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CCP Greyscale
C C P C C P Alliance
2345

|
Posted - 2014.06.10 13:57:00 -
[1] - Quote
Hi all, weGÇÖd love some feedback on the industry landscape features on the test server, notably:
- Slots are gone! - As detailed in this blog, prices are now calculated based on industrial activity in the system. -- A bonus for multiple starbase structures *is* included: for any job installed in a structure, there is a bonus to the build cost based on how many structures of the same type are currently onlined at the tower; the size of the bonus should be listed in the structure's show info. (Yes, there are "exploits" with offlining structures that we will be looking at further.) -- The multi-run discount is not currently being capped; this is expected to see further balancing. -- Text for some outpost upgrades have not been updated yet and still refer to slots. - You can use specialized teams in your jobs, as detailed in this blog this blog. -- There are teams for manufacturing, research time, research material and copying in, but be aware that all filtering options are not in yet. -- Selecting a team updates the quota for the job (cost, time and materials needed), you can do this for any team, anywhere, but note that you can only start the job if the team you have selected is in the same system youGÇÖre in.
Please leave any comments, questions or feedback on the cost scaling and teams here! |
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ElectronHerd Askulf
Reasonable People Of Sound Mind
7
|
Posted - 2014.06.10 14:01:00 -
[2] - Quote
CCP Greyscale wrote: -- A bonus for multiple starbase structures *is* included: for any job installed in a structure, there is a bonus to the build cost based on how many structures of the same type are currently onlined at the tower; the size of the bonus should be listed in the structure's show info. (Yes, there are "exploits" with offlining structures that we will be looking at further.)
Is this bonus a linear function of the number of modules of that type, or some higher-order scaling?
Did you implement any of the ideas that were thrown out to limit the number of jobs that could benefit from this sort of bonus simultaneously?
|

ElectronHerd Askulf
Reasonable People Of Sound Mind
7
|
Posted - 2014.06.10 14:18:00 -
[3] - Quote
CCP Greyscale wrote:- As detailed in this blog, prices are now calculated based on industrial activity in the system.
Oh! Also, what is the basis for activity on this SiSi release? Copied from Tranquility, or native? |

Vicar2008
Mindstar Technology Get Off My Lawn
97
|
Posted - 2014.06.10 14:30:00 -
[4] - Quote
Ok,
I logged on Sisi and have a quick look at the new templates for reprocessing for example. I am 0.0 but are the station basic station's or will they have what ever upgrades are in them as with current Tranquilty settings? I cant get access to a station service as I aint an owner.
Hope that made sense!
Vic |
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CCP Greyscale
C C P C C P Alliance
2345

|
Posted - 2014.06.10 14:32:00 -
[5] - Quote
ElectronHerd Askulf wrote:CCP Greyscale wrote: -- A bonus for multiple starbase structures *is* included: for any job installed in a structure, there is a bonus to the build cost based on how many structures of the same type are currently onlined at the tower; the size of the bonus should be listed in the structure's show info. (Yes, there are "exploits" with offlining structures that we will be looking at further.)
Is this bonus a linear function of the number of modules of that type, or some higher-order scaling? Did you implement any of the ideas that were thrown out to limit the number of jobs that could benefit from this sort of bonus simultaneously?
Linear, we add them together and then multiply the cost.
No additional fanciness is in place yet. |
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CCP Greyscale
C C P C C P Alliance
2345

|
Posted - 2014.06.10 14:44:00 -
[6] - Quote
ElectronHerd Askulf wrote:CCP Greyscale wrote:- As detailed in this blog, prices are now calculated based on industrial activity in the system. Oh! Also, what is the basis for activity on this SiSi release? Copied from Tranquility, or native?
Should be working based on the TQ mirror. They're just using average market prices currently, we've not hooked them up to our manipulation-buster yet.
Vicar2008 wrote:Ok,
I logged on Sisi and have a quick look at the new templates for reprocessing for example. I am 0.0 but are the station basic station's or will they have what ever upgrades are in them as with current Tranquilty settings? I cant get access to a station service as I aint an owner.
Hope that made sense!
Vic
These should have been mirrored across properly. The settings window may not be fully functional right now, though. |
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Sales Alt negrodamus
SalesAltCorp
1
|
Posted - 2014.06.10 14:59:00 -
[7] - Quote
Greyscale, two issues of note right off the bat:
* People are having severe trouble running jobs due to cost issues. * There are no teams for rigs, though there are teams for station egg / component construction.
Please fix :) |
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CCP Greyscale
C C P C C P Alliance
2347

|
Posted - 2014.06.10 15:02:00 -
[8] - Quote
Sales Alt negrodamus wrote:Greyscale, two issues of note right off the bat:
* People are having severe trouble running jobs due to cost issues. * There are no teams for rigs, though there are teams for station egg / component construction.
Please fix :)
Can you elaborate on the first point? |
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Altrue
Exploration Frontier inc Brave Collective
1213
|
Posted - 2014.06.10 15:11:00 -
[9] - Quote
It may be based on the very low industry activity on sisi, but it costed me ~400 000isk to build a condor that, in itself, is worth about the same price u_u. In a low-sec where I'm pretty sure there is no industry activity.
Furthermore, hiring a team proved to actually decreasethe build tax, and increasethe build time...
It was a material reduction team for small ships...
So it sounds like the numbers and calculations are all messed up right now :D
Signature Tanking - Best Tanking. Beware the french guy!
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Sales Alt negrodamus
SalesAltCorp
1
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Posted - 2014.06.10 15:11:00 -
[10] - Quote
I'll be more specific when I get my tower anchored and run into the issue myself.
One person on sisi is saying they get that when they try to do research a station can't support.
The error is:
Jacques Olivier > Unable to install job due to the following reasons: FACILITY_ACTIVITY
Error.FACILITY_ACTIVITY (4,)
Another person in this thread is having an issue:
https://forums.eveonline.com/default.aspx?g=posts&t=351170&find=unread
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Eva Peacemaker
Brave Newbies Inc. Brave Collective
0
|
Posted - 2014.06.10 15:12:00 -
[11] - Quote
https://forums.eveonline.com/default.aspx?g=posts&m=4695682#post4695682
I guess she's refering to that |

Ariana Industrialis
Society of Penguins
0
|
Posted - 2014.06.10 15:37:00 -
[12] - Quote
CCP Greyscale wrote:Sales Alt negrodamus wrote:Greyscale, two issues of note right off the bat:
* People are having severe trouble running jobs due to cost issues. * There are no teams for rigs, though there are teams for station egg / component construction.
Please fix :) Can you elaborate on the first point?
My original system has crazy high job cost (30-100% of the TQ price for T1 items).
I then moved to Hek for easier access to mats. And now everything is the other way around, since apparently this specific system enjoys a -99.3% job cost reduction.
Edit: Nakugard has Reference.System at -99.9%. While this is cool for cheap jobs, I don't think it's going to be very representative of the build costs we can expect on TQ, right ? :( |

Max Kolonko
High Voltage Industries Ash Alliance
419
|
Posted - 2014.06.10 15:47:00 -
[13] - Quote
CCP Greyscale wrote:ElectronHerd Askulf wrote:CCP Greyscale wrote: -- A bonus for multiple starbase structures *is* included: for any job installed in a structure, there is a bonus to the build cost based on how many structures of the same type are currently onlined at the tower; the size of the bonus should be listed in the structure's show info. (Yes, there are "exploits" with offlining structures that we will be looking at further.)
Is this bonus a linear function of the number of modules of that type, or some higher-order scaling? Did you implement any of the ideas that were thrown out to limit the number of jobs that could benefit from this sort of bonus simultaneously? Linear, we add them together and then multiply the cost. No additional fanciness is in place yet.
Per tower or per system? In other words can a conglomerate corporation with multiple poses in one system have even better reduction or is it for specified tower only? Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |

Sales Alt negrodamus
SalesAltCorp
1
|
Posted - 2014.06.10 15:47:00 -
[14] - Quote
Silly little text bug.
You contributed to the winning bid for Zero-G Research Firm Team TTP00 on behalf of Assiettes The winning bid was 10,000,000 ISK and your contribution was 10,000,000 ISK ISK. Zero-G Research Firm Team TTP00 is now available for hire in Assiettes.
"ISK ISK" |
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CCP Greyscale
C C P C C P Alliance
2347

|
Posted - 2014.06.10 15:49:00 -
[15] - Quote
Max Kolonko wrote:CCP Greyscale wrote:ElectronHerd Askulf wrote:CCP Greyscale wrote: -- A bonus for multiple starbase structures *is* included: for any job installed in a structure, there is a bonus to the build cost based on how many structures of the same type are currently onlined at the tower; the size of the bonus should be listed in the structure's show info. (Yes, there are "exploits" with offlining structures that we will be looking at further.)
Is this bonus a linear function of the number of modules of that type, or some higher-order scaling? Did you implement any of the ideas that were thrown out to limit the number of jobs that could benefit from this sort of bonus simultaneously? Linear, we add them together and then multiply the cost. No additional fanciness is in place yet. Per tower or per system? In other words can a conglomerate corporation with multiple poses in one system have even better reduction or is it for specified tower only?
Per tower.
---
I'm looking into the pricing weirdness now. |
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Niko Lorenzio
United Eve Directorate
354
|
Posted - 2014.06.10 15:57:00 -
[16] - Quote
The Cost of manufacturing 25 Omen Kador Edition is: 1,264,944,918 ... ? It's higher than the estimated value of the end product which is: 1,149,949,924 Solar system: Apanake VIII - Moon 8 - Sisters of EVE Bureau |
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CCP Greyscale
C C P C C P Alliance
2347

|
Posted - 2014.06.10 16:17:00 -
[17] - Quote
Update: turns out I misunderstood what the programmers were telling me, prices on SiSi right now are in fact garbage and should be ignored. Sorry for the confusion! We'll let you know when we have realistic price data on SiSi to work from :) |
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Eva Peacemaker
Brave Newbies Inc. Brave Collective
0
|
Posted - 2014.06.10 16:27:00 -
[18] - Quote
CCP Greyscale wrote:Update: turns out I misunderstood what the programmers were telling me, prices on SiSi right now are in fact garbage and should be ignored. Sorry for the confusion! We'll let you know when we have realistic price data on SiSi to work from :)
Great thanks |

Ralph King-Griffin
Var Foundation inc.
1884
|
Posted - 2014.06.10 16:39:00 -
[19] - Quote
CCP Greyscale wrote:Update: turns out I misunderstood what the programmers were telling me, you can understand them "CAKE CANNOT HOLD UP TO BEING A CHARACTER DAMNIT."
Unsuccessful At Everything |
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CCP Greyscale
C C P C C P Alliance
2351

|
Posted - 2014.06.10 16:48:00 -
[20] - Quote
Ralph King-Griffin wrote:CCP Greyscale wrote:Update: turns out I misunderstood what the programmers were telling me, you can understand them 
Obviously not entirely :) |
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Lord Alex2
Packet Loss Ltd.
0
|
Posted - 2014.06.10 17:47:00 -
[21] - Quote
Noticed a bug in the industry interface, to reproduce: 1. Right click use blueprint 2. Choose "duplicate a bpo" 3. Job runs max number (or any) - I used 20 4. Runs per copy keep adding numbers
http://i.imgur.com/MZcFJva.png
Outcome, job duration, job cost keep scaling up into infinity
Edit 1:
Also are the copy timers final? 20x 100 run on TQ takes 21 hours, on sisi it takes 25 days a massive change
Edit 2:
The interface on Blueprint: Information was horrible under Industry tab so I redesigned to be more intuitive and give more information to the user (shamelessly copied from Industry interface)
http://i.imgur.com/pRKmRqa.png |

Current Habit
The Scope Gallente Federation
2
|
Posted - 2014.06.10 18:24:00 -
[22] - Quote
An option to hide blueprints that are in containers would be really neat since right now all blueprints that aren't in a ship are shown in the list (even though they can't be searched for in the asset list).
This is especially an issue with cheap blueprint(copies) that are cluttering up the UI unnecessarily since it's impossible to start a job from a blueprint that's inside a container (Trying that gives you the following error: Cannot use this blueprint from its current location). |

mynnna
GoonWaffe Goonswarm Federation
3595
|
Posted - 2014.06.10 18:57:00 -
[23] - Quote
http://i.imgur.com/ZmjbwIF.png
Are teams part of the landscape? I assume so. Some of their values are bugged. Member of the Goonswarm Economic Warfare Cabal |

Theng Hofses
Blackwater USA Inc. Pandemic Legion
64
|
Posted - 2014.06.10 19:49:00 -
[24] - Quote
I have at least 20,000 BPCs and BPOs in my alt corp (or at least that's where I stopped counting). The system is completely overwhelmed by it and sorting/finding the item you want to manufacture is not working in a usable way.
Also, existing 10 run T2 Drone BPCs have been reduced to ME6 BPCs with one (1) run. Is that what is intended? |

probag Bear
Center for Advanced Studies Gallente Federation
52
|
Posted - 2014.06.10 20:15:00 -
[25] - Quote
Current Habit wrote:since it's impossible to start a job from a blueprint that's inside a container (Trying that gives you the following error: Cannot use this blueprint from its current location).
This was actually one of the major promises that were made. May I get developer comment on this: is allowing players to use blueprints that are inside containers still something you're planning to do and haven't gotten to yet, or have you scrapped the idea due to coding issues?
From what I hear of the current SiSi build, it's not nearly as big an issue as it seemed when it was first promised. But it'd still be a nice feature to have when you're juggling several tens of thousand BPCs.
Edit:
Theng Hofses wrote:I have at least 20,000 BPCs and BPOs in my alt corp (or at least that's where I stopped counting). The system is completely overwhelmed by it and sorting/finding the item you want to manufacture is not working in a usable way. Welp. I should update SiSi instead of relying on word of mouth. |

Current Habit
The Scope Gallente Federation
2
|
Posted - 2014.06.10 20:24:00 -
[26] - Quote
Yeah right now the issue seems to be more that people with a lot of blueprints have a hard time working with the new interface because the sheer number of blueprints is overwhelming the system.
Regarding the quoted part, I tried to use a BPC that was stored in a station container with the minerals in the regular item hangar and got the error I posted above, when using a BPC (for the same item) that was in the item hangar itself I could start the job without a problem. |

BigWolfUK
Ewoks of Fire
3
|
Posted - 2014.06.11 01:16:00 -
[27] - Quote
Well, it seems for T2 manufacturing, you now need 2 T1 variation items to build
I know this was brought up by some players as being a possibility with the removal of extra materials, but we were also told by CCP (Cannot remember which dev), that something will be put in place to ensure only 1 of the T1 variation items will be required
So, is this a feature or a bug? (I assume bug, but you never know these days) |

ElectronHerd Askulf
Reasonable People Of Sound Mind
7
|
Posted - 2014.06.11 01:45:00 -
[28] - Quote
BigWolfUK wrote:Well, it seems for T2 manufacturing, you now need 2 T1 variation items to build
I know this was brought up by some players as being a possibility with the removal of extra materials, but we were also told by CCP (Cannot remember which dev), that something will be put in place to ensure only 1 of the T1 variation items will be required
So, is this a feature or a bug? (I assume bug, but you never know these days)
They've mentioned a few times that this is a known bug. |

Sigras
Conglomo
792
|
Posted - 2014.06.11 03:00:00 -
[29] - Quote
I see teams for "Capital Construction Components" such as Capital Armor Plates, but no place for "Advanced Capital Construction Components" such as Capital Fernite Carbide Composite Armor Plates
Come to think of it, I didnt see any for advanced construction components either IE regular T2 components used to make T2 ships etc.
Is this an oversight? Intended? or am I just blind? |

Magic Crisp
Amarrian Micro Devices Curatores Veritatis Alliance
162
|
Posted - 2014.06.11 05:51:00 -
[30] - Quote
CCP Greyscale wrote:Ralph King-Griffin wrote:CCP Greyscale wrote:Update: turns out I misunderstood what the programmers were telling me, you can understand them  Obviously not entirely :) May I lend you a Babel-fish? :)
|

shaun 27
PERPIDE Ineluctable.
2
|
Posted - 2014.06.11 07:38:00 -
[31] - Quote
Hey
I got a few questions may have missed someone mention this or it was in a dev blog.
Will tax in a system be effected if you inventing or building at a pos and also whats stopping me in empire from spamming all the moons with control towers to stop other people raising the cost to build invent copy etc if it does raise cost.
Again i might have missed something along the line still in test server. But nice job so far although i cant build anything atm on test server due to price information being incorrect or something.
shaun |

Rivr Luzade
Coreli Corporation Ineluctable.
559
|
Posted - 2014.06.11 08:44:00 -
[32] - Quote
I find the Team bidding process a bit unintuitive.
When I enter the name of my preferred solar system in the "Search for a Solar System" box, it does not automatically search for the solar system when I go to the ISK box below, and instead I need to press enter in the SfaSS box. This shouldn't be the case. Now that I know that it's not a big deal any more, but at the first try it's still a bit unnerving.
Also, I am not sure about toe display of the solar system with the highest bid , or any bid for that matter, in the bidding process. That should be anonymous, because it is a very easy to access source of intelligence and will be exploited to either
- drive the cost for a team into astronomical heights in order to make the team pointless for the winner, or
- to find out where the team is likely headed and then someone can just set up enough jobs in the particular system to make any industry in there unprofitable. This is particularly problematic and easy to achieve when the "attacker" sees a high bid for a system with only 1 or 2 stations with industry capabilities. These systems are extremely easy to manipulate and to ruin.
This is going to happen, trust me. 
And another thing: What happens with the bids of systems who did not win the auction? Is this money sunk or returned to the respective players? If it is sunk, why should anyone bid for teams and waste money? |
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CCP Nullarbor
C C P C C P Alliance
714

|
Posted - 2014.06.11 10:22:00 -
[33] - Quote
probag Bear wrote:Current Habit wrote:since it's impossible to start a job from a blueprint that's inside a container (Trying that gives you the following error: Cannot use this blueprint from its current location). This was actually one of the major promises that were made. May I get developer comment on this: is allowing players to use blueprints that are inside containers still something you're planning to do and haven't gotten to yet, or have you scrapped the idea due to coding issues? From what I hear of the current SiSi build, it's not nearly as big an issue as it seemed when it was first promised. But it'd still be a nice feature to have when you're juggling several tens of thousand BPCs. Edit: Theng Hofses wrote:I have at least 20,000 BPCs and BPOs in my alt corp (or at least that's where I stopped counting). The system is completely overwhelmed by it and sorting/finding the item you want to manufacture is not working in a usable way. Welp. I should update SiSi instead of relying on word of mouth.
Yes you should be able to start a job with a blueprint in a container.
Performance with 20,000 blueprints is going to be sub-optimal at the moment, but we still have plans to optimize performance for heavy users, including improving the filtering options based on feedback. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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CCP Greyscale
C C P C C P Alliance
2357

|
Posted - 2014.06.11 10:31:00 -
[34] - Quote
mynnna wrote:http://i.imgur.com/ZmjbwIF.png
Are teams part of the landscape? I assume so. Some of their values are bugged.
Yes, the values are too large.
Theng Hofses wrote:I have at least 20,000 BPCs and BPOs in my alt corp (or at least that's where I stopped counting). The system is completely overwhelmed by it and sorting/finding the item you want to manufacture is not working in a usable way.
Also, existing 10 run T2 Drone BPCs have been reduced to ME6 BPCs with one (1) run. Is that what is intended?
1 run BPCs is not intended, I'll look into that.
shaun 27 wrote:Hey
I got a few questions may have missed someone mention this or it was in a dev blog.
Will tax in a system be effected if you inventing or building at a pos and also whats stopping me in empire from spamming all the moons with control towers to stop other people raising the cost to build invent copy etc if it does raise cost. Thinking along the lines of systems with no stations.
Again i might have missed something along the line still in test server. But nice job so far although i cant build muninns and few other things atm on test server due to price information being incorrect or something.
shaun
No tax at starbases. Nothing stops you spamming moons with towers except for other players :)
BigWolfUK wrote:Well, it seems for T2 manufacturing, you now need 2 T1 variation items to build
I know this was brought up by some players as being a possibility with the removal of extra materials, but we were also told by CCP (Cannot remember which dev), that something will be put in place to ensure only 1 of the T1 variation items will be required
So, is this a feature or a bug? (I assume bug, but you never know these days)
Listed as a bug in the first post :)
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CCP SoniClover
C C P C C P Alliance
665

|
Posted - 2014.06.11 10:57:00 -
[35] - Quote
Sigras wrote:I see teams for "Capital Construction Components" such as Capital Armor Plates, but no place for "Advanced Capital Construction Components" such as Capital Fernite Carbide Composite Armor Plates
Come to think of it, I didnt see any for advanced construction components either IE regular T2 components used to make T2 ships etc.
Is this an oversight? Intended? or am I just blind?
You're not blind, this is an error and will be fixed soon. Good catch  |
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Rivr Luzade
Coreli Corporation Ineluctable.
559
|
Posted - 2014.06.11 11:01:00 -
[36] - Quote
Something that just came to my mind: Will we have the opportunity to retract bids for Teams?
As depicted in my other post before, people can mess with other people already; henceforth, there should also be a way to mess back against these trolls. |

Velicitia
Arma Artificer
2360
|
Posted - 2014.06.11 12:06:00 -
[37] - Quote
durr, wrong sticky  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 |

Rust Connor
Industrias PapaCapim
1
|
Posted - 2014.06.11 12:40:00 -
[38] - Quote
Quick look today. Amazing! A few comments
1) skill Just checked that Material Efficiency skill didnt change. Any plan for it?
2) install cost Really like the cost decreasing by number of runs. You should keep that way, without limit.
3) material cost Love the change to apply ME on total batch. That change alone is amazing. Stimulate long runs and Makes reserch useful even to small rigs. Wish i had a t2 bpo to check if you get a "free hull" on long runs.... |

Retar Aveymone
GoonWaffe Goonswarm Federation
445
|
Posted - 2014.06.11 13:10:00 -
[39] - Quote
1) A test in JU- (contains a tier 1 refinery upgrade) with veldspar showed a base refine level of 50%, not 54% like it should be. Do ore refining bonuses work yet?
2) Are there any plans to standardize the look of the industry/refining icons with the other station icons? The difference between those and the other station facilities icons is a little jarring.
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Scarlett LaBlanc
Midnight Savran Industries
115
|
Posted - 2014.06.11 13:39:00 -
[40] - Quote
CCP Greyscale wrote:
No tax at starbases. Nothing stops you spamming moons with towers except for other players :)
I was under the impression that we would have the ability to set the job install tax rate at a POS. Did that not make it in, or was the idea scrapped?
I was really looking forward to bottom up income from industry members. |
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CCP Greyscale
C C P C C P Alliance
2358

|
Posted - 2014.06.11 14:05:00 -
[41] - Quote
Rust Connor wrote:Quick look today. Amazing! A few comments
1) skill Just checked that Material Efficiency skill didnt change. Any plan for it?
2) install cost Really like the cost decreasing by number of runs. You should keep that way, without limit.
3) material cost Love the change to apply ME on total batch. That change alone is amazing. Stimulate long runs and Makes reserch useful even to small rigs. Wish i had a t2 bpo to check if you get a "free hull" on long runs.... 1) Yes, there's a plan, it's not done yet 2) It becomes silly for certain items, we're probably going to use 1) to cap it some how 3) No free hulls!
Scarlett LaBlanc wrote:CCP Greyscale wrote:
No tax at starbases. Nothing stops you spamming moons with towers except for other players :)
I was under the impression that we would have the ability to set the job install tax rate at a POS. Did that not make it in, or was the idea scrapped? I was really looking forward to bottom up income from industry members.
My understanding is that you can only install corp jobs in a starbase, so you're just taxing yourself, which didn't seem worth the development time. |
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Arkumord Churhee
Bavarian Unstressed Mining Mob Synergy of Steel
0
|
Posted - 2014.06.11 17:04:00 -
[42] - Quote
CCP Greyscale wrote:ElectronHerd Askulf wrote:CCP Greyscale wrote: -- A bonus for multiple starbase structures *is* included: for any job installed in a structure, there is a bonus to the build cost based on how many structures of the same type are currently onlined at the tower; the size of the bonus should be listed in the structure's show info. (Yes, there are "exploits" with offlining structures that we will be looking at further.)
Is this bonus a linear function of the number of modules of that type, or some higher-order scaling? Did you implement any of the ideas that were thrown out to limit the number of jobs that could benefit from this sort of bonus simultaneously? Linear, we add them together and then multiply the cost. No additional fanciness is in place yet.
Hope that means some kind of stacking penalty. Otherwise Highsec is going to be littered with POSes that contain only 1 type of module. |
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CCP Greyscale
C C P C C P Alliance
2358

|
Posted - 2014.06.11 17:22:00 -
[43] - Quote
Arkumord Churhee wrote:CCP Greyscale wrote:ElectronHerd Askulf wrote:CCP Greyscale wrote: -- A bonus for multiple starbase structures *is* included: for any job installed in a structure, there is a bonus to the build cost based on how many structures of the same type are currently onlined at the tower; the size of the bonus should be listed in the structure's show info. (Yes, there are "exploits" with offlining structures that we will be looking at further.)
Is this bonus a linear function of the number of modules of that type, or some higher-order scaling? Did you implement any of the ideas that were thrown out to limit the number of jobs that could benefit from this sort of bonus simultaneously? Linear, we add them together and then multiply the cost. No additional fanciness is in place yet. Hope that means some kind of stacking penalty. Otherwise Highsec is going to be littered with POSes that contain only 1 type of module. Is there a problem with that? :) |
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ElectronHerd Askulf
Reasonable People Of Sound Mind
7
|
Posted - 2014.06.11 17:31:00 -
[44] - Quote
CCP Greyscale wrote:Arkumord Churhee wrote:CCP Greyscale wrote:ElectronHerd Askulf wrote:CCP Greyscale wrote: -- A bonus for multiple starbase structures *is* included: for any job installed in a structure, there is a bonus to the build cost based on how many structures of the same type are currently onlined at the tower; the size of the bonus should be listed in the structure's show info. (Yes, there are "exploits" with offlining structures that we will be looking at further.)
Is this bonus a linear function of the number of modules of that type, or some higher-order scaling? Did you implement any of the ideas that were thrown out to limit the number of jobs that could benefit from this sort of bonus simultaneously? Linear, we add them together and then multiply the cost. No additional fanciness is in place yet. Hope that means some kind of stacking penalty. Otherwise Highsec is going to be littered with POSes that contain only 1 type of module. Is there a problem with that? :)
Wasn't there an expectation that elimination of research and manufacturing slots would reduce the number and size of POSes such that the isotope market would crash so badly that a demand increase was required in another area? |
|

CCP Greyscale
C C P C C P Alliance
2358

|
Posted - 2014.06.11 17:39:00 -
[45] - Quote
ElectronHerd Askulf wrote:CCP Greyscale wrote:Arkumord Churhee wrote:CCP Greyscale wrote:ElectronHerd Askulf wrote:CCP Greyscale wrote: -- A bonus for multiple starbase structures *is* included: for any job installed in a structure, there is a bonus to the build cost based on how many structures of the same type are currently onlined at the tower; the size of the bonus should be listed in the structure's show info. (Yes, there are "exploits" with offlining structures that we will be looking at further.)
Is this bonus a linear function of the number of modules of that type, or some higher-order scaling? Did you implement any of the ideas that were thrown out to limit the number of jobs that could benefit from this sort of bonus simultaneously? Linear, we add them together and then multiply the cost. No additional fanciness is in place yet. Hope that means some kind of stacking penalty. Otherwise Highsec is going to be littered with POSes that contain only 1 type of module. Is there a problem with that? :) Wasn't there an expectation that elimination of research and manufacturing slots would reduce the number and size of POSes such that the isotope market would crash so badly that a demand increase was required in another area?
There are additional considerations playing into that math. |
|

ElectronHerd Askulf
Reasonable People Of Sound Mind
7
|
Posted - 2014.06.11 17:54:00 -
[46] - Quote
CCP Greyscale wrote: There are additional considerations playing into that math.
I look forward to seeing the rest of these considerations ;) |

Pic'n dor
Epsilon Lyr Mordus Angels
23
|
Posted - 2014.06.11 18:22:00 -
[47] - Quote
Since POS are removed when mirroring, i have several question :
1 - What will happen to job running remotly on pos lab when Crius will be deployed ? a - when done, BPO will return to corp hangar or Pos hangar ? b - jobs will finish ?
2 - Will members will still see in the ui BPC that are in cans that they cannot view or know of in directors restricted level hangar ?
3 - Some of corp BPO disapeared (they were locked down) since the patch on Sisi, they were in progress or ready to deliver but they just vanished.. Can we get them back ? Will that happen with the real patch ? |

Gilbaron
Free-Space-Ranger Nulli Secunda
1450
|
Posted - 2014.06.11 19:48:00 -
[48] - Quote
ElectronHerd Askulf wrote:CCP Greyscale wrote: There are additional considerations playing into that math.
I look forward to seeing the rest of these considerations ;)
the amount of ice in highsec is only enough to supply a part of what is needed.
there is still plenty of ice out there in null and low.
go figure out the rest yourself ;) GRRR Goons |

ElectronHerd Askulf
Reasonable People Of Sound Mind
7
|
Posted - 2014.06.11 20:03:00 -
[49] - Quote
Gilbaron wrote:ElectronHerd Askulf wrote:CCP Greyscale wrote: There are additional considerations playing into that math.
I look forward to seeing the rest of these considerations ;) the amount of ice in highsec is only enough to supply a part of what is needed. there is still plenty of ice out there in null and low. go figure out the rest yourself ;)
I'm hoping for something in development that will make building **** in null more feasible to reduce dependency on jump freight, to be honest.
|

Gilbaron
Free-Space-Ranger Nulli Secunda
1450
|
Posted - 2014.06.11 20:17:00 -
[50] - Quote
something along the lines of getting 20% more from refining in nullsec ?
i always hated it when people talked about free minerals, but yeah, those are free because you can't easily sell them in a market hub and have to produce locally. GRRR Goons |

ElectronHerd Askulf
Reasonable People Of Sound Mind
7
|
Posted - 2014.06.11 20:21:00 -
[51] - Quote
Gilbaron wrote:something along the lines of getting 20% more from refining in nullsec ?
i always hated it when people talked about free minerals, but yeah, those are free because you can't easily sell them in a market hub and have to produce locally.
That helps a hell of a lot, but my concern is around tech 2 stuff. You're lucky if you can build even 1 race's components from local resources. Then you get key components that are smaller than the goo they're made out of and it just gets silly. |

Rivr Luzade
Coreli Corporation Ineluctable.
560
|
Posted - 2014.06.11 21:07:00 -
[52] - Quote
Gilbaron wrote:something along the lines of getting 20% more from refining in nullsec ?
i always hated it when people talked about free minerals, but yeah, those are free because you can't easily sell them in a market hub and have to produce locally.
People like that are the problem of the game. You ARE supposed to use them locally, you always have been. Bringing the majority of that stuff to a market hub like Jita was never the intention and CCP made it quite clear that this attitude has to change. While I am against these massive buffs to 00 sec stations (leveling them with High sec would be more than sufficient), I am very much agree with CCP that as much stuff that you use needs to be produce in the space you call your home, not in some remote corner of the universe by other people. That is what your home is for and has to be used for. |
|

CCP Nullarbor
C C P C C P Alliance
716

|
Posted - 2014.06.11 21:16:00 -
[53] - Quote
Pic'n dor wrote:1 - What will happen to job running remotly on pos lab when Crius will be deployed ?
They will continue for the amount of time that was originally allocated for that job.
Pic'n dor wrote: a - when done, BPO will return to corp hangar or Pos hangar ?
The blueprint will return to wherever it came from, be it a remote station or the POS hangar if that is where it was started.
Pic'n dor wrote: b - jobs will finish ?
After their originally scheduled amount of time, yes.
Pic'n dor wrote:2 - Will members will still see in the ui BPC that are in cans that they cannot view or know of in directors restricted level hangar ?
They should only be seeing blueprints that they can normally see through the inventory, based on roles. (Let me know if you find a case where that isn't true)
Pic'n dor wrote:3 - Some of corp BPO disapeared (they were locked down) since the patch on Sisi, they were in progress or ready to deliver but they just vanished.. Can we get them back ? Will that happen with the real patch ?
That's because we trim POSes and old jobs when we do the Singularity mirror. That won't happen on TQ. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
|

Circumstantial Evidence
128
|
Posted - 2014.06.11 21:51:00 -
[54] - Quote
ElectronHerd Askulf wrote:Gilbaron wrote:something along the lines of getting 20% more from refining in nullsec ?
i always hated it when people talked about free minerals, but yeah, those are free because you can't easily sell them in a market hub and have to produce locally. That helps a hell of a lot, but my concern is around tech 2 stuff. You're lucky if you can build even 1 race's components from local resources. Then you get key components that are smaller than the goo they're made out of and it just gets silly. The diversity of resources across New Eden, such that some areas may be coveted for one thing or another... conflicts with player's desire to build any kind of ship or module solely using one region's resources. I don't think market hubs are going away. |

Rivr Luzade
Coreli Corporation Ineluctable.
561
|
Posted - 2014.06.11 22:10:00 -
[55] - Quote
Circumstantial Evidence wrote:ElectronHerd Askulf wrote:Gilbaron wrote:something along the lines of getting 20% more from refining in nullsec ?
i always hated it when people talked about free minerals, but yeah, those are free because you can't easily sell them in a market hub and have to produce locally. That helps a hell of a lot, but my concern is around tech 2 stuff. You're lucky if you can build even 1 race's components from local resources. Then you get key components that are smaller than the goo they're made out of and it just gets silly. The diversity of resources across New Eden, such that some areas may be coveted for one thing or another... conflicts with player's desire to build any kind of ship or module solely using one region's resources. I don't think market hubs are going away.
They don't need to go away, but instead of bringing all the stuff from there to your "home", you should only bring surpluses from your home to the hubs (ie rare minerals, moon goo surplus) and from the hubs things that you cannot get in your home back (ie specific mods, moon goo products from other regions/the other side of the cluster). |

Current Habit
The Scope Gallente Federation
2
|
Posted - 2014.06.11 23:00:00 -
[56] - Quote
Right now the team auction notification seems bugged. When losing a bid instead of showing the system that won the auction it names the system the person that made a bid actually bidded for.
For example Quote: Your bid on Core Complexion Inc. Team MMG00 was not successful. K3JR-J had the highest bid of 2.300.000 ISK. Your bid of 2.000.000 ISK will be returned to you. Core Complexion Inc. Team MMG00 is now available for hire in K3JR-J.
According to the notification the team is in K3J (in the system I made a bid for), actually it's in Amamake (https://imgur.com/q2iN38N), the system I used an alt to bid for.
Additionally, the top contributors list shows the top contributors for the system pool the person was bidding for and not the top contributors for the winning bid. This might be intentional though, the wording isn't clear. |

Maduin Shi
Breakwater Testing Inc Aegis Requiem
6
|
Posted - 2014.06.12 04:10:00 -
[57] - Quote
Rivr Luzade wrote:Circumstantial Evidence wrote:
The diversity of resources across New Eden, such that some areas may be coveted for one thing or another... conflicts with player's desire to build any kind of ship or module solely using one region's resources. I don't think market hubs are going away.
They don't need to go away, but instead of bringing all the stuff from there to your "home", you should only bring surpluses from your home to the hubs (ie rare minerals, moon goo surplus) and from the hubs things that you cannot get in your home back (ie specific mods, moon goo products from other regions/the other side of the cluster).
One thing CCP should have done long ago is to ensure that raw materials to make ships, mods, POS fuel and other essentials would actually take up significantly less cargo space than the finished products, and then ensure that these raw materials could be sourced locally. That's how you lay the groundwork for a local economy with the correct incentives (nobody likes hauling). Rather than nerfing JFs into the ground.
|

ElectronHerd Askulf
Reasonable People Of Sound Mind
7
|
Posted - 2014.06.12 05:34:00 -
[58] - Quote
Maduin Shi wrote:Rivr Luzade wrote:Circumstantial Evidence wrote:
The diversity of resources across New Eden, such that some areas may be coveted for one thing or another... conflicts with player's desire to build any kind of ship or module solely using one region's resources. I don't think market hubs are going away.
They don't need to go away, but instead of bringing all the stuff from there to your "home", you should only bring surpluses from your home to the hubs (ie rare minerals, moon goo surplus) and from the hubs things that you cannot get in your home back (ie specific mods, moon goo products from other regions/the other side of the cluster). One thing CCP should have done long ago is to ensure that raw materials to make ships, mods, POS fuel and other essentials would actually take up significantly less cargo space than the finished products, and then ensure that these raw materials could be sourced locally. That's how you lay the groundwork for a local economy with the correct incentives (nobody likes hauling). Rather than nerfing JFs into the ground.
There are other considerations to sizes of various things, unfortunately. Modules are expected to take a certain volume according to their intended hull, but must use enough raw materials to keep their cost in line. I suspect that the metamaterials are large to constrain the sorts of POS setups that can be used to create them. Or perhaps there is no good reason that the raw materials for a HAC take nearly twice the volume of the finished ship.
There are also good aspects to the uneven distribution of resources: it forces various areas in the New Eden universe to interact with each other economically. I feel that this makes our game economy richer and more complex (in a good way). It also provides a source of potential conflict (ice interdictions, fights over R64 moons, etc) and tension. Ironically, it has also lead to various non-aggression pacts and treaties: some resources are too valuable to fight over.
CCP evidently doesn't like jump freight, for various reasons. Others have described its necessity (in the current state of the game) better than I can.
If it is CCPs desire to make null sec industry more viable in all its flavors, they will need to find a trade-off between these various goals and constraints. If that is not CCP's desire, I would like to know. My personal stake in this is as a leader in an alliance that recruits new players into null sec, I want to provide them the opportunity to experience this part of the game conveniently. I don't expect them to be able to compete with large, focused players, but I would like it to not be an exercise in absurdity. |

shaun 27
PERPIDE Ineluctable.
2
|
Posted - 2014.06.12 07:02:00 -
[59] - Quote
Will you need to have max run bpcs for max run on invention as atm i cant seem to invent or copy anything.
Invention error @ pos
Unable to install job due to the following reasons: FACILITY_TYPE The job cost has changed
Error.FACILITY_TYPE (23564,) Error.MISMATCH_COST (22, 25)
Copying error on both new and researched blueprints @ pos
Unable to install job due to the following reasons: The job cost has changed
Error.MISMATCH_COST (3976, 3890) |

Current Habit
The Scope Gallente Federation
2
|
Posted - 2014.06.12 08:45:00 -
[60] - Quote
CCP Nullarbor wrote: Yes you should be able to start a job with a blueprint in a container.
Performance with 20,000 blueprints is going to be sub-optimal at the moment, but we still have plans to optimize performance for heavy users, including improving the filtering options based on feedback.
As of right now I still can't use a BP from a station container, this is what I've used and when moving the BP out of the container the job starts without problems. |
|

CCP Greyscale
C C P C C P Alliance
2362

|
Posted - 2014.06.12 10:11:00 -
[61] - Quote
shaun 27 wrote:Will you need to have max run bpcs for max run on invention as atm i cant seem to invent or copy anything. If you do need max runs will you look at copying time because for instance (@ pos with maxed skills) copying 1 curator 200 run is like 18 hours per bpc.
Invention error @ pos
Unable to install job due to the following reasons: FACILITY_TYPE The job cost has changed
Error.FACILITY_TYPE (23564,) Error.MISMATCH_COST (22, 25)
Copying error on both new and researched blueprints @ pos
Unable to install job due to the following reasons: The job cost has changed
Error.MISMATCH_COST (3976, 3890)
Also as i stated in a previous post here regarding tax ie system cost index. Will i be able to spam all the moons in a none system station to keep this cost down and stop other people raising it Or is this a constant price and isnt effected by amount of industry related jobs, Because you said that theirs no tax at pos's and i kinda see this as tax tbh. I assume this would be 0 in player owned systems and lower in low sec but shouldn't corps with standings towards a certain faction get a reduction on this cost if it is the case that pos's get charged system cost index (shouldnt be better then low sec or 0.0 though even with high standings)
shaun
- Don't need max runs, only need one run per job - Nothing to stop you spamming moons except other players - We have two distinct things, the base workforce cost which everyone pays and which scales on activity per system, and the NPC station tax which is levied on top of that but skipped in starbases and configurable in player-owned stations - Standings stuff is something we'd like to have, but it doesn't make sense to use it for industry until there are ways to raise it through industry. |
|

Edward Olmops
Sirius Fleet
195
|
Posted - 2014.06.12 10:16:00 -
[62] - Quote
CCP Greyscale wrote: -- A bonus for multiple starbase structures *is* included: for any job installed in a structure, there is a bonus to the build cost based on how many structures of the same type are currently onlined at the tower; the size of the bonus should be listed in the structure's show info. (Yes, there are "exploits" with offlining structures that we will be looking at further.)
Imagine a scenario: I am a big industrialist, like to do things properly (=perfect). I focus on the production of a single item type, consider job installation costs, teams etc. Of course, I want to manufacture in a starbase to get the small material bonus. Now, I can reduce job installation costs by the use of multiple arrays (max. roughly 25% if I cram as many arrays as possible into a large POS). Of course I am very spacerich and thinking long-term, so initial investments don't bother me. And I laugh about risks ofc. :-D Slightly simplified, I have the following choices:
a) Small tower, pay around 100mISK per month in fuel, get about 6% job installation cost reduction (~25% max bonus, ~25% thereof will fit into a small tower) b) Medium tower, 200mISK fuel, 12% discount c) large tower, 400mISK fuel, 24% discount
As you can see, all POSes have the same throughput due to no slot limits. So I will always choose a) UNLESS 6% discount save me more than 100mISK per month, in which case I will always choose c). If I need to save 100mISK with the 6% discount, my monthly job installation costs will have to be higher than 1.666bil ISK.
It is assumed in the dev blog that typically the job installation costs range from 1-5% of the value of produced goods. Assume I am in a somewhat heavy duty industrial hub since I want that special team that saves some material. Normally I would pay around 8% of my produced goods value as job installation cost.
Which means I need to produce 20.8333 bil ISK in goods per month before a large POS can even start to become profitable.
Conclusion: Unless I am using like 10 toons 24/7 on the same POS on the same type of goods, I will always choose setup a).
Although I really like the idea of a stacking bonus, I suspect the current proposal to be a too weak incentive to put up large towers - also quite far away from making this a "meaningful" choice in practically all relevant scenarios. I therefore expect corresponding effects on fuel and PI demand in general.
Anything I missed? |

Gilbaron
Free-Space-Ranger Nulli Secunda
1450
|
Posted - 2014.06.12 10:26:00 -
[63] - Quote
The part where you may want to have a large tower that is easier to defend.
You may have to defend it because you need to put your bpos in there in order to benefit from the bonus.
Oh, and those 20b a month. Not really a problem, I go through this per week. However, my products vary quite a bit, so I'm probably gonna need more than one type of array GRRR Goons |
|

CCP Greyscale
C C P C C P Alliance
2363

|
Posted - 2014.06.12 10:34:00 -
[64] - Quote
Edward Olmops wrote:CCP Greyscale wrote: -- A bonus for multiple starbase structures *is* included: for any job installed in a structure, there is a bonus to the build cost based on how many structures of the same type are currently onlined at the tower; the size of the bonus should be listed in the structure's show info. (Yes, there are "exploits" with offlining structures that we will be looking at further.)
Imagine a scenario: I am a big industrialist, like to do things properly (=perfect). I focus on the production of a single item type, consider job installation costs, teams etc. Of course, I want to manufacture in a starbase to get the small material bonus. Now, I can reduce job installation costs by the use of multiple arrays (max. roughly 25% if I cram as many arrays as possible into a large POS). Of course I am very spacerich and thinking long-term, so initial investments don't bother me. And I laugh about risks ofc. :-D Slightly simplified, I have the following choices: a) Small tower, pay around 100mISK per month in fuel, get about 6% job installation cost reduction (~25% max bonus, ~25% thereof will fit into a small tower) b) Medium tower, 200mISK fuel, 12% discount c) large tower, 400mISK fuel, 24% discount As you can see, all POSes have the same throughput due to no slot limits. So I will always choose a) UNLESS 6% discount save me more than 100mISK per month, in which case I will always choose c). If I need to save 100mISK with the 6% discount, my monthly job installation costs will have to be higher than 1.666bil ISK. It is assumed in the dev blog that typically the job installation costs range from 1-5% of the value of produced goods. Assume I am in a somewhat heavy duty industrial hub since I want that special team that saves some material. Normally I would pay around 8% of my produced goods value as job installation cost. Which means I need to produce 20.8333 bil ISK in goods per month before a large POS can even start to become profitable. Conclusion: Unless I am using like 10 toons 24/7 on the same POS on the same type of goods, I will always choose setup a). Although I really like the idea of a stacking bonus, I suspect the current proposal to be a too weak incentive to put up large towers - also quite far away from making this a "meaningful" choice in practically all relevant scenarios. I therefore expect corresponding effects on fuel and PI demand in general. Anything I missed?
The balance here is something we may well want to revisit as the dust settles, yes. There are other bonuses that you're not factoring into your math here; Ytterbium is working on a starbase update blog so I'd suggest waiting for that and then having this discussion in that feedback thread :) |
|

Edward Olmops
Sirius Fleet
195
|
Posted - 2014.06.12 10:36:00 -
[65] - Quote
Gilbaron wrote:The part where you may want to have a large tower that is easier to defend.
You may have to defend it because you need to put your bpos in there in order to benefit from the bonus.
Is that an issue in Highsec? I mean you can still take the tower down/evacuate if you get a wardec. And if you are not there to do it, the tower won't defend itself anyway - all your CPU/PG is used for those labs/arrays.
Gilbaron wrote: Oh, and those 20b a month. Not really a problem, I go through this per week. However, my products vary quite a bit, so I'm probably gonna need more than one type of array
o_O Whoa. ~80bil production in a month?!?? Is that legal? Maybe I should consider becoming that big industrialist... |

shaun 27
PERPIDE Ineluctable.
2
|
Posted - 2014.06.12 10:42:00 -
[66] - Quote
- Don't need max runs, only need one run per job - Nothing to stop you spamming moons except other players - We have two distinct things, the base workforce cost which everyone pays and which scales on activity per system, and the NPC station tax which is levied on top of that but skipped in starbases and configurable in player-owned stations - Standings stuff is something we'd like to have, but it doesn't make sense to use it for industry until there are ways to raise it through industry.[/quote]
Ok i suppose when i can start building and inventing etc i would have to see if its alot savings if i block the system stopping anyone esle building etc their. But it would be a nice incentive to reduce or get rid of this workforce cost for low sec n null sec give bit more incentive to produce outside empire. But as you said only thing stopping me is players well are they going to want to shoot offline pos's or my main one which would be a large minatar because you can be assured i would make it not profitable in the end ;). |

Masao Kurata
Z List
54
|
Posted - 2014.06.12 11:24:00 -
[67] - Quote
CCP Greyscale wrote:- Standings stuff is something we'd like to have, but it doesn't make sense to use it for industry until there are ways to raise it through industry.
Having realised that, how about killing standings for market fees and locator agents, neither of which have anything to do with missioning, the only way to raise standing currently?
EDIT: Ahem, technically I guess you can raise standing by fw promotions too. |
|

CCP Greyscale
C C P C C P Alliance
2363

|
Posted - 2014.06.12 11:30:00 -
[68] - Quote
Masao Kurata wrote:CCP Greyscale wrote:- Standings stuff is something we'd like to have, but it doesn't make sense to use it for industry until there are ways to raise it through industry. Having realised that, how about killing standings for market fees and locator agents, neither of which have anything to do with missioning, the only way to raise standing currently? EDIT: Ahem, technically I guess you can raise standing by fw promotions too.
As and when we get to revisiting those areas, that will probably be a thing that we consider :) |
|

Circumstantial Evidence
128
|
Posted - 2014.06.12 12:55:00 -
[69] - Quote
CCP Greyscale wrote:Masao Kurata wrote:CCP Greyscale wrote:- Standings stuff is something we'd like to have, but it doesn't make sense to use it for industry until there are ways to raise it through industry. Having realised that, how about killing standings for market fees and locator agents, neither of which have anything to do with missioning, the only way to raise standing currently? EDIT: Ahem, technically I guess you can raise standing by fw promotions too. As and when we get to revisiting those areas, that will probably be a thing that we consider :) You can get agent / npc corp standings in an "industrial way" - courier / distribution missions. Raising standings with NPC corps through submitting industry jobs? Hmmm.... :) How could that be scaled, so that it takes a similar amount of time or effort to raise standings, compared to existing methods? I think there would have to be an "over time period" element. Without a time check, a player might quickly reach high standings, by submitting a ton of low cost ammo jobs, or a few very large and expensive jobs. |
|

CCP Greyscale
C C P C C P Alliance
2363

|
Posted - 2014.06.12 13:12:00 -
[70] - Quote
Circumstantial Evidence wrote:CCP Greyscale wrote:Masao Kurata wrote:CCP Greyscale wrote:- Standings stuff is something we'd like to have, but it doesn't make sense to use it for industry until there are ways to raise it through industry. Having realised that, how about killing standings for market fees and locator agents, neither of which have anything to do with missioning, the only way to raise standing currently? EDIT: Ahem, technically I guess you can raise standing by fw promotions too. As and when we get to revisiting those areas, that will probably be a thing that we consider :) You can get agent / npc corp standings in an "industrial way" - courier / distribution missions. Raising standings with NPC corps through submitting industry jobs? Hmmm.... :) How could that be scaled, so that it takes a similar amount of time or effort to raise standings, compared to existing methods? I think there would have to be an "over time period" element. Without a time check, a player might quickly reach high standings, by submitting a ton of low cost ammo jobs, or a few very large and expensive jobs.
It would require some design work, yes :) |
|

Masao Kurata
Z List
54
|
Posted - 2014.06.12 13:16:00 -
[71] - Quote
On the topic of standings and I know this is off topic, I swear I'll shut up after this post, NPC corp standing hits for killing capsuleers are a nonsense penalty that needs to go, they don't even care if the kill was legal. |

Berluth Luthian
Onslaught Inc RISE of LEGION
198
|
Posted - 2014.06.12 13:48:00 -
[72] - Quote
CCP Greyscale wrote:Circumstantial Evidence wrote:CCP Greyscale wrote:Masao Kurata wrote:CCP Greyscale wrote:- Standings stuff is something we'd like to have, but it doesn't make sense to use it for industry until there are ways to raise it through industry. Having realised that, how about killing standings for market fees and locator agents, neither of which have anything to do with missioning, the only way to raise standing currently? EDIT: Ahem, technically I guess you can raise standing by fw promotions too. As and when we get to revisiting those areas, that will probably be a thing that we consider :) You can get agent / npc corp standings in an "industrial way" - courier / distribution missions. Raising standings with NPC corps through submitting industry jobs? Hmmm.... :) How could that be scaled, so that it takes a similar amount of time or effort to raise standings, compared to existing methods? I think there would have to be an "over time period" element. Without a time check, a player might quickly reach high standings, by submitting a ton of low cost ammo jobs, or a few very large and expensive jobs. It would require some design work, yes :)
I think you could make a really involved metagame if you would do something like make an NPC corp tag/share market where you can 'cash out' your LP for shares in a corporation. These would be redeemable as tags that can be traded with players on the open market, or to specific NPC competitor, friendly, or original headquarter corp stations. As NPC corps' ownership stakes change, the landscape of industry could change as well. LP stores could adjust prices, or station tax modifiers could adapt. Agent offers could change as well for better or for worse.
Eventually, drastic changes to a corp could happen, such as major competitors could stage a takeover, which could cause some stations of that corp to temporarily change hands. The manufacturing/industry metagame could effectively involve preventing a few NPC corps from gaining a monopoly in an industrial area as the more stations one faction controls, the higher 'installation costs' they will have. Of course, if your standings are high enough with them it won't hurt as much as it would for others, but eventually it would. |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
67
|
Posted - 2014.06.12 14:49:00 -
[73] - Quote
CCP Greyscale wrote:shaun 27 wrote:Will you need to have max run bpcs for max run on invention as atm i cant seem to invent or copy anything. If you do need max runs will you look at copying time because for instance (@ pos with maxed skills) copying 1 curator 200 run is like 18 hours per bpc.
Invention error @ pos
Unable to install job due to the following reasons: FACILITY_TYPE The job cost has changed
Error.FACILITY_TYPE (23564,) Error.MISMATCH_COST (22, 25)
Copying error on both new and researched blueprints @ pos
Unable to install job due to the following reasons: The job cost has changed
Error.MISMATCH_COST (3976, 3890)
Also as i stated in a previous post here regarding tax ie system cost index. Will i be able to spam all the moons in a none system station to keep this cost down and stop other people raising it Or is this a constant price and isnt effected by amount of industry related jobs, Because you said that theirs no tax at pos's and i kinda see this as tax tbh. I assume this would be 0 in player owned systems and lower in low sec but shouldn't corps with standings towards a certain faction get a reduction on this cost if it is the case that pos's get charged system cost index (shouldnt be better then low sec or 0.0 though even with high standings)
shaun - Don't need max runs, only need one run per job - Nothing to stop you spamming moons except other players - We have two distinct things, the base workforce cost which everyone pays and which scales on activity per system, and the NPC station tax which is levied on top of that but skipped in starbases and configurable in player-owned stations- Standings stuff is something we'd like to have, but it doesn't make sense to use it for industry until there are ways to raise it through industry.
I have surfed SiSi and can't find ANYWHERE to set tax or even set restriction on production lines in a player owned station
Can you please tell me where I can find these settings, I am at the point of frustration, i have clicked every thing i can think of and the game is having its way with me and it is payback time. |
|

CCP Greyscale
C C P C C P Alliance
2363

|
Posted - 2014.06.12 14:57:00 -
[74] - Quote
Kenneth Feld wrote:CCP Greyscale wrote:shaun 27 wrote:Will you need to have max run bpcs for max run on invention as atm i cant seem to invent or copy anything. If you do need max runs will you look at copying time because for instance (@ pos with maxed skills) copying 1 curator 200 run is like 18 hours per bpc.
Invention error @ pos
Unable to install job due to the following reasons: FACILITY_TYPE The job cost has changed
Error.FACILITY_TYPE (23564,) Error.MISMATCH_COST (22, 25)
Copying error on both new and researched blueprints @ pos
Unable to install job due to the following reasons: The job cost has changed
Error.MISMATCH_COST (3976, 3890)
Also as i stated in a previous post here regarding tax ie system cost index. Will i be able to spam all the moons in a none system station to keep this cost down and stop other people raising it Or is this a constant price and isnt effected by amount of industry related jobs, Because you said that theirs no tax at pos's and i kinda see this as tax tbh. I assume this would be 0 in player owned systems and lower in low sec but shouldn't corps with standings towards a certain faction get a reduction on this cost if it is the case that pos's get charged system cost index (shouldnt be better then low sec or 0.0 though even with high standings)
shaun - Don't need max runs, only need one run per job - Nothing to stop you spamming moons except other players - We have two distinct things, the base workforce cost which everyone pays and which scales on activity per system, and the NPC station tax which is levied on top of that but skipped in starbases and configurable in player-owned stations- Standings stuff is something we'd like to have, but it doesn't make sense to use it for industry until there are ways to raise it through industry. I have surfed SiSi and can't find ANYWHERE to set tax or even set restriction on production lines in a player owned station Can you please tell me where I can find these settings, I am at the point of frustration, i have clicked every thing i can think of and the game is having its way with me and it is payback time.
Not implemented yet, sorry :) Nullabor's working on it. |
|

Soldarius
Deadman W0nderland Test Alliance Please Ignore
708
|
Posted - 2014.06.12 15:18:00 -
[75] - Quote
Rivr Luzade wrote:Something that just came to my mind: Will we have the opportunity to retract bids for Teams?
As depicted in my other post before, people can mess with other people already; henceforth, there should also be a way to mess back against these trolls.
I don't think this would be a good idea. One could drop an incredibly high bid to discourage others from bidding, then retract it at the last second to allow a second much lower bid to win.
This would only benefit the already extremely rich by allowing them to game the system. If you drop a huge bid, you should have to stick with it.
GÇ£I personally refuse to help AAA take space from itself so it can become an even shittier version of itselfGÇ¥
-Grath Telkin, 2014. |

Rivr Luzade
Coreli Corporation Ineluctable.
563
|
Posted - 2014.06.12 15:56:00 -
[76] - Quote
Soldarius wrote:Rivr Luzade wrote:Something that just came to my mind: Will we have the opportunity to retract bids for Teams?
As depicted in my other post before, people can mess with other people already; henceforth, there should also be a way to mess back against these trolls. I don't think this would be a good idea. One could drop an incredibly high bid to discourage others from bidding, then retract it at the last second to allow a second much lower bid to win. This would only benefit the already extremely rich by allowing them to game the system. If you drop a huge bid, you should have to stick with it.
As said above, as it is, it can be exploited already and also only benefits the rich. With retracting, you can sure have this gigantic bid, but you can then also concentrate on the second place with more reasonable bids and bet on the retraction of the gigantic bid.
vOv
|

Soldarius
Deadman W0nderland Test Alliance Please Ignore
708
|
Posted - 2014.06.12 16:27:00 -
[77] - Quote
CCP Greyscale wrote:Rust Connor wrote:Quick look today. Amazing! A few comments
1) skill Just checked that Material Efficiency skill didnt change. Any plan for it?
2) install cost Really like the cost decreasing by number of runs. You should keep that way, without limit.
3) material cost Love the change to apply ME on total batch. That change alone is amazing. Stimulate long runs and Makes reserch useful even to small rigs. Wish i had a t2 bpo to check if you get a "free hull" on long runs.... 1) Yes, there's a plan, it's not done yet 2) It becomes silly for certain items, we're probably going to use 1) to cap it some how 3) No free hulls! Scarlett LaBlanc wrote:CCP Greyscale wrote:
No tax at starbases. Nothing stops you spamming moons with towers except for other players :)
I was under the impression that we would have the ability to set the job install tax rate at a POS. Did that not make it in, or was the idea scrapped? I was really looking forward to bottom up income from industry members. My understanding is that you can only install corp jobs in a starbase, so you're just taxing yourself, which didn't seem worth the development time.
I'll restate how array taxes work for those that don't know or didn't happen to read my post in the F&I thread.
With the removal of remote research, the interface became completely useless. So it was removed. In order to use a POS lab or mfg array, one requires the following roles: Factory Manager, Rent Factory/Research Slot, Hanger Access (Other), and access to at least one corp wallet division.
WARNING! These roles allow anyone with them to completely clean out everything in every in-space hanger and that wallet, with the exception of audit log containers. So if you give someone hanger other access to a hanger division that someone is using to build a titan, they can deliver the titan job and steal it once it is complete.
Because POS arrays only have corp hanger divisions, in order to use them you have to put your stuff in the corp hanger. This makes all jobs installed at the array a corp job, not a personal one. And as a Factory Manager, you are renting on your corp's behalf, not on your own. Thus the fees/taxes are taken out of your currently active corp wallet division. Those fees are then deposited directly into the corp master wallet.
tl:dr; POS roles are at best half-assed, and in cases like this completely broken. WTB POS roles revamp.
There are a couple ways I can think of to fix it. But that is beyond the scope of this thread.
GÇ£I personally refuse to help AAA take space from itself so it can become an even shittier version of itselfGÇ¥
-Grath Telkin, 2014. |

Pic'n dor
Epsilon Lyr Mordus Angels
23
|
Posted - 2014.06.12 19:48:00 -
[78] - Quote
CCP Nullarbor wrote:Pic'n dor wrote:2 - Will members will still see in the ui BPC that are in cans that they cannot view or know of in directors restricted level hangar ? They should only be seeing blueprints that they can normally see through the inventory, based on roles. (Let me know if you find a case where that isn't true)
I will post a bug report for you to check. |

Masao Kurata
Z List
54
|
Posted - 2014.06.13 04:15:00 -
[79] - Quote
Rivr Luzade wrote:Soldarius wrote:This would only benefit the already extremely rich by allowing them to game the system. If you drop a huge bid, you should have to stick with it.
As said above, as it is, it can be exploited already and also only benefits the rich. With retracting, you can sure have this gigantic bid, but you can then also concentrate on the second place with more reasonable bids and bet on the retraction of the gigantic bid. vOv
The two "exploits" you stated earlier are that prices can be driven up to make the winner pay more than the team's worth and that the system name can be used to others' advantage.
In the former, you're assuming that the "shills" will always be outbid, a very dangerous assumption. Real shills work because they're working with the seller, so if they win the auction no money changes hands, but in the case of this system the winning bid is sunk ISK. If you're willing to risk your ISK to harm your competition that is fine industrial pvp.
The latter allows emergent gameplay, and although I think your example of setting up jobs to drive up the system cost index is unlikely, it would be marvellous if that actually happened. |

Sigras
Conglomo
802
|
Posted - 2014.06.13 08:15:00 -
[80] - Quote
So I just tried to research a crystalline carbonide armor plate blueprint to level 1 ME...
The quote said just under a minute, but when I put the job in, it went in for just over 6 hours and one minute...
However after a minute or so went by, the job was able to be delivered. Must just be a display bug. |
|

CCP Nullarbor
C C P C C P Alliance
719

|
Posted - 2014.06.13 09:13:00 -
[81] - Quote
Sigras wrote:So I just tried to research a crystalline carbonide armor plate blueprint to level 1 ME...
The quote said just under a minute, but when I put the job in, it went in for just over 6 hours and one minute...
However after a minute or so went by, the job was able to be delivered. Must just be a display bug.
Correct, just a UI issue. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
|

Sales Alt negrodamus
SalesAltCorp
1
|
Posted - 2014.06.13 09:25:00 -
[82] - Quote
Will we be getting rig teams? This is an issue near and dear to my heart.
I know greyscale saw it I just didn't see a comment.
Also, currently I am getting 0% success chance of capital trimark inventions on sisi right now.
Blowing away my pos, while understandable, makes it hard to test these things without some spinup time. |
|

CCP Paradox
1270

|
Posted - 2014.06.13 10:33:00 -
[83] - Quote
Sales Alt negrodamus wrote:Will we be getting rig teams? This is an issue near and dear to my heart.
I know greyscale saw it I just didn't see a comment.
Also, currently I am getting 0% success chance of capital trimark inventions on sisi right now.
Blowing away my pos, while understandable, makes it hard to test these things without some spinup time.
Yes, Rig teams will come into play. There was an issue with the specialization selector for a few specializations, so they were not getting picked for the teams. It should be resolved for next week, and I will make sure to expire and relocate several team auctions so that people can use them. CCP Paradox | EVE Quality Assurance | Team Super Friends @CCP_Paradox |
|

Sales Alt negrodamus
SalesAltCorp
2
|
Posted - 2014.06.13 17:24:00 -
[84] - Quote
\o/
For some reason it has come to pass that rigs are what i do when it comes to eve industry. I am very curious to see how hard I will have to fight for rig teams.
I just want to echo what everyone is saying about the UI: looks good, but badly needs better optimization / sorting / filtering. I have one hangar fillled up already and am working on another, with just blueprint copies.
Right now on TQ, for example, I simply can't use containers in a CHA. So if it were possible to do that (danger, pos code warning) and mix that into what other devs are saying about how you can use containers in the industry interface, it would help a lot.
ALSO I HIT POST, WHY DOES IT EAT MY POST AND TURN IT INTO A HALF-FORGOTTEN DRAFT.
EVE FORUMS YOU ARE AS BUGGY AS EVE INDUSTRY I SWEAR TO GOD. |

Sigras
Conglomo
802
|
Posted - 2014.06.13 19:04:00 -
[85] - Quote
I am not able to find any teams anymore... whether active or unassigned, I can go to world, and all types with no filter and both lists say no teams found ... what gives? |

Circumstantial Evidence
128
|
Posted - 2014.06.13 19:14:00 -
[86] - Quote
Sales Alt negrodamus wrote:ALSO I HIT POST, WHY DOES IT EAT MY POST AND TURN IT INTO A HALF-FORGOTTEN DRAFT. I try to write first in notepad and then copy/paste for that reason... click "preview" frequently. It seems if you take longer than 5 minutes to write something, the cookie or token keeping track of your posting attempt, decides you are no longer worthy. |

Yuki Kasumi
Some names are just stupid
40
|
Posted - 2014.06.13 19:17:00 -
[87] - Quote
With the new industry updates, will there be any change to the maximum number of bpcs that can be made at once? If not, what is the reason behind the max 20 bpcs per job limit? Is there any reason why you should not be able to make a lot of bpos with few runs as opposed to a few bpos with many runs? You are in any case limited by the 30days per job... |

Sigras
Conglomo
803
|
Posted - 2014.06.14 06:15:00 -
[88] - Quote
Also I just invented a BPC with no decryptors and a 0/0 input BPC and it came out ME 2% PE 4% I thought everything was being rebalanced so that it was ME 0 PE 0 base with decryptors giving you a bonus? |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
74
|
Posted - 2014.06.14 12:52:00 -
[89] - Quote
Sigras wrote:Also I just invented a BPC with no decryptors and a 0/0 input BPC and it came out ME 2% PE 4% I thought everything was being rebalanced so that it was ME 0 PE 0 base with decryptors giving you a bonus?
Additionally I found that the materials required to build were equivalent to -4.5 ME of the old system...
Lastly, I found that the RAM tech tools have not yet been changed over yet... :(
You thought wrong -4/-4 is now 2/4
That is to account for the decryptors that made -6 ME, which will be converted to ME0 |

Sienna Toth
Pulsar Phisics Shipyards
1
|
Posted - 2014.06.14 16:04:00 -
[90] - Quote
Soldarius wrote:CCP Greyscale wrote:Rust Connor wrote:Quick look today. Amazing! A few comments
1) skill Just checked that Material Efficiency skill didnt change. Any plan for it?
2) install cost Really like the cost decreasing by number of runs. You should keep that way, without limit.
3) material cost Love the change to apply ME on total batch. That change alone is amazing. Stimulate long runs and Makes reserch useful even to small rigs. Wish i had a t2 bpo to check if you get a "free hull" on long runs.... 1) Yes, there's a plan, it's not done yet 2) It becomes silly for certain items, we're probably going to use 1) to cap it some how 3) No free hulls! Scarlett LaBlanc wrote:CCP Greyscale wrote:
No tax at starbases. Nothing stops you spamming moons with towers except for other players :)
I was under the impression that we would have the ability to set the job install tax rate at a POS. Did that not make it in, or was the idea scrapped? I was really looking forward to bottom up income from industry members. My understanding is that you can only install corp jobs in a starbase, so you're just taxing yourself, which didn't seem worth the development time. I'll restate how array taxes work for those that don't know or didn't happen to read my post in the F&I thread. With the removal of remote research, the interface became completely useless. So it was removed. In order to use a POS lab or mfg array, one requires the following roles: Factory Manager, Rent Factory/Research Slot, Hanger Access (Other), and access to at least one corp wallet division. WARNING! These roles allow anyone with them to completely clean out everything in every in-space hanger and that wallet, with the exception of audit log containers. So if you give someone hanger other access to a hanger division that someone is using to build a titan, they can deliver the titan job and steal it once it is complete. Because POS arrays only have corp hanger divisions, in order to use them you have to put your stuff in the corp hanger. This makes all jobs installed at the array a corp job, not a personal one. And as a Factory Manager, you are renting on your corp's behalf, not on your own. Thus the fees/taxes are taken out of your currently active corp wallet division. Those fees are then deposited directly into the corp master wallet. tl:dr; POS roles are at best half-assed, and in cases like this completely broken. WTB POS roles revamp. There are a couple ways I can think of to fix it. But that is beyond the scope of this thread.
I have to say that the gentlemen is ON-TARGET here. If you want to fix industry fix the relationships between corporate roles and the towers. It's always been a problem area. |

Sienna Toth
Pulsar Phisics Shipyards
1
|
Posted - 2014.06.14 16:16:00 -
[91] - Quote
CCP Greyscale wrote:[quote=Rust Connor]Quick look today. Amazing! A few comments
My understanding is that you can only install corp jobs in a starbase, so you're just taxing yourself, which didn't seem worth the development time.
Greyscale: You're correct that we are taxing ourselves, but the tax has a purpose. InGame we have to pay fuel costs. Members of a corp object to paying for features they don't use....Mission Runners and miners don't like to pay for fuel costs unless its in low/null sec or in a wormhole. The 'CURRENT' game allows the assignment of job install costs and cost per hour. Some CEO's/POS Managers will factor the fuel cost per CPU and POWER on the tower and assign charges to the POS module slots based of the amount of fuel consumed. This allows a corp the ability to charge members that use the facilities.
How will I be able to do that when we transition to Crius? |

Qoi
Exert Force
12
|
Posted - 2014.06.15 18:14:00 -
[92] - Quote
Sienna Toth wrote:CCP Greyscale wrote:[quote=Rust Connor]Quick look today. Amazing! A few comments
My understanding is that you can only install corp jobs in a starbase, so you're just taxing yourself, which didn't seem worth the development time. Greyscale: You're correct that we are taxing ourselves, but the tax has a purpose. InGame we have to pay fuel costs. Members of a corp object to paying for features they don't use....Mission Runners and miners don't like to pay for fuel costs unless its in low/null sec or in a wormhole. The 'CURRENT' game allows the assignment of job install costs and cost per hour. Some CEO's/POS Managers will factor the fuel cost per CPU and POWER on the tower and assign charges to the POS module slots based of the amount of fuel consumed. This allows a corp the ability to charge members that use the facilities. How will I be able to do that when we transition to Crius?
Since the job install costs no longer scale linearly with time and are independent of blueprint, there is no way you could implement a similar system after Crius anyway. You can request the industry jobs from the API instead and then do proper accounting, it is not that hard to set up with some programming experience. |

Sigras
Conglomo
804
|
Posted - 2014.06.15 22:59:00 -
[93] - Quote
Ok, more issues im noticing as I use this system.
I have an ME 10% crystalline carbonide armor plate BPO, and when I show info on it, I see it should take 44 crystalline carbonide and 11 sylramic fibers. This is the same as an ME 0 BPO on TQ, so I thought that the effect of my research was just not being displayed on this screen, but then I looked at an ME 0 BPO and found that it takes 48 crystalline carbonide and 12 symramic fibers...
To add to this confusion, I then attempted to manufacture something with my ME 10% BPO and I found the materials quoted as 30 crystalline carbonide and 8 sylramic fibers.
Is there any reason for this? It seems as though there are some variables being hidden that are messing with the numbers |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
74
|
Posted - 2014.06.16 01:34:00 -
[94] - Quote
Sigras wrote:Ok, more issues im noticing as I use this system.
I have an ME 10% crystalline carbonide armor plate BPO, and when I show info on it, I see it should take 44 crystalline carbonide and 11 sylramic fibers. This is the same as an ME 0 BPO on TQ, so I thought that the effect of my research was just not being displayed on this screen, but then I looked at an ME 0 BPO and found that it takes 48 crystalline carbonide and 12 symramic fibers...
To add to this confusion, I then attempted to manufacture something with my ME 10% BPO and I found the materials quoted as 30 crystalline carbonide and 8 sylramic fibers.
Is there any reason for this? It seems as though there are some variables being hidden that are messing with the numbers
He has said like 10000000000 times show info is screwed, use the "Use blueprint" function and see what it says in that window |

DooDoo Gum
Center for Advanced Studies Gallente Federation
47
|
Posted - 2014.06.16 01:47:00 -
[95] - Quote
Whilst we are getting an industry overhaul, would getting stackable blueprint copies (by me/te) be possible?
This would reduce clutter in any industrialists hanger, and make sorting through the torrents of blueprints a much less daunting task. |

Sigras
Conglomo
804
|
Posted - 2014.06.16 06:03:00 -
[96] - Quote
Kenneth Feld wrote:Sigras wrote:Ok, more issues im noticing as I use this system.
I have an ME 10% crystalline carbonide armor plate BPO, and when I show info on it, I see it should take 44 crystalline carbonide and 11 sylramic fibers. This is the same as an ME 0 BPO on TQ, so I thought that the effect of my research was just not being displayed on this screen, but then I looked at an ME 0 BPO and found that it takes 48 crystalline carbonide and 12 symramic fibers...
To add to this confusion, I then attempted to manufacture something with my ME 10% BPO and I found the materials quoted as 30 crystalline carbonide and 8 sylramic fibers.
Is there any reason for this? It seems as though there are some variables being hidden that are messing with the numbers He has said like 10000000000 times show info is screwed, use the "Use blueprint" function and see what it says in that window then it looks like the POS discount is WAY out of whack
Im using a component assembly array (supposed to give a 2% discount) and each run costs 7.425 sylramic fibers and 29.7 crystalline carbonide
that same BPO in a station costs me 9.9 sylramic fibers and 39.6 crystalline carbonide per run
thats a 25% discount not 2%
additionally I was also able to start an invention job without selecting an outcome .... im excited to see what comes out. |
|

CCP Greyscale
C C P C C P Alliance
2379

|
Posted - 2014.06.16 11:00:00 -
[97] - Quote
Sigras wrote:Also I just invented a BPC with no decryptors and a 0/0 input BPC and it came out ME 2% PE 4% I thought everything was being rebalanced so that it was ME 0 PE 0 base with decryptors giving you a bonus?
Additionally I found that the materials required to build were equivalent to -4.5 ME of the old system...
Lastly, I found that the RAM tech tools have not yet been changed over yet... :(
What changes were you expecting to see in RAMs?
Sienna Toth wrote:CCP Greyscale wrote:[quote=Rust Connor]Quick look today. Amazing! A few comments
My understanding is that you can only install corp jobs in a starbase, so you're just taxing yourself, which didn't seem worth the development time. Greyscale: You're correct that we are taxing ourselves, but the tax has a purpose. InGame we have to pay fuel costs. Members of a corp object to paying for features they don't use....Mission Runners and miners don't like to pay for fuel costs unless its in low/null sec or in a wormhole. The 'CURRENT' game allows the assignment of job install costs and cost per hour. Some CEO's/POS Managers will factor the fuel cost per CPU and POWER on the tower and assign charges to the POS module slots based of the amount of fuel consumed. This allows a corp the ability to charge members that use the facilities. How will I be able to do that when we transition to Crius?
There's some discussion of this in the Starbase feedback thread, probably better to roll this sort of stuff over into there :) |
|

Galen Achu
Van Diemens Trading Corporation
12
|
Posted - 2014.06.16 11:25:00 -
[98] - Quote
DooDoo Gum wrote:Whilst we are getting an industry overhaul, would getting stackable blueprint copies (by me/te) be possible?
This would reduce clutter in any industrialists hanger, and make sorting through the torrents of blueprints a much less daunting task.
Interesting idea. This could make the number of runs on a blueprint obsolete if at the same time it would be possible to start a job with multiple (identical) blueprints as imput. |

Circumstantial Evidence
128
|
Posted - 2014.06.16 16:18:00 -
[99] - Quote
DooDoo Gum wrote:Whilst we are getting an industry overhaul, would getting stackable blueprint copies (by me/te) be possible?
This would reduce clutter in any industrialists hanger, and make sorting through the torrents of blueprints a much less daunting task. The developers have not touched this before, because each BPC has a unique ID. I'd like to see some kind of virtual container be created automatically on a stack attempt, so that BPC's with identical stats can *look* like they are stacking. Once a BPC's stats have changed through use, it would not fit back onto the same "stack." |

Soldarius
Deadman W0nderland Test Alliance Please Ignore
713
|
Posted - 2014.06.16 17:27:00 -
[100] - Quote
Sienna Toth wrote:CCP Greyscale wrote:[quote=Rust Connor]Quick look today. Amazing! A few comments
My understanding is that you can only install corp jobs in a starbase, so you're just taxing yourself, which didn't seem worth the development time. Greyscale: You're correct that we are taxing ourselves, but the tax has a purpose. InGame we have to pay fuel costs. Members of a corp object to paying for features they don't use....Mission Runners and miners don't like to pay for fuel costs unless its in low/null sec or in a wormhole. The 'CURRENT' game allows the assignment of job install costs and cost per hour. Some CEO's/POS Managers will factor the fuel cost per CPU and POWER on the tower and assign charges to the POS module slots based of the amount of fuel consumed. This allows a corp the ability to charge members that use the facilities. How will I be able to do that when we transition to Crius?
Why does this keep coming up? The taxes you charge do NOT come out of players' wallets. They come out of the corp wallet to which that player has been given access. The player that uses the array is not paying for it, unless he/she is donating to the corp wallet. In which case, just have them donate. Or you can charge a nominal membership fee per month. Its the exact same effect without all the extra effort.
Don't get me wrong, I'm all for being able to set array fees. But until players can pay directly from their own wallet or select from a corp wallet like they can for market transactions, then array taxation does not work.
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
713
|
Posted - 2014.06.16 17:31:00 -
[101] - Quote
Circumstantial Evidence wrote:DooDoo Gum wrote:Whilst we are getting an industry overhaul, would getting stackable blueprint copies (by me/te) be possible?
This would reduce clutter in any industrialists hanger, and make sorting through the torrents of blueprints a much less daunting task. The developers have not touched this before, because each BPC has a unique ID. I'd like to see some kind of virtual container be created automatically on a stack attempt, so that BPC's with identical stats can *look* like they are stacking. Once a BPC's stats have changed through use, it would not fit back onto the same "stack."
Perhaps if BPCs with identical stats except for runs could be "compressed" into one BPC... or perhaps weight the end stats based on the input stats...
GÇ£I personally refuse to help AAA take space from itself so it can become an even shittier version of itselfGÇ¥
-Grath Telkin, 2014. |

Sigras
Conglomo
804
|
Posted - 2014.06.16 19:42:00 -
[102] - Quote
CCP Greyscale wrote:Sigras wrote:Also I just invented a BPC with no decryptors and a 0/0 input BPC and it came out ME 2% PE 4% I thought everything was being rebalanced so that it was ME 0 PE 0 base with decryptors giving you a bonus?
Additionally I found that the materials required to build were equivalent to -4.5 ME of the old system...
Lastly, I found that the RAM tech tools have not yet been changed over yet... :( What changes were you expecting to see in RAMs? The posted change about removing damage and multiplying by 100 etc... |

peroxide chase
Mayer Industries
0
|
Posted - 2014.06.16 22:06:00 -
[103] - Quote
Have t2 BPO's have their base build cost permanently adjusted 35% upward, along with new material requirements added on all non ammo BPO's?
T2 Ship BPO's seem to be capped at 9 runs at a time, t2 drones are at 19, t2 modules are at 9 and t2 ammo is capped at 19 max runs per install. Seems like a bug? |

Sigras
Conglomo
804
|
Posted - 2014.06.17 07:15:00 -
[104] - Quote
Sigras wrote:it looks like the POS discount is WAY out of whack
Im using a component assembly array (supposed to give a 2% discount) and each run costs 7.425 sylramic fibers and 29.7 crystalline carbonide
that same BPO in a station costs me 9.9 sylramic fibers and 39.6 crystalline carbonide per run
thats a 25% discount not 2%
additionally I was also able to start an invention job without selecting an outcome .... im excited to see what comes out. It doesnt seem to be related to the number of arrays online either, and there are no teams active here either... any thoughts? |

Alexander Lion
Dragon Clan Nulli Secunda
5
|
Posted - 2014.06.17 12:13:00 -
[105] - Quote
I would like to know on which base the System Costs are calculated. are they bassed on total jobs, on an time pool or the number of chras which install the jobs?
I installed a frighter BPO for ME research yesterday and the System Costs where a Lvl 0. i had to pay 415k to research to lvl 3. i did this job with 6 BPOs at the same time. today the same job costs 16.5mil, this is about 40 times as much. there are no other research facilities in the system, nor stations with research facilities.
So basicly i can **** up everybodies research/production by putting up a pos and installing some BPOs, research them and then the system costs explode for everyboddy.
i think i have to by some towers and annoy some prodders. |

mr roadkill
Mystery Incorporated
20
|
Posted - 2014.06.17 19:35:00 -
[106] - Quote
So putting up a pos means you pay to run research jobs in labs that you pay to run already by fueling a tower but just you don't get taxed on it.....?
Or are pos exempt from charges since you own them?? |

Alexander Lion
Dragon Clan Nulli Secunda
5
|
Posted - 2014.06.17 19:42:00 -
[107] - Quote
nope you have to pay to install a job at your own pos |

Kusum Fawn
State Protectorate Caldari State
479
|
Posted - 2014.06.17 20:09:00 -
[108] - Quote
In pos Pay job install cost , dont pay npc station tax. In NPC station - pay job install cost, pay NPC station tax. I dont know if Sov stations ahve the same thing, but i dont think so. Job install cost is new for pos as is the npc station tax (which is in addition to the install cost of the job) 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.
|

Bugsy VanHalen
Society of lost Souls
1029
|
Posted - 2014.06.18 03:16:00 -
[109] - Quote
Not sure where to put this, but what is up with the new freighters??
You give up basically 75% of your cargo to tank it, but since you can not equip a damage controller, even with the reinforced bulkheads bonus, you can only get up to about 240,000 ehp? Why not enough CPU for a DC II?
What is the point of giving a bonus to fit reinforced bulkheads if you are stuck with 0 resists on the hull? the most important module for hull tanking is a damage controller II.
I know there was talk about being careful to not make them too gank resistant, but WTF, reducing the cargohold to just over 300,000m3 with 3 reinforced bulkhead II's you should do better than 240,000 ehp. I do not see how ~500,000 ehp is overpowered for a max tanked freighter, they would still be dead slow and easy to gank, Cut it down to 2 low slots, but give us a CPU bonus to fit a damage controller. Hulk tanking is actually feasible for capital ships, and what else would you expect for a capital industrial. I have always hull tanked my ORCA's, give the freighter a "real" hull tanking option. A 75% reduction in cargo for a decent hull tank is a fair option. Or change the penalty on the reinforced bulkhead II from -20% cargo to a speed and/or agility penalty. So you are not giving up 75% of your cargo for a 20% increase to tank.
For me, the lost cargo needed to get this pathetic amount of tank, and it is pathetic for a capital ship. A max tanked freighter should be in the 500,000 ehp range, cargo reduced to around 300,000m3 when max tanked is acceptable. there should also be a good speed/agility option, inertial stabilizers, and overdrives, do not have much impact.
There should basically be three options for freighter pilots. A speed/agility fit, for faster align times and travel, A cargo fit, and a tank fit. These should not be slight variations, but significant changes. Speed fit should have base cargo, weakest tank, but great algin and travel times, get you where you are going much faster. Tank fit should have smallest cargo, base speed, but have huge ehp, while the cargo fit would have base ehp, slowest speed, and huge cargo
Please give us enough power grid and CPU to be creative with some fits, and we will sort this out ourselves. If someone comes up with a unexpected fit that is overpowered, you can easily make another pass. Would it really be so bad to give freights so love and ability to resist ganking comparable to what the mining ships got. If this is all you are going to do, then might as well have not even touched them. |

Bugsy VanHalen
Society of lost Souls
1029
|
Posted - 2014.06.18 03:19:00 -
[110] - Quote
double post sorry |

Bugsy VanHalen
Society of lost Souls
1029
|
Posted - 2014.06.18 03:25:00 -
[111] - Quote
Not sure where to put this, but what is up with the new freighters??
You give up basically 75% of your cargo to tank it, but since you can not equip a damage controller, even with the reinforced bulkheads bonus, you can only get up to about 240,000 ehp? Why not enough CPU for a DC II?
What is the point of giving a bonus to fit reinforced bulkheads if you are stuck with 0 resists on the hull? the most important module for hull tanking is a damage controller II.
I know there was talk about being careful to not make them too gank resistant, but WTF, reducing the cargohold to just over 300,000m3 with 3 reinforced bulkhead II's you should do better than 240,000 ehp. I do not see how ~500,000 ehp is overpowered for a max tanked freighter, they would still be dead slow and easy to gank, Cut it down to 2 low slots, but give us a CPU bonus to fit a damage controller. Hulk tanking is actually feasible for capital ships, and what else would you expect for a capital industrial. I have always hull tanked my ORCA's, give the freighter a "real" hull tanking option. A 75% reduction in cargo for a decent hull tank is a fair option. Or change the penalty on the reinforced bulkhead II from -20% cargo to a speed and/or agility penalty. So you are not giving up 75% of your cargo for a 20% increase to tank.
For me, the lost cargo needed to get this pathetic amount of tank, and it is pathetic for a capital ship. A max tanked freighter should be in the 500,000 ehp range, cargo reduced to around 300,000m3 when max tanked is acceptable. there should also be a good speed/agility option, inertial stabilizers, and overdrives, do not have much impact.
There should basically be three options for freighter pilots. A speed/agility fit, for faster align times and travel, A cargo fit, and a tank fit. These should not be slight variations, but significant changes. Speed fit should have base cargo, weakest tank, but great algin and travel times, get you where you are going much faster. Tank fit should have smallest cargo, base speed, but have huge ehp, while the cargo fit would have base ehp, slowest speed, and huge cargo
Please give us enough power grid and CPU to be creative with some fits, and we will sort this out ourselves. If someone comes up with a unexpected fit that is overpowered, you can easily make another pass. Would it really be so bad to give freights so love and ability to resist ganking comparable to what the mining ships got. Most mining ships now require a ganking fleet that costs more than the value of the ship. Give freighter the same treatment. currently, according to miniluv doctrine it costs about 800,000,000 isk to gank a freighter. It should be well over 1,000,000,000. If this is all you are going to do, then might as well have not even touched them. |
|

CCP Greyscale
C C P C C P Alliance
2386

|
Posted - 2014.06.18 10:41:00 -
[112] - Quote
Sigras wrote:CCP Greyscale wrote:Sigras wrote:Also I just invented a BPC with no decryptors and a 0/0 input BPC and it came out ME 2% PE 4% I thought everything was being rebalanced so that it was ME 0 PE 0 base with decryptors giving you a bonus?
Additionally I found that the materials required to build were equivalent to -4.5 ME of the old system...
Lastly, I found that the RAM tech tools have not yet been changed over yet... :( What changes were you expecting to see in RAMs? The posted change about removing damage and multiplying by 100 etc...
Yeah ok, I'll look into that.
peroxide chase wrote:Have t2 BPO's have their base build cost permanently adjusted 35% upward, along with new material requirements added on all non ammo BPO's?
T2 Ship BPO's seem to be capped at 9 runs at a time, t2 drones are at 19, t2 modules are at 9 and t2 ammo is capped at 19 max runs per install. Seems like a bug?
Build costs up, yes, to balance the invention buff out. Max runs per install should be limited to 30 days IIRC, not sure if that's related to what you're seeing or not? The numbers seem to be really weird there, everything ending with a 9 is not something we'd set up on purpose :) |
|
|

CCP Greyscale
C C P C C P Alliance
2387

|
Posted - 2014.06.18 11:04:00 -
[113] - Quote
RAMs are working internally at least, I haven't verified SiSi but they *should* (apparently) be divided up there too. |
|

Droidyk
Maniacal Miners INC No Safe Haven
73
|
Posted - 2014.06.18 12:45:00 -
[114] - Quote
It is the opposite for me, every blueprint I invent ends up on 1 run no matter how many runs on tech I copy. |
|

CCP Greyscale
C C P C C P Alliance
2389

|
Posted - 2014.06.18 13:15:00 -
[115] - Quote
Droidyk wrote:It is the opposite for me, every blueprint I invent ends up on 1 run no matter how many runs on tech I copy.
Every run should result in a max-run T2 BPC, subject to decryptors changing this. The runs on the T1 copy should make no difference. Note that T2 modules now have 10 max runs and T2 ships/rigs now have 1 max runs. |
|

Yongtau Naskingar
Yongtau Naskingar Corporation
36
|
Posted - 2014.06.18 13:22:00 -
[116] - Quote
CCP Greyscale wrote:Droidyk wrote:It is the opposite for me, every blueprint I invent ends up on 1 run no matter how many runs on tech I copy. Every run should result in a max-run T2 BPC, subject to decryptors changing this. The runs on the T1 copy should make no difference. Note that T2 modules now have 10 max runs and T2 ships/rigs now have 1 max runs. So you get 10 runs on a ship when using an Augmentation, even though the 'max runs' is 1? 'Max runs' is more of a guideline, then.
I'm aware there's some high-run BPCs from before the copy limit was introduced, just wondering if it's intentional. Might be a bit confusing to call it max runs then. (And I thought this patch was to reduce confusion :) |

Unkind Omen
Voyagers Inc.
42
|
Posted - 2014.06.18 13:47:00 -
[117] - Quote
CCP Greyscale wrote:Droidyk wrote:It is the opposite for me, every blueprint I invent ends up on 1 run no matter how many runs on tech I copy. Every run should result in a max-run T2 BPC, subject to decryptors changing this. The runs on the T1 copy should make no difference. Note that T2 modules now have 10 max runs and T2 ships/rigs now have 1 max runs.
Why not change decryptors so that they just work as a run multiplier instead? "You get max runs times decryptor output multiplier"?
Example: former +0 runs decryptor get x1 multiplier instead. And a ship bpc invented with former +0 runs decryptor gets max runs(1) x multiplier = 1 run. Former +9 runs decryptor gets x10 multiplier so the ship bpc invented with this gets max runs(1) x multiplier = 10 runs.
This will also fix the decryptors usage for modules and ammunition allowing to multiply 10 default runs by x10 from a max run decryptor instead of just getting 10+9.
|
|

CCP Greyscale
C C P C C P Alliance
2389

|
Posted - 2014.06.18 13:55:00 -
[118] - Quote
Unkind Omen wrote:CCP Greyscale wrote:Droidyk wrote:It is the opposite for me, every blueprint I invent ends up on 1 run no matter how many runs on tech I copy. Every run should result in a max-run T2 BPC, subject to decryptors changing this. The runs on the T1 copy should make no difference. Note that T2 modules now have 10 max runs and T2 ships/rigs now have 1 max runs. Why not change decryptors so that they just work as a run multiplier instead? "You get max runs times decryptor output multiplier"? Example: former +0 runs decryptor get x1 multiplier instead. And a ship bpc invented with former +0 runs decryptor gets max runs(1) x multiplier = 1 run. Former +9 runs decryptor gets x10 multiplier so the ship bpc invented with this gets max runs(1) x multiplier = 10 runs. This will also fix the decryptors usage for modules and ammunition allowing to multiply 10 default runs by x10 from a max run decryptor instead of just getting 10+9.
We're expecting to revisit decryptors more comprehensively in the near post-Crius future :) |
|

Makari Aeron
The Shadow's Of Eve TSOE Consortium
101
|
Posted - 2014.06.18 15:13:00 -
[119] - Quote
CCP Greyscale wrote:Droidyk wrote:It is the opposite for me, every blueprint I invent ends up on 1 run no matter how many runs on tech I copy. Every run should result in a max-run T2 BPC, subject to decryptors changing this. The runs on the T1 copy should make no difference. Note that T2 modules now have 10 max runs and T2 ships/rigs now have 1 max runs.
Max runs are 10 on Adaptive Invul Field II, I'm still getting 1 run on a T2 BPC after inventing. CCP RedDawn: Ugly people are just playing life on HARD mode. Personally, I'm playing on an INFERNO difficulty...
|
|

CCP Greyscale
C C P C C P Alliance
2391

|
Posted - 2014.06.18 15:29:00 -
[120] - Quote
Makari Aeron wrote:CCP Greyscale wrote:Droidyk wrote:It is the opposite for me, every blueprint I invent ends up on 1 run no matter how many runs on tech I copy. Every run should result in a max-run T2 BPC, subject to decryptors changing this. The runs on the T1 copy should make no difference. Note that T2 modules now have 10 max runs and T2 ships/rigs now have 1 max runs. Max runs are 10 on Adaptive Invul Field II, I'm still getting 1 run on a T2 BPC after inventing.
I think there's still a bug there that Nullabor's got on his to-fix list. |
|

Sigras
Conglomo
807
|
Posted - 2014.06.18 19:00:00 -
[121] - Quote
CCP Greyscale wrote:RAMs are working internally at least, I haven't verified SiSi but they *should* (apparently) be divided up there too. sorry, apparently I was just looking at the show info window :( my bad...
Any thoughts on the 25% discount I seem to be getting for manufacturing in a POS instead of a station?
EDIT: to clarify, right now I seem to be getting a 25% material discount not a 25% job cost discount. When i put a BPC in for manufacturing at a POS, the build quote is 25% less than when I put that same BPC in at a station. |
|

CCP Greyscale
C C P C C P Alliance
2393

|
Posted - 2014.06.19 10:31:00 -
[122] - Quote
Sigras wrote:CCP Greyscale wrote:RAMs are working internally at least, I haven't verified SiSi but they *should* (apparently) be divided up there too. sorry, apparently I was just looking at the show info window :( my bad... Any thoughts on the 25% discount I seem to be getting for manufacturing in a POS instead of a station? EDIT: to clarify, right now I seem to be getting a 25% material discount not a 25% job cost discount. When i put a BPC in for manufacturing at a POS, the build quote is 25% less than when I put that same BPC in at a station.
That's almost certainly not by design and should be getting resolved soon. |
|

Kitty Kanyon
Boundless Invention
0
|
Posted - 2014.06.19 13:40:00 -
[123] - Quote
I'm getting this error trying to invent:
Quote: Unable to install job due to the following reasons: The job cost has changed
Error.MISMATCH_COST (1284, 1020)
This was after successfully ran some invention jobs. I can't invent anything anymore.
From the UI:
- Please list times as XXd XXm XXh XXs. This 00:00:00:00 in the UI is awful and confusing.
- The window needs to be resizeable, specifically so it can be wider. Especially since there's no horizontal scroll bar.
- Filter is nice, but you really should have the inventory filter here with custom filters.
- Is it me, or has per run copy times for modules actually become longer? And a LOT longer? I thought copying was going to become shorter, not longer!
|

Makari Aeron
The Shadow's Of Eve TSOE Consortium
102
|
Posted - 2014.06.19 13:58:00 -
[124] - Quote
Copying has become longer on smaller items. However, you're supposed to be able to make a Max Run T2 BPC from 1 invention run from a T1 BPC. Post patch, you only invent 1 run on a T1 BPC, not the entire max run BPC. Or so I was led to believe after a short forum post clarification from CCP Grayscale. As of yesterday, SiSi was still not working as intended for this feature. So while copy time has indeed increased, where invention is concerned it has decreased. However, invention time has nearly doubled too. This isn't a problem for me because I only used one mobile lab and stacked jobs. Now I can do all 10 at once. What does concern me is the manufacturing time of the T2 BPC seems to have increased as well. CCP RedDawn: Ugly people are just playing life on HARD mode. Personally, I'm playing on an INFERNO difficulty...
|

Captain Davy
Pradox One Proficiency V.
0
|
Posted - 2014.06.19 17:59:00 -
[125] - Quote
Just stealing the blue tag on this post.
Since Crius patch is industry stuff... can you guys finally deploy a "sell all" option, that would work similar to contract with checkboxes and each price listed with the respective +- % of the average sell price?
come on guys it is a pain to sell like 300 items. and i am sure this is a piece of cake to implement compared to the new industry UI. |
|

CCP Nullarbor
C C P C C P Alliance
731

|
Posted - 2014.06.19 22:28:00 -
[126] - Quote
CCP Greyscale wrote:Makari Aeron wrote:CCP Greyscale wrote:Droidyk wrote:It is the opposite for me, every blueprint I invent ends up on 1 run no matter how many runs on tech I copy. Every run should result in a max-run T2 BPC, subject to decryptors changing this. The runs on the T1 copy should make no difference. Note that T2 modules now have 10 max runs and T2 ships/rigs now have 1 max runs. Max runs are 10 on Adaptive Invul Field II, I'm still getting 1 run on a T2 BPC after inventing. I think there's still a bug there that Nullabor's got on his to-fix list.
Confirming this is a known issue, we will push a fix for it next week hopefully. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
|

asteroidjas
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
79
|
Posted - 2014.06.20 00:19:00 -
[127] - Quote
Sooo, when can we expect to not essentially pay more than double for T1 items? (job cost being the same or higher than material cost for said item)
Out of curiosity...what is the cut-off date for deciding too much is still broken to attempt to deploy in 1 months time....and or how many of these known (or otherwise obviously broken issues) bugs will be considered acceptable to deploy to TQ anyways.
I only ask because "will push for a fix next week hopefully" with only 5 weeks to deployment (after this whole thing was already pulled out of a release) makes me a bit leery. |

Makari Aeron
The Shadow's Of Eve TSOE Consortium
102
|
Posted - 2014.06.20 00:45:00 -
[128] - Quote
asteroidjas wrote:Sooo, when can we expect to not essentially pay more than double for T1 items? (job cost being the same or higher than material cost for said item)
Out of curiosity...what is the cut-off date for deciding too much is still broken to attempt to deploy in 1 months time....and or how many of these known (or otherwise obviously broken issues) bugs will be considered acceptable to deploy to TQ anyways.
I only ask because "will push for a fix next week hopefully" with only 5 weeks to deployment (after this whole thing was already pulled out of a release) makes me a bit leery.
Sounds like it's fixed internally but hasn't been approved for SiSi. CCP RedDawn: Ugly people are just playing life on HARD mode. Personally, I'm playing on an INFERNO difficulty...
|

Dex Nederland
Lai Dai Infinity Systems The Fourth District
203
|
Posted - 2014.06.20 04:35:00 -
[129] - Quote
Soldarius wrote:Why does this keep coming up? The taxes you charge do NOT come out of players' wallets. They come out of the corp wallet to which that player has been given access. The player that uses the array is not paying for it, unless he/she is donating to the corp wallet. In which case, just have them donate. Or you can charge a nominal membership fee per month. Its the exact same effect without all the extra effort.
Don't get me wrong, I'm all for being able to set array fees. But until players can pay directly from their own wallet or select from a corp wallet like they can for market transactions, then array taxation does not work. In order to copy a locked Blueprint in a Corporate Hangar, players have to be given access to a Corp Wallet and the job is a corporate job, regardless of station, starbase, or outpost. They can do this even if the only role they have is Query (fairly low risk). So, even post Crius changes, at least one corporation is going to have an access wallet setup for members to make BPCs from corporate BPO libray.
So, it is a tool others are currently using to manage access/use/funding of corporate assets. It does result in some click-overhead - donate Xk ISK to the Access Wallet to make copies/use array - but it is how we are managing our corps. Lai Dai Infinity Systems |

Sentient Blade
Crisis Atmosphere
1270
|
Posted - 2014.06.20 08:41:00 -
[130] - Quote
Going at a tangent here...
I have several thousand single-run BPCs that I use for invention. They are single run by the nature of needing single runs for invention, this means I have cans containing nothing but hundreds of them. It's a pain to manage.
Now we're going to be able to use multi-run BPCs can we please get a way of trading in our individual BPCs and getting them combined into higher runs?
Maybe with a contract based system similar to what I describe for fitting ships here where we could just contract a few hundred single-runs to a CCP toon and we'd get a contract back with as many max-runs as possible + leftovers. |
|

CCP Nullarbor
C C P C C P Alliance
731

|
Posted - 2014.06.20 10:04:00 -
[131] - Quote
asteroidjas wrote:Out of curiosity...what is the cut-off date for deciding too much is still broken to attempt to deploy in 1 months time....and or how many of these known (or otherwise obviously broken issues) bugs will be considered acceptable to deploy to TQ anyways.
I only ask because "will push for a fix next week hopefully" with only 5 weeks to deployment (after this whole thing was already pulled out of a release) makes me a bit leery.
We are in really good shape with our current schedule, the issues we are seeing on SiSi are par for the course at this point in development. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
|

Red Rose
Thundercats The Initiative.
1
|
Posted - 2014.06.20 15:37:00 -
[132] - Quote
Is it possible to get any QA support on SISI testserver for upgrading outposts? Due to the lack of dayly downtime its kinda an issue to upgrade current infrastructure for reserach reasons without support by Dev / GMs. |

Chic Botany
Pator Tech School Minmatar Republic
85
|
Posted - 2014.06.21 06:17:00 -
[133] - Quote
After spending a while getting my reprocessing spreadsheet to work properly it was time to do my cap con sheet.
looked round the S&I interface and while yes it looks pretty, it lacks certain features.
Can't filter for BPO/BPC No group so can't easily find "Carriers" need to type the ship name into the filter box Hate the way that moving the scroll wheel on the mouse changes the 'Job Runs'
That aside, I started working on figures.
Started with a ME7% Nidhoggur
Ooh pretty icons on the top left for the components, but they seem to be in a weird order, not alphabetical (Propulsion engine first) thanks for making my life just a bit more difficult grrr
ok, so I need 11 Capital propulsion engines for 1 ship, but wait, I nudged my scroll wheel and now it shows 21, so moved it back and back to 11..... wait a minute, if 1 ship takes 11 propulsion engines, surely 2 ships will take 22, 3 ships take 33 etc... nope, 11,21,31,41,52,62 so each ship seems to take 10.33333rec capital propulsion engines   
When I look at other component figures, they also have some rounding going on and don't just multiply the figures for building 1 ship.
Please don't tell me this is correct? does it want a bug report or will a dev acknowledge this here so I know it's been looked at?
|

Kenneth Feld
Habitual Euthanasia Pandemic Legion
77
|
Posted - 2014.06.21 16:31:00 -
[134] - Quote
Chic Botany wrote:After spending a while getting my reprocessing spreadsheet to work properly it was time to do my cap con sheet. looked round the S&I interface and while yes it looks pretty, it lacks certain features. Can't filter for BPO/BPC No group so can't easily find "Carriers" need to type the ship name into the filter box Hate the way that moving the scroll wheel on the mouse changes the 'Job Runs' That aside, I started working on figures. Started with a ME7% Nidhoggur Ooh pretty icons on the top left for the components, but they seem to be in a weird order, not alphabetical (Propulsion engine first) thanks for making my life just a bit more difficult grrr ok, so I need 11 Capital propulsion engines for 1 ship, but wait, I nudged my scroll wheel and now it shows 21, so moved it back and back to 11..... wait a minute, if 1 ship takes 11 propulsion engines, surely 2 ships will take 22, 3 ships take 33 etc... nope, 11,21,31,41,52,62 so each ship seems to take 10.33333rec capital propulsion engines    When I look at other component figures, they also have some rounding going on and don't just multiply the figures for building 1 ship. Please don't tell me this is correct? does it want a bug report or will a dev acknowledge this here so I know it's been looked at?
Supposedly they are using "Celing" in the formula, so if you need 10.00000000001, it will use 11, but multiple runs will make it be 20.00000000002, so "Ceiling" 21 etc.
I am not sure if they are going to ceiling before after final runs, but this could happen quite a lot and we will spend weeks finding break points on all BPO's to extract the most ships from the fewest resources
|
|

CCP Greyscale
C C P C C P Alliance
2398

|
Posted - 2014.06.23 10:01:00 -
[135] - Quote
Chic Botany wrote:After spending a while getting my reprocessing spreadsheet to work properly it was time to do my cap con sheet. looked round the S&I interface and while yes it looks pretty, it lacks certain features. Can't filter for BPO/BPC No group so can't easily find "Carriers" need to type the ship name into the filter box Hate the way that moving the scroll wheel on the mouse changes the 'Job Runs' That aside, I started working on figures. Started with a ME7% Nidhoggur Ooh pretty icons on the top left for the components, but they seem to be in a weird order, not alphabetical (Propulsion engine first) thanks for making my life just a bit more difficult grrr ok, so I need 11 Capital propulsion engines for 1 ship, but wait, I nudged my scroll wheel and now it shows 21, so moved it back and back to 11..... wait a minute, if 1 ship takes 11 propulsion engines, surely 2 ships will take 22, 3 ships take 33 etc... nope, 11,21,31,41,52,62 so each ship seems to take 10.33333rec capital propulsion engines    When I look at other component figures, they also have some rounding going on and don't just multiply the figures for building 1 ship. Please don't tell me this is correct? does it want a bug report or will a dev acknowledge this here so I know it's been looked at?
11 * 0.93 = 10.23, so yeah, that's currently working as intended. |
|

Ezeus
DIGIBUS The Predictables
0
|
Posted - 2014.06.23 11:10:00 -
[136] - Quote
We did some test on SISI to produce ships from Null-sec amarr outposts. The material needed were reduced. It seems the Amarr outpost is applying a ME and PE bonus to production, reducing the amount of material needed. Is this intended or is this a bug ? |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
77
|
Posted - 2014.06.23 11:57:00 -
[137] - Quote
Ezeus wrote:We did some test on SISI to produce ships from Null-sec amarr outposts. The material needed were reduced. It seems the Amarr outpost is applying a ME and PE bonus to production, reducing the amount of material needed. Is this intended or is this a bug ?
According to the dev blog and probably 50 dev replies over the past 4 weeks, it is most certainly working as intended |

Arronicus
X-Prot Greater Western Co-Prosperity Sphere
1072
|
Posted - 2014.06.24 19:53:00 -
[138] - Quote
Chic Botany wrote: Ooh pretty icons on the top left for the components, but they seem to be in a weird order, not alphabetical (Propulsion engine first) thanks for making my life just a bit more difficult grrr
If you've done any industry in EvE before, you'll know that things are not sorted alphabetically. I'm sure there's a perfectly good reason for why they are the way they are, perhaps their entry numbers in the database or something like that, but I find it hard to believe that EvE following old patterns makes your life harder, not easier. |

Max Kolonko
High Voltage Industries Ash Alliance
423
|
Posted - 2014.06.24 22:13:00 -
[139] - Quote
Any news on how will the wastage related skill change? Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |

Bitter Fremlin
Heimatar Enhanced Fleet Industries
1
|
Posted - 2014.06.25 10:01:00 -
[140] - Quote
Dumb question time... Please humour someone with no access to Sisi.
We can find out a system's job cost variation post-Crius by starting to install a job at a facility there. But what happens when a system has no publicly available facilities? Will I have to visit each system under consideration, drop and anchor a small tower, anchor and online a lab (and maybe an assembly array), fake the job, then offline and unanchor everything and move on to the next?
Or will there be a Manufacturing Cost Index and Research Cost Index available in each system's info box, viewable by everyone from anywhere? |

Michael Ignis Archangel
Caveat Emptor Technologies LP Spaceship Samurai
44
|
Posted - 2014.06.25 16:50:00 -
[141] - Quote
Kenneth Feld wrote:Ezeus wrote:We did some test on SISI to produce ships from Null-sec amarr outposts. The material needed were reduced. It seems the Amarr outpost is applying a ME and PE bonus to production, reducing the amount of material needed. Is this intended or is this a bug ? According to the dev blog and probably 50 dev replies over the past 4 weeks, it is most certainly working as intended
I might be mistaken, but he might be referring to the very large (30% in the outpost I tried) discount it was giving. Is this related to the overly high discount given in the POS as mentioned a few replies above?
I know Amarr outposts were supposed to have some material bonus, but it seems to be mirroring the time bonus. |

Ezeus
DIGIBUS The Predictables
0
|
Posted - 2014.06.26 13:21:00 -
[142] - Quote
Michael Ignis Archangel wrote:Kenneth Feld wrote:Ezeus wrote:We did some test on SISI to produce ships from Null-sec amarr outposts. The material needed were reduced. It seems the Amarr outpost is applying a ME and PE bonus to production, reducing the amount of material needed. Is this intended or is this a bug ? According to the dev blog and probably 50 dev replies over the past 4 weeks, it is most certainly working as intended I might be mistaken, but he might be referring to the very large (30% in the outpost I tried) discount it was giving. Is this related to the overly high discount given in the POS as mentioned a few replies above? I know Amarr outposts were supposed to have some material bonus, but it seems to be mirroring the time bonus.
Yes I am referring to the 30% discount applied to the material in amarr outposts. I have seen a lot of dev-post on the POS, but no-one seem to be discussing the outpost (to my knowledge), other than the minmattar refining bonus. If someone has relevant information, coming from a dev about the amarr outpost please link it ! |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
78
|
Posted - 2014.06.27 16:36:00 -
[143] - Quote
Ezeus wrote:Michael Ignis Archangel wrote:Kenneth Feld wrote:Ezeus wrote:We did some test on SISI to produce ships from Null-sec amarr outposts. The material needed were reduced. It seems the Amarr outpost is applying a ME and PE bonus to production, reducing the amount of material needed. Is this intended or is this a bug ? According to the dev blog and probably 50 dev replies over the past 4 weeks, it is most certainly working as intended I might be mistaken, but he might be referring to the very large (30% in the outpost I tried) discount it was giving. Is this related to the overly high discount given in the POS as mentioned a few replies above? I know Amarr outposts were supposed to have some material bonus, but it seems to be mirroring the time bonus. Yes I am referring to the 30% discount applied to the material in amarr outposts. I have seen a lot of dev-post on the POS, but no-one seem to be discussing the outpost (to my knowledge), other than the minmattar refining bonus. If someone has relevant information, coming from a dev about the amarr outpost please link it !
If you read the thread that has the outstanding bugs, that one is there as well as being discussed. |

Toguri Iva
Mahe Ratu
0
|
Posted - 2014.06.28 15:37:00 -
[144] - Quote
Manufacturing costs in Sisi (approximately) for a 4 runs Heretic BPC:
Highsec: 6.900.000 ISK Low Sec: 3.500.000 ISK Null (Gallente outpost): 500.000 ISK Null (Amarr outpost): 390.000 ISK + less materials Null (NPC conquerable station): 144.500 ISK
I don't understand this, manufacturing slots are going to be cheaper in conquerable 0.0 stations?. |
|

CCP Greyscale
C C P C C P Alliance
2402

|
Posted - 2014.06.30 10:28:00 -
[145] - Quote
Toguri Iva wrote:Manufacturing costs in Sisi (approximately) for a 4 runs Heretic BPC:
Highsec: 6.900.000 ISK Low Sec: 3.500.000 ISK Null (Gallente outpost): 500.000 ISK Null (Amarr outpost): 390.000 ISK + less materials Null (NPC conquerable station): 144.500 ISK
I don't understand this, manufacturing slots are going to be cheaper in conquerable 0.0 stations?.
I'm not sure exactly how the numbers on SiSi are working right now, but as detailed at length in the costing blog, costs scale based on how busy a system is. Costs are per-system, not per-station-type. |
|

Sable Moran
Moran Light Industries
401
|
Posted - 2014.06.30 10:35:00 -
[146] - Quote
I noticed that the manufacturing times have changed a lot for some blueprints.
For example ammunition blueprints currently in TQ are all four (4) minutes per batch of 100 hundred units. Where as in Sisi they are 4 minutes for small ammo (S size, rocket, light missiles), 9 minutes for medium (M size, H and HA missiles) and 14 minutes for large (L size, cruise, torp). All numbers without skills/implants/w.e. effects.
The same type of change was done also to combat, EW and logistics drones.
On the other hand I can now produce some T2 modules more than four times faster than before.
Manufacturing times for ships seem to be unchanged.
What has prompted these changes? What is the problem that this change is trying to solve? And why these particular numbers? Why not for example keep the medium ammo mfg times the same, increase large ammo times and decrease small ammo times. Sable's Ammo Shop at Alentene V - Moon 4 - Duvolle Labs Factory. Hybrid charges, Projectile ammo, Missiles, Drones, Ships, Need'em? We have'em, at affordable prices. Pop in at our Ammo Shop in sunny Alentene. |
|

CCP Greyscale
C C P C C P Alliance
2402

|
Posted - 2014.06.30 10:40:00 -
[147] - Quote
Sable Moran wrote:I noticed that the manufacturing times have changed a lot for some blueprints.
For example ammunition blueprints currently in TQ are all four (4) minutes per batch of 100 hundred units. Where as in Sisi they are 4 minutes for small ammo (S size, rocket, light missiles), 9 minutes for medium (M size, H and HA missiles) and 14 minutes for large (L size, cruise, torp). All numbers without skills/implants/w.e. effects.
The same type of change was done also to combat, EW and logistics drones.
On the other hand I can now produce some T2 modules more than four times faster than before.
Manufacturing times for ships seem to be unchanged.
What has prompted these changes? What is the problem that this change is trying to solve? And why these particular numbers? Why not for example keep the medium ammo mfg times the same, increase large ammo times and decrease small ammo times.
See this thread: https://forums.eveonline.com/default.aspx?g=posts&t=345753 |
|

Regan Rotineque
Arch Angels Assault Force The Kadeshi
356
|
Posted - 2014.06.30 13:23:00 -
[148] - Quote
i noticed that fuel block production times have increased from 9 hrs for 12,000 blocks to more tha n 50 hours per 12,000 blocks (300 runs)
For people doing logistics and is a massive change. im now tying up build slots for days to accomplish somethng that took a few hours before.
I read the post mentioned above but i think that since the only reason to copy a fuel block bpo is to do multiple runs at a time no invention it seems a bit strong these changes to buiuld time. Can you relook at fuel blocks as a special case? |

Toguri Iva
Mahe Ratu
0
|
Posted - 2014.06.30 14:31:00 -
[149] - Quote
CCP Greyscale wrote:I'm not sure exactly how the numbers on SiSi are working right now, but as detailed at length in the costing blog, costs scale based on how busy a system is. Costs are per-system, not per-station-type.
So, it may be possible a null system with high production taxes?. Is the production taxes base the same in null, low and high, or is greater in high an low sec?. I mean base taxes in a system, when no one have started yet any production job. |

Bienator II
madmen of the skies
2719
|
Posted - 2014.06.30 16:32:00 -
[150] - Quote
CCP Greyscale wrote: -- The multi-run discount is not currently being capped; this is expected to see further balancing.
so if i understand this correctly CCP wants to encourage longer jobs (build multiple ships) via reduced costs. However this only really works if you are using BPOs, right? I mean if i want to build 20 slicers i have 20x 1 run BPCs and run into the worst case scenario.
Are there any plans to be able to concatenate several BPCs into one long job? Otherwise i don't really see why the cost reduction based on job length is there in the first place. I bet most jobs are run from BPCs and not BPOs. eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |
|

CCP Greyscale
C C P C C P Alliance
2402

|
Posted - 2014.06.30 18:15:00 -
[151] - Quote
Toguri Iva wrote:CCP Greyscale wrote:I'm not sure exactly how the numbers on SiSi are working right now, but as detailed at length in the costing blog, costs scale based on how busy a system is. Costs are per-system, not per-station-type. So, May it be possible a null system with high production taxes?. Is the production taxes base the same in null, low and high, or is greater in high an low sec?. I mean base taxes in a system, when no one have started yet any production job.
There's no variation in base numbers between different systems. Some facilities (including station types) do give bonuses to that cost, but in a non-station system (probably building in a starbase in that case) the base numbers are the same everywhere.
Bienator II wrote:CCP Greyscale wrote: -- The multi-run discount is not currently being capped; this is expected to see further balancing.
so if i understand this correctly CCP wants to encourage longer jobs (build multiple ships) via reduced costs. However this only really works if you are using BPOs, right? I mean if i want to build 20 slicers i have 20x 1 run BPCs and run into the worst case scenario. Are there any plans to be able to concatenate several BPCs into one long job? Otherwise i don't really see why the cost reduction based on job length is there in the first place. I bet most jobs are run from BPCs and not BPOs.
We're iterating on this right now, stay tuned for more info. |
|

Toguri Iva
Mahe Ratu
0
|
Posted - 2014.06.30 19:23:00 -
[152] - Quote
CCP Greyscale wrote:There's no variation in base numbers between different systems. Some facilities (including station types) do give bonuses to that cost, but in a non-station system (probably building in a starbase in that case) the base numbers are the same everywhere.
Ok, thanks for the info :)
|

Captain Davy
Dynamic Composites Limited Expectations
0
|
Posted - 2014.06.30 21:18:00 -
[153] - Quote
There is any word on what the Material Efficiency Skill will do on crius?? right now it doesnt do anything on SISI.
There is a chance that the SP will be refunded? |

Toguri Iva
Mahe Ratu
0
|
Posted - 2014.06.30 22:45:00 -
[154] - Quote
The new industry UI allows you to compare the production costs in different facilities in your region or facilities in stations you've BPO or BPC. I'm comparing the new system cost index bar and there is a 10% tax in NPC stations and 0% tax in player outposts. Tax is different in all stations in the region, maybe this is because there are many players testing the new system in this region (Delve). |
|

CCP Greyscale
C C P C C P Alliance
2406

|
Posted - 2014.07.01 09:59:00 -
[155] - Quote
Captain Davy wrote:There is any word on what the Material Efficiency Skill will do on crius?? right now it doesnt do anything on SISI.
There is a chance that the SP will be refunded?
We're still finalizing this, but we're very keen to have something for it to do that doesn't involve reimbursement. |
|

Sentient Blade
Crisis Atmosphere
1271
|
Posted - 2014.07.01 10:18:00 -
[156] - Quote
CCP Greyscale wrote:Captain Davy wrote:There is any word on what the Material Efficiency Skill will do on crius?? right now it doesnt do anything on SISI.
There is a chance that the SP will be refunded? We're still finalizing this, but we're very keen to have something for it to do that doesn't involve reimbursement.
What really is there left? That skill is was one of the longest and literally the most essential to train for any industrialist under the old system. One of the first, that any new industry toon trains.
You'd be hard pressed to find a replacement role, that's not already covered by other skills, which is equal to the 1.5 weeks it takes to train.
Really Advanced Mass Production? (+5 slots)
Advanced Industry? (25% time saving)
Production Expert? (ME bonus multiplier to multiple runs) |
|

CCP Greyscale
C C P C C P Alliance
2407

|
Posted - 2014.07.01 10:53:00 -
[157] - Quote
Sentient Blade wrote:CCP Greyscale wrote:Captain Davy wrote:There is any word on what the Material Efficiency Skill will do on crius?? right now it doesnt do anything on SISI.
There is a chance that the SP will be refunded? We're still finalizing this, but we're very keen to have something for it to do that doesn't involve reimbursement. What really is there left? That skill is was one of the longest and literally the most essential to train for any industrialist under the old system. One of the first, that any new industry toon trains. You'd be hard pressed to find a replacement role, that's not already covered by other skills, which is equal to the 1.5 weeks it takes to train. Really Advanced Mass Production? (+5 slots) Advanced Industry? (25% time saving) Production Expert? (ME bonus multiplier to multiple runs)
It's also (IIRC) a second-tier, rank 3 skill, which *should* be an advanced, optional, comparatively-low-impact skill. Yes, it's essential currently, but no, it's very definitely *not* going to be turned into something equally essential, because its current form is a huge accessibility problem for industry and we're not going to keep it that way just to keep it consistent with the old design :) |
|

Rivr Luzade
Coreli Corporation Ineluctable.
605
|
Posted - 2014.07.01 10:59:00 -
[158] - Quote
So a refund. 
Because everything else would turn it into "a huge accessibility problem for industry".  |
|

CCP Greyscale
C C P C C P Alliance
2407

|
Posted - 2014.07.01 11:48:00 -
[159] - Quote
Rivr Luzade wrote:So a refund.  Because everything else would turn it into "a huge accessibility problem for industry".  By the way, since when does CCP think that lengthy specialization is a problem?  If I recall your stance correctly, specialization in mining and reprocessing is supposed to take a lot of time. How is industry different? And do not think about giving me that the ME skill keeps players out of the industry. It is just as essential for the activity as any reprocessing skill in order to be absolutely efficient. Even if you don't have ME V, you can still produce with lots of profits if you buy minerals for cheap prices - and this actually forces encourages players to think about what they do, how they do it and how it's done most efficiently even with lackluster skills. And it shows them that every activity involves effort in EVE. You want to take that away?
At its current TQ power level, it's not a specialization, it's a requirement to be competitive, and it's a completely arbitrary requirement. It's not even interacting with other systems, it's just an artificial wastage that's imposed solely so the skill can take it away again.
We're looking to find a bonus we can give it that's in line with what you'd expect from the skill's attributes. We're not going to make it as powerful as it's previously been. We don't want to give out a refund. |
|

Sentient Blade
Crisis Atmosphere
1271
|
Posted - 2014.07.01 11:58:00 -
[160] - Quote
Opportunity Cost (Rank 3)
10% reduction in wardec costs against indy corps which think ore is free just because they've mined it. |

Rivr Luzade
Coreli Corporation Ineluctable.
605
|
Posted - 2014.07.01 12:02:00 -
[161] - Quote
CCP Greyscale wrote: At its current TQ power level, it's not a specialization, it's a requirement to be competitive, and it's a completely arbitrary requirement. It's not even interacting with other systems, it's just an artificial wastage that's imposed solely so the skill can take it away again.
We're looking to find a bonus we can give it that's in line with what you'd expect from the skill's attributes. We're not going to make it as powerful as it's previously been. We don't want to give out a refund.
It is not a requirement. It sure makes it harder if you don't have it at V and you lose out on some profits, but it is not required. Of course, if you are not fully skilled in that area, you cannot expect to make profits with Jita Sell Order minerals, nor Jita Buy Order minerals. Hence, the lack of skill, which everyone of us has had in the past, requires you to think, rather than just get candy handed to you.
I just had a quicky on EVE-Cost with a ME50 Apoc (replace with random stuff. Apoc just was interesting because it's profitable atm) with ME V and ME IV, and the profit difference between the two is of course the 5%, which resulted in a profit per run of 8.2M with ME5 and 200k with ME IV with Jita Buy Order minerals, so even with ME IV you get a tiny profit out of that. And if go collect your minerals in border regions with buy orders well below Jita, you can turn an Apoc into a lot more money, even with ME IV. Naturally, you have to compare and put more effort into getting your profits if you lack skills. If I remember it right, this always has been used to be the case in EVE.
I am looking forward to what you make of it, though.  |

Chi'Nane T'Kal
Interminatus Aeterna Anima
269
|
Posted - 2014.07.01 12:08:00 -
[162] - Quote
CCP Greyscale wrote:Rivr Luzade wrote:So a refund.  Because everything else would turn it into "a huge accessibility problem for industry".  By the way, since when does CCP think that lengthy specialization is a problem?  If I recall your stance correctly, specialization in mining and reprocessing is supposed to take a lot of time. How is industry different? And do not think about giving me that the ME skill keeps players out of the industry. It is just as essential for the activity as any reprocessing skill in order to be absolutely efficient. Even if you don't have ME V, you can still produce with lots of profits if you buy minerals for cheap prices - and this actually forces encourages players to think about what they do, how they do it and how it's done most efficiently even with lackluster skills. And it shows them that every activity involves effort in EVE. You want to take that away? At its current TQ power level, it's not a specialization, it's a requirement to be competitive, and it's a completely arbitrary requirement. It's not even interacting with other systems, it's just an artificial wastage that's imposed solely so the skill can take it away again. We're looking to find a bonus we can give it that's in line with what you'd expect from the skill's attributes. We're not going to make it as powerful as it's previously been. We don't want to give out a refund.
And yet, in its current TQ implementation the skill is unique in that it benefits both big industrialists and hobby producers (i.e. people who selectively produce to safe cost). Changing it to affecting production times or something similar will only benefit industrialists.
Besides, your skill description (absolute requirement to be competitive/wastage imposed solely so the skill can take it away) kinda reminds me of...learning skills? ;)
|

Calorn Marthor
Standard Fuel Company
33
|
Posted - 2014.07.01 12:40:00 -
[163] - Quote
CCP Greyscale wrote: At its current TQ power level, it's not a specialization, it's a requirement to be competitive, and it's a completely arbitrary requirement. It's not even interacting with other systems, it's just an artificial wastage that's imposed solely so the skill can take it away again.
We're looking to find a bonus we can give it that's in line with what you'd expect from the skill's attributes. We're not going to make it as powerful as it's previously been. We don't want to give out a refund.
Make it a team bonus bonus then. If that does not break everything else.
+5-+25% more bonus from teams. If the choice "team yes/no" is situational and not always "yes or you are dumb", then such a bonus will not be a "requirement".
1. ->learn basic industry 2. ->try out teams 3. ->specialize on those situations
If anything, then chars without the skill will be not/less competitive in situations where there is a massive use of teams. As they are designed to be the "pull" element, this should happen in the places that are going to be production hubs. I imagine more advanced/specialized producers hanging out there and generally a higher level of competition. The skill might be less powerful in less busy areas that are dominated by the "push" part of the production costs.
Does that make any sense? :-D |

Calorn Marthor
Standard Fuel Company
33
|
Posted - 2014.07.01 14:39:00 -
[164] - Quote
Calorn Marthor wrote:
If anything, then chars without the skill will be not/less competitive in situations where there is a massive use of teams. As they are designed to be the "pull" element, this should happen in the places that are going to be production hubs. I imagine more advanced/specialized producers hanging out there and generally a higher level of competition. The skill might be less powerful in less busy areas that are dominated by the "push" part of the production costs.
Does that make any sense? :-D
Then again... Do we want the "pull" to be stronger for more experienced players/highly skilled characters?
Thinking about it a bit more I come to the conclusion that maybe it's better the other way around... stronger "pull" for new players to get them into cooperative gameplay (hopefully) and then a stronger "push" for the veterans to populate the quieter areas of space.
That would mean there would be room for a specialization skill that partially negates the disadvantage of not sitting on the biggest blob but favors taking advantage of the cost reduction in sparsely populated areas.
Example: a "default" team bonus when using no other team or a flat additive modifier to the teams bonus (i.e. a 2% ME team becomes a 3% ME team, but a 6% ME team "only" gets 7%). That would reduce the gap between really good and rather average teams for skilled producers. |

Angel Bram
Pator Tech School Minmatar Republic
1
|
Posted - 2014.07.01 23:03:00 -
[165] - Quote
Calorn Marthor wrote:
Make it a team bonus bonus then. If that does not break everything else.
+5-+25% more bonus from teams. If the choice "team yes/no" is situational and not always "yes or you are dumb", then such a bonus will not be a "requirement".
1. ->learn basic industry 2. ->try out teams 3. ->specialize on those situations
If anything, then chars without the skill will be not/less competitive in situations where there is a massive use of teams. As they are designed to be the "pull" element, this should happen in the places that are going to be production hubs. I imagine more advanced/specialized producers hanging out there and generally a higher level of competition. The skill might be less powerful in less busy areas that are dominated by the "push" part of the production costs.
Does that make any sense? :-D
I could see this going the same direction as fleet bonuses. Adding a manufacturing forman to the mix and an in system manufacturing bonus. Material / time / chance for tech II based on skills and foreman level. |

Angelina Duvolle
Homeworld Technologies
39
|
Posted - 2014.07.02 17:00:00 -
[166] - Quote
Since their is a goal of making entry into industry easier, could we double, or triple the amount of jobs, research, invention that people can do, that are currently restricted by skills. the limits seem to be somewhat pointless now in some ways. Perhaps 2 jobs per level of skill?
|

Dero de'Asketh
Onasdottir Armaments Surveying and Security
0
|
Posted - 2014.07.07 15:50:00 -
[167] - Quote
CCP Greyscale wrote:At its current TQ power level...
Then change the power level...
Material Efficiency is an "obvious" skill, both in how it works (less skill means more waste) and why it is there (we've all wasted materials when starting to do something and become more efficient with experience).
ME is a useful skill, especially between rank IV and V, in that it differentiates the hobbiest producer from the industrialist.
It's an "added choice" skill, where people can either spend extra training time or more time sourcing cheaper minerals instead. Or buy more expensive blueprints with higher intrinsic ME. Or, come Crius, manufacture in a POS.
And it scales well -- the player dipping his toe into industry will (should?) be making things -- ammo, frigates, etc -- where the absolute value of any wastage is easily recovered with a couple of missions. The industrialist with a Capital factory would have to work a little harder :-) -- or train up his ME skill. But then, someone who is specialising in industry should have to specialise in their skills -- and ME I-V takes less time to train than, say, a current "perfect" hi-sec refiner needs to regain his specialty come Crius.
2% wastage per level should do it. 10% is of little consequence to someone knocking out a few rounds of ammo or some frigates for himself or his corp mates, especially compared to all the other inefficiencies in that scenario. Less than two days' training sees you at ME III, and 4% wastage is easily coverable by smart material sourcing and/or clever selling. And those wanting to a billion ISK of materials a week, or even a day, have surely chosen to become a "specialist" in Industry -- and another 15 days training should almost be a *requirement* to compete.
And perhaps most importantly... Changing a "5" to a "2" in various places should be a lot simpler and less error prone than stripping out one skill and replacing it with another that acts as a similar differentiator between amateur and pro but in an entirely different way :-) |

Galen Achu
Van Diemens Trading Corporation
14
|
Posted - 2014.07.09 14:09:00 -
[168] - Quote
The prospect mining frigate is not recognized as either "frigate" or "small class" in the "Teams" tab in the overview window. This does work for the venture mining frigate. |
|

CCP Greyscale
C C P C C P Alliance
2429

|
Posted - 2014.07.10 11:10:00 -
[169] - Quote
Galen Achu wrote:The prospect mining frigate is not recognized as either "frigate" or "small class" in the "Teams" tab in the overview window. This does work for the venture mining frigate.
Punkturis just fixed this internally, it should now be recognized as a "small class"; it's not a "frigate" because that's only for T1 frigates, which the Venture is but the Prospect isn't. |
|

MailDeadDrop
Rage and Terror Against ALL Authorities
354
|
Posted - 2014.07.10 15:47:00 -
[170] - Quote
CCP Greyscale wrote:Galen Achu wrote:The prospect mining frigate is not recognized as either "frigate" or "small class" in the "Teams" tab in the overview window. This does work for the venture mining frigate. Punkturis just fixed this internally, it should now be recognized as a "small class"; it's not a "frigate" because that's only for T1 frigates, which the Venture is but the Prospect isn't. Then wouldn't it make sense for the "frigate" label to be changed to "T1 frigate" or similar to avoid confusion?
MDD |

Arronicus
Caldari Navy Reconnaissance
1089
|
Posted - 2014.07.10 20:23:00 -
[171] - Quote
MailDeadDrop wrote:CCP Greyscale wrote:Galen Achu wrote:The prospect mining frigate is not recognized as either "frigate" or "small class" in the "Teams" tab in the overview window. This does work for the venture mining frigate. Punkturis just fixed this internally, it should now be recognized as a "small class"; it's not a "frigate" because that's only for T1 frigates, which the Venture is but the Prospect isn't. Then wouldn't it make sense for the "frigate" label to be changed to "T1 frigate" or similar to avoid confusion? MDD
Makes more sense to me to leave it as small class, considering you wouldn't call a stealth bomber a frigate, or an interceptor a frigate, even though thats what their hull was built out of. 'Small class' seems apt enough. |

Grenn Putubi
Swag Co. SWAG Co
58
|
Posted - 2014.07.10 23:13:00 -
[172] - Quote
I'm not sure if this has been asked before, but a quick search of the forums didn't come up with anything. I'm also not sure if this is the right thread to ask about this in, but I'll do it anyhow:
Is the 10% NPC tax for manufacturing and refining in stations still avoidable through having high standings with the corp that owns the station? |

Captain Davy
Macabre Votum Northern Coalition.
0
|
Posted - 2014.07.11 13:10:00 -
[173] - Quote
I have noticed some inconsistencies with the BPO mapping:
On TQ i used to have a T2 PBC of "Capital energy discharge elutriation II" at ME0 and PE0. On sisi i got the same PBC with ME +9% and TE +18%.
However, material costs of building it on TQ is lower than on SISI: 22/55/55 vs 28/69/69 for the Current Pump / Interface Circuit / Micro Circuit materials.
Iv noticed the same problem with all my T2 BPCs.
Is this a bug, or by design?
Also a Small Proton Smartbomb II used to be ME -4 and PE-4 and now it is ME +6% TE and +14% The old version of it used Mex/Morph/Nocx/Zyd + Plasma Pulse generator + the T1 version (81/3/6/6 + 4 + 1). Now it uses only Morph/zyd + Plasma Pulse generator + T1 mod (3/4 + 6 + 1)
I dont understand the consistency of the mapping at all. |
|

CCP Greyscale
C C P C C P Alliance
2433

|
Posted - 2014.07.11 13:28:00 -
[174] - Quote
Captain Davy wrote:I have noticed some inconsistencies with the BPO mapping:
On TQ i used to have a T2 PBC of "Capital energy discharge elutriation II" at ME0 and PE0. On sisi i got the same PBC with ME +9% and TE +18%.
However, material costs of building it on TQ is lower than on SISI: 22/55/55 vs 28/69/69 for the Current Pump / Interface Circuit / Micro Circuit materials.
Iv noticed the same problem with all my T2 BPCs.
Is this a bug, or by design?
Also a Small Proton Smartbomb II used to be ME -4 and PE-4 and now it is ME +6% TE and +14% The old version of it used Mex/Morph/Nocx/Zyd + Plasma Pulse generator + the T1 version (81/3/6/6 + 4 + 1). Now it uses only Morph/zyd + Plasma Pulse generator + T1 mod (3/4 + 6 + 1)
I dont understand the consistency of the mapping at all.
Build cost comparison: yes, this will happen, because the impact of decryptors on build cost is *significantly* reduced currently. On a raw, undecrypted BPC you should be around the same material costs, but on TQ the jump from -4 to 0 is reducing your build costs by ~50%, whereas the same decryptor on SiSi is moving you from 2% to 6% and thus reducing your build costs by ~4%.
On the T1 materials in the T2 smartbomb, yes, they've deliberately all been removed from the T2 items, and replaced with T2 components of roughly equivalent value. |
|

Captain Davy
Macabre Votum Northern Coalition.
0
|
Posted - 2014.07.11 13:38:00 -
[175] - Quote
So, basically the descriptors are almost useless on cirus?
Tnx for the reply =) |

Rivr Luzade
Coreli Corporation Ineluctable.
620
|
Posted - 2014.07.11 14:34:00 -
[176] - Quote
Captain Davy wrote:So, basically the descriptors are almost useless on cirus?
there is any plan to buff the descriptors effects? otherwise you just killed the exploration minigame
Tnx for the reply =)
They are not useless. However, changes to Invention and subsequently decryptors are going to happen when CCP gives Intention some "loves" later this year. If it's something to look forward remains to be seen... |

Tzar Sinak
Mythic Heights
108
|
Posted - 2014.07.11 15:03:00 -
[177] - Quote
Grenn Putubi wrote:I'm not sure if this has been asked before, but a quick search of the forums didn't come up with anything. I'm also not sure if this is the right thread to ask about this in, but I'll do it anyhow:
Is the 10% NPC tax for manufacturing and refining in stations still avoidable through having high standings with the corp that owns the station?
I asked the same question. Here is the answer:
Quote:#13Posted: 2014.07.10 16:54 | Report Like Tzar Sinak wrote: I have been asking this because there is no specific mention of it: Do NPC Corps standings play any part of the manufacturing costs? If yes, we are still tied to the standings grind to minimize costs. If no, we are freed to travel anywhere to use any NPC station because of an across the board equality between NPC corps.
Thanks for the hard work guys.
Standings play no part in new industry cost scaling. CCP Nullarbor // Exotic Dancer // DEVGIFS |

Daenna Chrysi
Omega Foundry Unit The Ditanian Alliance
106
|
Posted - 2014.07.11 15:41:00 -
[178] - Quote
I noticed the planetary interface is getting very little love in crius, would love to get a planetary overview similar to the new industry overview. planet per planet view, with production line visualized. Wouldnt need to be necessary to be able to set production or anything like that, but a quick glance of the state of the production in neat graphical form.
to see if it is necessary to go and whip the workers a bit more =)
|

MailDeadDrop
Rage and Terror Against ALL Authorities
357
|
Posted - 2014.07.11 18:10:00 -
[179] - Quote
CCP Greyscale wrote:Captain Davy wrote:I have noticed some inconsistencies with the BPO mapping:
On TQ i used to have a T2 PBC of "Capital energy discharge elutriation II" at ME0 and PE0. On sisi i got the same PBC with ME +9% and TE +18%.
However, material costs of building it on TQ is lower than on SISI: 22/55/55 vs 28/69/69 for the Current Pump / Interface Circuit / Micro Circuit materials.
Iv noticed the same problem with all my T2 BPCs.
Is this a bug, or by design? Build cost comparison: yes, this will happen, because the impact of decryptors on build cost is *significantly* reduced currently. On a raw, undecrypted BPC you should be around the same material costs, but on TQ the jump from -4 to 0 is reducing your build costs by ~50%, whereas the same decryptor on SiSi is moving you from 2% to 6% and thus reducing your build costs by ~4%. That doesn't make sense. The TQ decryptor reduces the material requirements from 200% of base to 100% of base. On Sisi I would expect the decryptor reduce the material requirements from 100% of base to 96% of base. Therefore the TQ build cost of 100% of base should be slightly more than the Sisi build cost of 96%.
But then you (CCP) increased the base costs on Sisi. Presumably you increased base build costs so that TQ ME-4 is equivalent to Sisi ME2%. Which should make Davy's ME+9% BPC have a slightly lower build cost than the "normal" ME+2%, which, again, should be equivalent to TQ ME-4 build cost. That isn't what we are seeing. We are seeing substantial across-the-board increases in build costs on Sisi (22 to 28 is a 27% increase, 55 to 69 is 25%).
MDD |

Alexander McKeon
AQUILA INC Verge of Collapse
69
|
Posted - 2014.07.12 09:50:00 -
[180] - Quote
That figure matches the elimination of the Material Efficiency skill rather nicely. When you look at TQ numbers, you're seeing the effects of that skill I'm sure you have at V. I would hazard a guess that base build costs were scaled properly, but everyone is used to skill effects no longer present. I very much hope that build costs are balanced around that, so we do not see a sudden cost increase. |

Telkor Okel
Brutor Tribe Minmatar Republic
0
|
Posted - 2014.07.12 18:15:00 -
[181] - Quote
CCP Greyscale wrote:Makari Aeron wrote:CCP Greyscale wrote:Droidyk wrote:It is the opposite for me, every blueprint I invent ends up on 1 run no matter how many runs on tech I copy. Every run should result in a max-run T2 BPC, subject to decryptors changing this. The runs on the T1 copy should make no difference. Note that T2 modules now have 10 max runs and T2 ships/rigs now have 1 max runs. Max runs are 10 on Adaptive Invul Field II, I'm still getting 1 run on a T2 BPC after inventing. I think there's still a bug there that Nullabor's got on his to-fix list.
Any progress on this? (or did I miss an update) I just tested for mining crystals on my alt and got a 1 run t2 bpc |

Shiloh Templeton
Center for Advanced Studies Gallente Federation
134
|
Posted - 2014.07.13 18:23:00 -
[182] - Quote
CCP: Consider putting standings into manufacturing somewhere. Having an incentive to create standings with the NPC station facilities gives players a reason to log in and be in space. Choices, interesting game play, a distinction between doing industry in a station vs POS, etc.
The NPC industry tax seems like a natural fit like with trade and refining, but it could be anything. It could be a minimal requirement - certainly not excessive like the current POS standing requirements. But if I moved to another region to try to find a good team or install cost, I wouldn't mind having my standings with the relevant NPC corporation come into play. |
|

CCP Greyscale
C C P C C P Alliance
2435

|
Posted - 2014.07.14 11:12:00 -
[183] - Quote
MailDeadDrop wrote:CCP Greyscale wrote:Captain Davy wrote:I have noticed some inconsistencies with the BPO mapping:
On TQ i used to have a T2 PBC of "Capital energy discharge elutriation II" at ME0 and PE0. On sisi i got the same PBC with ME +9% and TE +18%.
However, material costs of building it on TQ is lower than on SISI: 22/55/55 vs 28/69/69 for the Current Pump / Interface Circuit / Micro Circuit materials.
Iv noticed the same problem with all my T2 BPCs.
Is this a bug, or by design? Build cost comparison: yes, this will happen, because the impact of decryptors on build cost is *significantly* reduced currently. On a raw, undecrypted BPC you should be around the same material costs, but on TQ the jump from -4 to 0 is reducing your build costs by ~50%, whereas the same decryptor on SiSi is moving you from 2% to 6% and thus reducing your build costs by ~4%. That doesn't make sense. The TQ decryptor reduces the material requirements from 200% of base to 100% of base. On Sisi I would expect the decryptor reduce the material requirements from 100% of base to 96% of base. Therefore the TQ build cost of 100% of base should be slightly more than the Sisi build cost of 96%. But then you (CCP) increased the base costs on Sisi. Presumably you increased base build costs so that TQ ME-4 is equivalent to Sisi ME2%. Which should make Davy's ME+9% BPC have a slightly lower build cost than the "normal" ME+2%, which, again, should be equivalent to TQ ME-4 build cost. That isn't what we are seeing. We are seeing substantial across-the-board increases in build costs on Sisi (22 to 28 is a 27% increase, 55 to 69 is 25%). MDD
The 55 number is ME0, though, which is the equivalent of ~ME30% in the new system. ME-4 on TQ the equivalent number would be 75, and then you're getting a 9% reduction to 68.
Telkor Okel wrote:CCP Greyscale wrote:Makari Aeron wrote:CCP Greyscale wrote:Droidyk wrote:It is the opposite for me, every blueprint I invent ends up on 1 run no matter how many runs on tech I copy. Every run should result in a max-run T2 BPC, subject to decryptors changing this. The runs on the T1 copy should make no difference. Note that T2 modules now have 10 max runs and T2 ships/rigs now have 1 max runs. Max runs are 10 on Adaptive Invul Field II, I'm still getting 1 run on a T2 BPC after inventing. I think there's still a bug there that Nullabor's got on his to-fix list. Any progress on this? (or did I miss an update) I just tested for mining crystals on my alt and got a 1 run t2 bpc
Ah, mining crystals specifically got caught in a rounding trap. Defecting this now.
Shiloh Templeton wrote:CCP: Consider putting standings into manufacturing somewhere. Having an incentive to create standings with the NPC station facilities gives players a reason to log in and be in space. Choices, interesting game play, a distinction between doing industry in a station vs POS, etc.
The NPC industry tax seems like a natural fit like with trade and refining, but it could be anything. It could be a minimal requirement - certainly not excessive like the current POS standing requirements. But if I moved to another region to try to find a good team or install cost, I wouldn't mind having my standings with the relevant NPC corporation come into play.
This is something we would like to look at, yes. |
|

Sentient Blade
Crisis Atmosphere
1300
|
Posted - 2014.07.14 11:57:00 -
[184] - Quote
CCP Greyscale wrote:This is something we would like to look at, yes.
Awesome idea.
I can't think of anything that would make industrialists happier than having to re-skill and grind endless missions on the 5+ alts it takes to begin to be competitive as an industrialist.
Sarcasm aside, tying NPC standings into anything is usually a bad idea. It's forcing people to grind them, and let's be under no illusion, every way to get them involves some kind of mundane repetitive grinding. |
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CCP Greyscale
C C P C C P Alliance
2435

|
Posted - 2014.07.14 12:13:00 -
[185] - Quote
Sentient Blade wrote:CCP Greyscale wrote:This is something we would like to look at, yes. Awesome idea. I can't think of anything that would make industrialists happier than having to re-skill and grind endless missions on the 5+ alts it takes to begin to be competitive as an industrialist. Sarcasm aside, tying NPC standings into anything is usually a bad idea. It's forcing people to grind them, and let's be under no illusion, every way to get them involves some kind of mundane repetitive grinding.
Depends what we do and how much impact it has. A prerequisite for tying standings back into industry would be to allow you to gain standings by doing industry, because grinding missions to do industry would indeed be silly.
With that in place, a basic implementation might be that we deduct 0.5% of the NPC tax for every 1 point of relevant net standing you have, so for maxed standings in a system with a 3% cost index you would save somewhere on the order of 0.15% of build cost. |
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Seith Kali
GoonWaffe Goonswarm Federation
119
|
Posted - 2014.07.14 12:24:00 -
[186] - Quote
Urgh no thanks. I am still utterly resentful of having to grind standings for 4-4 trading benefits. You don't even need to suggest accumulation rates for it to be clear cosmos missions would be the preferable grind route. Eve has managed to avoid implementing arbitrary grinding for so much other content, lets keep industry free as well, why not. Apprentice Goonswarm Economic Warfare Consultant - Drowning in entitlement and privilege.-á |

Sentient Blade
Crisis Atmosphere
1300
|
Posted - 2014.07.14 12:28:00 -
[187] - Quote
CCP Greyscale wrote:Depends what we do and how much impact it has. A prerequisite for tying standings back into industry would be to allow you to gain standings by doing industry, because grinding missions to do industry would indeed be silly
I'm 100% behind granting additional benefits to characters involved in industry, but in the case of standings I would want to be absolutely sure that negative derived standings are nullified as it would present a significant barrier to re-location as it's not entirely out the question that industry toons would, over time, drop below -5, for doing nothing more than building ships. |

Rivr Luzade
Coreli Corporation Ineluctable.
627
|
Posted - 2014.07.14 13:14:00 -
[188] - Quote
Sentient Blade wrote:CCP Greyscale wrote:Depends what we do and how much impact it has. A prerequisite for tying standings back into industry would be to allow you to gain standings by doing industry, because grinding missions to do industry would indeed be silly I'm 100% behind granting additional benefits to characters involved in industry, but in the case of standings I would want to be absolutely sure that negative derived standings are nullified as it would present a significant barrier to re-location as it's not entirely out the question that industry toons would, over time, drop below -5, for doing nothing more than building ships.
As long as player standings are also exempted from that, I am fine with no standings involved. As soon, as player standing* can influence Industry in the sense of manufacturing/research/invention, NPC standing should also play a role.
You are also not forced to use the standing and grind it. It's entirely your choice to, firstly, stay in High sec and produce there in stations and not in a POS or to go to Low/00 sec and do science there. Secondly, you don't need to grind like crazy. You can very well leisurely run Distros occasionally to slowly build up your standing or you can employ one of the Standing Farmer corps, who do it for you.
The Standing gaining process is also only a repetitive grind as long as PVE stays as it is. With more dynamic content in addition to the regular missions, this could be made a lot lot entertaining and rewarding in terms of experience and fun.
*which it actually already does if you look at PI and Pocos |

Galen Achu
Van Diemens Trading Corporation
14
|
Posted - 2014.07.14 14:32:00 -
[189] - Quote
CCP Greyscale wrote:Galen Achu wrote:The prospect mining frigate is not recognized as either "frigate" or "small class" in the "Teams" tab in the overview window. This does work for the venture mining frigate. Punkturis just fixed this internally, it should now be recognized as a "small class"; it's not a "frigate" because that's only for T1 frigates, which the Venture is but the Prospect isn't.
That would mean the Prospect only has a broad speciality and no narrow speciality. Is that intentional?
Or should it be considered a covops? |
|

CCP Greyscale
C C P C C P Alliance
2435

|
Posted - 2014.07.14 14:41:00 -
[190] - Quote
Galen Achu wrote:CCP Greyscale wrote:Galen Achu wrote:The prospect mining frigate is not recognized as either "frigate" or "small class" in the "Teams" tab in the overview window. This does work for the venture mining frigate. Punkturis just fixed this internally, it should now be recognized as a "small class"; it's not a "frigate" because that's only for T1 frigates, which the Venture is but the Prospect isn't. That would mean the Prospect only has a broad speciality and no narrow speciality. Is that intentional? Or should it be considered a covops?
This is intentional, yes, and true for a number of ships and items where we don't want to have one of a team's specialties taken up with a bonus to building just one ship (for example). |
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Seith Kali
GoonWaffe Goonswarm Federation
119
|
Posted - 2014.07.14 15:20:00 -
[191] - Quote
Can we maybe think about industry standings a little farther down the roadmap? Apprentice Goonswarm Economic Warfare Consultant - Drowning in entitlement and privilege.-á |

Mackenzie Nolen
XYJAX
4
|
Posted - 2014.07.15 08:39:00 -
[192] - Quote
CCP Greyscale wrote:This is something we would like to look at, yes.
What? You took standings out of POS anchoring but want to add it back in to some other aspect of industry? That kind of just sounds like change for the sake of change. |

Medalyn Isis
Tribal Liberation Force Minmatar Republic
287
|
Posted - 2014.07.16 12:06:00 -
[193] - Quote
Just a quick question, on the test server it states that tax is 10% across the board. I was under the impression that this was going to be affected by the quality of the npc stations in the various systems. Has this not yet been implemented on the test server, or was the idea scrapped? |
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CCP Greyscale
C C P C C P Alliance
2447

|
Posted - 2014.07.16 15:19:00 -
[194] - Quote
Medalyn Isis wrote:Just a quick question, on the test server it states that tax is 10% across the board. I was under the impression that this was going to be affected by the quality of the npc stations in the various systems. Has this not yet been implemented on the test server, or was the idea scrapped?
Tax is constant, but the underlying cost index is modified by stations present. |
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Medalyn Isis
Tribal Liberation Force Minmatar Republic
287
|
Posted - 2014.07.16 16:46:00 -
[195] - Quote
CCP Greyscale wrote:Medalyn Isis wrote:Just a quick question, on the test server it states that tax is 10% across the board. I was under the impression that this was going to be affected by the quality of the npc stations in the various systems. Has this not yet been implemented on the test server, or was the idea scrapped? Tax is constant, but the underlying cost index is modified by stations present. Unless I have missed it, this would be great to see at a glance on the interface. I was looking for the number but couldn't find it on the starmap or S&I interface. |

Mackenzie Nolen
XYJAX
6
|
Posted - 2014.07.16 16:54:00 -
[196] - Quote
OK I don't remember seeing this anywhere, though I will go look through these threads again just to make myself feel stupid when I inevitably find it. In the meantime...
How do you bid on a team with corporate funds? It seems bids on teams only pull from my personal wallet.
(for sure this is the right thread this time) |

Circumstantial Evidence
132
|
Posted - 2014.07.16 19:36:00 -
[197] - Quote
Medalyn Isis wrote:[quote=CCP Greyscale][quote=Medalyn Isis](edit) You mentioned previously Greyscale, that NPC null sec would get some special consideration due to the lack of stations there. Just wondering did they get anything to keep them competitive with high sec? Only four NPC stations in Great Wildlands...
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Medalyn Isis
Tribal Liberation Force Minmatar Republic
287
|
Posted - 2014.07.16 22:07:00 -
[198] - Quote
Medalyn Isis wrote:CCP Greyscale wrote:Medalyn Isis wrote:Just a quick question, on the test server it states that tax is 10% across the board. I was under the impression that this was going to be affected by the quality of the npc stations in the various systems. Has this not yet been implemented on the test server, or was the idea scrapped? Tax is constant, but the underlying cost index is modified by stations present. Unless I have missed it, this would be great to see at a glance on the interface. I was looking for the number but couldn't find it on the starmap or S&I interface. (edit) You mentioned previously Greyscale, that NPC null sec would get some special consideration due to the lack of stations there. Just wondering did they get anything to keep them competitive with high sec?
After a really good look, it seems the only data being given is "system cost index". I have no idea what is affecting the system cost index though, some numbers displayed on the tooltip would be really helpful. I think on the devblog it mentioned there was going to be a comprehensive tooltip for this but I cannot seem to find it.
And I can find no way to find out which systems are good and which are not so good as far as I can tell. |

Circumstantial Evidence
132
|
Posted - 2014.07.16 23:30:00 -
[199] - Quote
Since cost index is a property of all systems... I think the info should also be made available as a tab, in Solar System Information. |
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CCP Ytterbium
C C P C C P Alliance
3673

|
Posted - 2014.07.17 17:02:00 -
[200] - 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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