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Thread Statistics | Show CCP posts - 10 post(s) |
Ereshgikal
Pigs and Sows Gentlemen's Agreement
30
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Posted - 2014.06.16 15:08:00 -
[1] - Quote
Dev Blog wrote:We are modifiying those so that starting local jobs in the same solar system the blueprint is in doesn't require any skill, while each level of Supply Chain Management and Scientific Networking increase job starting distance by 5 jumps, up to a total distance of 25 jumps. This reduces dependency on region boundaries which may actually be closer than 25 jumps in some cases.
So I will be able to start R&D and Manufacturing jobs in regions other than the one I am in? This is very nice! :D |
Ereshgikal
Pigs and Sows Gentlemen's Agreement
30
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Posted - 2014.06.16 15:13:00 -
[2] - Quote
Sentient Blade wrote:Lowsec is getting a 10% material bonus for T2? That's close to 80 or 90 million ISK for certain ships! i.e. the entire profit margin.
How did you arrive at 10% material bonus for T2 for low-sec only? |
Ereshgikal
Pigs and Sows Gentlemen's Agreement
31
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Posted - 2014.06.16 16:53:00 -
[3] - Quote
Qoi wrote:Quote:Whole and single items will not be affected by this calculation. This is most relevant for Tech I items required to manufacture Tech II variations. For example, building 10 Paladins will not require 9 Apocalypse if you have a 10% ME.
You just brought extra materials back. What exactly is a "whole and single" item? (in term of invTypeMaterials and ramTypeRequirements?) I thought you wanted to simplify the material calculations.
My take is that a job consisting of X number of runs will require at least X number of units of each component; but I am not sure. The "whole" part makes me think that if a run requires 2.000000 units (not rounded, but "whole") of stuff then 20 runs need 40 units of stuff regardless of ME, but since that is quite a big difference from 36 units of stuff when running with 10% ME....argh, my head hurts.
Clarification from CCP is certainly needed. :) |
Ereshgikal
Pigs and Sows Gentlemen's Agreement
31
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Posted - 2014.06.16 18:15:00 -
[4] - Quote
Utremi Fasolasi wrote:Ereshgikal wrote:Qoi wrote:Quote:Whole and single items will not be affected by this calculation. This is most relevant for Tech I items required to manufacture Tech II variations. For example, building 10 Paladins will not require 9 Apocalypse if you have a 10% ME.
You just brought extra materials back. What exactly is a "whole and single" item? (in term of invTypeMaterials and ramTypeRequirements?) I thought you wanted to simplify the material calculations. My take is that a job consisting of X number of runs will require at least X number of units of each component; but I am not sure. The "whole" part makes me think that if a run requires 2.000000 units (not rounded, but "whole") of stuff then 20 runs need 40 units of stuff regardless of ME, but since that is quite a big difference from 36 units of stuff when running with 10% ME....argh, my head hurts. Clarification from CCP is certainly needed. :) the example given right in the same paragraph is very clear -- for tech II items the tech I component needed will alway match in number to the number of final items. How could "For example, building 10 Paladins will not require 9 Apocalypse if you have a 10% ME." be any less than clear? You will alway need the 10 Apocalypses - one ship won't materialize out of thin air without a base item. A module example: "For example, building 10 Damage Control IIs will not require 9 Damage Control Is if you have a 10% ME."
Yes, the example given is clear. However, the phrase "whole and single" can be interpreted several ways. One way is that only fractional parts of a certain material will be affected by scaling the number of runs. For example, one run uses 2 units of Toiletpaper, with 10% ME bonus this becomes 1.8 units of Toiletpaper, rounded up to closest integer (2). Working with 10 runs this becomes 18 units of Toiletpaper. This is what we expect.
A second way to interpret this is that there are materials/components (beyond T1 version in T2 BPC) that behave like the old extra materials. If these materials/components behave like this when existing as >1 unit per run then it is like the old extra materials. Also, it is worth pointing out if it is only the T1 version component in a T2 blueprint that behaves like this; or if there are other materials.
Will 1 morphite as input for 1 Blargh turn into 9 or 10 units of morphite when build 10 units of Blargh? |
Ereshgikal
Pigs and Sows Gentlemen's Agreement
31
|
Posted - 2014.06.16 22:39:00 -
[5] - Quote
I Love Boobies wrote:So... any news yet on the Rorqual since you're pretty much screwing them over with the compression changes? Like... you guys have any ideas where you are wanting to head with it? Or are you just gonna leave it as it is for years until you decide something should be done about it like 90% of the crap you do in game?
And yes... I'm bitter.
The Rorq is awesome. Setting up POSs; hauling stuff, having a chance (to survive long enough for backup to arrive) if it gets tackled; have high-slot for a cyno to bring in said backup. This was true before the JF changes in Kronos; and I think the Kronos changes made the Rorq even looking better than before (tanky rorq vs "tanked" JF).
Sure, you probably wanted to use it for links and compression, but saying that the Rorq is "screwed over" is a bit much IMHO. |
Ereshgikal
Pigs and Sows Gentlemen's Agreement
31
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Posted - 2014.06.16 22:41:00 -
[6] - Quote
Leptus wrote:While I appreciate the risk/reward system of thinking, forcing industrial corporations to store their BPO's in the POS is high on the risk side and low on the return side. A POS isn't all that difficult to take down so why would anyone store their corporations assets in harms way?
This will turn contracts or market into a shopping list of items and corporations to POS bash just to see what falls out. If pushing industry corps out of the game, simply annex all of high sec, end any manufacturing or research and get it over with so we can all move on.
No one is forcing anyone. Copy in station, build from copies in POS. Research in stations if the POS is too unsafe. vOv |
Ereshgikal
Pigs and Sows Gentlemen's Agreement
31
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Posted - 2014.06.17 23:52:00 -
[7] - Quote
Gaijin Lanis wrote:Callic Veratar wrote:From the lore perspective, it was stated that the workforce for a single system has decided to start charging realistic prices for their services (I believe it's tacked at 1% of the cost of the good, so the Abaddon, for example would cost 2M to build * stuff). The more people building in a system, the greater the demand for the workforce, so the more they would charge.
The disconnect is the assumption that the population of EVE is merely capsuleers. That the factories are dead and empty and not bustling with thousands of people working on the manufacturing lines. But there is no workforce. Production is automated. You're thinking as if factories tens of thousands of years in the future will still be run by blue collar unions.
But you have no problem with sound in space; or that there are magical asteroids just "appearing" in "belts" and "anomalies"; Or that millions of NPC characters die when people go ratting?
I know "EVE is real" is a good slogan, but....really, it isn't realistic.
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