.5-4.5 hour science time on the new Rank 15.6 modules. The old limit was more like 15 hours or so build time.
The implication here is that there's a range of possibilities for TTM depending on how active the player is.
Old TTMs: A player puts in 2x invention attempts over roughly two hours and installs a build, producing 10x a day.
New TTMs: A player has to put in 2x invention attempts a day over roughly 4 hours to get 10x a day. A player can put in 4x invention attempts and 2x builds over roughly 12 hours to produce 20x units a day.
The opportunity exists to make invention both more appealing to people, building off of Gilbaron's point that 20 hr cycles are pretty damn convenient.
I stand by the concept that if you decrease TTM you'll see an upward force on material prices and a downward force on sale prices. Eventually the margin, or paycheck for the producer, will shrink enough that it hits a "so what" factor where its no longer worth building. This is the magic spot where the effort and reward are enough for someone to play the production game. It's also where the prices gap will stabilize at. In my day to day work, there are maybe 2-6 15.6 rank modules that meet the "so what" factor for me. I expect that if TTM decreases, POS access increases and general manufacturing interest this margin is going to shrink to the point that you'll lose a lot of the potential 'new' manufacturers Krius brings in as they decide there just isn't any isk in the field.
Now on the other hand if you increase TTM you'll see a downward force on mat prices and an upward force on sale prices. Because this increases the pay-check for producers, I expect you would have to severely increase TTM before you out-run the available production force. In the doomsday scenario where you increase TTM too much, the affect would be a significant enough rise in T2 modules to where people thought twice about buying them. Honestly I don't consider that scenario completely awful. I'm not suggesting you pump up TTM through the roof, but if you did you might breathe some relevance back into the T1 module market, or make corporations consider in-house production rather than the market.
Looping back to my suggestion
Use the 15.6 module (off of rank 6 bpo) as a base-line and set the invention to 20hrs like Gilbaron suggested. Set the build time to ~40-44 hours. This allows 10x modules (100x across the standard 10 slots) to be made every two days by a production character who is doing one install a day. The 20 hours, like the recent jump clone reduction, gives some lee-way so that people don't have to get home at the exact same time each day. It doesn't give an advantage to people for engaging in a grindy/painful experience by logging in 8x times a day to do installs. I feel people should be rewarded for effort, but effort in production should be thoughtful planning, not a punishing clickfest.
For smaller items, (crystals/ammo/drones) use the same install cycle and adjust upward the runs on the output T2 BPC. If you want, crank up the mats consumed, but I don't know it will make a huge difference either way.
It appears larger items have already received a TTM extension in general based on others analysis. I don't have the experience or understanding to comment intelligently on items larger than the module market. |

Apelacja
Caldari Provisions Caldari State
71
|
Posted - 2014.06.04 21:34:00 -
[285] - Quote
Aluka 7th wrote:So you made investment that will still be profitable but will leave you with couple of unused BPOs (in your current setup) that you can still sell through forums and contracts but you can't be bothered and you want buy back program instead to cash out asap?
Hahahahahaha!
Its like I buy 20 battleship BPOs when there is high demand and then ask CCP to buy them back when demand drops as result of some ship nerfing change they did.
U don`t understand anything i see. Many ppl will loose and it will be spread between them, and i dont talk about this. This is not just a demand drop - which will be natural fluctuation. And such as change should be in the case of capitals ships commited partially not braking down the whole system in one patch.
Another story that i propsed that BPO`s will be by back by NPC ( so also BSs etc bpos) 10-15% below so still ppl loose on them.
CCP is changing totally S&I and i just pointed issue what it cause and which wasn`t mentioned before. It is not aboud demand but changes. Market in EVE always try to stabilize. And proposed changes can be compared to country changings taxes from 30 % to 80 %. If u still don`t see nothing wrong with it there sry but there is something wrong with You.
EVE online is paritally an economic game. AT least for many ppl involved in S&I it is. And changing so vital part of eve just like that can destroy everything quite fast. Consider that i own also T2 BPO`s and i don`t complain about them. More i`m afraid about teams but without exact data right now its hard to say anything. When changes will be avaible on Sis then we start to talk. |

Firvain
Wildly Inappropriate Goonswarm Federation
14
|
Posted - 2014.06.05 00:16:00 -
[286] - Quote
Are people really complaining that you suddenly need less BPO's to do the same after crius? Really?? You just got a way to double your production and you are complaining about that?? Its like you got handed a free BPO and then moan that your old bpo isnt worth as much now anymore ><
If you realy want to sell your BPO's im sure there are plenty of new people going into Industry that want your BPO's |

Sabriz Adoudel
Mission BLITZ
3043
|
Posted - 2014.06.05 00:27:00 -
[287] - Quote
Firvain wrote:Are people really complaining that you suddenly need less BPO's to do the same after crius? Really?? You just got a way to double your production and you are complaining about that?? Its like you got handed a free BPO and then moan that your old bpo isnt worth as much now anymore ><
If you realy want to sell your BPO's im sure there are plenty of new people going into Industry that want your BPO's
This.
Not to mention that every balance change hurts some people.
Go ahead with the changes. Then, you've set a precedent of being willing to nerf existing BPOs, which is a good starting point for addressing T2 BPOs in future. 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 |

Sizeof Void
Ninja Suicide Squadron
436
|
Posted - 2014.06.05 02:32:00 -
[288] - Quote
Since it is only 7 weeks until Crius is released, isn't it about time for this stuff to migrate into an updated devblog on the changes to the industry changes, as described in earlier devblogs, which were originally supposed to come out with Kronos?
This new "10 releases per year" schedule is going to be tough to get used to... for everyone, I think. :) |

Sales Alt negrodamus
SalesAltCorp
1
|
Posted - 2014.06.05 02:50:00 -
[289] - Quote
The time to market discussion brought up a really interesting point I didn't considder about driving item sale and material sale prices.
Leaving the invention/manu time really high will severely adjust the TTM upwards, which is a good thing for industrialists but a bit less so for players.
Not sure where the balance lies. |

Throwaway Sam Atild
Republic Military School Minmatar Republic
4
|
Posted - 2014.06.05 03:49:00 -
[290] - Quote
Sales Alt negrodamus wrote: Leaving the invention/manu time really high will severely adjust the TTM upwards, which is a good thing for industrialists but a bit less so for players.
I tried to give both sides of this some consideration when I wrote my earlier post. The number that an increased TTM expands is the difference between the price of the materials and the sale of the product. This number has a floor of sorts, below which people stop wanting the job. You get less producers in the field and that keeps the prices in this range. If you look at the T2 module market, it usually doesn't make a lot of difference what you make, everything pays the same. The exception are short little spikes in demand.
What this leads me to believe is that there is a surplus of producers, who given the right motivation may rejoin the production fold.
So what's the effect on a real life module price? I've been using both the Warp Scram II and the Adaptive invul as examples frequently, so I'll take a look at a glance. An adaptive invul costs ~1M to build and sells at ~1.6M as this is written. So the production price is 600k. Meanwhile a Warp Scram costs around 600k to build and sells at ~1M.
When I'm fitting ships, I can say that I honestly don't care whether the warp scram cost 1M or 3M to buy. I'm not super rich, but these decisions just aren't anything that is going to break the bank for an average player. Let's hypothetically say that we break production with these changes by increasing TTM to the point where a warp scram costs 3M to buy at market. The producers in heaven, his profits have quintupled. The buyer is probably not going to rage quit over the price hike. I expect that more people will be inclined to join in production to get a share of the isk there, or even to manufacture their own equipment.
The more I think about it, the more I see TTM as the 'minimum wage' for T2 production. I'll be the first to admit that as a low-level producer with only 6 months or so behind me, I lack a lot of the insight that the oldbies, Devs, and market folk have. It could very well be that there is some horribly game breaking consequence of increasing TTM, but I don't see it. What I do see is an opportunity to make bproduction an option worth bothering with for the many folks who have an interest in this style of gameplay. |

Apelacja
Caldari Provisions Caldari State
71
|
Posted - 2014.06.05 08:27:00 -
[291] - Quote
Firvain wrote:Are people really complaining that you suddenly need less BPO's to do the same after crius? Really?? You just got a way to double your production and you are complaining about that?? Its like you got handed a free BPO and then moan that your old bpo isnt worth as much now anymore ><
If you realy want to sell your BPO's im sure there are plenty of new people going into Industry that want your BPO's
U cannot product with income more than market demand. Some basics for you: http://www.investopedia.com/university/economics/economics3.asp
And google 'residual demand curve'.
And i doubt that in nearest future eve will have 2 times more players to cover additional free BPO`s |

Gilbaron
Free-Space-Ranger Nulli Secunda
1446
|
Posted - 2014.06.05 13:39:00 -
[292] - Quote
In order to discuss ttm implications we need the data on what is currently build, using how many characters, how many lines, how much (active) capacity is actually used and how much potential capacity is remains unused by active and potential industrialists.
And even If CCP actually releases that data some serious numbers crunching is required before one could make an educated and good statement. And I'm not talking about some excel files here, but spss/stata or some other professional tools GRRR Goons |

Retar Aveymone
BUTTECORP INC Goonswarm Federation
407
|
Posted - 2014.06.05 16:55:00 -
[293] - Quote
Apelacja wrote:Firvain wrote:Are people really complaining that you suddenly need less BPO's to do the same after crius? Really?? You just got a way to double your production and you are complaining about that?? Its like you got handed a free BPO and then moan that your old bpo isnt worth as much now anymore ><
If you realy want to sell your BPO's im sure there are plenty of new people going into Industry that want your BPO's U cannot product with income more than market demand. Some basics for you: http://www.investopedia.com/university/economics/economics3.aspAnd google 'residual demand curve'. And i doubt that in nearest future eve will have 2 times more players to cover additional free BPO`s any economics graph that looks like those is econ 101 crap that is utterly unrelated to the real world and intended only to get people thinking in a certain way and have an extremely rough and erroneous grasp of certain concepts, and should never, ever, be applied to the real world or even something as simple as eve |

Firvain
Wildly Inappropriate Goonswarm Federation
15
|
Posted - 2014.06.05 17:46:00 -
[294] - Quote
Apelacja wrote:Firvain wrote:Are people really complaining that you suddenly need less BPO's to do the same after crius? Really?? You just got a way to double your production and you are complaining about that?? Its like you got handed a free BPO and then moan that your old bpo isnt worth as much now anymore ><
If you realy want to sell your BPO's im sure there are plenty of new people going into Industry that want your BPO's U cannot product with income more than market demand. Some basics for you: http://www.investopedia.com/university/economics/economics3.aspAnd google 'residual demand curve'. And i doubt that in nearest future eve will have 2 times more players to cover additional free BPO`s
No but you can sell it, coz plenty of people still want new BPO's and can invest that ISK and the freed up industry slot into a diffrent market.
And there are always people looking to get new BPO's just to have em, **** im one of those :D |

Soldarius
Deadman W0nderland Test Alliance Please Ignore
696
|
Posted - 2014.06.05 19:34:00 -
[295] - Quote
Aryth wrote:mynnna wrote:Theng Hofses wrote:mynnna wrote:You seem to be operating under the flawed assumption that this is it for invention changes when it's been said many times over that a full rework for invention is still coming after Crius. The purpose of these changes is on the first page of the thread, if you would be so good as to educate yourself. I would note they while it has not been mentioned, these changes also have the upsides of a) closing the competitive gap between T2 BPOs and invention and perhaps more significantly and certainly more importantly b) placing a greater emphasis on the higher skill parts of invention (the actual inventing) as opposed to the copying. After all, specialization should be rewarded. Having 20+ characters that can do invention with at least 4s, but mostly 5s in the relevant skills where I invent, I still fail to see the reward. Maybe I am just really bad at this game. Wouldn't be the first time, won't be the last time. Aight, so I have to spell it out for you. That's fine. The reward is that with an emphasis on invention rather than copying, you are (going to be) on a higher footing with 20+ invention characters than someone who has five invention characters being fed by 15 copy alts. I don't know why you bother. At this point we should just have an black obelisk and ape graphic for these threads.
I have a screen cap of the obelisk in a mission space if you want it. GÇ£I personally refuse to help AAA take space from itself so it can become an even shittier version of itselfGÇ¥
-Grath Telkin, 2014. |

Soldarius
Deadman W0nderland Test Alliance Please Ignore
697
|
Posted - 2014.06.05 20:30:00 -
[296] - Quote
Double post, yeah. Didn't want serious stuff in the same post.
Looking at the relationship of current invented BPC ME levels to the proposed new ME levels and how it has been stated that the new levels will accomodate the need for a -2 modifier to ME and the percentage change to efficiency that requires, does this mean that all ME0 BPs are going to require 70% more materials? Or will all BPOs come with a base ME of .... whoops we're off the scale.
Numbers:
Currently an ME-6 invented BPC has 70% waste, assuming base 10% waste. Eliminating negative MEs requires the lowest new ME level of 0 to require 70% more materials than current base levels.
This also puts the base level of invented BPC at ME+2. However, ME+2 is only a 2% difference from ME0, not the 20% difference it is between the current ME-4 and ME-6.
Or are we simply scrapping all that invention waste and saying invented BPCs will all start with ME2, 2% more efficient than the new (current*1.11) base? Because that is a massive reduction in demand for T2 supplies.
GÇ£I personally refuse to help AAA take space from itself so it can become an even shittier version of itselfGÇ¥
-Grath Telkin, 2014. |

Ereshgikal
Pigs and Sows Gentlemen's Agreement
27
|
Posted - 2014.06.05 21:49:00 -
[297] - Quote
Soldarius wrote: Or are we simply scrapping all that invention waste and saying invented BPCs will all start with ME2, 2% more efficient than the new (current*1.11) base? Because that is a massive reduction in demand for T2 supplies.
And that is why all the T2 BPOs will be rebased to new values (besides the extra 11% that happens when 'waste' is removed). CCP Greyscale has posted on this...in this thread or the other, can't keep track of it. Go find it. The aim is to keep the T2 component consumption across the whole market the same as today.
My guesstimate is that the rebase will be between 10% and 20%; depending on how the T2 component consumption is spread across the various existing ME-levels (including T2 BPOs). The higher proportion of the total consumption of T2 components that is made by T2 BPOs, the lower the adjustment will be...and if a lot of components are used for building from ME -6 BPC the adjustment factor goes way up.
HTH |

Gilbaron
Free-Space-Ranger Nulli Secunda
1447
|
Posted - 2014.06.06 07:07:00 -
[298] - Quote
Soldarius wrote:2. However, ME+2 is only a 2% difference from ME0, not the 20% difference it is between the current ME-4 and ME-6.
Or are we simply scrapping all that invention waste and saying invented BPCs will all start with ME2, 2% more efficient than the new (current*1.11) base? Because that is a massive reduction in demand for T2 supplies.
components will be adjusted. GRRR Goons |

Carniflex
StarHunt Mordus Angels
224
|
Posted - 2014.06.06 09:06:00 -
[299] - Quote
I can sort of understand the complaint about potentially needing much less BPO's for JF invention as it will lover the barrier of entry into that segment invention substantially. Meaning that currently established serious producers would face potentially much higher competition. At the moment needing substantial pile of the T1 freighter BPO's for copy needs is significant barrier of entry.
However, While I can be sympathetic with having all the sudden 50 - 100 bil tied up in "excess" BPO's in my opinion it is not a huge problem as the manufacturer can keep doing exactly what he has done with smaller number of BPO's and over time will be able to liquidate excess with quite minimal losses (or with small profit, assuming the BPO's have been bought pre price rebalance at ~10% under market value). Only problem is dropping margins when more people start doing it but given that the upcoming patch pretty much nukes the status quo in every imaginable manner I do not see a reason to expect that for some reason JF production should be spared.
In general the currently established mass producer for these ships would keep good chunk if its edge as majority of the hurdle of producing these ships in a profitable way is not in invention unless something has changed recently. I mean the library of reasonably researched adv capital component prints (which will be somewhat harder to push to very high levels after the ME research changes as far as I understand) and established supply lines for the needed moon minerals. Here, sanity... niiiice sanity, come to daddy... okay, that's a good sanity... *THWONK!* GOT the bastard. |
|

CCP Greyscale
C C P C C P Alliance
2332

|
Posted - 2014.06.06 16:48:00 -
[300] - Quote
Apelacja wrote:CCP Greyscale wrote:It's not something that's on the top of my list of concerns right now, but I'm prepared to be persuaded otherwise. Let`s make some calculations ( with fully skilled characters everything lvl 5) Now coppy time is 54 days after patch it will be 13 days. All freighters are built from 1 run invention run due to 10 % difference for 1 ME, and chance is 40% ( 42 in theory, but after 2 000 invention for me it below 40 %, i will assume it is 40%). So u need around 2,5 coppy of Freighter BPO to make one JF. so it is around 50 coppies to make 20 JF`s. It is 5 characters coppying and building per month when u count small queue on slots in hs and when u don`t build freighters. Altogher u need 50 coppies so it is 50 BPO`s. To achive the same state after patch u will need only 18 BPO`s under coppy all the time in hs station. In outpost 9 BPO`s. When invention will be changed to positive ME and difference will be only 1% between 8 run and 1 run then u will need only 1,2 BPO........ So as u see from 50 BPO`s constatnly being used in POS u will land into 1,2 in the worst case and 18 at the best without changed to invetion. Now look at market in Jita: charons - around 40 per day Rhea - around 9 per day. to create Rhea u needed number of BPO`s enough to build 4,5 charons. And as long as there will be no more BPO`s needed to create base coppy for invention u will get only from that step enough BPO`s to build additoional 40 charons per day. In summary after changes there WILL BE 2 TIMES MORE BPO`s of freighters then currently needed.Aproximately around 2 000 freighters BPO`s will be not used anymore and become totally useless. And freighters BPO cost u 2 b per. Problem is somehow smaller with BS`s bcs number of involved BPO`s is much much smaller but for some industrialists still can exist. To solve this problem i will suggest:- a way to repackage BPO - Let npc station to buy back BPO at 'old' BPO prices ( before patch ages ago) which were 10-15 % lower then currant. From what i remeber charon BPO for example was going for 1,8 b. Another problem i see in this. In general it was proposed to balance coppy/invention to production time - in crusis this ratio will be far at the edge of illness for T2 bs/freight
This is a reasonable argument. In isolation I'd probably lean towards some method of... I don't want to say reimbursement necessarily, but a way to cash out that investment without taking too much of a haircut would be plausible. We'd have to think through all the consequences of doing so, though, and I can't guarantee where that line of thought would end up yet. |
|

Aluka 7th
161
|
Posted - 2014.06.06 17:05:00 -
[301] - Quote
CCP Greyscale wrote:Apelacja wrote:CCP Greyscale wrote:It's not something that's on the top of my list of concerns right now, but I'm prepared to be persuaded otherwise. Let`s make some calculations ( with fully skilled characters everything lvl 5) Now coppy time is 54 days after patch it will be 13 days. All freighters are built from 1 run invention run due to 10 % difference for 1 ME, and chance is 40% ( 42 in theory, but after 2 000 invention for me it below 40 %, i will assume it is 40%). So u need around 2,5 coppy of Freighter BPO to make one JF. so it is around 50 coppies to make 20 JF`s. It is 5 characters coppying and building per month when u count small queue on slots in hs and when u don`t build freighters. Altogher u need 50 coppies so it is 50 BPO`s. To achive the same state after patch u will need only 18 BPO`s under coppy all the time in hs station. In outpost 9 BPO`s. When invention will be changed to positive ME and difference will be only 1% between 8 run and 1 run then u will need only 1,2 BPO........ So as u see from 50 BPO`s constatnly being used in POS u will land into 1,2 in the worst case and 18 at the best without changed to invetion. Now look at market in Jita: charons - around 40 per day Rhea - around 9 per day. to create Rhea u needed number of BPO`s enough to build 4,5 charons. And as long as there will be no more BPO`s needed to create base coppy for invention u will get only from that step enough BPO`s to build additoional 40 charons per day. In summary after changes there WILL BE 2 TIMES MORE BPO`s of freighters then currently needed.Aproximately around 2 000 freighters BPO`s will be not used anymore and become totally useless. And freighters BPO cost u 2 b per. Problem is somehow smaller with BS`s bcs number of involved BPO`s is much much smaller but for some industrialists still can exist. To solve this problem i will suggest:- a way to repackage BPO - Let npc station to buy back BPO at 'old' BPO prices ( before patch ages ago) which were 10-15 % lower then currant. From what i remeber charon BPO for example was going for 1,8 b. Another problem i see in this. In general it was proposed to balance coppy/invention to production time - in crusis this ratio will be far at the edge of illness for T2 bs/freight This is a reasonable argument. In isolation I'd probably lean towards some method of... I don't want to say reimbursement necessarily, but a way to cash out that investment without taking too much of a haircut would be plausible. We'd have to think through all the consequences of doing so, though, and I can't guarantee where that line of thought would end up yet.
IMHO you would open can of worms with reimbursement/compensation as every patch influences some manufacturers. It was/is possible to build capital ship using just one BPO of each component type but not time optimal. And people invested money in more BPOs to achieve optimal and produce more components and also more capital ships. That was their risk investment. Lets say I bought (in theory) a lot of BPOs to increase my production volume for Armageddon and that ship gets nerfed in a patch and now no one wants to buy that ship. Would you reimbursed those excess BPOs I bought in some patch down the line (because I don't need that many anymore)?
Will you reimburse all those railgun/bastion/... BPOs that were used for compression now the compression will be changed?
Like I said, it would create precedent in future reimbursement requests that are also based on risky investing in additional BPOs for extra profit.
Capital producer will find buyers much sooner then people selling meta 0 railgun BPOs but truth is they don't want competition AND still want their investment back. You can't have your cake and eat it at the same time. |

Valterra Craven
260
|
Posted - 2014.06.06 17:09:00 -
[302] - Quote
CCP Greyscale wrote: This is a reasonable argument. In isolation I'd probably lean towards some method of... I don't want to say reimbursement necessarily, but a way to cash out that investment without taking too much of a haircut would be plausible. We'd have to think through all the consequences of doing so, though, and I can't guarantee where that line of thought would end up yet.
I'm of the opinion that any form of "reimbursement" beyond SP is a bad precedent to set. For example, with all of the ship changes over the past couple of years I now have two fully cargo rigged hoarders that are completely worthless given that their cargo bay was moved to a specialized bay. And this is only ONE of many many examples. I know for a fact that other game companies (Turbine) reset items in such a way that you don't lose them and you can redo things that were once permanent. CCP has never done this in the past and will likely not do so in the future. In other words if you go down this road then you should also look at unrigging every single ship affected by a balance change, or when rigs themselves have stat or penalty changes. Reimbursement has never been the CCP way with one obvious exception that I know about. We all have to suffer through changes and some of us even have to "take baths" on them. Please do NOT go down this road unless you want to tread it fully. |
|

CCP Greyscale
C C P C C P Alliance
2332

|
Posted - 2014.06.06 17:11:00 -
[303] - Quote
Ok, sorry for the delay in replying, busy week.
Draft 4 is here: http://cdn1.eveonline.com/community/forums/EVE/blueprints_public_draft_4.csv
This is the data that should, if everything works this evening, be on SiSi on Tuesday.
Major things that I can remember having done in this revision: - The biggest thing is that we've backed off normalizing invention jobs to ~24h in this release, and are leaving outputs at 1/10 runs for now. This is because there's fairly significant complications in ironing out all the wrinkles 24h jobs create, and given our strong expectation to start work on an invention overhaul immediately after Crius we didn't feel happy making extensive balance changes to make up for a lack of sensible mechanical support (ie batching of jobs) when we're expecting to roll in back in the near future anyway. I know people were excited for this, I'm sorry to disappoint you for Crius, but we think this is the better choice for the long-term interests of industry in EVE - T2 material usage is all kicked up 50% to account for the drop in "default" invention ME from -4 (old system) to +2 (new system) - We've decided to stay with float ranks for now because we lose too much resolution for eg T2 small ammo by going int-only - I've messed with the ranks of a bunch of specialist modules (warfare links, probe launchers etc) to give them a bit more flavor - T2 copy times are down to 0.8x build time like everything else; we are provisionally planning on adjusting certain copy-speed bonuses to not affect T2 blueprints, more info as we tune it - Ship skin blueprints have all had their build time set to 10s; we'll be special-casing build costs separately
I thiiiiink that's everything, but as above, long week, I may have missed something!
Feed me back here, of course, but we'll be on SiSi on Tuesday where you can see all this stuff live, and we'll make further adjustments from there! |
|

Valterra Craven
260
|
Posted - 2014.06.06 17:15:00 -
[304] - Quote
CCP Greyscale wrote: - T2 material usage is all kicked up 50% to account for the drop in "default" invention ME from -4 (old system) to +2 (new system)
Is this the T2 bpo nerf many of us have been hoping for? Aka how are you rolling this change out? |

Aryth
GoonWaffe Goonswarm Federation
1553
|
Posted - 2014.06.06 17:31:00 -
[305] - Quote
CCP Greyscale wrote:Ok, sorry for the delay in replying, busy week. Draft 4 is here: http://cdn1.eveonline.com/community/forums/EVE/blueprints_public_draft_4.csvThis is the data that should, if everything works this evening, be on SiSi on Tuesday. Major things that I can remember having done in this revision: - The biggest thing is that we've backed off normalizing invention jobs to ~24h in this release, and are leaving outputs at 1/10 runs for now. This is because there's fairly significant complications in ironing out all the wrinkles 24h jobs create, and given our strong expectation to start work on an invention overhaul immediately after Crius we didn't feel happy making extensive balance changes to make up for a lack of sensible mechanical support (ie batching of jobs) when we're expecting to roll in back in the near future anyway. I know people were excited for this, I'm sorry to disappoint you for Crius, but we think this is the better choice for the long-term interests of industry in EVE - T2 material usage is all kicked up 50% to account for the drop in "default" invention ME from -4 (old system) to +2 (new system) - We've decided to stay with float ranks for now because we lose too much resolution for eg T2 small ammo by going int-only - I've messed with the ranks of a bunch of specialist modules (warfare links, probe launchers etc) to give them a bit more flavor - T2 copy times are down to 0.8x build time like everything else; we are provisionally planning on adjusting certain copy-speed bonuses to not affect T2 blueprints, more info as we tune it - Ship skin blueprints have all had their build time set to 10s; we'll be special-casing build costs separately I thiiiiink that's everything, but as above, long week, I may have missed something! Feed me back here, of course, but we'll be on SiSi on Tuesday where you can see all this stuff live, and we'll make further adjustments from there!
That is probably the best solution for the T2 copy times so we don't have useless outposts still. Or rather, completely useless ones.
Everything else looks good though I haven't seen a comp bpo change yet but I might have missed it while traveling. Leader of the Goonswarm Economic Warfare Cabal. Vile Rat: You're the greatest sociopath that has ever played eve. |
|

CCP Greyscale
C C P C C P Alliance
2333

|
Posted - 2014.06.06 17:43:00 -
[306] - Quote
Valterra Craven wrote:CCP Greyscale wrote: - T2 material usage is all kicked up 50% to account for the drop in "default" invention ME from -4 (old system) to +2 (new system)
Is this the T2 bpo nerf many of us have been hoping for? Aka how are you rolling this change out?
Material numbers will all be 1.5/0.9x (to account for both invention changes and waste changes), existing BPCs with negative ME/PE will be rectified. Pretty straightforward, I hope!
Aryth wrote:CCP Greyscale wrote:Ok, sorry for the delay in replying, busy week. Draft 4 is here: http://cdn1.eveonline.com/community/forums/EVE/blueprints_public_draft_4.csvThis is the data that should, if everything works this evening, be on SiSi on Tuesday. Major things that I can remember having done in this revision: - The biggest thing is that we've backed off normalizing invention jobs to ~24h in this release, and are leaving outputs at 1/10 runs for now. This is because there's fairly significant complications in ironing out all the wrinkles 24h jobs create, and given our strong expectation to start work on an invention overhaul immediately after Crius we didn't feel happy making extensive balance changes to make up for a lack of sensible mechanical support (ie batching of jobs) when we're expecting to roll in back in the near future anyway. I know people were excited for this, I'm sorry to disappoint you for Crius, but we think this is the better choice for the long-term interests of industry in EVE - T2 material usage is all kicked up 50% to account for the drop in "default" invention ME from -4 (old system) to +2 (new system) - We've decided to stay with float ranks for now because we lose too much resolution for eg T2 small ammo by going int-only - I've messed with the ranks of a bunch of specialist modules (warfare links, probe launchers etc) to give them a bit more flavor - T2 copy times are down to 0.8x build time like everything else; we are provisionally planning on adjusting certain copy-speed bonuses to not affect T2 blueprints, more info as we tune it - Ship skin blueprints have all had their build time set to 10s; we'll be special-casing build costs separately I thiiiiink that's everything, but as above, long week, I may have missed something! Feed me back here, of course, but we'll be on SiSi on Tuesday where you can see all this stuff live, and we'll make further adjustments from there! That is probably the best solution for the T2 copy times so we don't have useless outposts still. Or rather, completely useless ones. Everything else looks good though I haven't seen a comp bpo change yet but I might have missed it while traveling.
I think we're largely leaving component BPOs alone, except that capital components have ~7 days' worth of build time in a max run copy (it's rounded to the nearest 10). |
|

Seith Kali
GoonWaffe Goonswarm Federation
94
|
Posted - 2014.06.06 17:44:00 -
[307] - Quote
CCP Greyscale wrote:
I thiiiiink that's everything, but as above, long week, I may have missed something!
Time to max research column? :D Apprentice Goonswarm Economic Warfare Consultant - Drowning in entitlement and privilege.-á |
|

CCP Greyscale
C C P C C P Alliance
2333

|
Posted - 2014.06.06 17:46:00 -
[308] - Quote
Seith Kali wrote:CCP Greyscale wrote:
I thiiiiink that's everything, but as above, long week, I may have missed something!
Time to max research column? :D
Oh. Yeah. Forgot about that. Multiply level 1 research by 256000/105 to get total max research time in seconds. |
|

Valterra Craven
260
|
Posted - 2014.06.06 17:50:00 -
[309] - Quote
CCP Greyscale wrote:Valterra Craven wrote:CCP Greyscale wrote: - T2 material usage is all kicked up 50% to account for the drop in "default" invention ME from -4 (old system) to +2 (new system)
Is this the T2 bpo nerf many of us have been hoping for? Aka how are you rolling this change out? Material numbers will all be 1.5/0.9x (to account for both invention changes and waste changes), existing BPCs with negative ME/PE will be rectified. Pretty straightforward, I hope!
I guess my question was more of, will material requirement values of a perfectly researched t2 BPO be more/less/same after these changes? |

Seith Kali
GoonWaffe Goonswarm Federation
94
|
Posted - 2014.06.06 17:53:00 -
[310] - Quote
CCP Greyscale wrote:Seith Kali wrote:CCP Greyscale wrote:
I thiiiiink that's everything, but as above, long week, I may have missed something!
Time to max research column? :D Oh. Yeah. Forgot about that. Multiply level 1 research by 256000/105 to get total max research time in seconds.
Just checking it hadn't changed ;) Apprentice Goonswarm Economic Warfare Consultant - Drowning in entitlement and privilege.-á |
|

CCP Greyscale
C C P C C P Alliance
2333

|
Posted - 2014.06.06 18:05:00 -
[311] - Quote
Valterra Craven wrote:CCP Greyscale wrote:Valterra Craven wrote:CCP Greyscale wrote: - T2 material usage is all kicked up 50% to account for the drop in "default" invention ME from -4 (old system) to +2 (new system)
Is this the T2 bpo nerf many of us have been hoping for? Aka how are you rolling this change out? Material numbers will all be 1.5/0.9x (to account for both invention changes and waste changes), existing BPCs with negative ME/PE will be rectified. Pretty straightforward, I hope! I guess my question was more of, will material requirement values of a perfectly researched t2 BPO be more/less/same after these changes?
50% more, I think. Probably exactly, possibly not exactly, I don't want to spin up the math in my head as I'm in the middle of a DB import atm :) |
|

Aryth
GoonWaffe Goonswarm Federation
1553
|
Posted - 2014.06.06 18:14:00 -
[312] - Quote
CCP Greyscale wrote:Valterra Craven wrote:CCP Greyscale wrote:Valterra Craven wrote:CCP Greyscale wrote: - T2 material usage is all kicked up 50% to account for the drop in "default" invention ME from -4 (old system) to +2 (new system)
Is this the T2 bpo nerf many of us have been hoping for? Aka how are you rolling this change out? Material numbers will all be 1.5/0.9x (to account for both invention changes and waste changes), existing BPCs with negative ME/PE will be rectified. Pretty straightforward, I hope! I guess my question was more of, will material requirement values of a perfectly researched t2 BPO be more/less/same after these changes? 50% more, I think. Probably exactly, possibly not exactly, I don't want to spin up the math in my head as I'm in the middle of a DB import atm :)
This is quite the clever solution to them. Leader of the Goonswarm Economic Warfare Cabal. Vile Rat: You're the greatest sociopath that has ever played eve. |

Gilbaron
Free-Space-Ranger Nulli Secunda
1447
|
Posted - 2014.06.06 18:25:00 -
[313] - Quote
Aaaaaaaand there goes my weekend.
Feels really good to see my suggestions iimplemented, or at least, strongly considered and postponed with good arguments. GRRR Goons |

Loraine Gess
Confedeferate Union of Tax Legalists
363
|
Posted - 2014.06.06 18:29:00 -
[314] - Quote
Doesn't that mean that all currently existing T2 items will become almost 50% more valuable post-crius?
speculation machine running.... |

Aluka 7th
161
|
Posted - 2014.06.06 18:34:00 -
[315] - Quote
That means that -4 BPC now that will become +XX BPC will both require roughly the same amount of materials. That translates to things that are manufactured mostly from invention to still have the similar price before/after Crius AND things that are manufactured mostly from T2 BPO to cost almost 50% more. Those are mostly T2 ships. |

Loraine Gess
Confedeferate Union of Tax Legalists
363
|
Posted - 2014.06.06 18:40:00 -
[316] - Quote
Aluka 7th wrote:Loraine Gess wrote:Doesn't that mean that all currently existing T2 items will become almost 50% more valuable post-crius?
speculation machine running.... You are right. That means that all invention BPCs (-1 to -4 now) will become +XX BPC but will both require roughly the same amount of materials. That means things that are manufactured mostly from invention will still have similar price before/after Crius AND things that are manufactured mostly from T2 BPO will cost almost 50% more. Those are mostly T2 ships that will substantially increase in price.
Yes thank you for the differentiation! I was thinking about my statement for a moment and thought it couldn't possibly be right, as the 50% increase is meant to solve the invention change. |

Aryth
GoonWaffe Goonswarm Federation
1553
|
Posted - 2014.06.06 18:42:00 -
[317] - Quote
Loraine Gess wrote:Doesn't that mean that all currently existing T2 items will become almost 50% more valuable post-crius?
speculation machine running....
No. It means those areas dominated by T2 BPOs will adjust upwards. CS/Recons etc. Not all. Leader of the Goonswarm Economic Warfare Cabal. Vile Rat: You're the greatest sociopath that has ever played eve. |

Seith Kali
GoonWaffe Goonswarm Federation
94
|
Posted - 2014.06.06 19:06:00 -
[318] - Quote
Loraine Gess wrote:Doesn't that mean that all currently existing T2 items will become almost 50% more valuable post-crius?
speculation machine running....
Yes. buy buy buy. Apprentice Goonswarm Economic Warfare Consultant - Drowning in entitlement and privilege.-á |

Voyager Arran
GoonWaffe Goonswarm Federation
263
|
Posted - 2014.06.06 19:09:00 -
[319] - Quote
https://forums.eveonline.com/default.aspx?g=posts&t=134962&p=2
With a little luck his kids should recoup the investment in 30 years. |

Seith Kali
GoonWaffe Goonswarm Federation
94
|
Posted - 2014.06.06 19:13:00 -
[320] - Quote
No rumor mongering. Apprentice Goonswarm Economic Warfare Consultant - Drowning in entitlement and privilege.-á |

Aluka 7th
161
|
Posted - 2014.06.06 19:16:00 -
[321] - Quote
These ships have T2 BPO (and will increase in price with proposed change): - Command ships - Recons - HACs - Interdictors - Cov.op. - Assault frigs - Exhumers - Interceptors - Logistics - Transport ships
These ships don't have T2 BPO: - Heavy interdictors - Marauders - Black ops - Jump freighters
Still HACs, ceptors, AF, dictors, exhumers, logi and cov op are still invented more then produced from T2 BPO. And like it was said Command ships and recons are mostly produced from T2 BPO. Hulk - 90% from invention Mackinaw - 84% Falcon - 72% Sabre - 68% Ishtar - 66% Wolf - 65% Zealot - 63% Curse - 28% Sleipnir - 23% Pilgrim - 22% Eris - 20% Flycatcher -14% Heretic - 10% Absolution - 10% Damnation - 8% Eagle - 6% .... |

Governor McMorris
McMorris Inc. McMorris and Associates
37
|
Posted - 2014.06.06 19:17:00 -
[322] - Quote
Aluka 7th wrote:These ships have T2 BPO (and will increase in price): - Command ships - Recons - HACs (Castor) - Interdictors - Cov.op. - Assault frigs - Exhumers - Interceptors - Logistics - Transport ships
These ships don't have T2 BPO: - Heavy interdictors - Marauders - Black ops - Jump freighters
Thanks! Better start investing.
|
|

CCP Greyscale
C C P C C P Alliance
2335

|
Posted - 2014.06.06 19:50:00 -
[323] - Quote
As ever, all numbers subject to change :) |
|

Seith Kali
GoonWaffe Goonswarm Federation
95
|
Posted - 2014.06.06 19:55:00 -
[324] - Quote
Except for the number 525b. That number will echo throughout the galaxy until the servers burn. Apprentice Goonswarm Economic Warfare Consultant - Drowning in entitlement and privilege.-á |

Soldarius
Deadman W0nderland Test Alliance Please Ignore
698
|
Posted - 2014.06.06 19:56:00 -
[325] - Quote
I just want to be clear. Does the +50% apply across the board to all T2 blueprints, both invented and copied from BPO? GÇ£I personally refuse to help AAA take space from itself so it can become an even shittier version of itselfGÇ¥
-Grath Telkin, 2014. |

Gilbaron
Free-Space-Ranger Nulli Secunda
1447
|
Posted - 2014.06.06 19:58:00 -
[326] - Quote
You guys need to look at this from a different angle.
T2 bpos will continue to dominate certain markets (and that's the problem)
T2 bpos can dominate a market when there is low demand for the product. That's the case for command ships because of their specialisation and some other ships because of general badness (was a much bigger problem before fozzie changed pretty much all the things balancing). You can check for those markets by running the numbers on invention. If a product is and remains unprofitable, the demand is probably mostly fulfilled by bpos.
T2 profit will shrink, but T2 impact will remain the same. T2 profit has never been a problem, t2 bpo domination has been one. (if you ignore the original distribution mechanics)
GRRR Goons |

Aryth
GoonWaffe Goonswarm Federation
1553
|
Posted - 2014.06.06 20:11:00 -
[327] - Quote
Gilbaron wrote:You guys need to look at this from a different angle.
T2 bpos will continue to dominate certain markets (and that's the problem)
T2 bpos can dominate a market when there is low demand for the product. That's the case for command ships because of their specialisation and some other ships because of general badness (was a much bigger problem before fozzie changed pretty much all the things balancing). You can check for those markets by running the numbers on invention. If a product is and remains unprofitable, the demand is probably mostly fulfilled by bpos.
T2 profit will shrink, but T2 impact will remain the same. T2 profit has never been a problem, t2 bpo domination has been one. (if you ignore the original distribution mechanics)
Rerun their cost advantage #s after this. Its within the usual margin now. Leader of the Goonswarm Economic Warfare Cabal. Vile Rat: You're the greatest sociopath that has ever played eve. |

Retar Aveymone
BUTTECORP INC Goonswarm Federation
420
|
Posted - 2014.06.06 20:21:00 -
[328] - Quote
Gilbaron wrote:You guys need to look at this from a different angle.
T2 bpos will continue to dominate certain markets (and that's the problem)
T2 bpos can dominate a market when there is low demand for the product. That's the case for command ships because of their specialisation and some other ships because of general badness (was a much bigger problem before fozzie changed pretty much all the things balancing). You can check for those markets by running the numbers on invention. If a product is and remains unprofitable, the demand is probably mostly fulfilled by bpos.
T2 profit will shrink, but T2 impact will remain the same. T2 profit has never been a problem, t2 bpo domination has been one. (if you ignore the original distribution mechanics)
after this patch strangles their profit we can buy them for a pittance and drown them in the bathtub |

Elena Thiesant
Sun Micro Systems
1361
|
Posted - 2014.06.06 20:39:00 -
[329] - Quote
Soldarius wrote:I just want to be clear. Does the +50% apply across the board to all T2 blueprints, both invented and copied from BPO?
Yes, but remember that invented BPCs are going from default -4 ME to default +2 ME, so with a 50% increase in base mats, requirements will stay close to the same for invented stuff. |

Throwaway Sam Atild
Republic Military School Minmatar Republic
4
|
Posted - 2014.06.06 21:02:00 -
[330] - Quote
CCP Greyscale wrote:Ok, sorry for the delay in replying, busy week. Draft 4 is here: http://cdn1.eveonline.com/community/forums/EVE/blueprints_public_draft_4.csvThis is the data that should, if everything works this evening, be on SiSi on Tuesday. Major things that I can remember having done in this revision: - The biggest thing is that we've backed off normalizing invention jobs to ~24h in this release, and are leaving outputs at 1/10 runs for now. This is because there's fairly significant complications in ironing out all the wrinkles 24h jobs create, and given our strong expectation to start work on an invention overhaul immediately after Crius we didn't feel happy making extensive balance changes to make up for a lack of sensible mechanical support (ie batching of jobs) when we're expecting to roll in back in the near future anyway. I know people were excited for this, I'm sorry to disappoint you for Crius, but we think this is the better choice for the long-term interests of industry in EVE Feed me back here, of course, but we'll be on SiSi on Tuesday where you can see all this stuff live, and we'll make further adjustments from there!
I'm not sure I follow this bit. Does this mean that we need to use a max-run copy to produce a max run T2-BPC still? Or stated another way that a single run copy is going to output a single run T2-BPC? |

Gamer4liff
GoonWaffe Goonswarm Federation
98
|
Posted - 2014.06.06 21:10:00 -
[331] - Quote
Aluka 7th wrote:These ships have T2 BPO (and will increase in price with proposed change): Damnation - 8% .... lol @ the 8% of damnation production coming from inventors. The ship is essentially mathematically impossible to profit on via invention. Some people just like pouring money down a hole I guess.
I still say the best solution for achieving lasting T2 BPO and Invention BPC balance would be to peg max T2 BPO ME 1-3 ME levels below max invention ME level. In addition to the other changes in the thread linked in my sig, of course. A comprehensive proposal for balancing T2 Production: here |

Gilbaron
Free-Space-Ranger Nulli Secunda
1447
|
Posted - 2014.06.06 21:15:00 -
[332] - Quote
Aryth wrote:Gilbaron wrote:You guys need to look at this from a different angle.
T2 bpos will continue to dominate certain markets (and that's the problem)
T2 bpos can dominate a market when there is low demand for the product. That's the case for command ships because of their specialisation and some other ships because of general badness (was a much bigger problem before fozzie changed pretty much all the things balancing). You can check for those markets by running the numbers on invention. If a product is and remains unprofitable, the demand is probably mostly fulfilled by bpos.
T2 profit will shrink, but T2 impact will remain the same. T2 profit has never been a problem, t2 bpo domination has been one. (if you ignore the original distribution mechanics)
Rerun their cost advantage #s after this. Its within the usual margin now.
The cost advantage is not a problem. The amount of stuff that's produced under these conditions is.
GRRR Goons |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3384
|
Posted - 2014.06.06 21:25:00 -
[333] - Quote
Gamer4liff wrote:Aluka 7th wrote:These ships have T2 BPO (and will increase in price with proposed change): Damnation - 8% .... lol @ the 8% of damnation production coming from inventors. The ship is essentially mathematically impossible to profit on via invention. Some people just like pouring money down a hole I guess. I still say the best solution for achieving lasting T2 BPO and Invention BPC balance would be to peg max T2 BPO ME 1-3 ME levels below max invention ME level. In addition to the other changes in the thread linked in my sig, of course.
Huh. you sure about that, with the damnation. Because with a process decryptor, I'm seeing 418k isk/hr. (around 21 million profit)
That's buying everything from the market at jita prices. (If you sell to a buy order, you'll make around 10 million) Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |

Aluka 7th
161
|
Posted - 2014.06.06 21:29:00 -
[334] - Quote
Gamer4liff wrote:Aluka 7th wrote:These ships have T2 BPO (and will increase in price with proposed change): Damnation - 8% .... lol @ the 8% of damnation production coming from inventors. The ship is essentially mathematically impossible to profit on via invention. Some people just like pouring money down a hole I guess. I still say the best solution for achieving lasting T2 BPO and Invention BPC balance would be to peg max T2 BPO ME 1-3 ME levels below max invention ME level. In addition to the other changes in the thread linked in my sig, of course.
Negative margin in Jita is not negative margin everywhere and specially 0.0. I actually had 2-2.5 bigger margin in 0.0 then in Jita for some T2 ships. Even naglafars have 3x bigger profit in 0.0 then in Forge. Also if you need armor link fleet booster in wormhole or 0.0, you will invent few Damnation BPCs locally. Its a good fleet boosting ship and quite profitable. |

Gamer4liff
GoonWaffe Goonswarm Federation
98
|
Posted - 2014.06.06 21:46:00 -
[335] - Quote
Steve Ronuken wrote:
Huh. you sure about that, with the damnation. Because with a process decryptor, I'm seeing 418k isk/hr. (around 21 million profit)
That's buying everything from the market at jita prices. (If you sell to a buy order, you'll make around 10 million)
Ah, I see the market has recovered some since the last time I checked.
Still, historically, I know the damnation has dipped below negative margins many times in its history, even for BPO owners.
Aluka 7th wrote: Negative margin in Jita is not negative margin everywhere and specially 0.0. I actually had 2-2.5 bigger margin in 0.0 then in Jita for some T2 ships. Even naglafars have 3x bigger profit in 0.0 then in Forge. Also if you need armor link fleet booster in wormhole or 0.0, you will invent few Damnation BPCs locally. Its a good fleet boosting ship and quite profitable.
Fair enough, fair enough, though the costs involved with importing eat a good bit of that too. A comprehensive proposal for balancing T2 Production: here |

Aryth
GoonWaffe Goonswarm Federation
1553
|
Posted - 2014.06.06 21:54:00 -
[336] - Quote
Gilbaron wrote:Aryth wrote:Gilbaron wrote:You guys need to look at this from a different angle.
T2 bpos will continue to dominate certain markets (and that's the problem)
T2 bpos can dominate a market when there is low demand for the product. That's the case for command ships because of their specialisation and some other ships because of general badness (was a much bigger problem before fozzie changed pretty much all the things balancing). You can check for those markets by running the numbers on invention. If a product is and remains unprofitable, the demand is probably mostly fulfilled by bpos.
T2 profit will shrink, but T2 impact will remain the same. T2 profit has never been a problem, t2 bpo domination has been one. (if you ignore the original distribution mechanics)
Rerun their cost advantage #s after this. Its within the usual margin now. The cost advantage is not a problem. The amount of stuff that's produced under these conditions is.
You said dominate markets. They aren't going to dominate anything when their cost advantage is well within the effort and margin error. Leader of the Goonswarm Economic Warfare Cabal. Vile Rat: You're the greatest sociopath that has ever played eve. |
|

CCP Greyscale
C C P C C P Alliance
2336

|
Posted - 2014.06.06 22:58:00 -
[337] - Quote
Throwaway Sam Atild wrote:CCP Greyscale wrote:Ok, sorry for the delay in replying, busy week. Draft 4 is here: http://cdn1.eveonline.com/community/forums/EVE/blueprints_public_draft_4.csvThis is the data that should, if everything works this evening, be on SiSi on Tuesday. Major things that I can remember having done in this revision: - The biggest thing is that we've backed off normalizing invention jobs to ~24h in this release, and are leaving outputs at 1/10 runs for now. This is because there's fairly significant complications in ironing out all the wrinkles 24h jobs create, and given our strong expectation to start work on an invention overhaul immediately after Crius we didn't feel happy making extensive balance changes to make up for a lack of sensible mechanical support (ie batching of jobs) when we're expecting to roll in back in the near future anyway. I know people were excited for this, I'm sorry to disappoint you for Crius, but we think this is the better choice for the long-term interests of industry in EVE Feed me back here, of course, but we'll be on SiSi on Tuesday where you can see all this stuff live, and we'll make further adjustments from there! I'm not sure I follow this bit. Does this mean that we need to use a max-run copy to produce a max run T2-BPC still? Or stated another way that a single run copy is going to output a single run T2-BPC?
Nope, one run is all you need. We were going to change things so all invention jobs took ~24 hours, but decided not to. |
|

Ryshca
Viziam Amarr Empire
14
|
Posted - 2014.06.06 22:59:00 -
[338] - Quote
CCP Greyscale wrote:Valterra Craven wrote:CCP Greyscale wrote:Valterra Craven wrote:
Is this the T2 bpo nerf many of us have been hoping for? Aka how are you rolling this change out?
Material numbers will all be 1.5/0.9x (to account for both invention changes and waste changes), existing BPCs with negative ME/PE will be rectified. Pretty straightforward, I hope! I guess my question was more of, will material requirement values of a perfectly researched t2 BPO be more/less/same after these changes? 50% more, I think. Probably exactly, possibly not exactly, I don't want to spin up the math in my head as I'm in the middle of a DB import atm :)
CCP Greyscale wrote:- We are erring on the side of preserving the status quo in invention over preserving the status quo for T2 BPOs; note that, as previous point, we are not specifically targeting T2 BPOs in any particular way
Will you do anything to keep the status quo for t2 BPOs to Invention BPCs? All your 'ideas' seems to target to make t2 BPOs worthless. |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3384
|
Posted - 2014.06.06 23:04:00 -
[339] - Quote
Ryshca wrote:Will you do anything to keep the status quo for t2 BPOs to Invention BPCs? All your 'ideas' seems to target to make t2 BPOs worthless.
Quote:We are erring on the side of preserving the status quo in invention over preserving the status quo for T2 BPOs; note that, as previous point, we are not specifically targeting T2 BPOs in any particular way
And they're hardly worthless. The gap is narrowed, but not removed. you still don't have to do any invention on them. You can do longer runs on them (saving more on build costs), and not losing any time to 'I'm not at the keyboard right now'.
CCP have stated (in this thread, iirc) that they consider T2 BPOs an issue. One they don't have a solution for right now, but something they're going to be revisiting. Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |

Mashimara
Defenders of Commerce
2
|
Posted - 2014.06.07 02:23:00 -
[340] - Quote
Steve Ronuken wrote:Ryshca wrote:Will you do anything to keep the status quo for t2 BPOs to Invention BPCs? All your 'ideas' seems to target to make t2 BPOs worthless. Quote:We are erring on the side of preserving the status quo in invention over preserving the status quo for T2 BPOs; note that, as previous point, we are not specifically targeting T2 BPOs in any particular way And they're hardly worthless. The gap is narrowed, but not removed. you still don't have to do any invention on them. You can do longer runs on them (saving more on build costs), and not losing any time to 'I'm not at the keyboard right now'. CCP have stated (in this thread, iirc) that they consider T2 BPOs an issue. One they don't have a solution for right now, but something they're going to be revisiting.
This might not be the place for this BUT. I had a thought. Change manufacturing to REQUIRE a BPC to run a job on. Then simply make the time to copy a T2 BPO 3 times as long as a T1 BPO. This will level the time costs and make those T2 BPO owners happy that their BPO is still in their cargo !
|

Loraine Gess
Confedeferate Union of Tax Legalists
365
|
Posted - 2014.06.07 02:27:00 -
[341] - Quote
Mashimara wrote:Steve Ronuken wrote:Ryshca wrote:Will you do anything to keep the status quo for t2 BPOs to Invention BPCs? All your 'ideas' seems to target to make t2 BPOs worthless. Quote:We are erring on the side of preserving the status quo in invention over preserving the status quo for T2 BPOs; note that, as previous point, we are not specifically targeting T2 BPOs in any particular way And they're hardly worthless. The gap is narrowed, but not removed. you still don't have to do any invention on them. You can do longer runs on them (saving more on build costs), and not losing any time to 'I'm not at the keyboard right now'. CCP have stated (in this thread, iirc) that they consider T2 BPOs an issue. One they don't have a solution for right now, but something they're going to be revisiting. This might not be the place for this BUT. I had a thought. Change manufacturing to REQUIRE a BPC to run a job on. Then simply make the time to copy a T2 BPO 3 times as long as a T1 BPO. This will level the time costs and make those T2 BPO owners happy that their BPO is still in their cargo !
Brilliant! Let's not fix invention - Let's bring everything else down its level! CLICKFESTS FOR EVERYONE!
|

Gilbaron
Free-Space-Ranger Nulli Secunda
1448
|
Posted - 2014.06.07 02:40:00 -
[342] - Quote
unrelated thing:
can someone share a google doc with me where the import does not kill the float ranks ? for whatever strange reason i can only get the float values for the max research column, but not for the ranks column :(
just make it public and send me the link via PN <3 GRRR Goons |

Gilbaron
Free-Space-Ranger Nulli Secunda
1448
|
Posted - 2014.06.07 02:50:00 -
[343] - Quote
Quote:This might not be the place for this BUT. I had a thought. Change manufacturing to REQUIRE a BPC to run a job on. Then simply make the time to copy a T2 BPO 3 times as long as a T1 BPO. This will level the time costs and make those T2 BPO owners happy that their BPO is still in their cargo !
how about no ?
SMA killmails were great, i can't wait for lab/array killmails with BPOs in them. expensive BPOs. i just hope that CCP is gonna find a way to make it happen :) GRRR Goons |

Dearthair
Goibhniu Industries The Gentlemen's Society
8
|
Posted - 2014.06.07 03:00:00 -
[344] - Quote
Hmm..if ever a T2 BPO shows up on a POS KM that's going to be epic... NBLID (Not Blue Let It Die), the new motto for miners, manufacturers, and retailers everywhere. |

Throwaway Sam Atild
Republic Military School Minmatar Republic
4
|
Posted - 2014.06.07 03:55:00 -
[345] - Quote
I took some time to really go through version 4 of the table, and re-read some of the older posts. I have to say I'm not coming away with a very positive feeling with how this is all going to go down for the not high-level T2 producer. There's been some positive stuff, I think, with the emphasis on the copy times, but I'm not sure what the goal of these changes are anymore.
The Major Issue
Closing up the flood-gates during a rain storm. We're in for a storm of people interested in production, and probably T2 production. I think this should be expected when you do a release focused on industry. Additionally we're removing the standings barrier to POS, so every single 5 man corporation out there is going to get a POS to pump up their advertisement on the corp forums. Should even a fraction of these folks decide to try to put random items into the POS to see what it spits out, they're going to be adding labor to the pool. Odds are their first project won't be a jump freighter, it will be a module.
Since we're taking the time to apply a "scramble function" to blueprint data anyway, why not increase the end to end build or TTM instead of decrease it? As it stands it's baffling the amount of other pilots I can personally supply with modules with my characters anyway. With the changes, presuming I don't get bored of clicking, I'll be able to build between 100-600x T2 modules a day! Per character! And when we finally get the ability to chain the jobs together it will get even worse.
So why are we even doing this?
I think its possible I might have lost sight of what somebody must have written on a white-board with a circle around it 6-18 months ago.
Industry is changing, certainly, but to what ultimate goal? Improvement is a pretty abstract term. And if that's all there is, then I'm not sure I see exactly how we're improving it. I think the UI team is doing a bang up job of making the interface more pleasant (though I'll still be doing a bunch of clicking), and I'm pretty sure we're going to be spreading out indy (though I'm not sure why bunched up indy was decided to be bad).
I think maybe what we're talking about in this thread would make more sense to me if someone could explain to me (perhaps as if I were 5) the big picture, and how what we're doing here in this thread is contributing to that vision. Right now it all feels very ad-hoc and improvised for a release just a few weeks out. |

mynnna
GoonWaffe Goonswarm Federation
3590
|
Posted - 2014.06.07 04:46:00 -
[346] - Quote
Throwaway Sam Atild wrote:I took some time to really go through version 4 of the table, and re-read some of the older posts. I have to say I'm not coming away with a very positive feeling with how this is all going to go down for the not high-level T2 producer. There's been some positive stuff, I think, with the emphasis on the copy times, but I'm not sure what the goal of these changes are anymore.
The Major Issue
Closing up the flood-gates during a rain storm. We're in for a storm of people interested in production, and probably T2 production. I think this should be expected when you do a release focused on industry. Additionally we're removing the standings barrier to POS, so every single 5 man corporation out there is going to get a POS to pump up their advertisement on the corp forums. Should even a fraction of these folks decide to try to put random items into the POS to see what it spits out, they're going to be adding labor to the pool. Odds are their first project won't be a jump freighter, it will be a module.
Since we're taking the time to apply a "scramble function" to blueprint data anyway, why not increase the end to end build or TTM instead of decrease it? As it stands it's baffling the amount of other pilots I can personally supply with modules with my characters anyway. With the changes, presuming I don't get bored of clicking, I'll be able to build between 100-600x T2 modules a day! Per character! And when we finally get the ability to chain the jobs together it will get even worse.
So why are we even doing this?
I think its possible I might have lost sight of what somebody must have written on a white-board with a circle around it 6-18 months ago.
Industry is changing, certainly, but to what ultimate goal? Improvement is a pretty abstract term. And if that's all there is, then I'm not sure I see exactly how we're improving it. I think the UI team is doing a bang up job of making the interface more pleasant (though I'll still be doing a bunch of clicking), and I'm pretty sure we're going to be spreading out indy (though I'm not sure why bunched up indy was decided to be bad).
I think maybe what we're talking about in this thread would make more sense to me if someone could explain to me (perhaps as if I were 5) the big picture, and how what we're doing here in this thread is contributing to that vision. Right now it all feels very ad-hoc and improvised for a release just a few weeks out.
Explain it like you're five. Right, let's see. "If copy times are lower than build times, smart people have extra ways they can do better!" And then invention and build time changes. "If copy is faster, invention and build can be bigger so you get the same amount of things but with less clicks. Clicking isn't fun!" And then the ME changes for invention. "It's so when the extra materials are turned into normal materials, they don't get even bigger."
Make sense?
Member of the Goonswarm Economic Warfare Cabal |

Throwaway Sam Atild
Republic Military School Minmatar Republic
4
|
Posted - 2014.06.07 05:47:00 -
[347] - Quote
Posting error |

Throwaway Sam Atild
Republic Military School Minmatar Republic
4
|
Posted - 2014.06.07 05:48:00 -
[348] - Quote
mynnna wrote:
Explain it like you're five. Right, let's see. "If copy times are lower than build times, smart people have extra ways they can do better!" And then invention and build time changes. "If copy is faster, invention and build can be bigger so you get the same amount of things but with less clicks. Clicking isn't fun!" And then the ME changes for invention. "It's so when the extra materials are turned into normal materials, they don't get even bigger."
Make sense?
Your explanation makes sense, but it doesn't answer my question. It explains specific patches for problems created by the big picture.
The ME change you describe is an excellent example of a targeted fix, though you don't complete the thought. We had extra materials which were messing things up, so we removed them, and then had to compensate. Excellent. This is something that I imagine was on that white-board long ago.
The copy line of thought doesn't make it there for me... We want people to have to risk their blueprints -> people have to put their blueprints in POS's to use them -X people can manufacture in stations or make copies easily -> we have to adjust the way copy time works for invention. I think CCP Greyscale elegantly fixed this problem and got us away from the max-run complexity, with minimum detriment.
As for your invention clicks line of thought, I just don't follow unless you're referencing the changes that won't make it with increased end-run. As it stands we're doing the same amount of clicks.
But what was the reason for scrambling up end to end times? Decreasing module TTM and increasing ship TTM. It doesn't seem to be a direct consequence of any line of thought. It appears to be, "well, we've cracked open the blueprints to fix some stuff we broke, hey, why don't we mess around while we're in here? What does everyone thing?" Of the changes, this is the one I'd most like an ELI5 for. Are we trying to get more people involved in the "big" projects? Is there hidden benefits I can't see from my perspective?
That's why I'm asking for the big picture. I want to know what problems with the game are going to be fixed, or what are we improving with the changes that are made. What are the over-reaching goals that are trying to be met. Without a clearer understanding of the original intent, I can only point out potential problems that I think may occur.
|

Aluka 7th
161
|
Posted - 2014.06.07 06:20:00 -
[349] - Quote
Throwaway Sam Atild wrote:
Your explanation makes sense, but it doesn't answer my question. It explains specific patches for problems created by the big picture.
But what was the reason for scrambling up end to end times? Decreasing module TTM and increasing ship TTM. It doesn't seem to be a direct consequence of any line of thought. It appears to be, "well, we've cracked open the blueprints to fix some stuff we broke, hey, why don't we mess around while we're in here? What does everyone thing?" Of the changes, this is the one I'd most like an ELI5 for. Are we trying to get more people involved in the "big" projects? Is there hidden benefits I can't see from my perspective?
That's why I'm asking for the big picture. I want to know what problems with the game are going to be fixed, or what are we improving with the changes that are made. What are the over-reaching goals that are trying to be met. Without a clearer understanding of the original intent, I can only point out potential problems that I think may occur.
Ah, you are asking about global strategy. Like for example "we (CCP) want more people producing modules and less people producing capital ship. We plan to do that with this, this and that change; we find these 5 things a problem and want to address it this way...." . Something along those lines, right?
|

Grigori Annunaki
40
|
Posted - 2014.06.07 06:44:00 -
[350] - Quote
I didn't see this addressed, but I think there's a typo in the Draft 4 spreadsheet. T2 light drones are listed as having max runs of 1 instead of 10. |

Danny Centauri
Manu Fortius space weaponry and trade
95
|
Posted - 2014.06.07 12:03:00 -
[351] - Quote
Just considering the blanket 50% increase in base T2 materials.
The old ME -4 was 50% off perfect build materials whilst the new ME 0% is 9.1% off perfection. It seems like the 50% increase in materials was quite lazy as to account for the base change in invention you would increase material requirements by 37.5%. [1.50 / 1.091 = 1.3748]
The actual final adjustment that should be made is even more complex still as itGÇÖs a balance of the decryptors used in invention and a comparison of their material waste before and after the patch. Even then you canGÇÖt account for the changes in behaviour with usage of the decryptors so itGÇÖs pretty clear that the moon goo market will be up in the air for a while. Personally IGÇÖd expect to see moo material prices increase as a result of this change which isnGÇÖt optimal as moon mining is a completely passive income source.
As it's hard to take player behaviour into account as such a 37.5% increase in T2 materials rather than 50% seems more logical. EVE Manufacturing Guide - Simple guides to manufacturing in EVE for both beginners and more experienced players. |

Danny Centauri
Manu Fortius space weaponry and trade
95
|
Posted - 2014.06.07 12:11:00 -
[352] - Quote
Also just a quick second point why couldn't you multiple the ranks by 10 and divide the research times by 10? Then you could have kept everything as nice tidy integers without anyone having to ever wonder about rounding again :). EVE Manufacturing Guide - Simple guides to manufacturing in EVE for both beginners and more experienced players. |

probag Bear
Center for Advanced Studies Gallente Federation
52
|
Posted - 2014.06.07 13:26:00 -
[353] - Quote
CCP Greyscale wrote:Material numbers will all be 1.5/0.9x
While 1.5 is an awfully nice and round number, I feel it is too large in this context.
I can understand dismissing the fact, which others have mentioned, that this raises material requirements of decryptor-less invention by ~9%, and that a better multiplier for that would be 37.5%. 9% is a small price to pay for such a round number. But on top of that, most T2 items are optimally invented with decryptors. And looking only at the measly +1 ME bonus of Symmetry, easily the most popular decryptor, you end up with ~15% extra material requirements post-Crius. ~23% for Accelerant and Parity, and obviously even worse for Process.
Yes a 1.5 multiplier means that you get almost no change at -6 ME (Augmentation; currently the lowest). But I don't think that justifies raising prices of all other T2 items across the board.
tl;dr: My market has fairly high price elasticity of demand. Its volume has already been hit by a separate nerf, and will get hit again by this change. And it's a lot easier to write a forum-post than look for a new blueprint library. |

Aryth
GoonWaffe Goonswarm Federation
1553
|
Posted - 2014.06.07 13:35:00 -
[354] - Quote
probag Bear wrote:CCP Greyscale wrote:Material numbers will all be 1.5/0.9x While 1.5 is an awfully nice and round number, I feel it is too large in this context. I can understand dismissing the fact, which others have mentioned, that this raises material requirements of decryptor-less invention by ~9%, and that a better multiplier for that would be 37.5%. 9% is a small price to pay for such a round number. But on top of that, most T2 items are optimally invented with decryptors. And looking only at the measly +1 ME bonus of Symmetry, easily the most popular decryptor, you end up with ~15% extra material requirements post-Crius. ~23% for Accelerant and Parity, and obviously even worse for Process. Yes a 1.5 multiplier means that you get almost no change at -6 ME (Augmentation; currently the lowest). But I don't think that justifies raising prices of all other T2 items across the board. tl;dr: My market has fairly high price elasticity of demand. Its volume has already been hit by a separate nerf, and will get hit again by this change. And it's a lot easier to write a forum-post than look for a new blueprint library.
Don't forget you still have the station/pos side for ME reductions and teams. Leader of the Goonswarm Economic Warfare Cabal. Vile Rat: You're the greatest sociopath that has ever played eve. |
|

CCP Greyscale
C C P C C P Alliance
2337

|
Posted - 2014.06.07 14:16:00 -
[355] - Quote
Throwaway Sam Atild wrote:I took some time to really go through version 4 of the table, and re-read some of the older posts. I have to say I'm not coming away with a very positive feeling with how this is all going to go down for the not high-level T2 producer. There's been some positive stuff, I think, with the emphasis on the copy times, but I'm not sure what the goal of these changes are anymore.
The Major Issue
Closing up the flood-gates during a rain storm. We're in for a storm of people interested in production, and probably T2 production. I think this should be expected when you do a release focused on industry. Additionally we're removing the standings barrier to POS, so every single 5 man corporation out there is going to get a POS to pump up their advertisement on the corp forums. Should even a fraction of these folks decide to try to put random items into the POS to see what it spits out, they're going to be adding labor to the pool. Odds are their first project won't be a jump freighter, it will be a module.
Since we're taking the time to apply a "scramble function" to blueprint data anyway, why not increase the end to end build or TTM instead of decrease it? As it stands it's baffling the amount of other pilots I can personally supply with modules with my characters anyway. With the changes, presuming I don't get bored of clicking, I'll be able to build between 100-600x T2 modules a day! Per character! And when we finally get the ability to chain the jobs together it will get even worse.
So why are we even doing this?
I think its possible I might have lost sight of what somebody must have written on a white-board with a circle around it 6-18 months ago.
Industry is changing, certainly, but to what ultimate goal? Improvement is a pretty abstract term. And if that's all there is, then I'm not sure I see exactly how we're improving it. I think the UI team is doing a bang up job of making the interface more pleasant (though I'll still be doing a bunch of clicking), and I'm pretty sure we're going to be spreading out indy (though I'm not sure why bunched up indy was decided to be bad).
I think maybe what we're talking about in this thread would make more sense to me if someone could explain to me (perhaps as if I were 5) the big picture, and how what we're doing here in this thread is contributing to that vision. Right now it all feels very ad-hoc and improvised for a release just a few weeks out.
The big changes to industry gameplay are slot removal, dynamic pricing, teams and the changes to research. What we're doing here really is just "we have to update all the blueprint data anyway since we're removing waste, so let's make it a little more coherent while we're at it". This thread is not really about major "gameplay improvements", it's about fine-tuning work to just make industry more understandable. This is why, when I keep coming up with increasingly extravagant fixes, the rest of the department keeps reminding me to keep my scope under control :)
Danny Centauri wrote:Just considering the blanket 50% increase in base T2 materials.
The old ME -4 was 50% off perfect build materials whilst the new ME 0% is 9.1% off perfection. It seems like the 50% increase in materials was quite lazy as to account for the base change in invention you would increase material requirements by 37.5%. [1.50 / 1.091 = 1.3748]
The actual final adjustment that should be made is even more complex still as itGÇÖs a balance of the decryptors used in invention and a comparison of their material waste before and after the patch. Even then you canGÇÖt account for the changes in behaviour with usage of the decryptors so itGÇÖs pretty clear that the moon goo market will be up in the air for a while. Personally IGÇÖd expect to see moo material prices increase as a result of this change which isnGÇÖt optimal as moon mining is a completely passive income source.
As it's hard to take player behaviour into account as such a 37.5% increase in T2 materials rather than 50% seems more logical.
...yeah, good point, the math is "mis-based". I will fix this next week, at the same time as I fix the bit where I accidentally made everything T2 require 2x T1 items instead of 1x :) |
|

mynnna
GoonWaffe Goonswarm Federation
3590
|
Posted - 2014.06.07 14:52:00 -
[356] - Quote
Haven't dug into the numbers too much like I plan to yet (model comparing overall gamewide usage before & after the patch including ability to revise based on expected change in decryptor usage, anyone? Depends on if I can setup the spreadsheet in a reasonable amount of time tomorrow) so I don't want to comment on the numbers too much, but...
Danny Centauri wrote:as moon mining is a completely passive income source.
When moons are such that we don't need a team of fifty people constantly refueling POS, emptying the silos, and clearing (often multiple times a day) siphons off of them, that they inject isk straight into the corp wallet instead of the value being realized by selling the materials to people who turn around and run even more POS, it'll be completely passive income. Until then, the most valuable of them is worth at best what one ishtar ratting two hours a day can make (and the guy maintaining the POS is undoubtedly more active than the ratter, too), and the "completely passive" argument is a dead horse flogged by the jealous or ignorant.
Besides, consider this: Demand for moon goo is separated from the actual moongoo by intermediate reactions, then advanced reactions, then Tech II component construction, and then the actual Tech II build times itself. For that reason, the moon markets shift in response to changing demand very slowly, and Alchemy - which regulates prices - makes upward changes even slower. With a full invention overhaul on the horizon after Crius, things probably won't have room to move very far before that shakes things up again anyway. Member of the Goonswarm Economic Warfare Cabal |

Ereshgikal
Pigs and Sows Gentlemen's Agreement
27
|
Posted - 2014.06.07 22:09:00 -
[357] - Quote
CCP Greyscale wrote:[ Danny Centauri wrote:Just considering the blanket 50% increase in base T2 materials.
The old ME -4 was 50% off perfect build materials whilst the new ME 0% is 9.1% off perfection. It seems like the 50% increase in materials was quite lazy as to account for the base change in invention you would increase material requirements by 37.5%. [1.50 / 1.091 = 1.3748]
The actual final adjustment that should be made is even more complex still as itGÇÖs a balance of the decryptors used in invention and a comparison of their material waste before and after the patch. Even then you canGÇÖt account for the changes in behaviour with usage of the decryptors so itGÇÖs pretty clear that the moon goo market will be up in the air for a while. Personally IGÇÖd expect to see moo material prices increase as a result of this change which isnGÇÖt optimal as moon mining is a completely passive income source.
As it's hard to take player behaviour into account as such a 37.5% increase in T2 materials rather than 50% seems more logical. ...yeah, good point, the math is "mis-based". I will fix this next week, at the same time as I fix the bit where I accidentally made everything T2 require 2x T1 items instead of 1x :)
You are making me start to think that I should give you a hint on how to find the perfect number. ;)
Since you have access to EVEs internal db and log engines (and everything else) you can run the follow queries that us players can not do: 1. First select a nice time period, say 3 months. 2. Find out ALL T2 manufacturing job during this period. 3. Sort them into buckets depending on ME-level; stick all ME 0-infinity in a separate bucket (we'll count them as perfect ME). 4. For each bucket find out the sum of ALL the T2 components used in that bracket. Use units for dimension, ignore price. 5. Sum all the T2 components across all buckets. 6. Find out how much % of the total T2 component consumption is done in each bucket. 7. Since each bucket has it's own "factor" to make it consume as much T2 components as before (after ME changes and waste removal); you then produce an average factor weighed by the % that each bucket contributes to the whole. 8. PROFIT!
While I like 1.5 as a factor (allows for some nice investments), it will not keep the T2 component consumption at the same level unless most consumption is done through manufacturing of ME -6, ME -5, and ME -4 BPCs.
I realize this database query is probably a PITA to do, but if it is to be done "correctly" this is the way it should be done IMHO. :)
Edit: Clarified step 7 |

Astra Galliardi
Parallax Limited
0
|
Posted - 2014.06.07 22:26:00 -
[358] - Quote
CCP Greyscale wrote:Danny Centauri wrote:Just considering the blanket 50% increase in base T2 materials.
The old ME -4 was 50% off perfect build materials whilst the new ME 0% is 9.1% off perfection. It seems like the 50% increase in materials was quite lazy as to account for the base change in invention you would increase material requirements by 37.5%. [1.50 / 1.091 = 1.3748]
... snip ...
As it's hard to take player behaviour into account as such a 37.5% increase in T2 materials rather than 50% seems more logical. ...yeah, good point, the math is "mis-based". I will fix this next week, at the same time as I fix the bit where I accidentally made everything T2 require 2x T1 items instead of 1x :)
This math doesn't seem right to me. If the goal is to have BPCs that come from decryptor-less invention use the same amount of material for the actual builds in Crius, the right answer is actually a 53% increase to the base blueprint costs.
Math: Actual Materials Needed for Pre-Crius Build = Pre-Crius Blueprint Base * 1.5 (ME = -4, pre-Crius formulas) Actual Materials Needed for Post-Crius Build = Post-Crius Blueprint Base * 0.98 (ME = -2, post-Crius formulas)
To keep the actual material usage for builds the same, we set the two left hand sides the same and get: Actual Materials Needed for Pre-Crius Build = Actual Materials Needed for Post-Crius Build Pre-Crius Blueprint Base * 1.5 = Post-Crius Blueprint Base * 0.98 Post-Crius Blueprint Base = Pre-Crius Blueprint Base * (1.5 / 0.98) Post-Crius Blueprint Base = 1.53 * Pre-Crius Blueprint Base
Second, as others have pointed out, pretty much all T2 ships larger than frigates are invented with decryptors right now, and applying a single multiplication factor across the board will significantly increase the cost of larger ships and/or significantly decrease the build cost of smaller ships (and modules/ammo).
Using the same math as above, the "right" factors to multiply blueprint base costs by are (MEs shown are old -> new): ME -1 -> 5 (i.e. Process-based inventions): 1.2 / 0.95 = 1.26x ME -2 -> 4 (i.e. Accelerant-based inventions): 1.3 / 0.96 = 1.35x ME -3 -> 3 (i.e. Symmetry-based inventions): 1.4 / 0.97 = 1.44x
Please consider scaling the blueprint material amount based on the ship class. I could make some educated guesses about which decryptors are usually used for which ship classes, but you could probably do even better by looking at actual data from the server to see what the mix of blueprints used to build are. (And I'd suggest you base it off that rather than the mix of T2 BPCs invented.) |
|

CCP Greyscale
C C P C C P Alliance
2339

|
Posted - 2014.06.08 02:05:00 -
[359] - Quote
So here we're walking into the interesting bit of territory between "try to match the current balance precisely" and "try to make the underlying system make sense". Matching current numbers as precisely as possible means minimum balance disruption... provided the balance considerations that are creating those numbers don't change. If they do, our finely-tuned balance tends to become very wonky (as any tuned system does when its parameters shift), and because we've fine-tuned it, the numbers may not make any sense in the new system.
What I have been generally trying to do with this work is create a coherent set of relationships between different stats, and then shift the relationships and their multipliers to approximate the current balance without sticking directly to it. In this case, yes, if we want to match old usages precisely we would want to do a very fine-grained pass over every item in game and match its materials new precisely to the exact balance of materials used historically, but we're expecting that balance to shift over time (not least when we revisit invention later), and at that point the tuning just becomes a mess. Instead I would prefer to keep things relatively simple but tune the multipliers so they ballpark the current values. In this specific case, I am trying to make the decryptor-less invention line up nicely before and after, and allow people to deal with the fact that decryptors change the math in whatever way they see fit, in the same way that we're matching build time to 2x copy+invent at base stats and not factoring in starbase bonuses etc for those purposes.
With regard to whether it's 37.5% or 5x%, I'll have another proper look at it when I'm back in the office and less tired; the tricky bit is just ensuring that it's accounting for the fact that we're building waste into the base materials. It needs to be +50% on the old base (the extra 2-3% doesn't feel significant enough to warrant messy numbers) or (I believe) +37.5% from the new base, and I just need to go check if I'm doing the T2 modification instead of or as well as the general rebase due to waste removal. Trying to visualize the Excel formula in my head, I *think* I did it as well as, which means using 50% was wrong, but I couldn't say for sure without the sheet in front of me :) |
|

Theng Hofses
Blackwater USA Inc. Pandemic Legion
64
|
Posted - 2014.06.08 13:26:00 -
[360] - Quote
And this is exactly what I am afraid of. The best practice is doing it right the first time. Everything else has sub-optimal outcomes - and I am putting it nicely that way. The track record of CCP to revisit complex systems as industry is poor. Any interim solution you are providing is going to be a semi-permanent one.
This is not a criticism of the front-line devs who take the brunt of the impact and I am sure are full of good intentions to actually follow through with what they are promising, but merely a summary of CCP's track record. I have personally been on both sides of the internal struggle. It's not an enviable situation, so I sympathize with what you are facing.
I can only implore you to either do it right the first time or not to ship the feature at all. |
|

CCP Greyscale
C C P C C P Alliance
2339

|
Posted - 2014.06.08 13:47:00 -
[361] - Quote
Theng Hofses wrote:And this is exactly what I am afraid of. The best practice is doing it right the first time. Everything else has sub-optimal outcomes - and I am putting it nicely that way. The track record of CCP to revisit complex systems as industry is poor. Any interim solution you are providing is going to be a semi-permanent one.
This is not a criticism of the front-line devs who take the brunt of the impact and I am sure are full of good intentions to actually follow through with what they are promising, but merely a summary of CCP's track record. I have personally been on both sides of the internal struggle. It's not an enviable situation, so I sympathize with what you are facing.
I can only implore you to either do it right the first time or not to ship the feature at all.
I'm not sure what specifically you're referring to here, sorry. |
|

Kenneth Feld
Habitual Euthanasia Pandemic Legion
66
|
Posted - 2014.06.08 13:54:00 -
[362] - Quote
Theng hit the nail on the head, you can't be upset at us for being skeptics.
Incarna - walking in station The whole micro transaction greed is good thing Modular POS's Ring mining - no more moon goo We have rebalanced almost everything except SC and Titans - and no one wants to even talk about it
There are probably 3-5 more GOOD examples of either broken promises or inability to deliver stuff
CCP has a track record and we are pointing that track record out, so please forgive us for being pessimistic, you sir are the ones who made us this way.
Please note, i am not picking on any certain person or being mean. (That is for ISD, no more infraction plz)
I am merely stating a track record you are promising to break, forgive me for thinking it won't happen again
EVERYTIME I think about this, I always remember my childhood: http://2.bp.blogspot.com/_AYtd_mLPJIc/SatbO1pJ2hI/AAAAAAAAAYY/YmT-at89Pb0/s1600/i041010peanuts.jpg |

Aryth
GoonWaffe Goonswarm Federation
1553
|
Posted - 2014.06.08 14:00:00 -
[363] - Quote
Yes, I think we get it. You guys are raging about past track records instead of just posting feedback on each iteration. You can either post it here and maybe get a good patch or not and get a steaming pile of crap you rage about for years. There is nothing particularly controversial in this bundle. We can debate a few % here and there but they are relatively meaningless in the grand scheme of things.
Given invention is getting a massive overhaul shortly after this patch there really isn't much point in trying to do precise tuning. Do it in the next pass. Leader of the Goonswarm Economic Warfare Cabal. Vile Rat: You're the greatest sociopath that has ever played eve. |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
66
|
Posted - 2014.06.08 14:03:00 -
[364] - Quote
Aryth wrote:
Given invention is getting a massive overhaul shortly after this patch there really isn't much point in trying to do precise tuning. Do it in the next pass.
All we are saying is we don't believe next pass will happen, and we want them to do it all now |

Theng Hofses
Blackwater USA Inc. Pandemic Legion
64
|
Posted - 2014.06.08 14:07:00 -
[365] - Quote
double post |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
66
|
Posted - 2014.06.08 14:07:00 -
[366] - Quote
Aryth wrote:Yes, I think we get it. You guys are raging about past track records instead of just posting feedback on each iteration. You can either post it here and maybe get a good patch or not and get a steaming pile of crap you rage about for years. There is nothing particularly controversial in this bundle. We can debate a few % here and there but they are relatively meaningless in the grand scheme of things.
Given invention is getting a massive overhaul shortly after this patch there really isn't much point in trying to do precise tuning. Do it in the next pass.
If you read back over the original threadnaught, Theng and I did post some incredibly thoughtful posts, which were summarily pish poshed and told we can't do that now, that will be next pass.
I am not neccesarily unhappy with this iteration, as long as it IS a stepping stone, but it does leave a lot of unfulfilled ideas.
Batch invention actual copies required for invention - seems single run copies are OK now, but will that change? decryptors - i have seen ZERO on final decrypt or numbers actual conversion of T2 BPC to new positive ME values
Maybe if we had that data, the pessimism would slow down a bit |

Theng Hofses
Blackwater USA Inc. Pandemic Legion
64
|
Posted - 2014.06.08 14:09:00 -
[367] - Quote
I would also point to a recent Guardian article that is quite expansive about the challenges of software development at CCP. |

Qoi
Exert Force
9
|
Posted - 2014.06.08 14:22:00 -
[368] - Quote
Since i'm really bad at spreadsheet applications, i just made a website instead that shows you how the material usage modifiers would change. http://bp.kiwi.frubar.net/me-changes/
(I also incorporated most of the changes discussed in this thread into http://bp.kiwi.frubar.net/calc/ if someone wants to quickly check a few items without spending time with spreadsheets. [/shameless-plug] )
I would have included that table directly in this post, but sadly the new forums do not support preformatted text.  |

Theng Hofses
Blackwater USA Inc. Pandemic Legion
64
|
Posted - 2014.06.08 14:22:00 -
[369] - Quote
Aryth wrote:Yes, I think we get it. You guys are raging about past track records instead of just posting feedback on each iteration. You can either post it here and maybe get a good patch or not and get a steaming pile of crap you rage about for years. There is nothing particularly controversial in this bundle. We can debate a few % here and there but they are relatively meaningless in the grand scheme of things.
Given invention is getting a massive overhaul shortly after this patch there really isn't much point in trying to do precise tuning. Do it in the next pass.
The past is the best predictor of the future. I am simply pointing to best industry practices and combine them with the track record of the company. Not a pretty scenario to say the least. Kenneth put together a list and I don't want to get even more depressed and look for more examples of feature abandonment. Just look at it this way: The project prioritization policies that CCP employs brought you World of Darkness and Dust 514.
I thought we wanted to discuss issues here and not gloss over serious concerns. There are plenty of other outlets for blowing sunshine up people's rear end and tell stories that have little to do with reality. |

Sabriz Adoudel
Mission BLITZ
3058
|
Posted - 2014.06.08 14:24:00 -
[370] - Quote
Concrete suggestion.
Module baseline materials post Crius = 145% of present baseline.
- This reflects that most modules are produced without decryptors (153%) but a significant minority use Symmetry.
T2 Frigates and Destroyers baseline materials post Crius = 135% of present
- This reflects the widespread use of Symmetry decryptors on these.
T2 cruisers and BCs baseline materials post Crius =125% of present
These are usually invented with Accelerant or Process, sometimes Parity or Symmetry in unusual market conditions.
T2 battleships and larger baseline materials post Crius = 120% of present
These are always invented with Process. 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 |

Qoi
Exert Force
9
|
Posted - 2014.06.08 14:38:00 -
[371] - Quote
Sabriz Adoudel wrote:Concrete suggestion.
Module baseline materials post Crius = 145% of present baseline.
- This reflects that most modules are produced without decryptors (153%) but a significant minority use Symmetry.
T2 Frigates and Destroyers baseline materials post Crius = 135% of present
- This reflects the widespread use of Symmetry decryptors on these.
T2 cruisers and BCs baseline materials post Crius =125% of present
These are usually invented with Accelerant or Process, sometimes Parity or Symmetry in unusual market conditions.
T2 battleships and larger baseline materials post Crius = 120% of present
These are always invented with Process.
This suggestion looks like a very good balance between a flat modifier and an elaborate balancing process.
Looking at my numbers, i would suggest to add 5% to those (150% 140% 130% 125%), because no-decryptor/symmetry/accelerant/process actually give you a 153%, 144%, 135% and 126% modifier if you do the math.
Oh, and please make sure that extra materials only get the normal 1/0.9 modifier  |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
66
|
Posted - 2014.06.08 14:43:00 -
[372] - Quote
Qoi wrote:Since i'm really bad at spreadsheet applications, i just made a website instead that shows you how the material usage modifiers would change. http://bp.kiwi.frubar.net/me-changes/(I also incorporated most of the changes discussed in this thread into http://bp.kiwi.frubar.net/calc/ if someone wants to quickly check a few items without spending time with spreadsheets. [/shameless-plug] ) I would have included that table directly in this post, but sadly the new forums do not support preformatted text. 
I assumed that is how it was going to be, and maybe I missed it, but has this been confirmed? |

Qoi
Exert Force
9
|
Posted - 2014.06.08 14:49:00 -
[373] - Quote
Kenneth Feld wrote:Qoi wrote:Since i'm really bad at spreadsheet applications, i just made a website instead that shows you how the material usage modifiers would change. http://bp.kiwi.frubar.net/me-changes/(I also incorporated most of the changes discussed in this thread into http://bp.kiwi.frubar.net/calc/ if someone wants to quickly check a few items without spending time with spreadsheets. [/shameless-plug] ) I would have included that table directly in this post, but sadly the new forums do not support preformatted text.  I assumed that is how it was going to be, and maybe I missed it, but has this been confirmed? The table is entirely hypothetical at this point, it only serves to illustrate what a move away from negative ME values would do, based on my interpretation of this thread. |

Makalu Zarya
Habitual Euthanasia Pandemic Legion
153
|
Posted - 2014.06.08 14:55:00 -
[374] - Quote
entirely hypothetical things shouldn't be getting released in the middle of July then |
|

CCP Greyscale
C C P C C P Alliance
2339

|
Posted - 2014.06.08 14:55:00 -
[375] - Quote
Hey, I'm not upset with anyone - I meant literally what I said, which was that when Theng says "this is what I was worried about", I was not clear what the "this" was referring to. If it's about dealing with some invention issues as part of a follow-on package of changes to invention, then I totally understand the skepticism. Normally I wouldn't even be suggesting that we're waiting for later patches in public, but I'm sufficiently confident of these ones happening that I'm making an exception in this caes. I totally take the point that planning for a follow-up is risky, but the counterpoint in my mind is that the changes that were shelved were only being considered because they *were* a band-aid that would be ripped off shortly anyway. Normalizing to 24h with the current queuing mechanics is not a good long-term fix, in our eyes, so if we plan on the assumption that there is no follow-up, we still wouldn't be implementing that change :)
Sabriz Adoudel wrote:Concrete suggestion.
Module baseline materials post Crius = 145% of present baseline.
- This reflects that most modules are produced without decryptors (153%) but a significant minority use Symmetry.
T2 Frigates and Destroyers baseline materials post Crius = 135% of present
- This reflects the widespread use of Symmetry decryptors on these.
T2 cruisers and BCs baseline materials post Crius =125% of present
These are usually invented with Accelerant or Process, sometimes Parity or Symmetry in unusual market conditions.
T2 battleships and larger baseline materials post Crius = 120% of present
These are always invented with Process.
I'll have another look at the math here next week. This looks like it lines up very nicely with current numbers, but it's not totally clear yet that we do want to match them exactly. The current balance is to a large degree arbitrary, and if it weren't for the fact that we had done some very specific balance changes to moon minerals to deal with bottlenecks that we don't want to revisit, I wouldn't be attempting to get any closer than ballpark numbers anyway, because trying to tune to match arbitrary legacy balance is generally a poor use of time. If it looks like these changes will significantly impact moon mineral values then we'll probably do some more tuning, but if we'd just be changing everything in the same ratios with no impact on economic balance beyond the price of ships, that's probably not something that merits fine-tuning simply to match existing numbers. If there's a cost-balance problem with T2 ships then that would be much more sensibly addressed by a targeted balance pass on those costs; simply preserving the status quo has no value if the status quo itself has no specific value.
Again, I'm happy to be argued around on this sort of thing :) |
|

Ereshgikal
Pigs and Sows Gentlemen's Agreement
27
|
Posted - 2014.06.08 15:14:00 -
[376] - Quote
Sabriz Adoudel wrote:Concrete suggestion.
Module baseline materials post Crius = 145% of present baseline.
- This reflects that most modules are produced without decryptors (153%) but a significant minority use Symmetry.
T2 Frigates and Destroyers baseline materials post Crius = 135% of present
- This reflects the widespread use of Symmetry decryptors on these.
T2 cruisers and BCs baseline materials post Crius =125% of present
These are usually invented with Accelerant or Process, sometimes Parity or Symmetry in unusual market conditions.
T2 battleships and larger baseline materials post Crius = 120% of present
These are always invented with Process.
A good suggestion. However, unless you have access to data you probably shouldn't have access to to you can not know which decryptor is used for each product category. Sure, you can always state "it is the logical choice!" but given how illogical players are and how unoptimized a lot of industrialists (that I know of at least) are I fear that only CCP can know the answer to the question "which decryptor is most commonly used per product category".
If there will be no "perfect re-base" I am all for a single factor to be used across all T2 items until the invention pass comes up (I do have faith in it happening). |

Ereshgikal
Pigs and Sows Gentlemen's Agreement
27
|
Posted - 2014.06.08 15:19:00 -
[377] - Quote
CCP Greyscale wrote:In this specific case, I am trying to make the decryptor-less invention line up nicely before and after, and allow people to deal with the fact that decryptors change the math in whatever way they see fit, in the same way that we're matching build time to 2x copy+invent at base stats and not factoring in starbase bonuses etc for those purposes.
Ok, then I know the reasoning behind the factor used. As long as that reason/goal is stated we, the players, should be able to give nice feedback around it. :)
CCP Greyscale wrote: With regard to whether it's 37.5% or 5x%, I'll have another proper look at it when I'm back in the office and less tired; the tricky bit is just ensuring that it's accounting for the fact that we're building waste into the base materials.
Don't work on weekends! Stop burning yourself out! We want you to stay healthy! 
|

Theng Hofses
Blackwater USA Inc. Pandemic Legion
64
|
Posted - 2014.06.08 15:29:00 -
[378] - Quote
Thank you Greyscale. I am worried about a piecemeal release of the features since they are interlocking and interdependent. It's like putting a new more powerful engine in the car and waiting to upgrade the brakes until a future date. You might just hit a wall before you get the future breaks.
There is a lot of internal pressure to deliver things. I get that - I have been on both sides of the situation. Delaying a feature creates even more pressure. Management wants to cross things off the list and pesky clients want to see what you promised for so long. Delivering "something" relieves a ton of pressure to the point where some in project management (and I have worked for people like that) declare "victory" because something was delivered rather than the right thing was delivered. The caravan moves on to the next project and in my case client services were left to hold the bag with an incomplete, not properly working product. Six months later the whole thing started over because the client didn't want to pay $50m a year for the piece of crap that got rushed through.
Delaying an incomplete, interlocking feature creates a lot of internal pressure to deliver to actually release a good deliverable. But it's actually "good" pressure. Any subsequent deliverables are better used to fine tune the overall framework. Delivering the framework in pieces has never worked in my 20 year experience of working with this stuff and for the good and bad I had a lot more resources to throw at problems than this here.
Please release a complete deliverable. I know it must be very difficult to push that through internally just at a time when you went into a wave development process ("Don't be part of the past, iterative development project plans we are doing is the future" type of corporate speak), but this is the wrong deliverable to do in waves.
PS: Band-aids are the wrong tool when dealing with a sucking chest wound. |

Theng Hofses
Blackwater USA Inc. Pandemic Legion
64
|
Posted - 2014.06.08 15:32:00 -
[379] - Quote
double post |

Aryth
GoonWaffe Goonswarm Federation
1553
|
Posted - 2014.06.08 15:55:00 -
[380] - Quote
Kenneth Feld wrote:Aryth wrote:Yes, I think we get it. You guys are raging about past track records instead of just posting feedback on each iteration. You can either post it here and maybe get a good patch or not and get a steaming pile of crap you rage about for years. There is nothing particularly controversial in this bundle. We can debate a few % here and there but they are relatively meaningless in the grand scheme of things.
Given invention is getting a massive overhaul shortly after this patch there really isn't much point in trying to do precise tuning. Do it in the next pass. If you read back over the original threadnaught, Theng and I did post some incredibly thoughtful posts, which were summarily pish poshed and told we can't do that now, that will be next pass. I am not neccesarily unhappy with this iteration, as long as it IS a stepping stone, but it does leave a lot of unfulfilled ideas. Batch invention actual copies required for invention - seems single run copies are OK now, but will that change? decryptors - i have seen ZERO on final decrypt or numbers actual conversion of T2 BPC to new positive ME values Maybe if we had that data, the pessimism would slow down a bit
I did read your posts. Everything you want we also want in general (queuing/batch). We just don't expect them in this patch but in the later patches.
If you want CCP to do these Jesus patches we get 2 a year. (really one) I would much rather have some baby Jesus patches. Even if that kid cries a lot. Leader of the Goonswarm Economic Warfare Cabal. Vile Rat: You're the greatest sociopath that has ever played eve. |

Theng Hofses
Blackwater USA Inc. Pandemic Legion
64
|
Posted - 2014.06.08 16:10:00 -
[381] - Quote
It's just about releasing a complete product that is interlocking and interdependent. There is nothing Jesus about asking for the equivalent of a car that has both an engine and brakes. If you release engine and car in stages you are going to see Jesus in person. |

Aryth
GoonWaffe Goonswarm Federation
1553
|
Posted - 2014.06.08 16:24:00 -
[382] - Quote
Theng Hofses wrote:It's just about releasing a complete product that is interlocking and interdependent. There is nothing Jesus about asking for the equivalent of a car that has both an engine and brakes. If you release engine and car in stages you are going to see Jesus in person.
There is nothing remotely that dramatic in these changes. They already delayed it a month due to the handful of edge cases and that is more than sufficient. Edge cases fixed, balance preserved. Leader of the Goonswarm Economic Warfare Cabal. Vile Rat: You're the greatest sociopath that has ever played eve. |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
66
|
Posted - 2014.06.08 16:41:00 -
[383] - Quote
Aryth wrote:Theng Hofses wrote:It's just about releasing a complete product that is interlocking and interdependent. There is nothing Jesus about asking for the equivalent of a car that has both an engine and brakes. If you release engine and car in stages you are going to see Jesus in person. There is nothing remotely that dramatic in these changes. They already delayed it a month due to the handful of edge cases and that is more than sufficient. Edge cases fixed, balance preserved.
I really hope you are right, I really do, cause that would be better for us and the game
I have just had the football pulled out from in front of me too many time by CCP to be very optimistic |

Arronicus
X-Prot Greater Western Co-Prosperity Sphere
1045
|
Posted - 2014.06.08 17:06:00 -
[384] - Quote
Ereshgikal wrote:Sabriz Adoudel wrote:Concrete suggestion.
Module baseline materials post Crius = 145% of present baseline.
- This reflects that most modules are produced without decryptors (153%) but a significant minority use Symmetry.
T2 Frigates and Destroyers baseline materials post Crius = 135% of present
- This reflects the widespread use of Symmetry decryptors on these.
T2 cruisers and BCs baseline materials post Crius =125% of present
These are usually invented with Accelerant or Process, sometimes Parity or Symmetry in unusual market conditions.
T2 battleships and larger baseline materials post Crius = 120% of present
These are always invented with Process. A good suggestion. However, unless you have access to data you probably shouldn't have access to to you can not know which decryptor is used for each product category. Sure, you can always state "it is the logical choice!" but given how illogical players are and how unoptimized a lot of industrialists (that I know of at least) are I fear that only CCP can know the answer to the question "which decryptor is most commonly used per product category".
This is so very true; presuming everyone always invents t2 battleships and larger with process decryptors makes you look like a fool. Check contracts sometime. Talk to smaller end inventors. I've seen a lot of JF, Blops, etc BPCs up for sale that used different decryptors, and have tried to talk people out of using inefficient ones. Sure, process may be the most efficient, but they aren't always used to invent BS and larger. |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
66
|
Posted - 2014.06.08 17:26:00 -
[385] - Quote
Arronicus wrote:Ereshgikal wrote:Sabriz Adoudel wrote:Concrete suggestion.
Module baseline materials post Crius = 145% of present baseline.
- This reflects that most modules are produced without decryptors (153%) but a significant minority use Symmetry.
T2 Frigates and Destroyers baseline materials post Crius = 135% of present
- This reflects the widespread use of Symmetry decryptors on these.
T2 cruisers and BCs baseline materials post Crius =125% of present
These are usually invented with Accelerant or Process, sometimes Parity or Symmetry in unusual market conditions.
T2 battleships and larger baseline materials post Crius = 120% of present
These are always invented with Process. A good suggestion. However, unless you have access to data you probably shouldn't have access to to you can not know which decryptor is used for each product category. Sure, you can always state "it is the logical choice!" but given how illogical players are and how unoptimized a lot of industrialists (that I know of at least) are I fear that only CCP can know the answer to the question "which decryptor is most commonly used per product category". This is so very true; presuming everyone always invents t2 battleships and larger with process decryptors makes you look like a fool. Check contracts sometime. Talk to smaller end inventors. I've seen a lot of JF, Blops, etc BPCs up for sale that used different decryptors, and have tried to talk people out of using inefficient ones. Sure, process may be the most efficient, but they aren't always used to invent BS and larger.
No reason to base game design on stupidity though. Base it on what works, and let stupid do what stupid does. Never let yourself be fooled into thinking you have seen the biggest idiot because there is always tomorrow. |

probag Bear
Center for Advanced Studies Gallente Federation
52
|
Posted - 2014.06.08 17:32:00 -
[386] - Quote
Qoi wrote:Oh, and please make sure that extra materials only get the normal 1/0.9 modifier 
Are there actually any inventables that use significant amounts of extra materials? If so, this is actually a very significant point I'm surprised no one's noticed yet. If not, I'm okay with making jobs take up a couple of extra R.A.M. for the sake of consistency.
And while I'm at it, just to make sure, Greyscale, you already know this, but just as a reminder: the Tech column in the invBlueprintTypes table is a bit misleading. A significant number of blueprints are marked as Tech 2, but are not actually inventables; they're basically just T1 blueprints. T2 components are an example off the top of my head. Naturally, those blueprints should not get the same material requirements change as actual T2 inventables. |
|

CCP Greyscale
C C P C C P Alliance
2340

|
Posted - 2014.06.08 17:38:00 -
[387] - Quote
The content of this release is pretty much locked down right now, and while we appreciate and understand the concerns we are optimistic about the rollout plan and not expecting to change it at this time. If you're unhappy with this response, your best recourse is probably to talk to your local CSM members directly! |
|
|

CCP Greyscale
C C P C C P Alliance
2340

|
Posted - 2014.06.08 17:40:00 -
[388] - Quote
probag Bear wrote:Qoi wrote:Oh, and please make sure that extra materials only get the normal 1/0.9 modifier  Are there actually any inventables that use significant amounts of extra materials? If so, this is actually a very significant point I'm surprised no one's noticed yet. If not, I'm okay with making jobs take up a couple of extra R.A.M. for the sake of consistency. And while I'm at it, just to make sure, Greyscale, you already know this, but just as a reminder: the Tech column in the invBlueprintTypes table is a bit misleading. A significant number of blueprints are marked as Tech 2, but are not actually inventables; they're basically just T1 blueprints. T2 components are an example off the top of my head. Naturally, those blueprints should not get the same material requirements change as actual T2 inventables.
Will double-check this on Monday, there are various conflicting sets of data to do with what is and isn't T2, and I think the metric the spreadsheet is using is accurate. |
|

Danny Centauri
Manu Fortius space weaponry and trade
95
|
Posted - 2014.06.08 21:20:00 -
[389] - Quote
mynnna wrote:Haven't dug into the numbers too much like I plan to yet (model comparing overall gamewide usage before & after the patch including ability to revise based on expected change in decryptor usage, anyone? Depends on if I can setup the spreadsheet in a reasonable amount of time tomorrow) so I don't want to comment on the numbers too much, but... Danny Centauri wrote:as moon mining is a completely passive income source. When moons are such that we don't need a team of fifty people constantly refueling POS, emptying the silos, and clearing (often multiple times a day) siphons off of them, that they inject isk straight into the corp wallet instead of the value being realized by selling the materials to people who turn around and run even more POS, it'll be completely passive income. Until then, the most valuable of them is worth at best what one ishtar ratting two hours a day can make (and the guy maintaining the POS is undoubtedly more active than the ratter, too), and the "completely passive" argument is a dead horse flogged by the jealous or ignorant. Besides, consider this: Demand for moon goo is separated from the actual moongoo by intermediate reactions, then advanced reactions, then Tech II component construction, and then the actual Tech II build times itself. For that reason, the moon markets shift in response to changing demand very slowly, and Alchemy - which regulates prices - makes upward changes even slower. With a full invention overhaul on the horizon after Crius, things probably won't have room to move very far before that shakes things up again anyway.
Having seen one crazy Russian in my former alliance manage 120 POS I both agree and disagree whilst it takes commitment to manage a large moon mining operation it's still pretty passive. The fact that less than half a percent of your alliance are involved in your biggest income source seems a bit out of balance.
Anyway lets not get caught up in the moon mining mechanics discussion more important is the impact of the actual change. Personally I think this change should be geared towards T2 material consumption remaining stable to try and keep prices the same. EVE Manufacturing Guide - Simple guides to manufacturing in EVE for both beginners and more experienced players. |

mynnna
GoonWaffe Goonswarm Federation
3593
|
Posted - 2014.06.08 22:17:00 -
[390] - Quote
Danny Centauri wrote:
Having seen one crazy Russian in my former alliance manage 120 POS I both agree and disagree whilst it takes commitment to manage a large moon mining operation it's still pretty passive. The fact that less than half a percent of your alliance are involved in your biggest income source seems a bit out of balance.
It's not out of balance at all if you break the income down to a per-person metric, and even less so if we want to count the entirety of the alliance (as what enables the holding of those moons in the first place) rather than just the logistics team.
Danny Centauri wrote:Anyway lets not get caught up in the moon mining mechanics discussion more important is the impact of the actual change. Personally I think this change should be geared towards T2 material consumption remaining stable to try and keep prices the same.
Your concession of defeat is noted. To the point you're trying to make - no, just no. As has been explained, CCP could try to tune the system to keep consumption stable. Doing so requires making assumptions about how players react to the changes, how players then react to the changes those changes prompt (a preferred decryptor becoming popular enough as to price itself out of usefulness, for example), and so forth. If they get it wrong, everything gets ****ed up. Personal & corporate interests notwithstanding I'd rather see them overshoot and increase consumption, than undershoot and decrease it. Decreasing it drops Tech II build prices and thus drops the value of building it in the first place, while overshooting it not only does the opposite but has its affects moderated by Alchemy. Member of the Goonswarm Economic Warfare Cabal |

Sabriz Adoudel
Mission BLITZ
3062
|
Posted - 2014.06.09 01:07:00 -
[391] - Quote
CCP Greyscale wrote:Hey, I'm not upset with anyone - I meant literally what I said, which was that when Theng says "this is what I was worried about", I was not clear what the "this" was referring to. If it's about dealing with some invention issues as part of a follow-on package of changes to invention, then I totally understand the skepticism. Normally I wouldn't even be suggesting that we're waiting for later patches in public, but I'm sufficiently confident of these ones happening that I'm making an exception in this caes. I totally take the point that planning for a follow-up is risky, but the counterpoint in my mind is that the changes that were shelved were only being considered because they *were* a band-aid that would be ripped off shortly anyway. Normalizing to 24h with the current queuing mechanics is not a good long-term fix, in our eyes, so if we plan on the assumption that there is no follow-up, we still wouldn't be implementing that change :) Sabriz Adoudel wrote:Concrete suggestion.
Module baseline materials post Crius = 145% of present baseline.
- This reflects that most modules are produced without decryptors (153%) but a significant minority use Symmetry.
T2 Frigates and Destroyers baseline materials post Crius = 135% of present
- This reflects the widespread use of Symmetry decryptors on these.
T2 cruisers and BCs baseline materials post Crius =125% of present
These are usually invented with Accelerant or Process, sometimes Parity or Symmetry in unusual market conditions.
T2 battleships and larger baseline materials post Crius = 120% of present
These are always invented with Process. I'll have another look at the math here next week. This looks like it lines up very nicely with current numbers, but it's not totally clear yet that we do want to match them exactly. The current balance is to a large degree arbitrary, and if it weren't for the fact that we had done some very specific balance changes to moon minerals to deal with bottlenecks that we don't want to revisit, I wouldn't be attempting to get any closer than ballpark numbers anyway, because trying to tune to match arbitrary legacy balance is generally a poor use of time. If it looks like these changes will significantly impact moon mineral values then we'll probably do some more tuning, but if we'd just be changing everything in the same ratios with no impact on economic balance beyond the price of ships, that's probably not something that merits fine-tuning simply to match existing numbers. If there's a cost-balance problem with T2 ships then that would be much more sensibly addressed by a targeted balance pass on those costs; simply preserving the status quo has no value if the status quo itself has no specific value. Again, I'm happy to be argued around on this sort of thing :)
The reason I suggest you try to keep somewhat close to in line with the current numbers is that if you do not, it will cause a sharp divergence between market costs and build costs for some items.
For example, if effective Ishtar build costs (assuming a sensible decryptor, which is Process or Accelerant) go from 180m to 230m after Crius, this will cause a period where Ishtars are no longer profitable to produce at all, as existing stockpiles produced at 180m will still exist.
Now this isn't much of an issue for a ship as widely used as the Ishtar - stockpiles will run out quickly. Where it is a much bigger issue is on less frequently destroyed ships, such as the Damnation, the Sin, the Broadsword, or the Lachesis - the market on these ships may not recover for 12 months or more.
Concrete example: The Brutix has not recovered from the increase in build cost back in tiericide. It is *still* under production cost due to existing stockpiles that were built prior to the material cost increase.
I believe one of Crius's goals is to get more people into production, to get more people producing weapons of war. If it gets these people to try production once, lose a lot of ISK, then quit it, it has failed. 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
3062
|
Posted - 2014.06.09 01:11:00 -
[392] - Quote
Oh and to clarify my post about decryptor use on page 19: I was talking about thought-out, for profit production. Of course clueless people use wrong decryptors all the time, but using loss-causing decryptors drives people out of production pretty fast unless they are willing to overpay due to local logistical factors.
Production of command ships and larger using profitable but suboptimal decryptors isn't possible (IIRC), producing HACs with profitable, suboptimal decryptors is but I do not believe it's particularly widespread. People invested enough in production to build larger T2 ships usually have done research, even if their research is a little out of date. 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 |

Valterra Craven
262
|
Posted - 2014.06.09 02:45:00 -
[393] - Quote
mynnna wrote: As has been explained, CCP could try to tune the system to keep consumption stable. Doing so requires making assumptions about how players react to the changes, how players then react to the changes those changes prompt (a preferred decryptor becoming popular enough as to price itself out of usefulness, for example), and so forth. If they get it wrong, everything gets ****ed up. Frankly, I'd rather see them overshoot and increase consumption, than undershoot and decrease it. Decreasing it drops Tech II build prices and thus drops the value of building it in the first place, while overshooting it not only does the opposite but has its effects moderated by Alchemy.
Here's where I disagree with you. While alchemy does mitigate things somewhat, it only mitigates price to the extent that prices are stable given certain margins. It basically means you have a much harder time to monopolize or control one or more specific resource types. Given the amount of inflation Eve is already suffering, increasing build costs through material changes is already a very bad idea. This is on top of the already massive cost changes coming with install costs. So while the cost for just about everything is going up, the income levels stay the same and that is bad. I'd guess purchasing power decreases by 15-30% easily after a few months of these changes.
Also, tuning to keep material costs the same as before doesn't require them to make ANY assumptions. Players react to changes all the time without them taking any build costs into consideration. Its not as if the huge buff Ishtars got last summer made them adjust the material prices to keep those things stable now did it? I don't think don't CCP makes changes to balance based on how the player market will react to them.
But it shouldn't surprise me that any Allaince in null would want those changes... more money for you after all... where is dinsdale when you need him :P |

Ereshgikal
Pigs and Sows Gentlemen's Agreement
27
|
Posted - 2014.06.09 04:45:00 -
[394] - Quote
Valterra Craven wrote: I'd guess purchasing power decreases by 15-30% easily after a few months of these changes.
This is a speculative answer of mine, but I don't think this aspect is that relevant in EVE. Few people spend all their ISK when buying stuff. Most seem to save them in their mattresses/wallets and just amass them. Of the players I've known well enough to talk wallet size with, only one or two lived hand to mouth. Those people would be the ones that could be said to have a "purchasing power" low enough that it is worth taking into account.
However, you do have a point in that newbros and newsis' will have to grind that little bit extra to afford that shiny toy.
But again, it is pure speculation and only CCP have the means and the data to see if it really is a factor to consider. |

Valterra Craven
262
|
Posted - 2014.06.09 05:58:00 -
[395] - Quote
Ereshgikal wrote: But again, it is pure speculation and only CCP have the means and the data to see if it really is a factor to consider.
Well only speculation in that I'm guessing by how much prices will increase, but with all of the changes together, prices WILL increase. Install costs, teams, etc all will drive costs up. Less minerals from reprocing will have a slight to moderate affect. Making the material cost of of t2 production higher will increase cost. Making things take longer will increase cost. I'm guessing the refine changes will also remove an amount of minerals from the market that now have to be compressed as ore instead. Likely a marginal increase in cost, but again add all of these together... and well I arrive at my 15-30% guesstimate. |

Jattila Vrek
Green Visstick High
13
|
Posted - 2014.06.09 10:31:00 -
[396] - Quote
Since you're going to make ME and PE on invented bpcs =>0, I have a small suggestion: please make it so I can repackage and stack bpcs and bpos. Repackaging would make them ME 0 and PE 0, multiple runs would turn into multiple bpcs. And then add the bpcs to the market so we can trade them on the market. I'm tired of browsing through contracts all the time. |

Qoi
Exert Force
9
|
Posted - 2014.06.09 11:01:00 -
[397] - Quote
CCP Greyscale wrote:If it looks like these changes will significantly impact moon mineral values then we'll probably do some more tuning, but if we'd just be changing everything in the same ratios with no impact on economic balance beyond the price of ships, that's probably not something that merits fine-tuning simply to match existing numbers.
I ran some quick numbers on the consumption of moon minerals by different product categories using the market volumes for all T2 items from eve-central.com.
http://bp.kiwi.frubar.net/T2Consumption.pdf
This is not an exact metric since items traded != items produced, but it does look like applying a flat material modifier to all T2 Blueprints will have a significant impact on moon mineral consumption. The suggestion by Sabriz Adoudel looks like a much safer alternative. |

Seith Kali
GoonWaffe Goonswarm Federation
98
|
Posted - 2014.06.09 12:14:00 -
[398] - Quote
Valterra Craven wrote: and well I arrive at my 15-30% guesstimate.
Buy, buy, buy!!! Apprentice Goonswarm Economic Warfare Consultant - Drowning in entitlement and privilege.-á |

Jon Lucien
GoonWaffe Goonswarm Federation
39
|
Posted - 2014.06.09 12:16:00 -
[399] - Quote
Valterra Craven wrote:Ereshgikal wrote: But again, it is pure speculation and only CCP have the means and the data to see if it really is a factor to consider.
Well only speculation in that I'm guessing by how much prices will increase, but with all of the changes together, prices WILL increase. Install costs, teams, etc all will drive costs up. Less minerals from reprocing will have a slight to moderate affect. Making the material cost of of t2 production higher will increase cost. Making things take longer will increase cost. I'm guessing the refine changes will also remove an amount of minerals from the market that now have to be compressed as ore instead. Likely a marginal increase in cost, but again add all of these together... and well I arrive at my 15-30% guesstimate.
Your fearmongering is really a pleasure to read. If we add up all of your assumptions we basically come up with a really bad assumption. Also you seem to equate the status quo with what is "correct".
Also there is no inflation in eve. You must have missed that hour-long talk at fanfest. |

mynnna
GoonWaffe Goonswarm Federation
3593
|
Posted - 2014.06.09 12:58:00 -
[400] - Quote
Qoi wrote:This is not an exact metric since items traded != items produced, but it does look like applying a flat material modifier to all T2 Blueprints will have a significant impact on moon mineral consumption. The suggestion by Sabriz Adoudel looks like a much safer alternative.
His so-called "safer alternative" is all well and very good, except for the fact that even in the hysterically unlikely case where he's absolutely right about decryptor usage in every scenario and it stays exactly the same after the patch, it drops consumption by 3-5% in each of his proposed categories - not keeps it the same.
And then we can get into what happens if he's wrong and Attainment becomes a popular decryptor - that drops consumption by previously decryptorless items by 8%, Symmetry items by 15%, cruisers and BCs (Accelerant items) by 22% and Process items by 26%. Or there's the rise of the Augmentation decryptor, where those numbers are 13.5%, 20%, 26.5% and 30%, respectively.
For someone interested in "keeping moongoo consumption the same" that seems like an awfully large hole, and I can't really believe it's something he'd just miss on accident. Makes you wonder...
The originally proposed ~50% from current base (actually x1.5/.9 as originally laid out, which is +52.8% from current base) accounts for this to a degree, because it leaves decryptorless things right where they are, moves Symmetry and Accelerant items up by +6% and +13%, respectively, but anything that swaps to Attainment either drops by 1% or increases by 2% at most, while anything swapping to Augmentation drops by 4-7%. That is, I'd say, a pretty solid counterbalance and does a far better job of "minimizing impact on mineral consumption" than you're giving it credit for, especially seeing as the three categories there (no decryptor, symmetry and augmentation) constitute the large majority of the goo usage. Member of the Goonswarm Economic Warfare Cabal |

probag Bear
Center for Advanced Studies Gallente Federation
52
|
Posted - 2014.06.09 13:26:00 -
[401] - Quote
You've got your numbers slightly wrong mynna.
Pre-patch, decryptor-less invention (-4 ME) gives you a 1.5x multiplier. Post-patch, decryptor-less invention (+2 ME) would give you a 0.98x multiplier from the new base which is 1/0.9 of the old one. So decryptor-less invention after the patch would have (1/0.9)*(0.98/1.5) ~= 72.6% of the old requirements, which needs a factor of ~1.378 to balance out. The proposed factor of 1.5 pushes decryptorless invention up by 8.88%.
With a 1.5x factor, material requirements modifiers are {0.98,1.03,1.09,1.15,1.23,1.32} (spanning the invention ME range, with Augmentation 0.98, decryptor-less at 1.09, and such). A 1.375x factor turns that to {0.9,0.95,1.00,1.06,1.13,1.21}. Which is still "bad", sure, just a different flavor of it. |

Qoi
Exert Force
9
|
Posted - 2014.06.09 13:48:00 -
[402] - Quote
Someone commented that eve-central is wildly inaccurate, i used the CREST market history now and did the numbers again.
http://bp.kiwi.frubar.net/T2Consumption.pdf
I'm more concerned here that a flat modifier will have wildly different impacts on different categories, changing the balance among the high-end moon minerals themselves.
mynnna wrote: His so-called "safer alternative" is all well and very good, except for the fact that even in the hysterically unlikely case where he's absolutely right about decryptor usage in every scenario and it stays exactly the same after the patch, it drops consumption by 3-5% in each of his proposed categories - not keeps it the same.
Yes, the numbers are too low, i completely agree. The changes should be between ~55% and ~25%. Probably from 50% to 30%. But I agree with the general idea.
mynna wrote: And then we can get into what happens if he's wrong and Attainment becomes a popular decryptor - that drops consumption by previously decryptorless items by 8%, Symmetry items by 15%, cruisers and BCs (Accelerant items) by 22% and Process items by 26%. Or there's the rise of the Augmentation decryptor, where those numbers are 13.5%, 20%, 26.5% and 30%, respectively.
After Crius, using a Process Decryptor (+3 ME) will only reduce the material usage by 3%, so these numbers are completely wrong.
mynna wrote: The originally proposed ~50% from current base (actually x1.5/.9 as originally laid out, which is +52.8% from current base) accounts for this to a degree, because it leaves decryptorless things right where they are, moves Symmetry and Accelerant items up by +6% and +13%, respectively, but anything that swaps to Attainment either drops by 1% or increases by 2% at most, while anything swapping to Augmentation drops by 4-7%. That is, I'd say, a pretty solid counterbalance and does a far better job of "minimizing impact on mineral consumption" than you're giving it credit for, especially seeing as the three categories there (no decryptor, symmetry and augmentation) constitute the large majority of the goo usage.
I agree that a flat 1.5 modifier is a pretty good solution. But applying it to items like jump freighters (where everyone is using process now) would increase their material costs by more than 20%, even if you still use Process after Crius. That is a significant change. Also for Fermionic Condensates demand. (But I'm not an expert on moon mining, someone else will have to say if that is dangerous or not.) |

Aluka 7th
162
|
Posted - 2014.06.09 14:54:00 -
[403] - Quote
Did anyone notice that T2 ship build times were increased substantially (BPO/BPC/invented BPC) which alone would decrease material demand of T2 production.
Example - Curse Current base build time (TE 0, no bonuses and skills) is 120.000 sec And in proposed draft (blueprints_public_draft_4.csv) is 240.000 sec |

Ereshgikal
Pigs and Sows Gentlemen's Agreement
27
|
Posted - 2014.06.09 15:29:00 -
[404] - Quote
Aluka 7th wrote:Did anyone notice much bigger issue which kicks all this out of ballpark area. T2 ship build times were increased substantially (BPO/BPC/invented BPC) which alone would decrease material demand of T2 production.
Example - Curse Current base build time (TE 0, no bonuses and skills) is 120.000 sec And in proposed draft (blueprints_public_draft_4.csv) is 240.000 sec
Example - Vengeance Current base build time - 40.000 sec Proposed in draft - 120.000 sec
Example - Ark Current base build time - 1.840.000 sec Proposed in draft - 3.600.000 sec
It will introduce an initial lag in getting production up to the same level, yes. But if the end-user demand stays the same there will be supply trying to meet the demand; and so after that initial delay when the TTM is lengthened it will be "back to todays numbers".
It will require more active "slots" to meet this demand, but this has the benefit of opening the market to more players (unless every industrial player just adds production skills to their R&D alts). |

Retar Aveymone
BUTTECORP INC Goonswarm Federation
436
|
Posted - 2014.06.09 15:32:00 -
[405] - Quote
Valterra Craven wrote: Given the amount of inflation Eve is already suffering
minimal inflation that is not worth discussing, as confirmed over and over again by ccp's economist? that amount of inflation? |

Valterra Craven
263
|
Posted - 2014.06.09 15:47:00 -
[406] - Quote
Jon Lucien wrote:Valterra Craven wrote:Ereshgikal wrote: But again, it is pure speculation and only CCP have the means and the data to see if it really is a factor to consider.
Well only speculation in that I'm guessing by how much prices will increase, but with all of the changes together, prices WILL increase. Install costs, teams, etc all will drive costs up. Less minerals from reprocing will have a slight to moderate affect. Making the material cost of of t2 production higher will increase cost. Making things take longer will increase cost. I'm guessing the refine changes will also remove an amount of minerals from the market that now have to be compressed as ore instead. Likely a marginal increase in cost, but again add all of these together... and well I arrive at my 15-30% guesstimate. Your fearmongering is really a pleasure to read. If we add up all of your assumptions we basically come up with a really bad assumption. Also you seem to equate the status quo with what is "correct". Also there is no inflation in eve. You must have missed that hour-long talk at fanfest.
Fearmongering? That's rich coming from a goon. It is a fact that with all of these industrial changes prices will increase goods. Or do simple facts elude you?
When job install costs go from 10k per job to millions per job, finished goods prices increase. When you remove supply from the market and demand stays the same or increases prices increase.
Also, you seem to equate nothing. |

Jon Lucien
GoonWaffe Goonswarm Federation
40
|
Posted - 2014.06.09 16:01:00 -
[407] - Quote
And the rather huge material reductions from facilities and teams more than makes up for that. Also, why do you assume that because rat drop reprocessing is getting reduced that those materials won't come from somewhere else? |

Aluka 7th
162
|
Posted - 2014.06.09 16:02:00 -
[408] - Quote
Ereshgikal wrote:Aluka 7th wrote:Did anyone notice much bigger issue which kicks all this out of ballpark area. T2 ship build times were increased substantially (BPO/BPC/invented BPC) which alone would decrease material demand of T2 production.
Example - Curse Current base build time (TE 0, no bonuses and skills) is 120.000 sec And in proposed draft (blueprints_public_draft_4.csv) is 240.000 sec
Example - Vengeance Current base build time - 40.000 sec Proposed in draft - 120.000 sec
Example - Ark Current base build time - 1.840.000 sec Proposed in draft - 3.600.000 sec It will introduce an initial lag in getting production up to the same level, yes. But if the end-user demand stays the same there will be supply trying to meet the demand; and so after that initial delay when the TTM is lengthened it will be "back to todays numbers". It will require more active "slots" to meet this demand, but this has the benefit of opening the market to more players (unless every industrial player just adds production skills to their R&D alts).
Lag? Moons spew same ("fixed") amount of moon go per day. Someone just copied build time of PE(TE) -4 BPC to be new base time and that would be fine if you don't consider that in reality invented ship BPC have PE0 to -2 (mostly -1) and this just reduced moon goo demand globally by roughly 30%. Converting invented BPCs from ME -4 to 0 reduced moon goo demand by another ~30%.
Only counter to all that is increase in base mat requirement of about +50%.
So roughly with all 3 elements in place and considering all those nice pdf's from fellow pilots where is shown that most demand for moon goo is in ship production we could conclude that overall demand for materials will fall about 25%-30%.
On paper doubling or even tripling (assault frig) manufacturing time reduced moon material demand for quite much. |

Soldarius
Deadman W0nderland Test Alliance Please Ignore
702
|
Posted - 2014.06.09 17:00:00 -
[409] - Quote
Aluka 7th wrote:...converting invented BPCs from ME -4 to 0 reduced moon goo demand by another ~30%.
This is incorrect. Current ME-4 T2 BPCs will be converted to ME+2. This allows for ME-6 BPCs, which will convert to ME0.
Aluke 7th wrote:Only counter to all that is increase in base mat requirement of about +50%.
Which he has already stated will happen.
You should probably take the time to actually read through the thread. I understand that at 20+ pages it will take a few minutes. But it is worth your time. GÇ£I personally refuse to help AAA take space from itself so it can become an even shittier version of itselfGÇ¥
-Grath Telkin, 2014. |

Aluka 7th
162
|
Posted - 2014.06.09 17:06:00 -
[410] - Quote
Soldarius wrote:Aluka 7th wrote:...converting invented BPCs from ME -4 to 0 reduced moon goo demand by another ~30%. This is incorrect. Current ME-4 T2 BPCs will be converted to ME+2. This allows for ME-6 BPCs, which will convert to ME0. Aluke 7th wrote:Only counter to all that is increase in base mat requirement of about +50%. Which he has already stated will happen. You should probably take the time to actually read through the thread. I understand that at 20+ pages it will take a few minutes. But it is worth your time.
If you understood my post you would see that I am aware of already planned for implementation +50% to material usage. I propose reducing build time from +100%/+200% to +50% ON TOP of that +50% material increase that is "planed for implementation" |

Aluka 7th
162
|
Posted - 2014.06.09 17:27:00 -
[411] - Quote
NVM double post |

Aliventi
Southern Cross Empire Flying Dangerous
714
|
Posted - 2014.06.09 17:43:00 -
[412] - Quote
Any chance y'all can put out a Dev Blog with all this info? It's all quite a bit to follow/catch up on. Join [FIGL] Flying Dangerous Today! |

Ereshgikal
Pigs and Sows Gentlemen's Agreement
28
|
Posted - 2014.06.09 20:28:00 -
[413] - Quote
Aluka 7th wrote:Explanation of above math.
Lets say that BPC with ME0/TE0 requires 11000 materials every 1250 min.
1.NOW Mostly used BPC for T2 ship is ME -1 & TE -1 which translates to 12000 materials every 1500 min. =8materials/min
2. Crius hits Now we make new base (ME 0% TE 0%) which becomes 111111 materials and new time is doubled to 2500 min (last .csv file). Then we add 1.5x (+50% proposed material increase) which becomes 16666 materials every 2500 min. Now we convert -1/-1BPC to ME5% TE10% and we have 15833 materials every 2250 min. =7materias/minute
So when we apply all proposed changes and consider all facts, mon goo material demand which is driven by T2 ship building will drop by ~12%. Solution is, in addition to +50% material requirement which must stay, to reduce production time increase from doubling (+100% in CCPs last .csv file) to "just" increase of 2/3 (+66%) or at least 3/4 (+75%) to keep in ballpark area of current moon goo demand. OFC if we want to do that.
So for example NEW Curse base build time should be 200.000 or 210.000 seconds instead 240.000 sec that CCP Greyscale proposed in Crius. It is 120.000 now on TQ.
Since I was not too clear in my other reply to you I will try to be a bit more specific this time. :)
Even if the time per unit to produce will go up, the demand stays the same (given the prices stay the same). What you should be looking at number of ships produced per day per slot. This number will go down, so in order to keep up with the demand the number of slots used will go up. If input material stayed the same per unit, then a doubling of time to build would mean a doubling of build slots used to consume the same amount of material (and output the same amount of ships per day). Doubling of build time will mean that a doubling of concurrent jobs have to be done to meet the same demand as pre-Crius.
But, since the input material is increasing for almost all ships larger than frigates (assuming either 37.5.% or 50% change) the net effect will be that the amount of material consumed will go up. Moon goo demand is not dependent of time to build once the initial lag effect have passed.
What I meant by "initial lag" was that the jobs started directly after the patch will take longer to finish, while the output of the jobs started before the patch will be done much quicker. This leaves a small gap in time when products will not be able to be delivered (ignoring stockpiles). The length of this gap depends on how many more characters that gets into production (or if existing producers ramp up their own "slot" usage). |

probag Bear
Center for Advanced Studies Gallente Federation
52
|
Posted - 2014.06.09 20:36:00 -
[414] - Quote
I wrote out a thorough reply to Aluka 7th earlier, and hit cancel when I saw that someone else had already gotten to it. Sadly Eve-O didn't save my draft. And after reading all these new posts, I don't particularly feel like rewriting my reply, since it basically boils down to: T2 manufacturing is different from T1 manufacturing. Go figure out how, Akula, and you'll realize why your argument is just silly.
Hint: T2 production has two hard-coded limiting factors compared to T1 production's one. Not even a hint really; more like the answer itself.
Edit: Ninja'd by the long-named lady in white again. |

Jon Lucien
GoonWaffe Goonswarm Federation
40
|
Posted - 2014.06.09 20:39:00 -
[415] - Quote
Ereshgikal is correct on this, that demand is not dependent on how long it takes to build something. Also, there's a very high likelihood that many more characters will be involved in building things. The bar to get into production is dropping, the interface is being cleaned up, and slot limitations are going away. I've personally more than tripled the number of slots I have to build my stuff. And while my production expansion is anecdotal, I know I'm not the only one increasing production ability. |

Seith Kali
GoonWaffe Goonswarm Federation
98
|
Posted - 2014.06.09 21:07:00 -
[416] - Quote
Effort is the only real barrier for invention. I used to invent, but now I just cannot bring myself to install jobs through the sheer tedium of it. I've said countless times in these threads that all these hypothetical production quantity numbers people seem intent on spouting around like a drunkard pissing are utterly insubstantial when you consider the effect a nicer UI is going to have.
If we really can invent in batches or even in one or two clicks that is going to make a bigger difference to net production quantities per real-player than flapping about with build times ever will. Apprentice Goonswarm Economic Warfare Consultant - Drowning in entitlement and privilege.-á |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
66
|
Posted - 2014.06.09 21:52:00 -
[417] - Quote
Seith Kali wrote:Effort is the only real barrier for invention. I used to invent, but now I just cannot bring myself to install jobs through the sheer tedium of it. I've said countless times in these threads that all these hypothetical production quantity numbers people seem intent on spouting around like a drunkard pissing are utterly insubstantial when you consider the effect a nicer UI is going to have.
If we really can invent in batches or even in one or two clicks that is going to make a bigger difference to net production quantities per real-player than flapping about with build times ever will.
That is the best thing i have ever heard a goon say
I gave up invention a while ago, I have close to 30,000 bpc ready to invent, but couldn't bring myself to carpal tunnel, so i quit
I have already sourced more decrypt ors and data cores, just waiting on the patch
Luckily i didn't sell my large quantity of science alts |

Soldarius
Deadman W0nderland Test Alliance Please Ignore
702
|
Posted - 2014.06.09 21:53:00 -
[418] - Quote
Aluka 7th wrote:Explanation of above math.
Lets say that BPC with ME0/TE0 requires 11000 materials every 1250 min.
1.NOW Mostly used BPC for T2 ship is ME -1 & TE -1 which translates to 12000 materials every 1500 min. =8materials/min
2. Crius hits Now we make new base (ME 0% TE 0%) which becomes 111111 materials and new time is doubled to 2500 min (last .csv file). Then we add 1.5x (+50% proposed material increase) which becomes 16666 materials every 2500 min. Now we convert -1/-1BPC to ME5% TE10% and we have 15833 materials every 2250 min. =7materias/minute
So when we apply all proposed changes and consider all facts, mon goo material demand which is driven by T2 ship building will drop by ~12%. Solution is, in addition to +50% material requirement which must stay, to reduce production time increase from doubling (+100% in CCPs last .csv file) to "just" increase of 2/3 (+66%) or at least 3/4 (+75%) to keep in ballpark area of current moon goo demand. OFC if we want to do that.
So for example NEW Curse base build time should be 200.000 or 210.000 seconds instead 240.000 sec that CCP Greyscale proposed in Crius. It is 120.000 now on TQ.
Nice job editing your post after the fact. Fortunately, Eve-O forums preserves the original post in subsequent quotes, as well as the last time edited. But on to more important matters.
For reference:
http://wiki.eve-id.net/Equations
If the above formulas are not accurate, ignore everything below. I know where the dumpster is.
I would love to use a simplified formula as Aluka did; 1250 final build time and 11000 materials required. But the problem with this is that with the material usage formula changing, we can't really do that. It isn't the final materials amount or build time changing (at least not directly), its the base amounts and time. This is important when comparing current and post-change demand.
Current: Assuming Production Efficiency 5, every level of negative ME multiplies the BP waste. So ME-1 is 20% waste. This leaves us with 11000*1.2 = 13200, not 12000.
Something that requires 1250 seconds at PE0 will require 1750 at PE-1. Assuming you have Industry 5 this means that the base BP build time would be 1562.5 minutes. Remember this number for later. So currently a -1/-1 BP would come out to 13200units/1250min, exactly 10.56 units per minute.
Post Crius: Take old base of 11000 * 1.5 (base material modifier) / .9 (adding in waste) to find the new ME0 base of 18333. Now invent a BPC using the same decryptor. It should come out as ME+5%/TE+10%.from that. That comes out to 17416 units, an appx 31.9% increase.
Now, that would be a lot of extra materials, except we're doubling the base production time. The new base production time (see above) for your example item should be 1562.5*2=3125 minutes, not 2500. Now multiply that by the Industry skill time reduction of 4%x5=20%, and the TE reduction of 10%. This comes out to 2250 minutes. 17416 units / 2250 minutes = 7.74 units per minute.
7.74 / 10.56 = appx 26.7% reduction in demand over time. So either a 50% increase in mats is too low, or a doubling of time is too high.
Out of curiosity, I did the calculations again based on a 70% increase in materials to simulate the proper base of a current ME-6 BPC. Why we're basing on ME-4 (+50%) BPCs I don't know. But the new base at +70% came out to 20777/2250=9.234 units/minute, which is much closer to current demand.
Then I repeated the process again with a 2x materials multiplier. The result was 10.86units/minute. Then I did it again at 1.9x and got 10.32units/minute. At this point, one could pick a number between 1.9 and 2x to get a fair approximation of current demand for T2 production materials.
Or we could reduce the 2x base time multiplier.
GÇ£I personally refuse to help AAA take space from itself so it can become an even shittier version of itselfGÇ¥
-Grath Telkin, 2014. |

Sabriz Adoudel
Mission BLITZ
3070
|
Posted - 2014.06.09 23:23:00 -
[419] - Quote
mynnna wrote:Qoi wrote:This is not an exact metric since items traded != items produced, but it does look like applying a flat material modifier to all T2 Blueprints will have a significant impact on moon mineral consumption. The suggestion by Sabriz Adoudel looks like a much safer alternative. His so-called "safer alternative" is all well and very good, except for the fact that even in the hysterically unlikely case where he's absolutely right about decryptor usage in every scenario and it stays exactly the same after the patch, it drops consumption by 3-5% in each of his proposed categories - not keeps it the same. And then we can get into what happens if he's wrong and Attainment becomes a popular decryptor - that drops consumption by previously decryptorless items by 8%, Symmetry items by 15%, cruisers and BCs (Accelerant items) by 22% and Process items by 26%. Or there's the rise of the Augmentation decryptor, where those numbers are 13.5%, 20%, 26.5% and 30%, respectively. For someone interested in "keeping moongoo consumption the same" that seems like an awfully large hole, and I can't really believe it's something he'd just miss on accident. Makes you wonder... The originally proposed ~50% from current base (actually x1.5/.9 as originally laid out, which is +52.8% from current base) accounts for this to a degree, because it leaves decryptorless things right where they are, moves Symmetry and Accelerant items up by +6% and +13%, respectively, but anything that swaps to Attainment either drops by 1% or increases by 2% at most, while anything swapping to Augmentation drops by 4-7%. That is, I'd say, a pretty solid counterbalance and does a far better job of "minimizing impact on mineral consumption" than you're giving it credit for, especially seeing as the three categories there (no decryptor, symmetry and augmentation) constitute the large majority of the goo usage.
I intended my numbers as a starting point, not as a final product.
The status quo will result in a massive decrease in the amount of people doing production, for the following reasons:
- There is significant overproduction in the EVE economy (2.3 Q produced last year, 0.8 Q destroyed), meaning massive stockpiles of many or most produceable items exist. There's likely about 10 Q of 'stuff' in the economy, counting only player-produced items that are not limited edition. - These items will sell at reasonably close to current price for the medium term, unless the items in question are destroyed en masse. View the Brutix example - the Brutix is not an unpopular ship, either. It's flown a lot by rookies, it's just not getting used in fleet engagements and thus not destroyed much. - Unprofitable production (and suboptimal but profitable production) occurs, but the people that do largescale production do not do unprofitable production except for localised supply emergencies or the occasional mistake. I am assuming that 20% of producers produce 80% of the manufactured goods in EVE, and that those people seldom get it wrong.
Any widespread increase in actual material costs will result in less people being involved in production post-Crius than are involved now.
As for the comments on Attainment - if previously decryptorless invention switches to Attainment, this increases material use (slightly) further. This appears to me to be unlikely, however, as I do not believe the drop rate of Attainment is high enough to sustain much use of the decryptor. (This comes only from market considerations, not from experience as an explorer; but I looked into buying up Attainment and did not see enough stock on the market universe wide to consider it). 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 |

Jon Lucien
GoonWaffe Goonswarm Federation
40
|
Posted - 2014.06.10 00:03:00 -
[420] - Quote
Sabriz Adoudel wrote:I am assuming that 20% of producers produce 80% of the manufactured goods in EVE, and that those people seldom get it wrong.
The assumptions people make sometimes astound me. I, too, can pull numbers out of my backside. Look, Statistics! |

Seith Kali
GoonWaffe Goonswarm Federation
99
|
Posted - 2014.06.10 00:19:00 -
[421] - Quote
Jon Lucien wrote: The assumptions people make sometimes astound me. I, too, can pull numbers out of my backside. Look, Statistics!
Good postings Jon Lucian, good postings.
I have some statistics too.
Sabriz Adoudel wrote:I am assuming that 20% of producers produce 80% of the manufactured goods in EVE, and that those people seldom get it wrong.
15% of the stuff you say is incoherent drivel, and the other 85% of the time I'm not listening. Apprentice Goonswarm Economic Warfare Consultant - Drowning in entitlement and privilege.-á |

Ranamar
Valkyries of Night Of Sound Mind
62
|
Posted - 2014.06.10 05:15:00 -
[422] - Quote
We know that about 10% of the EVE population installs a manufacturing job each year, and all the manufacturing for the year could be handled by 1-2% of the population of EVE Online. (by characters)
So... 80/20 may in fact not be far off.
However, anyone who claims that *everything* is going to come to a screeching halt as soon as these changes go through because prices will go up is living in a silo. Sure, some things are going to have a pretty severe cost overhangs the way some BCs cruisers and battleships currently do. However, some other things are going to sell out within the week, because I've seen what production overhangs turn into big spikes in price because supply doesn't catch up immediately when the backlog runs out. There *will* be things to produce. They *will* have profit. And, with all the people entering the system, I'm expecting most of them to have their profits driven down to nearly 0 while the new experimenters figure out what to build.
Also, how much of that massive increase in assets per year is supercaps, I wonder? |

Seith Kali
GoonWaffe Goonswarm Federation
99
|
Posted - 2014.06.10 06:11:00 -
[423] - Quote
50/72 may not be far off either. How the hell would you know. Apprentice Goonswarm Economic Warfare Consultant - Drowning in entitlement and privilege.-á |

Aluka 7th
163
|
Posted - 2014.06.10 06:19:00 -
[424] - Quote
Soldarius,
My calculation starting point, 11000 materials and 1250minutes, is for TE/ME0 like it says and it said when you wrote response. That means 10% waste included so..... That IS why I chose those numbers because they are 10000 material base and 1000minutes base. Sometimes I go back to post and edit for clarification but this was written from the get go so please read more carefully. |

Soldarius
Deadman W0nderland Test Alliance Please Ignore
703
|
Posted - 2014.06.10 15:05:00 -
[425] - Quote
Aluka 7th wrote:Soldarius,
My calculation starting point, 11000 materials and 1250minutes, is for TE/ME0 like it says and it said when you wrote response. That means 10% waste included so..... That IS why I chose those numbers because they are 10000 material base and 1000minutes base. Sometimes I go back to post and edit for clarification but this was written from the get go so please read more carefully.
And for the purposes of actual numbers that we can work with in the formulas, your numbers were wrong. You cannot start at final numbers when its the base BP numbers and the formulas that are getting changed. Your post had nothing about base numbers. So I found it both proper and necessary to do those calculations to find them.
GÇ£I personally refuse to help AAA take space from itself so it can become an even shittier version of itselfGÇ¥
-Grath Telkin, 2014. |
|

CCP Greyscale
C C P C C P Alliance
2351

|
Posted - 2014.06.10 17:20:00 -
[426] - Quote
Ok, sorry for the absence, holidays and business kept me away. Let's get back on topic!
CCP Greyscale wrote:probag Bear wrote:Qoi wrote:Oh, and please make sure that extra materials only get the normal 1/0.9 modifier  Are there actually any inventables that use significant amounts of extra materials? If so, this is actually a very significant point I'm surprised no one's noticed yet. If not, I'm okay with making jobs take up a couple of extra R.A.M. for the sake of consistency. And while I'm at it, just to make sure, Greyscale, you already know this, but just as a reminder: the Tech column in the invBlueprintTypes table is a bit misleading. A significant number of blueprints are marked as Tech 2, but are not actually inventables; they're basically just T1 blueprints. T2 components are an example off the top of my head. Naturally, those blueprints should not get the same material requirements change as actual T2 inventables. Will double-check this on Monday, there are various conflicting sets of data to do with what is and isn't T2, and I think the metric the spreadsheet is using is accurate.
Looks like my sheet is doing OK, it reports RAM and both normal and capital T2 components as T1, so that should all wash out nicely.
Sabriz Adoudel wrote:CCP Greyscale wrote:Hey, I'm not upset with anyone - I meant literally what I said, which was that when Theng says "this is what I was worried about", I was not clear what the "this" was referring to. If it's about dealing with some invention issues as part of a follow-on package of changes to invention, then I totally understand the skepticism. Normally I wouldn't even be suggesting that we're waiting for later patches in public, but I'm sufficiently confident of these ones happening that I'm making an exception in this caes. I totally take the point that planning for a follow-up is risky, but the counterpoint in my mind is that the changes that were shelved were only being considered because they *were* a band-aid that would be ripped off shortly anyway. Normalizing to 24h with the current queuing mechanics is not a good long-term fix, in our eyes, so if we plan on the assumption that there is no follow-up, we still wouldn't be implementing that change :) Sabriz Adoudel wrote:Concrete suggestion.
Module baseline materials post Crius = 145% of present baseline.
- This reflects that most modules are produced without decryptors (153%) but a significant minority use Symmetry.
T2 Frigates and Destroyers baseline materials post Crius = 135% of present
- This reflects the widespread use of Symmetry decryptors on these.
T2 cruisers and BCs baseline materials post Crius =125% of present
These are usually invented with Accelerant or Process, sometimes Parity or Symmetry in unusual market conditions.
T2 battleships and larger baseline materials post Crius = 120% of present
These are always invented with Process. I'll have another look at the math here next week. This looks like it lines up very nicely with current numbers, but it's not totally clear yet that we do want to match them exactly. The current balance is to a large degree arbitrary, and if it weren't for the fact that we had done some very specific balance changes to moon minerals to deal with bottlenecks that we don't want to revisit, I wouldn't be attempting to get any closer than ballpark numbers anyway, because trying to tune to match arbitrary legacy balance is generally a poor use of time. If it looks like these changes will significantly impact moon mineral values then we'll probably do some more tuning, but if we'd just be changing everything in the same ratios with no impact on economic balance beyond the price of ships, that's probably not something that merits fine-tuning simply to match existing numbers. If there's a cost-balance problem with T2 ships then that would be much more sensibly addressed by a targeted balance pass on those costs; simply preserving the status quo has no value if the status quo itself has no specific value. Again, I'm happy to be argued around on this sort of thing :) The reason I suggest you try to keep somewhat close to in line with the current numbers is that if you do not, it will cause a sharp divergence between market costs and build costs for some items. For example, if effective Ishtar build costs (assuming a sensible decryptor, which is Process or Accelerant) go from 180m to 230m after Crius, this will cause a period where Ishtars are no longer profitable to produce at all, as existing stockpiles produced at 180m will still exist. Now this isn't much of an issue for a ship as widely used as the Ishtar - stockpiles will run out quickly. Where it is a much bigger issue is on less frequently destroyed ships, such as the Damnation, the Sin, the Broadsword, or the Lachesis - the market on these ships may not recover for 12 months or more. Concrete example: The Brutix has not recovered from the increase in build cost back in tiericide. It is *still* under production cost due to existing stockpiles that were built prior to the material cost increase. I believe one of Crius's goals is to get more people into production, to get more people producing weapons of war. If it gets these people to try production once, lose a lot of ISK, then quit it, it has failed.
Some buffer is actually a positive from our point of view, as it makes it more likely that the market will ride out launch-month disruption without serious shortages. Obviously it's a bigger issue for some products than others, but if specific addressable problems appear post-release we'll deal with them. In markets that are already chronically broken, though, we will likely just let them work themselves through naturally rather than trying to intervene to fix what are at least somewhat player-created problems.
Aluka 7th wrote:Did anyone notice much bigger issue which kicks all this out of ballpark area. T2 ship build times were increased substantially (BPO/BPC/invented BPC) which alone would decrease material demand of T2 production.
Example - Curse Current build time with TE 0 (+25% time penalty but no bonuses and skills) is 120.000 sec
|
|

Dom Roland
Butlerian Crusade Special Circumstances Alliance
0
|
Posted - 2014.06.10 17:26:00 -
[427] - Quote
mynnna wrote: Looking at the increase in build time only is flawed and only relevant for Tech II BPOs. For invention, the number that matters is total time to market, copying, invention, and building.
Actually its probably MAX(build time, copy/invent time) as there are two different slot resources that are a bottleneck, and the work slot usage can be parellelised.
Consider item A with a 30 day build time and a 1 day copy/invent time and item B with a 1 day build time and a 30 day copy/invent time. These both have the same TTM and we will see them produced in roughly the same quantity (assuming equal demand). Now consider item C with a 15 day build time and a 16 day copy/invent time. This as the same TTM as A and B but we will see roughly double the quantity produced (assuming the same demand) as 2 batches of C will finish for every single batch of A or B. This shows that TTM is a flawed metric. It best represents the inertia of the market - how quickly manufacturers can react to a price spike. |
|

CCP Greyscale
C C P C C P Alliance
2351

|
Posted - 2014.06.10 17:28:00 -
[428] - Quote
Dom Roland wrote:mynnna wrote: Looking at the increase in build time only is flawed and only relevant for Tech II BPOs. For invention, the number that matters is total time to market, copying, invention, and building.
Actually its probably MAX(build time, copy/invent time) as there are two different slot resources that are a bottleneck, and the work slot usage can be parellelised. Consider item A with a 30 day build time and a 1 day copy/invent time and item B with a 1 day build time and a 30 day copy/invent time. These both have the same TTM and we will see them produced in roughly the same quantity (assuming equal demand). Now consider item C with a 15 day build time and a 16 day copy/invent time. This as the same TTM as A and B but we will see roughly double the quantity produced (assuming the same demand) as 2 batches of C will finish for every single batch of A or B. This shows that TTM is a flawed metric. It best represents the inertia of the market - how quickly manufacturers can react to a price spike.
Yup. This is why we're trying to match both sides of that equation, so the load is balanced equally for all invention types. Both because it's a nice efficiency, and because by having everything in the center we don't have to worry about these sorts of issues while balancing! |
|

mynnna
GoonWaffe Goonswarm Federation
3595
|
Posted - 2014.06.10 18:22:00 -
[429] - Quote
Dom Roland wrote:mynnna wrote: Looking at the increase in build time only is flawed and only relevant for Tech II BPOs. For invention, the number that matters is total time to market, copying, invention, and building.
Actually its probably MAX(build time, copy/invent time) as there are two different slot resources that are a bottleneck, and the work slot usage can be parellelised. Consider item A with a 30 day build time and a 1 day copy/invent time and item B with a 1 day build time and a 30 day copy/invent time. These both have the same TTM and we will see them produced in roughly the same quantity (assuming equal demand). Now consider item C with a 15 day build time and a 16 day copy/invent time. This as the same TTM as A and B but we will see roughly double the quantity produced (assuming the same demand) as 2 batches of C will finish for every single batch of A or B. This shows that TTM is a flawed metric. It best represents the inertia of the market - how quickly manufacturers can react to a price spike.
Think of TTM as an expression of how much of a character's available job time is consumed for a given item. On a typical research and production alt you've got 7200 hours of research time and 7200 hours of build time per month per character, and if you copy ten runs of a blueprint at 72h each, then build from them at 72h each, you've used 10% of your total build time. That's true whether the copies are one runs in ten slots or ten runs in one slot. So when looking at overall throughout game-wide - which I am - it's a very useful metric, not flawed at all. Member of the Goonswarm Economic Warfare Cabal |

Aryth
GoonWaffe Goonswarm Federation
1554
|
Posted - 2014.06.10 18:51:00 -
[430] - Quote
I am really hoping -20% ME teams is a bug/typo. Or you can throw all these calcs out the window. Leader of the Goonswarm Economic Warfare Cabal. Vile Rat: You're the greatest sociopath that has ever played eve. |

Theng Hofses
Blackwater USA Inc. Pandemic Legion
64
|
Posted - 2014.06.10 20:39:00 -
[431] - Quote
Is this BPO translation as intended?
Providence ME 7/1 > 9/1
Propulsion 20 > 22 Armor 15 > 17 Cargo 76 > 84 Construction 49 > 54
On a different note: The current Sisi build is completely overwhelmed by large number of BPO/BPCs.... I have like 20,000+ in one system and ~1000 or more in other systems and the industry module becomes basically unusable as you can't find anything. |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3406
|
Posted - 2014.06.10 22:28:00 -
[432] - Quote
Wasn't it decided to have the T1 materials for things not being multiplied up?
I'm seeing T2 copies needing multiple of the t1 items per run. (T2 1MN afterburner needing 15 T1 versions, for 10 runs)
It's not so important for some, as it's a fairly low cost, but for a T2 siege module, that's another 64 million on top of the 94 million they currently cost. Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
66
|
Posted - 2014.06.11 00:32:00 -
[433] - Quote
Man, this is FUBAR
2 brutix to make an astarte Most t1 items for T2 production are hosed Multiple run BPC cut down to 1 run bpc
You have got to do something about load timesGǪGǪ
I only have like 32 containers all with the max number of BPC before I gave up on invention - takes like hours for them all to scroll thru. |

stoxxine
OLVI industries Inter Malleum et Incudem
28
|
Posted - 2014.06.11 05:17:00 -
[434] - Quote
I believe stuff like this; T1 ship to build T2 ship, was the original intent of the "extra materials" (ram as its called in database). It was just abused as part of rebalances, it was not broken fundamentally.
confusing for some, yes. Disclaimer: The above was probably written drunk or by a friend on my pc or a hacker. No warranty for any misinformation provided. |

probag Bear
Center for Advanced Studies Gallente Federation
52
|
Posted - 2014.06.11 09:39:00 -
[435] - Quote
CCP Greyscale, whenever things calm down, may I request the following for modeling purposes:
- The rounding function (round() / ceil() / floor() ) used when applying the global 1/0.9 material requirements modifier.
- If you do this in a separate pass, the rounding function used when applying the T2 material requirements modifier. If it's in the same pass as 1, 1 would already answer this.
- The rounding function used when applying ME reduction to manufacturing jobs. I believe this was stated to be ceil(), but that was two threads back and several weeks ago.
(Reason I'm asking for these: take a T2 blueprint that requires 1 of a particular material. After all these changes, 10 runs may end up requiring anywhere between 10 and 30 of that material, depending on what the rounding functions are.) |
|

CCP Greyscale
C C P C C P Alliance
2357

|
Posted - 2014.06.11 10:24:00 -
[436] - Quote
General request: UI/display issues to the Manufacturing/UI feedback thread in Test Server Discussions, please, they're more likely to be seen there :)
Aryth wrote:I am really hoping -20% ME teams is a bug/typo. Or you can throw all these calcs out the window.
Bug.
Steve Ronuken wrote:Wasn't it decided to have the T1 materials for things not being multiplied up?
I'm seeing T2 copies needing multiple of the t1 items per run. (T2 1MN afterburner needing 15 T1 versions, for 10 runs)
It's not so important for some, as it's a fairly low cost, but for a T2 siege module, that's another 64 million on top of the 94 million they currently cost.
In addition, the numbers don't appear to be working right.
I have a light ion blaster I blueprint. It's ME 10, displaying a wastage factor of 0.9% (should be 0?)
The bill of materials and the industry pages have slightly different numbers on them, neither of which matches the kind of numbers on TQ at the moment.
22 isogen 83 mexallon 144 pyerite 1667 tritanium.
So that's 10% more isogen (same as an unresearched blueprint on tq) 83 Mexallon 144 pyerite (1 more) 1667 trit (27 more)
(now I'm vague remembering that this was said it'd be like this. I think it needs to be a little more obvious that these aren't the actual production numbers.)
Sticking it into an array to manufacture a single run, I'm seeing 15 isogen (5 below current perfect) 57 mexallon (18 below) 98 pyerite (32 below) 1126 tritanium (374 below)
so that's around a 25% reduction with no team. (5 other arrays in that pos, if that's important)
In a station, they're coming out at around the numbers expected. (one more trit. I can see that being a rounding artefact, and not important)
Yup, T1 in T2 is a bug as noted in the feedback thread :)
Showinfo hasn't been updated yet, all numbers in there can be assumed to be wrong. There's a lot of reported oddness in various numbers in the implementation, I'm waiting for a general review of that sort of thing before worrying about specifics.
Theng Hofses wrote:Is this BPO translation as intended?
Providence ME 7/1 > 9/1
Propulsion 20 > 22 Armor 15 > 17 Cargo 76 > 84 Construction 49 > 54
On a different note: The current Sisi build is completely overwhelmed by large number of BPO/BPCs.... I have like 20,000+ in one system and ~1000 or more in other systems and the industry module becomes basically unusable as you can't find anything.
Not 100% sure, but see above; lots of slightly odd numbers floating around right now.
probag Bear wrote:CCP Greyscale, whenever things calm down, may I request the following for modeling purposes:
- The rounding function (round() / ceil() / floor() ) used when applying the global 1/0.9 material requirements modifier.
- If you do this in a separate pass, the rounding function used when applying the T2 material requirements modifier. If it's in the same pass as 1, 1 would already answer this.
- The rounding function used when applying ME reduction to manufacturing jobs. I believe this was stated to be ceil(), but that was two threads back and several weeks ago.
(Reason I'm asking for these: take a T2 blueprint that requires 1 of a particular material. After all these changes, 10 runs may end up requiring anywhere between 10 and 30 of that material, depending on what the rounding functions are.)
=ROUND({TQ value}*IF({tech level}=2,1.5,1)/0.9,0)
Material fractions are always rounded up in the manufacturing code. |
|

Apelacja
Caldari Provisions Caldari State
72
|
Posted - 2014.06.11 12:07:00 -
[437] - Quote
I logged on sisi and i see some weird costs for me/pe ? was it implemented yet?
the same with some bpos production cost like 1 b per run O.o:? |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3410
|
Posted - 2014.06.11 12:10:00 -
[438] - Quote
oops. missed the T2/T1 bug mentioned (blush)
Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |

TheSmokingHertog
TALIBAN EXPRESS
236
|
Posted - 2014.06.11 17:18:00 -
[439] - Quote
Link to the test forum thread. |

Soldarius
Deadman W0nderland Test Alliance Please Ignore
708
|
Posted - 2014.06.11 19:55:00 -
[440] - Quote
CCP Greyscale wrote: =ROUND({TQ value}*IF({tech level}=2,1.5,1)/0.9,0)
Material fractions are always rounded up in the manufacturing code.
My apologies in advance. I really dislike directly contradicting a dev. But while the above formula is correct (as far as rounding is concerned), the follow-on statement is most definitely not.
I can confirm beyond a shadow of a doubt that material wastage does not always round up. Rigs make excellent examples. Almost all small rigs have 0 material waste even at ME0. But certain ones like Small Ancillary Current Routers do not. Those become perfect at ME1. This would not be true if all materials calculations rounded up.
Small Ancillary Current Router I ME0 10% waste:
- Burned Logic Circuits: 10
- Fried Interface Circuits: 2
- Tripped Power Circuits: 10
ME1 5% waste (and also perfect):
- Burned Logic Circuits: 9
- Fried Interface Circuits: 2
- Tripped Power Circuits: 9
Clearly, the BPC wastage is rounded to the nearest whole number, and not always up.
GÇ£I personally refuse to help AAA take space from itself so it can become an even shittier version of itselfGÇ¥
-Grath Telkin, 2014. |

Soldarius
Deadman W0nderland Test Alliance Please Ignore
708
|
Posted - 2014.06.11 19:56:00 -
[441] - Quote
CCP Greyscale wrote: =ROUND({TQ value}*IF({tech level}=2,1.5,1)/0.9,0)
Material fractions are always rounded up in the manufacturing code.
My apologies in advance. I really dislike directly contradicting a dev. But while the above formula is correct (as far as rounding is concerned), the follow-on statement is most definitely not.
I can confirm beyond a shadow of a doubt that material wastage does not always round up. Rigs make excellent examples. Almost all small rigs have 0 material waste even at ME0. But certain ones like Small Ancillary Current Routers do not. Those become perfect at ME1. This would not be true if all materials calculations rounded up.
Small Ancillary Current Router I ME0 10% waste:
- Burned Logic Circuits: 10
- Fried Interface Circuits: 2
- Tripped Power Circuits: 10
ME1 5% waste (and also perfect):
- Burned Logic Circuits: 9
- Fried Interface Circuits: 2
- Tripped Power Circuits: 9
Clearly, the BPC wastage is rounded to the nearest whole number, and not always up.
Despite all that, thx for the formula. It confirms and answers our calculations and questions. GÇ£I personally refuse to help AAA take space from itself so it can become an even shittier version of itselfGÇ¥
-Grath Telkin, 2014. |

probag Bear
Center for Advanced Studies Gallente Federation
52
|
Posted - 2014.06.11 22:14:00 -
[442] - Quote
Soldarius, you're talking about the Rubicon/Kronos version. The Crius code has several small differences. This is one of them, though to be fair it wasn't mentioned in a dev blog, but rather later on in a dev blog's thread.
Thanks a lot for the clarification Greyscale! I was going to spit out a mountain of .csv's today, but eh, ended up not having the time. Need to write Decryptor Usage Model Mark II, since Mark I's giving estimates with errors that are larger than what I like. |

Tsukinosuke
Id Est The Volition Cult
10
|
Posted - 2014.06.13 14:03:00 -
[443] - Quote
mynnna wrote:Haven't dug into the numbers too much like I plan to yet (model comparing overall gamewide usage before & after the patch including ability to revise based on expected change in decryptor usage, anyone? Depends on if I can setup the spreadsheet in a reasonable amount of time tomorrow) so I don't want to comment on the numbers too much, but... Danny Centauri wrote:as moon mining is a completely passive income source. When moons are such that we don't need a team of fifty people constantly refueling POS, emptying the silos, and clearing (often multiple times a day) siphons off of them, that they inject isk straight into the corp wallet instead of the value being realized by selling the materials to people who turn around and run even more POS, it'll be completely passive income. Until then, the most valuable of them is worth at best what one ishtar ratting two hours a day can make (and the guy maintaining the POS is undoubtedly more active than the ratter, too), and the "completely passive" argument is a dead horse flogged by the jealous or ignorant. Besides, consider this: Demand for moon goo is separated from the actual moongoo by intermediate reactions, then advanced reactions, then Tech II component construction, and then the actual Tech II build times itself. For that reason, the moon markets shift in response to changing demand very slowly, and Alchemy - which regulates prices - makes upward changes even slower. With a full invention overhaul on the horizon after Crius, things probably won't have room to move very far before that shakes things up again anyway.
it is passive income, it does not matter you accept or not.. if POS anchored to moon harvester, u would call fuel runs as a requirement for moon mining.. you will get some moongoo even with siphon units around.. etc etc.. if it is not worthy at least an ishtar ratter, dont do it then? so my raw materials become more profitable ^^
it is already broken and even Planets need to regenerate, moons no need.. also moons should get those rarest materials from meteorids that crashed moons that means it becomes changing minerals time to time and NOT INFINITE..
so as a CSM, better New Eden should be your #1 priority instead of your player related duty...
p.s. mate very high tax fills your corp wallets so respect that worker bees ratting in ishtar for 2 hours every day. anti-antagonist-á "not a friend of enemy of antagonist" |

Aryth
GoonWaffe Goonswarm Federation
1556
|
Posted - 2014.06.13 16:29:00 -
[444] - Quote
Tsukinosuke wrote:mynnna wrote:Haven't dug into the numbers too much like I plan to yet (model comparing overall gamewide usage before & after the patch including ability to revise based on expected change in decryptor usage, anyone? Depends on if I can setup the spreadsheet in a reasonable amount of time tomorrow) so I don't want to comment on the numbers too much, but... Danny Centauri wrote:as moon mining is a completely passive income source. When moons are such that we don't need a team of fifty people constantly refueling POS, emptying the silos, and clearing (often multiple times a day) siphons off of them, that they inject isk straight into the corp wallet instead of the value being realized by selling the materials to people who turn around and run even more POS, it'll be completely passive income. Until then, the most valuable of them is worth at best what one ishtar ratting two hours a day can make (and the guy maintaining the POS is undoubtedly more active than the ratter, too), and the "completely passive" argument is a dead horse flogged by the jealous or ignorant. Besides, consider this: Demand for moon goo is separated from the actual moongoo by intermediate reactions, then advanced reactions, then Tech II component construction, and then the actual Tech II build times itself. For that reason, the moon markets shift in response to changing demand very slowly, and Alchemy - which regulates prices - makes upward changes even slower. With a full invention overhaul on the horizon after Crius, things probably won't have room to move very far before that shakes things up again anyway. it is passive income, it does not matter you accept or not.. if POS anchored to moon harvester, u would call fuel runs as a requirement for moon mining.. you will get some moongoo even with siphon units around.. etc etc.. if it is not worthy at least an ishtar ratter, dont do it then? so my raw materials become more profitable ^^ it is already broken and even Planets need to regenerate, moons no need.. also moons should get those rarest materials from meteorites that crash into moons, that does mean different minerals may appear time to time and NOT INFINITE.. so as a CSM, better New Eden should be your #1 priority instead of your player related duty... p.s. mate very high tax fills your corp wallets so respect that worker bees ratting in ishtar for 2 hours every day.
I too attempt to explain Null economics to the people who know it better than anyone in EVE. Including CCP.
Leader of the Goonswarm Economic Warfare Cabal. Vile Rat: You're the greatest sociopath that has ever played eve. |

Ravenclaw2kk
Blue Republic RvB - BLUE Republic
27
|
Posted - 2014.06.14 19:39:00 -
[445] - Quote
What's happening with modules that are currently copy time limited? There seem to be some huge changes in niche markets like T2 cloaks where currently you can produce 3 max run copies in about 28 days yielding about 15 modules per month through 3 days of invention invention per slot.
Post Crius, you can produce 800 runs every 25 days or 32 runs per day. So shifting the bottleneck away from copy time.
Invention time in Crius is 20hrs giving about 6 runs per day, per slot.
With Manufacture time being 2hrs per run, the new max number of modules per month per slot is around 180 modules which is a 1200% increase! |

The Feuror
Dominion of Inter-Celestial Kings Trapped.
52
|
Posted - 2014.06.15 15:19:00 -
[446] - Quote
So everyone that builds t3's knows how cost effective reverse engineering subsystems is . Whats the word with RE are we going to be able to pick specific subs, like how we can choose between inventing a sleipnir and a claymore. We could still keep the horrible 12.5% im just tired of filling my haulers with subsystem BPC's that I dont want and selling them in jita for the same price as relics because nobody else wants them (I.e RR proteus sub). And while im ranting we finally going to be able to initially fit the t3 hull and subs or are we still going to have to take them to highsec it doesn't make much sense why we can swap subs but not actually put the subs on the hull right out of the oven. ^ probably a troll. |
|

CCP Greyscale
C C P C C P Alliance
2379

|
Posted - 2014.06.16 10:49:00 -
[447] - Quote
Ravenclaw2kk wrote:What's happening with modules that are currently copy time limited? There seem to be some huge changes in niche markets like T2 cloaks where currently you can produce 3 max run copies in about 28 days yielding about 15 modules per month through 3 days of invention invention per slot.
Post Crius, you can produce 800 runs every 25 days or 32 runs per day. So shifting the bottleneck away from copy time.
Invention time in Crius is 20hrs giving about 6 runs per day, per slot.
With Manufacture time being 2hrs per run, the new max number of modules per month per slot is around 180 modules which is a 1200% increase!
Build time of both the T1 Item and T2 Item was nicely balanced with the previous copy time, but it seems this has been reduced from over 2hrs per T1 Item to just under 1 hr.
We're already special-casing cloak ranks, so we could kick them up a bit further if needed. I wasn't aware they were that heavily bottlenecked, but it doesn't sound entirely healthy for the market so I'd prefer not to try and maintain the status quo in that case unless there's a really good reason for it.
The Feuror wrote:So everyone that builds t3's knows how cost effective reverse engineering subsystems is  . Whats the word with RE are we going to be able to pick specific subs, like how we can choose between inventing a sleipnir and a claymore. We could still keep the horrible 12.5% im just tired of filling my haulers with subsystem BPC's that I dont want and selling them in jita for the same price as relics because nobody else wants them (I.e RR proteus sub). And while im ranting we finally going to be able to initially fit the t3 hull and subs or are we still going to have to take them to highsec it doesn't make much sense why we can swap subs but not actually put the subs on the hull right out of the oven.
Reverse engineering is due a more comprehensive revisit post-Crius, watch this space :) |
|

Ravenclaw2kk
Blue Republic RvB - BLUE Republic
27
|
Posted - 2014.06.16 14:09:00 -
[448] - Quote
CCP Greyscale wrote:Ravenclaw2kk wrote:What's happening with modules that are currently copy time limited? There seem to be some huge changes in niche markets like T2 cloaks where currently you can produce 3 max run copies in about 28 days yielding about 15 modules per month through 3 days of invention invention per slot.
Post Crius, you can produce 800 runs every 25 days or 32 runs per day. So shifting the bottleneck away from copy time.
Invention time in Crius is 20hrs giving about 6 runs per day, per slot.
With Manufacture time being 2hrs per run, the new max number of modules per month per slot is around 180 modules which is a 1200% increase!
Build time of both the T1 Item and T2 Item was nicely balanced with the previous copy time, but it seems this has been reduced from over 2hrs per T1 Item to just under 1 hr. We're already special-casing cloak ranks, so we could kick them up a bit further if needed. I wasn't aware they were that heavily bottlenecked, but it doesn't sound entirely healthy for the market so I'd prefer not to try and maintain the status quo in that case unless there's a really good reason for it. The Feuror wrote:So everyone that builds t3's knows how cost effective reverse engineering subsystems is  . Whats the word with RE are we going to be able to pick specific subs, like how we can choose between inventing a sleipnir and a claymore. We could still keep the horrible 12.5% im just tired of filling my haulers with subsystem BPC's that I dont want and selling them in jita for the same price as relics because nobody else wants them (I.e RR proteus sub). And while im ranting we finally going to be able to initially fit the t3 hull and subs or are we still going to have to take them to highsec it doesn't make much sense why we can swap subs but not actually put the subs on the hull right out of the oven. Reverse engineering is due a more comprehensive revisit post-Crius, watch this space :)
The market on them seems pretty healthy, most people run 1-run copies and invent from those which sets the price at datacore cost + invent time. Working from the new numbers on SiSi, the market on them will tank pretty badly from around 5.8m p/u currently to 3.3m +/- 10%. That's for Covert ops cloaks, but the improved cloaking device II is in a similar situation as they both invent from the same item. I imagine that the improved version will go down to around 2.2m isk p/u, but I haven't run the numbers yet.
The current price only high on them due to the copy/invent time being the bottleneck. Removing the bottleneck will significantly reduce input costs.
The only thing likely to hold the price up slightly is the high cost of bpos, which is higher than most cruisers.
If it's intentional, I have no problem with that and I am already looking at other items to build. and I can finally get rid of my copy alt accounts :) |
|

CCP Greyscale
C C P C C P Alliance
2379

|
Posted - 2014.06.16 14:29:00 -
[449] - Quote
Generally trying to get rid of extreme bottlenecks is intentional, yes. If there's a strong reason for cloaks to have a higher overall end-to-end time we can potentially do that, but I'd rather not push them too much further than they already are as they start to become a weird anomaly at that point. |
|

Ravenclaw2kk
Blue Republic RvB - BLUE Republic
27
|
Posted - 2014.06.16 14:59:00 -
[450] - Quote
CCP Greyscale wrote:Generally trying to get rid of extreme bottlenecks is intentional, yes. If there's a strong reason for cloaks to have a higher overall end-to-end time we can potentially do that, but I'd rather not push them too much further than they already are as they start to become a weird anomaly at that point.
The BPO cost compared to other modules is an argument, but it's weak I guess. Oh, also Evelopedia say they are "A very specialized piece of technology." The other only reason I can think is they always have been an anomalous item and not to crash the market, but I am biased.
Gameplay wise, the change will significantly reduce the cost of bombers etc, and I'd expect to see a lot more smaller ships with T2 cloaks than you normally would as they will become as cheap as most high-slot mods.
The market will correct eventually, but the increased supply will mean lots of people will lose lots of isk initially. It's just a pity we can't short sell. |

Orovana
V.L.A.S.T. V.L.A.S.T
0
|
Posted - 2014.06.17 11:10:00 -
[451] - Quote
CCP Greyscale wrote: - We would like to make copy times consistently lower than build times, so building from copies is the optimal play (dovetails with our starbase changes, for example)
First to state that manifacturing is not my main activity in the game and I just do invention of modules as a steady passive income while doing other stuff. That been said I would like an explanation on this point and why do you think this will make ppl use BPCs for T1 manifacturing instead of BPOs.
As it stand at this moment say Warp Disruptor have a base manifacturing time of 600s per unit and copy time of 60s per unit with Science 5. That means that copy is 10% of manifacturing time. That means that if I want to produce max ammout of units from single BPO i better set 10 max run BPCs and manifacture from them while i wait for new batch of BPC the next 50 hours (all this is based on station and such and i am not including all the extra bonuses that you can have). So as we stands with copy / manifacture atm with 1 BPO i can produce as i like have 10. So you want to do copy time 80% of manifacturing time. That only says to me that you are actually nerfing how much a BPO untilized correctly can manifacture per given ammout of time. Not to mention that with this i will need to wait way way longer to get the same ammount of max runs BPC for invention. So how this is not a major nerf to manifacturing? Did i get it wrong in some way?
Do you ment to say that manifacturing from BPC will have inherit bonus of 20% faster manifacturing time? Because this will make sense to me to use BPC to BPOs if ofc you keep the somewhat the same copy times as you do now.
I admit i am not familiar with copy/manifacturing times for big ships and such but for small modules this seems like a massive slow down in production.
P.S. I had not the time to read all the 23 pages of this post and maybe someone already asked this question, if so I am sorry of raising the same issie.
Regards |
|

CCP Greyscale
C C P C C P Alliance
2386

|
Posted - 2014.06.18 10:37:00 -
[452] - Quote
Orovana wrote:CCP Greyscale wrote: - We would like to make copy times consistently lower than build times, so building from copies is the optimal play (dovetails with our starbase changes, for example)
First to state that manifacturing is not my main activity in the game and I just do invention of modules as a steady passive income while doing other stuff. That been said I would like an explanation on this point and why do you think this will make ppl use BPCs for T1 manifacturing instead of BPOs. As it stand at this moment say Warp Disruptor have a base manifacturing time of 600s per unit and copy time of 60s per unit with Science 5. That means that copy is 10% of manifacturing time. That means that if I want to produce max ammout of units from single BPO i better set 10 max run BPCs and manifacture from them while i wait for new batch of BPC the next 50 hours (all this is based on station and such and i am not including all the extra bonuses that you can have). So as we stands with copy / manifacture atm with 1 BPO i can produce as i like have 10. So you want to do copy time 80% of manifacturing time. That only says to me that you are actually nerfing how much a BPO untilized correctly can manifacture per given ammout of time. Not to mention that with this i will need to wait way way longer to get the same ammount of max runs BPC for invention. So how this is not a major nerf to manifacturing? Did i get it wrong in some way? Do you ment to say that manifacturing from BPC will have inherit bonus of 20% faster manifacturing time? Because this will make sense to me to use BPC to BPOs if ofc you keep the somewhat the same copy times as you do now. I admit i am not familiar with copy/manifacturing times for big ships and such but for small modules this seems like a massive slow down in production. P.S. I had not the time to read all the 23 pages of this post and maybe someone already asked this question, if so I am sorry of raising the same issie. Regards
Basically modules get a lot slower, ships get way faster, and everything uses a unified time. It is a reduction in throughput to module manufacturing but we're reasonably comfortable with it given that everything now uses the same time, meaning you need to learn fewer facts to wrap your head around industry as a whole. |
|

Orovana
V.L.A.S.T. V.L.A.S.T
1
|
Posted - 2014.06.18 11:32:00 -
[453] - Quote
CCP Greyscale wrote: Basically modules get a lot slower, ships get way faster, and everything uses a unified time. It is a reduction in throughput to module manufacturing but we're reasonably comfortable with it given that everything now uses the same time, meaning you need to learn fewer facts to wrap your head around industry as a whole.
So i get that you want to lower the complexity and stuff you need to wrap your head around to manifacture (not that i see any reason for that if any manufacturing is rather straight forward activity as it is), but my main consern is with invention. Maybe for ships those changes look great i agree with that, but with modules where you need maxed run BPC this increase of copy time will mean that we will require a looooot longer time to get a single copy that we can try inventing on. Are you not worried that this will create massive price change and will totaly break the current state of thing that you so desire not to mess to much with it. Using the same example Warp Disruptor I currently you need 4 days to get 20 max runed BPC, and with the new change you will require say 8 times longer for same result and efectively lowering all module inventors production capacity drasticaly.
As a manifacturer it makes no difference to me to be hones i will say a singe warp disruptor 8 times more expensive and will have the same isk/hour ratio but I dont think that general public will like the sudden increase in module pricess.
|
|

CCP Greyscale
C C P C C P Alliance
2387

|
Posted - 2014.06.18 11:56:00 -
[454] - Quote
Orovana wrote:CCP Greyscale wrote: Basically modules get a lot slower, ships get way faster, and everything uses a unified time. It is a reduction in throughput to module manufacturing but we're reasonably comfortable with it given that everything now uses the same time, meaning you need to learn fewer facts to wrap your head around industry as a whole.
So i get that you want to lower the complexity and stuff you need to wrap your head around to manifacture (not that i see any reason for that if any manufacturing is rather straight forward activity as it is), but my main consern is with invention. Maybe for ships those changes look great i agree with that, but with modules where you need maxed run BPC this increase of copy time will mean that we will require a looooot longer time to get a single copy that we can try inventing on. Are you not worried that this will create massive price change and will totaly break the current state of thing that you so desire not to mess to much with it. Using the same example Warp Disruptor I currently you need 4 days to get 20 max runed BPC, and with the new change you will require say 8 times longer for same result and efectively lowering all module inventors production capacity drasticaly. As a manifacturer it makes no difference to me to be hones i will say a singe warp disruptor 8 times more expensive and will have the same isk/hour ratio but I dont think that general public will like the sudden increase in module pricess.
You no longer need a max run copy to invent, you only need one run and if the BPC has more it will decrement the run count by 1 (as with a build job) rather than consuming it :) |
|

Orovana
V.L.A.S.T. V.L.A.S.T
1
|
Posted - 2014.06.18 12:45:00 -
[455] - Quote
CCP Greyscale wrote: You no longer need a max run copy to invent, you only need one run and if the BPC has more it will decrement the run count by 1 (as with a build job) rather than consuming it :)
I am sorry to keep poking the same topiv but yet another question is rising.
So with the new system if i have 10run t1 BPC i will be able to invent 10 times from it and get potentualy 6-7 t2 10run BPC before that single t1 BPC runs out. Does this mean that the 100 max run BPC that i currently have will supply my invention for years to come, or will you change those BPC to 1 run BPC? How will you handle this transition?
And on the other hand, because you answer can be interpreted in 2 ways, if 10run t1 BPC produces 9run t2 BPC that mean that 300 run BPC will produce 299 run t2 BPC and as we all know we can make the chance go over 100% with decriptors meaning that we well the price for invention will drop drasticaly for modules.
Please dumb it down for me with example so i can get it correctly or point me to source where it is explained step by step
|
|

CCP Greyscale
C C P C C P Alliance
2389

|
Posted - 2014.06.18 13:14:00 -
[456] - Quote
Orovana wrote:CCP Greyscale wrote: You no longer need a max run copy to invent, you only need one run and if the BPC has more it will decrement the run count by 1 (as with a build job) rather than consuming it :)
I am sorry to keep poking the same topic but yet another question is rising. So with the new system if i have 10run t1 BPC i will be able to invent 10 times from it and get potentualy 6-7 t2 10run BPC before that single t1 BPC runs out. Does this mean that the 100 max run BPC that i currently have will supply my invention for years to come, or will you change those BPC to 1 run BPC? How will you handle this transition? And on the other hand, because your answer can be interpreted in 2 ways, if 10run t1 BPC produces 9run t2 BPC that mean that 300 run BPC will produce 299 run t2 BPC and as we all know we can make the chance go over 100% with decriptors meaning that the price for invention will drop drasticaly for modules. Please dumb it down for me with example so i can get it correctly or point me to source where it is explained step by step
I have a 10-run Tracking Computer I BPC. I successfully invent off it. I now have a 9-run Tracking Computer I BPC and a 10-run Tracking Computer II BPC.
I have a 10-run Omen BPC. I successfully invent off it. I now have a 9-run Omen BPC and a 1-run Zealot BPC.
Yes, your old stacked up BPCs will likely last you a while, enjoy :) |
|

Elena Thiesant
Sun Micro Systems
1374
|
Posted - 2014.06.18 13:37:00 -
[457] - Quote
Invention chances are unchanged (at present) AFAIK
If you have a 300 run T1 BPC, you can use it for 300 separate invention jobs, each job removes 1 run and has the usual chance of successfully producing a max run T2 BPC.
So if you have a 45% chance of success for a module BPC, then you should, if you use that 300 run T1 module BPC for 300 separate invention jobs, get out around 135 T2 BPCs, each of 10 runs. |

Elena Thiesant
Sun Micro Systems
1374
|
Posted - 2014.06.18 13:39:00 -
[458] - Quote
CCP Greyscale wrote:Yes, your old stacked up BPCs will likely last you a while, enjoy :)
I know what I'm doing the couple weeks before Crius deploys. :-) |

Orovana
V.L.A.S.T. V.L.A.S.T
1
|
Posted - 2014.06.18 14:17:00 -
[459] - Quote
Elena Thiesant wrote:CCP Greyscale wrote:Yes, your old stacked up BPCs will likely last you a while, enjoy :) I know what I'm doing the couple weeks before Crius deploys. :-)
Yep now I that this was my last invention job today. Long live module copyng ... well for next 5 weeks at least :)
|

John Henke
Republic Military School Minmatar Republic
12
|
Posted - 2014.06.18 15:54:00 -
[460] - Quote
I just invented a 75mm Gatling Rail II BPCs. Each of them had 10 runs (in the line max runs per BPC), but only 1 licensed production run remaining. So it is effectively a 1 run TII-BPC, not a 10run TII BPC. |

Orovana
V.L.A.S.T. V.L.A.S.T
1
|
Posted - 2014.06.19 06:45:00 -
[461] - Quote
CCP Grayscale with invention result not linked to the runs of the BPC invented from will you allow us to run inventions in the same manner as manufacturing or copying?
Say i have 10 run BPC for and i want to invent 10 times from it with single instalation, provided ofc that all required invention materials for 10 runs are present. In such case it will be easyer for us to time manage our invention, as with the current state of module invention it is in few hours cycle and a lot of invention time is wasted due to IRL activities like sleep and work :D
|

Elena Thiesant
Sun Micro Systems
1375
|
Posted - 2014.06.19 07:02:00 -
[462] - Quote
He said previously in this thread that 10 inventions off a 10-run BPC will require 10 separate jobs, each started after the preceeding one completes.
Before complaining that module inventions are a few hours, have a read through this thread and check the revised times. Also bear in mind there's an invention overhaul planned for soon after Crius. |

Orovana
V.L.A.S.T. V.L.A.S.T
1
|
Posted - 2014.06.19 07:09:00 -
[463] - Quote
Elena Thiesant wrote:He said previously in this thread that 10 inventions off a 10-run BPC will require 10 separate jobs, each started after the preceeding one completes.
Before complaining that module inventions are a few hours, have a read through this thread and check the revised times. Also bear in mind there's an invention overhaul planned for soon after Crius.
Thank you I will w8 and see how things turn out and will follow with the invention changes after Crius release and if need be will voice my opinions for the next invention update.
|

Micheal York Solette
Dragon Star Enterprize
1
|
Posted - 2014.06.20 18:16:00 -
[464] - Quote
OK
I know I don't get much comments or reponse to my post I only hope they spark thoughts and ideas. Now the one thing I haven't seen talk about is the ME & PE (TE) of existing research. My thought and I know that any T2 BPO owners out there are not going to like it is. DRUM ROLL PLEASE! For those of us that have BPO researched above 10 let that affect the level of ME & PE (TE) on the invention of Tech 2 BPC. Example I have a BPO of a Frigate at a ME of 56 & a PE (TE) of 31 lets say for every 5 levels = a bonus to the level of a T2 BPC invention that would mean if you got a secessful invention then it would be a ME of 10 & PE (TE) of 6 on the T2 BPC that you did. This would mean some compition to those that own Tech 2 BPO's if we could do that and also a reason to try to get the current BPO's that are below 10 to something higher then 10.
As I said. I don't know if anyone reads my idea's but I just through this one out for those of use that haven't been playing since the game came out. I just hope it sparks some decusion and ideas.
MYS
CEO and Production leader Mine to Live Live to Mine
|

Altessa Post
Midnight special super sexy
139
|
Posted - 2014.06.22 21:16:00 -
[465] - Quote
How reliable are the SiSi numbers?
Comparing some blueprints between SiSI and TQ showed some unexpected changes and an increase in cost.
One ( I did not check more) BC and one BS were about 10% more expensive on SiSi. One Marauder was 23% more expensive. One carrier was around 10% more expensive. One JF was 28% more expensive to build.
Intentional?
I actually never like when prices increase. Believe it or not, noobies still start with empty pockets. Increasing prices with every second release feels a bit unfair.
Building a marauder suddenly required additional minerals. Why? The JF needed new capital parts...
On the internet, you can be whatever you want to be. It is amazing that so many people chose to be stupid. |
|

CCP Greyscale
C C P C C P Alliance
2398

|
Posted - 2014.06.23 09:52:00 -
[466] - Quote
Altessa Post wrote:How reliable are the SiSi numbers?
Comparing some blueprints between SiSI and TQ showed some unexpected changes and an increase in cost.
One ( I did not check more) BC and one BS were about 10% more expensive on SiSi. One Marauder was 23% more expensive. One carrier was around 10% more expensive. One JF was 28% more expensive to build.
Intentional?
I actually never like when prices increase. Believe it or not, noobies still start with empty pockets. Increasing prices with every second release feels a bit unfair.
Building a marauder suddenly required additional minerals. Why? The JF needed new capital parts...
- Showinfo is inaccurate, you need to check the industry window for actual values. - Some T2 things have the build cost for the T1 prerequisite rolled into their costs currently, this is a bug. |
|

Ealon Musque
Veldspar Industries Brave Collective
0
|
Posted - 2014.06.24 20:40:00 -
[467] - Quote
Problem
I am concerned about the effect of the adjustments on capital ship ME research. Specifically, I have looked at Carriers, Dreads and the Rorqual.
The problem is the "chunkiness" of the Bill of Materials, due to small numbers of each type of cap component. The problem is very strongly exacerbated by the love of the number 10 in the Bill of Materials.
What happens is that going from ME9 to ME10 becomes the main part of research. For instance, researching an Archon BPO from ME0 to ME9 reduces the cost of materials by only 2.2%. ME10 increases this to 7.3%. Each step was meant to give approximately the same effect but at increasing time cost, but here the effect of the last step is more than twenty times as big as the others.
This is clearly not intended. A skill at level IV is intended to be good, just not as good as level V. In the same way, ME9 should be close to ME10. ME10 for a capital ship BPO will take almost a year and a half to research, so cap BPO research becomes a stupid and boring waiting game for that BPO to come out.
Solutions
[Suggested solution: Tweak the Bill of Materials of each ship to have a more even distribution of numbers, so that there is not a big predominance of round numbers such as 10, 20, 25 etc..
Alternative solutions:
One "hacky" solution would be to let ME10 be 0.00001% waste, not perfect. However, this would only devalue cap BPO research, as ME10 would only be a few percent better than ME0.
Another solution would be to make cap components smaller, cheaper and faster, and require more of them per capital ship. However, this also feel unsatisfactory (if nothing else, it removes the very realistic and appropriate problem of handling those huge components).
Note: I base this on info from: http://bp.kiwi.frubar.net/calc/ |

Loraine Gess
Confedeferate Union of Tax Legalists
426
|
Posted - 2014.06.24 21:57:00 -
[468] - Quote
Ealon Musque wrote: Suggested solution: Tweak the Bill of Materials of each ship to have a more even distribution of numbers, so that there is not a big predominance of round numbers such as 10, 20 and 25
Good thing the research changes are 1% ME per level and round for batch jobs. |

Ealon Musque
Veldspar Industries Brave Collective
0
|
Posted - 2014.06.24 22:27:00 -
[469] - Quote
Loraine Gess wrote:Ealon Musque wrote: Suggested solution: Tweak the Bill of Materials of each ship to have a more even distribution of numbers, so that there is not a big predominance of round numbers such as 10, 20 and 25
Good thing the research changes are 1% ME per level and round for batch jobs.
Please explain. |

Loraine Gess
Confedeferate Union of Tax Legalists
426
|
Posted - 2014.06.24 22:29:00 -
[470] - Quote
Ealon Musque wrote:Loraine Gess wrote:Ealon Musque wrote: Suggested solution: Tweak the Bill of Materials of each ship to have a more even distribution of numbers, so that there is not a big predominance of round numbers such as 10, 20 and 25
Good thing the research changes are 1% ME per level and round for batch jobs. Please explain.
Each level of ME is a 1% materials reduction. Batch jobs round. |

Ealon Musque
Veldspar Industries Brave Collective
0
|
Posted - 2014.06.24 22:32:00 -
[471] - Quote
Loraine Gess wrote:Ealon Musque wrote:Loraine Gess wrote:Ealon Musque wrote: Suggested solution: Tweak the Bill of Materials of each ship to have a more even distribution of numbers, so that there is not a big predominance of round numbers such as 10, 20 and 25
Good thing the research changes are 1% ME per level and round for batch jobs. Please explain. Each level of ME is a 1% materials reduction. Batch jobs round.
Is your point that one can get around the "chunkiness" issue by running batches of multiple Archons (in this case) in one production run? |

Loraine Gess
Confedeferate Union of Tax Legalists
426
|
Posted - 2014.06.24 23:01:00 -
[472] - Quote
Ealon Musque wrote: Is your point that one can get around the "chunkiness" issue by running batches of multiple Archons (in this case) in one production run?
Unless you think it would be less clunky by having all the components be multiples of 3, with smaller numbers overall. |

Ealon Musque
Veldspar Industries Brave Collective
0
|
Posted - 2014.06.24 23:14:00 -
[473] - Quote
Loraine Gess wrote:Ealon Musque wrote: Is your point that one can get around the "chunkiness" issue by running batches of multiple Archons (in this case) in one production run?
Unless you think it would be less clunky by having all the components be multiples of 3, with smaller numbers overall.
I am sorry, I must be really bad, because I don't even understand whether you are agreeing with me, disagreeing with me or making an alternative proposal.
I thought I'd clarify my example - maybe that will help us along:
Archon Bill of Materials: Capital Drone Bay......................... 44 Capital Armor Plates.................... 11 Capital Capacitor Battery............. 11 Capital Power Generator............. 11 Capital Jump Drive....................... 11 Capital Ship Maintenance Bay.... 11 Capital Corporate Hangar Bay.....11 all other components....................<10
First of all, note that any items that occur on the Bill of Materials with less than 10 units will be unaffected even by ME10 (unless running batches let's you recover partial gains - but the batch size of Archon BPCs is 1).
Second, the only item on the entire Bill of Materials that is affected before ME10 are the Capital Drone Bays. So you save one of those when reaching ME3, another at ME5 and another at ME7. This is the only effect you get from ME research at all before reacing ME10, At ME10, however, you get enormous savings, because you save one of each of Drone Bay, Armor Plates, Capacitor Battery, Power Generator, Jump Drive, Maintenance Bay and Hangar Bay.
So, to summarize, ME0-9 saves you a total of 3 Drone Bays (the cheapest components), whereas ME10 alone saves 7 different components. This is the "chunkiness effect". |

Rionan Nafee
Industrie und Handels Konsortium Tribunal Alliance
362
|
Posted - 2014.06.27 05:43:00 -
[474] - Quote
Waht happened with the ammunition BPOs?
Currently: 20 copies with 1,500 runs (Maxrun) needs on a NPC-Station 2 days 2 hours. 3,000 minutes / 30.000 runs = 0.1 minutes / run
On Sisi there are only 200 runs maximum und the copy time for 20 copies needs 25 days. 36,000 minutes / 4,000 runs = 9 minutes / run
Is there a somehow meaningfull reason for this massive change for the worse? Our ammunition fabrication which runs with copies is now complete nonsens. |

Gilbaron
Free-Space-Ranger Nulli Secunda
1457
|
Posted - 2014.06.27 06:51:00 -
[475] - Quote
you no longer need maxrun BPCs for invention, each invention only consumes a single run from the bpc
you should be able to switch to BPOs without any issues, they are cheap, need little research and, come crius, have a bunch of advantages GRRR Goons |

H3llHound
Koshaku Tactical Narcotics Team
29
|
Posted - 2014.06.27 10:00:00 -
[476] - Quote
With the current build on Sisi. Is it on purpose that t2 ammo bpc only come in a 1run (5000units) form whn not using decryptors? I might have missed something in here, thats why I ask. |

Rionan Nafee
Industrie und Handels Konsortium Tribunal Alliance
362
|
Posted - 2014.06.27 12:54:00 -
[477] - Quote
Gilbaron wrote:you no longer need maxrun BPCs for invention, each invention only consumes a single run from the bpc
you should be able to switch to BPOs without any issues, they are cheap, need little research and, come crius, have a bunch of advantages We dont need the BPCs for invention but for regular mass production.
Why we should buy and research additional 9 BPOs for each ammunition type because CCP changes the attributes for no reason at all? |

Eodp Ellecon
Northstar Cabal Tactical Narcotics Team
8
|
Posted - 2014.06.27 18:50:00 -
[478] - Quote
Skill lvl discrepancy while we're reviewing all things
To manufacture T2 Large Ammo you need sciences at IV To manufacture T2 Large Rigs you do Not need Sciences at IV To Manufacture T2 Capital Rigs you need sciences at IV
It would seem lvl IV sciences are domain of Capital and therefore Large Ammo is out of order in progression.
|

Electrified Circuits
Fault Line Industries Greater Western Co-Prosperity Sphere
17
|
Posted - 2014.06.27 19:05:00 -
[479] - Quote
I am also interested in what will happen with Cap BPOs. Currently having them at me 2 for many of them you can competively produce but will it now be neccessary to have them at 10 if this gives a >5% Material reduction? |

Ealon Musque
Veldspar Industries Brave Collective
1
|
Posted - 2014.06.27 19:15:00 -
[480] - Quote
Electrified Circuits wrote:I am also interested in what will happen with Cap BPOs. Currently having them at me 2 for many of them you can competively produce but will it now be neccessary to have them at 10 if this gives a >5% Material reduction?
Just a clarficiation of my post: The 5% material reduction from ME9 to ME10 was specifically for the Archon. It is lower for the other capitals I looked at, but still very big (3-5%, instead of the 1% that seems to be inteded). |

Loraine Gess
Confedeferate Union of Tax Legalists
431
|
Posted - 2014.06.27 19:19:00 -
[481] - Quote
Rionan Nafee wrote:Gilbaron wrote:you no longer need maxrun BPCs for invention, each invention only consumes a single run from the bpc
you should be able to switch to BPOs without any issues, they are cheap, need little research and, come crius, have a bunch of advantages We dont need the BPCs for invention but for regular mass production. Why we should buy and research additional 9 BPOs for each ammunition type because CCP changes the attributes for no reason at all? In particular the research in the POS needs additional money. A few time ago CCP said that the copy time would be shorter because it will no longer be possible to remote procudtion at POS so you can use BPCs instead of BPOs to lower the risk of destroying. Why now this massive change in the complete other direction?
Ammo BPOs requiring a minimal investment of 5m to be useful. "MASSIVE CHANGE"... |

Pic'n dor
Epsilon Lyr Mordus Angels
25
|
Posted - 2014.06.28 02:22:00 -
[482] - Quote
Did some manufacturing time were changed ?
I can see some really big change in manufacturing time with some BP...
ex : Rapid Light Missile Launcher I 1 run on TQ : 6min24sec 1 run on Sisi : 19min12sec 100 run on Sisi : rounded 1d8h > 19min20sec (no multiple run effect)
+300%
|

Jin d'SaanGo
Federal Navy Academy Gallente Federation
9
|
Posted - 2014.06.29 08:59:00 -
[483] - Quote
CCP Greyscale wrote:... 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 ...
I'm not sure if it's worth having a look at since I don't know if there are still any blueprints around: there are not just "small", "medium", "large" and "xl" modules, there is also the tiny group of "micro" modules (for example Micro Capacitor Booster I). |

Loraine Gess
Confedeferate Union of Tax Legalists
434
|
Posted - 2014.06.29 09:43:00 -
[484] - Quote
Jin d'SaanGo wrote:CCP Greyscale wrote:... 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 ... I'm not sure if it's worth having a look at since I don't know if there are still any blueprints around: there are not just "small", "medium", "large" and "xl" modules, there is also the tiny group of "micro" modules (for example Micro Capacitor Booster I).
The blueprints do not exist anymore, no. |

Altessa Post
Midnight special super sexy
140
|
Posted - 2014.06.29 16:15:00 -
[485] - Quote
CCP Greyscale wrote:Altessa Post wrote:How reliable are the SiSi numbers?
Comparing some blueprints between SiSI and TQ showed some unexpected changes and an increase in cost.
One ( I did not check more) BC and one BS were about 10% more expensive on SiSi. One Marauder was 23% more expensive. One carrier was around 10% more expensive. One JF was 28% more expensive to build.
Intentional?
I actually never like when prices increase. Believe it or not, noobies still start with empty pockets. Increasing prices with every second release feels a bit unfair.
Building a marauder suddenly required additional minerals. Why? The JF needed new capital parts...
- Showinfo is inaccurate, you need to check the industry window for actual values. - Some T2 things have the build cost for the T1 prerequisite rolled into their costs currently, this is a bug.
I send a marauder BPC into the machinery and yes it was 16% more expensive. Especially the job cost of 26 mio surprised me. I know that you have many numbers to juggle. Yet, I think increasing prices from release to release is not a good thing.
Additionally, the manufacturing window does not look good. Could you please sort materials in alphabetical order. That you group materials is ok, but then why having a kind of random order inside a group... Plus, nothing against icons but these things have a name and not everybody recognizes ingredients by their look. Here, you increase complexity for beginners. Rounding numbers feels also not so good because in the end, I need the real numbers.
On the internet, you can be whatever you want to be. It is amazing that so many people chose to be stupid. |

Altessa Post
Midnight special super sexy
140
|
Posted - 2014.06.29 18:27:00 -
[486] - Quote
On the positive side, let me also mention that I really like how you visualize the workflow involved in production. This looks good and will probably help to win more pilots over to production.
On the internet, you can be whatever you want to be. It is amazing that so many people chose to be stupid. |
|

CCP Greyscale
C C P C C P Alliance
2402

|
Posted - 2014.06.30 10:26:00 -
[487] - Quote
Pic'n dor wrote:Did some manufacturing time were changed ?
I can see some really big change in manufacturing time with some BP...
ex : Rapid Light Missile Launcher I 1 run on TQ : 6min24sec 1 run on Sisi : 19min12sec 100 run on Sisi : rounded 1d8h > 19min20sec (no multiple run effect)
+300%
Yup, some times probably changed. This is all part of getting things into a unified system rather than being ad-hoc.
Jin d'SaanGo wrote:CCP Greyscale wrote:... 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 ... I'm not sure if it's worth having a look at since I don't know if there are still any blueprints around: there are not just "small", "medium", "large" and "xl" modules, there is also the tiny group of "micro" modules (for example Micro Capacitor Booster I).
As Loraine said, I don't believe the blueprints are in circulation. Generally they're all treated as smalls, with the exception of some of the shield mods which are ranked as medium. (The math I'm doing is to scale off power grid usage, and treat items with a power draw of less than 2 as "unsized" and therefore medium-sized; most micro stuff is low-power-use, but the shield stuff is all PG1 so it's tripping the "unsized" check.)
Altessa Post wrote:CCP Greyscale wrote:Altessa Post wrote:How reliable are the SiSi numbers?
Comparing some blueprints between SiSI and TQ showed some unexpected changes and an increase in cost.
One ( I did not check more) BC and one BS were about 10% more expensive on SiSi. One Marauder was 23% more expensive. One carrier was around 10% more expensive. One JF was 28% more expensive to build.
Intentional?
I actually never like when prices increase. Believe it or not, noobies still start with empty pockets. Increasing prices with every second release feels a bit unfair.
Building a marauder suddenly required additional minerals. Why? The JF needed new capital parts...
- Showinfo is inaccurate, you need to check the industry window for actual values. - Some T2 things have the build cost for the T1 prerequisite rolled into their costs currently, this is a bug. I send a marauder BPC into the machinery and yes it was 16% more expensive. Especially the job cost of 26 mio surprised me. I know that you have many numbers to juggle. Yet, I think increasing prices from release to release is not a good thing. Additionally, the manufacturing window does not look good. Could you please sort materials in alphabetical order. That you group materials is ok, but then why having a kind of random order inside a group... Plus, nothing against icons but these things have a name and not everybody recognizes ingredients by their look. Here, you increase complexity for beginners. Rounding numbers feels also not so good because in the end, I need the real numbers.
This is because of a bug with the "recycled" db flag. This sort of stuff really belongs in the SiSi feedback threads :) |
|

Maruk Ihnati
V I R I I Ineluctable.
22
|
Posted - 2014.06.30 12:37:00 -
[488] - Quote
Are materials required on Invented items on SiSi accurate?
I invented and manufactured just to be sure it's not a display bug. It ued the amount of materials stated in the show info. I hope it's not final.
|
|

CCP Greyscale
C C P C C P Alliance
2402

|
Posted - 2014.06.30 13:42:00 -
[489] - Quote
Maruk Ihnati wrote:Are materials required on Invented items on SiSi accurate?
I invented and manufactured just to be sure it's not a display bug. It used the amount of materials stated in the show info. I hope it's not final.
And just to make it clear, it is a 100% increase.
Depends which items. If they're requiring T1 parts, no, that's a bug I'm fixing. Otherwise, again, depends what it is :) |
|

Maruk Ihnati
V I R I I Ineluctable.
22
|
Posted - 2014.06.30 14:07:00 -
[490] - Quote
CCP Greyscale wrote:Maruk Ihnati wrote:Are materials required on Invented items on SiSi accurate?
I invented and manufactured just to be sure it's not a display bug. It used the amount of materials stated in the show info. I hope it's not final.
And just to make it clear, it is a 100% increase. Depends which items. If they're requiring T1 parts, no, that's a bug I'm fixing. Otherwise, again, depends what it is :)
It dose not require t1 parts.
|

Sable Moran
Moran Light Industries
401
|
Posted - 2014.06.30 14:10:00 -
[491] - Quote
CCP Greyscale wrote:we'd prefer more rather than fewer markets to be priced by invention rather than BPOs.
If you want more inventors on the playing field then why are you lowering the manufacturing times of the BPO's?
Numbers:
Currently on TQ it takes me 131 minutes to manufacture one 400mm armor plate and 32 minutes to manufacture one thermic plating. After the Crius changes they both will take me 25 minutes to manufacture one module.
Doesn't make sense. Then again those two modules are really not hot sellers so perhaps it just doesn't matter. Sable's Ammo Shop at Alentene V - Moon 4 - Duvolle Labs Factory. Hybrid charges, Projectile ammo, Missiles, Drones, Ships, Need'em? We have'em, at affordable prices. Pop in at our Ammo Shop in sunny Alentene. |

Ealon Musque
Veldspar Industries Brave Collective
1
|
Posted - 2014.06.30 14:48:00 -
[492] - Quote
@CCP Greyscale: Did you see my post about Capital Ship BPOs above? |

Robert71
Finanzamt Hannover-Mitte
14
|
Posted - 2014.06.30 16:15:00 -
[493] - Quote
Quote:- We are erring on the side of preserving the status quo in invention over preserving the status quo for T2 BPOs; note that, as previous point, we are not specifically targeting T2 BPOs in any particular way - Removal of negative TE/ME probably requires an increase in T2 build costs to balance out component demand before and after
... that means: A T2-BPC will manufacture with the same Cost with ML-0 like ME-4 before ... but that means: A T2-BPO will manufacture with the same bad costs like an BPC ... but you say: "...are not specifically targeting T2 BPOs in any particular way"
20% more waste is not targeting T2 BPO's ? very interresting. Maybe I must be I a Viking to understand this statement.
---
Another "Improvement": Currently every time I don't produce I research my Cap-BPO's. But now the test-server tells me: Archon ML-9 => ML-10 297 Days .... so currently anytime I got a perfect BPO but after this patch I'll never get a ME-10 because I really don't like to block the BPO for about one year. |

Ealon Musque
Veldspar Industries Brave Collective
1
|
Posted - 2014.06.30 16:25:00 -
[494] - Quote
Robert71 wrote:*snip*
Another "Improvement": Currently every time I don't produce I research my Cap-BPO's. But now the test-server tells me: Archon ML-9 => ML-10 297 Days .... so currently anytime I got a perfect BPO but after this patch I'll never get a ME-10 because I really don't like to block the BPO for about one year.
This would not be so bad if the difference between ME9 and ME10 was to go from 99.75% to 100% efficiency. But as I showed above, the difference is in fact more than 5%! So you have to research it - but wait, it takes a year. Why bother anymore? |

Sable Moran
Moran Light Industries
401
|
Posted - 2014.06.30 17:22:00 -
[495] - Quote
CCP Greyscale, after reading this thread most of my questions here: https://forums.eveonline.com/default.aspx?g=posts&m=4759660#post4759660 are answered.
But I still would like to get back to the issue of exact numbers. Currently it takes 2 days and 6 hours to manufacture a batch of 100000 ammo, any size. After Crius hits TQ the times for medium and large ammo will be drastically longer. 4 days 12 hours and 6 days 18 hours respectively. What is the logic behind such a large difference in manufacturing times between various sizes of ammo?
Also the absolute time of making 100000 L size ammo is almost a week. Does that really make sense to you? I mean 100000 units of ammo can easily be consumed by one person in a shorter time than that.
Note. For me the 100000 units is the basic size for a manufacturing batch, I use it about 95% of the time. Sable's Ammo Shop at Alentene V - Moon 4 - Duvolle Labs Factory. Hybrid charges, Projectile ammo, Missiles, Drones, Ships, Need'em? We have'em, at affordable prices. Pop in at our Ammo Shop in sunny Alentene. |
|

CCP Greyscale
C C P C C P Alliance
2402

|
Posted - 2014.06.30 18:14:00 -
[496] - Quote
Ealon Musque wrote:Loraine Gess wrote:Ealon Musque wrote: Is your point that one can get around the "chunkiness" issue by running batches of multiple Archons (in this case) in one production run?
Unless you think it would be less clunky by having all the components be multiples of 3, with smaller numbers overall. I am sorry, I must be really bad, because I don't even understand whether you are agreeing with me, disagreeing with me or making an alternative proposal. I thought I'd clarify my example - maybe that will help us along: Archon Bill of Materials: Capital Drone Bay......................... 44 Capital Armor Plates.................... 11 Capital Capacitor Battery............. 11 Capital Power Generator............. 11 Capital Jump Drive....................... 11 Capital Ship Maintenance Bay.... 11 Capital Corporate Hangar Bay.....11 all other components....................<10 First of all, note that any items that occur on the Bill of Materials with less than 10 units will be unaffected even by ME10 (unless running batches let's you recover partial gains - but the batch size of Archon BPCs is 1). Second, the only item on the entire Bill of Materials that is affected before ME10 are the Capital Drone Bays. So you save one of those when reaching ME3, another at ME5 and another at ME7. This is the only effect you get from ME research at all before reacing ME10, At ME10, however, you get enormous savings, because you save one of each of Drone Bay, Armor Plates, Capacitor Battery, Power Generator, Jump Drive, Maintenance Bay and Hangar Bay. So, to summarize, ME0-9 saves you a total of 3 Drone Bays (the cheapest components), whereas ME10 alone saves 7 different components. This is the "chunkiness effect".
Yup, there is some weirdness in this sort of thing, and there's not really a good obvious solution if we want to keep per-job rounding (which we generally do). I'll try and make time to have another look at this later.
Robert71 wrote:Quote:- We are erring on the side of preserving the status quo in invention over preserving the status quo for T2 BPOs; note that, as previous point, we are not specifically targeting T2 BPOs in any particular way - Removal of negative TE/ME probably requires an increase in T2 build costs to balance out component demand before and after ... that means: A T2-BPC will manufacture with the same Cost with ML-0 like ME-4 before ... but that means: A T2-BPO will manufacture with the same bad costs like an BPC ... but you say: "...are not specifically targeting T2 BPOs in any particular way" 20% more waste is not targeting T2 BPO's ? very interresting. Maybe I must be I a Viking to understand this statement. --- Another "Improvement": Currently every time I don't produce I research my Cap-BPO's. But now the test-server tells me: Archon ML-9 => ML-10 297 Days .... so currently anytime I got a perfect BPO but after this patch I'll never get a ME-10 because I really don't like to block the BPO for about one year.
Not specifically targeting T2 BPOs, yes. They're obviously affected, but they're not a factor in the decision-making process.
Yes, there's no partial research in the current implementation. Whether it's worth going to 10 is a decision that's up to you.
Sable Moran wrote:CCP Greyscale, after reading this thread most of my questions here: https://forums.eveonline.com/default.aspx?g=posts&m=4759660#post4759660 are answered. But I still would like to get back to the issue of exact numbers. Currently it takes 2 days and 6 hours to manufacture a batch of 100000 ammo, any size. After Crius hits TQ the times for medium and large ammo will be drastically longer. 4 days 12 hours and 6 days 18 hours respectively. What is the logic behind such a large difference in manufacturing times between various sizes of ammo? Also the absolute time of making 100000 L size ammo is almost a week. Does that really make sense to you? I mean 100000 units of ammo can easily be consumed by one person in a shorter time than that. Note. For me the 100000 units is the basic size for a manufacturing batch, I use it about 95% of the time.
So firstly, it's worth noting that there are various new ways to reduce build times. That said, yes, your output of ammo per-character is going to go down. We don't feel particularly strongly about this either way, particularly as there's now no slot limitation, and while it reduces the ability for a relatively small number of people to supply the entire market, it also reduces the ability for a relatively small number of people to supply the entire market :) |
|

Luci Lu
Sacrosanctae plebs GesmbH
0
|
Posted - 2014.06.30 18:45:00 -
[497] - Quote
Quote:Yup, there is some weirdness in this sort of thing, and there's not really a good obvious solution if we want to keep per-job rounding (which we generally do). I'll try and make time to have another look at this later.
why not as usual multiply the number with some 10-100 and and change bpos/size accordingly? |

Loraine Gess
Confedeferate Union of Tax Legalists
437
|
Posted - 2014.06.30 19:12:00 -
[498] - Quote
Luci Lu wrote:Quote:Yup, there is some weirdness in this sort of thing, and there's not really a good obvious solution if we want to keep per-job rounding (which we generally do). I'll try and make time to have another look at this later. why not as usual multiply the number with some 10-100 and and change bpos/size accordingly?
Pretty much this, although it creates some additional... funsies 
Not sure I'm a fan of the longer downtimes as we wait for the batch script to convert another billion stacks of stuff into other stuff, but I guess I'd live.
Taking the current "10" multiple and making it a "100" multiple solves uh, just about every issue I can imagine. Even the ones that aren't issues but people think they are. As I said, though, it creates issues involving the volume of capital parts... which is currently in a sensible, workable state. |

Luci Lu
Sacrosanctae plebs GesmbH
0
|
Posted - 2014.06.30 19:28:00 -
[499] - Quote
well if you run the batch script you can reduce the size of the components accordingly.
but i somehow doubt that anything will happen and ccp likes to **** me over with way higher building costs :) |

Hashi Lebwohl
Oberon Incorporated RAZOR Alliance
44
|
Posted - 2014.06.30 22:58:00 -
[500] - Quote
I've been of SISI tonight. These are my observations:
1. I was going to suggest that the total cost of a production would good to display GÇô then I found it in the pop-up on the spanner adjacent to the bpo. So instead I would suggest that this figure is made a permanent displayed figure so that you can immediately see in isk terms the changes to cost as different facilities/options are selected. Further this figure should be colour coded (red GÇô green would be my preference but I can imagine the colour blind issues) in comparison to the average sales value of that item with a pop-up that displays the profit percentage.
CCP Seagull wrote: If you have been fascinated by the market and industry aspects of EVE Online but not tried this area of EVE yet, Crius is the time to jump in!
2.I do not know if CCP Seagull really believes this, or has not been briefed properly. For anyone starting in Empire the obvious place to commence manufacturing would be in a station. With the 25% ME and TE bonuses from POS that would horribly wrong GÇô one of the reasons for the first suggestion is that at least there would be something red, maybe flashing, indicating that, in the majority of cases, the product they were about to make would be more expensive than for sale on the market.
The advantages of a POS over an Empire station is completely broken. In Empire, at least, you appear to be swapping the limited resource of manufacturing/research slots for the limited resource of moon occupancy. From my perspective this is almost as bad as the perma-slot hogging that happened when Eve first started.
CCP Greyscale wrote: We are erring on the side of preserving the status quo in invention over preserving the status quo for T2 BPOs; note that, as previous point, we are not specifically targeting T2 BPOs in any particular way
3.You are not kidding me. I do not think there is a good solution to T2 ship manufacturing in Empire post patch from a bpo.
The changes to production times for T2 ships - tripling the base time so that, for instance a wolf bpo makes 8 ships per week post patch compared to current 24 really hurts - In a POS you can get this to 10 if you are prepared to risk the bpo. Copying in a station and you are back to 8 1 run bpc's per week. The manufacturing costs in a station, at the 25% penalty, makes the result unprofitable but, as the ships are limited in number cannot justify the POS costs.
So either the Bpo moves to an Outpost / POS in 0.0 or it gathers dust GÇô I rather think that is your intention.
4.Please tell me that the POS GÇ£you need to get with 3000m to accessGÇ¥ is a bug and this GÇ£featureGÇ¥ is not returning. |

Max Kolonko
High Voltage Industries Ash Alliance
428
|
Posted - 2014.07.01 06:16:00 -
[501] - Quote
CCP Greyscale wrote:
So firstly, it's worth noting that there are various new ways to reduce build times. That said, yes, your output of ammo per-character is going to go down. We don't feel particularly strongly about this either way, particularly as there's now no slot limitation, and while it reduces the ability for a relatively small number of people to supply the entire market, it also reduces the ability for a relatively small number of people to supply the entire market :)
I see what You did there :) Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |

Sable Moran
Moran Light Industries
401
|
Posted - 2014.07.01 07:45:00 -
[502] - Quote
Max Kolonko wrote:CCP Greyscale wrote:
So firstly, it's worth noting that there are various new ways to reduce build times. That said, yes, your output of ammo per-character is going to go down. We don't feel particularly strongly about this either way, particularly as there's now no slot limitation, and while it reduces the ability for a relatively small number of people to supply the entire market, it also reduces the ability for a relatively small number of people to supply the entire market :)
I see what You did there :)
Yeah, me too. But I'm a bit worried if CCP is expecting too much. Will people really pick up industry? Even after these changes it still is tedious spreadsheet work with lots of clicking and even more moving parts than before. Sable's Ammo Shop at Alentene V - Moon 4 - Duvolle Labs Factory. Hybrid charges, Projectile ammo, Missiles, Drones, Ships, Need'em? We have'em, at affordable prices. Pop in at our Ammo Shop in sunny Alentene. |

Grigori Annunaki
41
|
Posted - 2014.07.01 08:10:00 -
[503] - Quote
Noticing that the T2 light drone BPCs have a max run of 1. I'm hoping this is a typo. If not, what's the reasoning behind this change? |
|

CCP Greyscale
C C P C C P Alliance
2406

|
Posted - 2014.07.01 09:58:00 -
[504] - Quote
Can we please keep SiSi feedback in the threads in Test Server Feedback? This thread is (at this point) just about the data in the latest CSV file. Thanks :)
(I ask in no small part because a lot of the questions being asked here have already been answered there multiple times.) |
|

Grigori Annunaki
41
|
Posted - 2014.07.01 12:11:00 -
[505] - Quote
CCP Greyscale wrote:Can we please keep SiSi feedback in the threads in Test Server Feedback? This thread is (at this point) just about the data in the latest CSV file. Thanks :)
(I ask in no small part because a lot of the questions being asked here have already been answered there multiple times.) As of Draft 4, they were listed with a Max Run of 1. If there have been further revisions, I'd love to check them out. |
|

CCP Greyscale
C C P C C P Alliance
2409

|
Posted - 2014.07.01 13:17:00 -
[506] - Quote
Grigori Annunaki wrote:CCP Greyscale wrote:Can we please keep SiSi feedback in the threads in Test Server Feedback? This thread is (at this point) just about the data in the latest CSV file. Thanks :)
(I ask in no small part because a lot of the questions being asked here have already been answered there multiple times.) As of Draft 4, they were listed with a Max Run of 1. If there have been further revisions, I'd love to check them out.
Oh, ok, sorry :)
...hahahah, ok, yeah, they got caught by an awkward rounding boundary in Excel, I was rounding them to the nearest hundred (ie, 0) and then taking the max of that and 1. Fixed to 10. Thanks :) |
|

Alexander McKeon
AQUILA INC Verge of Collapse
65
|
Posted - 2014.07.01 19:44:00 -
[507] - Quote
Two items that I've noticed: A) T2 ship production is still largely bottlnecked by the number of armor plates needed, and the copy time & copy cost on those (given the high number) is such that it's still going to be optimum to produce from a set of BPOs. If this is an intended optimization case, all well and good but it seemed worth mentioning.
B) Mobile Warp Disruptors still have had such a large copy time reduction that I'm worried about the market for them crashing given the low volume demand. The long copy time is the only thing that has kept margins on those at all worthwhile, and that's being eliminated now. |

Throwaway Sam Atild
Republic Military School Minmatar Republic
6
|
Posted - 2014.07.02 04:49:00 -
[508] - Quote
IGÇÖm hoping that if I do a bit more to explain my perspective on T2 Manufacturing it may help folks understand why I think adjusting T2 end-to-end (E2E) build times downward is a bad, bad, rotten idea.
IGÇÖm going to list some assumptions IGÇÖve made, as the scope of the game is too large to consider every angle at once. In some of my past posts I think IGÇÖve done a decent job of explaining why I feel the assumptions hold true at a global level, so I wonGÇÖt hammer at them again. If youGÇÖd like me to explain them, IGÇÖd be more than happy to.
1. Demand for T2 modules is constant. 2. T2 module buyers are very resistant to fluctuations in price. 3. T2 builders will enter or leave the work-force based on what they earn.
Next is a list of the forces that may contribute to the price the work of building a module. If there was no work required and mats could be converted to goods with a thought, then the price of the goods would be less than or equal to the price of the materials.
1. Build time In many cases production planning is done around the question of isk/time. Most T2 projects from modules up to battleships net a similar isk/hr value for work. This leads me to believe that build time is the over-riding factor in determining the value of work in most cases.
Build time is analogous to the amount of work available for new eden work-force (the players, not the NPC work-force). Because global demand is constant and build times are static, there is always a set amount of work to go around in the universe. If too many players try to get into production, the amount of goods in circulation rises and market prices drop. This means the pay for work drops globally. If producers quit the game or stop for other reasons, the price rise results in more incentive for others to take their place.
2. Risk The potential threats to a T2 module producer are mostly negligible. Because the build time on jobs is less than 24 hours for any job you would build in a POS, a producer has time to complete all his jobs before any threat occurs from a high-sec war dec.
While IGÇÖm not an expert on the subject, IGÇÖm pretty sure most larger projects like jump freighters are built in stations. I believe thatGÇÖs because the benefits to POS building are so low compared to the risk that itGÇÖs a no brainer rather than an interesting decision.
With Crius we see a reduction in build times and an uncertain effect on the benefits of POS production. The combination reduces risk for inventors, but since it was at zero to start with, risk will remain not a part of the production game.
3. Hurdles These are barriers to production projects that once cleared are not any longer a barrier. In theory this should compartmentalize the work-force, causing the work-force for high-barrier items to be smaller. However, because the isk/hr on almost all modules (I can think of a single exception) up through JFGÇÖs is homogenous, it would appear the work-force is saturated at all levels so hurdles do not play a significant role.
a. isk-related BPO cost and material cost start out as barriers to production. Module BPOGÇÖs with a few exceptions are inexpensive however. Material cost can be somewhat significant in certain cases.
b. mechanics related POS anchoring and slot limitations has been a hurdle to would be producers in the past. These will be going away with Crius. However it doesnGÇÖt have any affect on the existing work-force, as they were set to build either way.
c. information related T2 production requires a certain amount of player knowledge to execute. A smattering of items requires special levels of knowledge to build.
4. Game effort A certain amount of actual gameplay is required for production, namely buying goods, transporting them and selling them again. This is a good type of effort and affects the cost of goods to some degree.
5. Interface effort The click-fest. This represents the amount of effort expended wrestling with the games interface. There are actually production projects that break the across the board isk/hr rule (drones) simply because they are such a pain in the ass to install. I also consider logging in every four hours to start a new job a part of this. Game effort is good, interface effort is bad and should be completely removed. Unfortunately Crius is not removing any of this for the inventor.
6. Production cost These are costs in addition to materials that go into building an item. To simplify things they can be treated as if they were part of the material cost
In the current version this is a fraction of POS fuel, if building from a POS.
In Crius this is going to also include the isk-sink production pay mechanics.
cont... |

Throwaway Sam Atild
Republic Military School Minmatar Republic
6
|
Posted - 2014.07.02 04:50:00 -
[509] - Quote
Economics Lesson Over: Decision Time
Now that all thatGÇÖs out of the way, lets take a look at one of the big changes to Crius that got tacked on after the dev blogs. The E2E time on most things below a cruiser hull is being reduced. In most cases these items had a 24hr E2E, which wasnGÇÖt a great situation to start with. Now theyGÇÖll be sitting as low as 4-6hrs. As far as I can tell, the only reason for this change is to make modules follow a sort of E2E requirement progression.
There are a host of good reasons to shift E2E downward. However three major bad things may happen, that could instead be major good things.
1. The amount of global work available is being decreased instead of increased. This is going to happen at the same time hurdles to production are removed. The result is going to be over-saturation of the work-force in the short term, which will drive down prices and drive away the potential new producers taking a first look from Crius. In the global picture, this doesnGÇÖt really have much effect on the market, it just means less people get to play the production game.
Instead lets pump up the amount of work available and bring in a bunch of new builders. WhatGÇÖs the point of doing an industry revamp if you donGÇÖt have players to use it!
2. The amount of risk for POS builders remains at or near zero. Pumping up E2E times, and possibly also buffing POS production benefits could be a brilliant gameplay move. Materials committed to a 72hr E2E or longer would trap those mats in space following a war-dec.
This move seems so in line with the other terrain changes that it seems baffling to not pursue it. Imagine a work team for 10mn afterburners is hired and moved to a system on June 5th. A 10 equipment array pos in that system suddenly becomes a pretty desirable target for a war-dec! Bonus points for CCP if they add a visual effect to the POS to indicate how many lines its got building, and more bonus points if you add the chance of it dropping mats in production when popped.
3. Worsening the click fest. Why? What have inventors done to you that you would want us to log in and install more frequently and click more? What kind of evil God would do that to us?
Reject the dark side and lengthen E2E times. As exciting as writing a bunch of new code for GÇÿchainingGÇÖ invention together might be, this would be a very elegant fix. Even a standard of 44hr E2E would make many people happy, as they would then install invention once a day and manufacturing once every two days.
Thanks for the read, those of you who stuck around.
|

lissl
Deadly Harmony Fidelas Constans
0
|
Posted - 2014.07.02 06:47:00 -
[510] - Quote
The only problem I have ever had with blueprints in all my years is the mineral requirements not being comma separated to make the amounts easy to read at a glance. Me and every Indy guy I know would LOVE LOVE LOVE to see this changed! |

Tripple Cripple
Republic Military School Minmatar Republic
1
|
Posted - 2014.07.02 10:10:00 -
[511] - Quote
Noticed on Sisi that the build time on the Orca and the Dreads are the same now. About 17 days before skills. That is an increase of 2-3 days for a dread so not a big deal. The Orca that is not a real capital more of an in between BS and Capital gets the same treatment and goes from 7 days build time to 17 days. Is this intentional? |

sten mattson
Virtus Crusade Curatores Veritatis Alliance
72
|
Posted - 2014.07.06 05:05:00 -
[512] - Quote
chages look good for the most part.
one big problem though for those who use BPOs as a corp resource:
as of right now corp theft is not really a problem since the BPO can be locked inside a station and you can still use the bpo for jobs in a POS eg copy - ME/TE - manufacturing.
with the new changes , you will have to first move the BPOs to the pos, and i have no problem with this. But you will also have to move them to the specific facility for the job- i.e you need to put the BPO in the ship assembly to build a ship from the BPO, or the BPO needs to be in the design lab to get copied.
what this means is that these blueprints cant be locked and saved from corp theft with these new changes since they will be needed for different things.
what i propose is that the blueprints still need to be brought to the actual POS, but only need to be in any hangar in the POS to be used for all facilities inside the POS.
i.e: all BPOs are locked inside the corp hangar array, and can be used for copying in the design lab or used for manufacturing in the assembly arrays. IMMA FIRING MA LAZAR!!! |

Kukihara Akachi
School of Applied Knowledge Caldari State
13
|
Posted - 2014.07.09 12:57:00 -
[513] - Quote
CCP Greyscale wrote:Ealon Musque wrote:Loraine Gess wrote:[quote=Ealon Musque] Is your point that one can get around the "chunkiness" issue by running batches of multiple Archons (in this case) in one production run? Archon Bill of Materials: Capital Drone Bay......................... 44 Capital Armor Plates.................... 11 Capital Capacitor Battery............. 11 Capital Power Generator............. 11 Capital Jump Drive....................... 11 Capital Ship Maintenance Bay.... 11 Capital Corporate Hangar Bay.....11 all other components....................<10 ... So, to summarize, ME0-9 saves you a total of 3 Drone Bays (the cheapest components), whereas ME10 alone saves 7 different components. This is the "chunkiness effect". Yup, there is some weirdness in this sort of thing, and there's not really a good obvious solution if we want to keep per-job rounding (which we generally do). I'll try and make time to have another look at this later.
Any news on this, as this is really opposite to the whole idea of diminishing returns and steady progress in research? I just checked Moros blueprints, and per level you get the following saving of components:
0->1 = components saved: 0 1->2 = components saved: 0 2->3 = components saved: 0 3->4 = components saved: 6 (65 million saved) 4->5 = components saved: 2 (17 million saved) 5->6 = components saved: 2 (22 million saved) 6->7 = components saved: 3 (34.4 million saved) 7->8 = components saved: 3 (30.1 million saved) 8->9 = components saved: 0 9->10 = components saved: 6 (64.2 million saved)
Firstly, this is screwed because all those ME6 blueprints, that were researched to perfect ME, are no longer perfect ME. What's perfect already should remain perfect after the changes. (In case of Moros, that used to be ME6.)
Secondly, and more importantly, it's screwed because it's completely against what this industry revamp was supposed to do in terms of consistency, intuitiveness, and opaqueness. The original devblog stated that the changes introduce "a fixed number of researchable levels with identical bonuses but increasing research time." (that's direct quote). That's exactly not happening now. The same devblog also talked about making it more intuitive and transparent - quite the opposite here, too! In this case, the changes fail to do what they were supposed to do: to give a "pretty clear system that is easy to wrap your head around, works for pretty much everything". |

Alexander McKeon
AQUILA INC Verge of Collapse
66
|
Posted - 2014.07.09 20:24:00 -
[514] - Quote
I just checked the .csv, and the copy time for all R.A.M types is 25% longer than their build time, contrary to the stated plan; is this one of those intended special cases? I can't thing of a good reason for it to be one. |

Ealon Musque
Veldspar Industries Brave Collective
1
|
Posted - 2014.07.10 06:45:00 -
[515] - Quote
Kukihara Akachi wrote:I just checked Moros blueprints, and per level you get the following saving of components:
0->1 = components saved: 0 1->2 = components saved: 0 2->3 = components saved: 0 3->4 = components saved: 6 (65 million saved) 4->5 = components saved: 2 (17 million saved) 5->6 = components saved: 2 (22 million saved) 6->7 = components saved: 3 (34.4 million saved) 7->8 = components saved: 3 (30.1 million saved) 8->9 = components saved: 0 9->10 = components saved: 6 (64.2 million saved)
Firstly, this is screwed because all those ME6 blueprints, that were researched to perfect ME, are no longer perfect ME. What's perfect already should remain perfect after the changes. (In case of Moros, that used to be ME6.)
Secondly, and more importantly, it's screwed because it's completely against what this industry revamp was supposed to do in terms of consistency, intuitiveness, and opaqueness. The original devblog stated that the changes introduce "a fixed number of researchable levels with identical bonuses but increasing research time." (that's direct quote). That's exactly not happening now. The same devblog also talked about making it more intuitive and transparent - quite the opposite here, too! In this case, the changes fail to do what they were supposed to do: to give a "pretty clear system that is easy to wrap your head around, works for pretty much everything".
Yeah, this is not good. Thanks for following up on my initial post about this. Looking forward to hearing how this will be tackled. |

Kukihara Akachi
School of Applied Knowledge Caldari State
15
|
Posted - 2014.07.10 08:18:00 -
[516] - Quote
Ealon Musque wrote:Yeah, this is not good. Thanks for following up on my initial post about this. Looking forward to hearing how this will be tackled.
My initial fix to this would be to do the same thing they did to fuel blocks: divide the construction parts size by 1/10 and multiply their number needed by 10.
But there's still the problem that our perfect ME blueprints are no longer perfect. That's definitely not cool. |

Andrew Indy
Four Pillar Production Headshot Gaming
91
|
Posted - 2014.07.11 04:29:00 -
[517] - Quote
I'm personally not a fan of having my Multi Month ME Blueprints converted into 5 minute jobs. I invested the time to get them to crazy levels to get a slight advantage and now any old fool can get up to my level with almost no effort (assuming they have 10 ME before the change).
PS, I wish I had research my Archon to 10 before I noticed the change :(. |

Ealon Musque
Veldspar Industries Brave Collective
2
|
Posted - 2014.07.12 00:11:00 -
[518] - Quote
Kukihara Akachi wrote:Ealon Musque wrote:Yeah, this is not good. Thanks for following up on my initial post about this. Looking forward to hearing how this will be tackled. My initial fix to this would be to do the same thing they did to fuel blocks: divide the construction parts size by 1/10 and multiply their number needed by 10.
I think I agree. Simplest solution. |

Shahai Shintaro
Caldari Colonial Defense Ministry Templis CALSF
49
|
Posted - 2014.07.14 19:06:00 -
[519] - Quote
There any update with this or do we still need to bulk build caps to be back to what we currently have? |

Kukihara Akachi
School of Applied Knowledge Caldari State
16
|
Posted - 2014.07.16 06:16:00 -
[520] - Quote
No, it seems that they'll just do it like this. |

Steijn
Quay Industries
541
|
Posted - 2014.07.16 08:34:00 -
[521] - Quote
meh, ignore, will fall on deaf ears. |

Ealon Musque
Veldspar Industries Brave Collective
2
|
Posted - 2014.07.16 09:28:00 -
[522] - Quote
Probably ran out of time to consider it this time around. And most likely will not mess with it later. So yeah.  |

Electrified Circuits
Fault Line Industries Greater Western Co-Prosperity Sphere
17
|
Posted - 2014.07.16 21:38:00 -
[523] - Quote
2 Cents for Capital consideration |

Laura Belle
The Scope Gallente Federation
16
|
Posted - 2014.07.17 18:37:00 -
[524] - Quote
I don't like the invention change! in fact I hate it!
In short - you gonna take the whole market up.
1st of all, a question, if u gonna make the production material cost 50% higher and ME0 has -10 waste.. how exactly its ending in (1.5/1.091) 37.5% higher and not 65.5% (1.5*1.091) higher?
now, to put the long version of my opinion on the table. going with the 37.5%, that means that per excelence - if comparing to now, each ME0 BPC will give production cost equal to -2.75ME nowadays.
ok, but unlike now when we can negate it with decryptor back to -20 waste, we'll be able to take off the price only 3% so 1.375*.97 = ~1.334 times a perfect BPC give now
comparing to the 1.2 we have now we're talking on a raise of 11% in production cost (1.334/1.2) and there is NO way cheaper decryptors can negate such a raise).
|

Electrified Circuits
Fault Line Industries Greater Western Co-Prosperity Sphere
17
|
Posted - 2014.07.18 11:45:00 -
[525] - Quote
Laura I wouldn't worry about that , tech 2 prices will simply just go up as we have seen already. (what you make it for and the effort put in usually equates its worth provided the market demand is there)
The real problem with invention at the moment is decryptors are practically useless even in big ships they are not that great.
But, ccp have said invention is the next iteration so it will happen soon |

Sigras
Conglomo
823
|
Posted - 2014.07.20 23:36:00 -
[526] - Quote
Hold on, I just ran the numbers once more, and comparing a ME -1 BPC (before) to an ME +5 BPC (after) Im seeing a 13.48% increase... And that's after using the best team on SISI and in a POS array.
I knew there was going to be some increase but 13.48% ... wow...
Is this intentional? an increase of > 13% on all T2 inventables who's demand exceeds T2 BPO production capabilities? |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3542
|
Posted - 2014.07.21 00:18:00 -
[527] - Quote
Sigras wrote:Hold on, I just ran the numbers once more, and comparing a ME -1 BPC (before) to an ME +5 BPC (after) Im seeing a 13.48% increase... And that's after using the best team on SISI and in a POS array.
I knew there was going to be some increase but 13.48% ... wow...
Is this intentional? an increase of > 13% on all T2 inventables who's demand exceeds T2 BPO production capabilities? Should be noted: T2 BPOs are affected worse than BPCs.
Those things which didn't use decryptors before will be pretty unaffected. Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |

Sigras
Conglomo
823
|
Posted - 2014.07.21 04:43:00 -
[528] - Quote
Oh, I see what you mean... ok cool... yeah now that I think about it there was really no other way to make it work. |

Slave Miner
Adrenaline Enterprises
0
|
Posted - 2014.07.21 21:15:00 -
[529] - Quote
I have a question regarding invented rigs. I've been doing invention on rigs and logged in to the test server to get an idea of what the changes are and was shocked to find that my -3 ME invented BPC's were converted to (what is currently) -4 ME effectively doubling the production costs of the rigs.
Furthermore I've been experiementing on the test server to see if there was a way to improve the wastage to no avail (currently setting up a POS to see if the cost basis can be reduced).
Was this intentional? It's going to greatly destabilize the rig market to have an over night 2x cost basis increase on T2 rigs (the cheapest of t2 rigs will cost as much as ships). |

Gospadin
School of Applied Knowledge Caldari State
163
|
Posted - 2014.07.21 22:23:00 -
[530] - Quote
Sable Moran wrote:Yeah, me too. But I'm a bit worried if CCP is expecting too much. Will people really pick up industry? Even after these changes it still is tedious spreadsheet work with lots of clicking and even more moving parts than before.
Free market will ensure that supply and demand converge, given that pricing is set by the players. |

G'Shad
Weatherlight Fleetworks
6
|
Posted - 2014.07.22 15:40:00 -
[531] - Quote
As a cap builder, I have one thing to say . . .f*** me for not stocking up on finished ships before this. The build cost (perfect blue prints) has gone up significantly. Still adjusting the excel file, but it looks like it could be a 15-20% increase over yesterday.
Second thing of note: What the hell is with the order the materials are in. Not minerals not listed alphabetically, components on Cap BPOs not in any understandable order. What the hell? This does not look like an improvement, just sloppy. |

Dinsdale Pirannha
Pirannha Corp
3290
|
Posted - 2014.07.22 16:10:00 -
[532] - Quote
G'Shad wrote:As a cap builder, I have one thing to say . . .f*** me for not stocking up on finished ships before this. The build cost (perfect blue prints) has gone up significantly. Still adjusting the excel file, but it looks like it could be a 15-20% increase over yesterday.
Second thing of note: What the hell is with the order the materials are in. Not minerals not listed alphabetically, components on Cap BPOs not in any understandable order. What the hell? This does not look like an improvement, just sloppy.
Welcome to Crius, where no option to **** off the customer base was not exercised. |

Jaden Soniel
Almalexia Inc.
5
|
Posted - 2014.07.22 16:48:00 -
[533] - Quote
okay, so I'm changing my excel sheet and i find the following:
I look at the industry UI with a T2 Co Processor selected. It has -4% time efficiency. It says the following things regarding the time it take to produce a single module:
Skills -24% Blueprint time efficiency -4% Facility -25% (I'm looking at this in a tower) Industry lvl 5 Advanced Industry lvl 5
So from what I'm getting from this is that the time it takes to make under these conditions is time -53%. Witch should equal 21 minutes 21 seconds according to the UI. I look at the same blueprint show info and it says: time per run 39 minutes. But if I negate -53% i get 18 minutes and 19.8 seconds.
Or looking at this another way: Blueprint show info time per run 39 minutes. Industry UI time per run 21 mins 21 sec, witch comes after -53%. If i divide 21 mins and 21 sec with 39 mins i get 54.74%.
So where does the difference coming from? Am i missing something? |

Slave Miner
Adrenaline Enterprises
0
|
Posted - 2014.07.22 17:26:00 -
[534] - Quote
Dinsdale Pirannha wrote:G'Shad wrote:As a cap builder, I have one thing to say . . .f*** me for not stocking up on finished ships before this. The build cost (perfect blue prints) has gone up significantly. Still adjusting the excel file, but it looks like it could be a 15-20% increase over yesterday.
Second thing of note: What the hell is with the order the materials are in. Not minerals not listed alphabetically, components on Cap BPOs not in any understandable order. What the hell? This does not look like an improvement, just sloppy. Welcome to Crius, where no option to **** off the customer base was not exercised.
We were caught somewhat off guard as well, our cost base doubled over night on small rigs. We ended up scrambling to research and produce everything we could in the past two days to cushion the transition.
There were also unexpected increases in base material requirements (that is to say, they upped the original requirements). Example, we used .15% of ram to produce a single unit of a small hyperspatial velocity rig, now the requirement is 2 units which is a 6.66~ multiple increase in base material requirements. |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3556
|
Posted - 2014.07.22 18:03:00 -
[535] - Quote
Slave Miner wrote:Dinsdale Pirannha wrote:G'Shad wrote:As a cap builder, I have one thing to say . . .f*** me for not stocking up on finished ships before this. The build cost (perfect blue prints) has gone up significantly. Still adjusting the excel file, but it looks like it could be a 15-20% increase over yesterday.
Second thing of note: What the hell is with the order the materials are in. Not minerals not listed alphabetically, components on Cap BPOs not in any understandable order. What the hell? This does not look like an improvement, just sloppy. Welcome to Crius, where no option to **** off the customer base was not exercised. We were caught somewhat off guard as well, our cost base doubled over night on small rigs. We ended up scrambling to research and produce everything we could in the past two days to cushion the transition. There were also unexpected increases in base material requirements (that is to say, they upped the original requirements). Example, we used .15% of ram to produce a single unit of a small hyperspatial velocity rig, now the requirement is 2 units which is a 6.66~ multiple increase in base material requirements.
Remember,.rig production output has been increased by 100 times. And rig stockpiles.
So it's actually a significant decrease. As that would have come out at 15 Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |

Oma Lorche
Stay Frosty. A Band Apart.
7
|
Posted - 2014.07.22 19:12:00 -
[536] - Quote
WIth 14h invention time for simplest modules you eliminated reason to produce modules at all. You can do now only 1 invention cycle a day instead of many. What is the point? I don't see reason for people to make those items at all. There must be some basic return if you decide to produce for example light ion blaster. Now you cannot invent enough to keep production slots busy. IInvention time is longer then production time. Thats wrong surely!
|

erdrickjr
30plus Greater Western Co-Prosperity Sphere
0
|
Posted - 2014.07.22 21:19:00 -
[537] - Quote
Went to research a fighter bpo today and it cost me 108 mil to get to 9 and 360+mil to get to 10 WTF. Don't think the bpo costed that much. Then go to frigates and there like 1.7 mil to get to lv9.
Think the pricing needs work or they are really trying to take isk out of game
Plus side other bpos turned to perfect. |

Kale Freeman
Dirt 'n' Glitter I Whip My Slaves Back and Forth
29
|
Posted - 2014.07.23 09:13:00 -
[538] - Quote
Oma Lorche wrote: WIth 14h invention time for simplest modules you eliminated reason to produce modules at all. You can do now only 1 invention cycle a day instead of many. What is the point? I don't see reason for people to make those items at all. There must be some basic return if you decide to produce for example light ion blaster. Now you cannot invent enough to keep production slots busy. IInvention time is longer then production time. Thats wrong surely!
Is that in a POS? |

Komi Toran
Paragon Trust The Bastion
141
|
Posted - 2014.07.23 09:21:00 -
[539] - Quote
Jaden Soniel wrote:So from what I'm getting from this is that the time it takes to make under these conditions is time -53%. You should be getting -45.28%, because you multiply the modifiers, not add. |

Anthar Thebess
644
|
Posted - 2014.08.08 12:16:00 -
[540] - Quote
Increase Time needed for constructing supercapitals , as current skills allow them to be constructed faster. We really don't need more supers. Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |

Veinnail
FinFleet Northern Coalition.
102
|
Posted - 2014.08.10 15:05:00 -
[541] - Quote
all of the various t2 ship trees follow a certain conformity of material needs. meaning all four of each t2 variant uses the same component list.
The exception i've noticed is the command ships, eos and astarte deviate from this pattern.
the following links are side by side comparison of the two tiers of command ships.
https://dl.dropboxusercontent.com/u/108852864/Commands.JPG
https://dl.dropboxusercontent.com/u/108852864/Commands2.JPG
was this intentional?
FYI: crossposted to Crius issues thread as well. |

True Sight
Deep Freeze Industries
190
|
Posted - 2014.08.11 13:12:00 -
[542] - Quote
Kukihara Akachi wrote:Any news on this, as this is really opposite to the whole idea of diminishing returns and steady progress in research? I just checked Moros blueprints, and per level you get the following saving of components:
0->1 = components saved: 0 1->2 = components saved: 0 2->3 = components saved: 0 3->4 = components saved: 6 (65 million saved) 4->5 = components saved: 2 (17 million saved) 5->6 = components saved: 2 (22 million saved) 6->7 = components saved: 3 (34.4 million saved) 7->8 = components saved: 3 (30.1 million saved) 8->9 = components saved: 0 9->10 = components saved: 6 (64.2 million saved)
Firstly, this is screwed because all those ME6 blueprints, that were researched to perfect ME, are no longer perfect ME. What's perfect already should remain perfect after the changes. (In case of Moros, that used to be ME6.)
Secondly, and more importantly, it's screwed because it's completely against what this industry revamp was supposed to do in terms of consistency, intuitiveness, and opaqueness. The original devblog stated that the changes introduce "a fixed number of researchable levels with identical bonuses but increasing research time." (that's direct quote). That's exactly not happening now. The same devblog also talked about making it more intuitive and transparent - quite the opposite here, too! In this case, the changes fail to do what they were supposed to do: to give a "pretty clear system that is easy to wrap your head around, works for pretty much everything".
This has bugged me especially, I had a perfect Moros BPO, that literally could not get any better, and now I need to spend over 250 days to get it back into the same position it was in before.
Whilst I understand the overal conversion rules, outright gimping every single existing blueprint and demanding people spend almost a year simply to put it back in the same position is very crappy and unfair.
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CCP Greyscale
C C P C C P Alliance
2558

|
Posted - 2014.09.01 15:31:00 -
[543] - Quote
Eos and Astarte are backwards because the Eos was the fleet command but also the drone boat, so it got the Myrm hull, whereas for the other races the old fleet commands kept their original hull. It's odd but I'm not sure unifying it justifies the disruption it'd cause. |
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