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CCP Greyscale
C C P C C P Alliance
2343

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Posted - 2014.06.10 13:31:00 -
[1] - Quote
Hello citizens of Singularity,
Here is the 100% official feedback thread for research changes that are hitting Singularity today!
There is still ongoing discussion of specifics of blueprint data in the below-linked thread, but otherwise please feed us back here as much as you like! This post will be updated with more clarifications as we discover what people are confused about :)
Blueprint and research changes
Things that are on SiSi now: - As detailed in this blog: -- ME and TE are now in the new 1-10 system -- Blueprints are transitioned to the new numbers (TBC) -- Wastage is gone - As detailed most recently in this thread: -- All blueprint data has been completely overhauled -- Copy should be 80% of build time --- Gallente outposts to be revisited -- Ranks have been assigned based on a reasonably coherent system -- Manufacture and research times have been adjusted based on ranks -- Invention times are now half T2 build time plus T1 copy and invent time, for the relevant quantities, so the two roughly line up -- Invention now removes one run from the input copy -- Invention now based around +2 ME/+4 TE rather than -2 for each -- T1 material costs increased by 1/0.9 to compensate for removal of wastage -- T2 material costs increased by 1.5/0.9 to compensate for invention ME changes; this number is incorrect and will be fixed soon -- T2 items currently require 2x the T1 item; this is incorrect and will be fixed soon -- Some special-casing and fuzzing has been done in certain places to make numbers more interesting |
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EMT Holding
EMT Holding Corporation
1
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Posted - 2014.06.10 13:49:00 -
[2] - Quote
CCP Greyscale wrote: -- Invention now removes one run from the input copy -- Some special-casing and fuzzing has been done in certain places to make numbers more interesting
For your first point, can I assume that to get a 1 run T2 ship BPC, I now need to use a T1 BPC with 2 runs? Or to get a 9 run T2 BPC, I use a 10 run T1 BPC? If so, what are decryptors for? Is there any point in them?
"Special-casing and fuzzing to make numbers more interesting" I hope you mean this as a temporary solution and not a permanent one. Industry doesn't run on "interesting numbers". To produce an efficient chain, everything must be known to work out how much it will cost and what materials are required. If these numbers are permanent, I assume they will be in the SDE when it's released? If so, what about the equations surrounding these "fuzzy numbers"? |
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CCP Greyscale
C C P C C P Alliance
2343

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Posted - 2014.06.10 13:51:00 -
[3] - Quote
EMT Holding wrote:CCP Greyscale wrote: -- Invention now removes one run from the input copy -- Some special-casing and fuzzing has been done in certain places to make numbers more interesting
For your first point, can I assume that to get a 1 run T2 ship BPC, I now need to use a T1 BPC with 2 runs? Or to get a 9 run T2 BPC, I use a 10 run T1 BPC? If so, what are decryptors for? Is there any point in them? "Special-casing and fuzzing to make numbers more interesting" I hope you mean this as a temporary solution and not a permanent one. Industry doesn't run on "interesting numbers". To produce an efficient chain, everything must be known to work out how much it will cost and what materials are required. If these numbers are permanent, I assume they will be in the SDE when it's released? If so, what about the equations surrounding these "fuzzy numbers"?
- No, invention literally just removes exactly one run from the copy during the invention job. All invention jobs now need one run. This is happening as we want to normalize copy time at 80% of build time; we've adjusted invention and build times so that end-to-end copy-invent-build times remain roughly constant. - We're not fuzzing dynamically, we've just played with some static numbers to create a bit more variety. IIRC the main one is that larger items take slightly longer than you'd otherwise expect to invent, and smaller items take slightly shorter, so larger ones are more invention-bound and smaller ones more build-bound. |
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Atlanti IV
Empyrean Enterprise Conglomerate
11
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Posted - 2014.06.10 13:56:00 -
[4] - Quote
CCP Greyscale wrote: -- Copy should be 80% of build time
So, If I conduct TE research, should my copy time therefore decrease as well? |
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CCP Greyscale
C C P C C P Alliance
2345

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Posted - 2014.06.10 13:58:00 -
[5] - Quote
Atlanti IV wrote:CCP Greyscale wrote: -- Copy should be 80% of build time
So, If I conduct TE research, should my copy time therefore decrease as well?
Nope, that's just the base value, sorry. Skills affect both independently, and TE still only affects build time. It's too much of a rabbithole to have those stats affect research jobs too. |
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EMT Holding
EMT Holding Corporation
1
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Posted - 2014.06.10 14:07:00 -
[6] - Quote
CCP Greyscale wrote:EMT Holding wrote:CCP Greyscale wrote: -- Invention now removes one run from the input copy -- Some special-casing and fuzzing has been done in certain places to make numbers more interesting
For your first point, can I assume that to get a 1 run T2 ship BPC, I now need to use a T1 BPC with 2 runs? Or to get a 9 run T2 BPC, I use a 10 run T1 BPC? If so, what are decryptors for? Is there any point in them? "Special-casing and fuzzing to make numbers more interesting" I hope you mean this as a temporary solution and not a permanent one. Industry doesn't run on "interesting numbers". To produce an efficient chain, everything must be known to work out how much it will cost and what materials are required. If these numbers are permanent, I assume they will be in the SDE when it's released? If so, what about the equations surrounding these "fuzzy numbers"? - No, invention literally just removes exactly one run from the copy during the invention job. All invention jobs now need one run. This is happening as we want to normalize copy time at 80% of build time; we've adjusted invention and build times so that end-to-end copy-invent-build times remain roughly constant. - We're not fuzzing dynamically, we've just played with some static numbers to create a bit more variety. IIRC the main one is that larger items take slightly longer than you'd otherwise expect to invent, and smaller items take slightly shorter, so larger ones are more invention-bound and smaller ones more build-bound. 1. If that works how I'm thinking it does, that sounds good. So if I invent off a 10 run T1 BPC, when the invention finishes, I get the T1 BPC back but with 9 runs? That sounds like an excellent midstep towards being able to do batched invention or an invention job for more than 1 run :D 2. Also good. I can understand the need to slightly bend material requirements for smaller/larger things. |
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CCP Greyscale
C C P C C P Alliance
2345

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Posted - 2014.06.10 14:10:00 -
[7] - Quote
EMT Holding wrote:CCP Greyscale wrote:EMT Holding wrote:CCP Greyscale wrote: -- Invention now removes one run from the input copy -- Some special-casing and fuzzing has been done in certain places to make numbers more interesting
For your first point, can I assume that to get a 1 run T2 ship BPC, I now need to use a T1 BPC with 2 runs? Or to get a 9 run T2 BPC, I use a 10 run T1 BPC? If so, what are decryptors for? Is there any point in them? "Special-casing and fuzzing to make numbers more interesting" I hope you mean this as a temporary solution and not a permanent one. Industry doesn't run on "interesting numbers". To produce an efficient chain, everything must be known to work out how much it will cost and what materials are required. If these numbers are permanent, I assume they will be in the SDE when it's released? If so, what about the equations surrounding these "fuzzy numbers"? - No, invention literally just removes exactly one run from the copy during the invention job. All invention jobs now need one run. This is happening as we want to normalize copy time at 80% of build time; we've adjusted invention and build times so that end-to-end copy-invent-build times remain roughly constant. - We're not fuzzing dynamically, we've just played with some static numbers to create a bit more variety. IIRC the main one is that larger items take slightly longer than you'd otherwise expect to invent, and smaller items take slightly shorter, so larger ones are more invention-bound and smaller ones more build-bound. 1. If that works how I'm thinking it does, that sounds good. So if I invent off a 10 run T1 BPC, when the invention finishes, I get the T1 BPC back but with 9 runs? That sounds like an excellent midstep towards being able to do batched invention or an invention job for more than 1 run :D 2. Also good. I can understand the need to slightly bend material requirements for smaller/larger things.
Correct on both. |
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Rusty Waynne
Section 8. Fatal Ascension
12
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Posted - 2014.06.10 14:27:00 -
[8] - Quote
edit: nvm |

Anathema Device
State War Academy Caldari State
4
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Posted - 2014.06.10 14:27:00 -
[9] - Quote
Attempted to undock my main character in a covert ops ship after a clone jump and the client crashed under Window 8.1
Swapped to an alt to start a research job and that has failed to install the job as the cost is invalid Error.INVALID_COST () Job duration is 2:38 but Cost is 0 while using Hadonoo III Moon 9 which has research facilities.
And still think the conversion of researched BPOs is bad, just plain wrong. Looks like we are stuck with this dumb conversion. |

MailDeadDrop
Rage and Terror Against ALL Authorities
342
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Posted - 2014.06.10 14:52:00 -
[10] - Quote
Does that mean that, exempting decryptor effects, it is no longer possible to get multi-run T2 BPCs from invention? Currently (Kronos) max-run T1 module BPCs yield 10-run T2 BPCs. If invention only yields 1-run T2 BPCs then there will be *many* more invention jobs in Crius. Am I misunderstanding something?
MDD |
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CCP Greyscale
C C P C C P Alliance
2347

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Posted - 2014.06.10 15:01:00 -
[11] - Quote
MailDeadDrop wrote:Does that mean that, exempting decryptor effects, it is no longer possible to get multi-run T2 BPCs from invention? Currently (Kronos) max-run T1 module BPCs yield 10-run T2 BPCs. If invention only yields 1-run T2 BPCs then there will be *many* more invention jobs in Crius. Am I misunderstanding something?
MDD
All invention jobs will spit out a max-run blueprint. Sorry, should've mentioned that, lots of plates spinning today :) |
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MailDeadDrop
Rage and Terror Against ALL Authorities
342
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Posted - 2014.06.10 15:02:00 -
[12] - Quote
CCP Greyscale wrote:MailDeadDrop wrote:Does that mean that, exempting decryptor effects, it is no longer possible to get multi-run T2 BPCs from invention? Currently (Kronos) max-run T1 module BPCs yield 10-run T2 BPCs. If invention only yields 1-run T2 BPCs then there will be *many* more invention jobs in Crius. Am I misunderstanding something?
MDD All invention jobs will spit out a max-run blueprint. Sorry, should've mentioned that, lots of plates spinning today :) Whew! Yes, that makes things better. Thanks!
Edit: Of course that means decryptor overhaul is even more pressing! 
MDD |

Jimmy Jizzball
Barroom Heroes
0
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Posted - 2014.06.10 15:17:00 -
[13] - Quote
Ok, this could also fit in the Manufacturing section. But it would be really awesome if the system would either remember which division I selected for the input materials and which division I used for the output, or use the division where my BPCs/BPOs I use lie in by default.
As of now I have my BPCs I want to invent in division three and I always need to switch the location of the input materials from division one to division three.
And some questions regarding inventions:
I used to invent 400 max run BPCs so far for my T2 module production. Do the changes mean I just need to invent BPCs worth 400 runs to get the same results I had before? And, will the datacores get cheaper since it seems that inventions use more now or did I just miss something here? |

Anathema Device
State War Academy Caldari State
4
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Posted - 2014.06.10 15:23:00 -
[14] - Quote
Can't resize width of Industry panel but can change height. Problem seeing 'End Date' field. Currently have a job running ~21 days, 8K isk, Outcome RESEARCHED BLUEPRINT +0%. Industry interface should not have started this job. |
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CCP Greyscale
C C P C C P Alliance
2347

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Posted - 2014.06.10 15:47:00 -
[15] - Quote
Questions to do with UI are definitely better off in the Manufacturing thread, I'll ask Ytterbium to rename that one.
Jimmy Jizzball wrote:I used to invent 400 max run BPCs so far for my T2 module production. Do the changes mean I just need to invent BPCs worth 400 runs to get the same results I had before? And, will the datacores get cheaper since it seems that inventions use more now or did I just miss something here?
I don't follow exactly what you're asking here WRT 400, sorry.
Datacore numbers are broken, I'll fix them in a bit.
Anathema Device wrote:Can't resize width of Industry panel but can change height. Problem seeing 'End Date' field. Currently have a job running ~21 days, 8K isk, Outcome RESEARCHED BLUEPRINT +0%. Industry interface should not have started this job.
I'll look into why that job has started. |
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CCP Greyscale
C C P C C P Alliance
2347

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Posted - 2014.06.10 15:53:00 -
[16] - Quote
Ok, jobs already at level 10 starting is a known issue, will be fixed :) |
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Jimmy Jizzball
Barroom Heroes
0
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Posted - 2014.06.10 16:08:00 -
[17] - Quote
CCP Greyscale wrote:Questions to do with UI are definitely better off in the Manufacturing thread, I'll ask Ytterbium to rename that one. Jimmy Jizzball wrote:I used to invent 400 max run BPCs so far for my T2 module production. Do the changes mean I just need to invent BPCs worth 400 runs to get the same results I had before? And, will the datacores get cheaper since it seems that inventions use more now or did I just miss something here? I don't follow exactly what you're asking here WRT 400, sorry.
Allright, I'll try to explain it :-)
So far, whenever I wanted to start a new batch of production I copied BPOs until I had 400 BPCs with 300 runs each. I'm inventing them and at the end I'll get somewhere between 160 and 180 T2 BPCs with 10 runs each. And this is where my question starts. At the top you wrote that invention runs now remove a run from the input copy. So, if I use one character with 10 slots for my inventions now, I would just need 10 BPCs with 40 runs each to end up with 160 to 180 T2 BPCs with 10 runs in the end like before? |

Jarnis McPieksu
Habitual Euthanasia Pandemic Legion
502
|
Posted - 2014.06.10 16:17:00 -
[18] - Quote
Jimmy Jizzball wrote:CCP Greyscale wrote:Questions to do with UI are definitely better off in the Manufacturing thread, I'll ask Ytterbium to rename that one. Jimmy Jizzball wrote:I used to invent 400 max run BPCs so far for my T2 module production. Do the changes mean I just need to invent BPCs worth 400 runs to get the same results I had before? And, will the datacores get cheaper since it seems that inventions use more now or did I just miss something here? I don't follow exactly what you're asking here WRT 400, sorry. Allright, I'll try to explain it :-) So far, whenever I wanted to start a new batch of production I copied BPOs until I had 400 BPCs with 300 runs each. I'm inventing them and at the end I'll get somewhere between 160 and 180 T2 BPCs with 10 runs each. And this is where my question starts. At the top you wrote that invention runs now remove a run from the input copy. So, if I use one character with 10 slots for my inventions now, I would just need 10 BPCs with 40 runs each to end up with 160 to 180 T2 BPCs with 10 runs in the end like before?
The cries you are hearing are coming from all the BPC copy alt slaves being quietly escorted towards biomassing.
(Yes, that's what they are planning)
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CCP Greyscale
C C P C C P Alliance
2347

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Posted - 2014.06.10 16:25:00 -
[19] - Quote
Jimmy Jizzball wrote:CCP Greyscale wrote:Questions to do with UI are definitely better off in the Manufacturing thread, I'll ask Ytterbium to rename that one. Jimmy Jizzball wrote:I used to invent 400 max run BPCs so far for my T2 module production. Do the changes mean I just need to invent BPCs worth 400 runs to get the same results I had before? And, will the datacores get cheaper since it seems that inventions use more now or did I just miss something here? I don't follow exactly what you're asking here WRT 400, sorry. Allright, I'll try to explain it :-) So far, whenever I wanted to start a new batch of production I copied BPOs until I had 400 BPCs with 300 runs each. I'm inventing them and at the end I'll get somewhere between 160 and 180 T2 BPCs with 10 runs each. And this is where my question starts. At the top you wrote that invention runs now remove a run from the input copy. So, if I use one character with 10 slots for my inventions now, I would just need 10 BPCs with 40 runs each to end up with 160 to 180 T2 BPCs with 10 runs in the end like before?
Yup. For modules, copy time is way down now that you only need one run per. Invention time is generally way up though, IIRC, so consider cross-training your copy alts into invention :) |
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Axe Coldon
45
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Posted - 2014.06.10 17:03:00 -
[20] - Quote
IF you are increasing the ME +2 of base invented bpc's and are increasing the materials to compensate for less waste, will you be converting existing t2 bpc's on July22.
And if you increase the materials of existing t2 bpc.s will you alter the ME to match..though I wonder if I am asking a dumb question and it doesn't matter if the end result is the same. _________________________________________________________________________________________________ No trees were killed in the sending of this message. However, a large number of electrons were terribly inconvenienced. |
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Valterra Craven
263
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Posted - 2014.06.10 17:07:00 -
[21] - Quote
Greyscale, are bpcs that are having their max runs upped getting changed in the patch too?
Aka if the max run before was 5 and gets changed to 10, after patch will they still be 5 or will they get 5 additional runs? |
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CCP Greyscale
C C P C C P Alliance
2351

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Posted - 2014.06.10 17:08:00 -
[22] - Quote
Axe Coldon wrote:IF you are increasing the ME +2 of base invented bpc's and are increasing the materials to compensate for less waste, will you be converting existing t2 bpc's on July22.
And if you increase the materials of existing t2 bpc.s will you alter the ME to match..though I wonder if I am asking a dumb question and it doesn't matter if the end result is the same.
Existing BPCs should be converted in a sensible way, yes.
Valterra Craven wrote:Greyscale, are bpcs that are having their max runs upped getting changed in the patch too?
Aka if the max run before was 5 and gets changed to 10, after patch will they still be 5 or will they get 5 additional runs?
I believe the only things we're changing max runs on are T1 blueprints, and given that max runs are no longer required for invention, there's no obvious reason to give people extra free runs during the transition :) |
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Ereshgikal
Pigs and Sows Gentlemen's Agreement
29
|
Posted - 2014.06.10 17:58:00 -
[23] - Quote
Some quick feedback:
- Possible bug. When trying to copy a BPO try to type an insanely high number of runs per copy. The total time will adjust for that insane amount, but the UI will reset the number to the maximum allowed runs per copy without adjusting the number accordingly. End result is either a timer that shows that the total job will take much longer than it will...or the job will take too long (I haven't tried to actually start the copying job yet).
(Posted this in the UI thread as well in case it is a UI bug.)
- A BPO with ME 10 has the attribute "wastage factor" of 0.9%. Not sure if this is old crap, but it corresponds nicely to how much waste an "old ME 10" would have.
- Applying a team with bonus to destroyer ME does not change my mineral consumption at all for my Coercer BPO at ME 10. Is there a hard limit at 10% that hasn't been mentioned?
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CCP Greyscale
C C P C C P Alliance
2352

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Posted - 2014.06.10 18:02:00 -
[24] - Quote
- Bug noted, thanks - Show info hasn't been updated yet, expect it to be wrong (like the Gila) - I don't believe there's any cap there, not sure why that is not working. |
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Ereshgikal
Pigs and Sows Gentlemen's Agreement
29
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Posted - 2014.06.10 18:08:00 -
[25] - Quote
To check if the numbers on Sisi are roughly correct I took my ME 10 Coercer on Sisi and compared it with TQ numbers today.
http://i.imgur.com/AQS0tXl.png
Seems like my ME 10 Coercer consumes more material than an old ME 0 that had 10% waste. :D
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Ereshgikal
Pigs and Sows Gentlemen's Agreement
29
|
Posted - 2014.06.10 18:12:00 -
[26] - Quote
Ereshgikal wrote:To check if the numbers on Sisi are roughly correct I took my ME 10 Coercer on Sisi and compared it with TQ numbers today. http://i.imgur.com/AQS0tXl.pngSeems like my ME 10 Coercer consumes more material than an old ME 0 that had 10% waste. :D
Uhm, the BPO shows the numbers above, BUT the new UI shows the correct amount of consumed materials when taking ME into account. So maybe it is down to "show info" giving old info? :) |

Ereshgikal
Pigs and Sows Gentlemen's Agreement
29
|
Posted - 2014.06.10 18:13:00 -
[27] - Quote
Ereshgikal wrote:Some quick feedback:
- -
- -
- Applying a team with bonus to destroyer ME does not change my mineral consumption at all for my Coercer BPO at ME 10. Is there a hard limit at 10% that hasn't been mentioned?
The team's bonus is applied on the material showing in the new UI, but the ME/TE numbers on the righth-hand side of the BPO is not updating to reflect them. |

Qoi
Exert Force
9
|
Posted - 2014.06.10 18:19:00 -
[28] - Quote
ME/TE Research Times are extremely wrong, a rank 1 Blueprint currently takes 38 days to fully research, instead of 3. (I also understand what is going wrong, basically you are adding the numbers, both in terms of runs (instead of subtracting them) and in terms of levels (instead of only taking the number for the highest research level), which then produces some extremely big numbers) The research time for ME 0% -> ME 1% or TE 0% -> TE 2% is calculated correctly though and exactly as described in greyscale's draft 4 CSV file, only higher run numbers are broken.
Checks against the account balance are always done against the active corp wallet, even if you are doing personal research.
You can't drag & drop blueprints into the industry window.
For short jobs the countdown is always 00:00:00:00.
Earlier i had the material quote in the show info be off by several percent, now it is showing them correctly. I think it got corrected once i put the blueprint in the industry window itself, which always showed the correct material amounts. (And exactly the same as my software, which has been updated with the announced changes to material amounts, which is nice)
(Given that the show info window has calculated the material quote incorrectly for at least 5 years now, maybe it is a nice tradition to keep )
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Masao Kurata
Z List
54
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Posted - 2014.06.10 18:23:00 -
[29] - Quote
Qoi wrote:ME/TE Research Times are extremely wrong,
Oh good, I was afraid that a thrasher BPO would seriously take 5 years to fully research
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Arronicus
X-Prot Greater Western Co-Prosperity Sphere
1050
|
Posted - 2014.06.10 19:02:00 -
[30] - Quote
For many of my component bpos for tech 2 production, they have perfect ME researched levels before the patch, at ME levels between 1, 2, 4, and 8, but after the patch, they do not have perfect ME trained up anymore, and require further research to continue to be optimized.
Is this intended, or a small oversight? It seems like a relatively simple blanket fix to just tech 2 component and capital component bpos to adjust any that are above ME 0 to ME 10 after the patch, instead of doing a case by case. Otherwise, for many producers that have no wasted research on their component sets, we're going to have to research up hundreds of bpos after the patch that are currently perfect. |
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Darkblad
Hilfe is like free Entertainment
268
|
Posted - 2014.06.10 19:18:00 -
[31] - Quote
(Probably all) T2 Blueprints, original and copy, require the T1 item 2 times. This is about to be adjusted, right?
(and may have been reported elsewhere already?) EVE Infolinks -+-áOld and new-áPortraits |
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CCP Nullarbor
C C P C C P Alliance
714

|
Posted - 2014.06.10 19:22:00 -
[32] - Quote
Ereshgikal wrote:Ereshgikal wrote:To check if the numbers on Sisi are roughly correct I took my ME 10 Coercer on Sisi and compared it with TQ numbers today. http://i.imgur.com/AQS0tXl.pngSeems like my ME 10 Coercer consumes more material than an old ME 0 that had 10% waste. :D Uhm, the BPO shows the numbers above, BUT the new UI shows the correct amount of consumed materials when taking ME into account. So maybe it is down to "show info" giving old info? :)
Correct, show infos are displaying old information. You should use the new industry UI to get the correct updated numbers for now.
We will update the Show Info on SiSi soon(ish). CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP Nullarbor
C C P C C P Alliance
714

|
Posted - 2014.06.10 19:23:00 -
[33] - Quote
Darkblad wrote:(Probably all) T2 Blueprints, original and copy, require the T1 item 2 times. This is about to be adjusted, right? (and may have been reported elsewhere already?)
Yeah this is a known issue, we will get it fixed shortly. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP Greyscale
C C P C C P Alliance
2352

|
Posted - 2014.06.10 19:53:00 -
[34] - Quote
CCP Nullarbor wrote:Darkblad wrote:(Probably all) T2 Blueprints, original and copy, require the T1 item 2 times. This is about to be adjusted, right? (and may have been reported elsewhere already?) Yeah this is a known issue, we will get it fixed shortly.
Quote:-- T2 items currently require 2x the T1 item; this is incorrect and will be fixed soon
:) |
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Angelina Duvolle
Homeworld Technologies
39
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Posted - 2014.06.10 19:55:00 -
[35] - Quote
This might be normal for the test server, so I am not sure it is even an issue or not. All bpo my corp had in research at towers are gone? I know their are no towers on sisi, but I figured those bpo would drop back into corp hangars?
Regards |

Max Kolonko
High Voltage Industries Ash Alliance
421
|
Posted - 2014.06.10 20:09:00 -
[36] - Quote
Angelina Duvolle wrote:This might be normal for the test server, so I am not sure it is even an issue or not. All bpo my corp had in research at towers are gone? I know their are no towers on sisi, but I figured those bpo would drop back into corp hangars?
Regards
Normal for test server Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |

Theng Hofses
Blackwater USA Inc. Pandemic Legion
64
|
Posted - 2014.06.10 20:32:00 -
[37] - Quote
Is the 10 run old BPC to 1 run new BPC intended? |

peroxide chase
Mayer Industries
0
|
Posted - 2014.06.10 20:56:00 -
[38] - Quote
Went to see how the changes impacted existing T2 BPO's and it looks really wrong(only checked with an ishtar)?
first screen shot shows : http://i.imgur.com/FUzC34k.jpg -TL/newPL is showing greater than 10, build time over 40% higher than live(unless t2 production time across the board are being increased) - verified above with other T2 BPOS such as Berserker II BPO, its build time is under its copy time, seems like TE is on a 1-20 scale and not 1-10? build times are also higher than live. -Copy time is not 80% less than build time, is greater than build times. -max copy's is set to one, intentional limit? all t2 module,ammo and drone BPO's are set to 10.
second screenshot: http://i.imgur.com/k9mtAln.jpg - all material requirement are roughly 50% higher than live, is this related to the 1.5x change, will it apply to BPO's? - not all materials are represented, nocxium got left out. |

Ereshgikal
Pigs and Sows Gentlemen's Agreement
29
|
Posted - 2014.06.10 21:12:00 -
[39] - Quote
peroxide chase wrote:second screenshot: http://i.imgur.com/k9mtAln.jpg- all material requirement are roughly 50% higher than live, is this related to the 1.5x change, will it apply to BPO's? - not all materials are represented, nocxium got left out.
Yes, I certainly hope it would be applied to T2 BPOs as well. Would be quite interesting to have ME 5 mean different things for BPC and BPO.
Nerf those T2 BPOs into the ground so they are only slightly better tahn |

Throwaway Sam Atild
Republic Military School Minmatar Republic
6
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Posted - 2014.06.10 22:49:00 -
[40] - Quote
Spun up SISI and tried to invent out of a design lab. I wasn't able to select an output, or none came up. Was using 10mn afterburner bpc, as I had some lieing around. All mats in the appropriate slot, and everything blue up to the end. Might just be user error, but if so, the system is pretty non-intuitive.
Past that, I see that having the actual TTM in front of me confirms my maths on the matter. Module TTM is getting a huge shrink. So while the interface changes seem positive and intuitive, the incentive to actually build modules is probably going to disappear!
I really hope you guys will take another look at what you're doing to the amount of work available globally before finalizing the numbers.
Something like multiplying module demand at market (which shouldn't be affected by changes) by the TTM hours. I really don't think it makes sense for my small production corporation to be able to supply all of the adaptive invul II's used in the entire game without breaking a sweat... I think concerns of a labor shortage aren't going to be very well founded, considering that any shortage of labor will pump up the pay-check for builders and create a natural incentive for more to enter the field.
At the very least, please feel open to liberally revisiting TTM and changing it aggressively as needed. Its my opinion that the TTM stat is going to be the most directly linked to the amount of people who use production in New Eden, and that with the Crius changes you've got it tuned down to 3. Pump that sucker up to 11! |
|

Cpt Diggerdoo
Green Nuns of the Revolution
0
|
Posted - 2014.06.11 00:18:00 -
[41] - Quote
Graviton Reactor Unit BPO on Tranq at ME15 requires:
Titanium Carbide [8] Fermionic Condensates [2]
(Same amount is required as a ME1, both of these are currently at a perfect ME level)
Yet on SISI the same ME15 BPO shows as +10%ME and the ME1 BPO shows as a +5%ME, each of these require:
Titanium Carbide [9] Fermionic Condensates [2]
tl;dr: The carbide mineral amounts required have increased between sisi/tranq and the ME level does not seem to have any impact on these new figures |

Sabriz Adoudel
Mission BLITZ
3080
|
Posted - 2014.06.11 00:18:00 -
[42] - Quote
The invention changes are interesting. Less messing around with ridiculous numbers of BPCs is a good thing (I have over 5000 at my invention hub and that only services two characters). Best is the change favoring multiple run ship BPCs.
Question, when does the partly-used BPC get returned? At the commencement of the job or the conclusion? (In other words, can a single 10 run Vexor BPC be used for 10 simultaneous Ishtar invention jobs, or would they need to be end-to-end?)
Secondly, the increased material coefficient of 5/3 for t2 is going to break the market for expensive T2 products (HACs and larger) as badly as the increased material increases broke production of Brutix hulls. The present cost to build an Ishtar is not 150% of baseline materials, it is either 130% and ~1.6 Incognito Accelerants, or 120% and ~3.2 Incognito Process. This is being increased to ~150%, a big jump.
Ishtars will be sorted out fast because demand is so high, but I do not expect we will see other ships buildable for a long time. 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 |

Plexoro
Federal Navy Academy Gallente Federation
0
|
Posted - 2014.06.11 01:42:00 -
[43] - Quote
I could be wrong, but my manufacturing jobs seem to be impacting my research job limit. I have the skills to start 10 manufacturing jobs and 10 research jobs. When I started 1 manufacturing job, I could only start 9 research jobs.
When I canceled some of the research jobs and started another manufacturing job, I found I could have no more than 8 research jobs. |

Tavaz
Veldspar Industries Brave Collective
6
|
Posted - 2014.06.11 02:36:00 -
[44] - Quote
Is there any logic behind the significantly reduced build times on T2 products? Coupled with the higher baseline TE level, and most 10 run blueprints last less than several hours instead of multiple days on the production lines (some, like large ammo last less than a day instead of weeks).
Is anyone else worried about the lowered times leading to massively reduced margins on most products? Part of why much of the T2 market maintains solid margins (unlike their T1 counterparts) is because they take time to build. If you take that time component out of the picture, you're left with a flood of supply against the same demand currently experienced on live. |

mufasa73
Super Luminous Goonswarm Federation
1
|
Posted - 2014.06.11 03:19:00 -
[45] - Quote
Unable to research new blueprints (not yet a singleton).
Quote: Unable to install job due to the following reasons: The job cost has changed
Error.MISMATCH_COST (206204, 4443) |

Throwaway Sam Atild
Republic Military School Minmatar Republic
6
|
Posted - 2014.06.11 04:52:00 -
[46] - Quote
Tavaz wrote:Is there any logic behind the significantly reduced build times on T2 products? Coupled with the higher baseline TE level, and most 10 run blueprints last less than several hours instead of multiple days on the production lines (some, like large ammo last less than a day instead of weeks).
Is anyone else worried about the lowered times leading to massively reduced margins on most products? Part of why much of the T2 market maintains solid margins (unlike their T1 counterparts) is because they take time to build. If you take that time component out of the picture, you're left with a flood of supply against the same demand currently experienced on live.
I am also worried about lowered times leading to massively reduced margins on most modules. It's nice to have someone else make me feel less like a crazy person. |

Rivr Luzade
Coreli Corporation Ineluctable.
559
|
Posted - 2014.06.11 07:55:00 -
[47] - Quote
Throwaway Sam Atild wrote:Tavaz wrote:Is there any logic behind the significantly reduced build times on T2 products? Coupled with the higher baseline TE level, and most 10 run blueprints last less than several hours instead of multiple days on the production lines (some, like large ammo last less than a day instead of weeks).
Is anyone else worried about the lowered times leading to massively reduced margins on most products? Part of why much of the T2 market maintains solid margins (unlike their T1 counterparts) is because they take time to build. If you take that time component out of the picture, you're left with a flood of supply against the same demand currently experienced on live. I am also worried about lowered times leading to massively reduced margins on most modules. It's nice to have someone else make me feel less like a crazy person.
That is of course completely intentional as you don't need to have big margins. You are not PVPing; meaning you are not risking anything and therefor don't need big rewards. Completely in line with the Risk vs. Reward mantra.  |

Chris Thiesere
IonTek LLC
10
|
Posted - 2014.06.11 08:43:00 -
[48] - Quote
The new max research times seem a little over the top.
Example: Abbadon From ME0 to ME10 it shows 2453 days (about 6! years!). Given i only have Metallurgy 4, i can shove off another 5% it still is way to long for newer players.
Someone who starts manufacturing after crius could never hope to match someone who started before and got their blueprint converted to new ME10. You talked about difficulties with the NPE on Fanfest, please look at this again, or you would basically recreate a new form of T2 blueprints for everyone that started manufacturing before crius. Manufacturing should be decided by proper production lineup, logistics and skill. Not luck with your starting date of playing eve. |

probag Bear
Center for Advanced Studies Gallente Federation
52
|
Posted - 2014.06.11 08:59:00 -
[49] - Quote
Tavaz wrote:Is there any logic behind the significantly reduced build times on T2 products? Coupled with the higher baseline TE level, and most 10 run blueprints last less than several hours instead of multiple days on the production lines (some, like large ammo last less than a day instead of weeks).
Is anyone else worried about the lowered times leading to massively reduced margins on most products? Part of why much of the T2 market maintains solid margins (unlike their T1 counterparts) is because they take time to build. If you take that time component out of the picture, you're left with a flood of supply against the same demand currently experienced on live.
To use your example: large ammo, specifically Void L because it's the first thing that came to mind.
Void L production in Rubicon/Kronos is severely manufacturing-heavy. You need to perform 30 seconds of invention and 35 minutes of copying for each hour of manufacturing.
CCP Greyscale's design goal was to make all T2 manufacturing require roughly a 1:1 MSlots:SSlots ratio, which is what you get out of fully-trained characters. It also means all items can be ordered in a logical "rank" system. See this thread for more details.
Most T2 items were kept at roughly the same TTM. Large T2 ammo was apparently not. Do remember to note when looking at other items, that invention+copying time matters just as much as manufacturing time for T2 production. |

Aluka 7th
165
|
Posted - 2014.06.11 08:59:00 -
[50] - Quote
ME21 PE8 T2 BPO was converted to 10%/18% BUT its BPC was converted to 10%/20%. |
|

Throwaway Sam Atild
Republic Military School Minmatar Republic
6
|
Posted - 2014.06.11 09:18:00 -
[51] - Quote
probag Bear wrote:
Most T2 items were kept at roughly the same TTM. Large T2 ammo was apparently not. Do remember to note when looking at other items, that invention+copying time matters just as much as manufacturing time for T2 production.
To clarify: T2 items up to around cruiser size saw a significant TTM reduction. More than 4x the current end to end times in some cases. Some of this is limited by a persons willingness to do installs throughout the day, a lot like the current T2 drone market is. The majority of TTM expansion occurred beginning around T2 Cruiser size. So I would say that they were not kept roughly the same. The changes in TTM also weren't clearly explained, they just seem to sort have occurred as a consequence of the rank system.
|

Rivr Luzade
Coreli Corporation Ineluctable.
559
|
Posted - 2014.06.11 09:52:00 -
[52] - Quote
Copying doesn't seem to work:
Quote:Unable to install job due to the following reasons: Insufficient funds to pay job cost The job cost has changed The facility tax rates have changed
Error.ACCOUNT_FUNDS (0.0, 259) Error.MISMATCH_COST (2877, 235) Error.MISMATCH_TAX (288, 24)
Skills are definitely there, funds are also there, I am in the same station as the copy slot. |
|

CCP Nullarbor
C C P C C P Alliance
714

|
Posted - 2014.06.11 09:56:00 -
[53] - Quote
Sabriz Adoudel wrote:Question, when does the partly-used BPC get returned? At the commencement of the job or the conclusion? (In other words, can a single 10 run Vexor BPC be used for 10 simultaneous Ishtar invention jobs, or would they need to be end-to-end?)
When the job completes, so no you can't use the same 10 run blueprint for 10 simultaneous jobs. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
|
|

CCP Nullarbor
C C P C C P Alliance
714

|
Posted - 2014.06.11 09:57:00 -
[54] - Quote
Rivr Luzade wrote:Copying doesn't seem to work: Quote:Unable to install job due to the following reasons: Insufficient funds to pay job cost The job cost has changed The facility tax rates have changed
Error.ACCOUNT_FUNDS (0.0, 259) Error.MISMATCH_COST (2877, 235) Error.MISMATCH_TAX (288, 24) Skills are definitely there, funds are also there, I am in the same station as the copy slot.
Mismatch is a known issue and should be fixed with an update today. I am looking into the account funds error. Is this a corporation or personal job? If it is a corp job try changing your default wallet division? CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
|

Rivr Luzade
Coreli Corporation Ineluctable.
559
|
Posted - 2014.06.11 10:22:00 -
[55] - Quote
CCP Nullarbor wrote:Rivr Luzade wrote:Copying doesn't seem to work: Quote:Unable to install job due to the following reasons: Insufficient funds to pay job cost The job cost has changed The facility tax rates have changed
Error.ACCOUNT_FUNDS (0.0, 259) Error.MISMATCH_COST (2877, 235) Error.MISMATCH_TAX (288, 24) Skills are definitely there, funds are also there, I am in the same station as the copy slot. Mismatch is a known issue and should be fixed with an update today. I am looking into the account funds error. Is this a corporation or personal job? If it is a corp job try changing your default wallet division?
Personal job, I think. I wouldn't even know how to install a corp job on this station (No corp office in Nererut) or with the new interface. 
Personal wallet has 68M, the standard corp wallet (if it was a corp job has 1.7B. |
|

CCP Greyscale
C C P C C P Alliance
2357

|
Posted - 2014.06.11 10:40:00 -
[56] - Quote
peroxide chase wrote:Went to see how the changes impacted existing T2 BPO's and it looks really wrong(only checked with an ishtar)? first screen shot shows : http://i.imgur.com/FUzC34k.jpg-TL/newPL is showing greater than 10, build time over 40% higher than live(unless t2 production time across the board are being increased) - verified above with other T2 BPOS such as Berserker II BPO, its build time is under its copy time, seems like TE is on a 1-20 scale and not 1-10? build times are also higher than live. -Copy time is not 80% less than build time, is greater than build times. -max copy's is set to one for ships, intentional limit? all t2 module,ammo and drone BPO's are set to 10. second screenshot: http://i.imgur.com/k9mtAln.jpg- all material requirement are roughly 50% higher than live, is this related to the 1.5x change, will it apply to BPO's? - not all materials are represented, nocxium got left out.
Showinfo is not accurate right now.
Throwaway Sam Atild wrote:Spun up SISI and tried to invent out of a design lab. I wasn't able to select an output, or none came up. Was using 10mn afterburner bpc, as I had some lieing around. All mats in the appropriate slot, and everything blue up to the end. Might just be user error, but if so, the system is pretty non-intuitive.
Past that, I see that having the actual TTM in front of me confirms my maths on the matter. Module TTM is getting a huge shrink. So while the interface changes seem positive and intuitive, the incentive to actually build modules is probably going to disappear!
I really hope you guys will take another look at what you're doing to the amount of work available globally before finalizing the numbers.
Something like multiplying module demand at market (which shouldn't be affected by changes) by the TTM hours. I really don't think it makes sense for my small production corporation to be able to supply all of the adaptive invul II's used in the entire game without breaking a sweat... I think concerns of a labor shortage aren't going to be very well founded, considering that any shortage of labor will pump up the pay-check for builders and create a natural incentive for more to enter the field.
At the very least, please feel open to liberally revisiting TTM and changing it aggressively as needed. Its my opinion that the TTM stat is going to be the most directly linked to the amount of people who use production in New Eden, and that with the Crius changes you've got it tuned down to 3. Pump that sucker up to 11!
Can you explain your math working here?
Sabriz Adoudel wrote:The invention changes are interesting. Less messing around with ridiculous numbers of BPCs is a good thing (I have over 5000 at my invention hub and that only services two characters). Best is the change favoring multiple run ship BPCs.
Question, when does the partly-used BPC get returned? At the commencement of the job or the conclusion? (In other words, can a single 10 run Vexor BPC be used for 10 simultaneous Ishtar invention jobs, or would they need to be end-to-end?)
Secondly, the increased material coefficient of 5/3 for t2 is going to break the market for expensive T2 products (HACs and larger) as badly as the increased material increases broke production of Brutix hulls. The present cost to build an Ishtar is not 150% of baseline materials, it is either 130% and ~1.6 Incognito Accelerants, or 120% and ~3.2 Incognito Process. This is being increased to ~150%, a big jump.
Ishtars will be sorted out fast because demand is so high, but I do not expect we will see other ships buildable for a long time.
The T2 materials have been increased by too much, that's being fixed (as noted in the first post).
Chris Thiesere wrote:The new max research times seem a little over the top.
Example: Abbadon From ME0 to ME10 it shows 2453 days (about 6! years!). Given i only have Metallurgy 4, i can shove off another 5% it still is way to long for newer players.
Someone who starts manufacturing after crius could never hope to match someone who started before and got their blueprint converted to new ME10. You talked about difficulties with the NPE on Fanfest, please look at this again, or you would basically recreate a new form of T2 blueprints for everyone that started manufacturing before crius. Manufacturing should be decided by proper production lineup, logistics and skill. Not luck with your starting date of playing eve.
Yup, something's wrong here.
Ereshgikal wrote:Ereshgikal wrote:To check if the numbers on Sisi are roughly correct I took my ME 10 Coercer on Sisi and compared it with TQ numbers today. http://i.imgur.com/AQS0tXl.pngSeems like my ME 10 Coercer consumes more material than an old ME 0 that had 10% waste. :D Uhm, the BPO shows the numbers above, BUT the new UI shows the correct amount of consumed materials when taking ME into account. So maybe it is down to "show info" giving old info? :)
Yes, showinfo isn't updated yet.
Qoi wrote:ME/TE Research Times are extremely wrong, a rank 1 Blueprint currently takes 38 days to fully research, instead of 3. (I also understand what is going wrong, basically you are adding the numbers, both in terms of runs (instead of subtracting them) and in terms of levels (instead of only taking the number for the highest research level), which then produces some extremely big numbers) The research time for ME 0% -> ME 1% or TE 0% -> TE 2% is calculated correctly thoug... |
|

Velicitia
Arma Artificer
2360
|
Posted - 2014.06.11 12:12:00 -
[57] - Quote
Currently some BPOs (Orca, Freighters, other capitals) are literally perfect at MEs between 6 and 8, which got converted to ME9 post patch. This results in them being worse than current ME1.
to get back that 1 unit of waste is 1 year, 2 months, 20 days (give or take a few days) of research (on top of approximately 10+ months to get to current perfect ME), at a cost of 34 billion ISK (in NPC station).
Can you please take a look at these edge-case BPOs?
Details: CURRENT -- ORCA, ME6 BPO, ME 5 skill
Part|Base|with Waste Capital Capacitor Battery|8|8 Capital Cargo Bay|34|34 Capital Computer System|6|6 Capital Construction Parts|14|14 Capital Corporate Hangar Bay|4|4 Capital Sensor Cluster|4|4 Capital Ship Maintenance Bay|6|6
ME 2 BPO
Part|Base|with Waste Capital Capacitor Battery|8|9 Capital Cargo Bay|34|35 Capital Computer System|6|7 Capital Construction Parts|14|15 Capital Corporate Hangar Bay|4|4 Capital Sensor Cluster|4|4 Capital Ship Maintenance Bay|6|6
ME 1 BPO
Part|Base|with Waste Capital Capacitor Battery|8|8 Capital Cargo Bay|34|36 Capital Computer System|6|6 Capital Construction Parts|14|15 Capital Corporate Hangar Bay|4|4 Capital Sensor Cluster|4|4 Capital Ship Maintenance Bay|6|6
ME0 BPO Part|Base|with Waste Capital Capacitor Battery|8|9 Capital Cargo Bay|34|37 Capital Computer System|6|7 Capital Construction Parts|14|15 Capital Corporate Hangar Bay|4|4 Capital Sensor Cluster|4|4 Capital Ship Maintenance Bay|6|7
CRUIS/SISI:
(this is in the "install job" window)
Part|Number Capital Capacitor Battery|9 Capital Cargo Bay|35 Capital Computer System|7 Capital Construction Parts|15 Capital Corporate Hangar Bay|4 Capital Sensor Cluster|4 Capital Ship Maintenance Bay|7 One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia |

Soldarius
Deadman W0nderland Test Alliance Please Ignore
706
|
Posted - 2014.06.11 15:14:00 -
[58] - Quote
Yeah, research times are completely broken.
2 years to research Capital Trimarks to ME10%
1 year to research Large Trimarks to ME10%.
Show info is indeed broken. Or the conversion calculations broke.
Also getting the insufficient funds error.
On the long research times, research time is limited to 30 days max. Having those insane long times, and even sane but still longish times, are not possible.
GÇ£I personally refuse to help AAA take space from itself so it can become an even shittier version of itselfGÇ¥
-Grath Telkin, 2014. |

DoToo Foo
Weaponised FuGu
23
|
Posted - 2014.06.11 15:33:00 -
[59] - Quote
Not sure if we are meant to have 'nice' error messages yet or not.
This is not my idea of a nice error message; Useful perhaps and I know what I am doing.
Unable to install job due to the following reasons: RUN_LENGTH
Error.RUN_LENGTH (6260800.5, 2592000)
edit: found the slider |
|

CCP Greyscale
C C P C C P Alliance
2358

|
Posted - 2014.06.11 15:50:00 -
[60] - Quote
Research time has some confirmed math kinks, looking into them.
Better error messages will ofc be forthcoming! |
|
|

ShesAForumAlt
Federal Defense Union Gallente Federation
1
|
Posted - 2014.06.11 16:00:00 -
[61] - Quote
Apparently when the UI corrects the max runs on a copy, it doesn't propagate the correction over to the right side where it summarizes time and cost - 10 trillion isk Ultraviolet S copy anyone?
http://i.imgur.com/Q0c9LV3.png
Also agree that it might be better to do day + HH:MM:SS for duration rather than DD:HH:MM:SS simply because its slightly easier for people to read the first way. This is totally my main.-á |

Fredric Wolf
Black Sheep Down Tactical Narcotics Team
62
|
Posted - 2014.06.11 16:42:00 -
[62] - Quote
Not sure where to put this but research looks to be the best place. Currently there is only 1 type of outpost in null-sec that has a suicide undock. As we can not destroy stations currently could we possibly get a slightly larger docking radius to Caldari outposts. |

ElectronHerd Askulf
Reasonable People Of Sound Mind
7
|
Posted - 2014.06.11 16:46:00 -
[63] - Quote
Invention of Gyrostabalizers is showing as requiring 40 of each datacore type. Is it assuming I want to do 20 invention runs off this max-copy BPC, is something borked, or did I miss a change. I've done a bit of hunting, but I was busy with RL when the blueprint changes thread was active, so may have missed it.
thanks. |
|

CCP Greyscale
C C P C C P Alliance
2358

|
Posted - 2014.06.11 16:56:00 -
[64] - Quote
ElectronHerd Askulf wrote:Invention of Gyrostabalizers is showing as requiring 40 of each datacore type. Is it assuming I want to do 20 invention runs off this max-copy BPC, is something borked, or did I miss a change. I've done a bit of hunting, but I was busy with RL when the blueprint changes thread was active, so may have missed it.
thanks.
Bug that I've just fixed internally, I did some fancy math to scale datacore amounts based on max runs, but forgot to look up the T2 type value instead of using the current row (ie the T1 type) :)
|
|

constructum
Void Engineers Permanent Transience
3
|
Posted - 2014.06.11 17:05:00 -
[65] - Quote
not sure if this goes here
is the massive increase of datacore usage for invention intentional, or is it simply a database mistake
example on tranquility 1 invention run for a vexor costs 8 gallente starship and 8 mechanical engineering datacores
on sisi 1 invention run costs 80 gallente starship and 80 mechanical engineering datacores
thats an order of magnitude increase in cost for no discernable difference in output.
other odd datacore values on tranq xray small, med and large all cost 1/1 datacores to invent on sisi xray small, med and large cost 60/60, 30/30, 20/20 respectively, so small ammo costs 3x the mats to invent as large ammo |

Lord Alex2
Packet Loss Ltd.
0
|
Posted - 2014.06.11 17:16:00 -
[66] - Quote
Issues noted with Invention: Invention interface is really choppy/slow when delivering jobs. Delivered jobs are not removed automatically, you have to apply a filter/switch tabs for delivered items to disappear
|

Lord Alex2
Packet Loss Ltd.
0
|
Posted - 2014.06.11 17:22:00 -
[67] - Quote
I cannot invent warp scramblers http://i.imgur.com/7HN2he9.png am I doing something wrong? |

Tragot Gomndor
Rise of Cerberus Cerberus Unleashed
49
|
Posted - 2014.06.11 18:58:00 -
[68] - Quote
well, i get "mismatch cost" in my own pos when i try to copy or research a bpo, now i gonna try it at some station, if thats mismatching too, we cant really test anything yet...
EDIT:
yeah, not working as well
Error.MISMATCH_COST (367, 346) Error.MISMATCH_TAX (37, 35)
Nothing to test here, please ignore!!! 0.0 = GOONS = SAAAMMMMEEE!!!!1111222 |

TigerXtrm
Black Thorne Corporation Black Thorne Alliance
714
|
Posted - 2014.06.11 22:34:00 -
[69] - Quote
I'll ask this here again since it's primarily a research issue and maybe a UI thing.
Why is a reduction of something indicated with a plus sign and an increase of something indicated with a minus sign? Surely it should be the other way around? I'm trying to come up with a logical train of thought to end up at the current system but I'm having a really really hard time. My YouTube Channel - EVE Tutorials & other game related things! |

Wydo
Loc-Nar Support Services
0
|
Posted - 2014.06.12 00:08:00 -
[70] - Quote
Invented 5 Gyrostabilizer II BPCs last night in the corporation POS. Used a Meta 3 Gyrostab in the process Invented BPCs came out with only 1 run each, ME 2 TE 4.
Today I tried to invent more in the corporation POS but I am getting: Unable to install job due to the following reasons: The Job cost has changed Error: MISMATCH_COST (795, 823)
I tried switching corporation wallets, but I am still getting the same error. Have tried several other BPCs all return a similar message. Logged off and logged back on, no change. Tried a different character, same results. Unable to invent anything in the array. Switched arrays -- same result--no invention possible.
When I right clicked "Use Blueprint" from within the Design Array it opened the Industry window with the BPC at the center. Today, right clicking "use blueprint" will not open the window. I must go to the neocom tab and double-click to open the window. Once opened, I can switch BPCs by right clicking on them
Questions: T2 BPCs invented without decryptors that were ported over from tranquility have an ME 6 and a PE 14. This is better than the ME 2 PE 4 I am getting on singularity. Is this intentional?
Copying a warrior I BPO. 20 Max Run (600 run BPCs) takes 14 + days... Am I reading this correctly? |
|

Calara
Skilled Refugees Carthaginian Naval Supply Industries
0
|
Posted - 2014.06.12 01:05:00 -
[71] - Quote
I'm seeing the same MISMATCH_COST errors as the previous two posters in a POS I just set up tonight and in a station.
Wydo: Yes, creating 20 max run BPCs will take forever. However, go back to page 1 and read posts #3 and #11 -- your 20 BPC's will give you 20*600 invention jobs to run, each one giving you a chance to generate a max-run T2 BPC. So, we don't need to do max run T1 BPC's anymore! Just set the runs/copies so your copies*runs equals the number of invention jobs you want to do. |

Sales Alt negrodamus
SalesAltCorp
1
|
Posted - 2014.06.12 03:15:00 -
[72] - Quote
invention doesn't seem to be working at all.
i'm trying to do some capital t2 trimarks as a test to see what decryptors do, however currently I am getting a 0% invention chance regardless of what decryptor (or lack thereof) I am using due to a -100% invention success chance bonus from the blueprint copy. That was freshly made on sisi.
|

Aineko Macx
Royal Amarr Institute Amarr Empire
296
|
Posted - 2014.06.12 05:49:00 -
[73] - Quote
@ CCP: Please consider doing something about the insane scaling of research time on the bigger, slower blueprints:
As an example, take any capital BPO and compare a BP researched to ME5 to a ME10 under the current system. The difference in manufacturing material cost is typically very small and with linear time anyone can research just as far.
Under the new system, the difference in cost is suddenly very pronounced, and at the same time, reaching the higher research levels has become basically impossible due to the geometric time scaling and is also much more costly. Basically this gives a huge advantage for the older industrials with already well researched BPs and makes the entry much more difficult for new players. Malcanis law applies once more. |

Aineko Macx
Royal Amarr Institute Amarr Empire
296
|
Posted - 2014.06.12 06:38:00 -
[74] - Quote
The more I think about it the clearer it becomes that changing from the current "linear research time for diminishing returns" to the new "geometric research time for linear returns" is a huge mistake. The only good thing about the new system is its greater similarity to the skill system, but the fallout from the required conversion alone should make this a big no-no. |

Rivr Luzade
Coreli Corporation Ineluctable.
563
|
Posted - 2014.06.12 06:50:00 -
[75] - Quote
767 Days to research a Venture, a frigate, to ME10 and then the same for TE10 ... this is a little bit out of scope, don't you think? This is billions of ISK poured into a POS (even though it takes a little bit less), if you desire to use them, to research a frigate BPO, with which it would then take several years to recover this investment. This is ridiculous. |

Neroo Tal
Order of the Golden Dawn
0
|
Posted - 2014.06.12 07:09:00 -
[76] - Quote
CCP Greyscale wrote:Research time has some confirmed math kinks, looking into them.
Better error messages will ofc be forthcoming!
As put in HERE please stop complaining about research time as it is a math fudge... wait until they fix it good grief.
|

Alghara
Les chevaliers de l'ordre Goonswarm Federation
24
|
Posted - 2014.06.12 08:21:00 -
[77] - Quote
the new board is cool.
But can you add some functionality.
When you make some invention or make some copy. You have to choice x number of parameter.
Example :
Copy : Number of run and number of copy per run
Invention : Decryptor, meta item etc.
That's will be great, if we can save some layout profile. (member and corporation). Like bookmark
When we make some production in team that's would be very use full.
Example : (corp layout profile for scythe) Copy
Copy number : 10 Number of copy per run : 15
etc.
|
|

CCP Greyscale
C C P C C P Alliance
2362

|
Posted - 2014.06.12 10:14:00 -
[78] - Quote
TigerXtrm wrote:I'll ask this here again since it's primarily a research issue and maybe a UI thing.
Why is a reduction of something indicated with a plus sign and an increase of something indicated with a minus sign? Surely it should be the other way around? I'm trying to come up with a logical train of thought to end up at the current system but I'm having a really really hard time.
Which bits specifically are you referring to here?
Aineko Macx wrote:@ CCP: Please consider doing something about the insane scaling of research time on the bigger, slower blueprints:
As an example, take any capital ship BPO and compare a BP researched to ME5 to a ME10 under the current system. The difference in manufacturing material cost is typically very small and with linear time anyone can research just as far.
Under the new system, the difference in cost is suddenly very pronounced, and at the same time, reaching the higher research levels has become basically impossible due to the geometric time scaling and is also much more costly. Basically this gives a huge advantage for the older industrials with already well researched BPs and makes the entry much more difficult for new players. Malcanis law applies once more. And I thought we were trying to avoid T2 BPO-like situations...
Yeah, that's bugged. |
|

elitatwo
Congregatio
234
|
Posted - 2014.06.12 10:37:00 -
[79] - Quote
Silly me!
I haven't looked into research and invention but if I get this right, the outcome of a tech2 copy is based on the runs of the tech1 copy.
Now on Tranquility we have decryptors that give us better ME and or PE on the tech2 copy but they also give +x runs on copy.
Question is, are decryptors staying or do they go away? signature |
|

CCP Greyscale
C C P C C P Alliance
2363

|
Posted - 2014.06.12 10:44:00 -
[80] - Quote
elitatwo wrote:Silly me!
I haven't looked into research and invention but if I get this right, the outcome of a tech2 copy is based on the runs of the tech1 copy.
Now on Tranquility we have decryptors that give us better ME and or PE on the tech2 copy but they also give +x runs on copy.
Question is, are decryptors staying or do they go away?
Decryptors stay, they're likely not getting a balance pass just yet so the balance will be rather skewed for a few months. |
|
|

elitatwo
Congregatio
234
|
Posted - 2014.06.12 10:46:00 -
[81] - Quote
CCP Greyscale wrote:elitatwo wrote:Silly me!
I haven't looked into research and invention but if I get this right, the outcome of a tech2 copy is based on the runs of the tech1 copy.
Now on Tranquility we have decryptors that give us better ME and or PE on the tech2 copy but they also give +x runs on copy.
Question is, are decryptors staying or do they go away? Decryptors stay, they're likely not getting a balance pass just yet so the balance will be rather skewed for a few months.
Okay thank you! signature |

TigerXtrm
Black Thorne Corporation Black Thorne Alliance
715
|
Posted - 2014.06.12 11:02:00 -
[82] - Quote
CCP Greyscale wrote:TigerXtrm wrote:I'll ask this here again since it's primarily a research issue and maybe a UI thing.
Why is a reduction of something indicated with a plus sign and an increase of something indicated with a minus sign? Surely it should be the other way around? I'm trying to come up with a logical train of thought to end up at the current system but I'm having a really really hard time. Which bits specifically are you referring to here?
Basically the indicators that show level of research on a blueprint. But specifically the way they are displayed in the industry window.
http://imgur.com/DzOvJyP
The two research indicators to the right of the blueprint. The first one indicates a reduction in production time. But this reduction is shown to be +20%. How does +20% become something positive?
Same thing for the material efficiency. The way anyone random player would read this is that it ADDS to the production time and materials instead of reduces. It's very confusing.
From the related dev blog:
Quote:Blueprint research will then be moved to a ten-step system. Each step of ME research will reduce material requirements on that blueprint by 1%, and each step of TE research will reduce manufacturing time on that blueprint by 2%. These values will be displayed as their actual percentages, rather than their step numbers, so a blueprint that has been researched six times in each will show as ME 6% and TE 12%.
So a blueprint researched to level 10 has a 10% reduction in material. Why is this reduction not simply shown as a blue -10% in the industry window, and a red +4% in the case of T2 BPC's?
Also I agree with a comment made a few posts back, switch around the TE and ME indicators so that ME is on top. It's the most important value out of the two. My YouTube Channel - EVE Tutorials & other game related things! |
|

CCP Greyscale
C C P C C P Alliance
2363

|
Posted - 2014.06.12 11:51:00 -
[83] - Quote
TigerXtrm wrote:CCP Greyscale wrote:TigerXtrm wrote:I'll ask this here again since it's primarily a research issue and maybe a UI thing.
Why is a reduction of something indicated with a plus sign and an increase of something indicated with a minus sign? Surely it should be the other way around? I'm trying to come up with a logical train of thought to end up at the current system but I'm having a really really hard time. Which bits specifically are you referring to here? Basically the indicators that show level of research on a blueprint. But specifically the way they are displayed in the industry window. http://imgur.com/DzOvJyPThe two research indicators to the right of the blueprint. The first one indicates a reduction in production time. But this reduction is shown to be +20%. How does +20% become something positive? Same thing for the material efficiency. The way anyone random player would read this is that it ADDS to the production time and materials instead of reduces. It's very confusing. From the related dev blog: Quote:Blueprint research will then be moved to a ten-step system. Each step of ME research will reduce material requirements on that blueprint by 1%, and each step of TE research will reduce manufacturing time on that blueprint by 2%. These values will be displayed as their actual percentages, rather than their step numbers, so a blueprint that has been researched six times in each will show as ME 6% and TE 12%. So a blueprint researched to level 10 has a 10% reduction in material. Why is this reduction not simply shown as a blue -10% in the industry window, and a red +4% in the case of T2 BPC's? Also I agree with a comment made a few posts back, switch around the TE and ME indicators so that ME is on top. It's the most important value out of the two.
Passed this on to UI people, thanks for the input :) |
|

Sabriz Adoudel
Mission BLITZ
3096
|
Posted - 2014.06.12 12:06:00 -
[84] - Quote
Greyscale, some suggestions for the future of decryptors.
Note that I am heavily invested in decryptors currently (mostly Parity and Symmetry) due to my perceptions of the presently planned changes and their impact. I'll try to make the feedback unbiased, but you are hearing from someone who has 5% of their NAV invested in Symmetry decryptors now.
Decryptors currently have two throughput stats (+max runs, most important on ships/rigs, and +% invention chance, equally valuable everywhere). Consolidate these to one in future. There is the %materials stat. This is the dominant factor in pre-Crius production (it's much more important than anything else) but loses about 85% of its value with Crius. Increase the importance of this in future, at least to the point that Process decryptors are the best choice for Marauders again. Then there is the % production time stat. Relevant but not important now, trivial value after Crius. This should be increased numerically by a significant factor. Finally, I think your planned rebalance should add a multiplier for invention job time, and at least one decryptor that prevents you consuming a BPC at all for the 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 |

Qoi
Exert Force
11
|
Posted - 2014.06.12 12:19:00 -
[85] - Quote
The Decryptors who previously gave a + X TE bonus now give a "+ X % Time Efficiency" bonus, so with decryptors you can now also have odd numbers for the TE stat? (With researching you can only get even numbers)
Is this a bug? |

mynnna
GoonWaffe Goonswarm Federation
3597
|
Posted - 2014.06.12 12:54:00 -
[86] - Quote
Sabriz Adoudel wrote:Greyscale, some suggestions for the future of decryptors.
Note that I am heavily invested in decryptors currently (mostly Parity and Symmetry) due to my perceptions of the presently planned changes and their impact. I'll try to make the feedback unbiased, but you are hearing from someone who has 5% of their NAV invested in Symmetry decryptors now.
Decryptors currently have two throughput stats (+max runs, most important on ships/rigs, and +% invention chance, equally valuable everywhere). Consolidate these to one in future. There is the %materials stat. This is the dominant factor in pre-Crius production (it's much more important than anything else) but loses about 85% of its value with Crius. Increase the importance of this in future, at least to the point that Process decryptors are the best choice for Marauders again. Then there is the % production time stat. Relevant but not important now, trivial value after Crius. This should be increased numerically by a significant factor. Finally, I think your planned rebalance should add a multiplier for invention job time, and at least one decryptor that prevents you consuming a BPC at all for the job.
I'm not sure I agree about your assessment of value for material and production stats (primarily out of concern for both replacing and stacking with teams), nor rolling +runs and +% success into a single stat, but I do find your suggestion for new stats interesting and I passed the whole post on.  Member of the Goonswarm Economic Warfare Cabal |

Neo Hutt
Pagan INC
3
|
Posted - 2014.06.12 12:58:00 -
[87] - Quote
I'm unable to start any research or copy job on SiSi:
POS: Research: Unable to install job due to the following reasons: The job cost has changed
Error.MISMATCH_COST (19222, 17547)
Copy: Unable to install job due to the following reasons: FACILITY_ACTIVITY The job cost has changed
Error.FACILITY_ACTIVITY (5,) Error.MISMATCH_COST (24252790, 22140085)
=============
Station: Research from corp hangar: Unable to install job due to the following reasons: FACILITY_ACTIVITY The job cost has changed The facility tax rates have changed
Error.FACILITY_ACTIVITY (4,) Error.MISMATCH_COST (24252790, 22140085) Error.MISMATCH_TAX (2425279, 2214009)
Research, personal job: Unable to install job due to the following reasons: The job cost has changed The facility tax rates have changed
Error.MISMATCH_COST (23292, 21263) Error.MISMATCH_TAX (2329, 2126)
Copy, personal job: Unable to install job due to the following reasons: The job cost has changed The facility tax rates have changed
Error.MISMATCH_COST (23292, 21263) Error.MISMATCH_TAX (2329, 2126) |

Masao Kurata
Z List
54
|
Posted - 2014.06.12 13:06:00 -
[88] - Quote
Hmm, you know how you had Reference.SYSTEM showing the modification from the output value, which effectively meant that you could see the calculation of the job cost? Well I know that was a placeholder, but could you please put that back? Showing the silly system cost index bar tells you nothing. In fact please scrap that bar and replace it with a number and put the full job cost calculation in the tooltip.
Copying teams have material efficiency bonuses, surely a bug. Also the automatic filtering by selected blueprint seems not to be working for anything but manufacturing jobs.
Generally really liking the changes though, good job. |

Harvey James
The Sengoku Legacy
834
|
Posted - 2014.06.12 13:08:00 -
[89] - Quote
CCP Greyscale wrote:elitatwo wrote:Silly me!
I haven't looked into research and invention but if I get this right, the outcome of a tech2 copy is based on the runs of the tech1 copy.
Now on Tranquility we have decryptors that give us better ME and or PE on the tech2 copy but they also give +x runs on copy.
Question is, are decryptors staying or do they go away? Decryptors stay, they're likely not getting a balance pass just yet so the balance will be rather skewed for a few months.
yes cos that makes sense  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. |

Atlanti IV
Empyrean Enterprise Conglomerate
12
|
Posted - 2014.06.12 13:09:00 -
[90] - Quote
I keep getting this facility error when attempting to do an invention job at a Design Laboratory
Facility Error |
|
|

CCP Greyscale
C C P C C P Alliance
2363

|
Posted - 2014.06.12 13:12:00 -
[91] - Quote
Qoi wrote:The Decryptors who previously gave a + X TE bonus now give a "+ X % Time Efficiency" bonus, so with decryptors you can now also have odd numbers for the TE stat? (With researching you can only get even numbers)
Is this a bug?
Not a bug. |
|

Rivr Luzade
Coreli Corporation Ineluctable.
563
|
Posted - 2014.06.12 13:40:00 -
[92] - Quote
Atlanti IV wrote:I keep getting this facility error when attempting to do an invention job at a Design Laboratory Facility Error
Interesting that the Outcome/put icon is the BPO icon, not the BPC icon.
|

Arana Mirelin
Te'Rava Industries
36
|
Posted - 2014.06.12 13:44:00 -
[93] - Quote
I have encountered the same issue for 200mm autocannons and 10 MN afterburners. I believe on the ui thread that someone posted that 150mm autocannons had the same issue. |

DoToo Foo
Weaponised FuGu
23
|
Posted - 2014.06.12 13:59:00 -
[94] - Quote
Incorrect? Misleading? 'inventory location'
I am researching a blueprint that starts it's life off in Div 2, but on the jobs screen it shows up with an inventory location of the name of div 1.
https://www.dropbox.com/s/drrpahctlp0g98v/IncorrectInventoryLocation.png
Very fast job incorrectly claims it has no time.
https://www.dropbox.com/s/6yqheilkm2f85d5/NoTimeJob.png The antimatter Charge S blueprints show 00:00:00:00 time for it's duration, even though the job run 3 job takes several minutes they to research.
|

elitatwo
Congregatio
234
|
Posted - 2014.06.12 14:14:00 -
[95] - Quote
Harvey James wrote:yes cos that makes sense 
What do you mean?
I read the thread here and got concerned about decryptors because they didn't mention them in the devblogs and it seemed that the folks here didn't consider them.
So just to be thorough I asked about them. Better safe than sorry. signature |

Vesan Terakol
Sad Face Enterprises
72
|
Posted - 2014.06.12 14:19:00 -
[96] - Quote
An issue i have with the research window is the output section - all this space for just E.G. 7% ? Why not give the actual numbers of resources that are altered in the process? I mean, the data is available in the game, why not show it? https://forums.eveonline.com/default.aspx?g=posts&m=4259327 - more suff in the Zero.Zero collection |

Careby
Careby Exploration Create Alliance
176
|
Posted - 2014.06.12 16:52:00 -
[97] - Quote
A minor quibble about the layout of the invention UI.
Depending on what's being invented, sometimes the interface is at the top, and the decryptors are at the bottom. Other times vice versa. It threw me for a bit because I couldn't figure out why I couldn't select the decryptor, until I realized I was trying to change the interface.
Sarcasm is OP |

Soldarius
Deadman W0nderland Test Alliance Please Ignore
708
|
Posted - 2014.06.12 17:04:00 -
[98] - Quote
CCP Greyscale wrote:TigerXtrm wrote:CCP Greyscale wrote:TigerXtrm wrote:I'll ask this here again since it's primarily a research issue and maybe a UI thing.
Why is a reduction of something indicated with a plus sign and an increase of something indicated with a minus sign? Surely it should be the other way around? I'm trying to come up with a logical train of thought to end up at the current system but I'm having a really really hard time. Which bits specifically are you referring to here? Basically the indicators that show level of research on a blueprint. But specifically the way they are displayed in the industry window. http://imgur.com/DzOvJyPThe two research indicators to the right of the blueprint. The first one indicates a reduction in production time. But this reduction is shown to be +20%. How does +20% become something positive? Same thing for the material efficiency. The way anyone random player would read this is that it ADDS to the production time and materials instead of reduces. It's very confusing. From the related dev blog: Quote:Blueprint research will then be moved to a ten-step system. Each step of ME research will reduce material requirements on that blueprint by 1%, and each step of TE research will reduce manufacturing time on that blueprint by 2%. These values will be displayed as their actual percentages, rather than their step numbers, so a blueprint that has been researched six times in each will show as ME 6% and TE 12%. So a blueprint researched to level 10 has a 10% reduction in material. Why is this reduction not simply shown as a blue -10% in the industry window, and a red +4% in the case of T2 BPC's? Also I agree with a comment made a few posts back, switch around the TE and ME indicators so that ME is on top. It's the most important value out of the two. Passed this on to UI people, thanks for the input :)
I think he has a good point. The Teams have negative sign modifiers to show reductions in materials and time required. At the very least, they should match each other. And I think a negative sign to show a reduction is more intuitive. GÇ£I personally refuse to help AAA take space from itself so it can become an even shittier version of itselfGÇ¥
-Grath Telkin, 2014. |

Thenin
Rough Chillbar Autopilot-Engaged
0
|
Posted - 2014.06.12 17:55:00 -
[99] - Quote
CCP Greyscale wrote:MailDeadDrop wrote:Does that mean that, exempting decryptor effects, it is no longer possible to get multi-run T2 BPCs from invention? Currently (Kronos) max-run T1 module BPCs yield 10-run T2 BPCs. If invention only yields 1-run T2 BPCs then there will be *many* more invention jobs in Crius. Am I misunderstanding something?
MDD All invention jobs will spit out a max-run blueprint. Sorry, should've mentioned that, lots of plates spinning today :)
Tried to invent some cap recharger II today. I used the old max run copies, they have 300 runs but max runs is only 100... After the Invention there are only 1 run T2 bpcs coming out. is that intended or a bug with old BPCs? |

Qoi
Exert Force
11
|
Posted - 2014.06.12 18:11:00 -
[100] - Quote
I can't invent Hobgoblin Blueprints in a Design Lab (FACILITY_ACTIVITY error)
When i invent Antimatter Charge S -> Null S, I get out a single run T2 BPC, I was expecting a 10 run copy. |
|

Chic Botany
Pator Tech School Minmatar Republic
85
|
Posted - 2014.06.12 19:38:00 -
[101] - Quote
ok, after a quick play tonight.
All station research from my personal hangar.
I tried copy Optimal Range Disruptor Script BPO 1 copy 2 runs per copy, although on the window it doesn't show any progress in status, just 00:00:00:00 even though there were 6 minutes to run. When I click on the job in the main window where it says Time Left it shows 00:00:00:00
Tried to copy a Capital Cargo Bay BPO Unable to install job due to the following reasons: Insuficcient funds to pay job cost
Error. ACCOUNT_FUNDS (0.0, 410)
Job should cost 410 isk to run, I've got 147mil in wallet
I've just noticed after a bit more digging, the Optimal range disruptor script copy job didn't cost me anything, not a single isk 
It looks like any job I have to pay for, it doesn't think I've got enough isk. |

Droidyk
Maniacal Miners INC No Safe Haven
73
|
Posted - 2014.06.12 19:51:00 -
[102] - Quote
Personal jobs doesn't seem to work atm., or at least cannot be started. Corporation jobs at least can be now started, but there are few bugs with the timer staying on 00:00:00:00. |

peroxide chase
Mayer Industries
0
|
Posted - 2014.06.12 19:59:00 -
[103] - Quote
T2 BPO's are still really strange.
IE my ishtar bp now has tons of mineral requirements that never existed on TQ, as well as all other material requirements are roughly 35% higher than TQ currently is. Berserker II BP also showing new additional minerals along with 425mm rail II bp. Ammo BP's dont seem to show new mineral requirements but all t2 BP's are showing a 35% mineral/component increase across the board(drone, ship, module, ammo), This is down from the 50% they were showing on 6/10.
SS from 6/10 SS from 6/12
Copying of T2 cruiser hulls is still limited to 1 run per copy with modules & drones being limited to 10 runs per copy, is this intended ? being limited to making 1 run copies is a big enough nerf to stop people from copying them, however the Copy time is above current TQ production time as well. |

Calara
Skilled Refugees Carthaginian Naval Supply Industries
0
|
Posted - 2014.06.12 20:55:00 -
[104] - Quote
CCP Greyscale wrote:MailDeadDrop wrote:Does that mean that, exempting decryptor effects, it is no longer possible to get multi-run T2 BPCs from invention? Currently (Kronos) max-run T1 module BPCs yield 10-run T2 BPCs. If invention only yields 1-run T2 BPCs then there will be *many* more invention jobs in Crius. Am I misunderstanding something?
MDD All invention jobs will spit out a max-run blueprint. Sorry, should've mentioned that, lots of plates spinning today :)
This doesn't seem to be working right now. I was able to run an invention job for a Nanofiber Internal Structure, but the NIS 2 BPC that was produced has 1 run out of a max of 10.
Is that a bug, or has the max-run T2 blueprints from invention been changed?
Paying more attention to the invention job creation process, I see that the T2 NIS BPC pictured to the right says "RUNS: 1" under it. I can't find any way to change that value. |

Kenneth Skybound
Gallifrey Resources
89
|
Posted - 2014.06.12 21:07:00 -
[105] - Quote
CCP Greyscale wrote:MailDeadDrop wrote:Does that mean that, exempting decryptor effects, it is no longer possible to get multi-run T2 BPCs from invention? Currently (Kronos) max-run T1 module BPCs yield 10-run T2 BPCs. If invention only yields 1-run T2 BPCs then there will be *many* more invention jobs in Crius. Am I misunderstanding something?
MDD All invention jobs will spit out a max-run blueprint. Sorry, should've mentioned that, lots of plates spinning today :)
Do you mean this as in T2 BPO info for max runs or the current max outputs (10% of T2 BPO's). Eg, would an Anshar BPC be 10 runs? |
|

CCP Nullarbor
C C P C C P Alliance
718

|
Posted - 2014.06.12 23:24:00 -
[106] - Quote
Kenneth Skybound wrote:CCP Greyscale wrote:MailDeadDrop wrote:Does that mean that, exempting decryptor effects, it is no longer possible to get multi-run T2 BPCs from invention? Currently (Kronos) max-run T1 module BPCs yield 10-run T2 BPCs. If invention only yields 1-run T2 BPCs then there will be *many* more invention jobs in Crius. Am I misunderstanding something?
MDD All invention jobs will spit out a max-run blueprint. Sorry, should've mentioned that, lots of plates spinning today :) Do you mean this as in T2 BPO info for max runs or the current max outputs (10% of T2 BPO's). Eg, would an Anshar BPC be 10 runs?
We are still looking at this but I can confirm the output runs on invented blueprints is not correct. Will get this fixed next week. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
|

asteroidjas
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
76
|
Posted - 2014.06.12 23:57:00 -
[107] - Quote
EMT Holding wrote:CCP Greyscale wrote:EMT Holding wrote:CCP Greyscale wrote: -- Invention now removes one run from the input copy -- Some special-casing and fuzzing has been done in certain places to make numbers more interesting
For your first point, can I assume that to get a 1 run T2 ship BPC, I now need to use a T1 BPC with 2 runs? Or to get a 9 run T2 BPC, I use a 10 run T1 BPC? If so, what are decryptors for? Is there any point in them? - No, invention literally just removes exactly one run from the copy during the invention job. All invention jobs now need one run. This is happening as we want to normalize copy time at 80% of build time; we've adjusted invention and build times so that end-to-end copy-invent-build times remain roughly constant. 1. If that works how I'm thinking it does, that sounds good. So if I invent off a 10 run T1 BPC, when the invention finishes, I get the T1 BPC back but with 9 runs? That sounds like an excellent midstep towards being able to do batched invention or an invention job for more than 1 run :D 2. Also good. I can understand the need to slightly bend material requirements for smaller/larger things. So, without reading further....does this mean that if i want to continue inventing from the same copy (since you are apparently doing this to keep the overall time constant) that i'll just end up with (on modules) inventing from the 299 run copy which would yield a 9 run T2 bpc? Why would i continue to do this as now that invention has extra costs based on the end product (which is also tacked on again when one builds said end product, per run)...why pay for an inferior invention job?
Am i understanding this correctly? Current TQ method requires a 300 run T1 copy to get a 10 run T2 BPC. (which gets destroyed in the process) How i understand what you are saying is that now we will have the option to continue to invent with diminishing returns on the already used copies? Unless the cost of invention is reduced, if i'm going to invent something, i'll do it with as many runs as i can. |

Greybuilt
Galt Innovations The Unknown Ideal
0
|
Posted - 2014.06.13 00:16:00 -
[108] - Quote
I must be doing something wrong: I'm trying to do TE research on a Charon BPO that's already at 16% and i'm being told it will take 102:23:46:53 and cost 9,814,311,019. That's 9 Billion ISK....
Is this by design, a mistake, do I need to go to POS or ?? |

asteroidjas
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
76
|
Posted - 2014.06.13 00:46:00 -
[109] - Quote
CCP Greyscale wrote:Research time has some confirmed math kinks, looking into them.
Better error messages will ofc be forthcoming!
Quote:We are still looking at this but I can confirm the output runs on invented blueprints is not correct. Will get this fixed next week.
Sooo.....hows that inbeded QA working for you guys? Did nobody even think to attempt a research job before they called this thing ready? How does this stuff get past QA anyways?
|

Scarlett LaBlanc
Midnight Savran Industries
115
|
Posted - 2014.06.13 02:12:00 -
[110] - Quote
asteroidjas wrote:CCP Greyscale wrote:Research time has some confirmed math kinks, looking into them.
Better error messages will ofc be forthcoming! Quote:We are still looking at this but I can confirm the output runs on invented blueprints is not correct. Will get this fixed next week. Sooo.....hows that inbeded QA working for you guys? Did nobody even think to attempt a research job before they called this thing ready? How does this stuff get past QA anyways?
Hey dude, check the attitude. TEST SERVER!
No one said it was ready. If you don't want to play with the beta wait for it to go live on TQ. |
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asteroidjas
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
76
|
Posted - 2014.06.13 02:47:00 -
[111] - Quote
CCP Nullarbor wrote: We are still looking at this but I can confirm the output runs on invented blueprints is not correct. Will get this fixed next week.
Forgive the bluntness...but this (after all the previous "Yeah that is broken, we'll look into it" replies) begs the question...
What of the research portion of this new mess IS correct? What is the point of putting something on the test server that hasn't even been partially tested by the teams involved. Research times are wrong, copy costs are wrong, invention stuffs are wrong..ect...
I understand it is a "test server"....but is that really supposed to mean that nothing has been tested at all prior to it being thrown onto SiSi? Because when this happens...we have to wait yet another week, in the already short time left, to find the actual bugs related to this massive change.
That is my point. In most workplaces these type of deployments would be worthy of disciplinary action. (maybe that is what part of the housecleaning was?)
And no, Beta testing CCP's products is not related to SiSi....TQ gets more than its fair share of fail deployments that are the beta versions of the concepts CCP is trying for. (really amazed and thankful they actually thought about deploying this two weeks ago) |
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CCP Nullarbor
C C P C C P Alliance
719

|
Posted - 2014.06.13 09:24:00 -
[112] - Quote
asteroidjas wrote:CCP Nullarbor wrote: We are still looking at this but I can confirm the output runs on invented blueprints is not correct. Will get this fixed next week.
Forgive the bluntness...but this (after all the previous "Yeah that is broken, we'll look into it" replies) begs the question... What of the research portion of this new mess IS correct? What is the point of putting something on the test server that hasn't even been partially tested by the teams involved. Research times are wrong, copy costs are wrong, invention stuffs are wrong..ect... I understand it is a "test server"....but is that really supposed to mean that nothing has been tested at all prior to it being thrown onto SiSi? Because when this happens...we have to wait yet another week, in the already short time left, to find the actual bugs related to this massive change. That is my point. In most workplaces these type of deployments would be worthy of disciplinary action. (maybe that is what part of the housecleaning was?) And no, Beta testing CCP's products is not related to SiSi....TQ gets more than its fair share of fail deployments that are the beta versions of the concepts CCP is trying for. (really amazed and thankful they actually thought about deploying this two weeks ago)
We actually had most of the defects already reported internally but just hadn't got around to fixing them yet. Now we could have kept it all internal for another few weeks while we fix it up, but SiSi was made available after Kronos and the build was stable enough to safely deploy so we put it up to get some early impressions.
Feedback so far has been fantastic and we are rethinking some of our original assumptions. It is simply not worth waiting longer before getting this feedback IMO.
If this still doesn't agree with you however, then we'll just see you on TQ on the 22nd July  CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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TigerXtrm
Black Thorne Corporation Black Thorne Alliance
715
|
Posted - 2014.06.13 09:59:00 -
[113] - Quote
I actually think it's pretty worrying that you initially planned to release this, in its grand buggyness state, with Kronos. You know, almost 2 weeks ago. I mean, if not even the values of things are correct on SiSi NOW, how did you guys ever expect to get this working properly in time for Kronos? It kinda baffles my mind, really. My YouTube Channel - EVE Tutorials & other game related things! |

DoToo Foo
Weaponised FuGu
23
|
Posted - 2014.06.13 10:08:00 -
[114] - Quote
TigerXtrm wrote:I actually think it's pretty worrying that you initially planned to release this, in its grand buggyness state, with Kronos. You know, almost 2 weeks ago. I mean, if not even the values of things are correct on SiSi NOW, how did you guys ever expect to get this working properly in time for Kronos? It kinda baffles my mind, really.
Parkinson's Law : Work expands so as to fill the time available for its completion.
Hofstadter's Law: It always takes longer than you expect, even when you take into account Hofstadter's Law.
Keep these two laws in mind, then consider : How should as a project manager attempt to get anything released?
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CCP Nullarbor
C C P C C P Alliance
719

|
Posted - 2014.06.13 10:26:00 -
[115] - Quote
TigerXtrm wrote:I actually think it's pretty worrying that you initially planned to release this, in its grand buggyness state, with Kronos. You know, almost 2 weeks ago. I mean, if not even the values of things are correct on SiSi NOW, how did you guys ever expect to get this working properly in time for Kronos? It kinda baffles my mind, really.
We originally planned to release this with Kronos about 6 months ago. It wasn't ready so our plans changed.
The scope of this release makes it an almost impossible task to predict how long it will actually take with any accuracy, hence the recent change in release model which allows us to work on something and choose the release date when we are much closer to finishing. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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Neo Hutt
3
|
Posted - 2014.06.13 11:06:00 -
[116] - Quote
CCP Nullarbor wrote:TigerXtrm wrote:I actually think it's pretty worrying that you initially planned to release this, in its grand buggyness state, with Kronos. You know, almost 2 weeks ago. I mean, if not even the values of things are correct on SiSi NOW, how did you guys ever expect to get this working properly in time for Kronos? It kinda baffles my mind, really. We originally planned to release this with Kronos about 6 months ago. It wasn't ready so our plans changed. The scope of this release makes it an almost impossible task to predict how long it will actually take with any accuracy, hence the recent change in release model which allows us to work on something and choose the release date when we are much closer to finishing. I have serious doubt that you guys will manage to pull out a working version until Crius is planed to be released. What we have on sisi now is not even a pre alpha release, there is almost nothing to test yet. |

Selaria Unbertable
POS Mortem Renegades Of Silence
37
|
Posted - 2014.06.13 13:03:00 -
[117] - Quote
Just finished some invention jobs, and I seem to have been quite unlucky, none of them was a success. I never liked the way invention results were presented in the old system, but no feedback at all whether an invention was successful or not is just as bad. So, a way to see the result of an invention would be good, either visually on the delivery button or the job window, even if it's just a "success"/"failure". |
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CCP Nullarbor
C C P C C P Alliance
722

|
Posted - 2014.06.13 13:29:00 -
[118] - Quote
Selaria Unbertable wrote:Just finished some invention jobs, and I seem to have been quite unlucky, none of them was a success. I never liked the way invention results were presented in the old system, but no feedback at all whether an invention was successful or not is just as bad. So, a way to see the result of an invention would be good, either visually on the delivery button or the job window, even if it's just a "success"/"failure".
Yes we are about to add some indication of success / fail when you click deliver and will include that in the job history too. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP Claymore
C C P C C P Alliance
1

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Posted - 2014.06.13 13:31:00 -
[119] - Quote
Selaria Unbertable wrote:Just finished some invention jobs, and I seem to have been quite unlucky, none of them was a success. I never liked the way invention results were presented in the old system, but no feedback at all whether an invention was successful or not is just as bad. So, a way to see the result of an invention would be good, either visually on the delivery button or the job window, even if it's just a "success"/"failure".
Fear not, this is something we are working on at the moment.  Quality Assurance Analyst Team Game of Drones
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CCP Greyscale
C C P C C P Alliance
2366

|
Posted - 2014.06.13 13:47:00 -
[120] - Quote
Regarding the state of the build: - This is the earliest something this large has been on SiSi in a very long time. As Nullabor said, SiSi was made available almost immediately after Kronos, and we wanted to start collecting public feedback as fast as possible - The code running on SiSi is our nightly development build. It's not a sanitized, polished setup, it's literally "what we did yesterday". Internal testing is happening in parallel to stuff being deployed onto SiSi - We are (I believe!) still comfortably confident that everything will be ready in time for the scheduled Crius release; a lot of things are broken right now but they are in general superficially broken and comparatively easy to fix. We don't have any big, risky features to implement or fixes to work on. - The proof will of course be in the pudding, but given the current situation we do not feel it is productive to spend time discussing whether or not we will be ready in five weeks in these threads, so we ask that you focus your feedback on the specifics of what features are working how on SiSi right now rather than expressing your professional judgements as to the likely state of our codebase in five weeks' time. Thanks :) |
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Aryth
GoonWaffe Goonswarm Federation
1555
|
Posted - 2014.06.13 14:00:00 -
[121] - Quote
I would much rather see it in this state than not see it until 2 weeks out from the patch. Leader of the Goonswarm Economic Warfare Cabal. Vile Rat: You're the greatest sociopath that has ever played eve. |

Masao Kurata
Z List
54
|
Posted - 2014.06.13 14:04:00 -
[122] - Quote
Releasing a build in this state is much better than releasing a nearly finished product that everyone immediately says is critically flawed, early feedback is invaluable. |

MailDeadDrop
Rage and Terror Against ALL Authorities
342
|
Posted - 2014.06.13 14:14:00 -
[123] - Quote
CCP Greyscale wrote:Regarding the state of the build: - This is the earliest something this large has been on SiSi in a very long time. As Nullabor said, SiSi was made available almost immediately after Kronos, and we wanted to start collecting public feedback as fast as possible - The code running on SiSi is our nightly development build. It's not a sanitized, polished setup, it's literally "what we did yesterday". Internal testing is happening in parallel to stuff being deployed onto SiSi - We are (I believe!) still comfortably confident that everything will be ready in time for the scheduled Crius release; a lot of things are broken right now but they are in general superficially broken and comparatively easy to fix. We don't have any big, risky features to implement or fixes to work on. - The proof will of course be in the pudding, but given the current situation we do not feel it is productive to spend time discussing whether or not we will be ready in five weeks in these threads, so we ask that you focus your feedback on the specifics of what features are working how on SiSi right now rather than expressing your professional judgements as to the likely state of our codebase in five weeks' time. Thanks :) Noted. But please take away from this the realization that you (CCP) failed with "expectation management" of the (current) state of Crius on Sisi. I haven't spent any time analyzing that failure and therefore don't have any advice for you.
MDD |

Uncle Funklestien
Republic Military School Minmatar Republic
0
|
Posted - 2014.06.13 14:24:00 -
[124] - Quote
Quote: Noted. But please take away from this the realization that you (CCP) failed with "expectation management" of the (current) state of Crius on Sisi. I haven't spent any time analyzing that failure and therefore don't have any advice for you.
MDD
Then why are you in here bitching? Seriously, you aren't giving any feedback on anything at all and said yourself you haven't bothered looking at things. Go play TQ for a bit, chill, relax, have a great day, then come back here when you have thought of something to test and try and report on.
And on another note, try and have a good day MDD. |

MailDeadDrop
Rage and Terror Against ALL Authorities
342
|
Posted - 2014.06.13 14:33:00 -
[125] - Quote
Uncle Funklestien wrote:Quote: Noted. But please take away from this the realization that you (CCP) failed with "expectation management" of the (current) state of Crius on Sisi. I haven't spent any time analyzing that failure and therefore don't have any advice for you.
MDD
Then why are you in here bitching? Seriously, you aren't giving any feedback on anything at all and said yourself you haven't bothered looking at things. Go play TQ for a bit, chill, relax, have a great day, then come back here when you have thought of something to test and try and report on. And on another note, try and have a good day MDD. Sorry if my reply came across as "bitching"; that wasn't the intent. I was merely illuminating the expectation management failure, with a thought towards the releases after Crius. What I intended to point out is the next time CCP puts a largely unfinished, full of "superficially broken" things, onto Sisi and asks for feedback, they need to carefully consider how to widely and clearly communicate that state so that fewer people are shocked (& distracted) by how "bad" it is. My comment about "not having advice for CCP" was directly related to how to accomplish the "widely and clearly communicating that state."
MDD |
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CCP Greyscale
C C P C C P Alliance
2366

|
Posted - 2014.06.13 14:40:00 -
[126] - Quote
Noted.
Meanwhile, back on the topic of Research... |
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Soldarius
Deadman W0nderland Test Alliance Please Ignore
708
|
Posted - 2014.06.13 15:33:00 -
[127] - Quote
asteroidjas wrote:CCP Greyscale wrote:Research time has some confirmed math kinks, looking into them.
Better error messages will ofc be forthcoming! Quote:We are still looking at this but I can confirm the output runs on invented blueprints is not correct. Will get this fixed next week. Sooo.....hows that inbeded QA working for you guys? Did nobody even think to attempt a research job before they called this thing ready? How does this stuff get past QA anyways?
Seriously? You do understand that Singularity is the test server, right?
Go back to TQ.
GÇ£I personally refuse to help AAA take space from itself so it can become an even shittier version of itselfGÇ¥
-Grath Telkin, 2014. |
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CCP Greyscale
C C P C C P Alliance
2371

|
Posted - 2014.06.13 16:08:00 -
[128] - Quote
Meanwhile, back on the topic of Research... |
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Bridgette d'Iberville
Better Killing Through Chemistry
265
|
Posted - 2014.06.13 16:09:00 -
[129] - Quote
CCP Greyscale wrote:...expressing your professional judgements as to the likely state of our codebase in five weeks' time.
CCP Greyscale has a sneaky, yet powerful, pimp hand.
OT: I'm just going to wait until Crius rolls out and then see what the plans for decryptors are since it doesn't seem like they're going to make it into this build (no problem, a brief delay in aligning game mechanics isn't a big deal to me). Given the currently strong connection between invention and decryptors in the current game design, I'm not sure I can really accurately assess how well the changes for invention work without knowing what the decryptors are going to end up doing.
Keep up the good work, unreasonable expectations be damned. "I considered a career in griefing, but then realized that I would never achieve the level of tear generation that CCP manages to do each and every expansion." |
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CCP Greyscale
C C P C C P Alliance
2371

|
Posted - 2014.06.13 16:12:00 -
[130] - Quote
Bridgette d'Iberville wrote:CCP Greyscale wrote:...expressing your professional judgements as to the likely state of our codebase in five weeks' time. CCP Greyscale has a sneaky, yet powerful, pimp hand. OT: I'm just going to wait until Crius rolls out and then see what the plans for decryptors are since it doesn't seem like they're going to make it into this build (no problem, a brief delay in aligning game mechanics isn't a big deal to me). Given the currently strong connection between invention and decryptors in the current game design, I'm not sure I can really accurately assess how well the changes for invention work without knowing what the decryptors are going to end up doing. Keep up the good work, unreasonable expectations be damned.
Decryptors are being adjusted so the TE numbers are doubled in line with the new system, but otherwise our current plan is to leave them alone while we work on a more comprehensive post-Crius invention revamp. If it turns out that we actually *need* to do some balancing right now, we will do so, but we're hoping that they can just be a bit wacky for a few months so we don't need to do a bunch of work that then gets thrown away. |
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Uncle Funklestien
Republic Military School Minmatar Republic
1
|
Posted - 2014.06.13 16:14:00 -
[131] - Quote
Question in regards to ME/TE research times I know ( as of last I played on SiSi yesterday at least ) that they were still fudged. However, what numbers ARE you trying for CCP Greyscale? Could you give us the maths that you are wanting to use ( or are they posted elsewhere and I have missed it? )
At least that way we can make sure there aren't any obvious bugs when they do get fixed on SiSi. |

War Fairy
Cascading Failure Un.Bound
6
|
Posted - 2014.06.13 16:21:00 -
[132] - Quote
MailDeadDrop wrote: Noted. But please take away from this the realization that you (CCP) failed with "expectation management" of the (current) state of Crius on Sisi. I haven't spent any time analyzing that failure and therefore don't have any advice for you.
MDD
I think it's you who failed with "expectation management." It's a test server. Expect things to be broken. That's its purpose. |

Qoi
Exert Force
12
|
Posted - 2014.06.13 16:24:00 -
[133] - Quote
Uncle Funklestien wrote:Question in regards to ME/TE research times I know ( as of last I played on SiSi yesterday at least ) that they were still fudged. However, what numbers ARE you trying for CCP Greyscale? Could you give us the maths that you are wanting to use ( or are they posted elsewhere and I have missed it? )
At least that way we can make sure there aren't any obvious bugs when they do get fixed on SiSi.
These numbers were published in a devblog and in the Blueprints adjustment thread, you can check them on my website at http://bp.kiwi.frubar.net/calc/ (Just set the mode to "Manufacturing" and play with the ME/TE levels for different Blueprints.)
(These are not final but the Greyscale draft 4 CSV) |

Sales Alt negrodamus
SalesAltCorp
2
|
Posted - 2014.06.13 17:29:00 -
[134] - Quote
Sales Alt negrodamus wrote:invention doesn't seem to be working at all.
i'm trying to do some capital t2 trimarks as a test to see what decryptors do, however currently I am getting a 0% invention chance regardless of what decryptor (or lack thereof) I am using due to a -100% invention success chance bonus from the blueprint copy. That was freshly made on sisi.
Can I get some visibility on this? |
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CCP Greyscale
C C P C C P Alliance
2372

|
Posted - 2014.06.13 17:31:00 -
[135] - Quote
Sales Alt negrodamus wrote:Sales Alt negrodamus wrote:invention doesn't seem to be working at all.
i'm trying to do some capital t2 trimarks as a test to see what decryptors do, however currently I am getting a 0% invention chance regardless of what decryptor (or lack thereof) I am using due to a -100% invention success chance bonus from the blueprint copy. That was freshly made on sisi.
Can I get some visibility on this?
If it's also not showing the T2 rig as a product on the right, it's a general issue with a range of items that should be fixed ASAP. |
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Scout Vyvorant
University of Caille Gallente Federation
1
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Posted - 2014.06.13 20:15:00 -
[136] - Quote
I've tryed, again, to invent some T2 Bpc.
On live, I consume a max run BPC to create, in the case of modules, a 10-12 run T2 BPC.
On the test server I consume a single run of the BPC to create a 1 run T2 BPC, however, I use the same amount of datacores. Is this intented? Wont this increase massively the cost of datacores and consequentially the cost of T2 mods? Have I missed some DEV explaination to this?
P.s. I'm quite aware this wont matter if you are inventing ships or anything else that used single runs BPC.
Thanks in advance. |

Maratega
FREE GATES Nulli Secunda
41
|
Posted - 2014.06.14 01:39:00 -
[137] - Quote
Industry queue is planned in the future? Example an invention job is 8 hour. Because i check in every 24 hour, i can set up 3 invention job , for just one slot with the queue system, so the character dont go idle after 8 hour.
This is something we can expect from the future development?
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Alain Kinsella
123
|
Posted - 2014.06.14 05:48:00 -
[138] - Quote
Started with a few basic previews, then kicked off two research jobs. I glanced through the topic, but did not see anything specific about the times being adjusted correctly for skills. Perhaps I missed it?
Examples below. In Masalle's X-Sense Factory, Research V showing in the popup as a time reducer.
250 mm Light Artillary: 14% TE, 11:52:30 estimated, 16:00:00 actual job. EMP S: 18% TE, 22:26:15 estimated, 1:05:00:00 IIRC for actual job.
Though I find the base times pleasing on their own (since I like to self-produce what I use most - and the main blockers were the HS slots), I do have Research V and it would be nice to have those reductions applied. 
On the subject of remote jobs, what is the cost scaling for that? From Masalle, I quoted the same 250mm job for a blueprint I had in Yuzier. Instead of 2K ISK it jumped dramatically to 3Mil. 
Also, what's this "Not input items required," the English minor in me is getting distracted seeing that. 
Ambssador from Uru.-á (Search this term to find my site)
Currently Retired (pending changes to RL concerns).-á Have Fun y'all.
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Tragot Gomndor
Rise of Cerberus Cerberus Unleashed
49
|
Posted - 2014.06.14 12:34:00 -
[139] - Quote
still mismatch errors happening... sisi is dead... nothing to test here... 0.0 = GOONS = SAAAMMMMEEE!!!!1111222 |

Teddyboom
EON Builder's Squad Citizens of Nowhere
1
|
Posted - 2014.06.15 15:45:00 -
[140] - Quote
Quote:In the summer release, all base build costs will be increased by 11%. ME will then reduce build costs by 10% of that new base value, which brings us back to where we started. The rest of this blog is working from that new, higher base.
What about blueprints who exist only in a bpc version ? (booster, ancilary, microjump etc...)
is it intended that the price of theses item is increases and there is nothing we can do about it ?
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Qoi
Exert Force
15
|
Posted - 2014.06.15 17:53:00 -
[141] - Quote
Teddyboom wrote:Quote:In the summer release, all base build costs will be increased by 11%. ME will then reduce build costs by 10% of that new base value, which brings us back to where we started. The rest of this blog is working from that new, higher base. What about blueprints who exist only in a bpc version ? (booster, ancilary, microjump etc...) is it intended that the price of theses item is increases and there is nothing we can do about it ? The 11% increase is mostly compensated by the removal of waste. For unresearched Blueprints this is only an effective 1% material increase, which is probably negligible compared to what these massive industry changes will do to the market. |

Alexander Lion
Dragon Clan Nulli Secunda
5
|
Posted - 2014.06.16 12:16:00 -
[142] - Quote
I have a Question.
Why do i have to pay 85 Bil to research a Providence BPO from Me 0 to Me10 at own POS? I Dont get this. there are no System Costs, the whole bar is dark.
I know there is no Research Station in the System i am in, but wtf 85 Bil on my own POS? I hope this is gonna be redone because how shall pay this?
If i want to use my POS i have now on TQ to research my BPOs i have to pay 85 Bil + the pos fuel + the risk of losing the BPO when the POS gets destroyed. are you sure you want this to become real? |

Qmamoto Kansuke
Killing with pink power
5
|
Posted - 2014.06.16 14:29:00 -
[143] - Quote
Scout Vyvorant wrote:I've tryed, again, to invent some T2 Bpc.
On live, I consume a max run BPC to create, in the case of modules, a 10-12 run T2 BPC.
On the test server I consume a single run of the BPC to create a 1 run T2 BPC, however, I use the same amount of datacores. Is this intented? Wont this increase massively the cost of datacores and consequentially the cost of T2 mods? Have I missed some DEV explaination to this?
P.s. I'm quite aware this wont matter if you are inventing ships or anything else that used single runs BPC.
Thanks in advance.
Can someone answer this thanks.I have the same issue. |
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CCP Greyscale
C C P C C P Alliance
2379

|
Posted - 2014.06.16 14:45:00 -
[144] - Quote
Qmamoto Kansuke wrote:Scout Vyvorant wrote:I've tryed, again, to invent some T2 Bpc.
On live, I consume a max run BPC to create, in the case of modules, a 10-12 run T2 BPC.
On the test server I consume a single run of the BPC to create a 1 run T2 BPC, however, I use the same amount of datacores. Is this intented? Wont this increase massively the cost of datacores and consequentially the cost of T2 mods? Have I missed some DEV explaination to this?
P.s. I'm quite aware this wont matter if you are inventing ships or anything else that used single runs BPC.
Thanks in advance. Can someone answer this thanks.I have the same issue.
The output runs being off is a known issue I believe, should be fixed "soonish". |
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Lotus Ambrosia
Mad Men Inc
1
|
Posted - 2014.06.16 15:20:00 -
[145] - Quote
Are you still intending to remove the option of POS Reserching BPO that are in station? |

Bridgette d'Iberville
Better Killing Through Chemistry
269
|
Posted - 2014.06.16 16:04:00 -
[146] - Quote
Lotus Ambrosia wrote:Are you still intending to remove the option of POS Reserching BPO that are in station? That is correct. In order to do something with a BPO/BPC, it has to be wherever the activity is going to be conducted. If you want to research a BPO in HS for instance, you either have to do it in a POS lab (and have the BPO physically located there) or you have to research it at a NPC station with research capabilities. "I considered a career in griefing, but then realized that I would never achieve the level of tear generation that CCP manages to do each and every expansion." |

Lotus Ambrosia
Mad Men Inc
1
|
Posted - 2014.06.16 17:01:00 -
[147] - Quote
Bridgette d'Iberville wrote:Lotus Ambrosia wrote:Are you still intending to remove the option of POS Reserching BPO that are in station? That is correct. In order to do something with a BPO/BPC, it has to be wherever the activity is going to be conducted. If you want to research a BPO in HS for instance, you either have to do it in a POS lab (and have the BPO physically located there) or you have to research it at a NPC station with research capabilities.
Is this still up for debate? |

Bridgette d'Iberville
Better Killing Through Chemistry
269
|
Posted - 2014.06.16 17:05:00 -
[148] - Quote
Lotus Ambrosia wrote:Is this still up for debate?
I imagine you could try to put together a well-reasoned argument against it that the Devs might consider. At the same time, you're likely to get mocked for not being able to adapt to the changes as others have been. I'd suggest reading the whole thread if you haven't already.
Good Luck! "I considered a career in griefing, but then realized that I would never achieve the level of tear generation that CCP manages to do each and every expansion." |
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CCP Greyscale
C C P C C P Alliance
2381

|
Posted - 2014.06.16 17:08:00 -
[149] - Quote
Lotus Ambrosia wrote:Bridgette d'Iberville wrote:Lotus Ambrosia wrote:Are you still intending to remove the option of POS Reserching BPO that are in station? That is correct. In order to do something with a BPO/BPC, it has to be wherever the activity is going to be conducted. If you want to research a BPO in HS for instance, you either have to do it in a POS lab (and have the BPO physically located there) or you have to research it at a NPC station with research capabilities. Is this still up for debate?
Very unlikely to change at this point. Removing it means we can always assume that the job is happening where the blueprint currently is. If we break that link, we need to make a major change to the codebase to support blueprint and job in different locations, and that'd be adding a lot of work and risk very close to the release.
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Dramaticus
GoonWaffe Goonswarm Federation
590
|
Posted - 2014.06.16 17:34:00 -
[150] - Quote
Fortune favors the bold The 'do-nothing' member of the GoonSwarm Economic Warfare Cabal
The edge is REALLY hard to see at times but it DOES exist and in this case we were looking at a situation where a new feature created for all of our customers was being virtually curbstomped by five of them |
|

Yinmatook
Skilled Refugees Carthaginian Naval Supply Industries
14
|
Posted - 2014.06.16 18:16:00 -
[151] - Quote
I am again experiencing the inability to start any jobs because the COST and TAX rates have changed. I thought that had been fixed. |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
74
|
Posted - 2014.06.16 19:11:00 -
[152] - Quote
As much as I don't like the change, at this point, with all the time and effort put in to negate the effect, i would almost not like a rollback
Adapt or die |

Lotus Ambrosia
Mad Men Inc
1
|
Posted - 2014.06.16 19:48:00 -
[153] - Quote
OK anyway one thing that i don't get. Is it going to cost isk to reserch in your own pos? |

Bridgette d'Iberville
Better Killing Through Chemistry
269
|
Posted - 2014.06.16 20:14:00 -
[154] - Quote
Lotus Ambrosia wrote:OK anyway one thing that i don't get. Is it going to cost isk to reserch in your own pos?
From my reading, it will cost ISK to perform any Science and Industry job in high or low sec, whether in a POS or at a station (I haven't really checked to see how this works in Null or W-Space). It will be cheaper to do so in a POS (discounting the cost of the POS and fuel) due to not being assessed a 10% tax, the possibility of POS module stacking, and (IIRC) due to the production time discount. "I considered a career in griefing, but then realized that I would never achieve the level of tear generation that CCP manages to do each and every expansion." |

Alain Kinsella
126
|
Posted - 2014.06.16 20:15:00 -
[155] - Quote
Lotus Ambrosia wrote:OK anyway one thing that i don't get. Is it going to cost isk to reserch in your own pos?
Yes it does, but if you launch it from within the POS, its cost seems to be the same as if you did one from within an NPC Station.
Also, looks like the latest patch has the times correct now, both at station and POS jobs, and all have the correct times for module and skill applied in the Jobs status window. Excellent.
You really get to see the difference between the two - even at [skill] V (I have both for TE/ME) the research module makes a huge difference. And in my case I'm only using one module (its the Hyasoda of course ), but still pretty good. EMP S to ME10 shows a full day quicker in the POS.
Ambssador from Uru.-á (Search this term to find my site)
Currently Retired (pending changes to RL concerns).-á Have Fun y'all.
|

Badda Benjaminsen
Heimbrent
1
|
Posted - 2014.06.16 20:52:00 -
[156] - Quote
In the Blueprints tab there is:
Owner - Facility - Blueprint-menus, would it be possible to add a filter option to the blueprint dropdown to switch between showing originals OR copies? Would be much appreciated  |

Lotus Ambrosia
Mad Men Inc
1
|
Posted - 2014.06.17 00:25:00 -
[157] - Quote
So if you want a low price on your POS reserch, you need to find a system without research agents for starters? |

Sabriz Adoudel
Mission BLITZ
3108
|
Posted - 2014.06.17 02:59:00 -
[158] - Quote
Lotus Ambrosia wrote:So if you want a low price on your POS reserch, you need to find a system without research agents for starters?
Yes. Or, a system where almost noone else is using public research capabilities will be almost as good and may be more convenient. 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 |

Laendra
Wildly Inappropriate Goonswarm Federation
49
|
Posted - 2014.06.17 03:29:00 -
[159] - Quote
Invention of T2 ships, specifically the Rapier, it says max runs per Blueprint Copy is 1???
I used the Optimized Cryptic Attainment, which should have given me 3 runs (+2)
BPC are still in my hangar if you need to look.
Also, as some feedback regarding the UI. I do NOT like the way that it doesn't tell you the results of your invention when you deliver it.
Personally, if it told us whether it was successful or not after we installed it, that would be fine with me, especially since we don't have to worry about slots anymore. |

Laendra
Wildly Inappropriate Goonswarm Federation
49
|
Posted - 2014.06.17 03:31:00 -
[160] - Quote
By the way, it would be nice if you:
a) Put out a research devblog with all the current changes b) updated the original post in this thread with all known issues and their current status
|
|

Laendra
Wildly Inappropriate Goonswarm Federation
49
|
Posted - 2014.06.17 04:35:00 -
[161] - Quote
Another thing, when you are using blueprints from a corp hangar, if you change the input location, it doesn't update and check for the materials in that new input hangar until you modify the job size |

Yongtau Naskingar
Yongtau Naskingar Corporation
36
|
Posted - 2014.06.17 05:57:00 -
[162] - Quote
CCP Greyscale wrote:Lotus Ambrosia wrote:Bridgette d'Iberville wrote:Lotus Ambrosia wrote:Are you still intending to remove the option of POS Reserching BPO that are in station? That is correct. In order to do something with a BPO/BPC, it has to be wherever the activity is going to be conducted. If you want to research a BPO in HS for instance, you either have to do it in a POS lab (and have the BPO physically located there) or you have to research it at a NPC station with research capabilities. Is this still up for debate? Very unlikely to change at this point. Removing it means we can always assume that the job is happening where the blueprint currently is. If we break that link, we need to make a major change to the codebase to support blueprint and job in different locations, and that'd be adding a lot of work and risk very close to the release. So it's a not a balancing thing? Basically, it's a change because code? That means that there's a chance we might get it back later after you're done mucking up reworking the system? |

Sales Alt negrodamus
SalesAltCorp
2
|
Posted - 2014.06.17 06:44:00 -
[163] - Quote
Yongtau Naskingar wrote:[quote=CCP Greyscale] So it's a not a balancing thing? Basically, it's a change because code? That means that there's a chance we might get it back later after you're done mucking up reworking the system?
that ship has sailed. stop waving at it. |

Kusum Fawn
State Protectorate Caldari State
479
|
Posted - 2014.06.17 07:41:00 -
[164] - Quote
Sales Alt negrodamus wrote:Yongtau Naskingar wrote:[quote=CCP Greyscale] So it's a not a balancing thing? Basically, it's a change because code? That means that there's a chance we might get it back later after you're done mucking up reworking the system? that ship has sailed. stop waving at it. I wonder which ships have not set sail yet, as they all seem to have left port, Pity that the one including a working Industry patch seems to have sunk at the dock. Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.
|

Lotus Ambrosia
Mad Men Inc
1
|
Posted - 2014.06.17 09:41:00 -
[165] - Quote
I have a question, i can get level 10 ME Research on small rigs, almost all of them have under 9 units of less of each material. Why am i able to do ME research on this rings? |

Captain StringfellowHawk
Forsaken Reavers Rim Worlds Protectorate
142
|
Posted - 2014.06.17 10:00:00 -
[166] - Quote
Not sure if it has been answered already or not, but what is happening to those players Skills that specifically trained for Remote research so they can use a POS and keep the BPO's in a outpost/station? Now that you are taking abilities away from the point of having trained that remote skill up, is something being done with the skill or are players going to get reimbursed SP for a now useless skill since it is wiser to keep the BPO safe in a station. |

Qoi
Exert Force
15
|
Posted - 2014.06.17 11:24:00 -
[167] - Quote
Captain StringfellowHawk wrote:Not sure if it has been answered already or not, but what is happening to those players Skills that specifically trained for Remote research so they can use a POS and keep the BPO's in a outpost/station? Now that you are taking abilities away from the point of having trained that remote skill up, is something being done with the skill or are players going to get reimbursed SP for a now useless skill since it is wiser to keep the BPO safe in a station. The skill never enabled you to that, researching a blueprint remotely was always possible without Scientific Networking. The skill only affects how far from the facility your character can be, not how far the blueprint can be from the facility - and it was even enormously buffed to span region borders now. So this proposal makes not that much sense.
Lotus Ambrosia wrote:I have a question, i can get level 10 ME Research on small rigs, almost all of them have under 9 units of less of each material. Why am i able to do ME research on this rings? If you build multiple items at once, you will see a benefit from higher ME now. Essentially if you build 10 items you will get one for free at ME 10 (except for the weird special case of "whole and single" items they reintroduced for no sane reason). |

Ereshgikal
Pigs and Sows Gentlemen's Agreement
31
|
Posted - 2014.06.17 11:40:00 -
[168] - Quote
Lotus Ambrosia wrote:So if you want a low price on your POS reserch, you need to find a system without research agents for starters?
Uhm, what? Research agents has nothing to do with researching ME/TE in your own POS; despite both having "research" in their activity name. |

Wealla Heneltry
Onasdottir Armaments Surveying and Security
0
|
Posted - 2014.06.17 12:08:00 -
[169] - Quote
Ereshgikal wrote:Uhm, what? Research agents has nothing to do with researching ME/TE in your own POS; despite both having "research" in their activity name.
No, but research *facilities* do. I suppose that, since facilities decrease job costs while use of those facilities increase them, the ideal is a system with umpty-seven factory and lab stations that nobody else ever uses... |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3424
|
Posted - 2014.06.17 13:06:00 -
[170] - Quote
Qoi wrote: (except for the weird special case of "whole and single" items they reintroduced for no sane reason)
The special case is to deal with things like:
I make 10 Paladins, I require 9 Armageddons.
It's something which would skew the market more than desired.
Basic algorithm:
required = max(runs,ceiling(runs*base material requirement* ME modifiers from the blueprint and arrays and so on)) Woo! CSM 9! http://fuzzwork.enterprises/
Twitter: @fuzzysteve on Twitter |
|

Tam Althor
lll tempered sea bass Brothers of Tangra
37
|
Posted - 2014.06.17 23:31:00 -
[171] - Quote
I've been trying to put in jobs today (ME, TE and copy) and keep getting this error "Unable to install job due to the following reasons: The job cost has changed
Error.MISMATCH_COST (574, 451)"
Does not matter what I try to do or change I am unable to start any research jobs. This is in a 0.0 research outpost |

Alexander Lion
Dragon Clan Nulli Secunda
5
|
Posted - 2014.06.17 23:46:00 -
[172] - Quote
clear your cache data wia the options menu |

Bugsy VanHalen
Society of lost Souls
1029
|
Posted - 2014.06.18 01:40:00 -
[173] - Quote
I am really not liking the new ME system on the BPO's. I thought the blog said it should work out close to what the perfect BPO's are now on TQ. I may have miss read, but I am hoping it is worth another look.
There are many BPO's that benefited by research well over 10 ME. For example I had my fuel block BPO's researched to ME 200. Yes I know, way over kill, but none the less they were perfect as far as minimal waste goes. Liquid Ozone and Heavy water are both 150 per run, and the Isotopes are 400 per run. But on SiSi the same BPO, no locked in at ME 10 is no near as good. Liquid Ozone and Heavy water are both 168 per run, and the Isotopes are 446 per run. coolant has gone from 8 to 9, oxygen from 20 to 22.
I had almost all my BPO's researched to an ME level that gave me 0.1% waste. now they are at 0.5% with my capital components BPO's at 0.9%.
Looking for example at my Capital Armor Plates BPO;
on TQ. researched to ME 100, 0.1% waste, tritanium required; 426249
on SiSi reduced to ME 10 0.9% waste tritanium required 477442 a difference of 51193 units per run. or almost 300,000 isk. that is basically 10% increase.
and T2 component BPO's
on TQ Capital Crystalline Armor Plate researched to ME 145 0.1% waste Crystalline Carbonide 2001 per run
on SiSi ME 10 0.9% waste Crystalline Carbonide 2242 per run a difference of 241, again about 10% increase.
Not a huge deal, as everyone is facing the same change, it will all balance out. but what really turns my crank is back to the fuel block BPO. Not that the increase in materials is so bad, but it is the amounts. 150 HW and LO and 400 ISO's was really easy math. did not need a calculator. but 168 HW and LO and 446 ISO's I will now need to use a calculator.
Other than that, I am loving the updates, although it would have been nice to put a damage controller in a low slot on my freighter. What good is the bonus to reinforced bulk heads if the hull has 0 resists. have any of you devs ever flown a freighter through a popular gank point. Knocking your cargo down to about 300,000m3 is a big enough trade off for the ehp a damage controller would give. if it is to much reduce it to 2 low slots. One reinforced bulkhead, and one damage controller would give it what? 500,000 ehp? if you are giving up 75% of your cargo to get it, that is a fair trade. Gimping it, on the basis of going easy on the gankers is pathetic.
|

Kusum Fawn
State Protectorate Caldari State
479
|
Posted - 2014.06.18 04:25:00 -
[174] - Quote
Devblog Researching the future wrote: Unless this leads to a major expansion of invent-to-sell, the actual throughput of invention should not significantly change as a result of shorter copy times.
CCP Grayscale wrote: -- Invention now removes one run from the input copy
This happens to be a huge change to Invention. Can you CCP Grayscale talk more about how these changes will affect the graph you put up in the first industry dev blog https://community.eveonline.com/news/dev-blogs/building-better-worlds/ ? Changing the Invention to use fewer total bpc, and encouraging the use of max run copy jobs or whatever point it will balance out to through use, seems to indicate that increasing the number of jobs interacted with on a daily basis is not a goal despite being the implication of the very first paragraph of your dev blog.
" You can see below that more than 50,000 characters use manufacturing and invention on a daily basis. Other industry activities, like research ME, PE, copying and reverse engineering only are a fraction of that number. That is the main reason why, for EVE's summer release, we are going to focus our efforts on industry as a whole."
With the higher levels of ME taking significantly longer then the lower levels, once the job is installed for them there will be no interaction, and with the loss of granularity it will be harder to justify researching things to level ten. or putting something in for a few levels when waiting for something else to complete. These bpos will sit fallow if there is any expectation that they will need to get used in the next month. Net : Fewer ME jobs.
Similar to Material Efficiency, Time or PE will take a similar hit to jobs, as mid level PE will be deemed "optimal" because of the way that PE scales. Just as before the patch 1-3 was optimal on most blueprints, Three to five will in most cases be optimal PE levels after. Net : Similar low numbers of PE jobs
With the changes to copying, long max run jobs (with smaller numbers of copies ) will be the norm as invention can take place running down the existing multi run bpc. More total invention jobs will occur, but fewer copy jobs will be necessary to maintain the same output. I expect that with the removal of slots, similar numbers of copy jobs will be started. because fewer will be necessary to support existing levels of invention, more invention will occur. Tied to this is the Datacore changes introduced in the Factional warfare changes, With there no longer being a standings grind for research agents or a time sink for research points, There is virtually no limiting factor to invention as alt fw plexing is already a thing, and complained loudly about. Net : Similar copy, More invention jobs
Reverse engineering Is a special beast, as the parts for it are not player made and / or the jobs themselves are dependent on the items being found to be invented. Reverse engineering cannot support the same type of expansion that other research jobs can, they simply aren't scalable the same way. Net : these changes do nothing to change Reverse engineering job numbers. There will be more batching as reverse engineering labs are currently artificially restrictive, but since they are from found items the jobs will be batched more and less everyday occurrences then before. being able to run all available lab slits concurrently will mean that reverse engineering labs will be onlined for several hours one day and offline for the vast majority of the rest of the time.
None of the proposed changes decrease the complexity of Research as job costs change daily due to cost scalings with ME and PE being affected by timed team influence. Reduced granularity reduces competitive options for industrialists and gives established industrialists a significant boost over those just starting. There are no fixes for handling large numbers of bpc, there are no positive changes to pos or corp roles that reduce the vulnerability of assets being stolen with a significant reduction in security from the loss of remote bpo to pos research. Moving materials has taken a hit from the freighter, JF fuel and compression changes.
The Industry window itself is less informative then it used to be, with fewer instantly visible indicators of material shortages (it says you are short through red lines, but not by how much until you hit the rollover which cannot be copied or made to stay while moving assets in other windows). It is not scalable and the giant pulsing sphincter cannot be collapsed or closed while taking more then half the window in noninformative graphics. The blueprint section of the window does not have enough screenspace as it is, because of the giant graphics associated with it, and does not have a left-right scroll bar despite having many things that will vanish off to the right of the panel. Prospective teams window cannot be open at the same time as currently active teams or blueprints, something which would be useful for planning jobs or finding out what is available to be built by the player. There is a five line scroll bar for six items. Blueprint locations are available only through another drop down scroll bar and not through a window or static list
So far nothing actually works correctly on SISi,
CCP Grayscale. What is going on? Each individual project seems that it could fix one of the industry issues, but taken all together they do more damage then the initial problem. Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.
|

Alexander Lion
Dragon Clan Nulli Secunda
5
|
Posted - 2014.06.18 08:22:00 -
[175] - Quote
i did some invention yesterday and delivered today. there are no more success notifications. will this notifications be added later. so today on TQ you get a fail or success pop up, i want this back plz. |
|

CCP Greyscale
C C P C C P Alliance
2386

|
Posted - 2014.06.18 10:47:00 -
[176] - Quote
Laendra wrote:Invention of T2 ships, specifically the Rapier, it says max runs per Blueprint Copy is 1???
I used the Optimized Cryptic Attainment, which should have given me 3 runs (+2)
BPC are still in my hangar if you need to look.
Also, as some feedback regarding the UI. I do NOT like the way that it doesn't tell you the results of your invention when you deliver it.
Personally, if it told us whether it was successful or not after we installed it, that would be fine with me, especially since we don't have to worry about slots anymore.
It should be that the max normal runs is 1 but decryptors can push it higher if necessary.
Laendra wrote:By the way, it would be nice if you:
a) Put out a research devblog with all the current changes b) updated the original post in this thread with all known issues and their current status
New blog(s) will be forthcoming once we're closer to release.
Yongtau Naskingar wrote:CCP Greyscale wrote:Lotus Ambrosia wrote:Bridgette d'Iberville wrote:Lotus Ambrosia wrote:Are you still intending to remove the option of POS Reserching BPO that are in station? That is correct. In order to do something with a BPO/BPC, it has to be wherever the activity is going to be conducted. If you want to research a BPO in HS for instance, you either have to do it in a POS lab (and have the BPO physically located there) or you have to research it at a NPC station with research capabilities. Is this still up for debate? Very unlikely to change at this point. Removing it means we can always assume that the job is happening where the blueprint currently is. If we break that link, we need to make a major change to the codebase to support blueprint and job in different locations, and that'd be adding a lot of work and risk very close to the release. So it's a not a balancing thing? Basically, it's a change because code? That means that there's a chance we might get it back later after you're done mucking up reworking the system?
There are design reasons for doing it, but the code changes involved in changing that design decision a non-starter at this point even if we wanted to (which we don't) :)
Steve Ronuken wrote:Qoi wrote: (except for the weird special case of "whole and single" items they reintroduced for no sane reason)
The special case is to deal with things like: I make 10 Paladins, I require 9 Armageddons. It's something which would skew the market more than desired. Basic algorithm: required = max(runs,ceiling(runs*base material requirement* ME modifiers from the blueprint and arrays and so on))
The real nasty case is building 10 JFs from 9 freighters, basically means you can't competitively build JFs if you can't do them in batches of 10.
|
|
|

CCP Greyscale
C C P C C P Alliance
2386

|
Posted - 2014.06.18 11:01:00 -
[177] - Quote
Kusum Fawn wrote:Devblog Researching the future wrote: Unless this leads to a major expansion of invent-to-sell, the actual throughput of invention should not significantly change as a result of shorter copy times.
CCP Grayscale wrote: -- Invention now removes one run from the input copy
This happens to be a huge change to Invention. Can you CCP Grayscale talk more about how these changes will affect the graph you put up in the first industry dev blog https://community.eveonline.com/news/dev-blogs/building-better-worlds/ ? Changing the Invention to use fewer total bpc, and encouraging the use of max run copy jobs or whatever point it will balance out to through use, seems to indicate that increasing the number of jobs interacted with on a daily basis is not a goal despite being the implication of the very first paragraph of your dev blog. " You can see below that more than 50,000 characters use manufacturing and invention on a daily basis. Other industry activities, like research ME, PE, copying and reverse engineering only are a fraction of that number. That is the main reason why, for EVE's summer release, we are going to focus our efforts on industry as a whole." With the higher levels of ME taking significantly longer then the lower levels, once the job is installed for them there will be no interaction, and with the loss of granularity it will be harder to justify researching things to level ten. or putting something in for a few levels when waiting for something else to complete. These bpos will sit fallow if there is any expectation that they will need to get used in the next month. Net : Fewer ME jobs. Similar to Material Efficiency, Time or PE will take a similar hit to jobs, as mid level PE will be deemed "optimal" because of the way that PE scales. Just as before the patch 1-3 was optimal on most blueprints, Three to five will in most cases be optimal PE levels after. Net : Similar low numbers of PE jobs With the changes to copying, long max run jobs (with smaller numbers of copies ) will be the norm as invention can take place running down the existing multi run bpc. More total invention jobs will occur, but fewer copy jobs will be necessary to maintain the same output. I expect that with the removal of slots, similar numbers of copy jobs will be started. because fewer will be necessary to support existing levels of invention, more invention will occur. Tied to this is the Datacore changes introduced in the Factional warfare changes, With there no longer being a standings grind for research agents or a time sink for research points, There is virtually no limiting factor to invention as alt fw plexing is already a thing, and complained loudly about. Net : Similar copy, More invention jobs Reverse engineering Is a special beast, as the parts for it are not player made and / or the jobs themselves are dependent on the items being found to be invented. Reverse engineering cannot support the same type of expansion that other research jobs can, they simply aren't scalable the same way. Net : these changes do nothing to change Reverse engineering job numbers. There will be more batching as reverse engineering labs are currently artificially restrictive, but since they are from found items the jobs will be batched more and less everyday occurrences then before. being able to run all available lab slits concurrently will mean that reverse engineering labs will be onlined for several hours one day and offline for the vast majority of the rest of the time. None of the proposed changes decrease the complexity of Research as job costs change daily due to cost scalings with ME and PE being affected by timed team influence. Reduced granularity reduces competitive options for industrialists and gives established industrialists a significant boost over those just starting. There are no fixes for handling large numbers of bpc, there are no positive changes to pos or corp roles that reduce the vulnerability of assets being stolen with a significant reduction in security from the loss of remote bpo to pos research. Moving materials has taken a hit from the freighter, JF fuel and compression changes. The Industry window itself is less informative then it used to be, with fewer instantly visible indicators of material shortages (it says you are short through red lines, but not by how much until you hit the rollover which cannot be copied or made to stay while moving assets in other windows). It is not scalable and the giant pulsing sphincter cannot be collapsed or closed while taking more then half the window in noninformative graphics. The blueprint section of the window does not have enough screenspace as it is, because of the giant graphics associated with it, and does not have a left-right scroll bar despite having many things that will vanish off to the right of the panel. Prospective teams window cannot be open at the same time as currently active teams or blueprints, something which would be useful for planning jobs or finding out what is available to be built by the player. There is a five line scroll bar for six items. Blueprint locations are available only through another drop down scroll bar and not through a window or static list So far nothing actually works correctly on SISi, CCP Grayscale. What is going on? Each individual project seems that it could fix one of the industry issues, but taken all together they do more damage then the initial problem. We don't have a need to increase the number of individual jobs people are kicking off per day, that's not a particularly useful metric. We would like to see more players having the opportunity to be involved in industry, and we would like players involved in industry to feel as engaged and interested as possible in their day-to-day activities. We're trying to cut back on uninteresting complexity precisely so that we can boost things we believe to be interesting, which in the context of a long-running MMO generally requires the variables to change on a regular basis to keep decisions fresh (hence dynamic pricing).
ME and TE research, in particular, are interesting because of the tradeoffs between usage and research, and the anchoring effect of long-term investments. They're not interesting because of the process of actually installing the job, so we are not worried about fewer installs. We could move to a system of incremental research wher... |
|

Yongtau Naskingar
Yongtau Naskingar Corporation
36
|
Posted - 2014.06.18 11:12:00 -
[178] - Quote
CCP Greyscale wrote: There are design reasons for doing it, but the code changes involved in changing that design decision a non-starter at this point even if we wanted to (which we don't) :)
Alright, thanks for the reply. Wording in your post was kinda hinting at it, but I guess I'll have to adapt without. |

Rivr Luzade
Coreli Corporation Ineluctable.
576
|
Posted - 2014.06.18 14:15:00 -
[179] - Quote
CCP Greyscale wrote: This is exactly the sort of thing that we're trying, where possible, to cut down in this release, precisely so we can make time for what we believe to be more interesting decisions such as "am I still doing industry in the correct place, or should I consider moving, or should I try and reshape my system so it stays optimal?". We want to create more decisions, not more clicks.
That's bogus. There is no point in moving your double digit billion ISK assets around every week or even more frequently. The only thing you achieve with that is to generate easy PVP content and frustration because your system, as it is now, is utterly vulnerable to manipulation and exploits, and, for instance, if you bid on a team and someone drives the prices higher and higher, there's not even a way to pull back out. It will also make it a lot easier to harass people, who actually won their team (as useless as it maybe) for their system, by driving cost of production/science up until everything you to do in this system turns into a loss of a lot of money from you. That is your vision of "making meaningful and more interesting decisions"?
I don't even want to start with the corp hangar theft problem. Cooperation in EVE is as toxic as it can possibly get, there is no trust in this game and every person you put an ounce of trust in, is just someone who hasn't backstabbed, assaulted and robbed you yet. And in this environment I should grant access for others to my assets, which I amassed through hard labor and risking their theft for absolutely no rewards or gains from this sharing? What you (CCP in general) do is causing more hassle, more frustration and more 1-man corps instead of more interaction and cooperation. You take away safety and expect people to share more of their expensive assets. You cause people to split up work even more. You cause the lockup of your personal BPOs in your own 1-man corp, copying from them all the time and then handing out the copies to other alliance members (yes, alliance members, not corp members in order to remove the theft risk and the usage of a system that, according to CCP, doesn't even exist in the game's code), causing more load for some and less for others, more unnecessary complexity and usage of an utterly outdated and terrible system (namely POS), instead of fixing or replacing this POS/corporation code abomination with something new, easier to understand and to access and better usable.
There are so many areas in the game that are used for industry and that would have needed improvements or replacement, before you throw more people into these ruins. And what does CCP do? Create more ruins and overpopulate existing ruins. |

Bugsy VanHalen
Society of lost Souls
1029
|
Posted - 2014.06.18 14:23:00 -
[180] - Quote
i have a small request.
Can we get some of the facilities on SiSI bumped to max index, say the traditional trade hubs from TQ, or even just one random non seeded station in each region.
I have been doing some testing on SiSi, but it is hard to test the affect of the index with such a low population on SiSi.
For example i tried a 1000 run of fuel blocks. An overall production value of about 17,000,000 isk on TQ. At a facility with an empty index bar installation cost was under 2000 isk, but at a facility with the index bar at about 20% the install cost was over 4,000,000 isk.
Is that right? or is it bugged. I would like to see the impact of a full index, as I am sure we will see in Jita when this goes live on TQ. |
|
|

CCP Greyscale
C C P C C P Alliance
2390

|
Posted - 2014.06.18 14:26:00 -
[181] - Quote
Rivr Luzade wrote:CCP Greyscale wrote: This is exactly the sort of thing that we're trying, where possible, to cut down in this release, precisely so we can make time for what we believe to be more interesting decisions such as "am I still doing industry in the correct place, or should I consider moving, or should I try and reshape my system so it stays optimal?". We want to create more decisions, not more clicks.
That's bogus. There is no point in moving your double digit billion ISK assets around every week or even more frequently. The only thing you achieve with that is to generate easy PVP content and frustration because your system, as it is now, is utterly vulnerable to manipulation and exploits, and, for instance, if you bid on a team and someone drives the prices higher and higher, there's not even a way to pull back out. It will also make it a lot easier to harass people, who actually won their team (as useless as it maybe) for their system, by driving cost of production/science up until everything you to do in this system turns into a loss of a lot of money from you. That is your vision of "making meaningful and more interesting decisions"? I don't even want to start with the corp hangar theft problem. Cooperation in EVE is as toxic as it can possibly get, there is no trust in this game and every person you put an ounce of trust in, is just someone who hasn't backstabbed, assaulted and robbed you yet. And in this environment I should grant access for others to my assets, which I amassed through hard labor and risking their theft for absolutely no rewards or gains from this sharing? What you (CCP in general) do is causing more hassle, more frustration and more 1-man corps instead of more interaction and cooperation. You take away safety and expect people to share more of their expensive assets. You cause people to split up work even more. You cause the lockup of your personal BPOs in your own 1-man corp, copying from them all the time and then handing out the copies to other alliance members (yes, alliance members, not corp members in order to remove the theft risk and the usage of a system that, according to CCP, doesn't even exist in the game's code), causing more load for some and less for others, more unnecessary complexity and usage of an utterly outdated and terrible system (namely POS), instead of fixing or replacing this POS/corporation code abomination with something new, easier to understand and to access and better usable. There are so many areas in the game that are used for industry and that would have needed improvements or replacement, before you throw more people into these ruins. And what does CCP do? Create more ruins and overpopulate existing ruins.
The goal with movement is that it's a question you're asking frequently but only acting upon occasionally. We know that people don't want to move large operations regularly.
We know that corp management needs an overhaul, that's why we have "overhaul corp management" high up on our to-do list. |
|

Dinsdale Pirannha
Pirannha Corp
3155
|
Posted - 2014.06.18 14:39:00 -
[182] - Quote
CCP Greyscale wrote:Rivr Luzade wrote:CCP Greyscale wrote: This is exactly the sort of thing that we're trying, where possible, to cut down in this release, precisely so we can make time for what we believe to be more interesting decisions such as "am I still doing industry in the correct place, or should I consider moving, or should I try and reshape my system so it stays optimal?". We want to create more decisions, not more clicks.
That's bogus. There is no point in moving your double digit billion ISK assets around every week or even more frequently. The only thing you achieve with that is to generate easy PVP content and frustration because your system, as it is now, is utterly vulnerable to manipulation and exploits, and, for instance, if you bid on a team and someone drives the prices higher and higher, there's not even a way to pull back out. It will also make it a lot easier to harass people, who actually won their team (as useless as it maybe) for their system, by driving cost of production/science up until everything you to do in this system turns into a loss of a lot of money from you. That is your vision of "making meaningful and more interesting decisions"? I don't even want to start with the corp hangar theft problem. Cooperation in EVE is as toxic as it can possibly get, there is no trust in this game and every person you put an ounce of trust in, is just someone who hasn't backstabbed, assaulted and robbed you yet. And in this environment I should grant access for others to my assets, which I amassed through hard labor and risking their theft for absolutely no rewards or gains from this sharing? What you (CCP in general) do is causing more hassle, more frustration and more 1-man corps instead of more interaction and cooperation. You take away safety and expect people to share more of their expensive assets. You cause people to split up work even more. You cause the lockup of your personal BPOs in your own 1-man corp, copying from them all the time and then handing out the copies to other alliance members (yes, alliance members, not corp members in order to remove the theft risk and the usage of a system that, according to CCP, doesn't even exist in the game's code), causing more load for some and less for others, more unnecessary complexity and usage of an utterly outdated and terrible system (namely POS), instead of fixing or replacing this POS/corporation code abomination with something new, easier to understand and to access and better usable. There are so many areas in the game that are used for industry and that would have needed improvements or replacement, before you throw more people into these ruins. And what does CCP do? Create more ruins and overpopulate existing ruins. The goal with movement is that it's a question you're asking frequently but only acting upon occasionally. We know that people don't want to move large operations regularly. We know that corp management needs an overhaul, that's why we have "overhaul corp management" high up on our to-do list.
So how about delay this impending disaster, fix corp management FIRST, then look at this industry mess? Why is it so crucial to get the industry overhaul done before sorting out corp mechanics, which are critical to having these proposed industry changes function? Most people viewed Orwell's writings as a warning. The harper regime and the goons treat them as a guidebook. |

Retar Aveymone
GoonWaffe Goonswarm Federation
457
|
Posted - 2014.06.18 14:48:00 -
[183] - Quote
Dinsdale Pirannha wrote: So how about delay this impending disaster, fix corp management FIRST, then look at this industry mess? Why is it so crucial to get the industry overhaul done before sorting out corp mechanics, which are critical to having these proposed industry changes function?
because corp mechanics are not at all critical to having these industry changes function |

Retar Aveymone
GoonWaffe Goonswarm Federation
457
|
Posted - 2014.06.18 14:50:00 -
[184] - Quote
An actual question: is there a timeline on when the invention revamp is going to come? I was under the impression it was initially scheduled for Crius back when the initial industry changes were Kronos. Is it just vaugely scheduled for "SoonTM" or is it vaugely scheduled for the patch after Crius?
basically I want to know how much optimization and investment I should be doing for the Crius invention mechanics or if I should basically plan to muddle through and invest in doing the new mechanics right |
|

CCP Greyscale
C C P C C P Alliance
2390

|
Posted - 2014.06.18 14:52:00 -
[185] - Quote
Retar Aveymone wrote:An actual question: is there a timeline on when the invention revamp is going to come? I was under the impression it was initially scheduled for Crius back when the initial industry changes were Kronos. Is it just vaugely scheduled for "SoonTM" or is it vaugely scheduled for the patch after Crius?
basically I want to know how much optimization and investment I should be doing for the Crius invention mechanics or if I should basically plan to muddle through and invest in doing the new mechanics right
Current plan is to start work on it more-or-less immediately after Crius. Exactly which release it will ship in depends on how much we decide to change and how long it takes to get it into a good state :) This is the way a lot of things are going to be with the new development process - we can talk about what order we plan to start doing things in, but not so easily when they'll be done. |
|

Dinsdale Pirannha
Pirannha Corp
3155
|
Posted - 2014.06.18 14:55:00 -
[186] - Quote
Retar Aveymone wrote:Dinsdale Pirannha wrote: So how about delay this impending disaster, fix corp management FIRST, then look at this industry mess? Why is it so crucial to get the industry overhaul done before sorting out corp mechanics, which are critical to having these proposed industry changes function?
because corp mechanics are not at all critical to having these industry changes function
Um...in your null sec nirvana, trust issues are not a big deal because of the structure of your groups of people, and the strict control of who will be allowed to handle your BPO's.
In the rest of the Eve universe, corp mechanics are a massive impediment with regard to these proposed changes. Most people viewed Orwell's writings as a warning. The harper regime and the goons treat them as a guidebook. |

Retar Aveymone
GoonWaffe Goonswarm Federation
457
|
Posted - 2014.06.18 15:00:00 -
[187] - Quote
CCP Greyscale wrote:Retar Aveymone wrote:An actual question: is there a timeline on when the invention revamp is going to come? I was under the impression it was initially scheduled for Crius back when the initial industry changes were Kronos. Is it just vaugely scheduled for "SoonTM" or is it vaugely scheduled for the patch after Crius?
basically I want to know how much optimization and investment I should be doing for the Crius invention mechanics or if I should basically plan to muddle through and invest in doing the new mechanics right Current plan is to start work on it more-or-less immediately after Crius. Exactly which release it will ship in depends on how much we decide to change and how long it takes to get it into a good state :) This is the way a lot of things are going to be with the new development process - we can talk about what order we plan to start doing things in, but not so easily when they'll be done. Gotcha, thanks. I suppose it might not be the wisest idea to invest in a tier 3 invention outpost yet then! |

Max Kolonko
High Voltage Industries Ash Alliance
423
|
Posted - 2014.06.18 15:25:00 -
[188] - Quote
Dinsdale Pirannha wrote:Retar Aveymone wrote:Dinsdale Pirannha wrote: So how about delay this impending disaster, fix corp management FIRST, then look at this industry mess? Why is it so crucial to get the industry overhaul done before sorting out corp mechanics, which are critical to having these proposed industry changes function?
because corp mechanics are not at all critical to having these industry changes function Um...in your null sec nirvana, trust issues are not a big deal because of the structure of your groups of people, and the strict control of who will be allowed to handle your BPO's. In the rest of the Eve universe, corp mechanics are a massive impediment with regard to these proposed changes.
So just add a division where only yoi have take role and everyone else have only view, so they can use but cant take your precious BPO. Or copy on station and manufacture from copies in a POS.
Corp roles management is not a blocking factor for industry overhaul.
Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |

Aryth
GoonWaffe Goonswarm Federation
1559
|
Posted - 2014.06.18 16:13:00 -
[189] - Quote
Dinsdale Pirannha wrote:Retar Aveymone wrote:Dinsdale Pirannha wrote: So how about delay this impending disaster, fix corp management FIRST, then look at this industry mess? Why is it so crucial to get the industry overhaul done before sorting out corp mechanics, which are critical to having these proposed industry changes function?
because corp mechanics are not at all critical to having these industry changes function Um...in your null sec nirvana, trust issues are not a big deal because of the structure of your groups of people, and the strict control of who will be allowed to handle your BPO's. In the rest of the Eve universe, corp mechanics are a massive impediment with regard to these proposed changes.
Because Highsec groups are completely prevented from doing the same thing right? Leader of the Goonswarm Economic Warfare Cabal. Vile Rat: You're the greatest sociopath that has ever played eve. |

Alexander McKeon
AQUILA INC Verge of Collapse
65
|
Posted - 2014.06.18 16:44:00 -
[190] - Quote
Greyscale, while we've got your attention, could you please clarify the exact conversion formula for TQ BPCs with negative ME to the new system? I saw that it's balanced around +2/+4, but -4/-4 BPCs are being converted up to +6/+14, and -1/-1 to +9/+18, rather than +2 & + 5 respectively. |
|
|

CCP Greyscale
C C P C C P Alliance
2391

|
Posted - 2014.06.18 17:38:00 -
[191] - Quote
Alexander McKeon wrote:Greyscale, while we've got your attention, could you please clarify the exact conversion formula for TQ BPCs with negative ME to the new system? I saw that it's balanced around +2/+4, but -4/-4 BPCs are being converted up to +6/+14, and -1/-1 to +9/+18, rather than +2 & + 5 respectively. Edit: On a closely related topic, what are the current thoughts on reimbursement for highly-researched BPOs (it was discussed for a while, then the topic was abandoned), and upon the extreme time scaling for ME 9 / 10 research under the new system? It would be unfortunate indeed if practical considerations led to effective 'legacy' ME 10 BPOs whereby it was unrealistic to ever create a new ME 10 Archon / Wyvern / etc BPO (Which I have seen on TQ), granting old vets a monopoly on the best production methods because new players couldn't catch up even after investing a similar amount of research time. Edit2: CCP Greyscale wrote:The real nasty case is building 10 JFs from 9 freighters, basically means you can't competitively build JFs if you can't do them in batches of 10. Have you carefully considered the implications of the discount for multiple runs on T2 ship production? There is the known application for T2 BPO holders, but under the new system where Process won't necessarily be the only viable decryptor for this purpose, an optimized augmentation decryptor would allow for 8-run JF BPCs, which comes in close to a 10% reduction in materials consumption versus eight single run BPCs. If you genuinely don't want to further centralize production of high-end T2 ships into the hands of those with enough capital to do eight-run JF jobs, this may merit consideration.
I believe what the script is currently doing is adding 6/12 to everything and then applying the general conversion as normal, which may or may not happen on TQ.
Reimbursement (if/what) is still under discussion. Time scaling should be moderated by the rank changes that are on SiSi now (titans f.ex came down from 3414 to 600); if your concerns are based on those raised by the original blog I'd appreciate if you'd revisit the new numbers and give feedback on those.
The batch discount for inherently long-running jobs is a thing that needs further looking at, it's probably too powerful right now. |
|

Alexander McKeon
AQUILA INC Verge of Collapse
65
|
Posted - 2014.06.18 18:35:00 -
[192] - Quote
CCP Greyscale wrote: if your concerns are based on those raised by the original blog I'd appreciate if you'd revisit the new numbers and give feedback on those.
The batch discount for inherently long-running jobs is a thing that needs further looking at, it's probably too powerful right now. Forums ate my extra numbers, but I double-checked the capital research times and they seem appropriate.
What is problematic however are the following numbers that I took from the research screen (not show info):
Dual 1000mm Railgun: (TQ numbers in parenthesis) ME 8 50 Days (27) ME 9: 119 Days (30) ME 10: 284 Days (34)
Raven Battleship: ME 8: 25 Days (27) ME 9: 59 Days (30) ME 10: 142 Days (34)
An extra eight months of research for the same result that someone currently has is hardly inconsequential.
Thanks for the quick response, I'm glad that the ME scaling with batch size is getting another look; the implications for production of high-end T2 ships would have been significant. |

Ereshgikal
Pigs and Sows Gentlemen's Agreement
31
|
Posted - 2014.06.19 00:46:00 -
[193] - Quote
Rivr Luzade wrote:The only thing you achieve with that is to generate easy PVP content and frustration because your system, as it is now, is utterly vulnerable to manipulation and exploits, and, for instance, if you bid on a team and someone drives the prices higher and higher, there's not even a way to pull back out. It will also make it a lot easier to harass people, who actually won their team (as useless as it maybe) for their system, by driving cost of production/science up until everything you to do in this system turns into a loss of a lot of money from you. That is your vision of "making meaningful and more interesting decisions"?
So...you are saying that someone will "harass" others by starting lots of R&D/manufacturing jobs....and pay for those...with increasing cost....to drive down your margins? So they will waste potential jobs on characters and ISK to do this.... Somehow I don't see this happening.
But going after everyone in a system that has won a nice team? Oh, THAT will happen for sure. Bid on a nice Battleship/marauder team and people will know what you are doing and where you are doing it. :) This aspect I do like.
|

Rivr Luzade
Coreli Corporation Ineluctable.
581
|
Posted - 2014.06.19 09:29:00 -
[194] - Quote
Retar Aveymone wrote:Dinsdale Pirannha wrote: So how about delay this impending disaster, fix corp management FIRST, then look at this industry mess? Why is it so crucial to get the industry overhaul done before sorting out corp mechanics, which are critical to having these proposed industry changes function?
because corp mechanics are not at all critical to having these industry changes function
What is not "at all critical" then, in a world where cooperation and interaction is to be the first and foremost principle? Without proper Corp management and POS management? You cannot share BPO/Cs/access to hangars/divisions/arrays via 3rd party tools. 
--
Ereshgikal wrote: But going after everyone in a system that has won a nice team? Oh, THAT will happen for sure. Bid on a nice Battleship/marauder team and people will know what you are doing and where you are doing it. :) This aspect I do like.
And then there are people complaining about Watchlist surveillance being imbalanced and uncounterable. This is exactly the same. But we'll see how it turns out. Bidding on Teams in their current form is an absolute no-go for me, not enough gains and too much investment and uncertainty. |

Dimaxx
Terminus Est Lost Squadron Infinity Space.
71
|
Posted - 2014.06.19 10:21:00 -
[195] - Quote
Hi everyone! Pls comment on this situation:
1) Capital Titanium Diborite Armor Plate Blueprint
Tranq: PE=133 TE=20
Materials: Sylramic Fibers - 1501 Titanium Carbide - 2001
Sing: PE=10 TE=20
Materials: Sylramic Fibers - 1682       Titanium Carbide - 2242      
It's a new near perfect BPO? It's a wasted time!! And so in all perfect or near perfect BPO! All perfect BPO with PE=10 use more materials than it is now.
2) Corp POS labs are not visible in the list available for use |
|

CCP Greyscale
C C P C C P Alliance
2393

|
Posted - 2014.06.19 10:34:00 -
[196] - Quote
Dimaxx wrote:Hi everyone! Pls comment on this situation: 1) Capital Titanium Diborite Armor Plate Blueprint Tranq:PE=133 TE=20 Materials:Sylramic Fibers - 1501 Titanium Carbide - 2001 Sing:PE=10 TE=20 Materials:Sylramic Fibers - 1682       Titanium Carbide - 2242       It's a new near perfect BPO? It's a wasted time!! And so in all perfect or near perfect BPO!  All perfect BPO with PE=10 use more materials than it is now. 2) Corp POS labs are not visible in the list available for use
Is this from showinfo or from the industry window? Because the former is likely to be wrong. |
|

Dimaxx
Terminus Est Lost Squadron Infinity Space.
71
|
Posted - 2014.06.19 10:37:00 -
[197] - Quote
Show info -> Material List. From industry page:
Titanium Carbide [2222] Sylramic Fibers [1667]
it's not perfect
add:
Hm, from new industry window:
Titanium Carbide [2000] Sylramic Fibers [1501] |
|

CCP Greyscale
C C P C C P Alliance
2393

|
Posted - 2014.06.19 10:50:00 -
[198] - Quote
Dimaxx wrote:Show info -> Material List. From industry page:
Titanium Carbide [2222] Sylramic Fibers [1667]
it's not perfect
add:
Hm, from new industry window:
Titanium Carbide [2000] Sylramic Fibers [1501]
Showinfo code hasn't been updated, so it's generally expected to be wrong :) |
|

Dimaxx
Terminus Est Lost Squadron Infinity Space.
71
|
Posted - 2014.06.19 10:53:00 -
[199] - Quote
Another one!
Obelisk Blueprint
Tranq: PE=4 TE=2
Materials: Capital Armor Plates [14] Capital Cargo Bay [82] Capital Construction Parts [51] Capital Propulsion Engine [15]
Sing: PE=8 TE=14
Materials form Industry window: Capital Armor Plates [15] +1 Capital Cargo Bay [82] Capital Construction Parts [52] +1 Capital Propulsion Engine [16] +1
|

Dimaxx
Terminus Est Lost Squadron Infinity Space.
71
|
Posted - 2014.06.19 11:54:00 -
[200] - Quote
1) Invention missiles use only faction missiles as optional item! t1 missiles not available. 2) Mobile lab now not available for invention? Research PE/TE only?  3) Invention of t2 cruise missile on adv. mobile lab with my skills is 9h37m (on station is 18h55m) and only 1 run?! Now on tranq is 37m and 10 run. OMG!!! What did you do with the production??? |
|

Bugsy VanHalen
Society of lost Souls
1029
|
Posted - 2014.06.19 13:57:00 -
[201] - Quote
CCP Greyscale wrote:Dimaxx wrote:Show info -> Material List. From industry page:
Titanium Carbide [2222] Sylramic Fibers [1667]
it's not perfect
add:
Hm, from new industry window:
Titanium Carbide [2000] Sylramic Fibers [1501] Showinfo code hasn't been updated, so it's generally expected to be wrong :) I got caught by this two, thought I was getting screwed having most of my BPO's over 100 ME and 0.1% waste on TQ. But numbers in industry window seem pretty much the same. |
|

CCP Greyscale
C C P C C P Alliance
2393

|
Posted - 2014.06.19 14:05:00 -
[202] - Quote
Dimaxx wrote:1) Invention missiles use only faction missiles as optional item! t1 missiles not available. 2) Mobile lab now not available for invention? Research PE/TE only?  3) Invention of t2 cruise missile on adv. mobile lab with my skills is 9h37m (on station is 18h55m) and only 1 run?! Now on tranq is 37m and 10 run. OMG!!! What did you do with the production???
- Looking into this; can you say exactly which missiles you were using? T1 base missiles shouldn't be available as it's only meta 1-4 that are optionals, right? - The different labs allow different things now, see the starbase devblog for more info - The run outputs are run, that should be 10 run, and the time is balanced by the decrease in needed copy time (no longer need max run) |
|

Arana Mirelin
Te'Rava Industries
36
|
Posted - 2014.06.19 14:16:00 -
[203] - Quote
CCP Greyscale wrote:Dimaxx wrote:1) Invention missiles use only faction missiles as optional item! t1 missiles not available. 2) Mobile lab now not available for invention? Research PE/TE only?  3) Invention of t2 cruise missile on adv. mobile lab with my skills is 9h37m (on station is 18h55m) and only 1 run?! Now on tranq is 37m and 10 run. OMG!!! What did you do with the production??? - Looking into this; can you say exactly which missiles you were using? T1 base missiles shouldn't be available as it's only meta 1-4 that are optionals, right? - The different labs allow different things now, see the starbase devblog for more info - The run outputs are run, that should be 10 run, and the time is balanced by the decrease in needed copy time (no longer need max run)
I believe on the old system, the meta 0 item was also allowed, even though it had no effect on the outcome. To me, it sounds like one of those needless complexities which I will not mourn the passing of.
|

Freyr Udan
nXo Circle-Of-Two
1
|
Posted - 2014.06.19 15:42:00 -
[204] - Quote
Some bugs i found
When you complete an invention job theres no advertise if you failure or get the t2 bpc as before
when you use some decryptors (I do test on blackbird bpc to falcon with esoteric process (+3ME) its says you will get the falcon at +5%ME but while doing the job it say job it will be at +2%Me, finally if you get the t2bpc, you will get it at 2%ME
All my test on 1 runs copies,
Suggestion
Could be great if you can add some way to know how one bpc will get on material cost when you research it, i mean, at lvl 0 it ask for 3000 trit and 1500 Isogen so when you going up on your ME, it will show how much mats it will ask
For the people with the mismatch error if you delete your cache everytime before you open your client you will be ablo to do jobs on a POS |

Dimaxx
Terminus Est Lost Squadron Infinity Space.
71
|
Posted - 2014.06.19 15:44:00 -
[205] - Quote
CCP Greyscale wrote:- Looking into this; can you say exactly which missiles you were using? T1 base missiles shouldn't be available as it's only meta 1-4 that are optionals, right? - The different labs allow different things now, see the starbase devblog for more info - The run outputs are run, that should be 10 run, and the time is balanced by the decrease in needed copy time (no longer need max run) - Currently on the tranq can be used any cruise missiles as an optional item. - OK but now all labs can be used for invention. Maybe I read inattentively. - Number of run t2 BPC in the industry window does not change. I selected t1 BPC (with max run) and select the output t2 BPC. That's all. Output runs is always 1.
Why such a big increase invention time? On tranq now t1 cruise missile is 1h15m, on sing is 18h55m. It will kill t2 ammo production! Reduce the number of runs of 10 and increase the time to 15 times! Why? |

Dimaxx
Terminus Est Lost Squadron Infinity Space.
71
|
Posted - 2014.06.19 16:33:00 -
[206] - Quote
OMG! What's this?
Golem BPC
TQ: PE=-1 TE=-1 Manufacturing time 2d 5h 45m
Materials: Construction Blocks [360] Gravimetric Sensor Cluster [690] Graviton Reactor Unit [180] Magpulse Thruster [300] Morphite [780] Quantum Microprocessor [4800] Scalar Capacitor Unit [2400] Sustained Shield Emitter [3036] Titanium Diborite Armor Plate [30000] R.A.M.- Starship Tech GÇö [20] Raven [1]
Sing: PE=9 TE=18 Manufacturing time 2d 21h 31m
Materials (industrial window): Tritanium [3378861]   Pyerite [844875]   Mexallon [211626]   Isogen [52843]   Nocxium [13194]   Zydrine [3146]   Megacyte [1002]   Raven [1] Construction Blocks [410] +50   Morphite [888] +108   R.A.M.- Starship Tech [28] Magpulse Thruster [342] +42   Gravimetric Sensor Cluster [786] +96   Quantum Microprocessor [5460] +660   Titanium Diborite Armor Plate [34125] +4125   Graviton Reactor Unit [205] +25   Scalar Capacitor Unit [2730] +330   Sustained Shield Emitter [3454] +418  
How to explain it? You kidding me? Do as it was on TQ! |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3432
|
Posted - 2014.06.19 17:36:00 -
[207] - Quote
I can explain it.
Right now, SiSi is using materials generated in the following fashion:
take the invTypeMaterials entry. Add the extra materials to it, multiplied appropriately.
However, the extra materials can have a flag which marks them as recyclable. If this is set, you have to remove the materials which make up that thing (a raven, in this case) from the entries from invTypeMaterials.
It's an easy miss, and a known bug.
Aside from that, yes, some materials are going up. Especially when they're for things which are made using decryptors. I wouldn't expect that to change much. (It's part of the rebasing math.) Woo! CSM 9! http://fuzzwork.enterprises/
Twitter: @fuzzysteve on Twitter |

Scout Vyvorant
University of Caille Gallente Federation
1
|
Posted - 2014.06.19 21:54:00 -
[208] - Quote
CCP Greyscale wrote:Dimaxx wrote:1) Invention missiles use only faction missiles as optional item! t1 missiles not available. 2) Mobile lab now not available for invention? Research PE/TE only?  3) Invention of t2 cruise missile on adv. mobile lab with my skills is 9h37m (on station is 18h55m) and only 1 run?! Now on tranq is 37m and 10 run. OMG!!! What did you do with the production??? - Looking into this; can you say exactly which missiles you were using? T1 base missiles shouldn't be available as it's only meta 1-4 that are optionals, right? - The different labs allow different things now, see the starbase devblog for more info - The run outputs are run, that should be 10 run, and the time is balanced by the decrease in needed copy time (no longer need max run)
I underlined the part I consider very important to this change.
People and Devs have already noted how copying is a choke point in the invention and production, also having jobs that complete in a little more than hour mean two things:
1) After 4 hours you have burned out your 2 days and 15 hours of copy job, leaving you with 2 days and 11 of inactive research lines
2) Having jobs that complete in 1 hour mean you have to be actually there to setup new jobs every hour
Now, I don't know what people consider and percieves as "fun and interesting", but logging in game to setup 8 research jobs every hour, on multiple account (if you are one of those high sec, single player, multi alt industrial corps) is not a compelling game style, probably just a step above mining.
This change will make research closer to prize the decision making process (what, when and where) rather than being simply there 23/7 setting up jobs, also having to log twice a day to setup jobs will make industry easier to manage to new players and/or simply people that wish to try out this aspect of the game.
However, this wont make the industry any easier or forgiving, remember that now the BPO that most corp keep locked in their hangars are going to start travel in new eden..
I want to conclude this post expressing my concern about this last point, as I'm not totally sure that BPOs are going to running around as much as CCP wish. First, even a humble inventor like me has in its hangars thousand of BPC, max run, made during years of industry; with the changes to invention, it will take a year or more before I finish those BPC. Second, to be on the safe side, I'll probably accept the increased cost of copying a BP in a station rather than risking it into a gate camp, assuming the cost of the BP is relevant, like in the case of battleship, capital component and alike.
Instead of proposing something like "destroy all the BPC!", I wanted to suggest something along these lines:
Why don't you allow invention directly from BPO with an increased chance of success over BPC? With this you'll give a reward to risking BPOs (the famous risk vs reward factor of eve), and if people wish to play it safe, they can use their BPC. |

Dimaxx
Terminus Est Lost Squadron Infinity Space.
71
|
Posted - 2014.06.19 22:14:00 -
[209] - Quote
Large Capacitor Control Circuit I Blueprint
PE/TE=0
Research PE to +10% (max) need (with my perfect skills) on station 31d 16h and 703.452.239 ISK!!! Wut? Damn cheap BPO need ~3/4 bil ISK for research? 
double facepalm |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
77
|
Posted - 2014.06.20 00:27:00 -
[210] - Quote
Dimaxx wrote:Large Capacitor Control Circuit I Blueprint PE/TE=0 Research PE to +10% (max) need (with my perfect skills) on station 31d 16h and 703.452.239 ISK!!! Wut? Damn cheap BPO need ~3/4 bil ISK for research?  double facepalm
amounts for job costs are broken |
|
|

CCP Greyscale
C C P C C P Alliance
2395

|
Posted - 2014.06.20 10:49:00 -
[211] - Quote
Scout Vyvorant wrote:CCP Greyscale wrote:Dimaxx wrote:1) Invention missiles use only faction missiles as optional item! t1 missiles not available. 2) Mobile lab now not available for invention? Research PE/TE only?  3) Invention of t2 cruise missile on adv. mobile lab with my skills is 9h37m (on station is 18h55m) and only 1 run?! Now on tranq is 37m and 10 run. OMG!!! What did you do with the production??? - Looking into this; can you say exactly which missiles you were using? T1 base missiles shouldn't be available as it's only meta 1-4 that are optionals, right? - The different labs allow different things now, see the starbase devblog for more info - The run outputs are run, that should be 10 run, and the time is balanced by the decrease in needed copy time (no longer need max run) I underlined the part I consider very important to this change. People and Devs have already noted how copying is a choke point in the invention and production, also having jobs that complete in a little more than hour mean two things: 1) After 4 hours you have burned out your 2 days and 15 hours of copy job, leaving you with 2 days and 11 of inactive research lines 2) Having jobs that complete in 1 hour mean you have to be actually there to setup new jobs every hour Now, I don't know what people consider and percieves as "fun and interesting", but logging in game to setup 8 research jobs every hour, on multiple account (if you are one of those high sec, single player, multi alt industrial corps) is not a compelling game style, probably just a step above mining. This change will make research closer to prize the decision making process (what, when and where) rather than being simply there 23/7 setting up jobs, also having to log twice a day to setup jobs will make industry easier to manage to new players and/or simply people that wish to try out this aspect of the game. However, this wont make the industry any easier or forgiving, remember that now the BPO that most corp keep locked in their hangars are going to start travel in new eden.. I want to conclude this post expressing my concern about this last point, as I'm not totally sure that BPOs are going to running around as much as CCP wish. First, even a humble inventor like me has in its hangars thousand of BPC, max run, made during years of industry; with the changes to invention, it will take a year or more before I finish those BPC. Second, to be on the safe side, I'll probably accept the increased cost of copying a BP in a station rather than risking it into a gate camp, assuming the cost of the BP is relevant, like in the case of battleship, capital component and alike. Instead of proposing something like "destroy all the BPC!", I wanted to suggest something along these lines: Why don't you allow invention directly from BPO with an increased chance of success over BPC? With this you'll give a reward to risking BPOs (the famous risk vs reward factor of eve), and if people wish to play it safe, they can use their BPC.
Each invention job consumes one run from the BPC, you can still queue up a BPO to create multiple BPCs of multiple runs. Max runs on a given T1 blueprint should take somewhere in the vicinity of 40 hours. |
|

Pic'n dor
Epsilon Lyr Mordus Angels
24
|
Posted - 2014.06.20 17:30:00 -
[212] - Quote
I'm a little bothered with the conversion of ME and TE.
A ME2 BP will be converted in a ME6 BP (from what i see in the sisi client)
preME2 was 3.3% waste and postME6 is 6%
So for a 1000 material needed
Previously, you needed 1033 material. Now it's 1111.111111111...... x0.94 wich is 1044,44444.
Replace the word material with Capital part and you get my point.....
Unless the BP is perfect ME, manufacturing is more expensive in this SiSi build.
Shouldn't preME2 be a postME7 ? (1111.11111111 *.93 = 1033.333)
Do i miss something ? |

Jimbo Jimbob
Republic University Minmatar Republic
0
|
Posted - 2014.06.20 20:06:00 -
[213] - Quote
CCP Greyscale wrote: Each invention job consumes one run from the BPC, you can still queue up a BPO to create multiple BPCs of multiple runs. Max runs on a given T1 blueprint should take somewhere in the vicinity of 40 hours.
Apologies for being a bit dense but am I correct in thinking that this means a 1500 run BPC of Hobgoblin I can be used to invent 1500 times? |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
77
|
Posted - 2014.06.20 20:12:00 -
[214] - Quote
Pic'n dor wrote: I'm a little bothered with the conversion of ME and TE.
A ME2 BP will be converted in a ME6 BP (from what i see in the sisi client)
preME2 was 3.3% waste and postME6 is 6%
So for a 1000 material needed
Previously, you needed 1033 material. Now it's 1111.111111111...... x0.94 wich is 1044,44444.
Replace the word material with Capital part and you get my point.....
Unless the BP is perfect ME, manufacturing is more expensive in this SiSi build.
Shouldn't preME2 be a postME7 ? (1111.11111111 *.93 = 1033.333)
Do i miss something ?
Yeah, your new ME assumption is wrong
ME0 = 10% waste ME1 = 9% waste ME2 = 8% waste ME3 = 7% waste ME4 = 6% waste ME5 = 5% waste ME6 = 4% waste ME7 = 3% waste ME8 = 2% waste ME9 = 1% waste ME10 = 0% waste
Your conversion is wrong also
Old ME2 = New ME7
3.3% waste goes to 3% waste
ie - NO BPO/BPC gets worse
|

Dimaxx
Terminus Est Lost Squadron Infinity Space.
71
|
Posted - 2014.06.20 20:18:00 -
[215] - Quote
Jimbo Jimbob wrote:Apologies for being a bit dense but am I correct in thinking that this means a 1500 run BPC of Hobgoblin I can be used to invent 1500 times? No, 1 run or 1500 run t1 BPC => always output 1 run t2 BPC. 1 t1 BPC => 1 t2 BPC. Forget 10 run t2 BPC. Do t2 copy now on TQ, then to be used after July 22.  |

Jon Lucien
GoonWaffe Goonswarm Federation
41
|
Posted - 2014.06.21 10:49:00 -
[216] - Quote
Jimbo Jimbob wrote:CCP Greyscale wrote: Each invention job consumes one run from the BPC, you can still queue up a BPO to create multiple BPCs of multiple runs. Max runs on a given T1 blueprint should take somewhere in the vicinity of 40 hours.
Apologies for being a bit dense but am I correct in thinking that this means a 1500 run BPC of Hobgoblin I can be used to invent 1500 times?
You are correct. You could invent off a 1500 run t1 BPC 1500 times, with each successful invention would giving you a max run t2 bpc. The post above me is wrong (I think, not sure through the poor grammar). |

Dimaxx
Terminus Est Lost Squadron Infinity Space.
71
|
Posted - 2014.06.21 14:49:00 -
[217] - Quote
Jon Lucien wrote:The post above me is wrong (I think, not sure through the poor grammar). You are wrong. Just try it yourself. I tried to Invent. ONE t1 BPC (with no difference in the number of runs) always turns into a ONE t2 BPC. No 1500 t2 BPC from ONE t1 BPC.
In: one Nova Cruise Missile BPC with 1500 runs Out: ONE Nova Fury Cruise Missile BPC with 1 run (original bpc disappeared) |

Kusum Fawn
State Protectorate Caldari State
485
|
Posted - 2014.06.21 18:28:00 -
[218] - Quote
Kenneth Feld wrote: ie - NO BPO/BPC gets worse
I have not checked in the last three days. But this is, so far not true as far as i can tell.
Perhaps that is the intended function, but it is not how SiSI is behaving. Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.
|

Kenneth Feld
Habitual Euthanasia Pandemic Legion
77
|
Posted - 2014.06.21 18:47:00 -
[219] - Quote
Kusum Fawn wrote:Kenneth Feld wrote: ie - NO BPO/BPC gets worse
I have not checked in the last three days. But this is, so far not true as far as i can tell. Perhaps that is the intended function, but it is not how SiSI is behaving.
Notice what I said...it IS true
I NEVER said the new BPO/BPC doesn't use more materials due to conversion and rounding errors.....
There is a difference |

Pic'n dor
Epsilon Lyr Mordus Angels
24
|
Posted - 2014.06.22 05:56:00 -
[220] - Quote
Kenneth Feld wrote:Pic'n dor wrote: I'm a little bothered with the conversion of ME and TE.
A ME2 BP will be converted in a ME6 BP (from what i see in the sisi client)
preME2 was 3.3% waste and postME6 is 6%
So for a 1000 material needed
Previously, you needed 1033 material. Now it's 1111.111111111...... x0.94 wich is 1044,44444.
Replace the word material with Capital part and you get my point.....
Unless the BP is perfect ME, manufacturing is more expensive in this SiSi build.
Shouldn't preME2 be a postME7 ? (1111.11111111 *.93 = 1033.333)
Do i miss something ?
Yeah, your new ME assumption is wrong ME0 = 10% waste ME1 = 9% waste ME2 = 8% waste ME3 = 7% waste ME4 = 6% waste ME5 = 5% waste ME6 = 4% waste ME7 = 3% waste ME8 = 2% waste ME9 = 1% waste ME10 = 0% waste Your conversion is wrong also Old ME2 = New ME7 3.3% waste goes to 3% waste ie - NO BPO/BPC gets worse
Ok but i'm not okay !!!
If i read you correctly
ME0=10% waste >> postME0 ME1=5% >>postME5 ME2=3.3% >> postME7
So in the conversion, the patch generate only 0/5/7 ME level BP. How then can i have a stock pile of ME6 BPC ??
And there is still a bug with the ui since i can see BP from location/can of hangars where i don't have the query role.. |
|

Alexander Lion
Dragon Clan Nulli Secunda
7
|
Posted - 2014.06.22 12:40:00 -
[221] - Quote
i also got some ME 10 BPCs. On TQ they are ME 50 and ME 70 Cap Part BPCs and now they are ME 10 BPCs so the waste ist gone complete on this.
Maybe the BPO you have was near 4% of waste before the Mirror? |

Pic'n dor
Epsilon Lyr Mordus Angels
24
|
Posted - 2014.06.22 13:42:00 -
[222] - Quote
I could have if it was possible : From : https://wiki.eveonline.com/en/wiki/Research_and_manufacturing
The ME scale of BP :
ML0 - 10% ML1 - 5% ML2 - 3.3% ML3 - 2.5% ML10 - 0.9% ML50 - 0.2%
So, you can only get ME0%/5%/7%/8%, but i got a stock pile of ME6% ...
IMHO : 1- Rounding formulas gone wrong 2-Intended feature to make things a little bit harder for us.. And a tiny lie in the devblog...
preME2 > postME6 is a loss of BP efficiency... |

Kaytee Aideron
Tenax Incorporated
0
|
Posted - 2014.06.22 19:14:00 -
[223] - Quote
CCP Greyscale wrote:MailDeadDrop wrote:Does that mean that, exempting decryptor effects, it is no longer possible to get multi-run T2 BPCs from invention? Currently (Kronos) max-run T1 module BPCs yield 10-run T2 BPCs. If invention only yields 1-run T2 BPCs then there will be *many* more invention jobs in Crius. Am I misunderstanding something?
MDD All invention jobs will spit out a max-run blueprint. Sorry, should've mentioned that, lots of plates spinning today :)
This is currently not the case on SiSi, have I missed where this is reported? I just finished 10 invention runs and I have 3 - 1 run T2 BPC's... Will not be a happy inventor if I only get 1 run BPC's on the output... |
|

CCP Nullarbor
C C P C C P Alliance
734

|
Posted - 2014.06.22 19:25:00 -
[224] - Quote
Kaytee Aideron wrote:CCP Greyscale wrote:MailDeadDrop wrote:Does that mean that, exempting decryptor effects, it is no longer possible to get multi-run T2 BPCs from invention? Currently (Kronos) max-run T1 module BPCs yield 10-run T2 BPCs. If invention only yields 1-run T2 BPCs then there will be *many* more invention jobs in Crius. Am I misunderstanding something?
MDD All invention jobs will spit out a max-run blueprint. Sorry, should've mentioned that, lots of plates spinning today :) This is currently not the case on SiSi, have I missed where this is reported? I just finished 10 invention runs and I have 3 - 1 run T2 BPC's... Will not be a happy inventor if I only get 1 run BPC's on the output...
The blueprint you get back from invention on SiSi has the wrong numbers at the moment, however the numbers you see on the industry UI when you submit the job should be correct.
Will be fixed this week. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
|

Kenneth Feld
Habitual Euthanasia Pandemic Legion
77
|
Posted - 2014.06.23 02:02:00 -
[225] - Quote
Pic'n dor wrote:I could have if it was possible : From : https://wiki.eveonline.com/en/wiki/Research_and_manufacturingThe ME scale of BP : ML0 - 10% ML1 - 5% ML2 - 3.3% ML3 - 2.5% ML10 - 0.9% ML50 - 0.2% So, you can only get ME0%/5%/7%/8%, but i got a stock pile of ME6% ... IMHO : 1- Rounding formulas gone wrong 2-Intended feature to make things a little bit harder for us.. And a tiny lie in the devblog... preME2 > postME6 is a loss of BP efficiency...
6% BPC is ME4
Please use terminology so we all understand please
Also, what was the BPC on TQ prior to conversion
what bpc, what ME/PE etc. the more info the better
|

Thenin
Rough Chillbar Autopilot-Engaged
0
|
Posted - 2014.06.23 11:55:00 -
[226] - Quote
now with using only one run from a T1 BPC to invent a T2 BPC it should be possible to allow multi run invention jobs. Is that planned in the near future? |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
77
|
Posted - 2014.06.23 12:05:00 -
[227] - Quote
Thenin wrote:now with using only one run from a T1 BPC to invent a T2 BPC it should be possible to allow multi run invention jobs. Is that planned in the near future?
It has been hinted at, as far as that this is kinda the first step in invention and that might be the second... ie put in a 10 run BPC and do 10 invention jobs in a row, but no one has come out and said it as far as I know
I think it is more along the lines of that is what they are envisioning for this post Crius invention overhaul, but they haven't looked f it is possible or feasible yet. |
|

CCP Nullarbor
C C P C C P Alliance
734

|
Posted - 2014.06.23 13:01:00 -
[228] - Quote
Kenneth Feld wrote:Thenin wrote:now with using only one run from a T1 BPC to invent a T2 BPC it should be possible to allow multi run invention jobs. Is that planned in the near future? It has been hinted at, as far as that this is kinda the first step in invention and that might be the second... ie put in a 10 run BPC and do 10 invention jobs in a row, but no one has come out and said it as far as I know I think it is more along the lines of that is what they are envisioning for this post Crius invention overhaul, but they haven't looked f it is possible or feasible yet.
Not for Crius, but possibly for the Invention release later this year. We agree it would be pretty cool. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
|

Kaytee Aideron
Tenax Incorporated
0
|
Posted - 2014.06.23 15:28:00 -
[229] - Quote
CCP Nullarbor wrote:...
Will be fixed this week.
The output box does in fact say one with no way to manipulate it. Here I just thought it was meaning that I would get one BPC but at max runs if successful.
CCP Nullarbor wrote:...
Not for Crius, but possibly for the Invention release later this year. We agree it would be pretty cool.
This would be super handy.
I couldn't find where I am told whether the invention was a success or not, is it on one of the columns that are currently off to the right? This isn't a super high priority in my mind as the output can clearly be seen in the hanger obviously.
Are we going to get a resizable industry window? Or maybe at least a way to configure what columns we want to see (haven't checked if this is possible)?
Another minor issue I've noticed is that the Industry UI doesn't update when selecting the materials hanger but rather only updates after selecting the output hanger. Is this intended?
Let me end on some positive feedback. I really do appreciate what has been put forth so far. Being able to filter using the search box, by facility, by hanger, and all the different combinations of this I see as being extremely positive changes. The fact that my runs remember where their materials are and where their outputs should be placed per blueprint (at least this seems to be the case) is also greatly appreciated. |

Pic'n dor
Epsilon Lyr Mordus Angels
25
|
Posted - 2014.06.23 17:58:00 -
[230] - Quote
Kenneth Feld wrote:Pic'n dor wrote:I could have if it was possible : From : https://wiki.eveonline.com/en/wiki/Research_and_manufacturingThe ME scale of BP : ML0 - 10% ML1 - 5% ML2 - 3.3% ML3 - 2.5% ML10 - 0.9% ML50 - 0.2% So, you can only get ME0%/5%/7%/8%, but i got a stock pile of ME6% ... IMHO : 1- Rounding formulas gone wrong 2-Intended feature to make things a little bit harder for us.. And a tiny lie in the devblog... preME2 > postME6 is a loss of BP efficiency... 6% BPC is ME4 Please use terminology so we all understand please Also, what was the BPC on TQ prior to conversion what bpc, what ME/PE etc. the more info the better
Come on Waste % won't exist anymore...
6% BP is postML6 since it is not waste but impriovement. So 6% improvement is a 0.94 multiplier on the material needed.
So i got a stock pile of ME2 (3.3% waste) that was converted to a stock pile of 6% BPC |
|

Nevyn Auscent
Broke Sauce
1384
|
Posted - 2014.06.23 22:02:00 -
[231] - Quote
Remember waste is a multiplier on top, rather than a divisor. Changes the way the equation works means the same numbers one way don't match the other way also. Anyway, don't whine to much over conversions, it's only a change over system. Anything copied post patch will be starting from fresh. On a vastly vastly improved system. A couple of slightly cracked eggs are worth the overall gain. |

Arana Mirelin
Te'Rava Industries
37
|
Posted - 2014.06.24 22:25:00 -
[232] - Quote
One thing I noticed which I haven't seen discussed is related to reverse engineering. There is a "material" change which I believe will cause more confusion than it's worth, unless there is presently a bug.
On TQ, reverse engineering requires datacores, the wrecked / malfunctioning / intact whatever, and a hybrid tech decryptor for each specific race. When testing on SiSi, I noticed instead, the decryptor has been changed to a 'subsystem data interface', with a similar image to the interfaces used in T2 invention. However, unlike the T2 interfaces, the subsystem interfaces were consumed as part of the RE process, as the decryptors were previously. This caught me off guard at first, and I expect could cause confusion with one of the four interfaces behaving differently from the rest. |

Trin Javidan
Caymen Labs
28
|
Posted - 2014.06.25 14:49:00 -
[233] - Quote
Doing ME on Station part bpo's (parts to assemble the 4 racial stations/outposts) is currently on tranquility pointless as it doesnt effect the requird materials. May i hope this still going to be like this? In other words; as a stationbuilder, is my current station stock going to get devalued due the new ME changes and/or can i get a reimbursement for this if this is going to happen? |

Retar Aveymone
GoonWaffe Goonswarm Federation
478
|
Posted - 2014.06.25 15:08:00 -
[234] - Quote
Trin Javidan wrote:In other words; as a stationbuilder, is my current station stock going to get devalued due the new ME changes and/or can i get a reimbursement for this if this is going to happen? yes, no |

Laurana Storm
0
|
Posted - 2014.06.25 17:51:00 -
[235] - Quote
1. Item takes less materials to produce in rapid equipment assembly array then in equipment assembly array
2. something is wrong with copy speed.... like it takes 2 weeks to max run copy something it used to take 3 days...
3. inventing takes longer now for most BPC i have or have maneadged to dig out data. |

Trin Javidan
Caymen Labs
28
|
Posted - 2014.06.25 20:42:00 -
[236] - Quote
Retar Aveymone wrote:Trin Javidan wrote:In other words; as a stationbuilder, is my current station stock going to get devalued due the new ME changes and/or can i get a reimbursement for this if this is going to happen? yes, no
That would not be nice. People are prevented from making isk on previous changed items (bij refining restrictions ect), so the other way around would be nice too :). @ 8 stations with 7b in production losses each, thats going to hurt  |

Dimaxx
Terminus Est Lost Squadron Infinity Space.
72
|
Posted - 2014.06.27 20:42:00 -
[237] - Quote
Why increased the production time of capital ships? +11% minerals for capital components, +some components is increased. Now more and more building time.
Obelisk bpc
TQ: ME=4/TE=2 Production time 12d 20h 08m (with my skills/implants 9d 20h 29m)
Sing ME=8/TE=14 Production time 14d 14h 17m (with my skills/implants 11d 05h 01m), and in the industry window 11d 11h 12m.
Additionally ~2 days? In the devblog has been said about the increase of the materials, but says nothing about increasing the building time of cap ships. |

Dread Nanana
Action Super Dupper Test Corp
10
|
Posted - 2014.06.27 23:26:00 -
[238] - Quote
Quote:Invention times are now half T2 build time plus T1 copy and invent time, for the relevant quantities, so the two roughly line up
This is quite bad for inventions. So now I need 2+ toons to install inventions for every 1 toon that does manufacturing?
In a small corp of a few people, current invention lines are not backlogged more than about an hour. Which means 2h until invention at any time, generally, 0 wait time.
With new times, there is no wait time but throughput is reduced to 1 per 4-8h? So if inventions are 50%, you expect everyone to wait 8h until they can click something again?? Have you guys actually though through this based on <100% success rates?
Either make invention success rates 100% with skills going to reduce datacores,
- each datacore becomes 100 or 1000 datacores
- multiply everything by same number and decrease volumes
- invention skills now reduce datacore usage, instead of invention success rates. Same result but now balanced with manufacturing. 10 inventions one day become 10 manufacturing jobs the next. Instead of most manufacturing jobs being idled.
or go back to 2h inventions for modules until you can fix inventions next time around.
Copying has never been a bottleneck for inventions anyway. 1 copying/T1 manufacturing toon can make enough copies for 5 invention/T2 characters.
|

Anita1
Meinungsfreiheit
15
|
Posted - 2014.06.28 20:54:00 -
[239] - Quote
so right now on tranq, i copy the same bpo like on test server,
on tranq with a waiting time of 13 days it takes me 24 days in total to get the copies
on the test server without waiting time and with 80% duration blabla, it takes me 25 days to get the copies
why? |
|

CCP Greyscale
C C P C C P Alliance
2402

|
Posted - 2014.06.30 10:33:00 -
[240] - Quote
Dimaxx wrote:Why increased the production time of capital ships? +11% minerals for capital components, +some components is increased. Now more and more building time.
Obelisk bpc
TQ: ME=4/TE=2 Production time 12d 20h 08m (with my skills/implants 9d 20h 29m)
Sing ME=8/TE=14 Production time 14d 14h 17m (with my skills/implants 11d 05h 01m), and in the industry window 11d 11h 12m.
Additionally ~2 days? In the devblog has been said about the increase of the materials, but says nothing about increasing the building time of cap ships.
This is discussed at length in this thread: https://forums.eveonline.com/default.aspx?g=posts&m=4759638#post4759638
We're trying to move all the blueprint numbers around so they actually make a coherent picture rather than being ad-hoc. This means some numbers have gone up, yes. We're pretty confident that the market will easily adapt.
Dread Nanana wrote:Quote:Invention times are now half T2 build time plus T1 copy and invent time, for the relevant quantities, so the two roughly line up This is quite bad for inventions. So now I need 2+ toons to install inventions for every 1 toon that does manufacturing? In a small corp of a few people, current invention lines are not backlogged more than about an hour. Which means 2h until invention at any time, generally, 0 wait time. With new times, there is no wait time but throughput is reduced to 1 per 4-8h? So if inventions are 50%, you expect everyone to wait 8h until they can click something again?? Have you guys actually though through this based on <100% success rates? Either make invention success rates 100% with skills going to reduce datacores,
- each datacore becomes 100 or 1000 datacores
- multiply everything by same number and decrease volumes
- invention skills now reduce datacore usage, instead of invention success rates. Same result but now balanced with manufacturing. 10 inventions one day become 10 manufacturing jobs the next. Instead of most manufacturing jobs being idled.
or go back to 2h inventions for modules until you can fix inventions next time around. Copying has never been a bottleneck for inventions anyway. 1 copying/T1 manufacturing toon can make enough copies for 5 invention/T2 characters.
The purpose of doing this is precisely so that you *don't* need different numbers of characters on the research and build times. Please do note that copy times for modules have gone up pretty considerably. Assuming that research jobs are interchangeable (cross-skilling from copying to invention or vice versa should be easy), you will need approximately one research character for every manufacturing character, before bonuses. |
|
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Marc Rene
Center for Advanced Studies Gallente Federation
2
|
Posted - 2014.06.30 19:51:00 -
[241] - Quote
I've tried inventing T2 Warrior drones, each run is only taking 1-run off of the T1 BPC (which I was expecting after reading the forums) but is only giving me a 1-run T2 BPC - is this intentional or a bug that needs be ironed out?
If intentional it is going to make T2 ammo, drones and modules very expensive to invent!
|

Sigras
Conglomo
811
|
Posted - 2014.07.01 01:29:00 -
[242] - Quote
Its a Bug |

Dread Nanana
Action Super Dupper Test Corp
10
|
Posted - 2014.07.01 02:09:00 -
[243] - Quote
CCP Greyscale wrote: The purpose of doing this is precisely so that you *don't* need different numbers of characters on the research and build times. Please do note that copy times for modules have gone up pretty considerably. Assuming that research jobs are interchangeable (cross-skilling from copying to invention or vice versa should be easy), you will need approximately one research character for every manufacturing character, before bonuses.
OK, I was typing a very long explanation, but then the forums literally posted something else.... the original full message... So placeholder for now until I can bother to retype everything ................... 
|

Bitter Fremlin
Heimatar Enhanced Fleet Industries
1
|
Posted - 2014.07.01 09:30:00 -
[244] - Quote
Dread Nanana wrote:
invention - 20 jobs, 10 at a time, 8h !!, or 2 days unless someone plays 4+h at a time.
Sorry -- did I miss the memo about only being allowed to log in once per day?
Quote:So what is happening here?
An obvious demonstration that an inefficient workflow is less productive an efficient one.
Crius will bring changes. Those managing Tech II production streams will have to reassess and rearrange. Those who can adjust will profit while those who try and jam a pre-Crius system into the post-Crius industrial landscape will not.
Interesting times... |
|

CCP Greyscale
C C P C C P Alliance
2407

|
Posted - 2014.07.01 10:51:00 -
[245] - Quote
- Starbase bonuses mess with the balance somewhat; this is intentional - Yes, there are issues with throughput and online/offline time currently, this is something we are looking to address in future invention changes |
|

Laendra
Wildly Inappropriate Goonswarm Federation
50
|
Posted - 2014.07.01 12:41:00 -
[246] - Quote
Still? that fix should have been in a week ago, at least. |

Airi Cho
Dark-Rising Executive Outcomes
0
|
Posted - 2014.07.01 15:16:00 -
[247] - Quote
CCP Greyscale wrote:- Yes, there are issues with throughput and online/offline time currently, this is something we are looking to address in future invention changes
So you really plan to go with the current numbers for inventions as dread listed above?
In all seriousness.... the numbers for inventions should halfed at least maybe even brought to 1/3. The overhead of copying was never as big as your "balance" makes it look now.
small edit: If you had a nice stock pile of T1 BPCs for your products, you had a chance to react to market fluctuations/manipulations nicely. nowadays, you would need to stock pile T2 BPCs. And stock piling those is like impossible if you try to run any decent production through put. |

Pic'n dor
Epsilon Lyr Mordus Angels
25
|
Posted - 2014.07.02 17:04:00 -
[248] - Quote
CCP Greyscale wrote:Hello citizens of Singularity, -- T2 material costs increased by 1.5/0.9 to compensate for invention ME changes; this number is incorrect and will be fixed soon -- T2 items currently require 2x the T1 item; this is incorrect and will be fixed soon ***SHOWINFO IS NOT ACCURATE***
Any update on the ToDo list ?
With 1 run T2 BPC only + manufacturing time increase on almost all ship (from inty 6 times longer to JF twice the time), we can expect a massiv shortage on popular ship around... |

Draconus Lofwyr
UK Corp RAZOR Alliance
103
|
Posted - 2014.07.02 22:09:00 -
[249] - Quote
current invention runs do not tell of success or failure on delivery, is this planned to be implemented before patch deployment? |

Rivr Luzade
Coreli Corporation Ineluctable.
606
|
Posted - 2014.07.03 16:14:00 -
[250] - Quote
Just pondering...
Someone recently said something about accessibility problems...
Then I see that ME-Research to ME8 for an Apocalypse BPO in a POS (1 Research Lab, System Cost Index is 2 (I think? )) costs me 550M + BPO + Fuel for 17 Days. And I look further and want it to TE-Research it to TE8, which sets me back another 870M + Fuel for another 17 Days. So all in all I am at 1.4B Installation cost + 1.3B BPO cost + Fuel...
And when I take this a step further and desire perfect ME and TE, it's the following:
TE10 (is that perfect? ): 6.1B installation cost + Fuel for 91 Days ME10 (that should be perfect): 4.1B installation cost + Fuel for 91 Days
You know what I mean? 
Frigs seem to pretty ok, I'd say. A bit low even, with only 14M and 23M for perfect ME and TE respectively in under 60 days. but above it's kind of ... exciting. |
|

Nadarius Chrome
Ghost Rangers Ind LTD Armed-n-Hammered
1
|
Posted - 2014.07.04 00:16:00 -
[251] - Quote
CCP Greyscale wrote: -- Copy should be 80% of build time
So my entire build time was this. 4 days for copying 20 BPCs 2 hrs for Invention Then 11.5 hrs for building and thats at a 50% invention success to T2 BPCs
On SiSi it is 25 days for copying 20 BPCs and then its going to be 600 hours of copying, 13.5 hours of Inventention / building....thats 98% of my build time is copying....please explain this benefit for building T2 from invented BPCs
So we went from 109.5 Hours for copy/invent/build to 613.5
*Note I don't know the full build/invent times yet as I'm still copying |

Lotus Ambrosia
Mad Men Inc
1
|
Posted - 2014.07.04 00:43:00 -
[252] - Quote
Question
How will cost of research be affected in a system with 10 Station were you can research compared to a system with only 1?
|

Arronicus
Caldari Navy Reconnaissance
1075
|
Posted - 2014.07.04 03:48:00 -
[253] - Quote
Cost of ME research on BPOs is currently horribly broken on the test server. About a week ago, I was doing some checking, and to research a thanatos bpo from ME 0 to ME 10 cost roughly 660mil~ not fluctuating much depending on which station I did the research at. Seems a bit steep, but whatever.
Logged in today, price for the same job is now 7 billion to 49 billion isk, to research the thanatos bpo to ME 10. This is with a VERY low system cost index, 0% tax rate, and has held true through nearly all the stations I checked in Branch, Venal, Tenal, Vale of the Silent, Perrigen Falls, Malpais, and Oasa.
Cost seems to be normal and working on manufacturing job prices, as well as copying, just ME and PE research are horribly skewed.
Titan bpos are currently free to research, but most of the other capital ship bpos are way off. Capital component bpos seem to be within 'reasonable' price ranges (50-100mil to research to Perfect ME) |

Drak d'Amral
Pandora Developments Boese Onkels
6
|
Posted - 2014.07.04 07:52:00 -
[254] - Quote
Nadarius Chrome wrote:CCP Greyscale wrote: -- Copy should be 80% of build time
So my entire build time was this. 4 days for copying 20 BPCs 2 hrs for Invention Then 11.5 hrs for building and thats at a 50% invention success to T2 BPCs On SiSi it is 25 days for copying 20 BPCs and then its going to be 600 hours of copying, 13.5 hours of Inventention / building....thats 98% of my build time is copying....please explain this benefit for building T2 from invented BPCs So we went from 109.5 Hours for copy/invent/build to 613.5 Copying WAS 80% of the build time for equipment now SiSi just jacked it up atleast 6 times....so if 25 days is 80% of the copy time its going to take 30 days to build 100 mods...so we went from 650+ mods a month to 100... Please point out where I am missing the point of the new easier UI that I will use 15 times a month? *Note I don't know the full build/invent times yet as I'm still copying
you only need 1 run copy to make an invention, that means from the actual 300 rum max run copys you can start 300 inventions, so you will get aprox 150 * 10run T2 BPC's (for moduls)
if you are an inventer atm, hold your copies back, atm i think i don't need new copies for the next 4,5 years  |
|

CCP Greyscale
C C P C C P Alliance
2415

|
Posted - 2014.07.04 10:05:00 -
[255] - Quote
Pic'n dor wrote:CCP Greyscale wrote:Hello citizens of Singularity, -- T2 material costs increased by 1.5/0.9 to compensate for invention ME changes; this number is incorrect and will be fixed soon -- T2 items currently require 2x the T1 item; this is incorrect and will be fixed soon ***SHOWINFO IS NOT ACCURATE*** Any update on the ToDo list ? With 1 run T2 BPC only + manufacturing time increase on almost all ship (from inty 6 times longer to JF twice the time), we can expect a massiv shortage on popular ship around... With the reduced margin (job cost increase, material cost increased, manufactring time increase), the T2 market is going skyrocket..
Both the bulleted items are fixed. T2 module materials are off, I'm fixing them but it's involved (anyone who says new industry is more complex than old industry has not tried to deal with the "recycle" flag) 10-run BPC outputs are working internally, should be on SiSi SomeTime(TM)
Lotus Ambrosia wrote:Question
How will cost of research be affected in a system with 10 Station were you can research compared to a system with only 1?
Each additional station gives a small cost reduction, or a slightly larger reduction if they're research-type stations.
Arronicus wrote:Cost of ME research on BPOs is currently horribly broken on the test server. About a week ago, I was doing some checking, and to research a thanatos bpo from ME 0 to ME 10 cost roughly 660mil~ not fluctuating much depending on which station I did the research at. Seems a bit steep, but whatever.
Logged in today, price for the same job is now 7 billion to 49 billion isk, to research the thanatos bpo to ME 10. This is with a VERY low system cost index, 0% tax rate, and has held true through nearly all the stations I checked in Branch, Venal, Tenal, Vale of the Silent, Perrigen Falls, Malpais, and Oasa.
Cost seems to be normal and working on manufacturing job prices, as well as copying, just ME and PE research are horribly skewed.
Titan bpos are currently free to research, but most of the other capital ship bpos are way off. Capital component bpos seem to be within 'reasonable' price ranges (50-100mil to research to Perfect ME)
Research costs scale based on time; base cost is for level 1, and higher levels cost-scale based on what multiple of level 1 time they take. This means that you have significant decisions to make about whether or not (and where!) to research high-end blueprints to high levels. |
|

Lotus Ambrosia
Mad Men Inc
1
|
Posted - 2014.07.04 14:05:00 -
[256] - Quote
CCP Greyscale wrote:
Research costs scale based on time; base cost is for level 1, and higher levels cost-scale based on what multiple of level 1 time they take. This means that you have significant decisions to make about whether or not (and where!) to research high-end blueprints to high levels.
GG new players
|

Jon Lucien
GoonWaffe Goonswarm Federation
42
|
Posted - 2014.07.04 16:01:00 -
[257] - Quote
New players being able to participate in some manufacturing is important, but that doesn't mean they should have access to every part of it. They can't fly a titan on day 1, and they may not be able to afford to buy and research high-value blueprints. That's just the way it is. |

Rivr Luzade
Coreli Corporation Ineluctable.
610
|
Posted - 2014.07.04 17:22:00 -
[258] - Quote
Jon Lucien wrote:New players being able to participate in some manufacturing is important, but that doesn't mean they should have access to every part of it. They can't fly a titan on day 1, and they may not be able to afford to buy and research high-value blueprints. That's just the way it is.
4B to research an 1 aspect of an Apocalypse BPO in a system with a very low cost index, which is not going to happen on TQ? |
|

CCP Nullarbor
C C P C C P Alliance
738

|
Posted - 2014.07.04 18:06:00 -
[259] - Quote
Something to be aware of, pretty much all of the cost values on Singularity are garbage at this point because they are scaled based on activity, of which there is very little on the test server.
Our own simulations from TQ data put the estimated cost for manufacturing somewhere between 0-15% of the manufactured goods depending on where you build it. Research / Invention costs are a little trickier to calculate, but I have a developer blog coming out next week which will describe the cost formula in detail for those looking to update their spreadsheets. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
|

Rivr Luzade
Coreli Corporation Ineluctable.
610
|
Posted - 2014.07.04 18:09:00 -
[260] - Quote
CCP Nullarbor wrote:Something to be aware of, pretty much all of the cost values on Singularity are garbage at this point because they are scaled based on activity, of which there is very little on the test server.
Our own simulations from TQ data put the estimated cost for manufacturing somewhere between 0-15% of the manufactured goods depending on where you build it. Research / Invention costs are a little trickier to calculate, but I have a developer blog coming out next week which will describe the cost formula in detail for those looking to update their spreadsheets.
That sounds more reasonable. I am surprised, though, that the prices are so out of line on Sisi. I was of the impression that less activity means better cost. But you made it so that:
No activity in a system -> Terrible cost Some activity -> barely acceptable cost High activity -> Terrible cost
? |
|
|

CCP Nullarbor
C C P C C P Alliance
738

|
Posted - 2014.07.04 18:12:00 -
[261] - Quote
Rivr Luzade wrote:CCP Nullarbor wrote:Something to be aware of, pretty much all of the cost values on Singularity are garbage at this point because they are scaled based on activity, of which there is very little on the test server.
Our own simulations from TQ data put the estimated cost for manufacturing somewhere between 0-15% of the manufactured goods depending on where you build it. Research / Invention costs are a little trickier to calculate, but I have a developer blog coming out next week which will describe the cost formula in detail for those looking to update their spreadsheets. That sounds more reasonable. I am surprised, though, that the prices are so out of line on Sisi. I was of the impression that less activity, better cost. But you made it so that: No activity in a system -> Terrible cost Some activity -> barely acceptable cost High activity -> Terrible cost ?
It is activity in system vs global activity, which means with a small number of jobs submitted you end up with very erratic cost scaling. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
|

Arronicus
Caldari Navy Reconnaissance
1076
|
Posted - 2014.07.04 21:52:00 -
[262] - Quote
CCP Greyscale wrote:Arronicus wrote:Cost of ME research on BPOs is currently horribly broken on the test server. About a week ago, I was doing some checking, and to research a thanatos bpo from ME 0 to ME 10 cost roughly 660mil~ not fluctuating much depending on which station I did the research at. Seems a bit steep, but whatever.
Logged in today, price for the same job is now 7 billion to 49 billion isk, to research the thanatos bpo to ME 10. This is with a VERY low system cost index, 0% tax rate, and has held true through nearly all the stations I checked in Branch, Venal, Tenal, Vale of the Silent, Perrigen Falls, Malpais, and Oasa.
Cost seems to be normal and working on manufacturing job prices, as well as copying, just ME and PE research are horribly skewed.
Titan bpos are currently free to research, but most of the other capital ship bpos are way off. Capital component bpos seem to be within 'reasonable' price ranges (50-100mil to research to Perfect ME) Research costs scale based on time; base cost is for level 1, and higher levels cost-scale based on what multiple of level 1 time they take. This means that you have significant decisions to make about whether or not (and where!) to research high-end blueprints to high levels.
Hold on just a moment there, you're telling me that researching a blueprint that costs roughly a billion isk (capital component bpo) to ME 10 over the course of ~100 days for ~100mil, whereas another blueprint that costs roughly 1.1bil (carrier blueprint) to ME 10 over the course of ~300 days, for ~7-50 billion isk, is intended? |

Rivr Luzade
Coreli Corporation Ineluctable.
610
|
Posted - 2014.07.05 05:41:00 -
[263] - Quote
Arronicus wrote:CCP Greyscale wrote: Research costs scale based on time; base cost is for level 1, and higher levels cost-scale based on what multiple of level 1 time they take. This means that you have significant decisions to make about whether or not (and where!) to research high-end blueprints to high levels.
Hold on just a moment there, you're telling me that researching a blueprint that costs roughly a billion isk (capital component bpo) to ME 10 over the course of ~100 days for ~100mil, whereas another blueprint that costs roughly 1.1bil (carrier blueprint) to ME 10 over the course of ~300 days, for ~7-50 billion isk, is intended?
Probably not. Judging by CCP Nullarbor's last 2 posts, it is the case on Sisi because there's not enough jobs running, and that it will be significantly lower on TQ. Remains to be seen how that pans out.
I sure hope that I don't need to pay ~12B to research a BS BPO to max levels. ^^ |

Arronicus
Caldari Navy Reconnaissance
1083
|
Posted - 2014.07.05 22:39:00 -
[264] - Quote
Rivr Luzade wrote:Arronicus wrote:CCP Greyscale wrote: Research costs scale based on time; base cost is for level 1, and higher levels cost-scale based on what multiple of level 1 time they take. This means that you have significant decisions to make about whether or not (and where!) to research high-end blueprints to high levels.
Hold on just a moment there, you're telling me that researching a blueprint that costs roughly a billion isk (capital component bpo) to ME 10 over the course of ~100 days for ~100mil, whereas another blueprint that costs roughly 1.1bil (carrier blueprint) to ME 10 over the course of ~300 days, for ~7-50 billion isk, is intended? Probably not. Judging by CCP Nullarbor's last 2 posts, it is the case on Sisi because there's not enough jobs running, and that it will be significantly lower on TQ. Remains to be seen how that pans out. I sure hope that I don't need to pay ~12B to research a BS BPO to max levels. ^^
Thing is, most bpos require a reasonable amount of isk to research to max levels. I can check a BS later, but I'd be willing to bet it's under 120mil, it's just actual capital ship bpos which have their research costs set to insane values that noone would ever pay. But let's suppose for a moment, that costs ARE actually working as intended for carrier bpos, that means an archon BPO costs around 4 billion isk to research from ME 9 to ME 10. ME 9 to ME 10, when you are producing out of a single upgraded amarr station, or out of a POS, is a savings of 2 components on that Archon (7 if you have no ME bonus from pos or station). So, at lets say 12mil per component, we're looking at a savings of 24 mil per run. 7 1/4 days per run puts us at 4 per month, or 48 per year. That's 1152m per year.
Return on investment under current figures puts researching an archon from ME 9 to ME 10 at 3 1/2 years just to break even. Clearly something is broken, or max researched capital bpos are supposed to be the new Tech 2 bpos. |

Shiloh Templeton
Center for Advanced Studies Gallente Federation
132
|
Posted - 2014.07.06 02:23:00 -
[265] - Quote
Jon Lucien wrote:New players being able to participate in some manufacturing is important, but that doesn't mean they should have access to every part of it. They can't fly a titan on day 1, and they may not be able to afford to buy and research high-value blueprints. That's just the way it is. The issue is the changing rules for the new players. It's like older union workers that have diamond encrusted, platinum retirement plans -- and new workers that are told they are lucky to have jobs.
|

Soul Azizora
Unnatural Illuminati
0
|
Posted - 2014.07.06 05:28:00 -
[266] - Quote
Did a quick skim - couldn't see this mentioned anywhere.
Might be nice to be able to see mats for invention on a BPO in show-info? Having it greyed out on a BPO makes sense in terms of starting it - but not in terms of getting information I think? |

Rivr Luzade
Coreli Corporation Ineluctable.
610
|
Posted - 2014.07.06 07:54:00 -
[267] - Quote
Soul Azizora wrote:Did a quick skim - couldn't see this mentioned anywhere.
Might be nice to be able to see mats for invention on a BPO in show-info? Having it greyed out on a BPO makes sense in terms of starting it - but not in terms of getting information I think?
You cannot invent with BPO, hence it is pointless to show the mats in the BPO. A functionality to get you directly to a BPC from the Copy-tab, however, could help. |

Dero de'Asketh
Onasdottir Armaments Surveying and Security
0
|
Posted - 2014.07.06 13:55:00 -
[268] - Quote
CCP Nullarbor wrote:Something to be aware of, pretty much all of the cost values on Singularity are garbage at this point because they are scaled based on activity, of which there is very little on the test server.
Could you not seed SiSi activity with a snapshot from TQ? While it wouldn't be accurate, it should be representative enough -- especially if you are still working from 28-day moving averages -- if you reset every few days.
More representative prices could quieten a lot of the mutterings around and about... |
|

CCP Greyscale
C C P C C P Alliance
2416

|
Posted - 2014.07.07 10:42:00 -
[269] - Quote
Arronicus wrote:Rivr Luzade wrote:Arronicus wrote:CCP Greyscale wrote: Research costs scale based on time; base cost is for level 1, and higher levels cost-scale based on what multiple of level 1 time they take. This means that you have significant decisions to make about whether or not (and where!) to research high-end blueprints to high levels.
Hold on just a moment there, you're telling me that researching a blueprint that costs roughly a billion isk (capital component bpo) to ME 10 over the course of ~100 days for ~100mil, whereas another blueprint that costs roughly 1.1bil (carrier blueprint) to ME 10 over the course of ~300 days, for ~7-50 billion isk, is intended? Probably not. Judging by CCP Nullarbor's last 2 posts, it is the case on Sisi because there's not enough jobs running, and that it will be significantly lower on TQ. Remains to be seen how that pans out. I sure hope that I don't need to pay ~12B to research a BS BPO to max levels. ^^ Thing is, most bpos require a reasonable amount of isk to research to max levels. I can check a BS later, but I'd be willing to bet it's under 120mil, it's just actual capital ship bpos which have their research costs set to insane values that noone would ever pay. But let's suppose for a moment, that costs ARE actually working as intended for carrier bpos, that means an archon BPO costs around 4 billion isk to research from ME 9 to ME 10. ME 9 to ME 10, when you are producing out of a single upgraded amarr station, or out of a POS, is a savings of 2 components on that Archon (7 if you have no ME bonus from pos or station). So, at lets say 12mil per component, we're looking at a savings of 24 mil per run. 7 1/4 days per run puts us at 4 per month, or 48 per year. That's 1152m per year. Return on investment under current figures puts researching an archon from ME 9 to ME 10 at 3 1/2 years just to break even. Clearly something is broken, or max researched capital bpos are supposed to be the new Tech 2 bpos.
There's no specific intent about costs, the system is set up to scale things in a way we believe is generally coherent without much/any special-casing. Numbers will obviously pan out differently on TQ due to different usage patterns. That said, if there are some things where certain investments end up having extremely long pay-off times, that's not a thing we're necessarily unhappy with, both because some players *are* in it for the real long haul and because places where there are legitimate decisions about whether or not something's worth it are interesting and valuable, particularly when they're concentrated in areas of the game that are essentially only accessible to experienced, veteran players. If you're buying cap ship BPOs, you should be sufficiently competent at industry that you can evaluate how far to research a given blueprint without guidance (explicit or implicit) from us :) |
|

Evelgrivion
Calamitous-Intent Feign Disorder
297
|
Posted - 2014.07.07 18:32:00 -
[270] - Quote
CCP Greyscale wrote:There's no specific intent about costs, the system is set up to scale things in a way we believe is generally coherent without much/any special-casing. Numbers will obviously pan out differently on TQ due to different usage patterns. That said, if there are some things where certain investments end up having extremely long pay-off times, that's not a thing we're necessarily unhappy with, both because some players *are* in it for the real long haul and because places where there are legitimate decisions about whether or not something's worth it are interesting and valuable, particularly when they're concentrated in areas of the game that are essentially only accessible to experienced, veteran players. If you're buying cap ship BPOs, you should be sufficiently competent at industry that you can evaluate how far to research a given blueprint without guidance (explicit or implicit) from us :)
So what you're saying is, its up to the industrialist to figure out if his potential investments are likely to pay off, much as they do now, but with a newly added, brand new layer of hidden variable laden BS thrown into the design? This literally goes against everything about streamlining, clarification, and reduced complexity you spoke of in that intentions blog of yours. What is actually going on, here?  |
|

Firvain
Wildly Inappropriate Goonswarm Federation
21
|
Posted - 2014.07.07 18:35:00 -
[271] - Quote
Arronicus wrote:Rivr Luzade wrote:Arronicus wrote:CCP Greyscale wrote: Research costs scale based on time; base cost is for level 1, and higher levels cost-scale based on what multiple of level 1 time they take. This means that you have significant decisions to make about whether or not (and where!) to research high-end blueprints to high levels.
Hold on just a moment there, you're telling me that researching a blueprint that costs roughly a billion isk (capital component bpo) to ME 10 over the course of ~100 days for ~100mil, whereas another blueprint that costs roughly 1.1bil (carrier blueprint) to ME 10 over the course of ~300 days, for ~7-50 billion isk, is intended? Probably not. Judging by CCP Nullarbor's last 2 posts, it is the case on Sisi because there's not enough jobs running, and that it will be significantly lower on TQ. Remains to be seen how that pans out. I sure hope that I don't need to pay ~12B to research a BS BPO to max levels. ^^ Thing is, most bpos require a reasonable amount of isk to research to max levels. I can check a BS later, but I'd be willing to bet it's under 120mil, it's just actual capital ship bpos which have their research costs set to insane values that noone would ever pay. But let's suppose for a moment, that costs ARE actually working as intended for carrier bpos, that means an archon BPO costs around 4 billion isk to research from ME 9 to ME 10. ME 9 to ME 10, when you are producing out of a single upgraded amarr station, or out of a POS, is a savings of 2 components on that Archon (7 if you have no ME bonus from pos or station). So, at lets say 12mil per component, we're looking at a savings of 24 mil per run. 7 1/4 days per run puts us at 4 per month, or 48 per year. That's 1152m per year. Return on investment under current figures puts researching an archon from ME 9 to ME 10 at 3 1/2 years just to break even. Clearly something is broken, or max researched capital bpos are supposed to be the new Tech 2 bpos.
Or you know, dont research it to me10% and eat the 20 mil and build durign the time it woudl research, pretty sure that makes alot more sense. ME10% isnt always perfect
|

Grenn Putubi
Swag Co. SWAG Co
54
|
Posted - 2014.07.08 00:33:00 -
[272] - Quote
I skimmed the thread and didn't see anyone mention this and I foresee it being a big deal if it's not addressed now:
On Sisi there are times research can take months at a time, not a huge deal really considering there are no lines to worry about being tied up for that long until you start thinking about trying to exploit the system.
What measures are the Devs putting in place to prevent extremely long research jobs from being performed by unsubbed characters and then being delivered by their corp without ever having to resub the account that installed the job? I foresee a wave of newb accounts in their free month training all their research skills to max, joining a corp, installing a bunch of jobs with extremely long research times and then never actually paying a subscription fee at all. They let the free month expire and the job belongs to the corp so it will just keep going till it's finished and some other character delivers it when it's done. This could be done in an NPC station so there'd be no risk of losing the job to an attack and they wouldn't have to worry about keeping a tower fueled either. It's essentially free research slots at the cost of a new account which can be purchased fairly cheaply in large amounts through the various sales CCP has throughout the year.
Another issue I started thinking about and haven't seen a definite CCP response to yet is how they're going to deal with BPOs that are installed for research when the conversion happens. Will the jobs be cancelled and the BPOs returned to where they came from or will they be allowed to complete first and then delivered to the intended destination? Will they be converted to the new system before or after the job completes? If I install a job the night before the patch to take a bpo from 0 to 10ME and the job's going to take 15 days, will the job complete in 15 days and deliver a 10ME bpo to me? What if the job is queued to start after the patch? Say I queue a job to start after that first bpo to take another bpo from 5 to 10 ME and that job's gonna take another 15 days, hogging up that research line for 30 days...will it start after the first job completes even tho there won't be a job queue system anymore? Will the queued job be cancelled and the bpo returned to me? Will it just begin immediately after the patch finishes and run concurrently with the first job so they both deliver at the same time? Will the job times be adjusted to the new system and that 15day job be converted to a 2 or 3 month job and follow the new time scale along with the new research ratings? |

Josclyn Verreuil
Justified Chaos
9
|
Posted - 2014.07.08 01:52:00 -
[273] - Quote
Grenn Putubi wrote: Another issue I started thinking about and haven't seen a definite CCP response to yet is how they're going to deal with BPOs that are installed for research when the conversion happens. Will the jobs be cancelled and the BPOs returned to where they came from or will they be allowed to complete first and then delivered to the intended destination? Will they be converted to the new system before or after the job completes? If I install a job the night before the patch to take a bpo from 0 to 10ME and the job's going to take 15 days, will the job complete in 15 days and deliver a 10ME bpo to me? What if the job is queued to start after the patch? Say I queue a job to start after that first bpo to take another bpo from 5 to 10 ME and that job's gonna take another 15 days, hogging up that research line for 30 days...will it start after the first job completes even tho there won't be a job queue system anymore? Will the queued job be cancelled and the bpo returned to me? Will it just begin immediately after the patch finishes and run concurrently with the first job so they both deliver at the same time? Will the job times be adjusted to the new system and that 15day job be converted to a 2 or 3 month job and follow the new time scale along with the new research ratings?
Looking forward to an answer on this one. There are quite a few folks furiously trying to research BPOs to 10/10 before Crius hits, and I'm quite curious what will happen to prints that are baking when it goes live. |

Grenn Putubi
Swag Co. SWAG Co
54
|
Posted - 2014.07.08 04:31:00 -
[274] - Quote
With only 2 weeks left till the patch is scheduled to hit live they should be able to give us some specifics on these issues, if not now then very soon. |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
83
|
Posted - 2014.07.08 05:11:00 -
[275] - Quote
Josclyn Verreuil wrote:Grenn Putubi wrote: Another issue I started thinking about and haven't seen a definite CCP response to yet is how they're going to deal with BPOs that are installed for research when the conversion happens. Will the jobs be cancelled and the BPOs returned to where they came from or will they be allowed to complete first and then delivered to the intended destination? Will they be converted to the new system before or after the job completes? If I install a job the night before the patch to take a bpo from 0 to 10ME and the job's going to take 15 days, will the job complete in 15 days and deliver a 10ME bpo to me? What if the job is queued to start after the patch? Say I queue a job to start after that first bpo to take another bpo from 5 to 10 ME and that job's gonna take another 15 days, hogging up that research line for 30 days...will it start after the first job completes even tho there won't be a job queue system anymore? Will the queued job be cancelled and the bpo returned to me? Will it just begin immediately after the patch finishes and run concurrently with the first job so they both deliver at the same time? Will the job times be adjusted to the new system and that 15day job be converted to a 2 or 3 month job and follow the new time scale along with the new research ratings?
Looking forward to an answer on this one. There are quite a few folks furiously trying to research BPOs to 10/10 before Crius hits, and I'm quite curious what will happen to prints that are baking when it goes live.
Asked and Answered like 65875875768548646754764764567 times already
All jobs will complete as they are currently scheduled All BPO's will return to where they were when the job started ALL conversion from old ME/PE to new ME/TE will happen AFTER the job completion at the new researched number |

Grenn Putubi
Swag Co. SWAG Co
54
|
Posted - 2014.07.08 05:31:00 -
[276] - Quote
Could you share the blue post where this was answered cause I haven't seen it and I've search the forums more than a few times looking for it. |

Badda Benjaminsen
Heimbrent
1
|
Posted - 2014.07.08 08:50:00 -
[277] - Quote
There doesn't seem to be any stacking bonuses from several i.e labs at the same POS currently. I onlined 1 through 6 research labs but the research times on the bpos stayed the same no matter how many labs I had online. Or does the stacking bonuses only apply to design labs (Research wise) ? Not sure if it works on assembly arrays currently. |

Wealla Heneltry
Onasdottir Armaments Surveying and Security
0
|
Posted - 2014.07.08 09:09:00 -
[278] - Quote
Grenn Putubi wrote:Could you share the blue post where this was answered cause I haven't seen it and I've search the forums more than a few times looking for it.
Here's one that at least covers the first two points. Number 3 -- conversion after completion -- seems a sensible way of doing things, although I couldn't find a quote from a quick search. |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3511
|
Posted - 2014.07.08 11:34:00 -
[279] - Quote
Badda Benjaminsen wrote:There doesn't seem to be any stacking bonuses from several i.e labs at the same POS currently. I onlined 1 through 6 research labs but the research times on the bpos stayed the same no matter how many labs I had online. Or does the stacking bonuses only apply to design labs (Research wise) ? Not sure if it works on assembly arrays currently.
There's no stacking bonus for times.
It's only to do with the isk cost for installing the job. Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |

Grenn Putubi
Swag Co. SWAG Co
54
|
Posted - 2014.07.08 17:21:00 -
[280] - Quote
Wealla Heneltry wrote:Grenn Putubi wrote:Could you share the blue post where this was answered cause I haven't seen it and I've search the forums more than a few times looking for it. Here's one that at least covers the first two points. Number 3 -- conversion after completion -- seems a sensible way of doing things, although I couldn't find a quote from a quick search.
Yeah, I've seen that one but it has more to do with worries about remote installment of jobs from stations than what I was really asking about. Since that was answered already I was more worried about the specifics of how BPs will be treated if they're actually in research when the conversion happens and what will be done about jobs that are in queue to be worked on but haven't started yet.
There are a lot of possibilities for how to handle these cases and I haven't seen a blue response giving a definite answer on them. With less than 2 weeks to go it's really something we deserve to know because it's going to have a huge effect on those of us rushing to get our BP collections researched before the patch. |
|
|

CCP Nullarbor
C C P C C P Alliance
742

|
Posted - 2014.07.08 19:28:00 -
[281] - Quote
Grenn Putubi wrote:Wealla Heneltry wrote:Grenn Putubi wrote:Could you share the blue post where this was answered cause I haven't seen it and I've search the forums more than a few times looking for it. Here's one that at least covers the first two points. Number 3 -- conversion after completion -- seems a sensible way of doing things, although I couldn't find a quote from a quick search. Yeah, I've seen that one but it has more to do with worries about remote installment of jobs from stations than what I was really asking about. Since that was answered already I was more worried about the specifics of how BPs will be treated if they're actually in research when the conversion happens and what will be done about jobs that are in queue to be worked on but haven't started yet. There are a lot of possibilities for how to handle these cases and I haven't seen a blue response giving a definite answer on them. With less than 2 weeks to go it's really something we deserve to know because it's going to have a huge effect on those of us rushing to get our BP collections researched before the patch.
We are in the process of writing the patch notes for Crius which will contain specifics of how the migration of running jobs occurs. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
|

Cersei Galadriel
Center for Advanced Studies Gallente Federation
0
|
Posted - 2014.07.08 20:06:00 -
[282] - Quote
Speaking of running jobs, I have several ME research jobs that were scheduled on Tranquility and are now complete. On Singularity, the industry window appears to show the job correctly, except that no facility is selected in the top corner:
http://i1172.photobucket.com/albums/r579/TheRealActionHank/MEbefore.jpg
When i hit deliver, it says the job failed, and the BP is still at ME 0%:
http://i1172.photobucket.com/albums/r579/TheRealActionHank/MEAfter.jpg
Manufacturing view of BP immediately after, in case it's useful somehow:
http://i1172.photobucket.com/albums/r579/TheRealActionHank/MEAfter2.png
|

Grenn Putubi
Swag Co. SWAG Co
54
|
Posted - 2014.07.08 20:21:00 -
[283] - Quote
CCP Nullarbor wrote:Grenn Putubi wrote:Wealla Heneltry wrote:Grenn Putubi wrote:Could you share the blue post where this was answered cause I haven't seen it and I've search the forums more than a few times looking for it. Here's one that at least covers the first two points. Number 3 -- conversion after completion -- seems a sensible way of doing things, although I couldn't find a quote from a quick search. Yeah, I've seen that one but it has more to do with worries about remote installment of jobs from stations than what I was really asking about. Since that was answered already I was more worried about the specifics of how BPs will be treated if they're actually in research when the conversion happens and what will be done about jobs that are in queue to be worked on but haven't started yet. There are a lot of possibilities for how to handle these cases and I haven't seen a blue response giving a definite answer on them. With less than 2 weeks to go it's really something we deserve to know because it's going to have a huge effect on those of us rushing to get our BP collections researched before the patch. We are in the process of writing the patch notes for Crius which will contain specifics of how the migration of running jobs occurs.
Good to hear. I'm anxious for the specifics, as I'm sure everyone else is.
Any chance of an answer to my other query about how you're planning to handle the possible exploitation of unsubbed accounts running extremely long research jobs for a corp? |

Neo Hutt
3
|
Posted - 2014.07.08 22:25:00 -
[284] - Quote
Not sure if this a bug or a feature. Trying to make 10 x 200 run copies from a maxed caldari fuel bpo takes ... 12 days, while building from a 200 run takes 12 hours. Also... max run on a fuel block bpc now is 200?! |

asteroidjas
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
81
|
Posted - 2014.07.09 03:04:00 -
[285] - Quote
CCP Nullarbor wrote:Something to be aware of, pretty much all of the cost values on Singularity are garbage at this point because they are scaled based on activity, of which there is very little on the test server.
Our own simulations from TQ data put the estimated cost for manufacturing somewhere between 0-15% of the manufactured goods depending on where you build it. Research / Invention costs are a little trickier to calculate, but I have a developer blog coming out next week which will describe the cost formula in detail for those looking to update their spreadsheets. Just for clarification here....
So, this new cost scaling is meant to scale the job cost upwards with increased activity....right?
Yet, you just said the absurdly high costson SiSi are because there is next to no activity on SiSi...right?
Something seems amiss between those two statements. You might want to doublecheck your maths at some point. Maybe. |

Josclyn Verreuil
Justified Chaos
10
|
Posted - 2014.07.09 03:20:00 -
[286] - Quote
asteroidjas wrote:CCP Nullarbor wrote:Something to be aware of, pretty much all of the cost values on Singularity are garbage at this point because they are scaled based on activity, of which there is very little on the test server.
Our own simulations from TQ data put the estimated cost for manufacturing somewhere between 0-15% of the manufactured goods depending on where you build it. Research / Invention costs are a little trickier to calculate, but I have a developer blog coming out next week which will describe the cost formula in detail for those looking to update their spreadsheets. Just for clarification here.... So, this new cost scaling is meant to scale the job cost upwards with increased activity....right? Yet, you just said the absurdly high costson SiSi are because there is next to no activity on SiSi...right? Something seems amiss between those two statements. You might want to doublecheck your maths at some point. Maybe.
Try reading just one of the million threads or devblogs. The costs are based on a ratio.
Activity in the System
Activity in the Universe
The costs on SiSi are borked because the denominator of the ratio is impossibly small, therefore even a tiny increase in the numerator radically changes your costs.
Thus, costs scale upwards with increased SYSTEM ACTIVITY, and SiSi costs are borked because of low UNIVERSE ACTIVITY.
Try to be a bit less smug when you are this far out of touch with readily available information, k? |

Badda Benjaminsen
Heimbrent
1
|
Posted - 2014.07.10 10:51:00 -
[287] - Quote
Steve Ronuken wrote: There's no stacking bonus for times.
It's only to do with the isk cost for installing the job.
Aha, thx for making that clear 
|

Badda Benjaminsen
Heimbrent
1
|
Posted - 2014.07.10 11:18:00 -
[288] - Quote
Alexander Lion wrote:i did some invention yesterday and delivered today. there are no more success notifications. will this notifications be added later. so today on TQ you get a fail or success pop up, i want this back plz.
No more popups plz. The less clicking the better. Currently it shows as delivered when successful and failed (in orange letters) when unsuccessful, even shows an orange line during the job delivery. I'd say it's a pretty decent notification. |

Badda Benjaminsen
Heimbrent
1
|
Posted - 2014.07.10 11:24:00 -
[289] - Quote
Also, currently in the industry window. In the Blueprints tab it shows 3 dropdown menus: "Owner" - "Facility" - "Blueprint".
Would it be possible to add a filter to the Blueprint dropdown so we can filter the blueprints between originals and copies? Cause when u have lots of blueprints in that facility u wanna invent from, it's a pain having to scroll through everything every time. Yes, we can do a search on the right side but when running multiple types of invention it's hard to remember which ones u still have copies of etc. |

De0Dokktor
Templar Clones The Fonz Presidium
0
|
Posted - 2014.07.10 14:26:00 -
[290] - Quote
Someone help me here.
Tech1 conversion is simple. 1->5 2->7 3-4 -> 8 5-9 -> 9 10+ -> 10
Tech2 conversion looks like BPO's were converted as above, yet invention bpcs look to have had some other odd conversion. ME and PL look to be converted differently.
-4-4 prints have adjusted to 6/14 -1-1 prints have adjusted to 9/18
Why didn't tech2 bpos automagically move to 10/20 (all of mine are 10+ in game anyhow, but I think this question is still valid).
And how exactly are bpcs getting converted. My assumption is that they are using the same formula as for bpos, just applying the waste differently So assuming all wastage factors were the same (.1, ignoring odd prints and drones) Tech1/Tech2 BPO ML = ROUNDUP(10-(10/(1+ME))) TE = 2*(ROUNDUP(10-(10/(1+PL))))
TECH2 BPC ML = ROUNDUP(10-(8/(7+ME))) TE = 2*ROUNDUP(10-(7/(6+PL)))
Is this correct, is that how all of the bpo's were converted, and is that how they'll stay?.
Sorry if this has been posted elsewhere.. The devblog on "tech2" conversions has not happened yet. And the only statement
Quote: For transitioning negative ME blueprints, we're just multiplying by 10, while for negative TE we're subtracting 1 and multiplying by 20, which keeps both values roughly the same before and after for the reasons outlined above.
Doesn't seem to resemble what I am seeing, but perhaps its just me. And why the heck does the forum say my account is less than 2 days old... |
|

Kaija Asanari
Powder and Ball Alchemists Union The Predictables
0
|
Posted - 2014.07.10 18:37:00 -
[291] - Quote
I had already exiting Invention jobs from the mirror. When I went to deliver them, they'd give the error "The job cannot be completed as it has already completed".
If we get a failure on an invention job, where does it show us if it succeeds/fails and by how much? The previous popup when we delivered the job used to give us an indication of "how close" we were. The new UI just has the outcome (BPC or not?), but I didn't see any indication of failure chance after the job was installed.
The Success Percentage based on your Decryptors is nice - very dynamic calculations.
I know you are aware, but there was a bug during the mass test where invention jobs weren't possible due to this error:
Unable to install job due to the following reasons: The job cost has changed The facility tax rates have changed
Error.MISMATCH_COST (317, 222) Error.MISMATCH_TAX (32, 22) |

Regan Rotineque
Arch Angels Assault Force The Kadeshi
356
|
Posted - 2014.07.12 16:37:00 -
[292] - Quote
I really dont like that i cannot see what is required for invention until I have a BPC
You cannot click on the invention tab - until you are in a station that allows it AND you have an appropriate BPC
How are you to buy all the bits needed for invention - when you cannot even see what is required for it until you get to a system that allows it? This does not allow for any planning or understanding that you need certain skills etc.... to actually invent.
in the current TQ design you can click on any of the blue print tabs and it shows what is required for invention or building etc....
Now it seems to suppress the ability to view those details unless you are in an appropriate location OR have the appropriate type of print available. |

Grenn Putubi
Swag Co. SWAG Co
61
|
Posted - 2014.07.14 21:54:00 -
[293] - Quote
CCP Nullarbor wrote:We are in the process of writing the patch notes for Crius which will contain specifics of how the migration of running jobs occurs.
With only a week till patch day It'd be really nice if we could get those patch notes in the next day or two... |

Draconus Lofwyr
UK Corp RAZOR Alliance
103
|
Posted - 2014.07.15 21:04:00 -
[294] - Quote
has there been any formalization on the outpost upgrade changes? is there a planned dev blog on this? are we just expected to figure it out?
|

Niko Lorenzio
United Eve Directorate
366
|
Posted - 2014.07.16 00:35:00 -
[295] - Quote
CCP Greyscale wrote:Axe Coldon wrote:IF you are increasing the ME +2 of base invented bpc's and are increasing the materials to compensate for less waste, will you be converting existing t2 bpc's on July22.
And if you increase the materials of existing t2 bpc.s will you alter the ME to match..though I wonder if I am asking a dumb question and it doesn't matter if the end result is the same. Existing BPCs should be converted in a sensible way, yes.
Could you please elaborate on the "sensible way" as CCP's idea of sensible can sometimes stretch pretty far 
Also why was there no decision to allow queuing of jobs up to 24h? It would be so damn easy now that you got rid of slots. |

Dinsdale Pirannha
Pirannha Corp
3265
|
Posted - 2014.07.16 04:21:00 -
[296] - Quote
Niko Lorenzio wrote:CCP Greyscale wrote:Axe Coldon wrote:IF you are increasing the ME +2 of base invented bpc's and are increasing the materials to compensate for less waste, will you be converting existing t2 bpc's on July22.
And if you increase the materials of existing t2 bpc.s will you alter the ME to match..though I wonder if I am asking a dumb question and it doesn't matter if the end result is the same. Existing BPCs should be converted in a sensible way, yes. Could you please elaborate on the "sensible way" as CCP's idea of sensible can sometimes stretch pretty far  Also why was there no decision to allow queuing of jobs up to 24h? It would be so damn easy now that you got rid of slots.
-4 -4 T2 Invuln Field BPC on TQ needs 5 of the various T2 intermediate product shield emitters. 2 days ago, on Singularity, that BPC had been converted to a 6% / 14% BPC. That BPC needed 8 of the same shield emitters.
-4 -4 T2 Large Shield Extender BPC on TQ needed 8 Hydrogen Batteries and 8 Sustained Shield Emitters. 2 days ago, on Singularity, that BPC had been converted to a 6% / 14% BPC. That BPC needed 12 batteries and 12 of the same shield emitters.
All my -4 -4 BPC's have been converted at that rate, which is 50% higher materials, rounded upwards, but before any null sec material advantages.
That is CCP's idea of "reasonable". |

Niko Lorenzio
United Eve Directorate
366
|
Posted - 2014.07.16 04:57:00 -
[297] - Quote
Dinsdale Pirannha wrote:Niko Lorenzio wrote:CCP Greyscale wrote:Axe Coldon wrote:IF you are increasing the ME +2 of base invented bpc's and are increasing the materials to compensate for less waste, will you be converting existing t2 bpc's on July22.
And if you increase the materials of existing t2 bpc.s will you alter the ME to match..though I wonder if I am asking a dumb question and it doesn't matter if the end result is the same. Existing BPCs should be converted in a sensible way, yes. Could you please elaborate on the "sensible way" as CCP's idea of sensible can sometimes stretch pretty far  Also why was there no decision to allow queuing of jobs up to 24h? It would be so damn easy now that you got rid of slots. -4 -4 T2 Invuln Field BPC on TQ needs 5 of the various T2 intermediate product shield emitters. 2 days ago, on Singularity, that BPC had been converted to a 6% / 14% BPC. That BPC needed 8 of the same shield emitters. -4 -4 T2 Large Shield Extender BPC on TQ needed 8 Hydrogen Batteries and 8 Sustained Shield Emitters. 2 days ago, on Singularity, that BPC had been converted to a 6% / 14% BPC. That BPC needed 12 batteries and 12 of the same shield emitters. All my -4 -4 BPC's have been converted at that rate, which is 50% higher materials, rounded upwards, but before any null sec material advantages. That is CCP's idea of "reasonable".
Thanks for the heads up, that's exactly what I was looking for. |

Bitter Fremlin
Heimatar Enhanced Fleet Industries
1
|
Posted - 2014.07.16 09:38:00 -
[298] - Quote
Dinsdale Pirannha wrote:All my -4 -4 BPC's have been converted at that rate, which is 50% higher materials, rounded upwards, but before any null sec material advantages.
That is CCP's idea of "reasonable". Can't get on Singularity at the moment, or I'd check myself. But how do the converted "no decryptor" BPCs compare with newly-created ones in terms of materials required? |

Dinsdale Pirannha
Pirannha Corp
3266
|
Posted - 2014.07.16 14:01:00 -
[299] - Quote
Bitter Fremlin wrote:Dinsdale Pirannha wrote:All my -4 -4 BPC's have been converted at that rate, which is 50% higher materials, rounded upwards, but before any null sec material advantages.
That is CCP's idea of "reasonable". Can't get on Singularity at the moment, or I'd check myself. But how do the converted "no decryptor" BPCs compare with newly-created ones in terms of materials required?
I can't give you that answer yet. I was comparing my old BPC's in my inventory I had invented some time ago with my invention chars that are no longer subbed. I have not tried invention with this char on Singularity, because it does not have the skills.
That being said, I should have likely a million SP not applied yet from the last mass test, and will see about doing some invention, if Singularity is ever fixed. (last 3 days I have not been able to get on).
But bottom line, on TQ I am scrambling to build out as many of stock of old T2 BPC's as I can before next Tuesday, because my stock of -4 -4's look to be completely cost-ineffective next week, as there has to be more efficient methods with decryptors. There has to be, otherwise T2 module prices will go insanely higher. |

Bitter Fremlin
Heimatar Enhanced Fleet Industries
2
|
Posted - 2014.07.16 16:23:00 -
[300] - Quote
Dinsdale Pirannha wrote:But bottom line, on TQ I am scrambling to build out as many of stock of old T2 BPC's as I can before next Tuesday, because my stock of -4 -4's look to be completely cost-ineffective next week, as there has to be more efficient methods with decryptors. There has to be, otherwise T2 module prices will go insanely higher. Ah, I see now. The issue isn't so much that the conversion of non-decryptor BPCs is unreasonable -- indeed, it would seem to be perfectly reasonable given that "naked" pre-Crius BPCs will be more efficient than post-Crius ones invented in the same way -- but that non-decryptor inventions in general will be uneconomic.
Given that build costs are going to increase anyway, it makes sense to churn out as much as we can of whatever we can in the next week. And now Singularity is available again there's still time to run checks and tweek the lines to get ready.
T2 module prices will certainly increase, and I'm sure most of what I'm selling now is going to speculators banking on that fact :-) Where the price will end up once all that stock is used depends on far too many factors for me to work it out, and I'll let the smart people muse on how things like build-time changes and the (relatively) limited supply of decryptors will play out. |
|

Mackenzie Nolen
XYJAX
6
|
Posted - 2014.07.16 16:41:00 -
[301] - Quote
OK I don't remember seeing this anywhere, though I will go look through these threads again just to make myself feel stupid when I inevitably find it. In the meantime...
How do you bid on a team with corporate funds? It seems bids on teams only pull from my personal wallet.
EDIT: Oops, didn't mean to post this in the research thread. |

Pic'n dor
Epsilon Lyr Mordus Angels
25
|
Posted - 2014.07.16 18:36:00 -
[302] - Quote
De0Dokktor wrote:Someone help me here.
Tech1 conversion is simple. 1->5 2->7 3-4 -> 8 5-9 -> 9 10+ -> 10
http://community.eveonline.com/news/dev-blogs/researching-the-future/?_ga=1.156211320.2113876889.1395483922
Quote:This would mean that ME/TE 1 become ME 5%/TE 10%, ME/TE 5-9 become ME 9%/TE 18%, and anything over ME/TE 10 currently move to ME 10%/TE 20%.
so it's : 1 ->5 2 ->6 3 -> 7 4 -> 8 5-9 -> 9 10+ -> 10
It took me a very long time to accept that since ME2 is 3.3% waste...
On other subject, please CCP do something about : - small rig BPO : hundreds of million to get to ME10 when ME0 is already perfect sounds like a broken target price xD (isk sink / collector items ?? ) - Change capital part : divide size by 10 (5000m3 > 500m3), multiply need by 10, change, divide manufacturing time by 10 and cost by 10 (or multiply output by 10) ? You will feel the benefits in researching ME lvl ...
|

Awkward Pi Duolus
Pator Tech School Minmatar Republic
4
|
Posted - 2014.07.16 23:47:00 -
[303] - Quote
Dinsdale Pirannha wrote:All my -4 -4 BPC's have been converted at that rate, which is 50% higher materials, rounded upwards, but before any null sec material advantages.
I thought null sec stations only got cost-of-job-install reductions only. ME advantage comes from teams, no?
|

Marc Rene
Center for Advanced Studies Gallente Federation
3
|
Posted - 2014.07.16 23:48:00 -
[304] - Quote
Whilst I understand the logic of removing the invention requirements from BPO, it makes invention less accessible as for new person to see the invention requirements means they are going to have to take a punt and buy and copy the BPO - unless you are also adding a new in-game resource to check this it means you will only be able to get this information from a third party tool which I believe is counter to your previously stated design goals.
Also, trying to view a BPO on the market gives an error message of "The requested blueprint cannot be found" trying to view the blueprint of an installed job gives a similar error message. |
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CCP Nullarbor
C C P C C P Alliance
759

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Posted - 2014.07.17 11:26:00 -
[305] - Quote
Marc Rene wrote:Also, trying to view a BPO on the market gives an error message of "The requested blueprint cannot be found" trying to view the blueprint of an installed job gives a similar error message.
This is a silly bug in the current build on SiSi, the update today will fix it. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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Bitter Fremlin
Heimatar Enhanced Fleet Industries
2
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Posted - 2014.07.17 16:10:00 -
[306] - Quote
Dinsdale Pirannha wrote:But bottom line, on TQ I am scrambling to build out as many of stock of old T2 BPC's as I can before next Tuesday, because my stock of -4 -4's look to be completely cost-ineffective next week, as there has to be more efficient methods with decryptors. There has to be, otherwise T2 module prices will go insanely higher. Still not much chance of getting on Singularity, but I spent enough time to check that figures matched those given by the calculator at http://bp.kiwi.frubar.net/calc/.
I see what you mean about the Adaptive Invulns, and 200mm Autocannons are even worse with a 56% increase in material cost. They aren't all that bad, though -- Damage Controls are only up 4.5% and 100MN ABs up 9%, for example. So there's a lot of variation, it isn't as simple as "use up all your T2 BPCs before Crius", and anyone maxing out production over the next few days should use the calculator to determine their priorities.
Better news going forward -- non-decryptor inventing will still be cost effective for many items, at least at current prices. Ignoring any time benefits, non-d inventions give the cheapest 100MN ABs, while with DC IIs, Adaptives and 200mm Autos they are second only to Augmented inventions and close enough that any price increase Augmentations will soon change that.
So yes, there will be increased production costs -- in some cases, very large increases. BUT there are some huge reductions in manufacturing times -- your Adaptive Invulns drop from 2d 5h to 9h 30m for 10 runs on-station -- and in the cases I checked the profit/hour was ball-park similar or, in many cases, significantly improved.
You'll have to run your own figures but, from what I've seen, this is far from the death knell for Hi-Sec T2 production. |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
346

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Posted - 2014.07.17 16:42:00 -
[307] - Quote
Copying my post across a few different threads:
As a heads up, we are going to clean up a bunch of these threads, by locking them and consolidating the discussion into fewer threads.
The release is now less than 5 days away and people are working incredibly hard to wrap up the final features and defects. So expect Singularity to be back up (fingers crossed) later today with a close to final build and the known issues thread to get updated with the final things we know about (not many outstanding at this point).
We are indebted to you guys for your invaluable feedback. We have tweaked, iterated and caught a huge number of issues and tweaked the feature based on this feedback. We hope to have more periods in the future where we can run development in parallel with you guys.
That being said, development will not stop with the release and we will have to push things either into updates or bigger release depending on the risk, but expect continued improvement and work to happen on all Industry fronts up to and well beyond Crius on the 22nd.
Patch notes should go live before the weekend together with a blog summarizing many of the changes you can and cannot expect in this release. Feel free to poke me on: Twitter |
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CCP Greyscale
C C P C C P Alliance
2455

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Posted - 2014.07.17 16:54:00 -
[308] - Quote
Copying relevant part from the devblog which is now up:
"To transition old blueprints, we'll be adding 6 to ME and TE for all T2 BPCs, and then converting them according to the above scheme. Thus an un-decrypted blueprint at ME-4, PE-4 will first become ME2, PE2 and then be converted to ME-7%, PE-14%. This is a one-time windfall to make the DB scripts for the transition simpler and more robust, so enjoy it while it lasts!" |
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CCP Ytterbium
C C P C C P Alliance
3673

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Posted - 2014.07.17 17:00:00 -
[309] - Quote
Unsticked and locked.
Please post feedback in the Crius consolidation thread, and don't forget we have a known issue thread as well. |
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