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CCP Ytterbium
C C P C C P Alliance
3552

|
Posted - 2014.06.10 13:37:00 -
[1] - Quote
Hello people,
With Singularity open for feedback we would like to hear what you have to say about the new features coming for Crius. This particular thread is to discuss starbase changes, mainly:
- Reprocessing Array improvements
- Compression Array
- Removal of remote blueprint usage
- No more faction standings for high-sec anchoring
- Control Tower may now be anchored in 0.8+ solar systems
- New corporations have to wait 7 days before anchoring Control Towers
- Improving Assembly Arrays and Mobile Laboratories
- Starbase defense management, with anchoring skill reduction from 5 to 4
A Dev Blog is currently in the pipeline to explain all of those in more details. You can also refer to this thread for more information on Assembly Array and Mobile Laboratory changes. |
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Valterra Craven
263
|
Posted - 2014.06.10 15:08:00 -
[2] - Quote
CCP Ytterbium wrote:Hello people,
New corporations have to wait 7 days before anchoring Control Towers
What is the intended purpose for this? |

Atlanti IV
Empyrean Enterprise Conglomerate
12
|
Posted - 2014.06.10 15:09:00 -
[3] - Quote
For the Mobile lab's since the individual slots are gone is there a way to set a corporation fee on the types of research done? |
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CCP Ytterbium
C C P C C P Alliance
3552

|
Posted - 2014.06.10 15:12:00 -
[4] - Quote
Valterra Craven wrote:CCP Ytterbium wrote:Hello people,
New corporations have to wait 7 days before anchoring Control Towers
What is the intended purpose for this?
It's to provide a waiting time when receiving a war declaration before forming a new corporation and moving all the Starbase assets there. |
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Jessica Duranin
Science and Trade Institute Caldari State
93
|
Posted - 2014.06.10 15:22:00 -
[5] - Quote
Well, this will only make wardecs even more annoying for small indu corps. They will have to take down the tower regardless. |

Azami Nevinyrall
Red Federation RvB - RED Federation
1912
|
Posted - 2014.06.10 15:34:00 -
[6] - Quote
CCP Ytterbium wrote:Valterra Craven wrote:CCP Ytterbium wrote:Hello people,
New corporations have to wait 7 days before anchoring Control Towers
What is the intended purpose for this? It's to provide a waiting time when receiving a war declaration before forming a new corporation and moving all the Starbase assets there. Any smart High Sec Player will already have ALTS in other 1 man Corps. With small towers put up in dead end systems with 100+ Moons with less then 200 jumps/day.
Hell, I already have 5 ALT Corps, each in their own Corp, logged out at the Moons I want.
- Recieve Wardec - Drop Corp/Remove tower - Move toons to new Corp - ??? - Profit! EVE needs more Pssshhhh |

Max Kolonko
High Voltage Industries Ash Alliance
419
|
Posted - 2014.06.10 15:56:00 -
[7] - Quote
Azami Nevinyrall wrote:CCP Ytterbium wrote:Valterra Craven wrote:CCP Ytterbium wrote:Hello people,
New corporations have to wait 7 days before anchoring Control Towers
What is the intended purpose for this? It's to provide a waiting time when receiving a war declaration before forming a new corporation and moving all the Starbase assets there. Any smart High Sec Player will already have ALTS in other 1 man Corps. With small towers put up in dead end systems with 100+ Moons with less then 200 jumps/day. Hell, I already have 5 ALT Corps, each in their own Corp, logged out at the Moons I want. - Recieve Wardec - Drop Corp/Remove tower - Move toons to new Corp - ??? - Profit!
Iirc if yiu got wdc and you quit corp you can apply to new one for a week or two Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |

Vhelnik Cojoin
Pator Tech School Minmatar Republic
64
|
Posted - 2014.06.10 16:38:00 -
[8] - Quote
CCP Ytterbium wrote:Valterra Craven wrote:CCP Ytterbium wrote:Hello people,
New corporations have to wait 7 days before anchoring Control Towers
What is the intended purpose for this? It's to provide a waiting time when receiving a war declaration before forming a new corporation and moving all the Starbase assets there. Does an user of the new ore compression array have to be in the POS owner corp/alliance, have roles in the corp, or can he get away with just using the password for the force field?
(Yes, it has been a while since I tinkered with a POS.)
If the ore hauler for a mining op needs to be a member of the POS owner corp/alliance and/or have roles to use the compressor, then this change of policy has potential to become a huge problem for small player corps. Currently on TQ if, as a member of a small industrial corps, you go anywhere near any of the major trade hubs while flying a freighter, you will very quickly get wardec'ced by Marmite Collective or any of the other pro freighter hunter corps out there.
If these combined effects play out as I suspect, then we may drown in tears here on the forum, once nullsec logistics realizes they will have to compress their ore hauls themselves.
BRB, creating corp on SiSi to start the anchoring timer.
Have you Communicated with your fellow capsuleers today? It is good for the EVE-oconomy and o-kay for you. |

Velicitia
Arma Artificer
2359
|
Posted - 2014.06.10 17:01:00 -
[9] - Quote
Looks like the (hisec) Repro Array is misbehaving.
Skills --> 5/5/5 Refining, Refinery Efficiency, Veldspar Processing Batch --> 1 x veldspar (100 units)
POS Result -- 215 Raw Spreadsheet Result (POS) -- 311.25
For reference, stations seem to be OK: Tax --> 5% (as listed in game -- standings actually bring this down to approximately 3% based on real losses) Overall -> "70% yield" in station, according to ingame repro window
Station Result -- 289 Raw Spreadsheet Result (Station) -- 289.67 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 |
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CCP Ytterbium
C C P C C P Alliance
3553

|
Posted - 2014.06.10 17:07:00 -
[10] - Quote
Velicitia wrote:Looks like the (hisec) Repro Array is misbehaving.
Skills --> 5/5/5 Refining, Refinery Efficiency, Veldspar Processing Batch --> 1 x veldspar (100 units) Edit -- oh, have the 4% implant too.
POS Result -- 215 Raw Spreadsheet Result (POS) -- 311.25
For reference, stations seem to be OK: Tax --> 5% (as listed in game -- standings actually bring this down to approximately 3% based on real losses) Overall -> "70% yield" in station, according to ingame repro window
Station Result -- 289 Raw Spreadsheet Result (Station) -- 289.67
Yes indeed, Reprocessing Arrays aren't taking skills into account yet. |
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Tragot Gomndor
Rise of Cerberus Cerberus Unleashed
48
|
Posted - 2014.06.10 17:21:00 -
[11] - Quote
Cant patch, cant repair, after repair it tries to patch again, forget it. 0.0 = GOONS = SAAAMMMMEEE!!!!1111222 |

azrael573
People With Real Lives
0
|
Posted - 2014.06.10 17:34:00 -
[12] - Quote
Does this include the corp hangar arrays to have 3,000,000 m3? At the moment corp hangar arrays are still 1,400,000 m3. |

Magic Crisp
Amarrian Micro Devices Curatores Veritatis Alliance
162
|
Posted - 2014.06.10 18:25:00 -
[13] - Quote
Please don't remove remote BP usage. We're relying on that feature a lot.
Two most frequent usecases: Many of us have various alts doing some location-specific jobs, which are also doing remote R&D and manufacturing (alt utilization index, if you're like that)
Second, when we're pewpewing in one end of the region, we're using this method to cycle jobs at the industry location, which avoids having to traving back and forth always.
Forcing us to travel always for 5 minute work is boring, introducing a lot of pain, and just kills the mood.
We should be doing whatever is fun, and not having to deal with yet another kind of pain in the game.
|

Max Kolonko
High Voltage Industries Ash Alliance
419
|
Posted - 2014.06.10 19:06:00 -
[14] - Quote
Magic Crisp wrote:Please don't remove remote BP usage. We're relying on that feature a lot.
Two most frequent usecases: Many of us have various alts doing some location-specific jobs, which are also doing remote R&D and manufacturing (alt utilization index, if you're like that)
Second, when we're pewpewing in one end of the region, we're using this method to cycle jobs at the industry location, which avoids having to traving back and forth always.
Forcing us to travel always for 5 minute work is boring, introducing a lot of pain, and just kills the mood.
We should be doing whatever is fun, and not having to deal with yet another kind of pain in the game.
So far I see indicator on UI telling me my controll range and showing skills affecting it, so it should work.
What is being remowed is the ability to run job using a BPO/BPC that is on a station in a POS manufacturing / research facility Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |

Darkblad
Hilfe is like free Entertainment
268
|
Posted - 2014.06.10 19:46:00 -
[15] - Quote
Since those are about to be used a lot more: Access to all Arrays/Batteries of a POS no matter how far away, will not apply to Reprocessing/Compression Arrays? EVE Infolinks -+-áOld and new-áPortraits |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3406
|
Posted - 2014.06.10 20:02:00 -
[16] - Quote
Max Kolonko wrote:Magic Crisp wrote:Please don't remove remote BP usage. We're relying on that feature a lot.
Two most frequent usecases: Many of us have various alts doing some location-specific jobs, which are also doing remote R&D and manufacturing (alt utilization index, if you're like that)
Second, when we're pewpewing in one end of the region, we're using this method to cycle jobs at the industry location, which avoids having to traving back and forth always.
Forcing us to travel always for 5 minute work is boring, introducing a lot of pain, and just kills the mood.
We should be doing whatever is fun, and not having to deal with yet another kind of pain in the game.
So far I see indicator on UI telling me my controll range and showing skills affecting it, so it should work. What is being remowed is the ability to run job using a BPO/BPC that is on a station in a POS manufacturing / research facility
You might notice something else too.
You can start jobs in facilities where you have a blueprint. regardless of region, as long as they're in range. Woo! CSM 9! http://fuzzwork.enterprises/
Twitter: @fuzzysteve on Twitter |

Alain Kinsella
123
|
Posted - 2014.06.10 20:10:00 -
[17] - Quote
Max Kolonko wrote: So far I see indicator on UI telling me my controll range and showing skills affecting it, so it should work.
What is being remowed is the ability to run job using a BPO/BPC that is on a station in a POS manufacturing / research facility
That was my reading of it too. I'm not re-activated on sisi yet so cannot confirm. (Hauling a POS to my region of choice - due to my standings - is going to be a pain though.)
The main thing about the blueprints should have been the need to leave one at the POS. Now I agree this would be a concern, except the main stations no longer have bottlenecks (other than increased costs) for copies.
So the only initial concern will be if/when you do initial research of a BPO at the POS (for reduced time). The rest of the time the BPO sits at home, making copies for the POS to use.
Regarding wardecs, my last corp (the one I was involved with before leaving the game) had the 'stop you from hitting me' version of a deathstar configuration (its in-game name gets censored ). It was surprisingly effective - after a protracted stalemate, they (mercs) eventually negotiated to have us gracefully take down the tower, so their contract was fulfilled. They even helped rep it the next day. 
The other thing to remember is that a lot of out-of-the-way highsec moons will be available after this. Combine this with a little-used region and you'll have a decent start.
Ambssador from Uru.-á (Search this term to find my site)
Currently Retired (pending changes to RL concerns).-á Have Fun y'all.
|

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3406
|
Posted - 2014.06.10 20:26:00 -
[18] - Quote
Alain Kinsella wrote:Max Kolonko wrote: So far I see indicator on UI telling me my controll range and showing skills affecting it, so it should work.
What is being remowed is the ability to run job using a BPO/BPC that is on a station in a POS manufacturing / research facility
That was my reading of it too. I'm not re-activated on sisi yet so cannot confirm. (Hauling a POS to my region of choice - due to my standings - is going to be a pain though.) The main thing about the blueprints should have been the need to leave one at the POS. Now I agree this would be a concern, except the main stations no longer have bottlenecks (other than increased costs) for copies. So the only initial concern will be if/when you do initial research of a BPO at the POS (for reduced time). The rest of the time the BPO sits at home, making copies for the POS to use. Regarding wardecs, my last corp (the one I was involved with before leaving the game) had the 'stop you from hitting me' version of a deathstar configuration (its in-game name gets censored  ). It was surprisingly effective - after a protracted stalemate, they (mercs) eventually negotiated to have us gracefully take down the tower, so their contract was fulfilled. They even helped rep it the next day.  The other thing to remember is that a lot of out-of-the-way highsec moons will be available after this. Combine this with a little-used region and you'll have a decent start.
Go through lowsec? Woo! CSM 9! http://fuzzwork.enterprises/
Twitter: @fuzzysteve on Twitter |

Rivr Luzade
Coreli Corporation Ineluctable.
559
|
Posted - 2014.06.10 20:44:00 -
[19] - Quote
Steve Ronuken wrote: You might notice something else too.
You can start jobs in facilities where you have a blueprint. regardless of region, as long as they're in range.
You mean that, even if I am in Domain, I can still start jobs in Tash-Murkon or Kador as long as it is within the range the Scientific Networking skill allows me to start jobs? |

Arronicus
X-Prot Greater Western Co-Prosperity Sphere
1050
|
Posted - 2014.06.10 20:48:00 -
[20] - Quote
The stacking material reduction on pos arrays is amazing, it adds a dynamic that is going to make it absolutely worthwhile to build at a pos instead of out of a station, though I wonder if it is currently too good to be true. Any word on what the stacking limit will be like on pos modules? 4 of the same type or something? |

Alain Kinsella
123
|
Posted - 2014.06.10 20:49:00 -
[21] - Quote
@ Steve - my home base is in Yuzier (Derelik), and still don't have much ISK to waste yet, even on a spare clone (gave most of it to VV on the way out for his PLEX Charity fund).
Getting to the seed station (still in northern Null?) will be easy enough (CovOps ftw). Going back in an Orca will be the kicker...
Obviously if I go forward with this on live, I'll open a new secondary base. Ammatar space has loads of dead ends, and (0.9 in Yuzier notwithstanding), I feel uncomfortable having a POS on a high-traffic route.
PS - any chance on adjusting clone costs? They are getting pretty steep now, which is a discouragement when considering semi-casual PvP. My clone is now 10x cost of my preferred ship (Thrasher). Ambssador from Uru.-á (Search this term to find my site)
Currently Retired (pending changes to RL concerns).-á Have Fun y'all.
|

Anarchist4000
Space Exploitation Inc Get Off My Lawn
1
|
Posted - 2014.06.10 21:07:00 -
[22] - Quote
I'm not sure if this is the right thread for problems related to outposts but I didn't see a specific thread for those.
When upgrading a station it is possible to put too much of a certain material into the "Access Resources" hangar after the outpost upgrade is anchored. Once I clicked "Build" it consumed the required materials and left the extra materials in the hangar and started throwing a "NotifyThe item is not yours to take" error if I attempted to remove the excess materials. Maybe that happens without clicking build, I'm not sure.
There is no notification that "Build" completed successfully when upgrading a station. The only way to tell is to see if the materials in the hangar disappeared. The option to build still exists after clicking "Build" as well.
Would it be possible to have a UI window similar to the POCO upgrade window for station upgrades? That would likely fix the two problems I mentioned. |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3406
|
Posted - 2014.06.10 21:13:00 -
[23] - Quote
Arronicus wrote:The stacking material reduction on pos arrays is amazing, it adds a dynamic that is going to make it absolutely worthwhile to build at a pos instead of out of a station, though I wonder if it is currently too good to be true. Any word on what the stacking limit will be like on pos modules? 4 of the same type or something?
You sure that's not on the cost of putting a job in, rather than material cost? (my pos is still onlining)
Edit: Checking on the other forum topic, yes, it's build cost. Not materials. Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3406
|
Posted - 2014.06.10 21:14:00 -
[24] - Quote
Rivr Luzade wrote:Steve Ronuken wrote: You might notice something else too.
You can start jobs in facilities where you have a blueprint. regardless of region, as long as they're in range.
You mean that, even if I am in Domain, I can still start jobs in Tash-Murkon or Kador as long as it is within the range the Scientific Networking skill allows me to start jobs?
Yes. Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |

Rivr Luzade
Coreli Corporation Ineluctable.
559
|
Posted - 2014.06.10 21:41:00 -
[25] - Quote
Steve Ronuken wrote:Rivr Luzade wrote:Steve Ronuken wrote: You might notice something else too.
You can start jobs in facilities where you have a blueprint. regardless of region, as long as they're in range.
You mean that, even if I am in Domain, I can still start jobs in Tash-Murkon or Kador as long as it is within the range the Scientific Networking skill allows me to start jobs? Yes.
Does this also work now for Marketing and Daytrade? |

Arronicus
X-Prot Greater Western Co-Prosperity Sphere
1050
|
Posted - 2014.06.10 22:10:00 -
[26] - Quote
Steve Ronuken wrote:Arronicus wrote:The stacking material reduction on pos arrays is amazing, it adds a dynamic that is going to make it absolutely worthwhile to build at a pos instead of out of a station, though I wonder if it is currently too good to be true. Any word on what the stacking limit will be like on pos modules? 4 of the same type or something? You sure that's not on the cost of putting a job in, rather than material cost? (my pos is still onlining) Edit: Checking on the other forum topic, yes, it's build cost. Not materials.
There's something very funky going on with material cost then heh. |

Cpt King
ELVE Industries Brothers of Tangra
0
|
Posted - 2014.06.10 22:31:00 -
[27] - Quote
Whats the advantage because Pos or Station Producing / Reasearch for the Holders of the Station in 0.0? So the holders are not able to limit the usage or place some Tax for the Corp on the Reasearch / Production slots?
|

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3406
|
Posted - 2014.06.10 22:36:00 -
[28] - Quote
Arronicus wrote:Steve Ronuken wrote:Arronicus wrote:The stacking material reduction on pos arrays is amazing, it adds a dynamic that is going to make it absolutely worthwhile to build at a pos instead of out of a station, though I wonder if it is currently too good to be true. Any word on what the stacking limit will be like on pos modules? 4 of the same type or something? You sure that's not on the cost of putting a job in, rather than material cost? (my pos is still onlining) Edit: Checking on the other forum topic, yes, it's build cost. Not materials. There's something very funky going on with material cost then heh.
Example? Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |

Multiple Mus
Hounds of War. Hashashin Cartel
9
|
Posted - 2014.06.10 23:01:00 -
[29] - Quote
I like the removal of remote BPO usage (it really was to safe) but it would be handy to be able to use a BPO/BPC from anywhere within a POS force-field without having to move it to the required assembly array (i have asked in another topic about viewing BPO/BPCs in the manufacturing tab from corp hanger) then a corp could keep a small supply of BPOs for use within the POS and in one area (much tidier)
Also (this may have been asked before, but i can't find it) what will happen to remote jobs that are ongoing when the update kicks in? |

Circumstantial Evidence
128
|
Posted - 2014.06.11 00:18:00 -
[30] - Quote
Arronicus wrote:The stacking material reduction on pos arrays is amazing, it adds a dynamic that is going to make it absolutely worthwhile to build at a pos instead of out of a station, though I wonder if it is currently too good to be true. Any word on what the stacking limit will be like on pos modules? 4 of the same type or something? See this post by CCP Greyscale: https://forums.eveonline.com/default.aspx?g=posts&m=4696697#post4696697 POS's and their costs are closely related interests... some cross-posting seems inevitable.
|

mufasa73
Super Luminous Goonswarm Federation
1
|
Posted - 2014.06.11 00:31:00 -
[31] - Quote
Just tried an Intensive Refining Array...well, I set one up, onlined it and put compressed ore in there to try and refine....I right clicked on the array, within 2000m, and didn't find any way to Refine/Reprocess at all. I was doing this as corp CEO. |

Arronicus
X-Prot Greater Western Co-Prosperity Sphere
1051
|
Posted - 2014.06.11 02:15:00 -
[32] - Quote
Steve Ronuken wrote:Arronicus wrote:Steve Ronuken wrote:Arronicus wrote:The stacking material reduction on pos arrays is amazing, it adds a dynamic that is going to make it absolutely worthwhile to build at a pos instead of out of a station, though I wonder if it is currently too good to be true. Any word on what the stacking limit will be like on pos modules? 4 of the same type or something? You sure that's not on the cost of putting a job in, rather than material cost? (my pos is still onlining) Edit: Checking on the other forum topic, yes, it's build cost. Not materials. There's something very funky going on with material cost then heh. No example needed. Just checked it myself. yes, there's something funky going on there. I've tried it in an array with 5 others anchored and online, getting 25% discount. However, with them put offline, I get the same numbers, so it looks like something else. (I can't actually submit the job, as it throws an error, but I beleive that's known)
I found I continued to get the discount even when I unanchored the other arrays |

Angelina Duvolle
Homeworld Technologies
39
|
Posted - 2014.06.11 02:51:00 -
[33] - Quote
I don't see the previously discussed low sec focused array for capital ships. Is that still in development or did I miss a post?
thanks
|

Arronicus
X-Prot Greater Western Co-Prosperity Sphere
1051
|
Posted - 2014.06.11 04:17:00 -
[34] - Quote
Angelina Duvolle wrote:I don't see the previously discussed low sec focused array for capital ships. Is that still in development or did I miss a post?
thanks
Can you find the source of this? I hadn't heard any concrete evidence that they were going to add one. |

Vivi Udan
Multiplex Gaming The Bastion
35
|
Posted - 2014.06.11 04:26:00 -
[35] - Quote
\o/ I had no intention of training Starbase Defense Management because of the level5 Anchoring prerequisite.
Thank you for changing it to level4. Although I guess it depends on which side of the POS shield you're sitting on... The Mittani of House GoonWaffe,-áFirst of His name, King of the Goons and VFK,-áMaster of griefing,-áLord of the CFC, Warden of the West,-áand Protector of Deklein. |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3410
|
Posted - 2014.06.11 09:17:00 -
[36] - Quote
Arronicus wrote:Angelina Duvolle wrote:I don't see the previously discussed low sec focused array for capital ships. Is that still in development or did I miss a post?
thanks
Can you find the source of this? I hadn't heard any concrete evidence that they were going to add one.
It's in.
It's the Thukker component array. On the market Woo! CSM 9! http://fuzzwork.enterprises/
Twitter: @fuzzysteve on Twitter |
|

CCP Nullarbor
C C P C C P Alliance
714

|
Posted - 2014.06.11 10:04:00 -
[37] - Quote
Steve Ronuken wrote:Arronicus wrote:Steve Ronuken wrote:Arronicus wrote:The stacking material reduction on pos arrays is amazing, it adds a dynamic that is going to make it absolutely worthwhile to build at a pos instead of out of a station, though I wonder if it is currently too good to be true. Any word on what the stacking limit will be like on pos modules? 4 of the same type or something? You sure that's not on the cost of putting a job in, rather than material cost? (my pos is still onlining) Edit: Checking on the other forum topic, yes, it's build cost. Not materials. There's something very funky going on with material cost then heh. No example needed. Just checked it myself. yes, there's something funky going on there. I've tried it in an array with 5 others anchored and online, getting 25% discount. However, with them put offline, I get the same numbers, so it looks like something else. (I can't actually submit the job, as it throws an error, but I beleive that's known)
Putting POS modules online / offline has up to a 1 hour delay on seeing the bonuses applied.
This is only temporary however, it will be close to immediate before we go to TQ. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP Nullarbor
C C P C C P Alliance
714

|
Posted - 2014.06.11 10:05:00 -
[38] - Quote
Rivr Luzade wrote:Steve Ronuken wrote:Rivr Luzade wrote:Steve Ronuken wrote: You might notice something else too.
You can start jobs in facilities where you have a blueprint. regardless of region, as long as they're in range.
You mean that, even if I am in Domain, I can still start jobs in Tash-Murkon or Kador as long as it is within the range the Scientific Networking skill allows me to start jobs? Yes. Does this also work now for Marketing and Daytrade?
No just for the industry skills. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
|
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CCP Nullarbor
C C P C C P Alliance
714

|
Posted - 2014.06.11 10:07:00 -
[39] - Quote
Cpt King wrote:Whats the advantage because Pos or Station Producing / Reasearch for the Holders of the Station in 0.0? So the holders are not able to limit the usage or place some Tax for the Corp on the Reasearch / Production slots?
You will be able to tax industry jobs in player outposts, we just need to add the bit of UI for configuring the tax rate. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
|

Velicitia
Arma Artificer
2360
|
Posted - 2014.06.11 11:17:00 -
[40] - Quote
CCP Ytterbium wrote:Velicitia wrote:Looks like the (hisec) Repro Array is misbehaving.
Skills --> 5/5/5 Refining, Refinery Efficiency, Veldspar Processing Batch --> 1 x veldspar (100 units) Edit -- oh, have the 4% implant too.
POS Result -- 215 Raw Spreadsheet Result (POS) -- 311.25
For reference, stations seem to be OK: Tax --> 5% (as listed in game -- standings actually bring this down to approximately 3% based on real losses) Overall -> "70% yield" in station, according to ingame repro window
Station Result -- 289 Raw Spreadsheet Result (Station) -- 289.67 Yes indeed, Reprocessing Arrays aren't taking skills into account yet. Aww 
Well, at least you're aware then .
Any timeline for kicking the POS code into behaving ... or just "soon(tm)"? 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 |

Darkblad
Hilfe is like free Entertainment
268
|
Posted - 2014.06.11 13:02:00 -
[41] - Quote
(updated copy of a post I made in the reprocessing feedback thread)
Compression Array Attributes Three entries that may be obsolete/wrong
Refining Yield Multiplier (0.55x), Operational Duration (10.00s) and Restricted to Security Level Less Than (1)
Multiplier is x 0.52 in case the attribute is used that way. Reprocessing is instant. I Successfully anchored/put online Reprocessing and Compression Arrays in Pator, which is true 1.0.
Tower Anchoring I also anchor a tower in Lustrevik which is one of the restricted systems, at least for PI. EVE Infolinks -+-áOld and new-áPortraits |

Scarlett LaBlanc
Midnight Savran Industries
115
|
Posted - 2014.06.11 13:23:00 -
[42] - Quote
CCP Nullarbor wrote:Cpt King wrote:Whats the advantage because Pos or Station Producing / Reasearch for the Holders of the Station in 0.0? So the holders are not able to limit the usage or place some Tax for the Corp on the Reasearch / Production slots? You will be able to tax industry jobs in player outposts, we just need to add the bit of UI for configuring the tax rate.
Apologies if this is answered already, I'm a page behind.
Will we have the ability to set the tax rate on job install costs at POS's as well? I'm not sure if that just applied to outposts or not.
Would REALLY like to have this |
|

CCP Nullarbor
C C P C C P Alliance
714

|
Posted - 2014.06.11 13:53:00 -
[43] - Quote
Scarlett LaBlanc wrote:CCP Nullarbor wrote:Cpt King wrote:Whats the advantage because Pos or Station Producing / Reasearch for the Holders of the Station in 0.0? So the holders are not able to limit the usage or place some Tax for the Corp on the Reasearch / Production slots? You will be able to tax industry jobs in player outposts, we just need to add the bit of UI for configuring the tax rate. Apologies if this is answered already, I'm a page behind. Will we have the ability to set the tax rate on job install costs at POS's as well? I'm not sure if that just applied to outposts or not. Would REALLY like to have this
Tax rate at a POS makes no sense, since you can only install corporation jobs that get paid from the corporation wallet, you would only be taxing yourself.
Personal jobs at a POS may come with a POS rework in the future. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
|

Angelina Duvolle
Homeworld Technologies
39
|
Posted - 2014.06.11 13:53:00 -
[44] - Quote
Steve Ronuken wrote:
It's the Thukker component array. On the market
Thank for pointing it out, I hadn't seen it referred to in any of the dev posts.
It looks good, but I'd sure like to see it have more capacity then 1m m3 |

TigerXtrm
Black Thorne Corporation Black Thorne Alliance
714
|
Posted - 2014.06.11 16:04:00 -
[45] - Quote
Why can I move stuff around between POS containers regardless of vicinity, but the moment I want to compress or refine something I have to be within 3000m? Can't this be made to ignore distance? My YouTube Channel - EVE Tutorials & other game related things! |

De'Veldrin
Black Serpent Technologies The Unthinkables
2163
|
Posted - 2014.06.11 16:59:00 -
[46] - Quote
Vivi Udan wrote:\o/ I had no intention of training Starbase Defense Management because of the level5 Anchoring prerequisite.
Thank you for changing it to level4. Although I guess it depends on which side of the POS shield you're sitting on...
This., I've already bought the skill book. I'm just waiting. And wishing. And hopin', and dreamin'... GÇ£SandboxGÇ¥ does not mean that you will succeed at anything you attempt; it means you can attempt anything you want to succeed at. One of the largest obstacles in the way of your success is other players. |

Benny Ohu
Chaotic Tranquility
3336
|
Posted - 2014.06.11 18:25:00 -
[47] - Quote
CCP Ytterbium wrote:Valterra Craven wrote:CCP Ytterbium wrote:Hello people,
New corporations have to wait 7 days before anchoring Control Towers
What is the intended purpose for this? It's to provide a waiting time when receiving a war declaration before forming a new corporation and moving all the Starbase assets there. The workaround is to have a single alt create a separate contingency corp in anticipation of inbound wardecs. Upon receiving a wardec, the corp transfers all the assets to the contingency corp and dissolves the old corp, allowing the player/group to shed the wardec and put the starbase back up immediately
Is this correct?
e: cripes, this was mentioned like two posts after the one i quoted. serves me right for not reading the thread  |

Matthew
BloodStar Technologies
16
|
Posted - 2014.06.11 19:00:00 -
[48] - Quote
CCP Nullarbor wrote: Tax rate at a POS makes no sense, since you can only install corporation jobs that get paid from the corporation wallet, you would only be taxing yourself.
Having one part of your corporation able to tax another part of it is actually incredibly useful for implementing separation of duties within a corporation.
For example, under the current system you can nominate your starbase maintenance team to use the master wallet for all starbase expenses. The starbase team then sets their desired slot fees based on running costs of the starbase.
A different wallet division is set up for use by the blueprint copying team. The blueprint copying team places their jobs into the starbase lab arrays, and the appropriate slot fees are automatically deducted from the blueprint copying wallet division and paid into the master wallet division.
When the starbase maintenance team needs to buy more fuel, they are able to use the slot fees that have accumulated in the master wallet to do so. It is then very easy to see whether the takings are sufficient to run the starbase or not, and to manage the funding of the starbase separately from the profitability of the blueprint copying.
Without the ability to set taxes at a starbase, maintaining this separation of duties would require a significant amount of manual accounting work to calculate the appropriate apportionment of starbase operating costs and manually transfer the appropriate amounts of ISK between wallet divisions. |

Kenneth Skybound
Gallifrey Resources
88
|
Posted - 2014.06.11 20:09:00 -
[49] - Quote
CCP Nullarbor wrote:Scarlett LaBlanc wrote:CCP Nullarbor wrote:Cpt King wrote:Whats the advantage because Pos or Station Producing / Reasearch for the Holders of the Station in 0.0? So the holders are not able to limit the usage or place some Tax for the Corp on the Reasearch / Production slots? You will be able to tax industry jobs in player outposts, we just need to add the bit of UI for configuring the tax rate. Apologies if this is answered already, I'm a page behind. Will we have the ability to set the tax rate on job install costs at POS's as well? I'm not sure if that just applied to outposts or not. Would REALLY like to have this Tax rate at a POS makes no sense, since you can only install corporation jobs that get paid from the corporation wallet, you would only be taxing yourself. Personal jobs at a POS may come with a POS rework in the future.
If the tax is taken from one wallet and put into another it DOES make sense. Eg, industry guys putting money into the master wallet, through tax, to help pay their bit for the fuel. |
|

CCP Nullarbor
C C P C C P Alliance
716

|
Posted - 2014.06.11 21:19:00 -
[50] - Quote
Kenneth Skybound wrote:CCP Nullarbor wrote:Scarlett LaBlanc wrote:CCP Nullarbor wrote:Cpt King wrote:Whats the advantage because Pos or Station Producing / Reasearch for the Holders of the Station in 0.0? So the holders are not able to limit the usage or place some Tax for the Corp on the Reasearch / Production slots? You will be able to tax industry jobs in player outposts, we just need to add the bit of UI for configuring the tax rate. Apologies if this is answered already, I'm a page behind. Will we have the ability to set the tax rate on job install costs at POS's as well? I'm not sure if that just applied to outposts or not. Would REALLY like to have this Tax rate at a POS makes no sense, since you can only install corporation jobs that get paid from the corporation wallet, you would only be taxing yourself. Personal jobs at a POS may come with a POS rework in the future. If the tax is taken from one wallet and put into another it DOES make sense. Eg, industry guys putting money into the master wallet, through tax, to help pay their bit for the fuel.
I will talk about this use case with the team. Thanks for the feedback. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
|

Blue Harrier
167
|
Posted - 2014.06.11 21:44:00 -
[51] - Quote
A little disappointed with the following; I set up a POS (first one ever) and installed a Compression Array and a Reprocessing Array to test how they work.
Took some Veldspar ore to the compressor and it compressed instantly (after working out the none intuitive drag/drop/must get closer to activate storage). Carted the compressed ore back to a station to reprocess it and was presented with a very easy to use double window with tool tips explaining what skills were giving what bonuses, amount lost, amount as tax etc, loved it.
The next batch I dropped into the reprocessing array at the pos, right clicked, select reprocess, and done.... What the heck no window giving details, nothing.
So is this something in the pipeline or do we have to endure this none intuitive basic window thing?
"You wait - time passes, Thorin sits down and starts singing about gold." from The Hobbit on ZX Spectrum 1982. |

TigerXtrm
Black Thorne Corporation Black Thorne Alliance
714
|
Posted - 2014.06.11 22:22:00 -
[52] - Quote
Blue Harrier wrote:A little disappointed with the following; I set up a POS (first one ever) and installed a Compression Array and a Reprocessing Array to test how they work.
Took some Veldspar ore to the compressor and it compressed instantly (after working out the none intuitive drag/drop/must get closer to activate storage). Carted the compressed ore back to a station to reprocess it and was presented with a very easy to use double window with tool tips explaining what skills were giving what bonuses, amount lost, amount as tax etc, loved it.
The next batch I dropped into the reprocessing array at the pos, right clicked, select reprocess, and done.... What the heck no window giving details, nothing.
So is this something in the pipeline or do we have to endure this none intuitive basic window thing?
POS code is creepy and messy. Do not speak of it.
I'm willing to forgive the lack of interface or massive updating surrounding POS's in the knowledge that their overhaul is actually in the pipeline and that wasting time on it now is probably not best idea. My YouTube Channel - EVE Tutorials & other game related things! |

Sirinda
Ekchuah's Shrine Comporium
369
|
Posted - 2014.06.11 23:01:00 -
[53] - Quote
CCP Ytterbium wrote:Valterra Craven wrote:CCP Ytterbium wrote:Hello people,
New corporations have to wait 7 days before anchoring Control Towers
What is the intended purpose for this? It's to provide a waiting time when receiving a war declaration before forming a new corporation and moving all the Starbase assets there.
So? I'd imagine any corp worth their salt has one or even more holding alts in separate one-man corporations. Pointless limitation is pointless. |

Max Kolonko
High Voltage Industries Ash Alliance
422
|
Posted - 2014.06.11 23:30:00 -
[54] - Quote
CCP Nullarbor wrote:Kenneth Skybound wrote:CCP Nullarbor wrote:stuff If the tax is taken from one wallet and put into another it DOES make sense. Eg, industry guys putting money into the master wallet, through tax, to help pay their bit for the fuel. I will talk about this use case with the team. Thanks for the feedback.
Sounds like to much of an edge case to me Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |

Max Kolonko
High Voltage Industries Ash Alliance
422
|
Posted - 2014.06.11 23:32:00 -
[55] - Quote
Sirinda wrote:CCP Ytterbium wrote:Valterra Craven wrote:CCP Ytterbium wrote:Hello people,
New corporations have to wait 7 days before anchoring Control Towers
What is the intended purpose for this? It's to provide a waiting time when receiving a war declaration before forming a new corporation and moving all the Starbase assets there. So? I'd imagine any corp worth their salt has one or even more holding alts in separate one-man corporations. Pointless limitation is pointless.
So what that they have alts in there? does those alt can do industry? Maybe some do but than again those would be with the poses already setted up. Otherwise when You escape from war You cant just apply with Your industry guys to Your other corp due to war cool-down (you cant join other corp if you felt corp during war for a week or two - cant remember exactly) Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |

Retar Aveymone
GoonWaffe Goonswarm Federation
450
|
Posted - 2014.06.12 00:50:00 -
[56] - Quote
The Thukker Component Array can only be anchored in space with security greater than 0.1.
You mean either greater than OR EQUAL TO 0.1, or greater than 0.0. Otherwise you can't anchor this thing in much of lowsec. |

Jacabon Mere
Capital Storm. Black Flag Society
85
|
Posted - 2014.06.12 05:14:00 -
[57] - Quote
Additionally there are some low sec systems that are 0.0 security rating. Hophib for example Capital Storm is recruiting Aussies for Lowsec pvp and money making. Join "Capital Storm Pub" channel ingame. www.capitalstorm.net |

Kenneth Skybound
Gallifrey Resources
89
|
Posted - 2014.06.12 07:25:00 -
[58] - Quote
Max Kolonko wrote:CCP Nullarbor wrote:Kenneth Skybound wrote:CCP Nullarbor wrote:stuff If the tax is taken from one wallet and put into another it DOES make sense. Eg, industry guys putting money into the master wallet, through tax, to help pay their bit for the fuel. I will talk about this use case with the team. Thanks for the feedback. Sounds like to much of an edge case to me
It's not really that much of an edge case. In current terms, it'd be done by putting an actual cost on starbase line usage, having the indie guys have access to say wallet 7, they put in the money for their job only (so nothing to be stolen) and the line is paid for, dumping into master wallet.
Part of the reason this is not so commonly done currently is the effort required to get a pos up and relative lack of benefits to the small fry industrialist to work out of a corp POS.
With the tax able to be set to zero anyway, the fact that some people would used it, even at your "edge case" derision, means that it is somewhat worthwhile implementing as it would have no negative effect on those who don't use the taxation.
POS is a corp asset, industry is a player activity. There's got to be some upward income to (help) pay for the starbase. |

Rivr Luzade
Coreli Corporation Ineluctable.
563
|
Posted - 2014.06.12 07:33:00 -
[59] - Quote
Currently you are not able to launch POS mods, or anything for that matter, for corporation out of the Fleet Hangar of an, for instance, Impel.
Can this please be fixed or such functionality be implemented? It is highly cumbersome to move POS mods from the fleet hangar to the cargo hold only to launch it - let alone that you need to have at least 1 cargo expander to provide the necessary 4km-¦ for some mods. |

Scarlett LaBlanc
Midnight Savran Industries
115
|
Posted - 2014.06.12 13:41:00 -
[60] - Quote
Kenneth Skybound wrote:Max Kolonko wrote:CCP Nullarbor wrote:Kenneth Skybound wrote:CCP Nullarbor wrote:stuff If the tax is taken from one wallet and put into another it DOES make sense. Eg, industry guys putting money into the master wallet, through tax, to help pay their bit for the fuel. I will talk about this use case with the team. Thanks for the feedback. Sounds like to much of an edge case to me It's not really that much of an edge case. In current terms, it'd be done by putting an actual cost on starbase line usage, having the indie guys have access to say wallet 7, they put in the money for their job only (so nothing to be stolen) and the line is paid for, dumping into master wallet. Part of the reason this is not so commonly done currently is the effort required to get a pos up and relative lack of benefits to the small fry industrialist to work out of a corp POS. With the tax able to be set to zero anyway, the fact that some people would used it, even at your "edge case" derision, means that it is somewhat worthwhile implementing as it would have no negative effect on those who don't use the taxation. POS is a corp asset, industry is a player activity. There's got to be some upward income to (help) pay for the starbase.
I guess it might be "edge use" if the majority of POS's are run by one man corps.... If a corporation has a POS to provide industry benifits (bonuses they can not recieve in an NPC station) to its members, that asset and it fuel must be paid for. I much prefer that people who use a service pay, for that service. The easiest way to do that at a POS would be to tax the job install costs the same way it will happen at NPC stations.
Post patch when you install a job at an NPC station you will pay a "labor cost", plus a 10% tax to the NPC corp on that cost. I'm asking that a player corp be able to set a custom tax rate and collect that same tax. This would provide a mechanic for those who use the POS to cover its own costs, using a mechanic that will ALREADY exist in game.
I realize that POS code is a disaster, but it seems to me this would happen as part of the indusrty UI, and should be a simple thing to code.
This was discussed in the feedback thread for the indusrty Dev blog and it was implied by Dev responce that it would be added if time allowed. I was under the impression that the six week push back was to allow time to provide for "features" such as this.
Without this, when corp members flock to the POS to take advantage of the material cost reductions for manufacturing, lack of the 10% NPC job install tax and faster research / copying with unlimited slots... Someone is going to have to create another spreadsheet and then play "bill collector" to get ISK or fuel blocks from people who are using the asset.
Would be SO NICE if CCP would provide the ability in game so I will not have to do in Eve a job I would not want in reality.
|

Soldarius
Deadman W0nderland Test Alliance Please Ignore
708
|
Posted - 2014.06.12 17:51:00 -
[61] - Quote
Matthew wrote:CCP Nullarbor wrote: Tax rate at a POS makes no sense, since you can only install corporation jobs that get paid from the corporation wallet, you would only be taxing yourself.
Having one part of your corporation able to tax another part of it is actually incredibly useful for implementing separation of duties within a corporation. For example, under the current system you can nominate your starbase maintenance team to use the master wallet for all starbase expenses. The starbase team then sets their desired slot fees based on running costs of the starbase. A different wallet division is set up for use by the blueprint copying team. The blueprint copying team places their jobs into the starbase lab arrays, and the appropriate slot fees are automatically deducted from the blueprint copying wallet division and paid into the master wallet division. When the starbase maintenance team needs to buy more fuel, they are able to use the slot fees that have accumulated in the master wallet to do so. It is then very easy to see whether the takings are sufficient to run the starbase or not, and to manage the funding of the starbase separately from the profitability of the blueprint copying. Without the ability to set taxes at a starbase, maintaining this separation of duties would require a significant amount of manual accounting work to calculate the appropriate apportionment of starbase operating costs and manually transfer the appropriate amounts of ISK between wallet divisions.
You do realize you are proposing transferring money from the master wallet into a division to pay for fees which go into the master wallet, right?
Dizzy yet? I know your isk is. Because you're washing it like a pro. Not to mention the risk of corp theft.
You can set the taxes to 0, give access to a single empty wallet division to everyone using the arrays thus eliminating the opportunity for theft and skimming, and then pay for POS fuel out of the master wallet (or another POS-related division for that matter) anyway.
tl;dr: There is no way to make money from POS array fees. The net is always zero.
GÇ£I personally refuse to help AAA take space from itself so it can become an even shittier version of itselfGÇ¥
-Grath Telkin, 2014. |

Soldarius
Deadman W0nderland Test Alliance Please Ignore
708
|
Posted - 2014.06.12 17:52:00 -
[62] - Quote
Kenneth Skybound wrote:CCP Nullarbor wrote:Scarlett LaBlanc wrote:CCP Nullarbor wrote:Cpt King wrote:Whats the advantage because Pos or Station Producing / Reasearch for the Holders of the Station in 0.0? So the holders are not able to limit the usage or place some Tax for the Corp on the Reasearch / Production slots? You will be able to tax industry jobs in player outposts, we just need to add the bit of UI for configuring the tax rate. Apologies if this is answered already, I'm a page behind. Will we have the ability to set the tax rate on job install costs at POS's as well? I'm not sure if that just applied to outposts or not. Would REALLY like to have this Tax rate at a POS makes no sense, since you can only install corporation jobs that get paid from the corporation wallet, you would only be taxing yourself. Personal jobs at a POS may come with a POS rework in the future. If the tax is taken from one wallet and put into another it DOES make sense. Eg, industry guys putting money into the master wallet, through tax, to help pay their bit for the fuel.
Dude, they aren't paying from their personal wallet. The fees come out of the corp wallet. GÇ£I personally refuse to help AAA take space from itself so it can become an even shittier version of itselfGÇ¥
-Grath Telkin, 2014. |

Kithran
100
|
Posted - 2014.06.12 18:15:00 -
[63] - Quote
Soldarius wrote:Kenneth Skybound wrote:CCP Nullarbor wrote:Scarlett LaBlanc wrote:CCP Nullarbor wrote: You will be able to tax industry jobs in player outposts, we just need to add the bit of UI for configuring the tax rate.
Apologies if this is answered already, I'm a page behind. Will we have the ability to set the tax rate on job install costs at POS's as well? I'm not sure if that just applied to outposts or not. Would REALLY like to have this Tax rate at a POS makes no sense, since you can only install corporation jobs that get paid from the corporation wallet, you would only be taxing yourself. Personal jobs at a POS may come with a POS rework in the future. If the tax is taken from one wallet and put into another it DOES make sense. Eg, industry guys putting money into the master wallet, through tax, to help pay their bit for the fuel. Dude, they aren't paying from their personal wallet. The fees come out of the corp wallet.
To illustrate how it would be used (and how I have personally seen it used in the past)
You set up a wallet division called research.
You give the people doing research access to the wallet division research - this means they can put in money when they want to do research.
You set a cost for the research (current process - would be a tax rate under new method).
When someone wants to do research they put the bpo in a lab, they put the isk into the research wallet, they start research.
At present with this arrangement the cost goes into the master wallet, it can then be used to pay for say fuel. What people are suggesting is you should be able to set tax rates on your own pos which would mean the tax part of the cost of a job would go into the master wallet in the same way costs do now. |

Benny Ohu
Chaotic Tranquility
3337
|
Posted - 2014.06.12 18:47:00 -
[64] - Quote
Max Kolonko wrote:So what that they have alts in there? does those alt can do industry? Maybe some do but than again those would be with the poses already setted up. Otherwise when You escape from war You cant just apply with Your industry guys to Your other corp due to war cool-down (you cant join other corp if you felt corp during war for a week or two - cant remember exactly) i'd forgotten about that, you're smarter than i am  |

Icarus Narcissus
Section 8. Fatal Ascension
18
|
Posted - 2014.06.12 22:03:00 -
[65] - Quote
In regards to the changes to blueprints not being able to be researched, copied, or manufactured from a station in a POS, how do you foresee corps that had offered a shared locked blueprint pool to their membership operating moving forward?
Example:
Quote:"Indy Corp A" has a corp hangar in station designated for lockeddown BPOs and a POS for copying and research in the same system
Members of "Indy Corp A" are able to utilize this BPO library for copy jobs, as well as to contribute to ME/PE (now called ML, TL) research to benefit the collective library using the facilities on the POS, this is in fact one of the largest draws for being part of "Indy Corp A" as the corporation has amassed a tens-of-billions of ISK blueprint collection, far beyond the capabilities of any single one of its members.
Following the Cirius patch, members of "Indy Corp A" will no longer be able to do copying or research in the POS without the blueprints becoming unlocked and moved to the POS, and therefore vulnerable to the theft the lockdown system currently prevents. They can still build off the BPOs if the station the BPOs are held in has manufacturing facilities, but they are unable to make copies and then produce goods in a different location of their choosing if the system is overcrowded or unable to build the goods in question.
While I imagine there are very few industrial conglomerates similar to the hypothetical "Indy Corp A" mentioned, they do exist and this patch could end up disrupting their benefits severely.
These types corporations will have to locate solely into stations that have a full set of facilities (ML, TL, Copy, and Manufacturing), but they, of course, lose the benefits of having a POS, such as the reduced research costs and times. This isn't such a concern other than raising a use case that may not have been considered previously where "Increase Risk for Increased Reward" works well for the individual when they are in a one-person (although multi-pilot) corporation, but causes possibly undue penalties to actual multi-player industrialist corporations built for purposes of inter-player cooperation and/or helping new industrialists learn and grow in an assisted environment. |
|

CCP Nullarbor
C C P C C P Alliance
718

|
Posted - 2014.06.12 23:30:00 -
[66] - Quote
Icarus Narcissus wrote:In regards to the changes to blueprints not being able to be researched, copied, or manufactured from a station in a POS, how do you foresee corps that had offered a shared locked blueprint pool to their membership operating moving forward?
The ones that don't trust their members or are unable to defend their POS will simply research and copy in (now slotless) NPC stations.
Blueprint access rights are less of a problem with industry itself and more to do with corp roles + POSes which if you saw our roadmap from Fanfest you will know is next on our radar to look at. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
|

Chanina
ASGARD HEAVY INDUSTRIES Kadeshians
52
|
Posted - 2014.06.13 08:52:00 -
[67] - Quote
CCP Nullarbor wrote:Icarus Narcissus wrote:In regards to the changes to blueprints not being able to be researched, copied, or manufactured from a station in a POS, how do you foresee corps that had offered a shared locked blueprint pool to their membership operating moving forward? The ones that don't trust their members or are unable to defend their POS will simply research and copy in (now slotless) NPC stations. Blueprint access rights are less of a problem with industry itself and more to do with corp roles + POSes which if you saw our roadmap from Fanfest you will know is next on our radar to look at.
To work from a BPO you only need "query" access to it. put your BPOs into a devision your minions don't have take access to and your BPOs should be save. Accept from director level theft. Its not as save as lock down but should work for some cases. |

Sentient Blade
Crisis Atmosphere
1266
|
Posted - 2014.06.13 08:59:00 -
[68] - Quote
CCP Nullarbor wrote:The ones that don't trust their members or are unable to defend their POS will simply research and copy in (now slotless) NPC stations.
I think you're deliberately confusing a small indy corp with a nullsec alliance or RvB.
The notion of defending a POS is nonsense - If it's online, and armed, then the only groups liable to attack it are those with sufficiently overwhelming force that it's reinforced within half an hour.
That RF can take place at ANY time of the day.
Are you seriously suggesting that to take advantage of researching in POS towers that small indy corps now need enough members to put up an around-the-clock defensive fleet?
What about smaller still, one or two man corps that use industry to fund other things, like PvP? Is it a case of:
"Hey, sorry. We here at CCP think that EVE is serious business and you can forget about that spontaneous weekend trip away with your wife because when you get back your BPOs are all gone." |
|

CCP Nullarbor
C C P C C P Alliance
718

|
Posted - 2014.06.13 09:06:00 -
[69] - Quote
Sentient Blade wrote:CCP Nullarbor wrote:The ones that don't trust their members or are unable to defend their POS will simply research and copy in (now slotless) NPC stations. I think you're deliberately confusing a small indy corp with a nullsec alliance or RvB. The notion of defending a POS is nonsense - If it's online, and armed, then the only groups liable to attack it are those with sufficiently overwhelming force that it's reinforced within half an hour. That RF can take place at ANY time of the day. Are you seriously suggesting that to take advantage of researching in POS towers that small indy corps now need enough members to put up an around-the-clock defensive fleet? What about smaller still, one or two man corps that use industry to fund other things, like PvP? Is it a case of: "Hey, sorry. We here at CCP think that EVE is serious business and you can forget about that spontaneous weekend trip away with your wife because when you get back your BPOs are all gone."
For a highsec POS at least you will get a wardec notice period before being at risk, but like I said, small corps will just use NPC stations. With the removal of slots and system wide cost scaling this isn't as big a deal as it used to be with slot constraints.
Those that want to take the risk, enjoy the POS bonuses. The choice is yours. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
|
|

CCP Nullarbor
C C P C C P Alliance
718

|
Posted - 2014.06.13 09:09:00 -
[70] - Quote
Chanina wrote:CCP Nullarbor wrote:Icarus Narcissus wrote:In regards to the changes to blueprints not being able to be researched, copied, or manufactured from a station in a POS, how do you foresee corps that had offered a shared locked blueprint pool to their membership operating moving forward? The ones that don't trust their members or are unable to defend their POS will simply research and copy in (now slotless) NPC stations. Blueprint access rights are less of a problem with industry itself and more to do with corp roles + POSes which if you saw our roadmap from Fanfest you will know is next on our radar to look at. To work from a BPO you only need "query" access to it. put your BPOs into a devision your minions don't have take access to and your BPOs should be save. Accept from director level theft. Its not as save as lock down but should work for some cases.
Correct, and IMO this is a lot nicer to work with than blueprint locking but as you said requires you to trust your directors.
Blueprint lock down, roles + division access at POSes are all on our longer term roadmap to review however because the current state of affairs could be a lot better. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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Sentient Blade
Crisis Atmosphere
1266
|
Posted - 2014.06.13 09:21:00 -
[71] - Quote
CCP Nullarbor wrote:but like I said, small corps will just use NPC stations.
Fair enough, but to get the point home... can one of the database guys tell us how big your average indy corp (those running > 100 jobs per month) is?
I'm guessing it's about... 10.
These particular changes just leave me with a very bad taste in my mouth. They remind me of when CCP decided to remove higher-end anomalies from 90% of nullsec and kidney-punched every small nullsec alliance out there. |
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CCP Nullarbor
C C P C C P Alliance
719

|
Posted - 2014.06.13 09:43:00 -
[72] - Quote
Sentient Blade wrote:CCP Nullarbor wrote:but like I said, small corps will just use NPC stations. Fair enough, but to get the point home... can one of the database guys tell us how big your average indy corp (those running > 100 jobs per month) is? I'm guessing it's about... 10. These particular changes just leave me with a very bad taste in my mouth. They remind me of when CCP decided to remove higher-end anomalies from 90% of nullsec and kidney-punched every small nullsec alliance out there.
Just ran the numbers on this, it's actually higher than you think. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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Careby
Careby Exploration Create Alliance
176
|
Posted - 2014.06.13 10:09:00 -
[73] - Quote
CCP Nullarbor wrote:...but like I said, small corps will just use NPC stations. With the removal of slots and system wide cost scaling this isn't as big a deal as it used to be with slot constraints.
Those that want to take the risk, enjoy the POS bonuses. The choice is yours. I may have missed a detail or two, but isn't there going to be a problem with the number of available office slots at stations with research?
Currently a small corp uses a POS for research because of limited station research slots, and can locate their office at any station in the system. If those corps move their research from POS to station post-Crius, it seems to me they will have to locate their office at a station that has research. And because of system-wide cost scaling, there seems to be little incentive to manufacture at stations without research. Which would seem to lead everyone to congregate at the research stations, which would then lead to high office rent at those stations. This might make it very expensive to run corporation research jobs.
A large corporation doing research may have no problem with high office rent. An individual doing research doesn't need to rent an office. But a small corporation which does need a corporation hangar for blueprint research may find the office cost difficult to bear. Are there any planned changes to the number of available offices and/or the rent structure? And if office rent will not be an issue, why will anyone use a non-research station for industry?
Sarcasm is OP |

Sentient Blade
Crisis Atmosphere
1266
|
Posted - 2014.06.13 10:10:00 -
[74] - Quote
CCP Nullarbor wrote:Just ran the numbers on this, it's actually higher than you think.
Thanks for running those - Is it something you can share? It would go a long way to abating the fear that these changes would be such a large barrier to entry for new corporations. Not in terms of slots, but in terms of new groups only getting half the research speed etc. |
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CCP Ytterbium
C C P C C P Alliance
3560

|
Posted - 2014.06.13 10:19:00 -
[75] - Quote
Velicitia wrote:CCP Ytterbium wrote:Velicitia wrote:Looks like the (hisec) Repro Array is misbehaving.
Skills --> 5/5/5 Refining, Refinery Efficiency, Veldspar Processing Batch --> 1 x veldspar (100 units) Edit -- oh, have the 4% implant too.
POS Result -- 215 Raw Spreadsheet Result (POS) -- 311.25
For reference, stations seem to be OK: Tax --> 5% (as listed in game -- standings actually bring this down to approximately 3% based on real losses) Overall -> "70% yield" in station, according to ingame repro window
Station Result -- 289 Raw Spreadsheet Result (Station) -- 289.67 Yes indeed, Reprocessing Arrays aren't taking skills into account yet. Aww  Well, at least you're aware then  . Any timeline for kicking the POS code into behaving ... or just "soon(tm)"?
I could say "during the next few weeks" but I'm not sure that would help  |
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CCP Ytterbium
C C P C C P Alliance
3560

|
Posted - 2014.06.13 10:19:00 -
[76] - Quote
Darkblad wrote:(updated copy of a post I made in the reprocessing feedback thread) Compression Array AttributesThree entries that may be obsolete/wrong Refining Yield Multiplier (0.55x), Operational Duration (10.00s) and Restricted to Security Level Less Than (1) Multiplier is x 0.52 in case the attribute is used that way. Reprocessing is instant. I Successfully anchored/put online Reprocessing and Compression Arrays in Pator, which is true 1.0. Tower AnchoringI also anchor a tower in Lustrevik which is one of the restricted systems, at least for PI.
Thanks for spotting this. |
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CCP Ytterbium
C C P C C P Alliance
3560

|
Posted - 2014.06.13 10:23:00 -
[77] - Quote
TigerXtrm wrote:Blue Harrier wrote:A little disappointed with the following; I set up a POS (first one ever) and installed a Compression Array and a Reprocessing Array to test how they work.
Took some Veldspar ore to the compressor and it compressed instantly (after working out the none intuitive drag/drop/must get closer to activate storage). Carted the compressed ore back to a station to reprocess it and was presented with a very easy to use double window with tool tips explaining what skills were giving what bonuses, amount lost, amount as tax etc, loved it.
The next batch I dropped into the reprocessing array at the pos, right clicked, select reprocess, and done.... What the heck no window giving details, nothing.
So is this something in the pipeline or do we have to endure this none intuitive basic window thing?
POS code is creepy and messy. Do not speak of it. I'm willing to forgive the lack of interface or massive updating surrounding POS's in the knowledge that their overhaul is actually in the pipeline and that wasting time on it now is probably not best idea.
That's exactly why we couldn't attach the new Reprocessing UI to Starbases (for now). When CCP Tuxford had a glimpse at the code he fainted, begging for mercy, asking us to spare him because he has a family that he needs to feed and all the usual stuff.
Poor thing. |
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CCP Nullarbor
C C P C C P Alliance
719

|
Posted - 2014.06.13 10:33:00 -
[78] - Quote
Careby wrote:CCP Nullarbor wrote:...but like I said, small corps will just use NPC stations. With the removal of slots and system wide cost scaling this isn't as big a deal as it used to be with slot constraints.
Those that want to take the risk, enjoy the POS bonuses. The choice is yours. I may have missed a detail or two, but isn't there going to be a problem with the number of available office slots at stations with research? Currently a small corp uses a POS for research because of limited station research slots, and can locate their office at any station in the system. If those corps move their research from POS to station post-Crius, it seems to me they will have to locate their office at a station that has research. And because of system-wide cost scaling, there seems to be little incentive to manufacture at stations without research. Which would seem to lead everyone to congregate at the research stations, which would then lead to high office rent at those stations. This might make it very expensive to run corporation research jobs. A large corporation doing research may have no problem with high office rent. An individual doing research doesn't need to rent an office. But a small corporation which does need a corporation hangar for blueprint research may find the office cost difficult to bear. Are there any planned changes to the number of available offices and/or the rent structure? And if office rent will not be an issue, why will anyone use a non-research station for industry?
This is a very valid concern and something we will keep a close eye on. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
|

DoToo Foo
Weaponised FuGu
23
|
Posted - 2014.06.13 11:09:00 -
[79] - Quote
CCP Ytterbium wrote:Valterra Craven wrote:CCP Ytterbium wrote:Hello people,
New corporations have to wait 7 days before anchoring Control Towers
What is the intended purpose for this? It's to provide a waiting time when receiving a war declaration before forming a new corporation and moving all the Starbase assets there.
We keep various single member alt accounts created, primarily for hauler pilots. And we are wormhole corps who care less about wardecs than most.
This change will prevent the new and disorganized from being able to set up towers, but will have little effect on suitably knowledgeable veterans. That might be a desirable effect. |

TigerXtrm
Black Thorne Corporation Black Thorne Alliance
715
|
Posted - 2014.06.13 11:39:00 -
[80] - Quote
I anchored and onlined a couple of Component Assembly Arrays but I can't seem to find them in the list of manufacturing lines. Bug or am I doing something wrong? My YouTube Channel - EVE Tutorials & other game related things! |

WEY'0UN
Shadows Of The Federation Drunk 'n' Disorderly
8
|
Posted - 2014.06.13 11:44:00 -
[81] - Quote
Will there ever be expansions to pos gunning? Anchoring lvl 5 was a terribly long skill for those of us who trained it... Starbase defence lvl 5 even more so. Have you ever considered adding skills for more guns or tracking etc? |
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CCP Nullarbor
C C P C C P Alliance
722

|
Posted - 2014.06.13 11:50:00 -
[82] - Quote
TigerXtrm wrote:I anchored and onlined a couple of Component Assembly Arrays but I can't seem to find them in the list of manufacturing lines. Bug or am I doing something wrong?
They are delayed by up to an hour, but this behavior is only temporary. They will appear immediately before we go to TQ. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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MailDeadDrop
Rage and Terror Against ALL Authorities
342
|
Posted - 2014.06.13 14:05:00 -
[83] - Quote
CCP Nullarbor wrote:Careby wrote:CCP Nullarbor wrote:...but like I said, small corps will just use NPC stations. With the removal of slots and system wide cost scaling this isn't as big a deal as it used to be with slot constraints.
Those that want to take the risk, enjoy the POS bonuses. The choice is yours. I may have missed a detail or two, but isn't there going to be a problem with the number of available office slots at stations with research? Currently a small corp uses a POS for research because of limited station research slots, and can locate their office at any station in the system. If those corps move their research from POS to station post-Crius, it seems to me they will have to locate their office at a station that has research. And because of system-wide cost scaling, there seems to be little incentive to manufacture at stations without research. Which would seem to lead everyone to congregate at the research stations, which would then lead to high office rent at those stations. This might make it very expensive to run corporation research jobs. A large corporation doing research may have no problem with high office rent. An individual doing research doesn't need to rent an office. But a small corporation which does need a corporation hangar for blueprint research may find the office cost difficult to bear. Are there any planned changes to the number of available offices and/or the rent structure? And if office rent will not be an issue, why will anyone use a non-research station for industry? This is a very valid concern and something we will keep a close eye on. This exact issue is what I've been harping on for literally weeks now: April 30th: https://forums.eveonline.com/default.aspx?g=posts&m=4533016#post4533016 May 13th: https://forums.eveonline.com/default.aspx?g=posts&m=4588758#post4588758 May 21st: https://forums.eveonline.com/default.aspx?g=posts&m=4620510#post4620510
And possibly other posts which I can't be bothered to go find at the moment. All I've ever seen are very tepid, unsatisfactory responses. I get the distinct impression that my view of what's going to happen in Crius and CCP's view(s) are very different.
So let me change tacks. Please run a quick DB query to count the number of free offices in highsec stations which have lab facilities. Run another DB query to count the number of corps with highsec R&D POSes and BPOs in their office hangars. Compare these numbers. I suspect you will find that the latter number (# of corps) FAR EXCEEDS the former number (# of available offices). What, CCP, do you suppose this will mean for Crius?
MDD |
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CCP Greyscale
C C P C C P Alliance
2366

|
Posted - 2014.06.13 14:32:00 -
[84] - Quote
Angelina Duvolle wrote:Steve Ronuken wrote:
It's the Thukker component array. On the market
Thank for pointing it out, I hadn't seen it referred to in any of the dev posts. It looks good, but I'd sure like to see it have more capacity then 1m m3 Is their some reason it has to be anchored in a system with less then .4? Should be able to anchor in .1-.4 I would think. (I can't find one to test with) I noticed the intensive array requires less then .449
Oh, yeah, the attribute names are wrong. The code is correct, though, we've fixed it so that it includes the relevant number rather than excluding it. Intensive refine I will follow up on.
Jacabon Mere wrote:Additionally there are some low sec systems that are 0.0 security rating. Hophib for example
Yeah, those are a weird anomaly that we don't have a good solution for right now. They interact strangely with a number of different systems. |
|

Blue Harrier
167
|
Posted - 2014.06.13 15:32:00 -
[85] - Quote
Thanks for the earlier reply to my other post.
Now a question; We now have the facility to anchor a POS in high sector space but do I take it we will not be able to harvest moons?
I did try and set up a Moon Harvesting Array but got a long winded message about it had to be in 0.4 or less (I think). The message vanishes far too quickly to read it all and because it has multiple lines itGÇÖs very difficult to read all of it in one go.
"You wait - time passes, Thorin sits down and starts singing about gold." from The Hobbit on ZX Spectrum 1982. |

Soldarius
Deadman W0nderland Test Alliance Please Ignore
709
|
Posted - 2014.06.13 15:52:00 -
[86] - Quote
Kithran wrote:To illustrate how it would be used (and how I have personally seen it used in the past)
You set up a wallet division called research.
You give the people doing research access to the wallet division research - this means they can put in money when they want to do research.
You set a cost for the research (current process - would be a tax rate under new method).
When someone wants to do research they put the bpo in a lab, they put the isk into the research wallet, they start research.
At present with this arrangement the cost goes into the master wallet, it can then be used to pay for say fuel. What people are suggesting is you should be able to set tax rates on your own pos which would mean the tax part of the cost of a job would go into the master wallet in the same way costs do now.
I agree that you are effectively depending on donations from your players to run your POS.
I also agree that members can simply not pay. Or pay less. Or empty the wallet at will (though that would show in the logs). Or any number of other things that result in you losing isk.
I'm all for having a way to tax for array usage, especially if it allows public fees and access. If we could select which wallet to use to pay for the lab fees, like we can for buying and selling on the market, the entire problem would be solved.
GÇ£I personally refuse to help AAA take space from itself so it can become an even shittier version of itselfGÇ¥
-Grath Telkin, 2014. |

Soldarius
Deadman W0nderland Test Alliance Please Ignore
710
|
Posted - 2014.06.13 16:01:00 -
[87] - Quote
Blue Harrier wrote:Thanks for the earlier reply to my other post.
Now a question; We now have the facility to anchor a POS in high sector space but do I take it we will not be able to harvest moons?
I did try and set up a Moon Harvesting Array but got a long winded message about it had to be in 0.4 or less (I think). The message vanishes far too quickly to read it all and because it has multiple lines itGÇÖs very difficult to read all of it in one go.
The tl;dr: You cannot do moon mining in .4 or higher.
That is it. I hope that one day that changes. I've never been a fan of artificial and/or arbitrary limitations. Then again, it would probably completely crash the moongoo market.
GÇ£I personally refuse to help AAA take space from itself so it can become an even shittier version of itselfGÇ¥
-Grath Telkin, 2014. |
|

CCP Greyscale
C C P C C P Alliance
2371

|
Posted - 2014.06.13 16:09:00 -
[88] - Quote
Soldarius wrote:Blue Harrier wrote:Thanks for the earlier reply to my other post.
Now a question; We now have the facility to anchor a POS in high sector space but do I take it we will not be able to harvest moons?
I did try and set up a Moon Harvesting Array but got a long winded message about it had to be in 0.4 or less (I think). The message vanishes far too quickly to read it all and because it has multiple lines itGÇÖs very difficult to read all of it in one go.
The tl;dr: You cannot do moon mining in .4 or higher. That is it. I hope that one day that changes. I've never been a fan of artificial and/or arbitrary limitations. Then again, it would probably completely crash the moongoo market.
0.5 or higher as of Crius. We changed a >= to a > so the code does what the authoring was always assuming it did. I just fixed the display text for the attributes this afternoon to reflect this, but the code should already be in place. |
|

Bridgette d'Iberville
Better Killing Through Chemistry
265
|
Posted - 2014.06.13 16:12:00 -
[89] - Quote
CCP Greyscale wrote:0.5 or higher as of Crius. We changed a >= to a > so the code does what the authoring was always assuming it did. I just fixed the display text for the attributes this afternoon to reflect this, but the code should already be in place.
I'm being stupid for asking this since I think you pretty clearly articulated it above, but are you saying you can run moon mining arrays in 0.4 space? Are other modules (hello reactors) that are currently restricted to 0.3 or lower space also getting the make-over?
(As an aside, I've never put up a POS in 0.4 but seem to remember some game guides indicating charters were required for them. That always seemed weird to me and I wondered if that was actually the case). "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." |
|

CCP Greyscale
C C P C C P Alliance
2371

|
Posted - 2014.06.13 16:15:00 -
[90] - Quote
Bridgette d'Iberville wrote:CCP Greyscale wrote:0.5 or higher as of Crius. We changed a >= to a > so the code does what the authoring was always assuming it did. I just fixed the display text for the attributes this afternoon to reflect this, but the code should already be in place. I'm being stupid for asking this since I think you pretty clearly articulated it above, but are you saying you can run moon mining arrays in 0.4 space? Are other modules (hello reactors) that are currently restricted to 0.3 or lower space also getting the make-over? (As an aside, I've never put up a POS in 0.4 but seem to remember some game guides indicating charters were required for them. That always seemed weird to me and I wondered if that was actually the case).
Yes and yes. Nothing has changed on the structures themselves, we've just changed the code so "0.4" means "up to 0.4" rather than "below 0.4". |
|

Gilbaron
Free-Space-Ranger Nulli Secunda
1451
|
Posted - 2014.06.13 16:27:00 -
[91] - Quote
dat bombshell
brb, scanning moons GRRR Goons |

TigerXtrm
Black Thorne Corporation Black Thorne Alliance
715
|
Posted - 2014.06.13 16:27:00 -
[92] - Quote
My Component Assembly Array tells me it gives a 25% reduction in material. I'm assuming that's a mistake?  My YouTube Channel - EVE Tutorials & other game related things! |

MailDeadDrop
Rage and Terror Against ALL Authorities
343
|
Posted - 2014.06.13 16:28:00 -
[93] - Quote
CCP Greyscale wrote:Bridgette d'Iberville wrote:CCP Greyscale wrote:0.5 or higher as of Crius. We changed a >= to a > so the code does what the authoring was always assuming it did. I just fixed the display text for the attributes this afternoon to reflect this, but the code should already be in place. I'm being stupid for asking this since I think you pretty clearly articulated it above, but are you saying you can run moon mining arrays in 0.4 space? Are other modules (hello reactors) that are currently restricted to 0.3 or lower space also getting the make-over? (As an aside, I've never put up a POS in 0.4 but seem to remember some game guides indicating charters were required for them. That always seemed weird to me and I wondered if that was actually the case). Yes and yes. Nothing has changed on the structures themselves, we've just changed the code so "0.4" means "up to 0.4" rather than "below 0.4". Actually, I hope you changed the code to be " less than 0.45 " IIRC truesec less than 0.45 is rounded down to 0.4 in the game. Correct?
MDD |
|

CCP Greyscale
C C P C C P Alliance
2372

|
Posted - 2014.06.13 16:37:00 -
[94] - Quote
MailDeadDrop wrote:CCP Greyscale wrote:Bridgette d'Iberville wrote:CCP Greyscale wrote:0.5 or higher as of Crius. We changed a >= to a > so the code does what the authoring was always assuming it did. I just fixed the display text for the attributes this afternoon to reflect this, but the code should already be in place. I'm being stupid for asking this since I think you pretty clearly articulated it above, but are you saying you can run moon mining arrays in 0.4 space? Are other modules (hello reactors) that are currently restricted to 0.3 or lower space also getting the make-over? (As an aside, I've never put up a POS in 0.4 but seem to remember some game guides indicating charters were required for them. That always seemed weird to me and I wondered if that was actually the case). Yes and yes. Nothing has changed on the structures themselves, we've just changed the code so "0.4" means "up to 0.4" rather than "below 0.4". Actually, I hope you changed the code to be " less than 0.45 " IIRC truesec less than 0.45 is rounded down to 0.4 in the game. Correct? MDD
This particular bit of code converts the real security value to a single-place decimal (actually, to a integer representation between -1000 and +1000, but whatever) prior to doing the comparison, rounding the same way that we do for ingame sec display. |
|

Circumstantial Evidence
128
|
Posted - 2014.06.13 16:43:00 -
[95] - Quote
CCP Greyscale, Players have dropped a few ideas to help account for POS array "online/offline shenanigans" over here: https://forums.eveonline.com/default.aspx?g=posts&m=4697380#post4697380
I made a somewhat complicated suggestion for tracking time and costing benefits per structure, but this idea by Maenth "seems simple" - linking all arrays of same type as a group: you could have all, or none online. |

Darkblad
Hilfe is like free Entertainment
269
|
Posted - 2014.06.13 17:22:00 -
[96] - Quote
Bridgette d'Iberville wrote:I'm being stupid for asking this since I think you pretty clearly articulated it above, but are you saying you can run moon mining arrays in 0.4 space? Are other modules (hello reactors) that are currently restricted to 0.3 or lower space also getting the make-over? Just to be sure, I tried to anchor and online a moon harvester on Sisi - successfully
EVE Infolinks -+-áOld and new-áPortraits |

Velicitia
Arma Artificer
2375
|
Posted - 2014.06.13 20:16:00 -
[97] - Quote
CCP Ytterbium wrote:Velicitia wrote:CCP Ytterbium wrote:Velicitia wrote:Looks like the (hisec) Repro Array is misbehaving.
Skills --> 5/5/5 Refining, Refinery Efficiency, Veldspar Processing Batch --> 1 x veldspar (100 units) Edit -- oh, have the 4% implant too.
POS Result -- 215 Raw Spreadsheet Result (POS) -- 311.25
For reference, stations seem to be OK: Tax --> 5% (as listed in game -- standings actually bring this down to approximately 3% based on real losses) Overall -> "70% yield" in station, according to ingame repro window
Station Result -- 289 Raw Spreadsheet Result (Station) -- 289.67 Yes indeed, Reprocessing Arrays aren't taking skills into account yet. Aww  Well, at least you're aware then  . Any timeline for kicking the POS code into behaving ... or just "soon(tm)"? I could say "during the next few weeks" but I'm not sure that would help 
well, that's slightly sooner than soon(tm), so I'll take it!
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 |

Laendra
Wildly Inappropriate Goonswarm Federation
49
|
Posted - 2014.06.13 20:24:00 -
[98] - Quote
CCP Greyscale wrote:Soldarius wrote:Blue Harrier wrote:Thanks for the earlier reply to my other post.
Now a question; We now have the facility to anchor a POS in high sector space but do I take it we will not be able to harvest moons?
I did try and set up a Moon Harvesting Array but got a long winded message about it had to be in 0.4 or less (I think). The message vanishes far too quickly to read it all and because it has multiple lines itGÇÖs very difficult to read all of it in one go.
The tl;dr: You cannot do moon mining in .4 or higher. That is it. I hope that one day that changes. I've never been a fan of artificial and/or arbitrary limitations. Then again, it would probably completely crash the moongoo market. 0.5 or higher as of Crius. We changed a >= to a > so the code does what the authoring was always assuming it did. I just fixed the display text for the attributes this afternoon to reflect this, but the code should already be in place.
Two things:
1) Are you still going to require Charters for 0.4? 2) Would you please randomize the minerals for those 0.4 moons on patch day to give back the excitement of scanning :)
|

Rivr Luzade
Coreli Corporation Ineluctable.
565
|
Posted - 2014.06.13 21:48:00 -
[99] - Quote
Laendra wrote: 1) Are you still going to require Charters for 0.4? 2) Would you please randomize the minerals for those 0.4 moons on patch day to give back the excitement of scanning :)
0.4 does not require charters. |

Bridgette d'Iberville
Better Killing Through Chemistry
265
|
Posted - 2014.06.13 21:52:00 -
[100] - Quote
Rivr Luzade wrote:0.4 does not require charters. Thanks for answering that, I've never tried to put a POS in 0.4 because some of the guides mention that starbase charters were required. There seemed to be little reason to put up a POS in a 0.4 given it seemed to have drawbacks of not doing everything a low-sec POS could do (reactions) while simultaneously requiring annoying Hi-Sec widgets to run. "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." |

Aryth
GoonWaffe Goonswarm Federation
1556
|
Posted - 2014.06.13 22:02:00 -
[101] - Quote
CCP Greyscale wrote:MailDeadDrop wrote:CCP Greyscale wrote:Bridgette d'Iberville wrote:CCP Greyscale wrote:0.5 or higher as of Crius. We changed a >= to a > so the code does what the authoring was always assuming it did. I just fixed the display text for the attributes this afternoon to reflect this, but the code should already be in place. I'm being stupid for asking this since I think you pretty clearly articulated it above, but are you saying you can run moon mining arrays in 0.4 space? Are other modules (hello reactors) that are currently restricted to 0.3 or lower space also getting the make-over? (As an aside, I've never put up a POS in 0.4 but seem to remember some game guides indicating charters were required for them. That always seemed weird to me and I wondered if that was actually the case). Yes and yes. Nothing has changed on the structures themselves, we've just changed the code so "0.4" means "up to 0.4" rather than "below 0.4". Actually, I hope you changed the code to be " less than 0.45 " IIRC truesec less than 0.45 is rounded down to 0.4 in the game. Correct? MDD This particular bit of code converts the real security value to a single-place decimal (actually, to a integer representation between -1000 and +1000, but whatever) prior to doing the comparison, rounding the same way that we do for ingame sec display.
Do you plan on then going back to 50% to keep the current supply/demand ratios the same then? Leader of the Goonswarm Economic Warfare Cabal. Vile Rat: You're the greatest sociopath that has ever played eve. |

Querns
GBS Logistics and Fives Support Goonswarm Federation
658
|
Posted - 2014.06.13 22:06:00 -
[102] - Quote
CCP Greyscale wrote:Soldarius wrote:Blue Harrier wrote:Thanks for the earlier reply to my other post.
Now a question; We now have the facility to anchor a POS in high sector space but do I take it we will not be able to harvest moons?
I did try and set up a Moon Harvesting Array but got a long winded message about it had to be in 0.4 or less (I think). The message vanishes far too quickly to read it all and because it has multiple lines itGÇÖs very difficult to read all of it in one go.
The tl;dr: You cannot do moon mining in .4 or higher. That is it. I hope that one day that changes. I've never been a fan of artificial and/or arbitrary limitations. Then again, it would probably completely crash the moongoo market. 0.5 or higher as of Crius. We changed a >= to a > so the code does what the authoring was always assuming it did. I just fixed the display text for the attributes this afternoon to reflect this, but the code should already be in place. This change stands to add 11243 moons to the available mining pool. This is roughly 175 r64s, assuming constant distribution. Is it your intention to decrease the value of moon minerals in this fashion? This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Maratega
FREE GATES Nulli Secunda
41
|
Posted - 2014.06.14 01:33:00 -
[103] - Quote
I know this is not related to industry so close, but one of the most bad thing with the pos system for me now, onlineing many defensive modules like 20-30 modules with 2 min timer, is serious pain.
Need reduced online time for those, or need a queue for pos module actions like online offline unanchor .. Queue system like skill training, when i can set all the actions i want, and come back after 2 hour, to check te status.
This is something its possible in the future or you guys want rework the whole pos system so wedont expect better handling for the old system?
|

Dr Cow
Fweddit I Whip My Slaves Back and Forth
6
|
Posted - 2014.06.14 01:37:00 -
[104] - Quote
So does this allow fighter assignment in .4 systems as well? |

Sales Alt negrodamus
SalesAltCorp
2
|
Posted - 2014.06.14 01:45:00 -
[105] - Quote
Maratega wrote:I know this is not related to industry so close, but one of the most bad thing with the pos system for me now, onlineing many defensive modules like 20-30 modules with 2 min timer, is serious pain.
Need reduced online time for those, or need a queue for pos module actions like online offline unanchor .. Queue system like skill training, when i can set all the actions i want, and come back after 2 hour, to check te status.
This is something its possible in the future or you guys want rework the whole pos system so wedont expect better handling for the old system?
the odds of anything nontrivial happening with the pos code is zero within margin of error. |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
74
|
Posted - 2014.06.14 01:55:00 -
[106] - Quote
Bridgette d'Iberville wrote:Rivr Luzade wrote:0.4 does not require charters. Thanks for answering that, I've never tried to put a POS in 0.4 because some of the guides mention that starbase charters were required. There seemed to be little reason to put up a POS in a 0.4 given it seemed to have drawbacks of not doing everything a low-sec POS could do (reactions) while simultaneously requiring annoying Hi-Sec widgets to run.
They *USED* to be required. CCP removed that restriction several years ago
Tyrannis Release date: May 26, 2010 |

Laendra
Wildly Inappropriate Goonswarm Federation
49
|
Posted - 2014.06.14 03:40:00 -
[107] - Quote
Kenneth Feld wrote:Bridgette d'Iberville wrote:Rivr Luzade wrote:0.4 does not require charters. Thanks for answering that, I've never tried to put a POS in 0.4 because some of the guides mention that starbase charters were required. There seemed to be little reason to put up a POS in a 0.4 given it seemed to have drawbacks of not doing everything a low-sec POS could do (reactions) while simultaneously requiring annoying Hi-Sec widgets to run. They *USED* to be required. CCP removed that restriction several years ago Tyrannis Release date: May 26, 2010
As you can surmise, it's been a long time since I put a POS up in empire ;)
|

Alain Kinsella
123
|
Posted - 2014.06.14 06:17:00 -
[108] - Quote
CCP Nullarbor wrote:Careby wrote:I may have missed a detail or two, but isn't there going to be a problem with the number of available office slots at stations with research?
Currently a small corp uses a POS for research because of limited station research slots, and can locate their office at any station in the system. If those corps move their research from POS to station post-Crius, it seems to me they will have to locate their office at a station that has research. And because of system-wide cost scaling, there seems to be little incentive to manufacture at stations without research. Which would seem to lead everyone to congregate at the research stations, which would then lead to high office rent at those stations. This might make it very expensive to run corporation research jobs.
A large corporation doing research may have no problem with high office rent. An individual doing research doesn't need to rent an office. But a small corporation which does need a corporation hangar for blueprint research may find the office cost difficult to bear. Are there any planned changes to the number of available offices and/or the rent structure? And if office rent will not be an issue, why will anyone use a non-research station for industry?
This is a very valid concern and something we will keep a close eye on.
Have you considered merging the Research station service with the Industry one? With this update, the two feel a bit more disconnected than necessary.
One upside of a change like that would be an 'opening up' of more systems to work from. My 'home' region of Derelik, for example, could use a nice shaking up like this (though with the moon bombshell that region and others like it may go a bit nuts for the next few months). 
Ambssador from Uru.-á (Search this term to find my site)
Currently Retired (pending changes to RL concerns).-á Have Fun y'all.
|

Adrian Dixon
Arbitrary Spaceship Destruction The Devil's Warrior Alliance
153
|
Posted - 2014.06.14 12:15:00 -
[109] - Quote
CCP Ytterbium wrote:Valterra Craven wrote:CCP Ytterbium wrote:Hello people,
New corporations have to wait 7 days before anchoring Control Towers
What is the intended purpose for this? It's to provide a waiting time when receiving a war declaration before forming a new corporation and moving all the Starbase assets there.
To build on this when a certain percentage of players from a corporation under a wardec move to the same corporation the aggressor should get a free war against that corporation with the sorter 4 hour start timer. Mass corp jumpers are one of the bigger and more obvious problems with highsec wars. |

BigWolfUK
Ewoks of Fire
4
|
Posted - 2014.06.14 14:04:00 -
[110] - Quote
Adrian Dixon wrote:CCP Ytterbium wrote:Valterra Craven wrote:CCP Ytterbium wrote:Hello people,
New corporations have to wait 7 days before anchoring Control Towers
What is the intended purpose for this? It's to provide a waiting time when receiving a war declaration before forming a new corporation and moving all the Starbase assets there. To build on this when a certain percentage of players from a corporation under a wardec move to the same corporation the aggressor should get a free war against that corporation with the sorter 4 hour start timer. Mass corp jumpers are one of the bigger and more obvious problems with highsec wars.
And if you force them to be dec'd regardless, they'll simply stay logged off  |

CynoNet Two
GoonWaffe Goonswarm Federation
701
|
Posted - 2014.06.14 14:38:00 -
[111] - Quote
Maratega wrote:I know this is not related to industry so close, but one of the most bad thing with the pos system for me now, onlineing many defensive modules like 20-30 modules with 2 min timer, is serious pain.
Need reduced online time for those, or need a queue for pos module actions like online offline unanchor .. Queue system like skill training, when i can set all the actions i want, and come back after 2 hour, to check te status.
This is something its possible in the future or you guys want rework the whole pos system so wedont expect better handling for the old system?
Dude you should have played a few years ago. Five minutes to anchor, five minutes to online. Minimum. Unanchoring was even worse, with like 10-20mins times for stuff like manufacturing arrays or labs. An overhauled POS system might get some kind of queue, but I can't ever see it happening for the current system.
The main thing we need for starbases right now is a balancing pass on the weapons. Most of their stats are identical to the original release in the 2004 Exodus expansion - which pre-dates capital ships of any kind. Since then there have been huge increases in general ship hitpoints, including ten-fold increases for capitals, and cruisers able to pack more hitpoints than some actual POS guns. We've seen a rebalance of speed, with many ships easily able to beat the tracking of even the fastest weapons. Revisited ship ewar never made it through to starbases, where POS scrams don't shutdown MWD or MJDs, and modules like damps and ECM take over a minute to lock their natural target of logistics cruisers. Energy neuts have long been rendered useless by 5 minute siege cycles, and by fighter-bombers able to incapacitate modules in seconds.
This doesn't have be a major project, and it serves as an excellent way to tide us over with starbases until a full overhaul is in sight. A balancing pass on starbase weapon stats is no different from the recent reviews of Hybrid weapons, Citadel torps or Interdictors. But it needs to be done, because right now our Deathstars have the firepower of an X-Wing. |

Lanek Thall
Hypnotoad Systems Brothers of Tangra
1
|
Posted - 2014.06.14 15:18:00 -
[112] - Quote
CCP Ytterbium wrote:Velicitia wrote:Looks like the (hisec) Repro Array is misbehaving.
Skills --> 5/5/5 Refining, Refinery Efficiency, Veldspar Processing Batch --> 1 x veldspar (100 units) Edit -- oh, have the 4% implant too.
POS Result -- 215 Raw Spreadsheet Result (POS) -- 311.25
For reference, stations seem to be OK: Tax --> 5% (as listed in game -- standings actually bring this down to approximately 3% based on real losses) Overall -> "70% yield" in station, according to ingame repro window
Station Result -- 289 Raw Spreadsheet Result (Station) -- 289.67 Yes indeed, Reprocessing Arrays aren't taking skills into account yet.
will they take them into account on release? |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
74
|
Posted - 2014.06.14 18:44:00 -
[113] - Quote
Lanek Thall wrote:CCP Ytterbium wrote:Velicitia wrote:Looks like the (hisec) Repro Array is misbehaving.
Skills --> 5/5/5 Refining, Refinery Efficiency, Veldspar Processing Batch --> 1 x veldspar (100 units) Edit -- oh, have the 4% implant too.
POS Result -- 215 Raw Spreadsheet Result (POS) -- 311.25
For reference, stations seem to be OK: Tax --> 5% (as listed in game -- standings actually bring this down to approximately 3% based on real losses) Overall -> "70% yield" in station, according to ingame repro window
Station Result -- 289 Raw Spreadsheet Result (Station) -- 289.67 Yes indeed, Reprocessing Arrays aren't taking skills into account yet. will they take them into account on release?
They said several weeks ago, they have the technology and they plan to do it, just isn't on sisi yet
|

Dirk MacGirk
Specter Syndicate Tactical Narcotics Team
79
|
Posted - 2014.06.14 19:29:00 -
[114] - Quote
CCP Greyscale wrote:Bridgette d'Iberville wrote:CCP Greyscale wrote:0.5 or higher as of Crius. We changed a >= to a > so the code does what the authoring was always assuming it did. I just fixed the display text for the attributes this afternoon to reflect this, but the code should already be in place. I'm being stupid for asking this since I think you pretty clearly articulated it above, but are you saying you can run moon mining arrays in 0.4 space? Are other modules (hello reactors) that are currently restricted to 0.3 or lower space also getting the make-over? (As an aside, I've never put up a POS in 0.4 but seem to remember some game guides indicating charters were required for them. That always seemed weird to me and I wondered if that was actually the case). Yes and yes. Nothing has changed on the structures themselves, we've just changed the code so "0.4" means "up to 0.4" rather than "below 0.4".
Greyscale - What does CCP's economics group have to say about this? I'd imagine its been cleared as a good thing for the markets or that the "gameplay" associated with it has an overwhelming benefit. |

DoToo Foo
Weaponised FuGu
25
|
Posted - 2014.06.15 02:59:00 -
[115] - Quote
CCP Nullarbor wrote:
Tax rate at a POS makes no sense, since you can only install corporation jobs that get paid from the corporation wallet, you would only be taxing yourself.
There exist small to medium corps that get together for industry. The game mechanics so far have restricted the number of corps doing this; but they do exist.
We charge pilots using other divisions to do their research/industry, with the tax being paid into the master wallet. We use this to subsidize POS fuel;
Eve University apparently does the same.
We were hoping that while industry and corporations were being re-worked; we would get more control.
I understand corp roles are being re-worked next round, but please don't reduce the limited options for tax that I already have. |

Swidgen
Republic University Minmatar Republic
145
|
Posted - 2014.06.15 05:55:00 -
[116] - Quote
Reports are coming in that a large 0.0 group anchored large POS towers on most of the R64 moons in 0.4 space 24-48 hours before this announcement went public. c/d ?
Edit: If, after all this time, it turns out freaking Dinsdale's tinfoil asshattery was right then I'll be done right quick. Please say it ain't so  |

BigWolfUK
Ewoks of Fire
4
|
Posted - 2014.06.15 12:20:00 -
[117] - Quote
DoToo Foo wrote:CCP Nullarbor wrote:
Tax rate at a POS makes no sense, since you can only install corporation jobs that get paid from the corporation wallet, you would only be taxing yourself.
There exist small to medium corps that get together for industry. The game mechanics so far have restricted the number of corps doing this; but they do exist. We charge pilots using other divisions to do their research/industry, with the tax being paid into the master wallet. We use this to subsidize POS fuel; Eve University apparently does the same. We were hoping that while industry and corporations were being re-worked; we would get more control. I understand corp roles are being re-worked next round, but please don't reduce the limited options for tax that I already have.
This... I would of thought CCP would have known it was used in this method already... |

Alain Kinsella
123
|
Posted - 2014.06.15 13:12:00 -
[118] - Quote
After finally having some time, I anchored my first ever POS and brought online a few modules I wanted to test with.
Thankfully I've had experience watching others do the online/offline thing, so I knew what to expect there (plus I helped with PI requirement planning for the last one, when fuel blocks got introduced). My questions/feedback are regarding the modules.
-> As I mentioned in the Research thread, my Research V skill is not being taken into account. Though some are saying its a UI bug, the timer appeared off as well by the end. I appear to have confirmed this, as the research POS lab is being accounted for both in UI and timer.
I do like the risk/reward thing here for research. Research V and a decent lab can cut research times by over half, which sould certainly help when dealing with larger PBOs than the ones I'm playing with (biggest ones are Thrasher and one of the new mobile things).
-> What is the background / codebase behind the Compression Array? Its insane. 20 Mil m3 capacity, compresses 10:1 by volume instantly. This basically turns every moon into a potential Rorqual, minus the boosts. And on that note, what is your eventual goal for the Rorqual's purpose after this change hits?
Ambssador from Uru.-á (Search this term to find my site)
Currently Retired (pending changes to RL concerns).-á Have Fun y'all.
|

Teddyboom
EON Builder's Squad Citizens of Nowhere
1
|
Posted - 2014.06.15 14:16:00 -
[119] - Quote
CCP Ytterbium wrote:Valterra Craven wrote:CCP Ytterbium wrote:Hello people,
New corporations have to wait 7 days before anchoring Control Towers
What is the intended purpose for this? It's to provide a waiting time when receiving a war declaration before forming a new corporation and moving all the Starbase assets there.
Corps who are not in high-sec shouldn't be impact by this change. It would be good that the restriction of 7 day is active only for high sec anchoring. |

Dirk MacGirk
Specter Syndicate Tactical Narcotics Team
79
|
Posted - 2014.06.15 18:48:00 -
[120] - Quote
Reshuffle all the moons in 0.4 as of the Crius release
A land rush by those most connected with the community, those most informed, has already begun. As with the last major moon change, where moon deposits were changed, nobody should know until the change actually hits the server. |

Erika Mizune
The Soul Society Brothers of Tangra
13
|
Posted - 2014.06.15 18:51:00 -
[121] - Quote
Well it is nice to see Indy get some love, and some of the changes I am happy about, and I know I will be taking advantage of the high-sec pos usage for my alt's single-man corp. I'm not sure about the remote usage with bp's however and I'm a bit worried how all these changes are going to effect the indy corps out there. I like having all the BP's in one centralized location too, lol.
DJ Yumene of Eve Radio Like Music? Check this out!: Parody Listing: http://yumene.subspace-radio.net/listing
Also check out [url]http://www.eve-radio.com/[/url]! |

Seith Kali
GoonWaffe Goonswarm Federation
103
|
Posted - 2014.06.15 22:23:00 -
[122] - Quote
CCP Greyscale wrote: 0.5 or higher as of Crius. We changed a >= to a > so the code does what the authoring was always assuming it did. I just fixed the display text for the attributes this afternoon to reflect this, but the code should already be in place.
This is yet another clear example of PL favouritism from CCP. You know full well we can't dip our toes into lowsec without losing a super fleet, and you slap a load more R64's there anyway. Apprentice Goonswarm Economic Warfare Consultant - Drowning in entitlement and privilege.-á |

Moonlight Jade
Rens 911 GoonSwarm
0
|
Posted - 2014.06.16 01:59:00 -
[123] - Quote
PL is ruining our game again.
This favoritism must stop NOW! |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
74
|
Posted - 2014.06.16 02:34:00 -
[124] - Quote
We won't know who is playing favorites until SC rebalancing |

Laendra
Wildly Inappropriate Goonswarm Federation
49
|
Posted - 2014.06.16 05:22:00 -
[125] - Quote
Something seems to be missing. There is no Access right-click (context) menu for the reprocessing arrays. |

Rivr Luzade
Coreli Corporation Ineluctable.
568
|
Posted - 2014.06.16 08:31:00 -
[126] - Quote
Moonlight Jade wrote:PL is ruining our game again.
This favoritism must stop NOW!
Good joke. If the following quote is true, you should try and heed your own mantra of adapt, improve and HTFU for a change:
Seith Kali wrote:CCP Greyscale wrote: 0.5 or higher as of Crius. We changed a >= to a > so the code does what the authoring was always assuming it did. I just fixed the display text for the attributes this afternoon to reflect this, but the code should already be in place.
This is yet another clear example of PL favouritism from CCP. You know full well we can't dip our toes into lowsec without losing a super fleet, and you slap a load more R64's there anyway.
If you cannot, with your sheer numbers, fend off PL, you clearly have more problems than than falling R64 prices. |
|

CCP Greyscale
C C P C C P Alliance
2379

|
Posted - 2014.06.16 10:58:00 -
[127] - Quote
Aryth wrote:CCP Greyscale wrote:MailDeadDrop wrote:CCP Greyscale wrote:Bridgette d'Iberville wrote:CCP Greyscale wrote:0.5 or higher as of Crius. We changed a >= to a > so the code does what the authoring was always assuming it did. I just fixed the display text for the attributes this afternoon to reflect this, but the code should already be in place. I'm being stupid for asking this since I think you pretty clearly articulated it above, but are you saying you can run moon mining arrays in 0.4 space? Are other modules (hello reactors) that are currently restricted to 0.3 or lower space also getting the make-over? (As an aside, I've never put up a POS in 0.4 but seem to remember some game guides indicating charters were required for them. That always seemed weird to me and I wondered if that was actually the case). Yes and yes. Nothing has changed on the structures themselves, we've just changed the code so "0.4" means "up to 0.4" rather than "below 0.4". Actually, I hope you changed the code to be " less than 0.45 " IIRC truesec less than 0.45 is rounded down to 0.4 in the game. Correct? MDD This particular bit of code converts the real security value to a single-place decimal (actually, to a integer representation between -1000 and +1000, but whatever) prior to doing the comparison, rounding the same way that we do for ingame sec display. Do you plan on then going back to 50% to keep the current supply/demand ratios the same then?
Not if we can avoid it, no. The 37.5/50 thing was to keep demand the same, particularly as it pertains to ratios between different materials. A general minor increase in supply isn't something we have a lot of immediate concern over, and the risk is compartmentalized separately to the risks involved in manufacturing changes.
Dr Cow wrote:So does this allow fighter assignment in .4 systems as well?
Probably not, given that this is specifically in the anchoring code, but that's something we should maybe look into at some point.
Dirk MacGirk wrote:CCP Greyscale wrote:Bridgette d'Iberville wrote:CCP Greyscale wrote:0.5 or higher as of Crius. We changed a >= to a > so the code does what the authoring was always assuming it did. I just fixed the display text for the attributes this afternoon to reflect this, but the code should already be in place. I'm being stupid for asking this since I think you pretty clearly articulated it above, but are you saying you can run moon mining arrays in 0.4 space? Are other modules (hello reactors) that are currently restricted to 0.3 or lower space also getting the make-over? (As an aside, I've never put up a POS in 0.4 but seem to remember some game guides indicating charters were required for them. That always seemed weird to me and I wondered if that was actually the case). Yes and yes. Nothing has changed on the structures themselves, we've just changed the code so "0.4" means "up to 0.4" rather than "below 0.4". Greyscale - What does CCP's economics group have to say about this? I'd imagine its been cleared as a good thing for the markets or that the "gameplay" associated with it has an overwhelming benefit.
I haven't talked to them about it, it didn't seem like a big enough deal for the economy as a whole to worry about.BigWolfUK wrote:DoToo Foo wrote:CCP Nullarbor wrote:
Tax rate at a POS makes no sense, since you can only install corporation jobs that get paid from the corporation wallet, you would only be taxing yourself.
There exist small to medium corps that get together for industry. The game mechanics so far have restricted the number of corps doing this; but they do exist. We charge pilots using other divisions to do their research/industry, with the tax being paid into the master wallet. We use this to subsidize POS fuel; Eve University apparently does the same. We were hoping that while industry and corporations were being re-worked; we would get more control. I understand corp roles are being re-worked next round, but please don't reduce the limited options for tax that I already have. This... I would of thought CCP would have known it was used in this method already...
None of the three or four people involved in the decision have (AFAIK) played in a corp set up so that one division taxes another. It's a pretty niche setup, and we can't afford to do widespread internal reviews for every minor point that comes up. Rather, we generally find it much more efficient to get info to players as early as possible, as you guys have a much broader range of experience than we could ever hope to have internally :) |
|

Seith Kali
GoonWaffe Goonswarm Federation
103
|
Posted - 2014.06.16 11:51:00 -
[128] - Quote
CCP Greyscale wrote:...and the risk is compartmentalized separately to the risks involved in manufacturing changes.
What on earth are you talking about? An increase in goo supply is going to add a hell of a lot to consider with regards to ME changes. The less expensive T2 is, the less relevant each % of ME is with regards to a manufacturers' bottom line.
You don't 'compartmentalized' them differently (quite the term for someone who speaks the Queen's english ) as it serves to flatten the impact of ME advantage choices. Do I buy a team? Do I use a high ME or high run decryptor?
The same is true for TE. The increase in build times in great for introducing more value in TE advantage and the associated choices which were previously undervalued next to ME. Apprentice Goonswarm Economic Warfare Consultant - Drowning in entitlement and privilege.-á |
|

CCP Greyscale
C C P C C P Alliance
2379

|
Posted - 2014.06.16 11:58:00 -
[129] - Quote
Seith Kali wrote:CCP Greyscale wrote:...and the risk is compartmentalized separately to the risks involved in manufacturing changes. What on earth are you talking about? An increase in goo supply is going to add a hell of a lot to consider with regards to ME changes. The less expensive T2 is, the less relevant each % of ME is with regards to a manufacturers' bottom line. You don't 'compartmentalized' them differently (quite the term for someone who speaks the Queen's english  ) as it serves to flatten the impact of ME advantage choices. Do I buy a team? Do I use a high ME or high run decryptor? The same is true for TE. The increase in build times in great for introducing more value in TE advantage and the associated choices which were previously undervalued next to ME.
I don't follow your logic here. A percentage reduction is a percentage reduction, it seems like it should have the same impact on your profit margin regardless of what the material costs are. Cheaper items will result in smaller absolute profit in the short term, to be sure, but that is a thing that the market should resolve sensibly over time. |
|

Seith Kali
GoonWaffe Goonswarm Federation
103
|
Posted - 2014.06.16 12:25:00 -
[130] - Quote
Because 1% of 100m is only 0.1% of 1000m. The cheaper a percentage is, the less value you get out of things like outposts, bidding on teams, decyptors and the less relevant station build costs will be. On top of that, the longer it takes to build something, the greater the value of each % of TE.
Due to fuel, hauling stuff about is always going to be a flat rate per volume, regardless of the value of the item.
The greater the value of decryptors next to the output product the less choices you have to use. There is no way you would use a decyptor to make ammo right now, for example. If your ammo bpc produced 100m worth of ammo, you might think about it.
I dunno how I can be more coherent about this really. A % is a %, yes. But you have to buy that %, the less it is worth the less the options that are viable to get it.
Apprentice Goonswarm Economic Warfare Consultant - Drowning in entitlement and privilege.-á |

Jon Lucien
GoonWaffe Goonswarm Federation
40
|
Posted - 2014.06.16 12:35:00 -
[131] - Quote
Please limit the size of your quote pyramids. Giant 6-layer quote pyramids are difficult to read and take up too much space. |

Meytal
School of Applied Knowledge Caldari State
432
|
Posted - 2014.06.16 12:44:00 -
[132] - Quote
Having more of the better moons in Nullsec and fewer of them in Lowsec, effectively what is being requested, indeed makes sense. Conversely, having more moons available in systems that can't be controlled by anyone to the degree that Sov Null can be controlled is also good for the game overall ... though not necessarily for those who control the majority of them in Sov Null :) A randomisation of the moons in 0.4 at release also makes a lot of sense.
The market will follow the changes. Prices will go down after a little while due to extra resources being available; anyone who has been withholding product to artificially inflate the market or who has been speculating may lose. Good for that. Lower prices means more people will be willing to try a T2 ship instead of a T1 ship, as the cost drops below their personal thresholds for loss values. Increased usage will raise prices, so lower profit per unit but higher volume ... similar profit per hour? Who knows. But it certainly would make T2 more accessible to more players.
And personally, as a wormhole dweller who has seen Nullsec entities farming W-space and helping to tank the T3 industry, I'm all in favour of reducing T2 costs and prices.
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Seith Kali
GoonWaffe Goonswarm Federation
103
|
Posted - 2014.06.16 12:58:00 -
[133] - Quote
I just want to be clear that 0.4 moon mining isn't something I am opposed to, there's nothing wrong with it in principle. It is just a case of not acknowledging that an increase of goo supply serves to harm the efficacy and, indeed, the viability of particular choices the manufacturer has open to them.
Seeing as that much of the point of crius seems to be to broaden optimization possibilities, de-compartmentalizeratering this rings a couple of alarm bells. Apprentice Goonswarm Economic Warfare Consultant - Drowning in entitlement and privilege.-á |

mynnna
GoonWaffe Goonswarm Federation
3605
|
Posted - 2014.06.16 12:59:00 -
[134] - Quote
CCP Nullarbor wrote:Sentient Blade wrote:CCP Nullarbor wrote:The ones that don't trust their members or are unable to defend their POS will simply research and copy in (now slotless) NPC stations. I think you're deliberately confusing a small indy corp with a nullsec alliance or RvB. The notion of defending a POS is nonsense - If it's online, and armed, then the only groups liable to attack it are those with sufficiently overwhelming force that it's reinforced within half an hour. That RF can take place at ANY time of the day. Are you seriously suggesting that to take advantage of researching in POS towers that small indy corps now need enough members to put up an around-the-clock defensive fleet? What about smaller still, one or two man corps that use industry to fund other things, like PvP? Is it a case of: "Hey, sorry. We here at CCP think that EVE is serious business and you can forget about that spontaneous weekend trip away with your wife because when you get back your BPOs are all gone." For a highsec POS at least you will get a wardec notice period before being at risk, but like I said, small corps will just use NPC stations. With the removal of slots and system wide cost scaling this isn't as big a deal as it used to be with slot constraints. Those that want to take the risk, enjoy the POS bonuses. The choice is yours.
One real problem from the risk side of things is that the POS ability to defend itself - or rather, be used by a player or group of players to defend itself - is absolutely laughable. Stats on the modules are dated to an era where a dread had less EHP than can be achieved by a well tanked cruiser or battlecruiser these days, not to mention the ridiculous lock times. The UI to actually manage your weapons is pretty bad too, but that's a harder problem to tackle, I suspect. All of that, though, means that "highsec POS users" are another group that would benefit from POS guns not being awful.
I suggest:
- Buff damage numbers a bit, and perhaps damage application numbers.
- Buff Starbase Defense Management to be two arrays per level instead of one.
- Increase scan resolution on weapon batteries by a factor of five and scan resolution on electronic warfare and neuting batteries by a factor of ten. To balance this and maximize the benefit of these changes to manned towers, increase the random lock delay by the same factor.
- Have a look at the stats on neuting batteries. Not relevant to highsec but in theory they should be the best weapon against capitals or supers; in practice, 1k cap is nothing. Alternatively, give us different sizes of neuting batteries - small, medium, large, and extra large.
Do all that and then if a "small corp" or indeed any corp is vigilant with their defense, they'll have the capability to defend their POS. Granted, it'll mean some tradeoffs, fewer labs and arrays if they want to supplement gun batteries with shield hardeners and electronic warfare, but that's as it should be - at least doing so would actually be a viable option.
Re: Extra moons and supply/demand, my napkin estimate says new supply from the new 0.4 moons is to a fart in a hurricane. I'm not exactly concerned. Member of the Goonswarm Economic Warfare Cabal |

Seith Kali
GoonWaffe Goonswarm Federation
103
|
Posted - 2014.06.16 13:00:00 -
[135] - Quote
mynnna wrote: Re: Extra moons and supply/demand, my napkin estimate says new supply from the new 0.4 moons is to a fart in a hurricane. I'm not exactly concerned.
So you agree there is a slight smell in the air? Apprentice Goonswarm Economic Warfare Consultant - Drowning in entitlement and privilege.-á |

mynnna
GoonWaffe Goonswarm Federation
3605
|
Posted - 2014.06.16 13:13:00 -
[136] - Quote
Seith Kali wrote:mynnna wrote: Re: Extra moons and supply/demand, my napkin estimate says new supply from the new 0.4 moons is to a fart in a hurricane. I'm not exactly concerned.
So you agree there is a slight smell in the air?
No, I'm saying it's going to be pretty much unnoticeable. Member of the Goonswarm Economic Warfare Cabal |

Gilbaron
Free-Space-Ranger Nulli Secunda
1453
|
Posted - 2014.06.16 13:26:00 -
[137] - Quote
A time reduction is not as good as a material reduction. Stuff is done faster, but not cheaper. The profit per unit stays the same. If that profit is eaten up by costs like transportation, things remain unprofitable, no matter how fast you can make them. GRRR Goons |

Thanatos Marathon
Black Fox Marauders Repeat 0ffenders
220
|
Posted - 2014.06.16 14:52:00 -
[138] - Quote
Dirk MacGirk wrote:Reshuffle all the moons in 0.4 as of the Crius release
A land rush by those most connected with the community, those most informed, has already begun. As with the last major moon change, where moon deposits were changed, nobody should know until the change actually hits the server.
This. BLFOX is currently recruiting |

Danny Centauri
Manu Fortius space weaponry and trade
95
|
Posted - 2014.06.16 21:36:00 -
[139] - Quote
CCP Greyscale wrote:Seith Kali wrote:CCP Greyscale wrote:...and the risk is compartmentalized separately to the risks involved in manufacturing changes. What on earth are you talking about? An increase in goo supply is going to add a hell of a lot to consider with regards to ME changes. The less expensive T2 is, the less relevant each % of ME is with regards to a manufacturers' bottom line. You don't 'compartmentalized' them differently (quite the term for someone who speaks the Queen's english  ) as it serves to flatten the impact of ME advantage choices. Do I buy a team? Do I use a high ME or high run decryptor? The same is true for TE. The increase in build times in great for introducing more value in TE advantage and the associated choices which were previously undervalued next to ME. I don't follow your logic here. A percentage reduction is a percentage reduction, it seems like it should have the same impact on your profit margin regardless of what the material costs are. Cheaper items will result in smaller absolute profit in the short term, to be sure, but that is a thing that the market should resolve sensibly over time.
Think the OP missed that a percentage reduction in material costs will mean the same percentage reduction in final selling price and product value. Ultimately this means a percentage reduction in team costs so everything still lines up nicely.
T2 material prices are irrelevant in every single way other than the volume that one individual can produce higher moon goo prices generally mean one industrialist can shift less product as more ISK is locked down in production. EVE Manufacturing Guide - Simple guides to manufacturing in EVE for both beginners and more experienced players. |

Lelira Cirim
EVE University Ivy League
142
|
Posted - 2014.06.17 04:03:00 -
[140] - Quote
Bridgette d'Iberville wrote:Thanks for answering that, I've never tried to put a POS in 0.4 because some of the guides mention that starbase charters were required. With an 11 year old MMO, it's crucial to scrutinise the authorship date of any guide, due to how thoroughly out of date it can become.
Wikis are no different, but at least they are only as out of date as the last person who notices.  Do not actively tank my patience. || -áEvents Team -á|| -áUniWiki Team |

TheSmokingHertog
TALIBAN EXPRESS
237
|
Posted - 2014.06.17 09:42:00 -
[141] - Quote
CCP Nullarbor wrote:Rivr Luzade wrote:Steve Ronuken wrote:Rivr Luzade wrote:Steve Ronuken wrote: You might notice something else too.
You can start jobs in facilities where you have a blueprint. regardless of region, as long as they're in range.
You mean that, even if I am in Domain, I can still start jobs in Tash-Murkon or Kador as long as it is within the range the Scientific Networking skill allows me to start jobs? Yes. Does this also work now for Marketing and Daytrade? No just for the industry skills.
This feels really unfair. |

Prince Kobol
1954
|
Posted - 2014.06.17 10:04:00 -
[142] - Quote
mynnna wrote:One real problem from the risk side of things is that the POS ability to defend itself - or rather, be used by a player or group of players to defend itself - is absolutely laughable. Stats on the modules are dated to an era where a dread had less EHP than can be achieved by a well tanked cruiser or battlecruiser these days, not to mention the ridiculous lock times. The UI to actually manage your weapons is pretty bad too, but that's a harder problem to tackle, I suspect. All of that, though, means that "highsec POS users" are another group that would benefit from POS guns not being awful. I suggest:
- Buff damage numbers a bit, and perhaps damage application numbers.
- Buff Starbase Defense Management to be two arrays per level instead of one.
- Increase scan resolution on weapon batteries by a factor of five and scan resolution on electronic warfare and neuting batteries by a factor of ten. To balance this and maximize the benefit of these changes to manned towers, increase the random lock delay by the same factor.
- Have a look at the stats on neuting batteries. Not relevant to highsec but in theory they should be the best weapon against capitals or supers; in practice, 1k cap is nothing. Alternatively, give us different sizes of neuting batteries - small, medium, large, and extra large.
Do all that and then if a "small corp" or indeed any corp is vigilant with their defense, they'll have the capability to defend their POS. Granted, it'll mean some tradeoffs, fewer labs and arrays if they want to supplement gun batteries with shield hardeners and electronic warfare, but that's as it should be - at least doing so would actually be a viable option. Re: Extra moons and supply/demand, my napkin estimate says new supply from the new 0.4 moons is to a fart in a hurricane. I'm not exactly concerned.
Totally agree with mynnna.
PoS defences are joke these days. You can easily take out a fully defended pos in HS these days little more then a small group of BS's with next to no effort.
PoS defensive modules are a poor joke. |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3424
|
Posted - 2014.06.17 13:09:00 -
[143] - Quote
Gilbaron wrote:A time reduction is not as good as a material reduction. Stuff is done faster, but not cheaper. The profit per unit stays the same. If that profit is eaten up by costs like transportation, things remain unprofitable, no matter how fast you can make them.
Time reductions are the 'safe' modifier. While they can destroy a market through oversupply, they can't make it completely unprofitable for other people. Woo! CSM 9! http://fuzzwork.enterprises/
Twitter: @fuzzysteve on Twitter |

iskflakes
915
|
Posted - 2014.06.17 20:24:00 -
[144] - Quote
Prince Kobol wrote:mynnna wrote:One real problem from the risk side of things is that the POS ability to defend itself - or rather, be used by a player or group of players to defend itself - is absolutely laughable. Stats on the modules are dated to an era where a dread had less EHP than can be achieved by a well tanked cruiser or battlecruiser these days, not to mention the ridiculous lock times. The UI to actually manage your weapons is pretty bad too, but that's a harder problem to tackle, I suspect. All of that, though, means that "highsec POS users" are another group that would benefit from POS guns not being awful. I suggest:
- Buff damage numbers a bit, and perhaps damage application numbers.
- Buff Starbase Defense Management to be two arrays per level instead of one.
- Increase scan resolution on weapon batteries by a factor of five and scan resolution on electronic warfare and neuting batteries by a factor of ten. To balance this and maximize the benefit of these changes to manned towers, increase the random lock delay by the same factor.
- Have a look at the stats on neuting batteries. Not relevant to highsec but in theory they should be the best weapon against capitals or supers; in practice, 1k cap is nothing. Alternatively, give us different sizes of neuting batteries - small, medium, large, and extra large.
Do all that and then if a "small corp" or indeed any corp is vigilant with their defense, they'll have the capability to defend their POS. Granted, it'll mean some tradeoffs, fewer labs and arrays if they want to supplement gun batteries with shield hardeners and electronic warfare, but that's as it should be - at least doing so would actually be a viable option. Re: Extra moons and supply/demand, my napkin estimate says new supply from the new 0.4 moons is to a fart in a hurricane. I'm not exactly concerned. Totally agree with mynnna. PoS defences are joke these days. You can easily take out a fully defended pos in HS these days little more then a small group of BS's with next to no effort. PoS defensive modules are a poor joke.
+1
A rebalance of POS module stats would not take much work and would sort out a lot of problems with towers.
The cruise missile/torp batteries are useless. The blasters don't have enough optimal range to hit anything. The lock times are too long. The scrams don't actually scram you. The anti-capital weapons don't threaten capitals. The list goes on..
- |

xttz
GoonWaffe Goonswarm Federation
362
|
Posted - 2014.06.18 07:32:00 -
[145] - Quote
iskflakes wrote:Prince Kobol wrote:mynnna wrote:One real problem from the risk side of things is that the POS ability to defend itself - or rather, be used by a player or group of players to defend itself - is absolutely laughable. Stats on the modules are dated to an era where a dread had less EHP than can be achieved by a well tanked cruiser or battlecruiser these days, not to mention the ridiculous lock times. The UI to actually manage your weapons is pretty bad too, but that's a harder problem to tackle, I suspect. All of that, though, means that "highsec POS users" are another group that would benefit from POS guns not being awful. I suggest:
- Buff damage numbers a bit, and perhaps damage application numbers.
- Buff Starbase Defense Management to be two arrays per level instead of one.
- Increase scan resolution on weapon batteries by a factor of five and scan resolution on electronic warfare and neuting batteries by a factor of ten. To balance this and maximize the benefit of these changes to manned towers, increase the random lock delay by the same factor.
- Have a look at the stats on neuting batteries. Not relevant to highsec but in theory they should be the best weapon against capitals or supers; in practice, 1k cap is nothing. Alternatively, give us different sizes of neuting batteries - small, medium, large, and extra large.
Do all that and then if a "small corp" or indeed any corp is vigilant with their defense, they'll have the capability to defend their POS. Granted, it'll mean some tradeoffs, fewer labs and arrays if they want to supplement gun batteries with shield hardeners and electronic warfare, but that's as it should be - at least doing so would actually be a viable option. Re: Extra moons and supply/demand, my napkin estimate says new supply from the new 0.4 moons is to a fart in a hurricane. I'm not exactly concerned. Totally agree with mynnna. PoS defences are joke these days. You can easily take out a fully defended pos in HS these days little more then a small group of BS's with next to no effort. PoS defensive modules are a poor joke. +1 A rebalance of POS module stats would not take much work and would sort out a lot of problems with towers. The cruise missile/torp batteries are useless. The blasters don't have enough optimal range to hit anything. The lock times are too long. The scrams don't actually scram you. The anti-capital weapons don't threaten capitals. The list goes on..
+2
Starbases used to be a real threat to Dreadnoughts and Carriers. Now they struggle to kill cruisers and frigates.
Why are our former Deathstars now less scary than an X-Wing? |

Blue Harrier
167
|
Posted - 2014.06.18 10:39:00 -
[146] - Quote
First for all you old hands reading this please remember that although I have played Eve on and off for many years I have never set up a POS before so please bear with me.
From questions I have asked (and yes I did the GÇÿresearchGÇÖ) the information on setting up a POS is in most cases woefully inadequate. It is further exasperated by lacking GÇÿinformationGÇÖ given on some modules descriptions.
I also understand talking about the POS code is a taboo subject and I will try and refrain from doing so.
As most reports here are for problems with the client I thought I would report some things that seem to be working. I have successfully set up a Gallente Medium Tower in a 0.8 area of space and installed and tested both a Compression Array and a Reprocessing Array and although I had to fight with the arcane interfaces was able to do so with the minimum of help.
Setting up a Caldari Medium Tower in a 0.4 system was however a different experience. Getting the tower launched, anchored and online was the easy bit. Installing a Moon Harvesting Array and a Silo and getting them to both do actual work and also work together was a nightmare. My first problem was finding that although the anchor and online menu was on the Array the actual GÇÿwhat I want this Array and Silo to doGÇÖ instructions were on a none intuitive tab on the GÇÿManageGÇÖ interface of the tower. It took quite a few offline/online click this and click that before I had the full information to get both items working and together.
The final piece of the puzzle came when I realised I had to drag and drop the harvested GÇÿstuffGÇÖ from the Harvester to the Silo (on the tab) then click [Apply] then online the Silo first then the Harvester to get the blasted things working.
Next was setting up some Railgun Batteries for defence work, sadly the information panel for the batteries forgot one crucial bit of information GÇÿThey have to be anchored outside the force fieldGÇÖ, I spent quite some time (yes you can ROTFL if you wish), trying to anchor them. After asking in game and finding out yes this was so and trying yet again I finally found I had to click in just the right place when the box is outside the force field to get the little popup menu for anchor.
So CCP yes it all works if you can spend the time fighting the interfaces but some of the information panels could really do with some updates on how things should be done. Oh yes and the WiKi could do with an update as well.
Sorry for the long post, regards BH.
And a +3 to the above posts.
"You wait - time passes, Thorin sits down and starts singing about gold." from The Hobbit on ZX Spectrum 1982. |

Ekaterina 'Ghetto' Thurn
Department 10
163
|
Posted - 2014.06.18 11:30:00 -
[147] - Quote
'Structure Cost Scaling'
Otherwise known as onlining multiples of the same array to gain tax bonuses at POSes.
CCP devs seem unwilling to discuss or answer questions on this issue at the comments section of the original announcement and at the latest dev blog comments section. I have been directed here from the 'Blueprints' channel even though I don't think this is the ideal forum.
I and others feel that the proposed method of attaining additional tax bonuses at POSes by anchoring & onlining multiples of the exact same array at POSes is messy and a very bad method. CCP Greyscale still seems very confused as to how it will work in practise and doesn't think offlining the remaining arrays after the job is started is a problem, a pointless exercise, or an alleviation of the intended risk factor. No consideration has been given as to whether the additional arrays will, or can, be unanchored and removed after the job has been set up. In short it's a bodge job wrapped in a pretty bow of massive loopholes.
This idea is apparently being done to protect certain markets. I don't think the POS array or POS tower markets are going to suffer post Crius so there shouldn't be any worries about less arrays at towers or size of towers being deployed. Be sure there will be much more POS destruction with the possibility of expensive BPOs dropping and the disruption & destruction of others markets. This destruction will all have to be replaced.
A far better method would be to introduce new skillbook/s, maybe at 10x skill training if you so wish, to give tax bonuses on jobs at POSes. This lines up with current policy such as making refining/reprocessing something you have to spend significant time skilling into. A proper profession. |
|

CCP Greyscale
C C P C C P Alliance
2387

|
Posted - 2014.06.18 11:55:00 -
[148] - Quote
Ekaterina 'Ghetto' Thurn wrote:'Structure Cost Scaling'
Otherwise known as onlining multiples of the same array to gain tax bonuses at POSes.
CCP devs seem unwilling to discuss or answer questions on this issue at the comments section of the original announcement and at the latest dev blog comments section. I have been directed here from the 'Blueprints' channel even though I don't think this is the ideal forum.
I and others feel that the proposed method of attaining additional tax bonuses at POSes by anchoring & onlining multiples of the exact same array at POSes is messy and a very bad method. CCP Greyscale still seems very confused as to how it will work in practise and doesn't think offlining the remaining arrays after the job is started is a problem, a pointless exercise, or an alleviation of the intended risk factor. No consideration has been given as to whether the additional arrays will, or can, be unanchored and removed after the job has been set up. In short it's a bodge job wrapped in a pretty bow of massive loopholes.
This idea is apparently being done to protect certain markets. I don't think the POS array or POS tower markets are going to suffer post Crius so there shouldn't be any worries about less arrays at towers or size of towers being deployed. Be sure there will be much more POS destruction with the possibility of expensive BPOs dropping and the disruption & destruction of others markets. This destruction will all have to be replaced.
A far better method would be to introduce new skillbook/s, maybe at 10x skill training if you so wish, to give tax bonuses on jobs at POSes. This lines up with current policy such as making refining/reprocessing something you have to spend significant time skilling into. A proper profession.
We're not replying because you're putting words into our mouths and making thinly-veiled insults, which is usually an indicator of an unproductive discussion waiting to happen.
The multi-structure bonus is still being worked through, we are intending to handle the online/offline issues in the coming weeks but we don't have a firm solution yet.
Your skillbook suggestion does not address the issue that this bonus is trying to resolve, namely that without it the optimal setup is one of each type of structures and a load of defenses, which is uninteresting. |
|

Seith Kali
GoonWaffe Goonswarm Federation
109
|
Posted - 2014.06.18 12:17:00 -
[149] - Quote
CCP Greyscale wrote: Your skillbook suggestion does not address the issue that this bonus is trying to resolve, namely that without it the optimal setup is one of each type of structures and a load of defenses, which is uninteresting.
On that note, how about some way to siege in highsec, allowing dunking large towers without hundreds of man hours? A new flavor of bastion module that couldn't track a stationary bus, for example. Dunno about you but I'd call that interesting! Apprentice Goonswarm Economic Warfare Consultant - Drowning in entitlement and privilege.-á |

Calorn Marthor
Standard Fuel Company
33
|
Posted - 2014.06.18 13:35:00 -
[150] - Quote
Seith Kali wrote:CCP Greyscale wrote: Your skillbook suggestion does not address the issue that this bonus is trying to resolve, namely that without it the optimal setup is one of each type of structures and a load of defenses, which is uninteresting.
On that note, how about some way to siege in highsec, allowing dunking large towers without hundreds of man hours? A new flavor of bastion module that couldn't track a stationary bus, for example.  Dunno about you but I'd call that interesting!
Mobile Siege Cannon FTW!
|

Ekaterina 'Ghetto' Thurn
Department 10
163
|
Posted - 2014.06.18 14:05:00 -
[151] - Quote
CCP Greyscale wrote:Ekaterina 'Ghetto' Thurn wrote:'Structure Cost Scaling'
Otherwise known as onlining multiples of the same array to gain tax bonuses at POSes.
CCP devs seem unwilling to discuss or answer questions on this issue at the comments section of the original announcement and at the latest dev blog comments section. I have been directed here from the 'Blueprints' channel even though I don't think this is the ideal forum.
I and others feel that the proposed method of attaining additional tax bonuses at POSes by anchoring & onlining multiples of the exact same array at POSes is messy and a very bad method. CCP Greyscale still seems very confused as to how it will work in practise and doesn't think offlining the remaining arrays after the job is started is a problem, a pointless exercise, or an alleviation of the intended risk factor. No consideration has been given as to whether the additional arrays will, or can, be unanchored and removed after the job has been set up. In short it's a bodge job wrapped in a pretty bow of massive loopholes.
This idea is apparently being done to protect certain markets. I don't think the POS array or POS tower markets are going to suffer post Crius so there shouldn't be any worries about less arrays at towers or size of towers being deployed. Be sure there will be much more POS destruction with the possibility of expensive BPOs dropping and the disruption & destruction of others markets. This destruction will all have to be replaced.
A far better method would be to introduce new skillbook/s, maybe at 10x skill training if you so wish, to give tax bonuses on jobs at POSes. This lines up with current policy such as making refining/reprocessing something you have to spend significant time skilling into. A proper profession. We're not replying because you're putting words into our mouths and making thinly-veiled insults, which is usually an indicator of an unproductive discussion waiting to happen. The multi-structure bonus is still being worked through, we are intending to handle the online/offline issues in the coming weeks but we don't have a firm solution yet. Your skillbook suggestion does not address the issue that this bonus is trying to resolve, namely that without it the optimal setup is one of each type of structures and a load of defenses, which is uninteresting.
I apologise sincerely if you felt I insulted you personally. I am genuinely one of the good guys in RL and I'm not nasty in New Eden either for the most part. I just that the issue wasn't being looked at from all angles.
I concede defeat in the face of overwhelming adversity ...... although wouldn't a selection of different manufacturing, science, and defensive arrays within a POS shield be diverse rather than 'uninteresting' ? Don't reply. I concede. |

Dinsdale Pirannha
Pirannha Corp
3155
|
Posted - 2014.06.18 14:08:00 -
[152] - Quote
CCP Greyscale wrote:
The multi-structure bonus is still being worked through, we are intending to handle the online/offline issues in the coming weeks but we don't have a firm solution yet.
So this whole disaster goes live , in what, now 34 days, and you guys are still throwing darts at a wall in design? Hilarious.
Do everyone a favour, and back the dump of this on TQ until the fall, and give the design process a deadline of say, July 11. Better still, scrap the whole thing, though I am sure the null sec cartels would scream blue murder at that. Most people viewed Orwell's writings as a warning. The harper regime and the goons treat them as a guidebook. |

Awkward Pi Duolus
Pator Tech School Minmatar Republic
0
|
Posted - 2014.06.18 14:30:00 -
[153] - Quote
Dinsdale Pirannha wrote:So this whole disaster goes live , in what, now 34 days, and you guys are still throwing darts at a wall in design? Hilarious.
Do everyone a favour, and back the dump of this on TQ until the fall, and give the design process a deadline of say, July 11. Better still, scrap the whole thing, though I am sure the null sec cartels would scream blue murder at that.
Dude.. 34 days isn't a trivial amount of time =P I don't know what kinda joint you work at, but its more than enough time to prototype through a few iterations, if they're even half way agile..
In so far as it's equally possible to stack 13 mods in high, low and null sec, not sure how this is favors null, but don't let that get in the way of your paranoia. And heavens forbid, you suggest something remotely constructive..
CCP Greyscale, you gotta admit, this mods scaling thing is a pretty inelegant solution to preventing rainbow fits. Here's a thought - why don't you scale the costs based on how many types of arrays there are. Perhaps with a formula like this:
Factor = (1.01) ^ (# array types - 1)
Which gives the following:
1 1.000 2 1.010 3 1.020 4 1.030 5 1.041
Thus, if you want to rainbow up with 5 types of arrays, it costs you 4.1% extra compared to using just 1 type in a pos. |
|

CCP Greyscale
C C P C C P Alliance
2390

|
Posted - 2014.06.18 14:33:00 -
[154] - Quote
Awkward Pi Duolus wrote:CCP Greyscale, you gotta admit, this mods scaling thing is a pretty inelegant solution to preventing rainbow fits. Here's a thought - why don't you scale the costs based on how many types of arrays there are. Perhaps with a formula like this:
Factor = (1.01) ^ (# array types - 1)
Which gives the following:
1 1.000 2 1.010 3 1.020 4 1.030 5 1.041
Thus, if you want to rainbow up with 5 types of arrays, it costs you 4.1% extra compared to using just 1 type in a pos.
That way, we still don't get any tradeoff between industrial and defensive structures, plus the math could be simpler.
What exactly about what we've proposed do you find inelegant? |
|

Awkward Pi Duolus
Pator Tech School Minmatar Republic
0
|
Posted - 2014.06.18 15:02:00 -
[155] - Quote
CCP Greyscale wrote:That way, we still don't get any tradeoff between industrial and defensive structures, plus the math could be simpler.
What exactly about what we've proposed do you find inelegant?
Thanks for getting back so quickly!
It's not so much in the "(# arrays) * 2%" formulation - that's simple enough and offers a direct incentive to stack up on one type of array.
Rather, the main discomfort is at the prospect of getting that benefit through offlining mods. I know you've said you're looking at it, just wanted to reiterate that this should not be possible, as it's basically a hack, and like most hacks, fairly inelegant. It's also prone to gaming the system - if I wanted three types of arrays, I'd have 13 of each in the pos, run the first job with 13, offline 12, run the second job with 12, offline 11, and then run the last one with 11 and then offline 10, after which I'd set up the dickstar.
The more subtle issue is with the actual aim of this bonus - it's not that we particularly want 13 of a particular array type, but that we want people to have to make tradeoffs and not go for a rainbow fit. Another idea that directly corresponds to less rainbowing is to cause arrays to require more CPU/PG when multiple types are in the same pos.
And yes, the math could certainly be simpler, where we just do a (# array types) * 1% multiplier to essentially get the same effect. I'd initially started to put in the numbers of each types of array too and the exponential was to prevent things getting out of hand. That issue isn't there for a simpler scaling scenario. |

xttz
GoonWaffe Goonswarm Federation
363
|
Posted - 2014.06.18 15:15:00 -
[156] - Quote
Surely the simplest solution to offlining array abuse is to tag the job with the number of arrays used when it was started. Then keep it paused if that tower doesn't have that number online, in the same way jobs are paused now when the initial array is offline.
So if my tower has 5 Ammunition Assembly Arrays online when I start a huge batch of ammo, it will become paused if there are ever less than 5 arrays online until that job completes. |

Max Kolonko
High Voltage Industries Ash Alliance
423
|
Posted - 2014.06.18 15:31:00 -
[157] - Quote
Awkward Pi Duolus wrote:CCP Greyscale wrote:That way, we still don't get any tradeoff between industrial and defensive structures, plus the math could be simpler.
What exactly about what we've proposed do you find inelegant? Thanks for getting back so quickly! It's not so much in the "(# arrays) * 2%" formulation - that's simple enough and offers a direct incentive to stack up on one type of array. Rather, the main discomfort is at the prospect of getting that benefit through offlining mods. I know you've said you're looking at it, just wanted to reiterate that this should not be possible, as it's basically a hack, and like most hacks, fairly inelegant. It's also prone to gaming the system - if I wanted three types of arrays, I'd have 13 of each in the pos, run the first job with 13, offline 12, run the second job with 12, offline 11, and then run the last one with 11 and then offline 10, after which I'd set up the dickstar. The more subtle issue is with the actual aim of this bonus - it's not that we particularly want 13 of a particular array type, but that we want people to have to make tradeoffs and not go for a rainbow fit. Another idea that directly corresponds to less rainbowing is to cause arrays to require more CPU/PG when multiple types are in the same pos. And yes, the math could certainly be simpler, where we just do a (# array types) * 1% multiplier to essentially get the same effect. I'd initially started to put in the numbers of each types of array too and the exponential was to prevent things getting out of hand. That issue isn't there for a simpler scaling scenario.
Or we can live with imperfect but really simple solution while ccp is looking fpr way to block offlining modules.
We really are tslking about shaving off few percent of work cost. Lets wait and see how high this will get.
Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |

Retar Aveymone
GoonWaffe Goonswarm Federation
457
|
Posted - 2014.06.18 15:44:00 -
[158] - Quote
look anyone insane enough to offline/online 25 arrays and like 16 hardeners on a regular basis is insane enough to just stick the tower in a station-free system that has job hours of approximately zero and pay approximately zero install fees
since they're paying approximately zero install fees, they no longer need to do all that effort to save approximately 25% of zero |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3427
|
Posted - 2014.06.18 15:45:00 -
[159] - Quote
No idea how viable it is, but:
Add a 20 minute online time (but not offline, preferably) to all arrays and labs. Then sure, you can play online/offline shenanigans, but it'd be annoying as hell to do regularly, with large times to do (as you can't online two things at the same time) Woo! CSM 9! http://fuzzwork.enterprises/
Twitter: @fuzzysteve on Twitter |

Retar Aveymone
GoonWaffe Goonswarm Federation
457
|
Posted - 2014.06.18 16:17:00 -
[160] - Quote
Steve Ronuken wrote:No idea how viable it is, but:
Add a 20 minute online time (but not offline, preferably) to all arrays and labs. Then sure, you can play online/offline shenanigans, but it'd be annoying as hell to do regularly, with large times to do (as you can't online two things at the same time) As someone who occasionally has to put up towers I cannot oppose this idea more strongly (and who has legitimate reasons to offline arrays frequently: on a CSAA tower once you're done with the component construction you offline your component arrays to add hardeners while the CSAA cooks the supercap).
Online times on tower mods are one of the most unfun things in the game to deal with and they should not be made worse at all: I would much rather some highseccers be exploiting the hell out of offline/online shenanigans than make setting up an industry pos become a multi-hour sit around and watch paint dry activity. |
|

CCP Greyscale
C C P C C P Alliance
2392

|
Posted - 2014.06.18 17:34:00 -
[161] - Quote
We're not too worried about coming up with a fix, the only blocker really is the time available. The process of deciding how to fix it will be strongly constrained though by what's technically straightforward and what isn't, and I'm not expecting to find out what that is until I have a sit down with the programmers involved and talk it through.
Also to be clear, the sentiment I was trying to express was that this is not a thing that is going to break industry, because the bonuses available are not likely to be large enough to have serious repercussions. Obviously we want to fix it because it is exploitable, but the exploits it creates are pretty minor in the greater scheme of things :) |
|

Kenneth Feld
Habitual Euthanasia Pandemic Legion
75
|
Posted - 2014.06.18 20:12:00 -
[162] - Quote
Seith Kali wrote:CCP Greyscale wrote: Your skillbook suggestion does not address the issue that this bonus is trying to resolve, namely that without it the optimal setup is one of each type of structures and a load of defenses, which is uninteresting.
On that note, how about some way to siege in highsec, allowing dunking large towers without hundreds of man hours? A new flavor of bastion module that couldn't track a stationary bus, for example.  Dunno about you but I'd call that interesting!
Bastion Module perhaps? |

Retar Aveymone
GoonWaffe Goonswarm Federation
459
|
Posted - 2014.06.18 20:17:00 -
[163] - Quote
CCP Greyscale wrote:Obviously we want to fix it because it is exploitable, but the exploits it creates are pretty minor in the greater scheme of things :) famous last words before the goonswarm economic cabal finds a way to anchor a billion arrays and actually get paid for installing jobs :sun: |

Skalle Pande
Teknisk Forlag
66
|
Posted - 2014.06.18 22:00:00 -
[164] - Quote
CCP Greyscale wrote:What exactly about what we've proposed do you find inelegant? About having to anchor a substantial number of identical modules within a POS, in order to obtain a bonus which has nothing to do with having more facilities? Actually, more facilities ought to require more workers, and therefore a higher installation cost, not lower, if you take the lore arguments at face value - more facilities logically would give more slots, but those are being abolished. And to top it off, this substantial number minus 1 may possibly be offlined when jobs have been installed. It sounds downright silly. And have you considered the visuals here: A POS crowded with offline modules of various kinds, 25 of each, worst case? And only one running? Junkyards are the opposite of elegant solutions...
Minimum requirement would IMHO be that all those modules will function as a group, i.e. that you offline all or nothing, while a job is running. That would take care of the on-off problem. Either your job is running as it was started, or it is not.
A far more elegant solution would be to make arrays behave as PI command centers, which can be upgraded to use much more cap and cpu and provide the bonus in return. No clutter at the starbase, no online-offline shenanigans, better lore integration (more automation = less need for workers = cheaper installation). You might even buy the upgrades in the form of extra modules, if you want the production of such modules to not suffer (and if the code won't allow anything else), but the extra modules should "vanish" into the first upon installation (anchoring) and just leave the one facility which is in operation with better stats. I would actually rather see upgrades getting progressively more expensive, not flat, like in most other cases (skill training, modules, whatever).
Maybe the (24+1) identical modules is the only possible solution presently, because the programming code behind it is old and/or bad and can't be remedied. So be it. But it is very much less than elegant. Acknowledge that, and we can move on. And get a grip on the on-off problem fast. |

Skalle Pande
Teknisk Forlag
67
|
Posted - 2014.06.18 22:59:00 -
[165] - Quote
xttz wrote:iskflakes wrote:Prince Kobol wrote:mynnna wrote: (stuff about the need for an overhaul of tower defenses)
Totally agree with mynnna. PoS defences are joke these days. You can easily take out a fully defended pos in HS these days little more then a small group of BS's with next to no effort. PoS defensive modules are a poor joke. +1 A rebalance of POS module stats would not take much work and would sort out a lot of problems with towers. The cruise missile/torp batteries are useless. The blasters don't have enough optimal range to hit anything. The lock times are too long. The scrams don't actually scram you. The anti-capital weapons don't threaten capitals. The list goes on.. +2 Starbases used to be a real threat to Dreadnoughts and Carriers. Now they struggle to kill cruisers and frigates. Now, THAT is worrying. If hi-sec POS'es are going to be wardecc'ed and targetted much more frequently for real economic reasons (as opposed to wanton griefing), and if they are not defendable, it will be bad.
I happen to be in a two-man alt corp, which has become the proud owner of a recently anchored POS. It was, as is often the case I think, put up with research in mind, and none of us have any previous experience with POS'es. After Crius, we figured that we could use it for reprocessing and manufacturing as well, on a comparatively very small scale. We're easy prey anyway, but with this in mind I figure we could just as well take it down and not put it back up, once we get the first wardec (we haven't had one yet, incidentally), because there will be no chance whatsoever of putting up even a token resistance. Until then, we can hide as best we can, under a rock in an obscure and remote corner, but as soon as we are found out we will never be allowed to keep it for very long, and it will be an expensive pain in the a*** to pull it down at put it up often.
Please tell me that this is not so? That even if we can't keep our wonderful starbase, we can at least make the attackers bleed? Just a tiny little bit? Please?
Or CCP, you could of course do as mynnna suggested? Give us some means and a reason to defend, when you give people reason to attack? And preferably simultaneously. |

xttz
GoonWaffe Goonswarm Federation
365
|
Posted - 2014.06.19 07:57:00 -
[166] - Quote
Skalle Pande wrote:xttz wrote: Starbases used to be a real threat to Dreadnoughts and Carriers. Now they struggle to kill cruisers and frigates.
Now, THAT is worrying. If hi-sec POS'es are going to be wardecc'ed and targetted much more frequently for real economic reasons (as opposed to wanton griefing), and if they are not defendable, it will be bad. .... Please tell me that this is not so? That even if we can't keep our wonderful starbase, we can at least make the attackers bleed? Just a tiny little bit? Please? Or CCP, you could of course do as mynnna suggested? Give us some means and a reason to defend, when you give people reason to attack? And preferably simultaneously.
You can make terrible attackers bleed, no question. However the moment someone shows up with a fleet showing a modicum of organisation, you may as well not login:
- Ewar modules can't lock Logistics Cruisers fast enough to be effective, and you'll probably need a fair number of ECM modules manually controlled for this anyway.
- You need several characters worth of controlled medium guns to effectively damage a battleship, while larger guns require most targets to be heavily webbed in order to track it.
- Non-laser weapons are really vulnerable to having their ammo run down before an attack by an AFK orbiting frigate that can't be tracked.
The less said about missiles and hybrid weapons the better - two entire systems that are less effective than just flying a Rifter out of the shields and taking on a fleet solo. But they serve as a honeytrap to those who don't know any better, and I can see many new towers falling foul of it.
Having said that, CCP will probably also need to look at the balance regarding towers with lots of hardeners in high-sec. That can push 200mil EHP, and without dreads very few people will want to make a serious attempt on these. |
|

CCP Greyscale
C C P C C P Alliance
2393

|
Posted - 2014.06.19 10:30:00 -
[167] - Quote
Skalle Pande wrote:CCP Greyscale wrote:What exactly about what we've proposed do you find inelegant? About having to anchor a substantial number of identical modules within a POS, in order to obtain a bonus which has nothing to do with having more facilities? Actually, more facilities ought to require more workers, and therefore a higher installation cost, not lower, if you take the lore arguments at face value - more facilities logically would give more slots, but those are being abolished. And to top it off, this substantial number minus 1 may possibly be offlined when jobs have been installed. It sounds downright silly. And have you considered the visuals here: A POS crowded with offline modules of various kinds, 25 of each, worst case? And only one running? Junkyards are the opposite of elegant solutions... Minimum requirement would IMHO be that all those modules will function as a group, i.e. that you offline all or nothing, while a job is running. That would take care of the on-off problem. Either your job is running as it was started, or it is not. A far more elegant solution would be to make arrays behave as PI command centers, which can be upgraded to use much more cap and cpu and provide the bonus in return. No clutter at the starbase, no online-offline shenanigans, better lore integration (more automation = less need for workers = cheaper installation). You might even buy the upgrades in the form of extra modules, if you want the production of such modules to not suffer (and if the code won't allow anything else), but the extra modules should "vanish" into the first upon installation (anchoring) and just leave the one facility which is in operation with better stats. I would actually rather see upgrades getting progressively more expensive, not flat, like in most other cases (skill training, modules, whatever). Maybe the (24+1) identical modules is the only possible solution presently, because the programming code behind it is old and/or bad and can't be remedied. So be it. But it is very much less than elegant. Acknowledge that, and we can move on. And get a grip on the on-off problem fast.
From a setting perspective, more facilities allow you to spread a given load out across more locations and thus each location can run more efficiently, resulting in less overall costs.
Upgrading a single structure would result in less "stuff" in space, for sure, but I don't see that as necessarily a good thing. Ignoring the hoops you'd have to jump through to keep the current cost structure in place (you'd also probably have to scale HP, capacity etc to maintain parity with current setup), you also end up with much more boring and somewhat less easily scoutable towers. Online/offline shenanigans aside (which, again, we are fully hoping to have fixed before release), I would much rather warp to a research tower and see twenty labs lined up side by side than seeing a tower with a single lonely lab next to it. YMMV, obviously, but that's why we're favoring the current solution. |
|

Bugsy VanHalen
Society of lost Souls
1029
|
Posted - 2014.06.19 15:21:00 -
[168] - Quote
I have been testing the starbase changes on SiSi.
The character that anchored the POS has not changed corp, is still a director in the corp that he anchored the POS for, but could not get into the shield without the password. It used to be that any corp member of the owning corp could get in without a password. When I logged in the autowarp to last location bounced me off the shield to over 100km away. Is this a new change so that corps can limit entry to POSes by their own corp members using passwords, which would be a cool addition, or is it just a bug?? I also see the check box that I believe used to say allow alliance usage now says allow corporation usage? This seems to indicate that I can lock out other corp members by leaving this unchecked, and not giving them the password. Is this correct?
There was an issue with the array stacking bonus. it was applying the bonus even when off line. I was getting a -30% job cost modifier with 10 extra arrays anchored but offline. That seems to have been fixed now, my bonus has gone from -30% to -1.5%. However it does not change now.
research time seems way longer, taking my obelisk BPO from ME 9 to ME 10 even with the bonuses from Hyasyoda lab it is saying 167 days in the industry window. 257 days in station. That seems a little excessive for a T1 BPO, even for a freighter. What would it be for a Titan 5 years?? I would have liked to compare it to my T2 capital component BPO's but they are all already at 10. Maybe someone else can check that.
Well back to testing. |

Retar Aveymone
GoonWaffe Goonswarm Federation
459
|
Posted - 2014.06.19 16:31:00 -
[169] - Quote
Bugsy VanHalen wrote:I have been testing the starbase changes on SiSi.
The character that anchored the POS has not changed corp, is still a director in the corp that he anchored the POS for, but could not get into the shield without the password. It used to be that any corp member of the owning corp could get in without a password. When I logged in the autowarp to last location bounced me off the shield to over 100km away.
In my experience only non corp members need the password to access the POS. This character was not only a director in the owning corp, but also the one who anchored and onlined it. you can set a tower to not allow corp members in without a password and you set your tower up that way by accident, i've done it on tranq a few times
that checkbox has always existed |

per
Terpene Conglomerate
14
|
Posted - 2014.06.20 11:46:00 -
[170] - Quote
intensive reprocessing array somehow doesnt work for me, im not able to access it (0.4 system) http://pasteboard.co/VtoJ4un.png
reprocessing array works well though |

Salpad
Carebears with Attitude
542
|
Posted - 2014.06.20 12:48:00 -
[171] - Quote
CCP Ytterbium wrote:Reprocessing Array improvements
I'm mildly concerned about this only having a capacity of 200k m3. It means that if I have a Freighter-load of ore that I want to refine, I'll have to do it in 5 batches. That seems odd. And the Ore Compression array is much larger, with about 100 times more capacity.
Are you sure it's a good idea to not give the Reprocessing Array a lot more internal volume? Like 10 times as much? |

JanSVK
Benzene Inc.
3
|
Posted - 2014.06.20 13:09:00 -
[172] - Quote
Did some testing on SISI.
- Production in the POS is cumbersome. Moving blueprints and materials between different arrays results in alot of needless clicking. If possible pls give a share hangar for all Labratories and arrays.
- Tested a hawk manufacturing job in Josameto.
- Job cost in POS was higher. Building 10 hawk in station = 3 889 864 isk, in POS = 4 190 084 isk. => 300 220 Why is the Job cost in POS higher?
- Material cost in POS is significantly lower. However there is a strange behaviour because the bonus in the POS seems about 25% BUT does not seem to affect Zydrin, Nocxium, Megacyte.
See images below.
Also I want to adress the security issues coming with POS production. As all POS jobs are corp jobs there is a high risk of corp thieves stealing the manufactured goods or blueprints when multiple corp memebers want t.
Station: https://plus.google.com/photos/yourphotos?pid=6026976370801855586&oid=112472675286694700491
POS: https://plus.google.com/photos/yourphotos?pid=6026976368277411074&oid=112472675286694700491
|

Careby
Careby Exploration
178
|
Posted - 2014.06.20 13:11:00 -
[173] - Quote
Salpad wrote:I'm mildly concerned about this only having a capacity of 200k m3. It means that if I have a Freighter-load of ore that I want to refine, I'll have to do it in 5 batches. That seems odd. And the Ore Compression array is much larger, with about 100 times more capacity.
Are you sure it's a good idea to not give the Reprocessing Array a lot more internal volume? Like 10 times as much? I was thinking deliver ore to the compression array, and move compressed ore into the reprocessing array.
Sarcasm is OP |

Retar Aveymone
GoonWaffe Goonswarm Federation
466
|
Posted - 2014.06.20 17:49:00 -
[174] - Quote
Salpad wrote:CCP Ytterbium wrote:Reprocessing Array improvements I'm mildly concerned about this only having a capacity of 200k m3. It means that if I have a Freighter-load of ore that I want to refine, I'll have to do it in 5 batches. That seems odd. And the Ore Compression array is much larger, with about 100 times more capacity. Are you sure it's a good idea to not give the Reprocessing Array a lot more internal volume? Like 10 times as much? unless you're building in that pos, you will have way more minerals to haul on your return trip to the station so it's sort of a moot point |

Alain Kinsella
127
|
Posted - 2014.06.20 21:18:00 -
[175] - Quote
Retar Aveymone wrote:Salpad wrote:
I'm mildly concerned about this only having a capacity of 200k m3. It means that if I have a Freighter-load of ore that I want to refine, I'll have to do it in 5 batches. That seems odd. And the Ore Compression array is much larger, with about 100 times more capacity.
Are you sure it's a good idea to not give the Reprocessing Array a lot more internal volume? Like 10 times as much?
unless you're building in that pos, you will have way more minerals to haul on your return trip to the station so it's sort of a moot point That's what I started to realize as well.
I believe part of the intent here is to have the compression array not need a Corp Hangar anchored to generally operate. That allows, for example, the ability for a mining leader to 'quick anchor' a small POS at a free moon, compress/store during the mining run, and then haul to your final destination afterward (taking down the POS when done). If a dedicated reprocess character is available (for a High Sec op), he/she can do some work at a Refining Array prior to taking down the POS as well (which gains a nice bonus to the final output, and IIRC avoids the standings-related taxes as well).
That's theory. In practice, if there is a station in-system (or within 1-2 jumps) that will be used instead. The method is still useful in some of the less-used regions however, depending on how 'intense' the mining op was and how far away it was from a station. But it requires knowledge of POS mechanics, and will add at least another hour to the op (for those running it).
EDIT - I just remembered that compressed ore will fit in an ore bay. So another use in high-sec would be to 'pay' a miner in compressed ore (which would end up being the equivalent of 10 normal loads of ore). This option is probably more lucrative to someone like myself, who already has most of the refining skills to a comfortable level (not perfect, but close enough for my needs). Depending on where the miner is, (s)he may also become more of a gank magnet - even in a Skiff. "The Meta Game does not stop at the game. Ever."
Currently Retired / Semi-Casual (pending changes to RL concerns).
|

Soldarius
Deadman W0nderland Test Alliance Please Ignore
720
|
Posted - 2014.06.20 22:54:00 -
[176] - Quote
(Please accept apologies. But sometimes I just can't help trolling.)
Wow. Such moons. Many tears. Goons mad.
Your moon goo jew juice empire is (generally) safe. A few extra dozen R64s won't kill your SRP. Besides, I thought you had seen the light with rental scams programs? Aren't they the wave of the future? Or... is PBLRD not the isk-fountain you thought it would be? Renters leaving in droves? Is your PASTA a little too aldente? Predditors killing all your sheep?
https://www.youtube.com/watch?v=3tSLQlV9i4Q GÇ£I personally refuse to help AAA take space from itself so it can become an even shittier version of itselfGÇ¥
-Grath Telkin, 2014. |

Alexander Lion
Dragon Clan Nulli Secunda
5
|
Posted - 2014.06.20 23:15:00 -
[177] - Quote
i dont know if this was posted befor.
I played a little on Sisi and wanted to anchor a pos mod and there was not enough CPU to put it online. So i put a Design lab offline, where several jobs were running. the Lab got offlined and i could online the other pos mod. no thing. after realizing there were jobs in the lab i checked the jobs tab in the industry window. I recognized there is a large X infront of the Status bars now where the time is counting down. I wondered my the counter still counts down and what will haben, if it reaches 0. will the jobs be delivered or do they fail?
to check if the job status changes again, i online the Lab again and the x became a arrow like the play button on media players. will this jobs be finshed normal?
|

Stalence
Caldari Colonial Defense Ministry Templis CALSF
19
|
Posted - 2014.06.21 14:16:00 -
[178] - Quote
CCP Greyscale wrote:Soldarius wrote:Blue Harrier wrote:Thanks for the earlier reply to my other post.
Now a question; We now have the facility to anchor a POS in high sector space but do I take it we will not be able to harvest moons?
I did try and set up a Moon Harvesting Array but got a long winded message about it had to be in 0.4 or less (I think). The message vanishes far too quickly to read it all and because it has multiple lines itGÇÖs very difficult to read all of it in one go.
The tl;dr: You cannot do moon mining in .4 or higher. That is it. I hope that one day that changes. I've never been a fan of artificial and/or arbitrary limitations. Then again, it would probably completely crash the moongoo market. 0.5 or higher as of Crius. We changed a >= to a > so the code does what the authoring was always assuming it did. I just fixed the display text for the attributes this afternoon to reflect this, but the code should already be in place.
Will this affect drug manufacturing too or just moon mining? |

Alexander Lion
Dragon Clan Nulli Secunda
7
|
Posted - 2014.06.21 14:27:00 -
[179] - Quote
Moon harvesters are conformed to work in 0.4 by now :) i allready planted one ind a nearby lowsec system.
unfortunatly the big power blocks already send out there scanners to scan all the 0.4 moons for r32 and r64 mats :(
time to build some syphons. |

Retar Aveymone
GoonWaffe Goonswarm Federation
470
|
Posted - 2014.06.21 16:05:00 -
[180] - Quote
Alexander Lion wrote:Moon harvesters are conformed to work in 0.4 by now :) i allready planted one ind a nearby lowsec system.
unfortunatly the big power blocks already send out there scanners to scan all the 0.4 moons for r32 and r64 mats :(
time to build some syphons.
Drug labs can now also be anchored and onlined in 0.4 systems i like that not even nulli members consider themselves part of the big power blocks |

Alexander Lion
Dragon Clan Nulli Secunda
7
|
Posted - 2014.06.21 17:17:00 -
[181] - Quote
Retar Aveymone wrote:Alexander Lion wrote:Moon harvesters are conformed to work in 0.4 by now :) i allready planted one ind a nearby lowsec system.
unfortunatly the big power blocks already send out there scanners to scan all the 0.4 moons for r32 and r64 mats :(
time to build some syphons.
Drug labs can now also be anchored and onlined in 0.4 systems i like that not even nulli members consider themselves part of the big power blocks
Might be that Nulli is in the N3 block but i also know people in smaller industry allies how haven't the ability to fight N3 or the CFC.
i know some tech moons in 0.4 low sec but it is impossible for most corps to defend the tower from the blocks or the allies within a block.
|

Kusum Fawn
State Protectorate Caldari State
485
|
Posted - 2014.06.21 18:08:00 -
[182] - Quote
Alexander Lion wrote:i dont know if this was posted befor.
I played a little on Sisi and wanted to anchor a pos mod and there was not enough CPU to put it online. So i put a Design lab offline, where several jobs were running. the Lab got offlined and i could online the other pos mod. no thing. after realizing there were jobs in the lab i checked the jobs tab in the industry window. I recognized there is a large X infront of the Status bars now where the time is counting down. I wondered my the counter still counts down and what will haben, if it reaches 0. will the jobs be delivered or do they fail?
to check if the job status changes again, i online the Lab again and the x became a arrow like the play button on media players. will this jobs be finshed normal?
Update:
So i checked my jobs today. The ones from the first offlined and then onlined again Design lab were delivered successful.
now i will check what will happen to the jobs if the lab is offline wenn the counter is 0.
Update 2:
So if the POS Mod goes offline while jobs are running in it, the counter keeps counting down and when it reaches 0 the status freezes and you cannot deliver the job. After onlining the Lab again the job gets reset to to the moment the mod was offlines.
so my job took 8 min i offlines the mod at 4 min and the job got reset to 4 min after onlining again.
Is this behaviour correct or should the job be canceled without being completable at all? Having the job pause while the mod is offline was intended behavior it was setup that way with a mind that you could offline the array to online defenses, and not lose the materials everytime someone rf'ed or you attempted to defend your tower. 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
7
|
Posted - 2014.06.21 22:40:00 -
[183] - Quote
ok. i had this in mind but the mechanics is some kind of broken^^ i will upload video on how the timer is jumping around when putting the mods on and offline.
maybe instead of an 'x' infront of the Status there should be a ' I I ' -symbol for pause and the countdown should freeze.
|

Terranid Meester
Tactical Assault and Recon Unit
228
|
Posted - 2014.06.22 03:40:00 -
[184] - Quote
Does this mean booster manufacturing will be allowed in 0.4 as well? |

serv Puell
Possum Removal Services
0
|
Posted - 2014.06.22 04:56:00 -
[185] - Quote
Is it intended that you cant put on jobs at the pos remotely ? |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
77
|
Posted - 2014.06.22 12:26:00 -
[186] - Quote
serv Puell wrote:Is it intended that you cant put on jobs at the pos remotely ?
You can, in fact put jobs on a pos remotely
You just have to make sure everything is there in the pos, in the actual array you want to put the job on first.
They even removed region limits from the supply chain management skill |

Alexander Lion
Dragon Clan Nulli Secunda
7
|
Posted - 2014.06.22 12:47:00 -
[187] - Quote
Terranid Meester wrote:Does this mean booster manufacturing will be allowed in 0.4 as well?
yes, i tried it with Standard Crsh Boosters and the job got accepted, and after 6h there where 49 Crash boosters in the Drug Lab. So drug manufactoring in 0.4 Systems is possible.
With the Scientific Networking Skill / Supply Chain Management you can Start jobs remotely. But all mats needed for the job must be in the structure where the job shall be installed.
The Skills are range based now. so at lvl V you can start jobs from not sure if 25 or 20 jumps away. you can park you char in Jita and can Start jobs in Venal and Tribune for example. |

TigerXtrm
Black Thorne Corporation Black Thorne Alliance
759
|
Posted - 2014.06.22 16:12:00 -
[188] - Quote
Is it safe to assume that fitting requirements (CPU and PW) for starbase modules isn't going to change much between now and Crius? My YouTube Channel - EVE Tutorials & other game related things! |

xttz
GoonWaffe Goonswarm Federation
366
|
Posted - 2014.06.22 21:51:00 -
[189] - Quote
TigerXtrm wrote:Is it safe to assume that fitting requirements (CPU and PW) for starbase modules isn't going to change much between now and Crius?
Considering how little they've changed between now and Exodus, that's probably a safe bet. |
|

CCP Greyscale
C C P C C P Alliance
2398

|
Posted - 2014.06.23 09:57:00 -
[190] - Quote
Stalence wrote:CCP Greyscale wrote:Soldarius wrote:Blue Harrier wrote:Thanks for the earlier reply to my other post.
Now a question; We now have the facility to anchor a POS in high sector space but do I take it we will not be able to harvest moons?
I did try and set up a Moon Harvesting Array but got a long winded message about it had to be in 0.4 or less (I think). The message vanishes far too quickly to read it all and because it has multiple lines itGÇÖs very difficult to read all of it in one go.
The tl;dr: You cannot do moon mining in .4 or higher. That is it. I hope that one day that changes. I've never been a fan of artificial and/or arbitrary limitations. Then again, it would probably completely crash the moongoo market. 0.5 or higher as of Crius. We changed a >= to a > so the code does what the authoring was always assuming it did. I just fixed the display text for the attributes this afternoon to reflect this, but the code should already be in place. Will this affect drug manufacturing too or just moon mining?
Anything that has that attribute that manages which sec status it can be anchored in, will be affected by this change.
TigerXtrm wrote:Is it safe to assume that fitting requirements (CPU and PW) for starbase modules isn't going to change much between now and Crius?
We're not planning to touch them, but if we find a strong need to we will. |
|

Soldarius
Deadman W0nderland Test Alliance Please Ignore
723
|
Posted - 2014.06.24 19:49:00 -
[191] - Quote
CCP Greyscale, thank you for this. Common sense changes are good for the game. GÇ£I personally refuse to help AAA take space from itself so it can become an even shittier version of itselfGÇ¥ -Grath Telkin, 2014. |

Soldarius
Deadman W0nderland Test Alliance Please Ignore
723
|
Posted - 2014.06.24 20:01:00 -
[192] - Quote
Steve Ronuken wrote:No idea how viable it is, but:
Add a 20 minute online time (but not offline, preferably) to all arrays and labs. Then sure, you can play online/offline shenanigans, but it'd be annoying as hell to do regularly, with large times to do (as you can't online two things at the same time)
Not no. But Hell, no. We just got rid of the unholy crime against humanity that is module online/offline times and you wanna bring it back? Do you have nay idea how badly that effects POSes with silos that have to be regularly switched on and off just so we can take stuff out or put it in?
Nonononononono.
GÇ£I personally refuse to help AAA take space from itself so it can become an even shittier version of itselfGÇ¥ -Grath Telkin, 2014. |

Esmanpir
Revenent Defence Corperation Ishuk-Raata Enforcement Directive
0
|
Posted - 2014.06.24 22:48:00 -
[193] - Quote
mynnna wrote:CCP Nullarbor wrote:Sentient Blade wrote:CCP Nullarbor wrote:The ones that don't trust their members or are unable to defend their POS will simply research and copy in (now slotless) NPC stations. I think you're deliberately confusing a small indy corp with a nullsec alliance or RvB. The notion of defending a POS is nonsense - If it's online, and armed, then the only groups liable to attack it are those with sufficiently overwhelming force that it's reinforced within half an hour. That RF can take place at ANY time of the day. Are you seriously suggesting that to take advantage of researching in POS towers that small indy corps now need enough members to put up an around-the-clock defensive fleet? What about smaller still, one or two man corps that use industry to fund other things, like PvP? Is it a case of: "Hey, sorry. We here at CCP think that EVE is serious business and you can forget about that spontaneous weekend trip away with your wife because when you get back your BPOs are all gone." For a highsec POS at least you will get a wardec notice period before being at risk, but like I said, small corps will just use NPC stations. With the removal of slots and system wide cost scaling this isn't as big a deal as it used to be with slot constraints. Those that want to take the risk, enjoy the POS bonuses. The choice is yours. One real problem from the risk side of things is that the POS ability to defend itself - or rather, be used by a player or group of players to defend itself - is absolutely laughable. Stats on the modules are dated to an era where a dread had less EHP than can be achieved by a well tanked cruiser or battlecruiser these days, not to mention the ridiculous lock times. The UI to actually manage your weapons is pretty bad too, but that's a harder problem to tackle, I suspect. All of that, though, means that "highsec POS users" are another group that would benefit from POS guns not being awful. I suggest:
- Buff damage numbers a bit, and perhaps damage application numbers.
- Buff Starbase Defense Management to be two arrays per level instead of one.
- Increase scan resolution on weapon batteries by a factor of five and scan resolution on electronic warfare and neuting batteries by a factor of ten. To balance this and maximize the benefit of these changes to manned towers, increase the random lock delay by the same factor.
- Have a look at the stats on neuting batteries. Not relevant to highsec but in theory they should be the best weapon against capitals or supers; in practice, 1k cap is nothing. Alternatively, give us different sizes of neuting batteries - small, medium, large, and extra large.
Do all that and then if a "small corp" or indeed any corp is vigilant with their defense, they'll have the capability to defend their POS. Granted, it'll mean some tradeoffs, fewer labs and arrays if they want to supplement gun batteries with shield hardeners and electronic warfare, but that's as it should be - at least doing so would actually be a viable option. Re: Extra moons and supply/demand, my napkin estimate says new supply from the new 0.4 moons is to a fart in a hurricane. I'm not exactly concerned.
You make a good point on issue of the Risk Side of current POS's. Although I'm in favor of increasing the defenses of POS and such, what it means to the small player corps in nullsec and lowsec is that they'll have a much bigger problem trying to hit enemy POSs. Adjusting the offence and defenses of the POSs needs to be done, but will mostly benefit the larger Corps and alliances. Just saying... |

Careby
Careby Exploration
184
|
Posted - 2014.06.25 12:33:00 -
[194] - Quote
Esmanpir wrote:You make a good point on issue of the Risk Side of current POS's. Although I'm in favor of increasing the defenses of POS and such, what it means to the small player corps in nullsec and lowsec is that they'll have a much bigger problem trying to hit enemy POSs. Adjusting the offence and defenses of the POSs needs to be done, but will mostly benefit the larger Corps and alliances. Just saying... I'm not sure how improvement of POS defenses favors larger corps. It's true, larger corps have an advantage, both in actively defending their own starbases and in attacking those of others, whether they be actively defended or not. This will be true regardless of the state of POS defense options.
I suppose your point is that stronger defenses would make it more difficult for a small gang to take down an unattended POS, which is true. But not all of those POSes being attacked are owned by large corps.
My opinion is that any weapons system in the game ought to be viable for some purpose, else why does it exist? Currently a lot of POS defense mods are useless.
Sarcasm is OP |

Thoren Vaille
American Federation of Musicians Local 148-462
3
|
Posted - 2014.06.25 19:27:00 -
[195] - Quote
I'll admit that I haven't gone through the whole thread at this point, but I set up a tower to check the reprocessing module and got about a third less product than I expected (and much less than I had gotten in the station).
Just a heads up in case that's not accurate. |

Salpun
Global Telstar Federation Offices Masters of Flying Objects
751
|
Posted - 2014.06.26 04:38:00 -
[196] - Quote
Is the reprocessing array suppose to only be usable if you are with in 3km of it? This is different then the new standard of being able to access everything but board a new ship any where in side the pos shields. If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide
See you around the universe. |

Fredric Wolf
Black Sheep Down Tactical Narcotics Team
62
|
Posted - 2014.06.26 19:23:00 -
[197] - Quote
An Idea I had with the new way industry is presented in Crius. Would it be possible to change the way POS modules work with other modules in a POS structure?
Let use labs for example if you removed their cargo room completely and instead of putting your bpos or bpcs in it you would instead put them in the corp hanger array or the personal hanger array and would set the input out put in the same manner you would in station. This is only a thought but if this was the case you could stream line now POSs function and allow some sort of safety per individual member in a corp but still maintain the risk of putting BPOGÇÖs in a POS.
I have no idea of the POS code or if this is even possible but if is something that would be possible it would make building from a POS simpler as you could put all your mins into a single container and build from any additional module you anchor into the pos be it ammo array or ship array.
I hope this is clear enough I can try to explain it better if needed. |

MailDeadDrop
Rage and Terror Against ALL Authorities
346
|
Posted - 2014.06.26 19:38:00 -
[198] - Quote
CCP is not interested in your ideas for POS changes. CCP will not be changing POS behavior in Crius other than what they have already done. Based on prior behavior, CCP will release Crius in its current state, regardless of what bugs are being reported here.
MDD |

TigerXtrm
Black Thorne Corporation Black Thorne Alliance
774
|
Posted - 2014.06.27 00:12:00 -
[199] - Quote
MailDeadDrop wrote:CCP is not interested in your ideas for POS changes. CCP will not be changing POS behavior in Crius other than what they have already done. Based on prior behavior, CCP will release Crius in its current state, regardless of what bugs are being reported here.
MDD
If it's deployed in its current state it will literally (actually literally) break the entire game. 
But no, don't expect major POS overhauls in Crius. The existing code is too ****** to alter or modify and the devs are probably hard at work on designing the POS mechanics from the ground up. First we're getting an overhaul in corp and alliance management, though. So I'd expect to see new POS stuff hitting SiSi about this time next year. Hopefully. My YouTube Channel - EVE Tutorials & other game related things! |

MailDeadDrop
Rage and Terror Against ALL Authorities
346
|
Posted - 2014.06.27 04:14:00 -
[200] - Quote
TigerXtrm wrote:MailDeadDrop wrote:CCP is not interested in your ideas for POS changes. CCP will not be changing POS behavior in Crius other than what they have already done. Based on prior behavior, CCP will release Crius in its current state, regardless of what bugs are being reported here.
MDD If it's deployed in its current state it will literally (actually literally) break the entire game.  Yep. That is exactly what is going to happen.
TigerXtrm wrote:But no, don't expect major POS overhauls in Crius. The existing code is too ****** to alter or modify and the devs are probably hard at work on designing the POS mechanics from the ground up. First we're getting an overhaul in corp and alliance management, though. So I'd expect to see new POS stuff hitting SiSi about this time next year. Hopefully. Nope. They're hard at work planning their August vacations. They take the entire month off. So when the awful crap that is Crius hits in late July, just be prepared to put up with it until sometime after September 1st, because there's literally no one at CCP to fix it.
MDD |

Dun Bar
Inner Shadow That Escalated Quickly.
27
|
Posted - 2014.06.27 13:17:00 -
[201] - Quote
I anchored tower in .4. Online intesive refine array and for life of me cannot acces it. I am. Ceo. This know issue? |

MailDeadDrop
Rage and Terror Against ALL Authorities
347
|
Posted - 2014.06.27 13:38:00 -
[202] - Quote
Dun Bar wrote:I anchored tower in .4. Online intesive refine array and for life of me cannot acces it. I am. Ceo. This know issue? Working as intended (i.e. badly).
MDD |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3461
|
Posted - 2014.06.27 15:16:00 -
[203] - Quote
Dun Bar wrote:I anchored tower in .4. Online intesive refine array and for life of me cannot acces it. I am. Ceo. This know issue?
Put the ore in the array. Right click the ore. refine. Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |

Dun Bar
Inner Shadow That Escalated Quickly.
27
|
Posted - 2014.06.27 15:53:00 -
[204] - Quote
There's no option to access array. Its greyed out. |

Laendra
Wildly Inappropriate Goonswarm Federation
49
|
Posted - 2014.06.28 03:20:00 -
[205] - Quote
Laendra wrote:Something seems to be missing. There is no Access right-click (context) menu for the reprocessing arrays.
Fixed now, thanks! |

Thenin
Rough Chillbar Autopilot-Engaged
0
|
Posted - 2014.06.28 11:27:00 -
[206] - Quote
i think the bonus for multiple assembly array/labs is broken. I have 4 design labs anchored and online but only one lab will be calculated for the time bonus. There are also 4 assembly arrays anchored and online wich are not really used. Only one assembly will be used to calculate the time bonus. Also there is a 25% Material reduction from facility..... a little but much i think ;) |

Calvin
De'Sannar Industralised
0
|
Posted - 2014.06.28 11:47:00 -
[207] - Quote
Two things: 1) Given that multiple assembly arrays of the same type now effectively 'pool' together and get a stacking bonus, would it be possible to 'pol' their hanger capacity together too? If I've got (heaven forbid this ever really happens...) 50 ammo assembly arrays, I have 50 individual assembly array listings which will take forever to scroll through to find the right ones.
What would be nice is that I get a single entry for 'ammo assembly arrays' and have the hanger capacity of the single array entry increase proportionately with each additional assembly array added. Would be nice if Hanger Arrays worked like this too.
2) It'd be really nice if I could set job input/output from anywhere in the starbase doing the work, instead of it having to be in one of the actual arrays. Since we can juggle inventory around a starbase easily, it kinda makes sense to do it this way.
Love the changes regardless! Lots of cool stuff for a production egghead like myself! (-:
Cheers, |

Gundarson
Brave Newbies Inc. Brave Collective
0
|
Posted - 2014.06.30 12:35:00 -
[208] - Quote
I havent tested this yet (will tonight). Can the following be changed (if it has been, great, if not please do so.
* Allow Starbase Fuel Technician (the role), have the ability to online and offline (but not unanchor), the three type of refinery arrays, all silo's, all reactors.
* Allow Starbase Fuel Technican (the role), have the ability to both ADD and REMOVE ores, gas, refined products from Refinery Arrays and All SIlos. Could you doublecheck that the role can't remove Fuel or Stront from the Starbase?
OR add a new Role, Refinery Technician, that gives access to onlining, offlining Reactors, All Silo's, and all Refinery/compression arrays, but not unanchoring (that would probably work better than Fuel Technician).
I will update this once tested. TY. |

xttz
GoonWaffe Goonswarm Federation
366
|
Posted - 2014.06.30 22:17:00 -
[209] - Quote
Gundarson wrote:I havent tested this yet (will tonight). Can the following be changed (if it has been, great, if not please do so. * Allow Starbase Fuel Technician (the role), have the ability to online and offline (but not unanchor), the three type of refinery arrays, all silo's, all reactors. * Allow Starbase Fuel Technican (the role), have the ability to both ADD and REMOVE ores, gas, refined products from Refinery Arrays and All SIlos. Could you doublecheck that the role can't remove Fuel or Stront from the Starbase? OR add a new Role, Refinery Technician, that gives access to onlining, offlining Reactors, All Silo's, and all Refinery/compression arrays, but not unanchoring (that would probably work better than Fuel Technician). Issue outlined here. http://oldforums.eveonline.com/?a=topic&threadID=1264994I will update this once tested. TY.
You can already do most of this, in a fashion.
http://i.imgur.com/RkgI6tR.png
The View and Take options can be set on a per mod basis, and allow four levels of access: Starbase Config, Technician, Corp or Alliance access to either view/add contents to a stucture, and take it.
You can restrict Online, Anchor, Offline and Unanchor in the same way, although not per mod. All we really need are the online and offline options added to the main listing, so Silos and the like can be offlined by Fuel Techs but the tower can't. |

Bronson Hughes
The Knights of the Blessed Mother of Acceleration
110
|
Posted - 2014.07.02 14:10:00 -
[210] - Quote
Logged on to SiSi this morning (EST) and anchored a POS to try the new research interface. After stumbling around a bit to understand that the "Use Blueprint" button was what I needed, everything worked smoothly. I put the BP into the research array, hit "Use Blueprint" and the interface came up. Queued up a few jobs and away they went.
Overall, I'm very impressed. Next I want to try remote researching, etc. Reading Comprehension: a skill so important it deserves it's own skillbook.
I want to create content, not become content. |

Rust Connor
Industrias PapaCapim
1
|
Posted - 2014.07.03 12:32:00 -
[211] - Quote
Did some math and test on SiSi. NOTE: all number and analysis are based on the fact that test server cost values are close to tranquility. Data from new crest endpoint and actual testing. Hope math is right, did it on a traffic jam......
TL;DR: staking arrays on pos are insignificant. New skill may be too.
Cenario: 3 hisec system close to a big trade hub with very distinct install cost (manufacturing): System A (Itamo): 10% * base product System B (New Caldari): 2.7% * base product System C (Obanen): 0.1% * base product
You want people to move to C type of systems, right? Nice, but if you are building 1B on products / day it will take years to justify the costs of an extra array.
Math (For System C ): 1 equipment array = 1B * 0.0995% = 995k 2 equipment arrays = 1B * 0.099% = 990k Would you invest 30M for an 5k per day economy (over 15 years to get 30M)?
Math (For System B): 1 equipment array = 1B * 2.6865% = 26.865M 2 equipment arrays = 1B * 2.673% = 26.730M Would you invest 30M for an 135k per day economy (over 200days to get 30M)?
Note: I didn't even consider multiple runs effect so it's even worse....
I don't know what you plan to do with the skill, but it'll have the same effect because there are space with very low install costs and we dont need further reduction. Even if you spend 10B/day you wont need extra arrays if you are in a good system.
People would be amazed by how many systems are like C. I didn't have time to compile all data, but right now there are over 1000 systems on Empire Space (hisec and lowsec) that are equal OR BETTER than System C (best hisec I found has 0.0834% install cost). Around 800 systems are worse than C. System A is an outlier as it is the WORST system for manufacture right now.
Conclusion: Give arrays a better bonus! Remove skill and give us our points back. =) Arrays: extra X ME/array? Or bigger bonus. People with POS will move to systems like C. System like B will be for people that produce on npc stations do i think is safe to double current bonus.... Material Efficiency skill: someone suggested a bonus for teams... not a bad idea?
|

Drak d'Amral
Pandora Developments Boese Onkels
6
|
Posted - 2014.07.04 07:47:00 -
[212] - Quote
Hello everyone
i was yesterday on the testserver to play with the new industry-UI on POS, now i have a few questions
to get the bonus for multiple structures on a pos, i need to set up more than 1 lab (for example), thats fine and usfull
but now, why i need to move all the stuff around from lab to assambly array for example to build? are the the job costs calculated per lab or per pos? if they are calculatet per lab/assambly array, why?
is it usefull to make it possible that you can set up a corporate hangar and build from that?
so that the pos works more like a station, so that i also can set up a personal hangar and build out from it, and don't have a need for posrights?
if you make it like that, so its not nessesary to give the labs / Assambly arrays any cargo space, the only set up the ability and the bonus for the hole pos-construct, what you can make!
|
|

CCP Greyscale
C C P C C P Alliance
2415

|
Posted - 2014.07.04 10:06:00 -
[213] - Quote
Rust Connor wrote:Did some math and test on SiSi. NOTE: all number and analysis are based on the fact that test server cost values are close to tranquility. Data from new crest endpoint and actual testing. Hope math is right, did it on a traffic jam......
TL;DR: staking arrays on pos are insignificant. New skill may be too.
Cenario: 3 hisec system close to a big trade hub with very distinct install cost (manufacturing): System A (Itamo): 10% * base product System B (New Caldari): 2.7% * base product System C (Obanen): 0.1% * base product
You want people to move to C type of systems, right? Nice, but if you are building 1B on products / day it will take years to justify the costs of an extra array.
Math (For System C ): 1 equipment array = 1B * 0.0995% = 995k 2 equipment arrays = 1B * 0.099% = 990k Would you invest 30M for an 5k per day economy (over 15 years to get 30M)?
Math (For System B): 1 equipment array = 1B * 2.6865% = 26.865M 2 equipment arrays = 1B * 2.673% = 26.730M Would you invest 30M for an 135k per day economy (over 200days to get 30M)?
Note: I didn't even consider multiple runs effect so it's even worse....
I don't know what you plan to do with the skill, but it'll have the same effect because there are space with very low install costs and we dont need further reduction. Even if you spend 10B/day you wont need extra arrays if you are in a good system.
People would be amazed by how many systems are like C. I didn't have time to compile all data, but right now there are over 1000 systems on Empire Space (hisec and lowsec) that are equal OR BETTER than System C (best hisec I found has 0.0834% install cost). Around 800 systems are worse than C. System A is an outlier as it is the WORST system for manufacture right now.
Conclusion: Give arrays a better bonus! Remove skill and give us our points back. =) Arrays: extra X ME/array? Or bigger bonus. People with POS will move to systems like C. System like B will be for people that produce on npc stations do i think is safe to double current bonus.... Material Efficiency skill: someone suggested a bonus for teams... not a bad idea?
It's not hugely surprising to me that the effect is relatively small, it's not supposed to be particularly powerful :) We want to see how player behavior shakes out in practice before we change things further, but it's something we need to keep an eye on after release, yes. |
|

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3499
|
Posted - 2014.07.04 11:21:00 -
[214] - Quote
Rust Connor wrote: Math (For System C ): 1 equipment array = 1B * 0.0995% = 995k 2 equipment arrays = 1B * 0.099% = 990k Would you invest 30M for an 5k per day economy (over 15 years to get 30M)?
Math (For System B): 1 equipment array = 1B * 2.6865% = 26.865M 2 equipment arrays = 1B * 2.673% = 26.730M Would you invest 30M for an 135k per day economy (over 200days to get 30M)?
Welcome to why many of us see T2 BPOs as a bad investment And that's before the coming changes. Woo! CSM 9! http://fuzzwork.enterprises/
Twitter: @fuzzysteve on Twitter |

mynnna
GoonWaffe Goonswarm Federation
3649
|
Posted - 2014.07.04 22:18:00 -
[215] - Quote
Rust Connor wrote:People would be amazed by how many systems are like C. I didn't have time to compile all data, but right now there are over 1000 systems on Empire Space (hisec and lowsec) that are equal OR BETTER than System C (best hisec I found has 0.0834% install cost). Around 800 systems are worse than C. System A is an outlier as it is the WORST system for manufacture right now.
I'm sure they would be, what people don't seem to get with regards to large cost advantages elsewhere (mainly nullsec) is that the nature of nullsec means industry there will still be concentrated by necessity and thus may actually wind up having higher base costs before & even after multipliers come into play, whereas there are hundreds of systems in highsec that currently see little to use for production because there's no reason, no advantage, to go and build there. It's going to be very interesting to see how the costs in nullsec vs highsec actually wind up settling out as a result. Member of the Goonswarm Economic Warfare Cabal |

Rivr Luzade
Coreli Corporation Ineluctable.
610
|
Posted - 2014.07.06 08:08:00 -
[216] - Quote
mynnna wrote:Rust Connor wrote:People would be amazed by how many systems are like C. I didn't have time to compile all data, but right now there are over 1000 systems on Empire Space (hisec and lowsec) that are equal OR BETTER than System C (best hisec I found has 0.0834% install cost). Around 800 systems are worse than C. System A is an outlier as it is the WORST system for manufacture right now. I'm sure they would be, what people don't seem to get with regards to large cost advantages elsewhere (mainly nullsec) is that the nature of nullsec means industry there will still be concentrated by necessity and thus may actually wind up having higher base costs before & even after multipliers come into play, whereas there are hundreds of systems in highsec that currently see little to use for production because there's no reason, no advantage, to go and build there. It's going to be very interesting to see how the costs in nullsec vs highsec actually wind up settling out as a result.
There's also little reason to go there after the patch. Your gained profits are either consumed by the transport cost or die on the way to gankers.  |

KanashiiKami
105
|
Posted - 2014.07.06 09:34:00 -
[217] - Quote
i said this in another thread.
https://forums.eveonline.com/default.aspx?g=posts&m=4775223#post4775223
re POS.
there should be a limiting mechanism in place. maybe the limit scales with level to operate anchoring. anchor 5, max deployable 3 POS etc
an alliance of 1000 pilots can deploy 1000 POS in a 1000 moon system so can a single pilot who converted alot of cash into ISK
WUT ??? |

Bronson Hughes
The Knights of the Blessed Mother of Acceleration
117
|
Posted - 2014.07.07 15:50:00 -
[218] - Quote
I tried out the new mobile refinery at a POS in hisec. Some observations:
1. Thank you for giving it a base 52% instead of the base 50% of an NPC station. Between that, lower taxes, and the option to put it in a low-volume system guaranteed to have low install costs, this could give some real advantage to refining at a POS as opposed to refining at an NPC station. However, the POS structure is currently not taking skills into account, which means it will never be anywhere remotely useful in empire space. I believe that skills are supposed to be taken into account before release day, but can someone confirm?
2. Currently, when refining in an NPC station, you select "Reprocess" on the material in question and a window opens up that gives you lots of useful information, including your yield, and how your yield is calculated. When refining in a POS structure, you select "Reprocess" on the material in question and it immediately refines without giving you any of the information. Can you please add this chunk of UI from NPC stations to the POS refinery structures? It'd be nice to know what I'm getting before I get it, not to mention how my skills are applying.
3. Currently you have to be within 3000m of a refinery structure to use it, even though you can access it's contents from much further away. Is this intended? It'd be really nice if the "access" and "use" ranges were the same.
Thanks for the work CCP. I'm really looking forward to these changes. Reading Comprehension: a skill so important it deserves it's own skillbook.
I want to create content, not become content. |

Blue Harrier
167
|
Posted - 2014.07.07 21:44:00 -
[219] - Quote
I can answer your question 2 as I asked the same myself and it seems the code for a POS is both old and so convoluted if the UI was added it would cause grown men and women to cry and all POSGÇÖs in the game to implode and vanish in a puff of pixels.
So for the time being no it wonGÇÖt be added.
"You wait - time passes, Thorin sits down and starts singing about gold." from The Hobbit on ZX Spectrum 1982. |

Smugest Sniper
Salient Logistics Inc. Northern Associates.
17
|
Posted - 2014.07.08 19:58:00 -
[220] - Quote
mynnna wrote:Rust Connor wrote:People would be amazed by how many systems are like C. I didn't have time to compile all data, but right now there are over 1000 systems on Empire Space (hisec and lowsec) that are equal OR BETTER than System C (best hisec I found has 0.0834% install cost). Around 800 systems are worse than C. System A is an outlier as it is the WORST system for manufacture right now. I'm sure they would be, what people don't seem to get with regards to large cost advantages elsewhere (mainly nullsec) is that the nature of nullsec means industry there will still be concentrated by necessity and thus may actually wind up having higher base costs before & even after multipliers come into play, whereas there are hundreds of systems in highsec that currently see little to use for production because there's no reason, no advantage, to go and build there. It's going to be very interesting to see how the costs in nullsec vs highsec actually wind up settling out as a result.
Actually as a Indy operator in null for years this is not going to be as much an issue as presumed.
Almost all renter space is free and open, granted Market hubs will be crowded, but people with large jump capacities and production in more islolated locations will make this a non-factor for most of the industry done in null and high-sec.
Production will see a spreading effect, with perhaps a few leeches here and there on big indy groups who buy a team in high-sec.
If you are doing indy in null you want 3 core factors.
-Isolation and safety -Resource availability -ease of access to market points.
Null will have more of this than anywhere else in game.
SoV is generally secure, there are many unused systems, and with jump ships you can deliver goods with relative ease.
Production facilities can be put anywhere, in fact i wonder how much this will affect the Providence region in terms of spreading manufacturing capacity and cost. I could build a PoS on a barren moon in a pipe system, load it with manufacturing mods(or not), and **** out capitals or what ever I want at the lowest possible cost.
So if this just so happens to be 1 jump from my target market, so much the better for me. or one Carrier etc load from my target market it's irrelevant.
Logistics is now going to become even more crucial and demanded as a service. I foresee a big demand for people wanting to build Manufacturing stations in null, coupled with courier services on an alliance level.
Also Mynna do you want a copy of the indy mail I'm working on and have mentioned on the SA thread :3
E: as to the safety in non concentrated areas if you recall an area in outer passage where my former corp put 250km of bubbles on the in-gate and sat off around 150 with sniper rohks and maelstroms, you can make any dead end pocket very very very unattractive for invaders to **** with.
That's all we need as to the whole industrial corps taking care of themselves. |

Bronson Hughes
The Knights of the Blessed Mother of Acceleration
124
|
Posted - 2014.07.08 20:03:00 -
[221] - Quote
Blue Harrier wrote:I can answer your question 2 as I asked the same myself and it seems the code for a POS is both old and so convoluted if the UI was added it would cause grown men and women to cry and all POSGÇÖs in the game to implode and vanish in a puff of pixels.
So for the time being no it wonGÇÖt be added.
Yeah, I saw that. I'm pretty disappointed. I'm just amazed that the POS code is so bad that they can't add the new UI for reprocessing, but it isn't so bad that they can't add the new UI for research and production. Seems like a convenient scapegoat to me. Reading Comprehension: a skill so important it deserves it's own skillbook.
I want to create content, not become content. |

Velicitia
Arma Artificer
2405
|
Posted - 2014.07.09 10:52:00 -
[222] - Quote
Bronson Hughes wrote:Blue Harrier wrote:I can answer your question 2 as I asked the same myself and it seems the code for a POS is both old and so convoluted if the UI was added it would cause grown men and women to cry and all POSGÇÖs in the game to implode and vanish in a puff of pixels.
So for the time being no it wonGÇÖt be added.
Yeah, I saw that. I'm pretty disappointed. I'm just amazed that the POS code is so bad that they can't add the new UI for reprocessing, but it isn't so bad that they can't add the new UI for research and production. Seems like a convenient scapegoat to me.
probably has more to do with "POS refining worked completely different to station refining" than anything
For all intents and purposes, POS and station mfg/research work exactly the same, and already had the same UI ... 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 |
|

CCP Greyscale
C C P C C P Alliance
2420

|
Posted - 2014.07.09 11:43:00 -
[223] - Quote
Hi everyone,
Update on multiple-structure bonuses for starbases.
We've just had another discussion about this system as-implemented, and based on your feedback, the technical challenges involved in implementing it in a fully user-friendly way, and the somewhat limited upsides of the feature, we've decided to cut it from Crius.
Having multiple starbase structures of the same type at a starbase will no longer grant you any bonus above those inherent in the structure itself
The only substantial downside to this is that it makes it much easier to weaponize an industry tower, so we are considering upping lab/array fitting costs substantially in a later release. We likely will not do this in Crius itself as people will need time to reconfigure their setups.
We are looking into what we can do to mitigate the expected glut of labs resulting from this change; more info as we work through this process :)
Thanks for all your feedback, -Greyscale |
|

Calvin
Israeli Space Corporation
2
|
Posted - 2014.07.09 12:13:00 -
[224] - Quote
CCP Greyscale wrote:
We've just had another discussion about this system as-implemented, and based on your feedback, the technical challenges involved in implementing it in a fully user-friendly way, and the somewhat limited upsides of the feature, we've decided to cut it from Crius.
"limited upsides"? This feature is what was going to make production in a starbase worthwhile for me. Now I don't see a reason to produce in a starbase much at all, as the bonuses are now something of a joke.
|

Scout Vyvorant
University of Caille Gallente Federation
2
|
Posted - 2014.07.09 12:22:00 -
[225] - Quote
CCP Greyscale wrote:Hi everyone,
Update on multiple-structure bonuses for starbases.
We've just had another discussion about this system as-implemented, and based on your feedback, the technical challenges involved in implementing it in a fully user-friendly way, and the somewhat limited upsides of the feature, we've decided to cut it from Crius.
Having multiple starbase structures of the same type at a starbase will no longer grant you any bonus above those inherent in the structure itself
The only substantial downside to this is that it makes it much easier to weaponize an industry tower, so we are considering upping lab/array fitting costs substantially in a later release. We likely will not do this in Crius itself as people will need time to reconfigure their setups.
We are looking into what we can do to mitigate the expected glut of labs resulting from this change; more info as we work through this process :)
Thanks for all your feedback, -Greyscale
Why don't you create a structure that does nothing by itself but just give the bonus intended for the multiple structures?
Make two types, one for research/invention and one for manufactoring, and create a small, medium and large variant scaling the bonus in the same way the pos fuel is scaled, meaning a large one give -24, a medium -12 and a small -6. That is easier than nerfing the online cost of the existing structures.
In this way you have to choose between being cost effictive or weaponized, and choosing is at core of this patch |

Jackie Fisher
Syrkos Technologies Joint Venture Conglomerate
358
|
Posted - 2014.07.09 12:24:00 -
[226] - Quote
CCP Greyscale wrote:Hi everyone, The only substantial downside to this is that it makes it much easier to weaponize an industry tower, so we are considering upping lab/array fitting costs substantially in a later release. We likely will not do this in Crius itself as people will need time to reconfigure their setups.
So you expect us to reconfigure set ups for Crius and then again in a couple of months when you change fittings?
I'd have thought arming towers was something to encourage as it promotes player interaction. The alternative route is a small tower that comes down at the first sign of trouble - not much fun for either the attacker or tower owner in that.
As has been previously pointed out attacking ships have had multiple buffs in recent years but defences have remained unchanged so unless you plan to make a POS defences balance pass it seems a litlee mean to deny them the crumb of needing fewer labs etc.
CCP Greyscale wrote:Hi everyone, We are looking into what we can do to mitigate the expected glut of labs resulting from this change; more info as we work through this process :)
What about the glut of large and especially medium towers that you have just massively reduced the demand for? Fear God and Thread Nought |

Talon Kadin
Cold Station 12 Surely You're Joking
0
|
Posted - 2014.07.09 13:09:00 -
[227] - Quote
Well its a damn good thing tower defenses are so useful in this game, makes perfect sense to me
/s |

Kenneth Skybound
Gallifrey Resources
91
|
Posted - 2014.07.09 13:22:00 -
[228] - Quote
Okay, so we wanted scaling to be in an interesting and reasonable manner.
Small tower: Light industry, light defenses, light bonus
Large tower: Light industry, other modules, medium defenses OR Large tower: heavy industry, great bonuses, poor defenses OR Large tower: Light industry, heavy defenses
By removing these stacking bonuses, the light/heavy industry option is gone. The whole point of these bonuses were to make up for the lack of slots - you've killed that.
To consider raising the fitting costs only then inhibits the choices within tower fittings too. If someone wants to do some industry, they have to cut out a lot of other stuff and/or be limited in concurrent industry options rather than having a fitting choice.
Seriously, just cutting your losses, claiming the bonuses would be too difficult to show in the new UI (really???) and thinking the best course of action is to just drop everything and go "we tried" is dismal. |

Sentient Blade
Crisis Atmosphere
1283
|
Posted - 2014.07.09 14:03:00 -
[229] - Quote
What exactly is the problem in having a heavily armed indy tower? Especially when you're paying an extra 500m a month for the privilege. POS defenses are already woefully under powered. |

Dirk MacGirk
Specter Syndicate Tactical Narcotics Team
80
|
Posted - 2014.07.09 14:17:00 -
[230] - Quote
CCP Greyscale wrote:Hi everyone,
Update on multiple-structure bonuses for starbases.
We've just had another discussion about this system as-implemented, and based on your feedback, the technical challenges involved in implementing it in a fully user-friendly way, and the somewhat limited upsides of the feature, we've decided to cut it from Crius.
Having multiple starbase structures of the same type at a starbase will no longer grant you any bonus above those inherent in the structure itself
The only substantial downside to this is that it makes it much easier to weaponize an industry tower, so we are considering upping lab/array fitting costs substantially in a later release. We likely will not do this in Crius itself as people will need time to reconfigure their setups.
We are looking into what we can do to mitigate the expected glut of labs resulting from this change; more info as we work through this process :)
Thanks for all your feedback, -Greyscale
Heaven forbid an industry POS that has BPOs in it should not be able to increase its defenses. Because you know, POS defenses are so stellar anyway. |

Gilbaron
Free-Space-Ranger Nulli Secunda
1467
|
Posted - 2014.07.09 14:30:00 -
[231] - Quote
there goes my pos structure business :( GRRR Goons |

Olari Vanderfall
Z3R0 Return Mining Inc. Illusion of Solitude
111
|
Posted - 2014.07.09 14:32:00 -
[232] - Quote
Amazing. At least I won't have to figure out what to put in my POS. All that extra time saved will be useful for when I need to unlock and move thousands of bpos to a system with a research station. |
|

CCP Greyscale
C C P C C P Alliance
2424

|
Posted - 2014.07.09 14:54:00 -
[233] - Quote
Jackie Fisher wrote: What about the glut of large and especially medium towers that you have just massively reduced the demand for?
Reasonable question, we will look into this also. Towers have the relative advantage though that there are other things you can use them for, whereas a lab is just a lab.
Kenneth Skybound wrote:Okay, so we wanted scaling to be in an interesting and reasonable manner.
Small tower: Light industry, light defenses, light bonus
Large tower: Light industry, other modules, medium defenses OR Large tower: heavy industry, great bonuses, poor defenses OR Large tower: Light industry, heavy defenses
By removing these stacking bonuses, the light/heavy industry option is gone. The whole point of these bonuses were to make up for the lack of slots - you've killed that.
To consider raising the fitting costs only then inhibits the choices within tower fittings too. If someone wants to do some industry, they have to cut out a lot of other stuff and/or be limited in concurrent industry options rather than having a fitting choice.
Seriously, just cutting your losses, claiming the bonuses would be too difficult to show in the new UI (really???) and thinking the best course of action is to just drop everything and go "we tried" is dismal.
There is no lack of slots, we killed those too. The reason we're considering revising industry structure fittings is to have more interesting choices, not fewer - do you put your labs and your build arrays on the same tower, or split them up so each can be better defended?
As to UI; no, not remotely related to the decision. We already have the UI for the bonuses working perfectly (it's a fairly trivial bit of work in the current structure). The problem we have is with user-friendliness, which in this case is manifested in the fact that we've not found a performant way to have industry know about offline/online states at a granularity of less than an hour, and having actions silently delayed for up to an hour is not a good user experience. |
|

Airi Cho
Dark-Rising Executive Outcomes
4
|
Posted - 2014.07.09 14:58:00 -
[234] - Quote
CCP Greyscale wrote:Hi everyone,
Update on multiple-structure bonuses for starbases.
We've just had another discussion about this system as-implemented, and based on your feedback, the technical challenges involved in implementing it in a fully user-friendly way, and the somewhat limited upsides of the feature, we've decided to cut it from Crius.
Having multiple starbase structures of the same type at a starbase will no longer grant you any bonus above those inherent in the structure itself
The only substantial downside to this is that it makes it much easier to weaponize an industry tower, so we are considering upping lab/array fitting costs substantially in a later release. We likely will not do this in Crius itself as people will need time to reconfigure their setups.
We are looking into what we can do to mitigate the expected glut of labs resulting from this change; more info as we work through this process :)
Thanks for all your feedback, -Greyscale
Since when is having a properly defended tower a bad thing? |

Aeril Malkyre
Knights of the Ouroboros
319
|
Posted - 2014.07.09 15:03:00 -
[235] - Quote
CCP Greyscale wrote:The only substantial downside to this is that it makes it much easier to weaponize an industry tower, so we are considering upping lab/array fitting costs substantially in a later release. We likely will not do this in Crius itself as people will need time to reconfigure their setups. As the owner of a small Minmatar control tower, please take it easy here. One corp hangar, starship maint array, one lab, one ammo assembly array (for fuel), 2 hardeners and 4 small turrets and I'm already about maxed out. That's a pretty basic outpost. I was hoping to squeeze in a compression array after Crius. But if you go mucking about with the fitting requirements, us small-timers are going to be hosed. Tread carefully. |

Rekkr Nordgard
Imperial Reclaiming
398
|
Posted - 2014.07.09 15:05:00 -
[236] - Quote
CCP Greyscale wrote:Hi everyone,
Update on multiple-structure bonuses for starbases.
We've just had another discussion about this system as-implemented, and based on your feedback, the technical challenges involved in implementing it in a fully user-friendly way, and the somewhat limited upsides of the feature, we've decided to cut it from Crius.
Classic CCP; announce features A, B, and C which are designed to work in conjunction with each other, feature B is a poorly thought out bad idea and the players complain, but instead of fixing feature B, CCP simply scraps it entirely while moving ahead with A and C making the whole thing completely unbalanced now.
I'm glad CCP killed the stacking POS module bonus; it was simply awful game design, it should work like rigs or POCO construction where you have to add addition materials to a single POS module to upgrade its capacity and gain bonuses. But eliminating industrial POS bonuses entirely while moving ahead with the rest of features is almost even worse and even more unbalancing to an expansion already aimed at hurting highsec industry while buffing sov nullsec industry.
|

Bronson Hughes
The Knights of the Blessed Mother of Acceleration
124
|
Posted - 2014.07.09 15:25:00 -
[237] - Quote
When the new starbase changes were first announced, I was understandably excited about the prospect of vast swaths of hisec opening up for new POS users, setting up my own starbase without having to grind faction standings or buy an occupied moon, and doing some production/research. I even took the time to buy all of the equipment for a POS (and some fuel), pick a nice system to put one up in, and staged all of the equipment/fuel to be ready when Crius goes live.
Sadly though, between this latest announcement (both the loss of structure bonuses and the threat of increased lab/assembly array fitting) and the fact that the POS refinery UI will still be broken after Crius goes live, I've nearly given up on my planned entry into the realm of POSes because I just don't see it as being worth the time and effort.
I know that the POS code is supposedly a mess, but please stop using that as an excuse to avoid fixing it. Everyone knows they're broken and simply reminding us of how broken they are instead of doing the work to fix them is highly unprofessional in my book. There's a lot of good gameplay to be had there if you just fixed them. Reading Comprehension: a skill so important it deserves it's own skillbook.
I want to create content, not become content. |

Sentient Blade
Crisis Atmosphere
1285
|
Posted - 2014.07.09 15:26:00 -
[238] - Quote
CCP Greyscale wrote:The reason we're considering revising industry structure fittings is to have more interesting choices, not fewer - do you put your labs and your build arrays on the same tower, or split them up so each can be better defended?
I'm afraid that "Interesting choices" is something I'm always extremely wary of when coming from CCP.
It usually comes along with artificially forcing debilitating penalties... like freighter hull upgrades, which nerf the very thing a freighter is designed for, but are necessary just to get you back to something reasonable.
A POS tower should be defended, and heavily, the notion that you can just take your things out is absolute nonsense. BPOs sure, but what about anything which is already building? There is no way to evacuate that short of pressing the cancel button and losing everything you put into it, and I'd hardly call that an evacuation.
A high value POS tower is not like a high-value ship, like a supercarrier, even though they may quite easily be comparable in value. A tower is constantly exposed, night and day, any timezone. Your suggestion is to force more value into them, and then make it even harder to fit defenses on? ... and don't even get me started on the mess of things like lock-downs and corporate roles.
Come the indy changes, every POS tower should be armed to the teeth, and rightly so. Hitting a major industrial complex should be a massive undertaking, with significant risk associated with it. The owner of the POS is already taking a huge risk using it; the destruction of a POS can potentially lose billions or even tens of billions when existing jobs are aborted.
"I'm going to base my factory in Baghdad, but once I've finished buying the machinery, I'll just have to go without hiring any guards because ~arbitrary limit~" -- Said nobody ever. |
|

CCP Nullarbor
C C P C C P Alliance
743

|
Posted - 2014.07.09 15:31:00 -
[239] - Quote
Bronson Hughes wrote:I know that the POS code is supposedly a mess, but please stop using that as an excuse to avoid fixing it. Everyone knows they're broken and simply reminding us of how broken they are instead of doing the work to fix them is highly unprofessional in my book. There's a lot of good gameplay to be had there if you just fixed them.
Fixing POS code is next on our list after industry, as per the EVE Keynote at Fanfest this year. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
|

Sigras
Conglomo
817
|
Posted - 2014.07.09 15:33:00 -
[240] - Quote
the ROI on POS modules does seem a bit poor...
its probably a bit out of scope now, but a while ago i posted a suggestion that allows corps to grow the number of arrays organically as they can now; it also fixes the online/offline problem...
Give all POS arrays a 10% reduction to job cost then make the job 1% more expensive per job in that array.
the obvious FOO strategy is one array per job of that type you want to run, but this runs into CPU issues and requires more shuffling around of materials, so you have tradeoffs.
the other idea i had was to give each type of array a "job cost reducer" module with a long-ish online time to prevent online/offline shenanigans
the added advantage to this approach is that you can make it cost appropriate so the ROI isnt insane and youre not messing with assembly array's online timers...
thoughts? |

Ammzi
Love Squad Pasta Syndicate
1808
|
Posted - 2014.07.09 15:39:00 -
[241] - Quote
CCP Nullarbor wrote:Bronson Hughes wrote:I know that the POS code is supposedly a mess, but please stop using that as an excuse to avoid fixing it. Everyone knows they're broken and simply reminding us of how broken they are instead of doing the work to fix them is highly unprofessional in my book. There's a lot of good gameplay to be had there if you just fixed them. Fixing POS code is next on our list after industry, as per the EVE Keynote at Fanfest this year.
Would that be released on the cycle after Crius? |
|

CCP Nullarbor
C C P C C P Alliance
743

|
Posted - 2014.07.09 15:43:00 -
[242] - Quote
Ammzi wrote:CCP Nullarbor wrote:Bronson Hughes wrote:I know that the POS code is supposedly a mess, but please stop using that as an excuse to avoid fixing it. Everyone knows they're broken and simply reminding us of how broken they are instead of doing the work to fix them is highly unprofessional in my book. There's a lot of good gameplay to be had there if you just fixed them. Fixing POS code is next on our list after industry, as per the EVE Keynote at Fanfest this year. Would that be released on the cycle after Crius?
CCP Seagull covered the new release model here, which is relevant to your question:
http://community.eveonline.com/news/dev-blogs/from-2-expansions-to-10-releases-eve-onlines-new-release-model-explained/
CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
|

Aryth
GoonWaffe Goonswarm Federation
1566
|
Posted - 2014.07.09 15:43:00 -
[243] - Quote
CCP Greyscale wrote: What about the glut of large and especially medium towers that you have just massively reduced the demand for?
Reasonable question, we will look into this also. Towers have the relative advantage though that there are other things you can use them for, whereas a lab is just a lab.
You are going to need to do more than 50% on the fuel use bump to correct for this change most likely. Leader of the Goonswarm Economic Warfare Cabal. Vile Rat: You're the greatest sociopath that has ever played eve. |

Tam Althor
lll tempered sea bass Brothers of Tangra
43
|
Posted - 2014.07.09 15:53:00 -
[244] - Quote
CCP Nullarbor wrote:Ammzi wrote:CCP Nullarbor wrote:Bronson Hughes wrote:I know that the POS code is supposedly a mess, but please stop using that as an excuse to avoid fixing it. Everyone knows they're broken and simply reminding us of how broken they are instead of doing the work to fix them is highly unprofessional in my book. There's a lot of good gameplay to be had there if you just fixed them. Fixing POS code is next on our list after industry, as per the EVE Keynote at Fanfest this year. Would that be released on the cycle after Crius? CCP Seagull covered the new release model here, which is relevant to your question: http://community.eveonline.com/news/dev-blogs/from-2-expansions-to-10-releases-eve-onlines-new-release-model-explained/
Welcome back to the days following Incarna folks, CCP does not have a clue what they are doing. Random changes in expected expansions are changed with the "legacy code is hard" excuse. |

DaReaper
Net 7 The Last Brigade
696
|
Posted - 2014.07.09 16:03:00 -
[245] - Quote
Tam Althor wrote:CCP Nullarbor wrote:Ammzi wrote:CCP Nullarbor wrote:Bronson Hughes wrote:I know that the POS code is supposedly a mess, but please stop using that as an excuse to avoid fixing it. Everyone knows they're broken and simply reminding us of how broken they are instead of doing the work to fix them is highly unprofessional in my book. There's a lot of good gameplay to be had there if you just fixed them. Fixing POS code is next on our list after industry, as per the EVE Keynote at Fanfest this year. Would that be released on the cycle after Crius? CCP Seagull covered the new release model here, which is relevant to your question: http://community.eveonline.com/news/dev-blogs/from-2-expansions-to-10-releases-eve-onlines-new-release-model-explained/ Welcome back to the days following Incarna folks, CCP does not have a clue what they are doing. Random changes in expected expansions are changed with the "legacy code is hard" excuse.
Why do you say that?
The point of the new release model is so a dev team can work on a feature for as long as needed to get it done. They don't have arbitrary time lines of 'feature x must be done in 6 months... of it will take 7? then scrap it." T he new model allows them to go 'pos' will take 8 months to finish, get on it' and if its done in 6 they plug it into the next release, if its done in 9, it goes in the next release.
And legacy code fixing IS hard, esp if the code had other systems built on top of it, that if you removed it would break a lot of other systems. This is why you have seen other systems fixed first, because they have to remove the main parts of the code they wish to fix from the other systems. I have waited 9 years for them to fix the pos code, as it sucked from day one. A ton of things introduced have made my life easier, hell the fact that I don't have to wait 3 hours to refine one ore type has me thrilled for Crius. I'm fine waiting a few more months or a year for the pos code to get a full over haul. 10 years of eve... yea i'm an addict |

Bronson Hughes
The Knights of the Blessed Mother of Acceleration
124
|
Posted - 2014.07.09 16:07:00 -
[246] - Quote
CCP Nullarbor wrote:Bronson Hughes wrote:I know that the POS code is supposedly a mess, but please stop using that as an excuse to avoid fixing it. Everyone knows they're broken and simply reminding us of how broken they are instead of doing the work to fix them is highly unprofessional in my book. There's a lot of good gameplay to be had there if you just fixed them. Fixing POS code is next on our list after industry, as per the EVE Keynote at Fanfest this year.
Might I suggest in the future that fixing Item A, which is necessary for properly implementing Item B, occur before implementing Item B instead of after it?
Just a thought.... Reading Comprehension: a skill so important it deserves it's own skillbook.
I want to create content, not become content. |
|

CCP Nullarbor
C C P C C P Alliance
743

|
Posted - 2014.07.09 16:12:00 -
[247] - Quote
Bronson Hughes wrote:CCP Nullarbor wrote:Bronson Hughes wrote:I know that the POS code is supposedly a mess, but please stop using that as an excuse to avoid fixing it. Everyone knows they're broken and simply reminding us of how broken they are instead of doing the work to fix them is highly unprofessional in my book. There's a lot of good gameplay to be had there if you just fixed them. Fixing POS code is next on our list after industry, as per the EVE Keynote at Fanfest this year. Might I suggest in the future that fixing Item A, which is necessary for properly implementing Item B, occur before implementing Item B instead of after it? Just a thought....
Nah doing POSes before Industry would have been madness. Cart before the horse. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
|

Rivr Luzade
Coreli Corporation Ineluctable.
617
|
Posted - 2014.07.09 16:13:00 -
[248] - Quote
CCP Greyscale wrote:Hi everyone,
Update on multiple-structure bonuses for starbases.
We've just had another discussion about this system as-implemented, and based on your feedback, the technical challenges involved in implementing it in a fully user-friendly way, and the somewhat limited upsides of the feature, we've decided to cut it from Crius.
Having multiple starbase structures of the same type at a starbase will no longer grant you any bonus above those inherent in the structure itself
The only substantial downside to this is that it makes it much easier to weaponize an industry tower, so we are considering upping lab/array fitting costs substantially in a later release. We likely will not do this in Crius itself as people will need time to reconfigure their setups.
We are looking into what we can do to mitigate the expected glut of labs resulting from this change; more info as we work through this process :)
Thanks for all your feedback, -Greyscale
With this impending stats increase we will be not allowed to have a small tower with 2 labs anymore? You know, for small-time industrialists? |

Ammzi
Love Squad Pasta Syndicate
1808
|
Posted - 2014.07.09 16:16:00 -
[249] - Quote
CCP Nullarbor wrote:Ammzi wrote:CCP Nullarbor wrote:Bronson Hughes wrote:I know that the POS code is supposedly a mess, but please stop using that as an excuse to avoid fixing it. Everyone knows they're broken and simply reminding us of how broken they are instead of doing the work to fix them is highly unprofessional in my book. There's a lot of good gameplay to be had there if you just fixed them. Fixing POS code is next on our list after industry, as per the EVE Keynote at Fanfest this year. Would that be released on the cycle after Crius? CCP Seagull covered the new release model here, which is relevant to your question: http://community.eveonline.com/news/dev-blogs/from-2-expansions-to-10-releases-eve-onlines-new-release-model-explained/
Yeh, I saw the stream live. I am just inquiring about the expected release point of POS revamp/code cleaning. As in if you guys had made any estimation to how long it would take.
Thx for quick replies. |

DaReaper
Net 7 The Last Brigade
696
|
Posted - 2014.07.09 16:21:00 -
[250] - Quote
Ammzi wrote:CCP Nullarbor wrote:Ammzi wrote:CCP Nullarbor wrote:Bronson Hughes wrote:I know that the POS code is supposedly a mess, but please stop using that as an excuse to avoid fixing it. Everyone knows they're broken and simply reminding us of how broken they are instead of doing the work to fix them is highly unprofessional in my book. There's a lot of good gameplay to be had there if you just fixed them. Fixing POS code is next on our list after industry, as per the EVE Keynote at Fanfest this year. Would that be released on the cycle after Crius? CCP Seagull covered the new release model here, which is relevant to your question: http://community.eveonline.com/news/dev-blogs/from-2-expansions-to-10-releases-eve-onlines-new-release-model-explained/ Yeh, I saw the stream live. I am just inquiring about the expected release point of POS revamp/code cleaning. As in if you guys had made any estimation to how long it would take. Thx for quick replies.
I'm not CCP and I can answer that "Soon" and "It's done when it's done" 10 years of eve... yea i'm an addict |

Tam Althor
lll tempered sea bass Brothers of Tangra
43
|
Posted - 2014.07.09 16:24:00 -
[251] - Quote
DaReaper wrote:
I'm not CCP and I can answer that "Soon" and "It's done when it's done"
You forgot 18 months |

Almethea
Trans Stellar Express
145
|
Posted - 2014.07.09 16:39:00 -
[252] - Quote
good news... ccp found back the code of POS
POS revamp process > STEP 1 : done!?
keep hoping guyz? WTS BPO : https://forums.eveonline.com/default.aspx?g=posts&t=307169 |

Seith Kali
GoonWaffe Goonswarm Federation
117
|
Posted - 2014.07.09 16:41:00 -
[253] - Quote
CCP devs, don't forget those of us who are extremely excited for the upcoming changes, everything looks great. Cart before the horse is totally logical, and we really appreciate the effort and vision.
We are just too busy, ya know, enjoying eve to hurl an equivalent level of praise as the apocalyptic naysayers. Apprentice Goonswarm Economic Warfare Consultant - Drowning in entitlement and privilege.-á |

Nariya Kentaya
Phoenix funds
1429
|
Posted - 2014.07.09 16:48:00 -
[254] - Quote
Sentient Blade wrote:CCP Greyscale wrote:The reason we're considering revising industry structure fittings is to have more interesting choices, not fewer - do you put your labs and your build arrays on the same tower, or split them up so each can be better defended? I'm afraid that "Interesting choices" is something I'm always extremely wary of when coming from CCP. It usually comes along with artificially forcing debilitating penalties... like freighter hull upgrades, which nerf the very thing a freighter is designed for, but are necessary just to get you back to something reasonable. A POS tower should be defended, and heavily, the notion that you can just take your things out is absolute nonsense. BPOs sure, but what about anything which is already building? There is no way to evacuate that short of pressing the cancel button and losing everything you put into it, and I'd hardly call that an evacuation. A high value POS tower is not like a high-value ship, like a supercarrier, even though they may quite easily be comparable in value. A tower is constantly exposed, night and day, any timezone. Your suggestion is to force more value into them, and then make it even harder to fit defenses on? ... and don't even get me started on the mess of things like lock-downs and corporate roles. Come the indy changes, every POS tower should be armed to the teeth, and rightly so. Hitting a major industrial complex should be a massive undertaking, with significant risk associated with it. The owner of the POS is already taking a huge risk using it; the destruction of a POS can potentially lose billions or even tens of billions when existing jobs are aborted. "I'm going to base my factory in Baghdad, but once I've finished buying the machinery, I'll just have to go without hiring any guards because ~arbitrary limit~" -- Said nobody ever. You know what this forum needs? the ability to like a post more than once.
CCP, its is trivially easy to siege and destroy ANY POS. no matter the size. All POS' should be able to fit substantial defenses. This will make owning a POS anywhere outside of deep blue super-coalition nullsec an attempt in futility.
You can say "well, just put part of it in a second tower", but then you run into the realization, that with extra cosst on an approach like that, you may as well just keep the Lab-POS, and do your manufacturing in a station.
What POS' need is a balancing pass on ALL their defenses modules. A BUFF, not a "well, well increase the bonus from this, but nerf the original so you need more of it to get back to where you were". It didnt work on freighters, the approach wont work on POS (and yes it doesnt work on freighters, fitting anything BUT 3 armor tank mods is suicide of the highest degree). |

baltoxtdl
TheDarkLegion Inc
0
|
Posted - 2014.07.09 17:09:00 -
[255] - Quote
CCP Nullarbor wrote:Bronson Hughes wrote:CCP Nullarbor wrote:Bronson Hughes wrote:I know that the POS code is supposedly a mess, but please stop using that as an excuse to avoid fixing it. Everyone knows they're broken and simply reminding us of how broken they are instead of doing the work to fix them is highly unprofessional in my book. There's a lot of good gameplay to be had there if you just fixed them. Fixing POS code is next on our list after industry, as per the EVE Keynote at Fanfest this year. Might I suggest in the future that fixing Item A, which is necessary for properly implementing Item B, occur before implementing Item B instead of after it? Just a thought.... Nah doing POSes before Industry would have been madness. Cart before the horse.
Go back though yours 'iteration' of industry and see how many changes you made cos of 'POS madness" and then revisit this sentence you just wrote.
Just kill POSes and end with this, because finding artificial use for something which has legitimate use is sign of trouble.
|

Rivr Luzade
Coreli Corporation Ineluctable.
618
|
Posted - 2014.07.09 17:16:00 -
[256] - Quote
Seith Kali wrote:CCP devs, don't forget those of us who are extremely excited for the upcoming changes, everything looks great. Cart before the horse is totally logical, and we really appreciate the effort and vision.
We are just too busy, ya know, enjoying eve to hurl an equivalent level of praise as the apocalyptic naysayers.
I am truly apologetic that I need a wee bit more information and a wee bit more convincing for my higher levels and different standards of fun. The next time I differ from the masses, I try to be more considerate about the great unwashed. |

Genoir
Project Elysium
9
|
Posted - 2014.07.09 17:24:00 -
[257] - Quote
A little confused here.
This means that I'll now be paying an addition 500m+ a month for the pos on top of the taxes I would pay in station but receive no additional benefit for the additional isk I pay out? |
|

CCP Greyscale
C C P C C P Alliance
2425

|
Posted - 2014.07.09 17:38:00 -
[258] - Quote
Genoir wrote:A little confused here.
This means that I'll now be paying an addition 500m+ a month for the pos on top of the taxes I would pay in station but receive no additional benefit for the additional isk I pay out?
So starbase changes as a whole are specified in this blog here: http://community.eveonline.com/news/dev-blogs/starbase-changes-for-crius/
As per my earlier post, the section entitled "Structure cost scaling" has been cut, but everything else stands.
Most notable benefits that you still have for using a starbase in hisec: - No NPC tax on the job cost (10% in NPC stations) - Time multipliers between 0.7x and 0.5x for various research job types - 0.75x time multiplier and 0.98x material multiplier for build jobs in most structures
The messaging on this has not been sufficiently clear because we (I) have been viewing the multiple-structure bonus as an additional little extra rather than a core balance driver, and weren't expecting people to view it as a make-or-break bonus in comparison to the above list. Sorry for not being clearer about this sooner :) |
|

Vincent Athena
V.I.C.E.
2822
|
Posted - 2014.07.09 17:54:00 -
[259] - Quote
CCP Nullarbor wrote:Bronson Hughes wrote:CCP Nullarbor wrote:Bronson Hughes wrote:I know that the POS code is supposedly a mess, but please stop using that as an excuse to avoid fixing it. Everyone knows they're broken and simply reminding us of how broken they are instead of doing the work to fix them is highly unprofessional in my book. There's a lot of good gameplay to be had there if you just fixed them. Fixing POS code is next on our list after industry, as per the EVE Keynote at Fanfest this year. Might I suggest in the future that fixing Item A, which is necessary for properly implementing Item B, occur before implementing Item B instead of after it? Just a thought.... Nah doing POSes before Industry would have been madness. Cart before the horse. There is nothing wrong with putting the cart before the horse: http://www.mountlowe.org/mount-lowe-history/the-one-man-and-a-mule-railway/ It works just fine.
Please stop basing your priorities on cute little sayings. http://vincentoneve.wordpress.com/ |

Querns
GBS Logistics and Fives Support Goonswarm Federation
683
|
Posted - 2014.07.09 17:57:00 -
[260] - Quote
Vincent Athena wrote:Please stop basing your priorities on cute little sayings. I don't think you get euphemisms. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Querns
GBS Logistics and Fives Support Goonswarm Federation
683
|
Posted - 2014.07.09 18:00:00 -
[261] - Quote
For those who haven't twigged to it yet -- these changes are being made with the expectation that it will cause a drawdown in starbase usage. This is why they are coupling it with an increase in fuel usage for jumping capitals, using jump bridges, and firing the titan doomsday weapons. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Denidil
The Scope Gallente Federation
631
|
Posted - 2014.07.09 18:10:00 -
[262] - Quote
CCP Greyscale wrote:Hi everyone,
Update on multiple-structure bonuses for starbases.
We've just had another discussion about this system as-implemented, and based on your feedback, the technical challenges involved in implementing it in a fully user-friendly way, and the somewhat limited upsides of the feature, we've decided to cut it from Crius.
Having multiple starbase structures of the same type at a starbase will no longer grant you any bonus above those inherent in the structure itself
The only substantial downside to this is that it makes it much easier to weaponize an industry tower, so we are considering upping lab/array fitting costs substantially in a later release. We likely will not do this in Crius itself as people will need time to reconfigure their setups.
We are looking into what we can do to mitigate the expected glut of labs resulting from this change; more info as we work through this process :)
Thanks for all your feedback, -Greyscale
How about instead of trying to link multiple structures together you just split out the results into variants
Mobile Lab (what we have now) Upgraded Mobile Lab (2x fitting cost, bonus of having two under the design) Experimental Mobile Lab (3x fitting cost, bonus of 3) Prototype Mobile Lab (4x fitting cost, bonus of 4)
Tedium and difficulty are not the same thing, if you don't realize this then STFU about game design. |

Demonfist
Inner Ring Enterprises
0
|
Posted - 2014.07.09 19:02:00 -
[263] - Quote
CCP Greyscale wrote:The messaging on this has not been sufficiently clear because we (I) have been viewing the multiple-structure bonus as an additional little extra rather than a core balance driver, and weren't expecting people to view it as a make-or-break bonus in comparison to the above list. Sorry for not being clearer about this sooner :)
You weren't expecting people to go out of their way to maximize profits by any means necessary? Do you even +PV+P bro? |

Demonfist
Inner Ring Enterprises
0
|
Posted - 2014.07.09 19:05:00 -
[264] - Quote
Querns wrote:For those who haven't twigged to it yet -- these changes are being made with the expectation that it will cause a drawdown in starbase usage. This is why they are coupling it with an increase in fuel usage for jumping capitals, using jump bridges, and firing the titan doomsday weapons.
Which suggests to me their planned alterations to POSes in a future update will Break All The Things and this is simply damage control in advance. |

Seith Kali
GoonWaffe Goonswarm Federation
118
|
Posted - 2014.07.09 19:21:00 -
[265] - Quote
Here's a suggestion greyscale.
The Caldari oligarchy ban the use of starbase catalytic converters on the grounds they have been causing brain tumours in the population of nearby planets.
While the claims are unsubstantiated, the other empires have caught wind of this and responded to the terrified outcries of their populace and followed suit. There are rumours of key members of the Caldari Oligarchy having purchased substantial shares in a number of key planetary extraction technology suppliers, which have been unanimously denied by all the involved parties.
The net result is a 30% reduction in fuel block efficiency in all empire held space. That should address the glut, somewhat. Apprentice Goonswarm Economic Warfare Consultant - Drowning in entitlement and privilege.-á |

Careby
188
|
Posted - 2014.07.09 19:34:00 -
[266] - Quote
Seith Kali wrote:...The net result is a 30% reduction in fuel block efficiency in all empire held space. That should address the glut, somewhat. So highsec and lowsec towers would require 30% more fuel than those in nullsec & wormhole space. That part sounds peachy, but my concern for the well-being of nullsec residents gives me pause (I'm assuming brain tumors are a bad thing).
Sarcasm is OP |

Seith Kali
GoonWaffe Goonswarm Federation
118
|
Posted - 2014.07.09 19:36:00 -
[267] - Quote
Unlike the empires, our planets are desolate and unsettled. Don't forget, the Caldari Oligarchy directorate hold no sway out here. Apprentice Goonswarm Economic Warfare Consultant - Drowning in entitlement and privilege.-á |

Kenneth Skybound
Gallifrey Resources
92
|
Posted - 2014.07.09 19:38:00 -
[268] - Quote
Oh lovely, you actually misread what I posted. Brilliant. I know there are not going to be slots. Lack of slots as in slots are being removed.
The whole point of the original consideration of stacking bonuses was to handle the fact that otherwise, and without slots, only one of each industry posdule type is needed for a given area of use.
A lot of people do not use every single structure out there - industrialists specialise. That's how you profit, by being the better player at a small number of things, not flailing around with a lot. Almost any group considering and desiring to use the majority of industry posdules would do so either in separate starbases or non-concurrently already.
And that whole "silent delay for up to an hour" is amazing. I mean, it's once again laughing in the face of everyone who has ever worked with starbases and got the mental capacity to understand a one hour cycle. Even the consideration of "Oh, this person has to wait an hour for changes to take place." Industry, as you have said yourself, is about manufacture and research in bulk and at a large scale. One hour is a long time to a frigate pilot firing at another frigate pilot. One hour is a short hop around for any major industrialist as the overwhelming majority of jobs exceed that time and a non-trivial amount exceed it by orders of magnitude.
This is hand waving at it's very best. You don't cancel an entire section of content because some people cannot fathom things happening on a 1 hour cycle. Would you remove the rest of starbase mechanics affected by this 1 hour cycle until it can be very carefully presented to the layest of men? Or would you leave the content in to be used with a note in a description or two explaining there is such a cycle, while working on a way to make it clearer in a later patch?
|

Seith Kali
GoonWaffe Goonswarm Federation
118
|
Posted - 2014.07.09 19:47:00 -
[269] - Quote
Kenneth Skybound wrote: The whole point of the original consideration of stacking bonuses was to handle the fact that otherwise, and without slots, only one of each industry posdule type is needed for a given area of use.
The alternative is to consider that you don't necessarily need slots to impose a concurrent job limit based on the number of online modules. The stacking bonus seemed, to me at least, a little OP considering the number of new moons available in the Jita vicinity.
Greyscale, the UI thing. Similar to the cries about invention, if POS are really next on the agenda following Industry, perhaps a sketchy little mechanic like that is acceptable? Provided you are committed to keeping it temporary. Apprentice Goonswarm Economic Warfare Consultant - Drowning in entitlement and privilege.-á |

Querns
GBS Logistics and Fives Support Goonswarm Federation
684
|
Posted - 2014.07.09 19:51:00 -
[270] - Quote
Kenneth Skybound wrote: This is hand waving at it's very best. You don't cancel an entire section of content because some people cannot fathom things happening on a 1 hour cycle. Would you remove the rest of starbase mechanics affected by this 1 hour cycle until it can be very carefully presented to the layest of men? Or would you leave the content in to be used with a note in a description or two explaining there is such a cycle, while working on a way to make it clearer in a later patch?
You're too focused on the "up to an hour" bit. This is not necessarily the case, and I would go so far as to say that it is probably not the case. I suspect it was more related to the technical problems involved with implementing it compared against the possible benefit. Perhaps they are okay with the commensurate reduction in starbase usage that will result from this change.
Also, I hardly think that "hey, anchoring multiple arrays gives a bonus" counts as "content." It was just a gimme to try and justify the use of larger starbases in the post-crius industry landscape. It sounds like they've changed their priorities a bit. It happens, especially as deadlines loom. It's not a big deal. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Emizeko Chai
Freight Club The Marmite Collective
34
|
Posted - 2014.07.09 20:06:00 -
[271] - Quote
Nariya Kentaya wrote:it doesnt work on freighters, fitting anything BUT 3 armor tank mods is suicide of the highest degree
Can you explain why you think this is true? I don't agree, and I'm interested in your reasoning. |

Nariya Kentaya
Phoenix funds
1430
|
Posted - 2014.07.09 20:16:00 -
[272] - Quote
Emizeko Chai wrote:Nariya Kentaya wrote:it doesnt work on freighters, fitting anything BUT 3 armor tank mods is suicide of the highest degree Can you explain why you think this is true? I don't agree, and I'm interested in your reasoning. Fitting cargo expanders implies your putting mroe things in your cargo, argo fo a ship that now has less HP because of the expanders. You now have more value in a ship with WAY less EHP than BEFORE the patch, freighter ganking being a trivial affair before the patch, means that post-patch cargo-fit is almost impossible to carry any amount of materials in that isnt worth ganking for profit.
Even armor tanked, short of minerals, or bulk low-value commodities, theres very little you can FILL your entire cargo hold with that doesnt make you a profitable target over how little it would realistically take to kill you. |

Retar Aveymone
GoonWaffe Goonswarm Federation
536
|
Posted - 2014.07.09 20:17:00 -
[273] - Quote
Nariya Kentaya wrote:. It didnt work on freighters, the approach wont work on POS (and yes it doesnt work on freighters, fitting anything BUT 3 armor tank mods is suicide of the highest degree). yes please continue armor tanking your freighters
reinforced bulkheads are not a thing, please do not try to fit them |

Nariya Kentaya
Phoenix funds
1430
|
Posted - 2014.07.09 20:18:00 -
[274] - Quote
Retar Aveymone wrote:Nariya Kentaya wrote:. It didnt work on freighters, the approach wont work on POS (and yes it doesnt work on freighters, fitting anything BUT 3 armor tank mods is suicide of the highest degree). yes please continue armor tanking your freighters reinforced bulkheads are not a thing, please do not try to fit them you know what i meant, i coudlnt remember the name of bulkheads. armor/hull, outside of amarr its basically the same thing.
Even armor tanked though, fitting those is still WAY more survivability than 3 cargo mods, like, wow, anyone who does that deserves to be ganked. |

Tau Cabalander
Retirement Retreat Working Stiffs
3849
|
Posted - 2014.07.09 20:31:00 -
[275] - Quote
Summary:
After Crius, a research POS only needs: * One Hyasyoda Laboratory for ME / TE research. * One Design Laboratory for copying and invention.
New but also useful additions: * One Reprocessing Array * One Compression Array
Manufacturing (risking more BPO and materials) and defences can be added with all the leftover CPU.
You don't want a small tower since the BPO will be in the labs / arrays. |

Rivr Luzade
Coreli Corporation Ineluctable.
618
|
Posted - 2014.07.09 20:32:00 -
[276] - Quote
Retar Aveymone wrote:Nariya Kentaya wrote:. It didnt work on freighters, the approach wont work on POS (and yes it doesnt work on freighters, fitting anything BUT 3 armor tank mods is suicide of the highest degree). yes please continue armor tanking your freighters reinforced bulkheads are not a thing, please do not try to fit them
Tank? WTF? Istabs. Tank is absolutely overrated. The faster you get away from the gate, the better. However you tank your freighter, it always die. Getting away from the danger zone as quickly as possible is the only logical fitting. |

Dannar Hetoshi
Stimulus Rote Kapelle
0
|
Posted - 2014.07.09 20:34:00 -
[277] - Quote
Nariya Kentaya wrote:Retar Aveymone wrote:Nariya Kentaya wrote:. It didnt work on freighters, the approach wont work on POS (and yes it doesnt work on freighters, fitting anything BUT 3 armor tank mods is suicide of the highest degree). yes please continue armor tanking your freighters reinforced bulkheads are not a thing, please do not try to fit them you know what i meant, i coudlnt remember the name of bulkheads. armor/hull, outside of amarr its basically the same thing. Even armor tanked though, fitting those is still WAY more survivability than 3 cargo mods, like, wow, anyone who does that deserves to be ganked.
Good god you are clueless. |

Dannar Hetoshi
Stimulus Rote Kapelle
0
|
Posted - 2014.07.09 20:37:00 -
[278] - Quote
Tau Cabalander wrote:Summary:
After Crius, a research POS only needs: * One Hyasyoda Laboratory for ME / TE research. * One Design Laboratory for copying and invention.
New but also useful additions: * One Reprocessing Array * One Compression Array
Manufacturing (risking more BPO and materials) and defences can be added with all the leftover CPU.
You don't want a small tower since the BPO will be in the labs / arrays.
This...
30B isk risked in a small tower with 10M Ehp... or 30B isk risked in a medium Tower with 75M EHP... or 30B isk risked in a Large Tower with 150m EHP...
I'll take Option C for 1000 Alex. |

Kale Freeman
Dirt 'n' Glitter I Whip My Slaves Back and Forth
28
|
Posted - 2014.07.09 20:37:00 -
[279] - Quote
CCP Greyscale wrote:Genoir wrote:A little confused here.
This means that I'll now be paying an addition 500m+ a month for the pos on top of the taxes I would pay in station but receive no additional benefit for the additional isk I pay out? So starbase changes as a whole are specified in this blog here: http://community.eveonline.com/news/dev-blogs/starbase-changes-for-crius/As per my earlier post, the section entitled "Structure cost scaling" has been cut, but everything else stands. Most notable benefits that you still have for using a starbase in hisec: - No NPC tax on the job cost (10% in NPC stations) - Time multipliers between 0.7x and 0.5x for various research job types - 0.75x time multiplier and 0.98x material multiplier for build jobs in most structures The messaging on this has not been sufficiently clear because we (I) have been viewing the multiple-structure bonus as an additional little extra rather than a core balance driver, and weren't expecting people to view it as a make-or-break bonus in comparison to the above list. Sorry for not being clearer about this sooner :)
We'll need to see what the jobs costs are. I'm not sure how much actual isk the 10% savings is. Assuming jobs costs are 1% of the material costs, a 10% savings on that is .1% of the materials cost. Combined with the 2% material cost savings you end up with 2.1% material cost. You end up needing to push 23.8b per month through the POS to justify the fuel bill of 500m per month.
23.8b just to get to breakeven. You need to push more than that to start making a profit from using the POS.
IMO the structure cost scaling wasn't actually going to make a big difference, it would have helped a little. But napkin maths seems to show that the case for using a large POS for industry needs more than a little help.
Obviously napkin maths is napkin maths and might be horribly wrong. |

Seith Kali
GoonWaffe Goonswarm Federation
118
|
Posted - 2014.07.09 20:41:00 -
[280] - Quote
Kale Freeman wrote: Obviously napkin maths is napkin maths and might be horribly wrong.
It is. The stacking bonus for building 1-2J out of jita (pretty much the only place in the game where it matters) was going to be significant. People will have to spread farther afield now to achieve comparable reductions. This is probably a good thing anyway. Apprentice Goonswarm Economic Warfare Consultant - Drowning in entitlement and privilege.-á |

Kale Freeman
Dirt 'n' Glitter I Whip My Slaves Back and Forth
28
|
Posted - 2014.07.09 20:50:00 -
[281] - Quote
Seith Kali wrote:Kale Freeman wrote: Obviously napkin maths is napkin maths and might be horribly wrong.
It is. The stacking bonus for building 1-2J out of jita (pretty much the only place in the game where it matters) was going to be significant. People will have to spread farther afield now to achieve comparable reductions. This is probably a good thing anyway.
Misunderstood you. Makes sense now. Ignore post.
Delete |

Letto Atreides
Still Water Intergalactic Holdings Absolute Darkness
10
|
Posted - 2014.07.09 21:08:00 -
[282] - Quote
CCP Greyscale wrote:Hi everyone,
Update on multiple-structure bonuses for starbases.
We've just had another discussion about this system as-implemented, and based on your feedback, the technical challenges involved in implementing it in a fully user-friendly way, and the somewhat limited upsides of the feature, we've decided to cut it from Crius.
Having multiple starbase structures of the same type at a starbase will no longer grant you any bonus above those inherent in the structure itself
The only substantial downside to this is that it makes it much easier to weaponize an industry tower, so we are considering upping lab/array fitting costs substantially in a later release. We likely will not do this in Crius itself as people will need time to reconfigure their setups.
We are looking into what we can do to mitigate the expected glut of labs resulting from this change; more info as we work through this process :)
Thanks for all your feedback, -Greyscale
Great Decision! Thanks for listening to all the player feedback.
For those of you that are writing angry posts in response to this decision, please consider how tedious your life would have become managing 13 arrays to get the same bonus.
|
|

CCP Greyscale
C C P C C P Alliance
2428

|
Posted - 2014.07.09 21:42:00 -
[283] - Quote
Kenneth Skybound wrote:Oh lovely, you actually misread what I posted. Brilliant. I know there are not going to be slots. Lack of slots as in slots are being removed.
The whole point of the original consideration of stacking bonuses was to handle the fact that otherwise, and without slots, only one of each industry posdule type is needed for a given area of use.
A lot of people do not use every single structure out there - industrialists specialise. That's how you profit, by being the better player at a small number of things, not flailing around with a lot. Almost any group considering and desiring to use the majority of industry posdules would do so either in separate starbases or non-concurrently already.
And that whole "silent delay for up to an hour" is amazing. I mean, it's once again laughing in the face of everyone who has ever worked with starbases and got the mental capacity to understand a one hour cycle. Even the consideration of "Oh, this person has to wait an hour for changes to take place." Industry, as you have said yourself, is about manufacture and research in bulk and at a large scale. One hour is a long time to a frigate pilot firing at another frigate pilot. One hour is a short hop around for any major industrialist as the overwhelming majority of jobs exceed that time and a non-trivial amount exceed it by orders of magnitude.
This is hand waving at it's very best. You don't cancel an entire section of content because some people cannot fathom things happening on a 1 hour cycle. Would you remove the rest of starbase mechanics affected by this 1 hour cycle until it can be very carefully presented to the layest of men? Or would you leave the content in to be used with a note in a description or two explaining there is such a cycle, while working on a way to make it clearer in a later patch?
Changes only taking effect on a long, silent cycle is a microcosm of everything that's wrong with starbases, and we no longer operate in a mindset where that sort of functionality is considered acceptable.
The one-hour tick also poses major problems to any straightforward attempts to get around online/offline shenanigans. Yes, it's relatively straightforward to specify solutions, but in practical terms it did not look likely that we were going to be able to fix this prior to release.
It's also an additional source of complexity and confusion in a system that's already got a lot of moving parts.
Balanced against those downsides, the upsides are that a) it offers a very small additional build cost reduction (this can be accomplished in other ways if the actual cost/benefit is an underlying problem), b) it prevents a market glut of labs, c) it adds a bit more decision-making to tower setup and d) it makes research towers visually more distinctive. If we can get a near-instantaneous update easily, the small cost of adding this feature is just about justified by the upsides. Where that's not practical, it no longer justifies itself, so we cut it (less than an hour's work, including testing).
We want to address b and possibly c; if a is a problem we can tackle that through other means; d is unlikely to have effort invested in it with a fuller rework on the cards.
If you feel like current starbase mechanics are entirely acceptable to you and you'd be happy with more in the same vein, then you've probably got a competitive advantage there against many other players that I'm sure you're leveraging to the fullest, but it's not a development position that we are intending to take. |
|

Chris Winter
Zephyr Corp V.A.S.T.
465
|
Posted - 2014.07.09 21:45:00 -
[284] - Quote
The big advantage I'd see for a POS is that you'll be able to set up in a system with no stations, which means that there should theoretically be fewer people doing industry in that system and as a result theoretically lower costs on top of the POS discount. |

Darnok Iksnibiks
Unconstrained Design
9
|
Posted - 2014.07.09 21:51:00 -
[285] - Quote
CCP Greyscale wrote:Hi everyone,
Update on multiple-structure bonuses for starbases.
We've just had another discussion about this system as-implemented, and based on your feedback, the technical challenges involved in implementing it in a fully user-friendly way, and the somewhat limited upsides of the feature, we've decided to cut it from Crius.
Having multiple starbase structures of the same type at a starbase will no longer grant you any bonus above those inherent in the structure itself
The only substantial downside to this is that it makes it much easier to weaponize an industry tower, so we are considering upping lab/array fitting costs substantially in a later release. We likely will not do this in Crius itself as people will need time to reconfigure their setups.
We are looking into what we can do to mitigate the expected glut of labs resulting from this change; more info as we work through this process :)
Thanks for all your feedback, -Greyscale
In my opinion this is bad decision. It removes risk vs. reward layer from POS.
With multiple structure bonus one could balance his reward (lower cost) by risk (less defense). This, in connection to BPO and BPC changes gives some nice scenarios to consider:
1) I'm lazy, and job cost don't interest me too much, since its remote system. I put my BPO into tower, single array and full defense.
2) I get my BPC, not much ISK in those, so I can afford for better system. As alternative I can put more arrays, reduce costs but i risk my tower being ganked.
3) I'm feeling lucky, so I cut costs with multiple arrays, skip BPC (reduced cycle time/cost) and tower weapons. Real mean Hope Tank anyway...
Those are choices that matter.
With multi-array bonus being thrown away, choices are boring:
1) i put BPO into fully weponized tower, make ISK 2) I'm an idiot by doing additional cycles for BPC, have them on single array, death star POS with no advantage...
With regards |

Vincent Athena
V.I.C.E.
2822
|
Posted - 2014.07.09 22:21:00 -
[286] - Quote
About the entire multiple lab thing: Right now we have several different types of labs and industry arrays for doing different things. Instead, how about: Just a few types, each of which can do many things. Three different sizes for each type; small, medium and large.
(This is why we reduce the number of types, we are increasing the number by adding sizes.)
The larger the module, the more power and cpu it needs, which tends to force the tower size upward. The larger the module, the better the bonus.
I'm not sure how the changeover could be done. All current modules would be "small". Maybe BPC's that take several modules as input and output one larger one? http://vincentoneve.wordpress.com/ |

probag Bear
Center for Advanced Studies Gallente Federation
57
|
Posted - 2014.07.09 22:52:00 -
[287] - Quote
The right decision. POS manufacturing is already getting buffed as it is. Activity-related installation cost penalties are already very easy to avoid, and it's only getting easier due to the huge buff to Scientific Networking / Supply Chain Management. Benefits for multiple lab arrays are no longer a priority, and getting full bonuses from offline arrays is just plain ridiculous.
It was already more profitable to abuse the Scientific Networking buff than to stack POS arrays, even if offline labs gave full bonuses. Looking at just final isk/hr/effort, completely putting aside the cost of buying a full supplement of labs. |

Tengu Grib
Simple Inc Simple Group
212
|
Posted - 2014.07.09 23:10:00 -
[288] - Quote
CCP Greyscale wrote:Hi everyone,
Update on multiple-structure bonuses for starbases.
We've just had another discussion about this system as-implemented, and based on your feedback, the technical challenges involved in implementing it in a fully user-friendly way, and the somewhat limited upsides of the feature, we've decided to cut it from Crius.
Having multiple starbase structures of the same type at a starbase will no longer grant you any bonus above those inherent in the structure itself
The only substantial downside to this is that it makes it much easier to weaponize an industry tower, so we are considering upping lab/array fitting costs substantially in a later release. We likely will not do this in Crius itself as people will need time to reconfigure their setups.
We are looking into what we can do to mitigate the expected glut of labs resulting from this change; more info as we work through this process :)
Thanks for all your feedback, -Greyscale
How do I downvote this? Tengu Grib > I agree. The distinct lack of quality spaceships makes RL the worst space sim ever. SolidX > i'm an alt IRL Guilty conscience? Buy a mining permit today. www.minerbumping.com |

Awkward Pi Duolus
Pator Tech School Minmatar Republic
0
|
Posted - 2014.07.10 00:23:00 -
[289] - Quote
Tengu Grib wrote:How do I downvote this?
By unsubbing :)
That way, costs go down for me when you don't manufacture anything. |

TigerXtrm
Black Thorne Corporation Black Thorne Alliance
797
|
Posted - 2014.07.10 00:50:00 -
[290] - Quote
Probably for the best. Save it for the major POS overhaul and do it right the first time. My YouTube Channel - EVE Tutorials & other game related things! |

Maenth
The Thirteen Provinces Tentationes Patronus
6
|
Posted - 2014.07.10 01:08:00 -
[291] - Quote
CCP Greyscale wrote:Hi everyone,
Update on multiple-structure bonuses for starbases.
We've just had another discussion about this system as-implemented, and based on your feedback, the technical challenges involved in implementing it in a fully user-friendly way, and the somewhat limited upsides of the feature, we've decided to cut it from Crius.
Having multiple starbase structures of the same type at a starbase will no longer grant you any bonus above those inherent in the structure itself
The only substantial downside to this is that it makes it much easier to weaponize an industry tower, so we are considering upping lab/array fitting costs substantially in a later release. We likely will not do this in Crius itself as people will need time to reconfigure their setups.
We are looking into what we can do to mitigate the expected glut of labs resulting from this change; more info as we work through this process :)
Thanks for all your feedback, -Greyscale
How abooout a sort of multiple-structure build-time bonus and say that the same-type structures work parts of the jobs in parallel so they get done faster ...
Other consideration: multiple structures are still multiple containers, good for organization ... the ability to set title-based restrictions/permissions on structures would be nice |

Altrue
Exploration Frontier inc Brave Collective
1223
|
Posted - 2014.07.10 06:02:00 -
[292] - Quote
TigerXtrm wrote:Probably for the best. Save it for the major POS overhaul and do it right the first time.
Oh you mean the POS overhaul that will take place once we discover that chickens have teeth? Signature Tanking - Best Tanking. Beware the french guy!
|

mr stephenson
Dodgy at Best
3
|
Posted - 2014.07.10 06:50:00 -
[293] - Quote
CCP Nullarbor wrote:Bronson Hughes wrote:I know that the POS code is supposedly a mess, but please stop using that as an excuse to avoid fixing it. Everyone knows they're broken and simply reminding us of how broken they are instead of doing the work to fix them is highly unprofessional in my book. There's a lot of good gameplay to be had there if you just fixed them. Fixing POS code is next on our list after industry, as per the EVE Keynote at Fanfest this year.
you cant fix industry without fixing pos they are to interlinked |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
5422
|
Posted - 2014.07.10 08:04:00 -
[294] - Quote
Scout Vyvorant wrote:Why don't you create a structure that does nothing by itself but just give the bonus intended for the multiple structures?
Make two types, one for research/invention and one for manufactoring, and create a small, medium and large variant scaling the bonus in the same way the pos fuel is scaled, meaning a large one give -24, a medium -12 and a small -6. That is easier than nerfing the online cost of the existing structures.
Edit: the structure is intended to be max one, giving the bonus once, not addictive with similar structres, so anchoring 2 smalls wont give +12. If you want +12 use a medium.
In this way you have to choose between being cost effictive or weaponized, and choosing is at core of this patch
Another option is "normal" and "intensive" versions of each lab. The "normal" version is what we have now, with the lower bonuses, with the "intensive" having better bonuses, requiring "inferno" drugs for fuel, but providing higher bonuses (and shortening the lifespan of your research team) :) Day 0 advice for new players: Day 0 Advice for New Players |

Kenneth Skybound
Gallifrey Resources
92
|
Posted - 2014.07.10 10:14:00 -
[295] - Quote
CCP Greyscale wrote: Changes only taking effect on a long, silent cycle is a microcosm of everything that's wrong with starbases, and we no longer operate in a mindset where that sort of functionality is considered acceptable.
The one-hour tick also poses major problems to any straightforward attempts to get around online/offline shenanigans. Yes, it's relatively straightforward to specify solutions, but in practical terms it did not look likely that we were going to be able to fix this prior to release.
It's also an additional source of complexity and confusion in a system that's already got a lot of moving parts.
Balanced against those downsides, the upsides are that a) it offers a very small additional build cost reduction (this can be accomplished in other ways if the actual cost/benefit is an underlying problem), b) it prevents a market glut of labs, c) it adds a bit more decision-making to tower setup and d) it makes research towers visually more distinctive. If we can get a near-instantaneous update easily, the small cost of adding this feature is just about justified by the upsides. Where that's not practical, it no longer justifies itself, so we cut it (less than an hour's work, including testing).
We want to address b and possibly c; if a is a problem we can tackle that through other means; d is unlikely to have effort invested in it with a fuller rework on the cards.
If you feel like current starbase mechanics are entirely acceptable to you and you'd be happy with more in the same vein, then you've probably got a competitive advantage there against many other players that I'm sure you're leveraging to the fullest, but it's not a development position that we are intending to take.
This reasoning I can appreciate more than your previous statements. Doesn't mean I'm happy with it by any means, it's still discarding that area without replacement, but alas that seems to be what we're getting now.
Let us hope that the POS rework coming up is prompt and successful (with all the possible tools for varied gameplay, including the in-corp taxes raised in another thread). It's the little tools or options that make interesting, new and emergent player directions, as I'm sure you're aware.
Thanks for taking the time to respond. |

Bitter Fremlin
Heimatar Enhanced Fleet Industries
1
|
Posted - 2014.07.10 10:26:00 -
[296] - Quote
Kale Freeman wrote:[quote=CCP Greyscale][quote=Genoir]Obviously napkin maths is napkin maths and might be horribly wrong. You're forgetting the time benefit. More napkin maths...
Say a product makes you 60k ISK per hour on one industry slot. The 25% reduction from using a POS makes you an extra 20k an hour -- 24 hours a day, 30 days a month and with 10 slots, that's 144 million extra from one character. Or 1/3rd of your fuel bill. Of course, that assumes you can run at full chat and that the extra production doesn't increase your material or job costs or reduce your sell price.
Using a POS for industry will *not* be a no-brainer if you have access to other facilities. It will depend on where you are, how many other people are sharing it with you, how many other other people (sic) are using the system, and what you are using the POS for. There will be "soft" factors as well -- for example, the hassle of and cost of running your POS might be outweighed by the convenience of basing closer to a trade hub but away from the main NPC-factory systems.
Which is good. A POS should confer an advantage if done right, but in no way should it be an "I win Industry!" button. |

Erick Asmock
Dark-Rising Executive Outcomes
0
|
Posted - 2014.07.10 12:14:00 -
[297] - Quote
CCP....stop wasting our time with these meaningless dead ends. Fix the POS code (rewrite it) so it works and is actually better.
Then you can make meaningful industry changes. Until you do this any changes to industry will be hampered by POSes. |

Estela Mongaguarda
AEB Fleeting Services AEB Industrial Assembly
0
|
Posted - 2014.07.10 13:33:00 -
[298] - Quote
First and foremost, the one problem for industrialists that will never end is the fact that industry is tweaked taking into consideration pvp. While industry is limited by pvp, and not the other way around, neither will improve.
That, however is a underline condition EVE will never get rid of, as it seems.
For the time being tho, in my tests I notice that lots of changes can be pointless just by not leaving jobs unattended and just take care of it closely. At least from what I see in the test server, you can get better results by simply doing tasks by smaller parts or runs more times instead of just doing it all at once. Which is kinda nonsense.
Lots of operations in anchoring or changing POS itens do not show the changes being started or progressing, and UI in that regard isnt showing much progress.
Capital ship construction is not really that pumped up as people is lead to believe. In having seeded itens in the test server you really had a pump up, but when you do the thing from the raw material however, the other changes really messed up the process to get the components for the actual "improved" part of using the capital blueprint to make it.
Again, POS is not really viable for small corps because now its maintenance and structuring for non money printer systems in null makes it a very risky investment, as the wardec harassment tool you can get a very unexpensive small group of ships to put down a very expensive now needed structure for industry operations. Meanwhile the harassment small corps can use the bumps in industry to make their own non expensive factories of non expensive weapons of spreading misery.
And that ends the circle where the result is industry being a tool for spreading the misery, instead of creating an portion of industry aimed to spread misery. Which in turn tweak the Nash equilibrium in EVE universe to favor those interested in destruction and limitation, restricting those wanting to build and structure. |

Careby
190
|
Posted - 2014.07.10 13:59:00 -
[299] - Quote
Estela Mongaguarda wrote:...And that ends the circle where the result is industry being a tool for spreading the misery, instead of creating an portion of industry aimed to spread misery. Which in turn tweak the Nash equilibrium in EVE universe to favor those interested in destruction and limitation, restricting those wanting to build and structure. From one paranoid to another, have you considered it from the perspective of DvP?
Sarcasm is OP |

Niko Lorenzio
United Eve Directorate
355
|
Posted - 2014.07.10 15:23:00 -
[300] - Quote
CCP Nullarbor wrote:Bronson Hughes wrote:I know that the POS code is supposedly a mess, but please stop using that as an excuse to avoid fixing it. Everyone knows they're broken and simply reminding us of how broken they are instead of doing the work to fix them is highly unprofessional in my book. There's a lot of good gameplay to be had there if you just fixed them. Fixing POS code is next on our list after industry, as per the EVE Keynote at Fanfest this year.
I thought it was corp management? |

Zaxix
Long Jump.
382
|
Posted - 2014.07.10 16:11:00 -
[301] - Quote
If I could ask one thing of the Devs in relation to the various avenues of feedback and announcements, it would be this:
For the love of God, could you please get all of the information into ONE place? I had to learn about the roll back of the stacking changes through TMC. You've got multiple threads up through the dev blogs, mutliple threads up in features and ideas, and, apparently, threads in the Test Server feedback. Can you please pull things together in such a way that players don't have to go to a bunch of different places to figure out what's going on? Maybe consider information streams that aren't categorized based on sub-forum layouts?
This isn't the first time I've learned about stuff through out of eve news sources because the information dissemination methods are so byzantine. It's very frustrating.
Thanks for listening. Bokononist
-á |

Niko Lorenzio
United Eve Directorate
355
|
Posted - 2014.07.10 16:12:00 -
[302] - Quote
CCP Greyscale wrote:Genoir wrote:A little confused here.
This means that I'll now be paying an addition 500m+ a month for the pos on top of the taxes I would pay in station but receive no additional benefit for the additional isk I pay out? So starbase changes as a whole are specified in this blog here: http://community.eveonline.com/news/dev-blogs/starbase-changes-for-crius/As per my earlier post, the section entitled "Structure cost scaling" has been cut, but everything else stands. Most notable benefits that you still have for using a starbase in hisec: - No NPC tax on the job cost (10% in NPC stations) - Time multipliers between 0.7x and 0.5x for various research job types - 0.75x time multiplier and 0.98x material multiplier for build jobs in most structures The messaging on this has not been sufficiently clear because we (I) have been viewing the multiple-structure bonus as an additional little extra rather than a core balance driver, and weren't expecting people to view it as a make-or-break bonus in comparison to the above list. Sorry for not being clearer about this sooner :)
Not make-or-break? Let's consider cons and pros of doing industry in a POS vs Station.
Station: +Absolutely safety +Ease of use +High mobility (easy to pack up and move operation 1-10 jumps out for lower prices) +Immune to wardecs (using alts or couriers for hauling) -10% NPC tax on fees -Having to pay office rent (although most POS owners use offices too)
POS: +No 10% NPC tax on fees +2% ME reduction (for manu only) +0.5-0.75 time reduction on all activities. -Fuel costs ranging from 100-500m. -Significant increase in maintenance & operational logistics -Inability to rely on alts/couriers for distribution. -Major PITA to relocate to a different system with lower fees. -Operations interrupted by wardecs (can't get to the POS to do industry) -Significant increase in risk of losing billions worth of POS assets, materials and Blueprints (BPOs can be saved but BPCs in production & the rest are screwed). -Hard to defend as the attacker chooses if, when and where to strike. -Invitation for wardecs (Big static object screaming "We do industry here, come shoot at us!")
I see lots of risk but very little reward. And with this latest announcement, it's just disheartening.
The excuse that we can't work around online/offline shenanigans is just silly and another example of CCP punishing everyone because of some predicted bad behavior. I honestly can't imagine too many people adding "sitting at a POS onlining/offlining crap before installing industry jobs" to their activity. If there was a point in offlining labs/arrays, that means they need that PG/CPU for other stuff, like defenses, and that many batteries take hours to online . So yeah, I can maybe see it on months long production jobs like super caps & caps in LS, but otherwise it shouldn't be an issue at all.
And increasing the fitting requirements of labs/arrays is going to be another downside. POS are pretty soft targets as it is. Having to shut-down your entire production in order to ensure minimum safety for your POS every time you get a wardec is insane. You don't know whether they're after your POS or not, and by the time you find out it's too late to offline/online anything. The POS will be already in reinforced or the batteries will be shot down as you're onlining them.
I know CCP loves to troll us, but c'mon, have some decency and respect. |

MailDeadDrop
Rage and Terror Against ALL Authorities
354
|
Posted - 2014.07.10 16:14:00 -
[303] - Quote
Niko Lorenzio wrote:CCP Nullarbor wrote:Bronson Hughes wrote:I know that the POS code is supposedly a mess, but please stop using that as an excuse to avoid fixing it. Everyone knows they're broken and simply reminding us of how broken they are instead of doing the work to fix them is highly unprofessional in my book. There's a lot of good gameplay to be had there if you just fixed them. Fixing POS code is next on our list after industry, as per the EVE Keynote at Fanfest this year. I thought it was corp management? They've also said invention and reverse engineering is next on their list. One can only hope that, given there are multiple devs and multiple dev teams, that all three are worked and released as they are finished(*).
MDD (*) Yeah, yeah, I know nothing in Eve is ever truly finished... |
|

CCP Greyscale
C C P C C P Alliance
2431

|
Posted - 2014.07.10 16:23:00 -
[304] - Quote
Zaxix wrote:If I could ask one thing of the Devs in relation to the various avenues of feedback and announcements, it would be this:
For the love of God, could you please get all of the information into ONE place? I had to learn about the roll back of the stacking changes through TMC. You've got multiple threads up through the dev blogs, mutliple threads up in features and ideas, and, apparently, threads in the Test Server feedback. Can you please pull things together in such a way that players don't have to go to a bunch of different places to figure out what's going on? Maybe consider information streams that aren't categorized based on sub-forum layouts?
This isn't the first time I've learned about stuff through out of eve news sources because the information dissemination methods are so byzantine. It's very frustrating.
Thanks for listening.
We are planning a series of "release documentation" blogs prior to the release. Currently yes, everything is spread out while we fill in all the gaps, but we're aware of this and planning on addressing it.
Niko Lorenzio wrote:CCP Greyscale wrote:Genoir wrote:A little confused here.
This means that I'll now be paying an addition 500m+ a month for the pos on top of the taxes I would pay in station but receive no additional benefit for the additional isk I pay out? So starbase changes as a whole are specified in this blog here: http://community.eveonline.com/news/dev-blogs/starbase-changes-for-crius/As per my earlier post, the section entitled "Structure cost scaling" has been cut, but everything else stands. Most notable benefits that you still have for using a starbase in hisec: - No NPC tax on the job cost (10% in NPC stations) - Time multipliers between 0.7x and 0.5x for various research job types - 0.75x time multiplier and 0.98x material multiplier for build jobs in most structures The messaging on this has not been sufficiently clear because we (I) have been viewing the multiple-structure bonus as an additional little extra rather than a core balance driver, and weren't expecting people to view it as a make-or-break bonus in comparison to the above list. Sorry for not being clearer about this sooner :) Not make-or-break? Let's consider cons and pros of doing industry in a POS vs Station. Station: +Absolutely safety +Ease of use +High mobility (easy to pack up and move operation 1-10 jumps out for lower prices) +Immune to wardecs (using alts or couriers for hauling) -10% NPC tax on fees -Having to pay office rent (although most POS owners use offices too) POS: +No 10% NPC tax on fees +2% ME reduction (for manu only) +0.5-0.75 time reduction on all activities. -Fuel costs ranging from 100-500m. -Significant increase in maintenance & operational logistics -Inability to rely on alts/couriers for distribution. -Major PITA to relocate to a different system with lower fees. -Operations interrupted by wardecs (can't get to the POS to do industry) -Significant increase in risk of losing billions worth of POS assets, materials and Blueprints (BPOs can be saved but BPCs in production & the rest are screwed). -Hard to defend as the attacker chooses if, when and where to strike. -Invitation for wardecs (Big static object screaming "We do industry here, come shoot at us!") I see lots of risk but very little reward. And with this latest announcement, it's just disheartening. The excuse that we can't work around online/offline shenanigans is just silly and another example of CCP punishing everyone because of some predicted bad behavior. I honestly can't imagine too many people adding "sitting at a POS onlining/offlining crap before installing industry jobs" to their activity. If there was a point in offlining labs/arrays, that means they need that PG/CPU for other stuff, like defenses, and that many batteries take hours to online . So yeah, I can maybe see it on months long production jobs like super caps & caps in LS, but otherwise it shouldn't be an issue at all. And increasing the fitting requirements of labs/arrays is going to be another downside. POS are pretty soft targets as it is. Having to shut-down your entire production in order to ensure minimum safety for your POS every time you get a wardec is insane. You don't know whether they're after your POS or not, and by the time you find out it's too late to offline/online anything. The POS will be already in reinforced or the batteries will be shot down as you're onlining them. I know CCP loves to troll us, but c'mon, have some decency and respect.
If the value proposition for industrial starbases is broken, then that is a thing that we can address much more directly and effectively through other channels, and it's absolutely something we're open to discussing. |
|

MailDeadDrop
Rage and Terror Against ALL Authorities
354
|
Posted - 2014.07.10 16:32:00 -
[305] - Quote
CCP Greyscale wrote:If the value proposition for industrial starbases is broken, then that is a thing that we can address much more directly and effectively through other channels, and it's absolutely something we're open to discussing. I read the underlined passage as a reference to another thread. Is that what you mean, Greyscale? If so, would you please link to the thread you'd rather move the "industrial POS value proposition" discussion? (Not being snarky here; text doesn't convey my sincerity).
MDD |

Niko Lorenzio
United Eve Directorate
355
|
Posted - 2014.07.10 16:54:00 -
[306] - Quote
CCP Greyscale wrote: If the value proposition for industrial starbases is broken, then that is a thing that we can address much more directly and effectively through other channels, and it's absolutely something we're open to discussing.
All for this, but with the limited time we have to release, are we really going to achieve any meaningful results? If the stacking bonus code is already written and ready, why not implement it for now as is, until such time that a full POS revamp happens? |

Niko Lorenzio
United Eve Directorate
356
|
Posted - 2014.07.10 18:35:00 -
[307] - Quote
Sigras wrote:the ROI on POS modules does seem a bit poor...
its probably a bit out of scope now, but a while ago i posted a suggestion that allows corps to grow the number of arrays organically as they can now; it also fixes the online/offline problem...
Give all POS arrays a 10% reduction to job cost then make the job 1% more expensive per job in that array.
the obvious FOO strategy is one array per job of that type you want to run, but this runs into CPU issues and requires more shuffling around of materials, so you have tradeoffs.
the other idea i had was to give each type of array a "job cost reducer" module with a long-ish online time to prevent online/offline shenanigans
the added advantage to this approach is that you can make it cost appropriate so the ROI isnt insane and youre not messing with assembly array's online timers...
thoughts?
Encouraging to split up production into several arrays is a terrible idea. If you ever dealt with such production you would know. As stated before, I really doubt anyone would waste time with online/offline crap except capital producers in lowsec. Unfortunately I cannot think of any good solutions to that problem atm but scrapping the entire thing because of that is.... unnerving. |

Alexander McKeon
AQUILA INC Verge of Collapse
66
|
Posted - 2014.07.10 18:44:00 -
[308] - Quote
Until Crius, much of the value of having a POS has been associated with the availability of copy slots; the ones in NPC stations are a severe bottleneck in the production pipeline. Additionally, the POS has provided a risk-free way to copy / research BPOs that stayed safely in corporate hangers.
Post-Crius the value of overcoming limited NPC copy slots has been eliminated and we've moved from risk-free time reduction to risk-intensive time reduction from POS labs. The relative value proposition for industrial starbases (fuel prices aren't going down!) as compared to stations has taken a severe beating with precious little to offset it. |

Kasigi Yono
Manu Fortius space weaponry and trade
17
|
Posted - 2014.07.10 18:53:00 -
[309] - Quote
CCP Nullarbor wrote:Bronson Hughes wrote:I know that the POS code is supposedly a mess, but please stop using that as an excuse to avoid fixing it. Everyone knows they're broken and simply reminding us of how broken they are instead of doing the work to fix them is highly unprofessional in my book. There's a lot of good gameplay to be had there if you just fixed them. Fixing POS code is next on our list after industry, as per the EVE Keynote at Fanfest this year.
I'll believe it when I see it.
|

Niko Lorenzio
United Eve Directorate
356
|
Posted - 2014.07.10 18:57:00 -
[310] - Quote
Letto Atreides wrote:CCP Greyscale wrote:Hi everyone,
Update on multiple-structure bonuses for starbases.
We've just had another discussion about this system as-implemented, and based on your feedback, the technical challenges involved in implementing it in a fully user-friendly way, and the somewhat limited upsides of the feature, we've decided to cut it from Crius.
Having multiple starbase structures of the same type at a starbase will no longer grant you any bonus above those inherent in the structure itself
The only substantial downside to this is that it makes it much easier to weaponize an industry tower, so we are considering upping lab/array fitting costs substantially in a later release. We likely will not do this in Crius itself as people will need time to reconfigure their setups.
We are looking into what we can do to mitigate the expected glut of labs resulting from this change; more info as we work through this process :)
Thanks for all your feedback, -Greyscale Great Decision! Thanks for listening to all the player feedback. For those of you that are writing angry posts in response to this decision, please consider how tedious your life would have become managing 13 arrays to get the same bonus.
I think you misunderstood the post. 13 Equipment Assembly Arrays would give you 6.5% reduction in manufacturing fees. Now it will only give you 0.5% reduction. Having 20-25% reduction in manufacturing fees vs 0.5% is a big deal.
Also there's nothing to manage. Anchor, online and that's it. All the production happens in one array. |

Bronson Hughes
The Knights of the Blessed Mother of Acceleration
129
|
Posted - 2014.07.10 19:07:00 -
[311] - Quote
Alexander McKeon wrote:Until Crius, much of the value of having a POS has been associated with the availability of copy slots; the ones in NPC stations are a severe bottleneck in the production pipeline. Additionally, the POS has provided a risk-free way to copy / research BPOs that stayed safely in corporate hangers.
Post-Crius the value of overcoming limited NPC copy slots has been eliminated and we've moved from risk-free time reduction to risk-intensive time reduction from POS labs. The relative value proposition for industrial starbases (fuel prices aren't going down!) as compared to stations has taken a severe beating with precious little to offset it.
Given the risk involved, I don't see POS research as really viable anymore in any region where there are NPC station labs available. Sure, researching at a POS will likely save you ISK on install costs, as well as time, but is that savings worth the cost of keeping a POS fueled? Or the risk of potentially losing your BPO by having to keep it in the POS?
I say no.
Even POS manufacturing is of questionable benefit now. Yes, you will save ISK, materials, and time by building at a POS, but is that cost worth the fuel or the BPC copy time (or the risk of using a BPO)?
Again, I say no.
The only thing that I see a POS being potentially useful for now is refining and compressing as there is no risk to BPOs or time wasted copying BPCs. Unfortunately, while I feel that the stats on the new compression array are reasonable (they match a lab), the stats on the updated refining array are so high that you can't even use one in a small POS without severely limiting fitting.
CCP, if you're going to so severely limit the utility of POSes with Crius, could you at least throw us a bone and make the refining array have similar fittings to the compression array or a mobile lab?
Please? Reading Comprehension: a skill so important it deserves it's own skillbook.
I want to create content, not become content. |

Jezza McWaffle
Pandora Sphere Disavowed.
130
|
Posted - 2014.07.10 19:28:00 -
[312] - Quote
CCP Nullarbor wrote:Bronson Hughes wrote:I know that the POS code is supposedly a mess, but please stop using that as an excuse to avoid fixing it. Everyone knows they're broken and simply reminding us of how broken they are instead of doing the work to fix them is highly unprofessional in my book. There's a lot of good gameplay to be had there if you just fixed them. Fixing POS code is next on our list after industry, as per the EVE Keynote at Fanfest this year.
I will marry you! It is now a happening  C6 Wormhole blog http://holelotofwaffle.wordpress.com/ |

scotayne hawkins
Merchants Trade Consortium Disavowed.
25
|
Posted - 2014.07.10 19:31:00 -
[313] - Quote
CCP Nullarbor wrote: Bronson Hughes wrote: I know that the POS code is supposedly a mess, but please stop using that as an excuse to avoid fixing it. Everyone knows they're broken and simply reminding us of how broken they are instead of doing the work to fix them is highly unprofessional in my book. There's a lot of good gameplay to be had there if you just fixed them.
Fixing POS code is next on our list after industry, as per the EVE Keynote at Fanfest this year.
can we please have this thread lock for trolling,
in 8yrs i've heard POS's are getting changedthis can't be true so please notify a
ISD please lock this thread |

Rekkr Nordgard
Imperial Reclaiming
400
|
Posted - 2014.07.10 20:07:00 -
[314] - Quote
CCP Greyscale wrote:If the value proposition for industrial starbases is broken, then that is a thing that we can address much more directly and effectively through other channels, and it's absolutely something we're open to discussing.
Oh, I'm sure you are. Open to discussing it and discussing it and discussing it and discussing it and discussing it ad nauseum, but actually fixing POSes is always in the next expansion. |

Marsan
230
|
Posted - 2014.07.10 20:17:00 -
[315] - Quote
CCP Nullarbor wrote:Bronson Hughes wrote:I know that the POS code is supposedly a mess, but please stop using that as an excuse to avoid fixing it. Everyone knows they're broken and simply reminding us of how broken they are instead of doing the work to fix them is highly unprofessional in my book. There's a lot of good gameplay to be had there if you just fixed them. Fixing POS code is next on our list after industry, as per the EVE Keynote at Fanfest this year.
Yea you guys have said that before, and we still haven't got private storage for ships yes.... Former forum cheerleader CCP, now just a grumpy small portion of the community. |

Marsan
230
|
Posted - 2014.07.10 20:27:00 -
[316] - Quote
Niko Lorenzio wrote:CCP Nullarbor wrote:Bronson Hughes wrote:I know that the POS code is supposedly a mess, but please stop using that as an excuse to avoid fixing it. Everyone knows they're broken and simply reminding us of how broken they are instead of doing the work to fix them is highly unprofessional in my book. There's a lot of good gameplay to be had there if you just fixed them. Fixing POS code is next on our list after industry, as per the EVE Keynote at Fanfest this year. I thought it was corp management?
Really I would think that corp management needs to be fixed 1st as one of the major issues with POSes is corporate roles. You have to be a complete idiot to do industry in a POS that isn't a corporation of one beyond compression and refining. It's near impossible to give a member of a corp the ability to anything meaningful with a POS without opening the rest of the corp to major risk. Former forum cheerleader CCP, now just a grumpy small portion of the community. |

Deeone
Deadspace Zombie Factory
16
|
Posted - 2014.07.10 20:35:00 -
[317] - Quote
CCP Greyscale wrote:Hi everyone,
Update on multiple-structure bonuses for starbases.
We've just had another discussion about this system as-implemented, and based on your feedback, the technical challenges involved in implementing it in a fully user-friendly way, and the somewhat limited upsides of the feature, we've decided to cut it from Crius.
Having multiple starbase structures of the same type at a starbase will no longer grant you any bonus above those inherent in the structure itself
The only substantial downside to this is that it makes it much easier to weaponize an industry tower, so we are considering upping lab/array fitting costs substantially in a later release. We likely will not do this in Crius itself as people will need time to reconfigure their setups.
We are looking into what we can do to mitigate the expected glut of labs resulting from this change; more info as we work through this process :)
Thanks for all your feedback, -Greyscale
So You are going to jack up the fitting reqs for the labs because of a change you guys decided not to make????? Jesus........Nothing changed but we are gonna nerf this because we thought about changing it and decided we didnt need to change it. But we want to make the labs harder to get on industry towers cuz why would you need to defend the BPOs you now have to keep in the tower........ |

Seith Kali
GoonWaffe Goonswarm Federation
118
|
Posted - 2014.07.10 20:49:00 -
[318] - Quote
CCP Greyscale wrote: If the value proposition for industrial starbases is broken, then that is a thing that we can address much more directly and effectively through other channels, and it's absolutely something we're open to discussing.
Most stuff I will continue doing around jita will be in a POS. Even in null it is certainly preferable to use POS over upgrading outposts all over the place if usage costs threaten to get too high.
Let's not forget they are a steaming pile of shite to work with at the moment in general so one could argue mechanics that discourage their use are more than welcome. Apprentice Goonswarm Economic Warfare Consultant - Drowning in entitlement and privilege.-á |

Rekkr Nordgard
Imperial Reclaiming
400
|
Posted - 2014.07.10 21:01:00 -
[319] - Quote
Seith Kali wrote:Let's not forget they are a steaming pile of shite to work with at the moment in general so one could argue mechanics that discourage their use are more than welcome.
Wow. So an important game mechanic is painful to use, fundamentally broken, and badly in need of fixing, so CCP should make it worse to discourage its use? lol
By that logic, CCP should introduce a mechanic where every hour one of the POS modules, chosen at random, in an online POS self-destructs and destroys itself and everything inside it. That would certainly "discourage" POS use. |
|

CCP Greyscale
C C P C C P Alliance
2433

|
Posted - 2014.07.10 21:18:00 -
[320] - Quote
Rekkr Nordgard wrote:CCP Greyscale wrote:If the value proposition for industrial starbases is broken, then that is a thing that we can address much more directly and effectively through other channels, and it's absolutely something we're open to discussing. Oh, I'm sure you are. Open to discussing it and discussing it and discussing it and discussing it and discussing it ad nauseum, but actually fixing POSes is always in the next expansion.
There's a substantial difference between "fixing POS" and "targeted buffs to POS industry viability". The former is measured in team-months, the latter is measured in developer-hours :) |
|

Decarthado Aurgnet
Imperial Combat Engineers Empire of Arcadia
7
|
Posted - 2014.07.10 22:20:00 -
[321] - Quote
CCP Nullarbor wrote:Scarlett LaBlanc wrote:CCP Nullarbor wrote:Cpt King wrote:Whats the advantage because Pos or Station Producing / Reasearch for the Holders of the Station in 0.0? So the holders are not able to limit the usage or place some Tax for the Corp on the Reasearch / Production slots? You will be able to tax industry jobs in player outposts, we just need to add the bit of UI for configuring the tax rate. Apologies if this is answered already, I'm a page behind. Will we have the ability to set the tax rate on job install costs at POS's as well? I'm not sure if that just applied to outposts or not. Would REALLY like to have this Tax rate at a POS makes no sense, since you can only install corporation jobs that get paid from the corporation wallet, you would only be taxing yourself. Personal jobs at a POS may come with a POS rework in the future.
Apologies if I missed somebody else saying the same thing, but I couldn't let this go. Will continue reading the thread and see who else said what.
With all due respect, you couldn't be more wrong. Many corporations have a usage-based model for their members when it comes to POS jobs. Why else did you guys include a per-hour fee payable from one corp wallet to another in the first place under the pre-Crius system? Sure, it's annoying to have to move personal funds into a "pos job" wallet, but it works. To remove the ability for a corporation to pay for fuel by means of its members paying as they use the facilities will force CEOs to manually administer ranks based on who paid some guesstimated fee that month since nobody can predict how much each member will actually use.
Corporations NEED the ability to charge their members for usage of facilities regardless of whether it's an outpost or a POS. |

Niko Lorenzio
United Eve Directorate
357
|
Posted - 2014.07.10 22:26:00 -
[322] - Quote
Decarthado Aurgnet wrote:CCP Nullarbor wrote:Scarlett LaBlanc wrote:CCP Nullarbor wrote:Cpt King wrote:Whats the advantage because Pos or Station Producing / Reasearch for the Holders of the Station in 0.0? So the holders are not able to limit the usage or place some Tax for the Corp on the Reasearch / Production slots? You will be able to tax industry jobs in player outposts, we just need to add the bit of UI for configuring the tax rate. Apologies if this is answered already, I'm a page behind. Will we have the ability to set the tax rate on job install costs at POS's as well? I'm not sure if that just applied to outposts or not. Would REALLY like to have this Tax rate at a POS makes no sense, since you can only install corporation jobs that get paid from the corporation wallet, you would only be taxing yourself. Personal jobs at a POS may come with a POS rework in the future. Apologies if I missed somebody else saying the same thing, but I couldn't let this go. Will continue reading the thread and see who else said what. With all due respect, you couldn't be more wrong. Many corporations have a usage-based model for their members when it comes to POS jobs. Why else did you guys include a per-hour fee payable from one corp wallet to another in the first place under the pre-Crius system? Sure, it's annoying to have to move personal funds into a "pos job" wallet, but it works. To remove the ability for a corporation to pay for fuel by means of its members paying as they use the facilities will force CEOs to manually administer ranks based on who paid some guesstimated fee that month since nobody can predict how much each member will actually use. Corporations NEED the ability to charge their members for usage of facilities regardless of whether it's an outpost or a POS.
It does work. Unfortunately CCP does not agree. See link below: https://forums.eveonline.com/default.aspx?g=posts&m=4566606#post4566606 |

Maenth
The Thirteen Provinces Tentationes Patronus
7
|
Posted - 2014.07.10 22:31:00 -
[323] - Quote
Zaxix wrote:If I could ask one thing of the Devs in relation to the various avenues of feedback and announcements, it would be this:
For the love of God, could you please get all of the information into ONE place? I had to learn about the roll back of the stacking changes through TMC. You've got multiple threads up through the dev blogs, mutliple threads up in features and ideas, and, apparently, threads in the Test Server feedback. Can you please pull things together in such a way that players don't have to go to a bunch of different places to figure out what's going on? Maybe consider information streams that aren't categorized based on sub-forum layouts?
This isn't the first time I've learned about stuff through out of eve news sources because the information dissemination methods are so byzantine. It's very frustrating.
Thanks for listening. If you're interested in major EVE news, I would recommend paying attention to the news section of the EVE Launcher, that area inhabiting the right-hand side of the whole display. All the links you need(ed) show up there. They post the stuff there so that we can learn about decision-things like this when it comes up. |

Maenth
The Thirteen Provinces Tentationes Patronus
7
|
Posted - 2014.07.10 22:43:00 -
[324] - Quote
Decarthado Aurgnet wrote:Corporations NEED the ability to charge their members for usage of facilities regardless of whether it's an outpost or a POS. Is it possible for me to highlight this more strongly?  |

Ian Stanley
Deep Core Mining Inc. Caldari State
4
|
Posted - 2014.07.10 23:48:00 -
[325] - Quote
CCP Greyscale wrote:Hi everyone,
Update on multiple-structure bonuses for starbases.
We've just had another discussion about this system as-implemented, and based on your feedback, the technical challenges involved in implementing it in a fully user-friendly way, and the somewhat limited upsides of the feature, we've decided to cut it from Crius.
Having multiple starbase structures of the same type at a starbase will no longer grant you any bonus above those inherent in the structure itself
The only substantial downside to this is that it makes it much easier to weaponize an industry tower, so we are considering upping lab/array fitting costs substantially in a later release. We likely will not do this in Crius itself as people will need time to reconfigure their setups.
We are looking into what we can do to mitigate the expected glut of labs resulting from this change; more info as we work through this process :)
Thanks for all your feedback, -Greyscale
for me i am happy on the removal of this features - it feel like a half measures for us to use large POS.
|

Rivr Luzade
Coreli Corporation Ineluctable.
620
|
Posted - 2014.07.11 06:08:00 -
[326] - Quote
Niko Lorenzio wrote:I honestly can't imagine too many people adding "sitting at a POS onlining/offlining crap before installing industry jobs" to their activity.
Then you are either naive or one of them. Have your pick. |

Sigras
Conglomo
817
|
Posted - 2014.07.11 07:24:00 -
[327] - Quote
Niko Lorenzio wrote:Sigras wrote:the ROI on POS modules does seem a bit poor...
its probably a bit out of scope now, but a while ago i posted a suggestion that allows corps to grow the number of arrays organically as they can now; it also fixes the online/offline problem...
Give all POS arrays a 10% reduction to job cost then make the job 1% more expensive per job in that array.
the obvious FOO strategy is one array per job of that type you want to run, but this runs into CPU issues and requires more shuffling around of materials, so you have tradeoffs.
the other idea i had was to give each type of array a "job cost reducer" module with a long-ish online time to prevent online/offline shenanigans
the added advantage to this approach is that you can make it cost appropriate so the ROI isnt insane and youre not messing with assembly array's online timers...
thoughts? Encouraging to split up production into several arrays is a terrible idea. If you ever dealt with such production you would know. As I mentioned in my original post ... which you apparently ignored ... It's a trade off similar to the "push/pull" for the industry landscape... the "push" making you want a different array for each job is lower costs and the "pull" making you want to consolidate all your jobs in one lab is the hassle of shuffling components around.
Niko Lorenzio wrote:As stated before, I really doubt anyone would waste time with online/offline crap except capital producers in lowsec. do we play the same game? this is the game where people will spend 6 months infiltrating an alliance in order to awox them. This is the game where people spend years researching their battleship BPO to ME 350 to save 0.01%
Niko Lorenzio wrote:Unfortunately I cannot think of any good solutions to that problem atm but scrapping the entire thing because of that is.... unnerving. not being able to think up a good solution is a fantastic reason to scrap the whole thing... I dont want a crappy mechanic put into the game because the devs cant think of something better ... thats how crappy mechanics happen... Id rather not have the mechanic that to have it be utter crap! |

Ekaterina 'Ghetto' Thurn
Department 10
170
|
Posted - 2014.07.11 07:26:00 -
[328] - Quote
Marsan wrote:Niko Lorenzio wrote:CCP Nullarbor wrote:Bronson Hughes wrote:I know that the POS code is supposedly a mess, but please stop using that as an excuse to avoid fixing it. Everyone knows they're broken and simply reminding us of how broken they are instead of doing the work to fix them is highly unprofessional in my book. There's a lot of good gameplay to be had there if you just fixed them. Fixing POS code is next on our list after industry, as per the EVE Keynote at Fanfest this year. I thought it was corp management? Really I would think that corp management needs to be fixed 1st as one of the major issues with POSes is corporate roles. You have to be a complete idiot to do industry in a POS that isn't a corporation of one beyond compression and refining. It's near impossible to give a member of a corp the ability to anything meaningful with a POS without opening the rest of the corp to major risk.
It should be obvious to anyone that Corporation/Alliance Roles & Permissions will need to be fixed at the same time, or maybe before, POSes are fixed.
I am so pleased to hear that the multiple array bonus scheme idea has been dropped. From all angles it was obviously a very bad method of attaining additional tax bonuses. Maybe it is time now to consider a skill-based alternative method now as I previously proposed ? |

Sigras
Conglomo
817
|
Posted - 2014.07.11 07:27:00 -
[329] - Quote
Niko Lorenzio wrote:Not make-or-break? Let's consider cons and pros of doing industry in a POS vs Station.
Station: +Absolutely safety +Ease of use +High mobility (easy to pack up and move operation 1-10 jumps out for lower prices) +Immune to wardecs (using alts or couriers for hauling) -10% NPC tax on fees -Having to pay office rent (although most POS owners use offices too)
POS: +No 10% NPC tax on fees +2% ME reduction (for manu only) +0.5-0.75 time reduction on all activities. -Fuel costs ranging from 100-500m. -Significant increase in maintenance & operational logistics -Inability to rely on alts/couriers for distribution. -Major PITA to relocate to a different system with lower fees. -Operations interrupted by wardecs (can't get to the POS to do industry) -Significant increase in risk of losing billions worth of POS assets, materials and Blueprints (BPOs can be saved but BPCs in production & the rest are screwed). -Hard to defend as the attacker chooses if, when and where to strike. -Invitation for wardecs (Big static object screaming "We do industry here, come shoot at us!")
I see lots of risk but very little reward. And with this latest announcement, it's just disheartening.
The excuse that we can't work around online/offline shenanigans is just silly and another example of CCP punishing everyone because of some predicted bad behavior. I honestly can't imagine too many people adding "sitting at a POS onlining/offlining crap before installing industry jobs" to their activity. If there was a point in offlining labs/arrays, that means they need that PG/CPU for other stuff, like defenses, and that many batteries take hours to online . So yeah, I can maybe see it on months long production jobs like super caps & caps in LS, but otherwise it shouldn't be an issue at all.
And increasing the fitting requirements of labs/arrays is going to be another downside. POS are pretty soft targets as it is. Having to shut-down your entire production in order to ensure minimum safety for your POS every time you get a wardec is insane. You don't know whether they're after your POS or not, and by the time you find out it's too late to offline/online anything. The POS will be already in reinforced or the batteries will be shot down as you're onlining them.
I know CCP loves to troll us, but c'mon, have some decency and respect. I feel like you dont really do a lot of industry...
A 25% reduction in manufacture time is a 33% increase in production. This means the same number of characters can produce 33% more stuff... assuming your profit margins are anywhere in the neighborhood of worth your time, you should make WAY more isk with a POS than without one. |

Niko Lorenzio
United Eve Directorate
358
|
Posted - 2014.07.11 07:53:00 -
[330] - Quote
Sigras wrote:Niko Lorenzio wrote:Not make-or-break? Let's consider cons and pros of doing industry in a POS vs Station.
Station: +Absolutely safety +Ease of use +High mobility (easy to pack up and move operation 1-10 jumps out for lower prices) +Immune to wardecs (using alts or couriers for hauling) -10% NPC tax on fees -Having to pay office rent (although most POS owners use offices too)
POS: +No 10% NPC tax on fees +2% ME reduction (for manu only) +0.5-0.75 time reduction on all activities. -Fuel costs ranging from 100-500m. -Significant increase in maintenance & operational logistics -Inability to rely on alts/couriers for distribution. -Major PITA to relocate to a different system with lower fees. -Operations interrupted by wardecs (can't get to the POS to do industry) -Significant increase in risk of losing billions worth of POS assets, materials and Blueprints (BPOs can be saved but BPCs in production & the rest are screwed). -Hard to defend as the attacker chooses if, when and where to strike. -Invitation for wardecs (Big static object screaming "We do industry here, come shoot at us!")
I see lots of risk but very little reward. And with this latest announcement, it's just disheartening.
The excuse that we can't work around online/offline shenanigans is just silly and another example of CCP punishing everyone because of some predicted bad behavior. I honestly can't imagine too many people adding "sitting at a POS onlining/offlining crap before installing industry jobs" to their activity. If there was a point in offlining labs/arrays, that means they need that PG/CPU for other stuff, like defenses, and that many batteries take hours to online . So yeah, I can maybe see it on months long production jobs like super caps & caps in LS, but otherwise it shouldn't be an issue at all.
And increasing the fitting requirements of labs/arrays is going to be another downside. POS are pretty soft targets as it is. Having to shut-down your entire production in order to ensure minimum safety for your POS every time you get a wardec is insane. You don't know whether they're after your POS or not, and by the time you find out it's too late to offline/online anything. The POS will be already in reinforced or the batteries will be shot down as you're onlining them.
I know CCP loves to troll us, but c'mon, have some decency and respect. I feel like you dont really do a lot of industry... A 25% reduction in manufacture time is a 33% increase in production. This means the same number of characters can produce 33% more stuff... assuming your profit margins are anywhere in the neighborhood of worth your time, you should make WAY more isk with a POS than without one.
I really hate arguing on the forums for this exact reason. They always degenerate into fighting. If you must know, we have been doing industry since before your character was created. I've been testing the changes on SiSi for some time and overall, I am happy with them.
There are some major improvements as well as major hits to POS industrialists. The best part is that you will no longer need to do the PITA work of splitting production into different arrays. You're proposing they reward such PITA activity. No offense, but that's just stupid.
For our corp, from ISK/Hour perspective, yes, POS will still be profitable. But I'm talking about the bigger picture... copying instead of using BPOs, paying for fuel, the risks involved, maintenance, logistics etc. When you consider the extra work and risks you will realize that they leave something more to be desired. I'm not saying they're worthless, I'm just saying they seem to be lacking. Stacking bonuses added that extra reward for all your effort and risk.
You seem to be fixated on singular issues, try to take a bigger perspective of running and operating out of a POS. Consider all activities, cons/pros and how it will affect all POS users, not just the way you imagine doing it yourself.
|

Seith Kali
GoonWaffe Goonswarm Federation
118
|
Posted - 2014.07.11 07:54:00 -
[331] - Quote
Rekkr Nordgard wrote: By that logic, CCP should introduce a mechanic where every hour one of the POS modules, chosen at random, in an online POS self-destructs and destroys itself and everything inside it. That would certainly "discourage" POS use.
Sounds great! Skynet. Apprentice Goonswarm Economic Warfare Consultant - Drowning in entitlement and privilege.-á |

Seith Kali
GoonWaffe Goonswarm Federation
118
|
Posted - 2014.07.11 08:39:00 -
[332] - Quote
CCP Greyscale wrote:Rekkr Nordgard wrote:CCP Greyscale wrote:If the value proposition for industrial starbases is broken, then that is a thing that we can address much more directly and effectively through other channels, and it's absolutely something we're open to discussing. Oh, I'm sure you are. Open to discussing it and discussing it and discussing it and discussing it and discussing it ad nauseum, but actually fixing POSes is always in the next expansion. There's a substantial difference between "fixing POS" and "targeted buffs to POS industry viability". The former is measured in team-months, the latter is measured in developer-hours :)
You could increase the NPC station tax to 15%. That would be a relative buff to POS viability... personally I'd perfer if they weren't viable until you have a few 'team months' for reasons stated above. Slap up empire fuel costs, you know you want to. Apprentice Goonswarm Economic Warfare Consultant - Drowning in entitlement and privilege.-á |

Niko Lorenzio
United Eve Directorate
358
|
Posted - 2014.07.11 08:43:00 -
[333] - Quote
Sigras wrote: As I mentioned in my original post ... which you apparently ignored ... It's a trade off similar to the "push/pull" for the industry landscape... the "push" making you want a different array for each job is lower costs and the "pull" making you want to consolidate all your jobs in one lab is the hassle of shuffling components around.
It's an arbitrary mechanic that rewards inefficiency.
Sigras wrote: do we play the same game? this is the game where people will spend 6 months infiltrating an alliance in order to awox them. This is the game where people spend years researching their battleship BPO to ME 350 to save 0.01%
Maybe.. I play the game where people consider all factors, effort, risk, rewards & costs.
Lets say you're manufacturing Apocs in Jita. (I know you can't put a POS in Jita but I'm using it because currently it has the highest fees on SiSi). Assuming you're using BPCs, you can install 10 runs at a time. 10 runs will cost you a little over 100m in manufacturing fees. Now let's assume you got a POS up there with maximum stacking bonuses (21%). This will reduce your cost by 21m/job. So 10 jobs, you save 210m. For this you will need a Large Caldari POS with 7x Large Ship Assembly Arrays. Now after installing your jobs, you offline your 6 extra LSAs... and online your defences. Here's an example (copy/paste as link seems to be break it) http://eve.1019.net/pos/index.php?ct=03&mod=1L0G0G0G0G0G0G0G0G0G0G0G0G0G0G0G0G0G0G0G0G0G0G0G0G0G0G0G0G0G0G&off=1L1L1L1L1L1L This is not how you would typically fit your POS, but I used it as an extreme example which uses least amount of batteries needed to fill those PG/CPU slots. This process will take you over an hour.
Now 200m in an hour might seem very good, but remember that I used the worst case scenario. Highest fees, expensive hull, least amount of modules to online etc. In most cases, those will be labs or equipment/ammo/drone arrays. Fees on those are ridiculously low compared to this example. Usually people will build where the base cost index is much lower, thus the shenanigans save you a lot less. Also any decently armed POS will take 2-3 hours to arm all the batteries. Those 10 run jobs take about a day to complete so every day you will need to fly to the POS, offline/online/install jobs/offline/online.. every time. This seems insane to me.
Sigras wrote: not being able to think up a good solution is a fantastic reason to scrap the whole thing... I dont want a crappy mechanic put into the game because the devs cant think of something better ... thats how crappy mechanics happen... Id rather not have the mechanic that to have it be utter crap!
I might actually agree with you on that one, but my point was that I personally haven't thought of any. Doesn't mean that others can't or it doesn't exist. In fact I thought of one while writing up this response to you.
Increase the time it takes to online labs/arrays, which would discourage their abuse. Eliminate the stacking bonus for capital, supercapital and possibly Advanced Large Ship Array. |

Bitter Fremlin
Heimatar Enhanced Fleet Industries
1
|
Posted - 2014.07.11 09:24:00 -
[334] - Quote
Bronson Hughes wrote:Given the risk involved, I don't see POS research as really viable anymore in any region where there are NPC station labs available. Sure, researching at a POS will likely save you ISK on install costs, as well as time, but is that savings worth the cost of keeping a POS fueled? That, surely, depends on what lab install costs will be post-Crius. And that, in turn, depends on how many people jump in who don't use labs now (because of queues) or use labs instead of POSes in future (BPO security).
We won't know the cost difference, and hence POS viability, between busy NPC-facility systems and quiet, hi-sec, "bare" systems for at least a couple of months, which not only gives the Devs time to react to any trends they spot but also makes declaring research POSes extinct just a little premature. |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3525
|
Posted - 2014.07.11 11:45:00 -
[335] - Quote
One thing to bear in mind:
CCP isn't one monolithic development team.
They can work on more than one thing at once. (with differing delivery times) Woo! CSM 9! http://fuzzwork.enterprises/
Twitter: @fuzzysteve on Twitter |

Allison A'vani
North Eastern Swat Pandemic Legion
153
|
Posted - 2014.07.11 12:10:00 -
[336] - Quote
You do realize that removing this stacking bonus, coupled with the removal of remote copying, completely negates any reason at all to do any industry, other than super cap production, at a large/medium POS. The fuel cost is just not worth it. You are completely better off in 90% of circumstances to do all industry activities in stations now.
I had already planned on buying a large faction POS as having 2 x Capital Construction Arrays made the cost per hour worth it (coupled with the new component array). Now it is basically not worth it at all as 3% reduction on most cap BPOs is like 10m reduction in build cost if it even calculates to an entire capital part at all. 6% made it worth it as it almost always resulted in a 20m - 30m build cost reduction and I was going to put it in a low sec system with no station to not have any system competition. Now I will probably just use a small POS with 1 of the new faction arrays on it and nothing else. With this change you basically made large and medium POSes useless outside of their Super Building, moon mining, and Safes role. |

Allison A'vani
North Eastern Swat Pandemic Legion
153
|
Posted - 2014.07.11 12:22:00 -
[337] - Quote
Double Posted by accident |

Seith Kali
GoonWaffe Goonswarm Federation
118
|
Posted - 2014.07.11 12:42:00 -
[338] - Quote
Allison A'vani wrote: With this change you basically made large and medium POSes useless outside of their Super Building, moon mining, and Safes role.
If you seriously want POS's worked on, this is a great thing. The less useful they are, the less people rely on their functionality, the less micropatches they need and therefore the less impediments of doing a major overhaul. I don't understand why anyone wouldn't be up for this. Apprentice Goonswarm Economic Warfare Consultant - Drowning in entitlement and privilege.-á |

Bronson Hughes
The Knights of the Blessed Mother of Acceleration
133
|
Posted - 2014.07.11 14:16:00 -
[339] - Quote
Bitter Fremlin wrote:That, surely, depends on what lab install costs will be post-Crius. And that, in turn, depends on how many people jump in who don't use labs now (because of queues) or use labs instead of POSes in future (BPO security).
We won't know the cost difference, and hence POS viability, between busy NPC-facility systems and quiet, hi-sec, "bare" systems for at least a couple of months, which not only gives the Devs time to react to any trends they spot but also makes declaring research POSes extinct just a little premature.
If the install costs for research jobs get to the same order of magnitude of the associated fuel costs for POS research, POSes will remain viable for at least lower-end BPs (due to the risk factor). I think everyone can agree to that.
Given the current state of the fuel market, and what testing I've done on SiSi, I severely doubt this will happen, and sincerely hope that it doesn't. Reading Comprehension: a skill so important it deserves it's own skillbook.
I want to create content, not become content. |

Rivr Luzade
Coreli Corporation Ineluctable.
620
|
Posted - 2014.07.11 14:32:00 -
[340] - Quote
Seith Kali wrote:Allison A'vani wrote: With this change you basically made large and medium POSes useless outside of their Super Building, moon mining, and Safes role. If you seriously want POS's worked on, this is a great thing. The less useful they are, the less people rely on their functionality, the less micropatches they need and therefore the less impediments of doing a major overhaul. I don't understand why anyone wouldn't be up for this.
Because POS are always a hassle, regardless how you look at it. The reward (even a considerable one) does never offset the fact that you can lose it tenfold and worse in an instant, losing the put in effort in an instant. And that's true for the entirety of EVE (small and bigger alliances and blocks), considering that the defense of these towers requires immense amounts of logistical and financial effort.
I'd be surprised if that could be changed at all.
|

Sigras
Conglomo
817
|
Posted - 2014.07.11 16:16:00 -
[341] - Quote
Niko Lorenzio wrote:Sigras wrote:do we play the same game? this is the game where people will spend 6 months infiltrating an alliance in order to awox them. This is the game where people spend years researching their battleship BPO to ME 350 to save 0.01% Maybe.. I play the game where people consider all factors, effort, risk, rewards & costs. Now 200m in an hour might seem very good, but remember that I used the worst case scenario. Highest fees, expensive hull, least amount of modules to online etc. In most cases, those will be labs or equipment/ammo/drone arrays. Fees on those are ridiculously low compared to this example. Usually people will build where the base cost index is much lower, thus the shenanigans save you a lot less. Also any decently armed POS will take 2-3 hours to arm all the batteries. Those 10 run jobs take about a day to complete so every day you will need to fly to the POS, offline/online/install jobs/offline/online.. every time. This seems insane to me. you do realize that corps usually have more than one player each right?
additionally, I figure people wont even bother with onlining defenses unless under war dec. the issue is that you can almost instantly online different types of arrays meaning you can always get the max bonus no matter what you're making/researching.
Niko Lorenzio wrote:Sigras wrote:not being able to think up a good solution is a fantastic reason to scrap the whole thing... I dont want a crappy mechanic put into the game because the devs cant think of something better ... thats how crappy mechanics happen... Id rather not have the mechanic that to have it be utter crap! I might actually agree with you on that one, but my point was that I personally haven't thought of any. Doesn't mean that others can't or it doesn't exist. In fact I thought of one while writing up this response to you. Increase the time it takes to online labs/arrays, which would discourage their abuse. Eliminate the stacking bonus for capital, supercapital and possibly Advanced Large Ship Array. well increasing the online time would fix the issue, but it would be a nerf of all other uses of those arrays.
I would much rather have them make a "cost reducer" mod of each array type so they could balance the cost and online time of the module for each array type. |

Bronson Hughes
The Knights of the Blessed Mother of Acceleration
133
|
Posted - 2014.07.11 16:28:00 -
[342] - Quote
Sigras wrote:... the issue is that you can almost instantly online different types of arrays meaning you can always get the max bonus no matter what you're making/researching. You are operating under the assumption that the array stacking bonuses are still going to happen. CCP announced very quietly in this Test Server Feedback forum thread thread that they are not happening.
This means that there is now zero motivation to have multiple labs/arrays up in a POS at once, beyond what you're using, and that POSes are less attractive because they won't get these additional reductions. Reading Comprehension: a skill so important it deserves it's own skillbook.
I want to create content, not become content. |

Bronson Hughes
The Knights of the Blessed Mother of Acceleration
133
|
Posted - 2014.07.11 16:29:00 -
[343] - Quote
Bah, double post. Reading Comprehension: a skill so important it deserves it's own skillbook.
I want to create content, not become content. |

Marsan
232
|
Posted - 2014.07.11 17:36:00 -
[344] - Quote
Marsan wrote:Niko Lorenzio wrote:CCP Nullarbor wrote:Bronson Hughes wrote:I know that the POS code is supposedly a mess, but please stop using that as an excuse to avoid fixing it. Everyone knows they're broken and simply reminding us of how broken they are instead of doing the work to fix them is highly unprofessional in my book. There's a lot of good gameplay to be had there if you just fixed them. Fixing POS code is next on our list after industry, as per the EVE Keynote at Fanfest this year. I thought it was corp management? Really I would think that corp management needs to be fixed 1st as one of the major issues with POSes is corporate roles. You have to be a complete idiot to do industry in a POS that isn't a corporation of one beyond compression and refining. It's near impossible to give a member of a corp the ability to anything meaningful with a POS without opening the rest of the corp to major risk.
It fact the more I think about it. POSes and corporate roles are very tightly bound. It doesn't make a lot of sense to work on POSes in the current corp roles structure as convoluted and confining as they currently are. So you'd need to do both at once. Sadly Eve uses a agile development model which this sort of major undertaking is generally discouraged, which is why you saw a desire to replace POSes with deployable structures iteratively over a number of releases. (This appears to have stalled as we haven't see much movement there.) Maybe the new release format will let CCP put a team on corp roles, and POS for a year or so instead of devoting a release or 2 to POSes and Corps, but honestly I don't see them devoting the resources long enough to something only a small portion of the community uses. Which is sad because if POSes worked well, and had a low initial cost of entry it would be huge. Former forum cheerleader CCP, now just a grumpy small portion of the community. |

Niko Lorenzio
United Eve Directorate
358
|
Posted - 2014.07.11 17:50:00 -
[345] - Quote
Sigras wrote:you do realize that corps usually have more than one player each right? More than one player yes, I was using that scenario assuming they don't all login at the same time. I did however forget about 1 person corps with lots of alts. In those situations, the abuse of the mechanic might be significant.
Sigras wrote:additionally, I figure people wont even bother with onlining defenses unless under war dec. the issue is that you can almost instantly online different types of arrays meaning you can always get the max bonus no matter what you're making/researching. Yeah I realized that. That def needs to be addressed.
Sigras wrote: well increasing the online time would fix the issue, but it would be a nerf of all other uses of those arrays.
I would much rather have them make a "cost reducer" mod of each array type so they could balance the cost and online time of the module for each array type.
I like this idea. Not sure if CCP will pick up on it as there are less than two weeks before release. This would be better than nothing, even if it takes like a day to online those cost reducer modules. Hopefully whichever way they go, this will be only a temporary fix until full POS revamp happens. |

Bronson Hughes
The Knights of the Blessed Mother of Acceleration
134
|
Posted - 2014.07.11 18:06:00 -
[346] - Quote
Niko Lorenzio wrote:Sigras wrote:additionally, I figure people wont even bother with onlining defenses unless under war dec. the issue is that you can almost instantly online different types of arrays meaning you can always get the max bonus no matter what you're making/researching. Yeah I realized that. That def needs to be addressed. There are no more bonuses for having multiple labs/arrays online at once. Reading Comprehension: a skill so important it deserves it's own skillbook.
I want to create content, not become content. |

Niko Lorenzio
United Eve Directorate
359
|
Posted - 2014.07.11 18:26:00 -
[347] - Quote
Bronson Hughes wrote:Niko Lorenzio wrote:Sigras wrote:additionally, I figure people wont even bother with onlining defenses unless under war dec. the issue is that you can almost instantly online different types of arrays meaning you can always get the max bonus no matter what you're making/researching. Yeah I realized that. That def needs to be addressed. There are no more bonuses for having multiple labs/arrays online at once.
We know bud. We're discussing whether they should bring them back or not. |

Bronson Hughes
The Knights of the Blessed Mother of Acceleration
134
|
Posted - 2014.07.11 18:30:00 -
[348] - Quote
Niko Lorenzio wrote:We know bud. We're discussing whether they should bring them back or not. Missed that part.  Reading Comprehension: a skill so important it deserves it's own skillbook.
I want to create content, not become content. |

Sigras
Conglomo
819
|
Posted - 2014.07.11 19:26:00 -
[349] - Quote
Sigras wrote:well increasing the online time would fix the issue, but it would be a nerf of all other uses of those arrays.
I would much rather have them make a "cost reducer" mod of each array type so they could balance the cost and online time of the module for each array type.
I like this idea. Not sure if CCP will pick up on it as there are less than two weeks before release. This would be better than nothing, even if it takes like a day to online those cost reducer modules. Hopefully whichever way they go, this will be only a temporary fix until full POS revamp happens.[/quote] agreed,
and I was thinking about a day online time...
I figure this will also fix the glut of labs/arrays problem because people could simply reprocess the extra arrays and make these new modules. |

Meroa Buelle
Deadly Harmony Fidelas Constans
0
|
Posted - 2014.07.11 19:44:00 -
[350] - Quote
Not sure whether this has been covered or not however , with the increase in cost to isotopes that will happen due to the jump fuel changes this means that the fuel block costs will increase. Therefore increasing the costs to run the POS, with the way the eve economy is for moon goo (ie ridiculous undercutting), this is likely going to result in a loss for anyone mining moons.
One way and by far the easiest way is to increase the cpu on the POS's to allow for 6 silo's, 4 harvesters and 2 simple reactors to be able to be run simultaneously, thats if people have a moon that has 4 resources on the moon and wish to make a profit from the moon if at all possible . Much easier than changing the cpu on each module for the dev teams.
Feel free to tear this view of POS's apart :) |

Shiloh Templeton
Center for Advanced Studies Gallente Federation
133
|
Posted - 2014.07.11 20:41:00 -
[351] - Quote
Allison A'vani wrote: If you seriously want POS's worked on, this is a great thing. The less useful they are, the less people rely on their functionality, the less micropatches they need and therefore the less impediments of doing a major overhaul. I agree. It doesn't make much sense for CCP to throw in kudgy mechanics to try to create a justification for POS's now. Let POS usage go down as CCP predicted with the fuel changes. Consider introducing incentives for POS usage with the POS redesign after all the industry changes shake out.
That may help reduce Bittervet complaints that their game is being ruined when the POS release happens.
|

baltoxtdl
TheDarkLegion Inc
1
|
Posted - 2014.07.12 18:46:00 -
[352] - Quote
CCP Greyscale wrote:Kenneth Skybound wrote:Oh lovely, you actually misread what I posted. Brilliant. I know there are not going to be slots. Lack of slots as in slots are being removed.
The whole point of the original consideration of stacking bonuses was to handle the fact that otherwise, and without slots, only one of each industry posdule type is needed for a given area of use.
A lot of people do not use every single structure out there - industrialists specialise. That's how you profit, by being the better player at a small number of things, not flailing around with a lot. Almost any group considering and desiring to use the majority of industry posdules would do so either in separate starbases or non-concurrently already.
And that whole "silent delay for up to an hour" is amazing. I mean, it's once again laughing in the face of everyone who has ever worked with starbases and got the mental capacity to understand a one hour cycle. Even the consideration of "Oh, this person has to wait an hour for changes to take place." Industry, as you have said yourself, is about manufacture and research in bulk and at a large scale. One hour is a long time to a frigate pilot firing at another frigate pilot. One hour is a short hop around for any major industrialist as the overwhelming majority of jobs exceed that time and a non-trivial amount exceed it by orders of magnitude.
This is hand waving at it's very best. You don't cancel an entire section of content because some people cannot fathom things happening on a 1 hour cycle. Would you remove the rest of starbase mechanics affected by this 1 hour cycle until it can be very carefully presented to the layest of men? Or would you leave the content in to be used with a note in a description or two explaining there is such a cycle, while working on a way to make it clearer in a later patch?
Changes only taking effect on a long, silent cycle is a microcosm of everything that's wrong with starbases, and we no longer operate in a mindset where that sort of functionality is considered acceptable. The one-hour tick also poses major problems to any straightforward attempts to get around online/offline shenanigans. Yes, it's relatively straightforward to specify solutions, but in practical terms it did not look likely that we were going to be able to fix this prior to release. It's also an additional source of complexity and confusion in a system that's already got a lot of moving parts. Balanced against those downsides, the upsides are that a) it offers a very small additional build cost reduction (this can be accomplished in other ways if the actual cost/benefit is an underlying problem), b) it prevents a market glut of labs, c) it adds a bit more decision-making to tower setup and d) it makes research towers visually more distinctive. If we can get a near-instantaneous update easily, the small cost of adding this feature is just about justified by the upsides. Where that's not practical, it no longer justifies itself, so we cut it (less than an hour's work, including testing). We want to address b and possibly c; if a is a problem we can tackle that through other means; d is unlikely to have effort invested in it with a fuller rework on the cards. If you feel like current starbase mechanics are entirely acceptable to you and you'd be happy with more in the same vein, then you've probably got a competitive advantage there against many other players that I'm sure you're leveraging to the fullest, but it's not a development position that we are intending to take.
The part where you make mistake.
You have clear vision of Industry, then you move to make it happen, BUT, you have broken feature (POS), which makes you brake your original Industry vision to adopt it to broken feature (POS). And EVE is full of these scenarios. PLS stop making those, eventually you ll end up with totally broken game.
Get your priorities straight, get POSes fixed, delay this, we will wait. Stop making half baked stuff in EVE.
|

Sienna Toth
Pulsar Phisics Shipyards
1
|
Posted - 2014.07.13 02:29:00 -
[353] - Quote
This CRIUS release is going to trash the EvE economy. I feel sorry for the poor smucks holding POS/array/battery BPO's because that market is toast. Fuel market is about to implode with people powering off towers. That will cause PI market to tank. Lack of resources will mean people can buy the ships. Cant but the ships, then the mineral market tanks.
Good news is Ice prices are about to implode so jump costs wont be as bad as the Jump Nerf intended.
I think they pretty much couldn't screw this up worse.
8 Days...gonna be interesting |

Josclyn Verreuil
Justified Chaos
16
|
Posted - 2014.07.13 07:51:00 -
[354] - Quote
Sienna Toth wrote:This CRIUS release is going to trash the EvE economy. I feel sorry for the poor smucks holding POS/array/battery BPO's because that market is toast. Fuel market is about to implode with people powering off towers. That will cause PI market to tank. Lack of resources will mean people can buy the ships. Cant but the ships, then the mineral market tanks.
Good news is Ice prices are about to implode so jump costs wont be as bad as the Jump Nerf intended.
I think they pretty much couldn't screw this up worse.
8 Days...gonna be interesting
Did you have something constructive to add, or were you just intending to rant at no particular issue other than the falling sky? |

Aischa Montagne
Blut-Klauen-Clan
7
|
Posted - 2014.07.13 22:55:00 -
[355] - Quote
Sienna Toth wrote:This CRIUS release is going to trash the EvE economy. I feel sorry for the poor smucks holding POS/array/battery BPO's because that market is toast. Fuel market is about to implode with people powering off towers. That will cause PI market to tank. Lack of resources will mean people can buy the ships. Cant but the ships, then the mineral market tanks.
Good news is Ice prices are about to implode so jump costs wont be as bad as the Jump Nerf intended.
I think they pretty much couldn't screw this up worse.
8 Days...gonna be interesting I dont agree. The POS will be as uselfull or useless as it is today. The major difference is if a NPC Station is better or worse it will depend on more local factors. I realy like this Idea. Gives my clans Indu Opteration various Option to act on our market.
I think this is a very fundamental step. And it is a acceptable desicion not to introduce stacking modul Bonuses. I think at least in the beginning we will have enough options to choose from to support our strategy. A stacking bonus can be still introduced afterwards. If so I would love to see similar option on NPC stations. A NPC station is a good thing to have. And haveing something similar to save costs would keep them in the race. You could introduce a skill or take the standing to make NPC Station kompetetive against a POS. Choice is good!
I am a bit carefull about the target PCOS (player Owned Stations) in high, which seems to be the vision. Even in the long run, I feel it would be boring to push the NPC corps out. It simply needs more Spice (Like your Corp have to allign himself with the Faction). But I think it is a long time to go there, and maybe there are other interesting Ideas changeing the game.
I like the changes so far. *thumbup* |

Pronoes
Winged Death Industries
3
|
Posted - 2014.07.13 23:30:00 -
[356] - Quote
Read a LOT of information in the last 2 hours, which to be honest I'm struggling to digest (and frankly swallow a few bits) but I do have one query. It's probably already been answered but I don't want to trawl again.
Industrial activities in POS's, research / copying / invention / manufacturing, get the bonus of being 'quicker' than NPC stations, and the 2% reduction in materials required. They also do not suffer from taxation. This I understand.
Am I right in thinking that the "install cost" or global cost scaley thingymajigs, WILL be present in POS's? So I would have to pay an install fee at my own POS to manufacture stuff?
Also, if this globally scaled install cost bollocks works as I think (roughly, the more industrialised a system, the cheaper it is to do stuff) then an industrial POS in dead 0.0 or an empty WH will have to face the maximum costs associated with installing a job? |

MailDeadDrop
Rage and Terror Against ALL Authorities
359
|
Posted - 2014.07.14 00:32:00 -
[357] - Quote
Pronoes wrote:Am I right in thinking that the "install cost" or global cost scaley thingymajigs, WILL be present in POS's? So I would have to pay an install fee at my own POS to manufacture stuff? Yes.
Pronoes wrote:Also, if this globally scaled install cost bollocks works as I think (roughly, the more industrialised a system, the cheaper it is to do stuff) then an industrial POS in dead 0.0 or an empty WH will have to face the maximum costs associated with installing a job? You've got it backwards. Think of the installation "utilization" cost as a congestion charge: the more industrial activity in *system* (relative to the universe), the higher the charge. A rolling 28-day average is used to smooth out the rate change.
MDD
|

Bitter Fremlin
Heimatar Enhanced Fleet Industries
1
|
Posted - 2014.07.14 10:42:00 -
[358] - Quote
Bronson Hughes wrote:[quote=Bitter Fremlin]If the install costs for research jobs get to the same order of magnitude of the associated fuel costs for POS research, POSes will remain viable for at least lower-end BPs (due to the risk factor). I think everyone can agree to that.
Given the current state of the fuel market, and what testing I've done on SiSi, I severely doubt this will happen, and sincerely hope that it doesn't. "Same order of magnitude" is only necessary if only 1 10-slot researcher is using the POS. That model may work now because of lab-slot restrictions and the benefits of queue-jumping the NPC stations, but post-Crius it will probably need changing.
There's no doubt that anyone using a research POS now will need to rethink. "Pure" POSes may not be viable because of scaling -- you will probably be better off mixing research and industry since neither's jobs will count against the other (if I'm understanding it right, the job types are segregated to at least that level).
And it's disappointing that there is no direct time component in job costs, with a POS's time reduction mainly increasing throughput. I say "mainly" because there should be some indirect cost benefits, since quicker jobs means less per-job increase in a system's fraction of global job hours. BUT quicker jobs means a lower multi-run discount, which may cancel or even overturn the SCI benefit. But obvious room for a cost-tweak based on the facility's time reduction here, should you be proved right and the Devs need to move the goalposts in the favour of POS use.
Quoting from the "Price of Change" dev-post -- "...the actual math is very straightforward." Maybe -- but predicting the impact of these changes is, IMO, anything but. |

Decarthado Aurgnet
Imperial Combat Engineers Empire of Arcadia
8
|
Posted - 2014.07.14 17:57:00 -
[359] - Quote
Pronoes wrote: Am I right in thinking that the "install cost" or global cost scaley thingymajigs, WILL be present in POS's? So I would have to pay an install fee at my own POS to manufacture stuff?
I know I've not said anything good about Crius in this thread, but I should add there are really spectacularly damned good changes coming down the pipe with this one. A pricing system for build/research jobs which will self-scale with the economy, real incentives for people to have at least a crappy little POS in some backwater system somewhere, much-clarified information for newbies who are interested in getting started in industry, etc.
The one thing (and it's kind of a big thing) which I still do not like is the inability of a corp to have people pay for POS usage in the same way they pay in stations and outposts. It's been suggested by a couple of people that tying the fees into the base corp tax rate would be a good idea ... and I agree with that. This wouldn't even need a new interface so it seems like it'd be relatively easy to code a withdrawal from personal wallet which sends to a corp wallet at that set rate. Hell, while we're at it we might even consider the impact of introducing a skill to reduce NPC costs for installing jobs in the same way we can reduce PI costs. Maybe even make it the same skill with an additional bonus and a tweaked name for accuracy? |

Freelancer117
so you want to be a Hero
217
|
Posted - 2014.07.16 21:31:00 -
[360] - Quote
GÇó Control Tower may now be anchored in 0.8+ solar systems
Not much of a land grab rush on Sisi eh  Eve rule no.1: The players will make a better version of the game, then CCP initially plans.
http://eve-radio.com//images/photos/3419/223/34afa0d7998f0a9a86f737d6.jpg
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
346

|
Posted - 2014.07.17 16:43:00 -
[361] - 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 Ytterbium
C C P C C P Alliance
3673

|
Posted - 2014.07.17 17:01:00 -
[362] - 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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