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CCP Phantom
C C P C C P Alliance
4439

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Posted - 2014.06.16 13:45:00 -
[1] - Quote
With Crius, the next EVE Online release to be published on July 22nd, major changes will come to Industry and with that you will also see tweaks and changes related to player-owned starbases (POS).
A brief overview of the most important changes:- Reprocessing POS Arrays will change and be more efficient
- Compression Arrays will be introduced
- Other industry related Arrays (eg. for research, invention and manufacturing) will receive a bonus for each additionally similar structure anchored at the same POS
- Faction standing requirements to anchor POS are removed
- Starbase Defense Management skill requires only Anchoring 4 instead of Anchoring 5
Much more information and all the details are available in CCP Ytterbium's latest dev blog Starbase changes for Crius. CCP Phantom - Senior Community Representative - Volunteer Manager |
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Mashie Saldana
BFG Tech
1094
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Posted - 2014.06.16 13:51:00 -
[2] - Quote
Easy first and reading now. Mashie Saldana Dominique Vasilkovsky
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Chribba
Otherworld Enterprises Otherworld Empire
12059
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Posted - 2014.06.16 14:02:00 -
[3] - Quote
Arrgh dem starbases!
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probag Bear
Center for Advanced Studies Gallente Federation
52
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Posted - 2014.06.16 14:10:00 -
[4] - Quote
Reposting this into the appropriate thread:
probag Bear wrote:CCP Greyscale wrote:We're still looking at online/offline shenanigans, but they're not considered game-breaking given that the major investment is in the structures themselves and there's no additional fuel load for additional structures. Er. Not that I wouldn't absolutely love for things to stay this way, but it is pretty game-breaking. A dozen of online arrays means you can barely have any hardeners or guns online. Similarly, a dozen of online arrays means you can't have a dozen of a different type of array also onlined. Letting bonuses apply from offline structures means being able to just stick 40bil of arrays onto a single Minnie tower, offlining all but one of each kind, proceeding to online a mass of guns and hardeners, and still getting full bonuses for everything. I definitely wouldn't complain if you allowed that, but I also wouldn't consider it very fair to other players.
probag Bear wrote:Personally, I no longer place a high priority on getting multiple starbase arrays to provide any bonus come Crius, as opposed to at some later date. I've found other ways of gaming that system, although they are a bit cumbersome. I doubt I reflect the opinion of most POS manufacturers on this one though. |

Lair Osen
99
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Posted - 2014.06.16 14:14:00 -
[5] - Quote
How will we get the faction blueprint? |

Wiener Chomper
Hedion University Amarr Empire
0
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Posted - 2014.06.16 14:15:00 -
[6] - Quote
Quote:Newly formed corporations will need to wait 7 days before being able to anchor Starbases. This is to inhibit players from immediately moving Starbase assets to another corporation if under a war declaration.
So basically all we need to do is create a bunch of corporations now using alts so that players can immediately move starbase assets to another corporation so we can avoid war? EZPZ |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3420
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Posted - 2014.06.16 14:30:00 -
[7] - Quote
Chribba wrote:Arrgh dem starbases! ... Veldqual, you shall never compress again  Structure cost scaling - I will have to pay tax at my own starbase? (Haven't followed the discussion on this) /c
You have to pay the installation (or build) cost where ever you install jobs.
There's an additional 10% tax on top of that for NPC stations. Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |

Rittel
Band of Valence
8
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Posted - 2014.06.16 14:30:00 -
[8] - Quote
I think this is just me being dumb but the Structure cost scaling but it says "This bonus is going to be a flat reduction on the whole job cost price" - is this the mineral cost of the job or reduction is tax etc to install the job? |

Kimimaro Yoga
Paragon Trust The Bastion
37
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Posted - 2014.06.16 14:32:00 -
[9] - Quote
Wiener Chomper wrote:Quote:Newly formed corporations will need to wait 7 days before being able to anchor Starbases. This is to inhibit players from immediately moving Starbase assets to another corporation if under a war declaration. So basically all we need to do is create a bunch of corporations now using alts so that players can immediately move starbase assets to another corporation so we can avoid war? EZPZ
People who think and plan ahead (or really just star base owners smart enough to read the comments on a star base changes dev blog) won't have trouble, those who throw up a POS without thinking about wardecs are more likely to suffer. Eve, working as intended. Now recruiting: http://dogfacedesign.com/index.php/Recruiting-Posters/recruiting-poster-patr3 |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3420
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Posted - 2014.06.16 14:34:00 -
[10] - Quote
Rittel wrote:I think this is just me being dumb but the Structure cost scaling but it says "This bonus is going to be a flat reduction on the whole job cost price" - is this the mineral cost of the job or reduction is tax etc to install the job?
Reduction on the install cost. not the material cost. Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |
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Seith Kali
GoonWaffe Goonswarm Federation
103
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Posted - 2014.06.16 14:43:00 -
[11] - Quote
25% seems a bit high when you consider the logistics of using a 50% amarr outpost. I am assuming the max bonus is simply due to an additive multiplier and that happens to be the CPU limit of a Caldari large tower. Apprentice Goonswarm Economic Warfare Consultant - Drowning in entitlement and privilege.-á |

Felicity Love
It Was the Year 3030
1920
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Posted - 2014.06.16 14:48:00 -
[12] - Quote
Very cool stuff. Always great to have a concise summary in one location. 
Now, about the "Standings" issue and how it affects job installation costs, taxes and so forth at NPC stations for those players who have the Standings, and will always love their NPC stations, and / or really aren't interested in POS.
Can we expect a DEV Blog on that soon, too ?
Thanks.
"Psssshhhhhhhhhhhhhh" -á-- That ambiguous and pseudo-technical term used by management to describe to staff how frakking cool something looks inside their own heads.
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CCP Ytterbium
C C P C C P Alliance
3571

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Posted - 2014.06.16 14:54:00 -
[13] - Quote
Rittel wrote:I think this is just me being dumb but the Structure cost scaling but it says "This bonus is going to be a flat reduction on the whole job cost price" - is this the mineral cost of the job or reduction is tax etc to install the job?
It's a reduction in the installation ISK price, not materials. Material reductions are covered by a different ME bonus (mainly on Assembly Arrays). |
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Oxide Ammar
137
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Posted - 2014.06.16 14:56:00 -
[14] - Quote
It's nice to summarize all starbase tweaks in one blog. Lady Areola Fappington: -áSolo PVP isn't dead!-á You just need to make sure you have your booster, remote rep, cyno, and emergency Falcon alts logged in and ready before you do any solo PVPing. |

Shinzhi Xadi
Royal Amarr Institute Amarr Empire
91
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Posted - 2014.06.16 14:57:00 -
[15] - Quote
So, I spent years grinding empire standings, a big part of the reason why, was so I could put up a POS on my high sec alt.
Whats the point of spending time grinding empire standing now?
CCP please don't make our years worth of standing useless! |

Dramaticus
GoonWaffe Goonswarm Federation
587
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Posted - 2014.06.16 15:03:00 -
[16] - Quote
Shinzhi Xadi wrote:So, I spent years grinding empire standings, a big part of the reason why, was so I could put up a POS on my high sec alt.
Whats the point of spending time grinding empire standing now?
CCP please don't make our years worth of standing useless!
I hate to break it to you but literally all the time spent in EVE is worthless The 'do-nothing' member of the GoonSwarm Economic Warfare Cabal
The edge is REALLY hard to see at times but it DOES exist and in this case we were looking at a situation where a new feature created for all of our customers was being virtually curbstomped by five of them |

timm mmah
Science and Trade Institute Caldari State
0
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Posted - 2014.06.16 15:03:00 -
[17] - Quote
So if the compressed ores will only need 100 of the base ores, where will that change be made? Will the compressed ores yield less than the current sheet indicates, or will the base ores yield less?
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Snucklefruts
Dirty Stinky Pirates
2
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Posted - 2014.06.16 15:06:00 -
[18] - Quote
The buff to manufacturing in POSs means industrialists will lock 10s of billions in those shiny bubbles.
We look forward to continuing our search for the Golden Bar of Soap.  |

Sentient Blade
Crisis Atmosphere
1268
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Posted - 2014.06.16 15:06:00 -
[19] - Quote
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. |

Querns
GBS Logistics and Fives Support Goonswarm Federation
660
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Posted - 2014.06.16 15:07:00 -
[20] - Quote
Shinzhi Xadi wrote:So, I spent years grinding empire standings, a big part of the reason why, was so I could put up a POS on my high sec alt.
Whats the point of spending time grinding empire standing now?
CCP please don't make our years worth of standing useless! You continue to enjoy reduced market taxation and access to higher quality missions as part of grinding standings. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |
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Kenneth Feld
Habitual Euthanasia Pandemic Legion
74
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Posted - 2014.06.16 15:07:00 -
[21] - Quote
timm mmah wrote:So if the compressed ores will only need 100 of the base ores, where will that change be made? Will the compressed ores yield less than the current sheet indicates, or will the base ores yield less?
Yields were also in the old dev blog |

Ereshgikal
Pigs and Sows Gentlemen's Agreement
30
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Posted - 2014.06.16 15:08:00 -
[22] - 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 |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
74
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Posted - 2014.06.16 15:09:00 -
[23] - Quote
I think it was Fozzie that mentioned earlier about anchoring and onlining douchebag stuff
If we anchor and online several assy arrays before a job, then offline and unanchor after the job to save isk on install what repercussions will there be.
It was mentioned before in the previous thread and the threats were pretty broad, I just kinda want that updated in this thread before the 5675866758587587 questions get asked. |

Phoenix Jones
Concordiat Spaceship Samurai
464
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Posted - 2014.06.16 15:12:00 -
[24] - Quote
A question regarding bpo's being currently researched.
So.. what happens to all the BPO's that are currently being researched in Eve. Lets say I have a 30 day ME research project going, and Crius drops....
What happens to the currently research BPO?
Stabbers are totally broken
http://eve-kill.net/?a=kill_detail&kll_id=15116553
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Ereshgikal
Pigs and Sows Gentlemen's Agreement
30
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Posted - 2014.06.16 15:13:00 -
[25] - 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? |

MaverickG
Red Federation RvB - RED Federation
0
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Posted - 2014.06.16 15:17:00 -
[26] - Quote
I usually never reply to Dev Blogs but this time I would like to give my opinion to a couple things I do not understand or do not agree with.
1.) I like opening up .8 and above to starbases, but I would like to see the faction standing requirement stay in place. There does need to be a cost of entry to dropping a POS in High Sec.
2.) I don't mind having blueprints required in POS to run the manufacturing ( I like the use of the term "physically available" used in this part of the blog), but I would like to see a way to Lock them down there. In fact, blue print locking and (mostly) unlocking needs to be readdressed since it's a complete pain. I have submitted several complaints and tickets on this. I believe a minor UI change would remedy 75% of the problem.
3.) I am also concerned about market stability once these changes take place, will they be implemented in stages like kronos has been? |

timm mmah
Science and Trade Institute Caldari State
0
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Posted - 2014.06.16 15:20:00 -
[27] - Quote
Kenneth Feld wrote:timm mmah wrote:So if the compressed ores will only need 100 of the base ores, where will that change be made? Will the compressed ores yield less than the current sheet indicates, or will the base ores yield less?
Yields were also in the old dev blog
So you're saying that those yields are all based on the 100 units for compression? If so, that's a wonderful thing, but seems a little too good to be true. |

probag Bear
Center for Advanced Studies Gallente Federation
53
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Posted - 2014.06.16 15:20:00 -
[28] - Quote
Could you clarify this:
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.
What exactly qualifies as "whole and single items"? For example, a Damage Control II only requires 1 Morphite currently. How are you distinguishing that situation, from say an Ishtar that only requires 1 Vexor? (as in, I want to get my tools properly updated well before Crius) |

Sentient Blade
Crisis Atmosphere
1268
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Posted - 2014.06.16 15:21:00 -
[29] - Quote
Ereshgikal wrote: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? Edit: Guessing it is this part: "10% reduction in manufacturing required materials and may only be anchored in low-security solar systems. It may only be used to build Capital Construction Components and Advanced Capital Construction Components." The only T2 ship that this applies to is JF (ok, Blops use jump drives, but they are not a big part of the total cost). I am totally fine with low-sec getting a buff wrt JF manufacturing.
You're right, it was that part. I missed the second line. |

Retar Aveymone
GoonWaffe Goonswarm Federation
454
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Posted - 2014.06.16 15:24:00 -
[30] - Quote
The screenshot for the Thukker array says you can build T2 components and T3 components in it. The dev blog says capital & advanced capital only. Can you confirm which is correct? |
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Llawa
Exiled Kings The Fearless Empire
4
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Posted - 2014.06.16 15:26:00 -
[31] - Quote
Generic moan about time spent on anchoring 5 for POS gunner skills |

Theodore Knox
Technologies Unlimited Superior Eve Engineering
7
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Posted - 2014.06.16 15:30:00 -
[32] - Quote
Interesting...
Quote:Structure cost scaling
Removing slots from industry jobs discourage players from stacking more than one Starbase structure of the same type at a Control Tower. To counteract this point, we are going to give specific bonuses when Starbase structures of the same type are stacked together at the same control tower.
This bonus is going to be a flat reduction on the whole job cost price, whose amount and total bonus varies depending on the Starbase structure itself.
Let's pretend I'm a small scale T2 croozer manufacturer...
So, to get the full benefit to reduced job costs, I'm going to need a Large Caldari tower, with 50 component assembly arrays, to get a 25% edge on all my component jobs.
Now, I'm a small scale producer, so I'm not likely to run this sort of set up all month, every month. I'm going to want to throw in some other modules to do other jobs on my shiny new large pos. So there'll be 13 Medium Ship Assembly Arrays too.
When I want to switch back and forth between them, that's a lot of off-lining and on-lining to do, unless I sink more isk into pos costs and get me a second large tower - destroying my margins further.
Have you any idea how cluttered my tower is going to be? This is a profoundly messy game mechanic.
Can you please fix the stupid mess that is the starbase code, so that both we as players, and you as developers, can have a better experience all round. |

MailDeadDrop
Rage and Terror Against ALL Authorities
343
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Posted - 2014.06.16 15:30:00 -
[33] - Quote
Yoda-speak:Quote:Advanced Assembly arrays no longer 10% have material waste.
MDD |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
74
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Posted - 2014.06.16 15:31:00 -
[34] - Quote
timm mmah wrote:Kenneth Feld wrote:timm mmah wrote:So if the compressed ores will only need 100 of the base ores, where will that change be made? Will the compressed ores yield less than the current sheet indicates, or will the base ores yield less?
Yields were also in the old dev blog So you're saying that those yields are all based on the 100 units for compression? If so, that's a wonderful thing, but seems a little too good to be true.
Remember, we don't get 100% refine anymore, you have to multilpy the output by your reprocessing percentage. 72% should equal todays 100% |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
74
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Posted - 2014.06.16 15:32:00 -
[35] - Quote
Phoenix Jones wrote:A question regarding bpo's being currently researched.
So.. what happens to all the BPO's that are currently being researched in Eve. Lets say I have a 30 day ME research project going, and Crius drops....
What happens to the currently research BPO?
The finish researcha nd are delivered to where they would be pre patch, then the BPO goes thru the conversion from post research number to post patch number |
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CCP Ytterbium
C C P C C P Alliance
3575

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Posted - 2014.06.16 15:38:00 -
[36] - Quote
timm mmah wrote:Kenneth Feld wrote:timm mmah wrote:So if the compressed ores will only need 100 of the base ores, where will that change be made? Will the compressed ores yield less than the current sheet indicates, or will the base ores yield less?
Yields were also in the old dev blog So you're saying that those yields are all based on the 100 units for compression? If so, that's a wonderful thing, but seems a little too good to be true.
To make things clearer:
- OLD: one unit of Compressed Veldspar has a volume of 417m3 and is made from 166,500 units of regular Veldspar. Reprocessing Veldspar required a batch of 333 units to get 1000 units of Tritanium. Thus one unit of Compressed Veldspar would hold 500,000 units of Tritanium. Total volume for Tritanium in Compressed Veldspar is 5000m3, thus compression ratio is approximately 12 (with old 100% reprocessing rate).
- NEW: one unit of Compressed Veldspar has a volume of 0.15m3 and is made from 100 units of regular Veldspar. Reprocessing Veldspar now requires a batch of 100 units to get 415 units of Tritanium. Thus one unit of Compressed Veldspar now holds 415 units of Tritanium. Total volume for Tritanium in Compressed Veldspar is 4.15m3. 100% compression would be around 27.7, however max reprocessing rate now is 72.4% for high-sec, giving a compression of around 20. A fully upgraded reprocessing Minmatar outpost would have 86.8% reprocessing rate, thus the compression would climb to around 24 there.
When Crius hits, we will make sure to update stacks of Compressed Ores to make sure you keep the same amount of final minerals. |
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CCP Ytterbium
C C P C C P Alliance
3575

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Posted - 2014.06.16 15:39:00 -
[37] - Quote
Retar Aveymone wrote:The screenshot for the Thukker array says you can build T2 components and T3 components in it. The dev blog says capital & advanced capital only. Can you confirm which is correct?
Thukker Component Assembly Array will only be able to build Capital and Advanced Capital Components, description is being fixed, thanks for pointing that out citizen. |
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Two step
Aperture Harmonics No Holes Barred
4684
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Posted - 2014.06.16 15:40:00 -
[38] - Quote
Is there a real benefit to having 8 million different assembly arrays? Why not use this chance to combine arrays and stop confusing poor new people with component assembly arrays vs. subsystem assembly arrays vs. equipment assembly arrays? CSM 7 Secretary CSM 6 Alternate Delegate @two_step_eve on Twitter My Blog
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Seith Kali
GoonWaffe Goonswarm Federation
103
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Posted - 2014.06.16 15:45:00 -
[39] - Quote
Two step wrote:Is there a real benefit to having 8 million different assembly arrays? Why not use this chance to combine arrays and stop confusing poor new people with component assembly arrays vs. subsystem assembly arrays vs. equipment assembly arrays?
So you can't have a swiss-army tower. This is good complexity. Apprentice Goonswarm Economic Warfare Consultant - Drowning in entitlement and privilege.-á |

Querns
GBS Logistics and Fives Support Goonswarm Federation
660
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Posted - 2014.06.16 15:50:00 -
[40] - Quote
Could I ask for some clarification on one point? I don't think I fully understand the change to Supply Chain Management (SCM) and Scientific Networking. Are you removing the regional restriction for starting RAM jobs remotely? For example, if I had SCM trained to 1, could I start a job in Muvolailen (The Citadel) from Jita (The Forge)? This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |
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CCP Ytterbium
C C P C C P Alliance
3577

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Posted - 2014.06.16 15:51:00 -
[41] - Quote
Querns wrote:Could I ask for some clarification on one point? I don't think I fully understand the change to Supply Chain Management (SCM) and Scientific Networking. Are you removing the regional restriction for starting RAM jobs remotely? For example, if I had SCM trained to 1, could I start a job in Muvolailen (The Citadel) from Jita (The Forge)?
Yes, regional limits are being removed. The new skills will just check for jump distance between blueprint and yourself. |
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Querns
GBS Logistics and Fives Support Goonswarm Federation
660
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Posted - 2014.06.16 15:52:00 -
[42] - Quote
CCP Ytterbium wrote:Querns wrote:Could I ask for some clarification on one point? I don't think I fully understand the change to Supply Chain Management (SCM) and Scientific Networking. Are you removing the regional restriction for starting RAM jobs remotely? For example, if I had SCM trained to 1, could I start a job in Muvolailen (The Citadel) from Jita (The Forge)? Yes, regional limits are being removed. The new skills will just check for jump distance between blueprint and yourself. That's what I thought -- thanks for the confirmation. :) This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Deacon Ix
Volition Cult The Volition Cult
15
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Posted - 2014.06.16 15:53:00 -
[43] - Quote
I may be being useless but I can't find out what is planned (if anything) with Slots in Outposts, if you get rid of the slots what will the upgrades do? |

Theodore Knox
Technologies Unlimited Superior Eve Engineering
7
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Posted - 2014.06.16 15:53:00 -
[44] - Quote
Does the Assembly Array stacking bonus apply to arrays of only one type, or can you mix and match in each category? e.g. will i need 13 Medium Ship Assembly Arrays, or can I have 12 MSAAs and 1 Advanced to get the same bonus to jobs in the advanced array? |

Querns
GBS Logistics and Fives Support Goonswarm Federation
660
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Posted - 2014.06.16 15:55:00 -
[45] - Quote
Deacon Ix wrote:I may be being useless but I can't find out what is planned (if anything) with Slots in Outposts, if you get rid of the slots what will the upgrades do? The slots are being replaced with a -1% materials bonus per upgrade. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Retar Aveymone
GoonWaffe Goonswarm Federation
456
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Posted - 2014.06.16 15:55:00 -
[46] - Quote
Deacon Ix wrote:I may be being useless but I can't find out what is planned (if anything) with Slots in Outposts, if you get rid of the slots what will the upgrades do? 1% ME bonus for manufacturing slot upgrades, 0.9 job cost multiplier for research per upgrade. |

Soldarius
Deadman W0nderland Test Alliance Please Ignore
713
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Posted - 2014.06.16 15:58:00 -
[47] - Quote
Wiener Chomper wrote:Quote:Newly formed corporations will need to wait 7 days before being able to anchor Starbases. This is to inhibit players from immediately moving Starbase assets to another corporation if under a war declaration. So basically all we need to do is create a bunch of corporations now using alts so that players can immediately move starbase assets to another corporation so we can avoid war? EZPZ
Yeah, CCP needs to add a restriction that basically reads: "If you leave a corp with a wardec, you cannot join another corp for 7 days." Otherwise, the only recourse is for the wardeccers to wardec every one of your alt corps.
Admittedly, you still have a 24 cooldown for dropping roles. So they will get some time to shoot things/people. Plus, they can grief you to death by waiting for you to put all your POSes back up before wardeccing the alt corp.
GÇ£I personally refuse to help AAA take space from itself so it can become an even shittier version of itselfGÇ¥
-Grath Telkin, 2014. |

darius mclever
71
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Posted - 2014.06.16 16:00:00 -
[48] - Quote
CCP Ytterbium wrote:Querns wrote:Could I ask for some clarification on one point? I don't think I fully understand the change to Supply Chain Management (SCM) and Scientific Networking. Are you removing the regional restriction for starting RAM jobs remotely? For example, if I had SCM trained to 1, could I start a job in Muvolailen (The Citadel) from Jita (The Forge)? Yes, regional limits are being removed. The new skills will just check for jump distance between blueprint and yourself.
Does it take jump bridges and wormholes into account?
sorry i had to ask :D
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CCP Ytterbium
C C P C C P Alliance
3577

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Posted - 2014.06.16 16:01:00 -
[49] - Quote
Deacon Ix wrote:I may be being useless but I can't find out what is planned (if anything) with Slots in Outposts, if you get rid of the slots what will the upgrades do?
After talking with CCP Greyscale, we'd like to redirect you to this blog.
Specifically:
Quote:For each previously-slot-improving outpost research upgrade, you'll similarly get a 0.9x multiplier to research job prices.
For each previously slot-improving manufacturing-related Outpost Improvement, you'll get a 1% bonus to ME instead (we can do that now). This is different because the manufacturing slot upgrades in particular are pretty substantial right now, and installation costs are assumed to be a sufficiently small fraction of final item costs in nullsec that a cost multiplier here seemed underwhelming. We're still looking at the exact bonus here, and the relationship between Amarr and Minmatar outposts in particular, so this may change before it's released.
Oh god, just made me remember writing and properly explaining all the industry changes in the Crius patch notes is going to make my head hurt I'll have CCP Greyscale do it instead, somehow.  |
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CCP Ytterbium
C C P C C P Alliance
3577

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Posted - 2014.06.16 16:02:00 -
[50] - Quote
Theodore Knox wrote:Does the Assembly Array stacking bonus apply to arrays of only one type, or can you mix and match in each category? e.g. will i need 13 Medium Ship Assembly Arrays, or can I have 12 MSAAs and 1 Advanced to get the same bonus to jobs in the advanced array?
They stack within the same category. |
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CCP Ytterbium
C C P C C P Alliance
3577

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Posted - 2014.06.16 16:03:00 -
[51] - Quote
darius mclever wrote:CCP Ytterbium wrote:Querns wrote:Could I ask for some clarification on one point? I don't think I fully understand the change to Supply Chain Management (SCM) and Scientific Networking. Are you removing the regional restriction for starting RAM jobs remotely? For example, if I had SCM trained to 1, could I start a job in Muvolailen (The Citadel) from Jita (The Forge)? Yes, regional limits are being removed. The new skills will just check for jump distance between blueprint and yourself. Does it take jump bridges and wormholes into account? sorry i had to ask :D
Nope, DENIED BZZZRT. Nice try though, young grasshopper  |
|

Phoenix Jones
Concordiat Spaceship Samurai
464
|
Posted - 2014.06.16 16:04:00 -
[52] - Quote
Kenneth Feld wrote:Phoenix Jones wrote:A question regarding bpo's being currently researched.
So.. what happens to all the BPO's that are currently being researched in Eve. Lets say I have a 30 day ME research project going, and Crius drops....
What happens to the currently research BPO?
The finish researcha nd are delivered to where they would be pre patch, then the BPO goes thru the conversion from post research number to post patch number
Cool ty. Stabbers are totally broken
http://eve-kill.net/?a=kill_detail&kll_id=15116553
|

Soldarius
Deadman W0nderland Test Alliance Please Ignore
713
|
Posted - 2014.06.16 16:12:00 -
[53] - Quote
I think there are some people in Eve that will really enjoy war-deccing indy corps that have max-stacked arrays on each of their POSes.
But this is good. Makes an indy corp have to decide if they want to take that risk for the added cost savings. GÇ£I personally refuse to help AAA take space from itself so it can become an even shittier version of itselfGÇ¥
-Grath Telkin, 2014. |

Benny Ohu
Chaotic Tranquility
3340
|
Posted - 2014.06.16 16:13:00 -
[54] - Quote
it appears easy to work around the 7-day new corp anchoring restriction with an alt wardec contingency corp, allowing players to dissolve their corp to avoid a wardec and immediately put the starbase back up?
is it because you intend for there to be a workaround, that you don't think it's important, or is patching the workaround outside the scope of this set of changes? |

Querns
GBS Logistics and Fives Support Goonswarm Federation
661
|
Posted - 2014.06.16 16:19:00 -
[55] - Quote
Benny Ohu wrote:it appears easy to work around the 7-day new corp anchoring restriction with an alt wardec contingency corp, allowing players to dissolve their corp to avoid a wardec and immediately put the starbase back up?
is it because you intend for there to be a workaround, that you don't think it's important, or is patching the workaround outside the scope of this set of changes? Similar workarounds exist today; you can keep one or more alternate corps kicking around with their standings pre-baked. I suspect the change isn't to "fix" this problem, it's to maintain congruence with the way things are now. At least, that's what I was gunning for when I first suggested this idea months ago.
Think of it this way -- every alternate corp you have to evade wardecs requires at least one character to keep the corporation alive. How many plex per month is any given person willing to spend just to safeguard their corporation? This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Jon Sei
Ultramar Independent Contracting Advanced Amateurs
1
|
Posted - 2014.06.16 16:19:00 -
[56] - Quote
How do we get the new thukker assembly array? |

Qoi
Exert Force
15
|
Posted - 2014.06.16 16:20:00 -
[57] - Quote
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.  |

Schmata Bastanold
Black Rebel Rifter Club The Devil's Tattoo
1946
|
Posted - 2014.06.16 16:23:00 -
[58] - Quote
Why there is a need for anchoring/onlining/whatever whole bunch of arrays instead of just having single production array with configurable number of whatever it is array does right now? Wouldn't it be simpler for both devs AND players? Since you already messing around those things anyway... I am not my skills but... http://eveboard.com/pilot/Schmata_Bastanold |

Vodka Tequila
Deep Core Mining Inc. Caldari State
0
|
Posted - 2014.06.16 16:23:00 -
[59] - Quote
CCP Ytterbium wrote:Theodore Knox wrote:Does the Assembly Array stacking bonus apply to arrays of only one type, or can you mix and match in each category? e.g. will i need 13 Medium Ship Assembly Arrays, or can I have 12 MSAAs and 1 Advanced to get the same bonus to jobs in the advanced array? They stack within the same category.
That is not bad. But may i suggest you increase cost reduction per structure for Small ship assembley arrays and Component/Equipment arrays. The total bonus should stay the same as in devblog, but there won't be a requirement to anchor 27 and 50 arrays. It seams to me, there are not many manufacturers (if any), who currently use so many arrays of these types on the same POS.
And would you be so kind to clarify, would the offline structures count towards the bonus or not. |

timm mmah
Science and Trade Institute Caldari State
0
|
Posted - 2014.06.16 16:25:00 -
[60] - Quote
CCP Ytterbium wrote:Retar Aveymone wrote:The screenshot for the Thukker array says you can build T2 components and T3 components in it. The dev blog says capital & advanced capital only. Can you confirm which is correct? Thukker Component Assembly Array will only be able to build Capital and Advanced Capital Components, description is being fixed, thanks for pointing that out citizen.
Can you confirm they will only be allowed to be anchored in lowsec and not nullsec? |
|

Conjaqq
Cause For Concern Easily Excited
1
|
Posted - 2014.06.16 16:30:00 -
[61] - Quote
Nice changes.
I got one question, where does one aquire the Thukker Component Assembly Array? |

Tau Cabalander
Retirement Retreat Working Stiffs
3752
|
Posted - 2014.06.16 16:30:00 -
[62] - Quote
*deleted* |

E6o5
Tyler Durden Demolitions
265
|
Posted - 2014.06.16 16:38:00 -
[63] - Quote
I don't like that you killed the mini profession of corp creators. Also it doesn't make sense for a faction to allow you to anchor a POS in their space if you have negative standings towards them. |

Benny Ohu
Chaotic Tranquility
3342
|
Posted - 2014.06.16 16:49:00 -
[64] - Quote
Querns wrote:Benny Ohu wrote:it appears easy to work around the 7-day new corp anchoring restriction with an alt wardec contingency corp, allowing players to dissolve their corp to avoid a wardec and immediately put the starbase back up?
is it because you intend for there to be a workaround, that you don't think it's important, or is patching the workaround outside the scope of this set of changes? Similar workarounds exist today; you can keep one or more alternate corps kicking around with their standings pre-baked. I suspect the change isn't to "fix" this problem, it's to maintain congruence with the way things are now. At least, that's what I was gunning for when I first suggested this idea months ago. Think of it this way -- every alternate corp you have to evade wardecs requires at least one character to keep the corporation alive. How many plex per month is any given person willing to spend just to safeguard their corporation?
Yeah. I was just excited to hear that changes were being made with wars in mind. But thinking about it more, it's not really time to make them more vulnerable. They should be made more useful, usable, defendable (guns) and interesting to fight around before they're exposed completely to war declarations
That's assuming they should be more exposed to wardecs. It's something I look forwards too, though. A more interesting highsec
You're right about the lost value of an alt character slot, of course. I can't guess at what'd happen vOv
|

Ereshgikal
Pigs and Sows Gentlemen's Agreement
31
|
Posted - 2014.06.16 16:53:00 -
[65] - 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. :) |

TheSmokingHertog
TALIBAN EXPRESS
237
|
Posted - 2014.06.16 16:57:00 -
[66] - Quote
CCP Ytterbium wrote:Querns wrote:Could I ask for some clarification on one point? I don't think I fully understand the change to Supply Chain Management (SCM) and Scientific Networking. Are you removing the regional restriction for starting RAM jobs remotely? For example, if I had SCM trained to 1, could I start a job in Muvolailen (The Citadel) from Jita (The Forge)? Yes, regional limits are being removed. The new skills will just check for jump distance between blueprint and yourself.
Ok,
So industrialists can work inter-regional, that is not possible in other professions, pls let other enablers have the same!
- Inter-regional stacking - Inter-regional accepting contracts. - Inter-regional price adjusting of orders*
Make a skill if you need for each if need be.
* this way you could maintain a price lvl of all your orders across new eden. Since you cannot lookup local markets remotely, is has a disadvantage to trading while in the same region. I would not vote for inter-regional setting up of orders.
Let me sneak in another thing, a repost btw;
The "Corporation Member Cap Increase" was argued based upon "a growing game"
While having a nice industry revamp, with unlimited slots, traders are still very limited in game, on 305 orders, 21 public contracts, etc... my suggestions;
Contracting gives you 21 contracts to work with. (For each level of this skill the number of outstanding contracts is increased by four (up to a maximum of 21 at level 5). Please make this 42. Corporate contracts have a limit of 500 (Corporations have a hard limit of 500 outstanding public contracts.), make it 1000. Trade skills go to 305 orders, I would propose this, 4 to 8 (Trade), 8 to 16 (Retail), 16 to 32 (Wholesale), 32 to 64 (tycoon)
Thx. |

probag Bear
Center for Advanced Studies Gallente Federation
54
|
Posted - 2014.06.16 17:00:00 -
[67] - Quote
Theodore Knox wrote:Interesting... Quote:Structure cost scaling
Removing slots from industry jobs discourage players from stacking more than one Starbase structure of the same type at a Control Tower. To counteract this point, we are going to give specific bonuses when Starbase structures of the same type are stacked together at the same control tower.
This bonus is going to be a flat reduction on the whole job cost price, whose amount and total bonus varies depending on the Starbase structure itself. Let's pretend I'm a small scale T2 croozer manufacturer... So, to get the full benefit to reduced job costs, I'm going to need a Large Caldari tower, with 50 component assembly arrays, to get a 25% edge on the install cost all my component jobs. Now, I'm a small scale producer, so I'm not likely to run this sort of set up all month, every month. I'm going to want to throw in some other modules to do other jobs on my shiny new large pos. So there'll be 13 Medium Ship Assembly Arrays too. When I want to switch back and forth between them, that's a lot of off-lining and on-lining to do, unless I sink more isk into pos costs and get me a second large tower - destroying my margins further. And then my head starts to hurt, because I'm trying to work out, how many jobs at 25% lpwer install cost am I going to need to run to break even on the pos fuel costs. Have you any idea how cluttered my tower is going to be? I make it 63 assembly arrays alone... This is a profoundly messy game mechanic.
No one is forcing you to take advantage of this mechanic. Especially since this mechanic isn't meant to be for "small scale" manufacturers; it's meant to somewhat preserve the current balance for large-scale manufacturers. If you don't already have multiple POSes up, you are not going to be particularly affected by the install cost changes. |

Rekkr Nordgard
Imperial Reclaiming
391
|
Posted - 2014.06.16 17:09:00 -
[68] - Quote
I really like the compression and refining changes and generally like change to the POS modules. However the module stacking bonus is a just plain bad game mechanic, you need to figure out a different way to do that. And removing the standings requirement for highsec POSes makes no sense and is immersion breaking. |

Ekaterina 'Ghetto' Thurn
Department 10
159
|
Posted - 2014.06.16 17:12:00 -
[69] - Quote
Kenneth Feld wrote:I think it was Fozzie that mentioned earlier about anchoring and onlining douchebag stuff
If we anchor and online several assy arrays before a job, then offline and unanchor after the job to save isk on install what repercussions will there be.
It was mentioned before in the previous thread and the threats were pretty broad, I just kinda want that updated in this thread before the 5675866758587587 questions get asked.
I pointed that one out in the comments for the original announcement. It didn't seem like this had been thought about and I didn't receive an answer. |

Circumstantial Evidence
128
|
Posted - 2014.06.16 17:24:00 -
[70] - Quote
Online / Offline array tricks: I also posted an idea in the Starbase thread and haven't noticed a definitive statement on how it will be handled. probag Bear re-stated the question in post #4 in this thread. |
|

Utremi Fasolasi
La Dolce Vita
404
|
Posted - 2014.06.16 17:25:00 -
[71] - Quote
Wiener Chomper wrote:Quote:Newly formed corporations will need to wait 7 days before being able to anchor Starbases. This is to inhibit players from immediately moving Starbase assets to another corporation if under a war declaration. So basically all we need to do is create a bunch of corporations now using alts so that players can immediately move starbase assets to another corporation so we can avoid war? EZPZ
If the deccing corp has good intel and spies they will find those corps and dec them too. |

Ekaterina 'Ghetto' Thurn
Department 10
159
|
Posted - 2014.06.16 17:25:00 -
[72] - Quote
I still stand by my opinion that the idea of having multiple arrays of the same type in a POS is a real bodge job method to give additional bonuses.
A far better idea would be to have new skill/s that have to be learnt, maybe at 10x skill time if you like, to give tax bonuses at POSes. A reply from CCP is to why this is not a better idea would be nice too. |

Utremi Fasolasi
La Dolce Vita
404
|
Posted - 2014.06.16 17:29:00 -
[73] - Quote
Shinzhi Xadi wrote:So, I spent years grinding empire standings, a big part of the reason why, was so I could put up a POS on my high sec alt.
Whats the point of spending time grinding empire standing now?
CCP please don't make our years worth of standing useless!
Wut. It shouldn't take years. If you run all the Career agents, and the circle agents, and do the Sisters arc and turn in all the pirate tags it takes less than a week! |

Bethan Le Troix
Krusual Investigation Agency
123
|
Posted - 2014.06.16 17:29:00 -
[74] - Quote
Utremi Fasolasi wrote:Wiener Chomper wrote:Quote:Newly formed corporations will need to wait 7 days before being able to anchor Starbases. This is to inhibit players from immediately moving Starbase assets to another corporation if under a war declaration. So basically all we need to do is create a bunch of corporations now using alts so that players can immediately move starbase assets to another corporation so we can avoid war? EZPZ If the deccing corp has good intel and spies they will find those corps and dec them too.
This is extremely easy to do now with little intel and no spies required. You just look at the employment record of the member/s. You can then see where they move to and immediately wardec the next corp they will move to. |

Ekaterina 'Ghetto' Thurn
Department 10
159
|
Posted - 2014.06.16 17:35:00 -
[75] - Quote
Circumstantial Evidence wrote:Online / Offline array tricks: I also posted an idea in the Starbase thread and haven't noticed a definitive statement on how it will be handled. probag Bear re-stated the question in post #4 in this thread.
CCP Grayscale said offlining 'shouldn't be too much of a problem'. I personally disagree and think that all the arrays used to attain the bonus should have to be online until the job is finished.
In addition I asked what would happen if the additional arrays were unanchored as well as being offlined. As of yet an answer has not been given as to whether this would be possible to do and if so then would the tax bonus be refused.
Basically it's a massive loophole and an unsatisfactory and messy way of attaining a tax bonus. |

Chris Winter
Zephyr Corp V.A.S.T.
449
|
Posted - 2014.06.16 17:35:00 -
[76] - Quote
Why does it cost to build things at a POS? I built the POS, I'm paying for fuel for it, why am I getting charged again to manufacture things? |

Letto Atreides
Still Water Intergalactic Holdings Absolute Darkness
1
|
Posted - 2014.06.16 17:45:00 -
[77] - Quote
Stacking Multiple Arrays in the POS is going to be such a clickfest.
Example: if i want max boost for research that's 13 labs. 1. 13 times to anchor 2. 13 times to online/offline if i want to change to other types of arrays 3. 13x7 (corp hanger divisions) = 91 divisions, which are unsearchable from assets tab, where my that bpc copy that was just delivered may be hiding, etc etc
It would be much better if we could just anchor one array and then upgrade it using some mix of isk and materials like we do with POCOs or in PI command centers. It could still take up the same power/cpu as 13 individual arrays but it wouldn't be a management nightmare. |

Myxx
744
|
Posted - 2014.06.16 17:46:00 -
[78] - Quote
Quote:Timed restriction to anchor Control Towers
Newly formed corporations will need to wait 7 days before being able to anchor Starbases. This is to inhibit players from immediately moving Starbase assets to another corporation if under a war declaration.
The clever among us have pre-formed alt corporations. All this will do is make it so that alt corporations are formed far ahead of time for this specific purpose of avoiding the timer. Its mildly idiotic to have that restriction with that in mind. All you're doing is being an annoyance.
Edit: Also, dickstars. oh gods the dickstars... |

Utremi Fasolasi
La Dolce Vita
404
|
Posted - 2014.06.16 17:50:00 -
[79] - Quote
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." |

Mila Joevovich
Royal Amarr Institute Amarr Empire
0
|
Posted - 2014.06.16 17:54:00 -
[80] - Quote
Looking foward to having reprocessing nerfed to the point of making loot not worth the effort to pick up  |
|

Theodore Knox
Technologies Unlimited Superior Eve Engineering
8
|
Posted - 2014.06.16 17:55:00 -
[81] - Quote
Vodka Tequila wrote:CCP Ytterbium wrote:Theodore Knox wrote:Does the Assembly Array stacking bonus apply to arrays of only one type, or can you mix and match in each category? e.g. will i need 13 Medium Ship Assembly Arrays, or can I have 12 MSAAs and 1 Advanced to get the same bonus to jobs in the advanced array? They stack within the same category. That is not bad. But may i suggest you increase cost reduction per structure for Small ship assembley arrays and Component/Equipment arrays. The total bonus should stay the same as in devblog, but there won't be a requirement to anchor 27 and 50 arrays. It seams to me, there are not many manufacturers (if any), who currently use so many arrays of these types on the same POS. And would you be so kind to clarify, would the offline structures count towards the bonus or not.
The max bonus seems to based on a tower with max number of arrays in the same category. If you reduce the bonus per array, you open the possibility of getting better bonuses across a broader range of activities.
Seems like they want each pos to specialize to get the best saving.
|

Pic'n dor
Epsilon Lyr Mordus Angels
24
|
Posted - 2014.06.16 17:58:00 -
[82] - Quote
Letto Atreides wrote:Stacking Multiple Arrays in the POS is going to be such a clickfest.
Example: if i want max boost for research that's 13 labs. 1. 13 times to anchor 2. 13 times to online/offline if i want to change to other types of arrays 3. 13x7 (corp hanger divisions) = 91 divisions, which are unsearchable from assets tab, where my that bpc copy that was just delivered may be hiding, etc etc
It would be much better if we could just anchor one array and then upgrade it using some mix of isk and materials like we do with POCOs or in PI command centers. It could still take up the same power/cpu as 13 individual arrays but it wouldn't be a management nightmare.
+1 clickfest >>> you make S&I more complicated than before and far less newcomers friendly (those experienced builders will burn the margins..)
Upgrading labs and arrays or even "rig" style them > destroyed upon unanchoring... anything that cost time and money to get and is worth to have but no click fest... you wanted S&I to be more productive, intuitive etc (think of the redo job you made)...
91 division unsolvable dilemma >>> http://d24w6bsrhbeh9d.cloudfront.net/photo/a75RVNb_460sa.gif
|

Theodore Knox
Technologies Unlimited Superior Eve Engineering
8
|
Posted - 2014.06.16 18:00:00 -
[83] - Quote
probag Bear wrote:Theodore Knox wrote:
When I want to switch back and forth between them, that's a lot of off-lining and on-lining to do, unless I sink more isk into pos costs and get me a second large tower - destroying my margins further. And then my head starts to hurt, because I'm trying to work out, how many jobs at 25% lpwer install cost am I going to need to run to break even on the pos fuel costs.
Have you any idea how cluttered my tower is going to be? I make it 63 assembly arrays alone... This is a profoundly messy game mechanic.
No one is forcing you to take advantage of this mechanic. Especially since this mechanic isn't meant to be for "small scale" manufacturers; it's meant to somewhat preserve the current balance for large-scale manufacturers. If you don't already have multiple POSes up, you are not going to be particularly affected by the install cost changes.
"No one" except the inexorable tug of market forces. 
I'm not too bothered by small players getting squeezed out the market, though. This is just another example of the shoddy POS code forcing, frankly, poor game play options.
E.g. Could we get the option to online / offline multiple assembly arrays, instead of one at a time? That won't affect combat mechanics, but it will save a lot of needless RSI-inducing mouse clicks.
|

Theodore Knox
Technologies Unlimited Superior Eve Engineering
8
|
Posted - 2014.06.16 18:03:00 -
[84] - Quote
Letto Atreides wrote:Stacking Multiple Arrays in the POS is going to be such a clickfest.
Example: if i want max boost for research that's 13 labs. 1. 13 times to anchor 2. 13 times to online/offline if i want to change to other types of arrays 3. 13x7 (corp hanger divisions) = 91 divisions, which are unsearchable from assets tab, where my that bpc copy that was just delivered may be hiding, etc etc
It would be much better if we could just anchor one array and then upgrade it using some mix of isk and materials like we do with POCOs or in PI command centers. It could still take up the same power/cpu as 13 individual arrays but it wouldn't be a management nightmare.
+1
See my previous post.
I understand the mechanics of why up to 50 modules need to be used to get max bonus (forcing extreme specialisation) but can CCP at least admit this is a temporary mechanic, as POS code is due to get a huge overhaul soon, or in the mid-term future.
Introducing a click-fest when you've just taken one away in industry is not a net win. |

Theodore Knox
Technologies Unlimited Superior Eve Engineering
9
|
Posted - 2014.06.16 18:10:00 -
[85] - Quote
Chris Winter wrote:Why does it cost to build things at a POS? I built the POS, I'm paying for fuel for it, why am I getting charged again to manufacture things?
There needs to be an ISK sink in every game activity, to spread the sinking of ISK evenly. Wouldn't want one category of player complaining about how other's get off scot-free, would we?
Or are you asking for a "back story" reason? 
|

Retar Aveymone
GoonWaffe Goonswarm Federation
456
|
Posted - 2014.06.16 18:13:00 -
[86] - Quote
Myxx wrote:Quote:Timed restriction to anchor Control Towers
Newly formed corporations will need to wait 7 days before being able to anchor Starbases. This is to inhibit players from immediately moving Starbase assets to another corporation if under a war declaration. The clever among us have pre-formed alt corporations. All this will do is make it so that alt corporations are formed far ahead of time for this specific purpose of avoiding the timer. Its mildly idiotic to have that restriction with that in mind. All you're doing is being an annoyance. Edit: Also, dickstars. oh gods the dickstars... the clever among you are wasting approximately 200-250m a month per altcorp on an alt wasted in a holding corporation
not sure clever is the word you're looking for there |

Ereshgikal
Pigs and Sows Gentlemen's Agreement
31
|
Posted - 2014.06.16 18:15:00 -
[87] - 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? |
|

Chribba
Otherworld Enterprises Otherworld Empire
12061
|
Posted - 2014.06.16 18:21:00 -
[88] - Quote
Steve Ronuken wrote:Chribba wrote:Arrgh dem starbases! ... Veldqual, you shall never compress again  Structure cost scaling - I will have to pay tax at my own starbase? (Haven't followed the discussion on this) /c You have to pay the installation (or build) cost where ever you install jobs. There's an additional 10% tax on top of that for NPC stations. So, not only will I put out a lot of ISK building a POS with modules, I'm getting taxed on my own production in my own POS (eg tax that is paid to SCC or something)? That sounds stupid...
|
|

Anders Madeveda
Sturmgrenadier Inc
43
|
Posted - 2014.06.16 18:24:00 -
[89] - Quote
Congratulations CCP, in your quest to REDUCE the amount of clicks required by Industrialists in the game, you have created a Golem of clicks in the form of stacking arrays for discounts. Just when I thought you were on the right track you pull defeat from the jaws of victory. |

Meizu Kho
Kho Incorporated
94
|
Posted - 2014.06.16 18:28:00 -
[90] - Quote
concerning the online/offline workarounds for the build cost bonus i would like to remind CCP off what they once told us:
no matter how boring, tedious or time consuming an activity is, if it's the most efficient/safest way of doing it, the players will do it.
If you allow people to take advantage of a 26% build cost advantage without having to risk 13 arrays of the same type because they can offline and unancher then during the job they will do it. they will get freighters with 12 arrays ready and do it every job.
I don't mind the bonus but i do if you can dodge the risk. |
|

Aliventi
Southern Cross Empire Flying Dangerous
744
|
Posted - 2014.06.16 18:39:00 -
[91] - Quote
Is there a way to allow the Thukker Component Assembly Array to be anchored in NPC nullsec that does not get the benefits of being SOV nullsec? Join [FIGL] Flying Dangerous Today! |

Bessa Miros
A-Fission Industries
12
|
Posted - 2014.06.16 18:48:00 -
[92] - Quote
CCP Ytterbium wrote:Querns wrote:Could I ask for some clarification on one point? I don't think I fully understand the change to Supply Chain Management (SCM) and Scientific Networking. Are you removing the regional restriction for starting RAM jobs remotely? For example, if I had SCM trained to 1, could I start a job in Muvolailen (The Citadel) from Jita (The Forge)? Yes, regional limits are being removed. The new skills will just check for jump distance between blueprint and yourself. really love this. If you could make markets work this way too I'd be really really happy. |

Arronicus
X-Prot Greater Western Co-Prosperity Sphere
1056
|
Posted - 2014.06.16 18:50:00 -
[93] - Quote
timm mmah wrote:CCP Ytterbium wrote:Retar Aveymone wrote:The screenshot for the Thukker array says you can build T2 components and T3 components in it. The dev blog says capital & advanced capital only. Can you confirm which is correct? Thukker Component Assembly Array will only be able to build Capital and Advanced Capital Components, description is being fixed, thanks for pointing that out citizen. Can you confirm they will only be allowed to be anchored in lowsec and not nullsec?
Dude, just read the dev blog:
As we mentioned some time ago, we are also going to introduce a new type of Component Assembly Array to help low-security Capital ship builders to compete with the reprocessing changes. This structure will give 25% reduction in manufacturing time, 10% reduction in manufacturing required materials and may only be anchored in low-security solar systems.
It's incredibly clear to anyone interested in building capital ships that it will ONLY be anchorable in lowsec.
The picture of it even says "Restricted to security level greater than 0.1" |

Rain6637
Team Evil
14983
|
Posted - 2014.06.16 18:51:00 -
[94] - Quote
really happy i didn't train that rorq pilot President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

Arronicus
X-Prot Greater Western Co-Prosperity Sphere
1056
|
Posted - 2014.06.16 18:52:00 -
[95] - Quote
Chribba wrote:Steve Ronuken wrote:Chribba wrote:Arrgh dem starbases! ... Veldqual, you shall never compress again  Structure cost scaling - I will have to pay tax at my own starbase? (Haven't followed the discussion on this) /c You have to pay the installation (or build) cost where ever you install jobs. There's an additional 10% tax on top of that for NPC stations. So, not only will I put out a lot of ISK building a POS with modules, I'm getting taxed on my own production in my own POS (eg tax that is paid to SCC or something)? That sounds stupid...
NPC stations. Not POS, NPC stations. There's an additional 10% tax on NPC station jobs. |

Arronicus
X-Prot Greater Western Co-Prosperity Sphere
1056
|
Posted - 2014.06.16 18:54:00 -
[96] - Quote
Rain6637 wrote:really happy i didn't train that rorq pilot
CCP has mentioned some 'big change' for rorquals that should motivate pilots to fly them beyond just running ganglinks from a pos, including some incentive to actually put the ship in the belt. Sounds pretty ambitious, and I'm expecting something completely underwhelming, but hopefully I'm wrong. |

Rain6637
Team Evil
14983
|
Posted - 2014.06.16 18:59:00 -
[97] - Quote
I could still go ahead and train the spaceship command skills in the future. I like the Rorq too, and spider tank battle Rorqs is something i'd like to try. President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |
|

Chribba
Otherworld Enterprises Otherworld Empire
12061
|
Posted - 2014.06.16 19:04:00 -
[98] - Quote
Arronicus wrote:Chribba wrote:Steve Ronuken wrote:Chribba wrote:Arrgh dem starbases! ... Veldqual, you shall never compress again  Structure cost scaling - I will have to pay tax at my own starbase? (Haven't followed the discussion on this) /c You have to pay the installation (or build) cost where ever you install jobs. There's an additional 10% tax on top of that for NPC stations. So, not only will I put out a lot of ISK building a POS with modules, I'm getting taxed on my own production in my own POS (eg tax that is paid to SCC or something)? That sounds stupid... NPC stations. Not POS, NPC stations. There's an additional 10% tax on NPC station jobs. Which is why I was asking because this doesn't make sense to me then:
"In practice, this means that stacking 13 Medium Ship Assembly, Advanced Medium Assembly or Subsystem Assembly Arrays will reduce the total cost to start a manufacturing job at any of those structures by 26%."
So if there is no tax at my own POS - what's the deal with the bonus that gives me a reduction to cost? Or did I mistake that for like mineral reduction cost?
|
|

Bridgette d'Iberville
Better Killing Through Chemistry
269
|
Posted - 2014.06.16 19:19:00 -
[99] - Quote
Chribba wrote:"In practice, this means that stacking 13 Medium Ship Assembly, Advanced Medium Assembly or Subsystem Assembly Arrays will reduce the total cost to start a manufacturing job at any of those structures by 26%."
So if there is no tax at my own POS - what's the deal with the bonus that gives me a reduction to cost? Or did I mistake that for like mineral reduction cost?
Reading through this thread, it appears that POS jobs will have an ISK-sink/payment to NPC cost requirement per job. I believe the multiple arrays will reduce that cost.
Jobs that are run at an NPC station will have an additional 10% tax added on to the total job cost as well as not being able to benefit from the multiple array bonus. "I considered a career in griefing, but then realized that I would never achieve the level of tear generation that CCP manages to do each and every expansion." |

Letto Atreides
Still Water Intergalactic Holdings Absolute Darkness
4
|
Posted - 2014.06.16 19:20:00 -
[100] - Quote
Meizu Kho wrote:concerning the online/offline workarounds for the build cost bonus i would like to remind CCP off what they once told us:
no matter how boring, tedious or time consuming an activity is, if it's the most efficient/safest way of doing it, the players will do it.
If you allow people to take advantage of a 26% build cost advantage without having to risk 13 arrays of the same type because they can offline and unancher then during the job they will do it. they will get freighters with 12 arrays ready and do it every job.
I don't mind the bonus but i do if you can dodge the risk.
In an earlier post I mentioned the idea of changing from 13 arrays to a single array that had to be upgraded (13 times). This mechanic would prevent the hack you are describing here.
|
|

Veldar Reku
Wu Xi Holdings
12
|
Posted - 2014.06.16 19:24:00 -
[101] - Quote
No problem with these stacking benefits. Maybe have a more logarithmic scaling factor instead of linear, but otherwise it's good.
I don't think anyone is going to go crazy onlining/offlining stuff at a whim just to save a few ISK. The difference will be whether people will scale down to small towers or keep running large ones. ISK for fuel vs. ISK in saving install costs kind of a deal.
|

I Love Boobies
All Hail Boobies
1180
|
Posted - 2014.06.16 19:25:00 -
[102] - Quote
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. |

Phoenix Jones
Concordiat Spaceship Samurai
464
|
Posted - 2014.06.16 19:31:00 -
[103] - Quote
Letto Atreides wrote:Meizu Kho wrote:concerning the online/offline workarounds for the build cost bonus i would like to remind CCP off what they once told us:
no matter how boring, tedious or time consuming an activity is, if it's the most efficient/safest way of doing it, the players will do it.
If you allow people to take advantage of a 26% build cost advantage without having to risk 13 arrays of the same type because they can offline and unancher then during the job they will do it. they will get freighters with 12 arrays ready and do it every job.
I don't mind the bonus but i do if you can dodge the risk. In an earlier post I mentioned the idea of changing from 13 arrays to a single array that had to be upgraded (13 times). This mechanic would prevent the hack you are describing here.
This makes a bit more sense. Treat it like a Command Center that has upgrade levels. Anchoring 13 of these things seems a bit silly.
It is also comical that a POS can't build its own POS modules.
I can't say if this is good or not, but its... just odd.
It forces people to mass produce these things for the sole purpose of anchoring them... its.. Wonky. Stabbers are totally broken
http://eve-kill.net/?a=kill_detail&kll_id=15116553
|

Phoenix Jones
Concordiat Spaceship Samurai
464
|
Posted - 2014.06.16 19:35:00 -
[104] - 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.
Understandable. I don't quite see what would cause a fleet to commit a billion isk Rorqual to an asteriod field, unless they decide to give it a reinforce timer like a POS.
Rorqual comes to asteriod belt with friends, begins mining. Has massive bay for collecting the ores.
Enemy gang comes in, kills friends and attack rorqual. Rorqual hits Autobot Transformation mode and reinforces itself for an hour. Enemy gang hangs out waiting for Rorqual to drop out of Reinforce Mode. Friendly's come in and kills gang, Rorqual drops out, everybody continues mining.
Or nobody comes and Rorqual Dies Comically.
I'm just blowing smoke out my Tuccus. Stabbers are totally broken
http://eve-kill.net/?a=kill_detail&kll_id=15116553
|

Odin Shadow
ZC Industries Dark Stripes
7
|
Posted - 2014.06.16 19:36:00 -
[105] - Quote
so for a comp assembly array to get max discount you need to anchour 50 of them??
i must be missing something cos that can not be right? |
|

Chribba
Otherworld Enterprises Otherworld Empire
12061
|
Posted - 2014.06.16 19:38:00 -
[106] - Quote
Bridgette d'Iberville wrote:Chribba wrote:"In practice, this means that stacking 13 Medium Ship Assembly, Advanced Medium Assembly or Subsystem Assembly Arrays will reduce the total cost to start a manufacturing job at any of those structures by 26%."
So if there is no tax at my own POS - what's the deal with the bonus that gives me a reduction to cost? Or did I mistake that for like mineral reduction cost? Reading through this thread, it appears that POS jobs will have an ISK-sink/payment to NPC cost requirement per job. I believe the multiple arrays will reduce that cost. Jobs that are run at an NPC station will have an additional 10% tax added on to the total job cost as well as not being able to benefit from the multiple array bonus. So my original statement that I will now be taxed at my own POS is correct?
|
|

Meizu Kho
Kho Incorporated
94
|
Posted - 2014.06.16 19:43:00 -
[107] - Quote
Chribba wrote:Arronicus wrote:Chribba wrote:Steve Ronuken wrote:Chribba wrote:Arrgh dem starbases! ... Veldqual, you shall never compress again  Structure cost scaling - I will have to pay tax at my own starbase? (Haven't followed the discussion on this) /c You have to pay the installation (or build) cost where ever you install jobs. There's an additional 10% tax on top of that for NPC stations. So, not only will I put out a lot of ISK building a POS with modules, I'm getting taxed on my own production in my own POS (eg tax that is paid to SCC or something)? That sounds stupid... NPC stations. Not POS, NPC stations. There's an additional 10% tax on NPC station jobs. Which is why I was asking because this doesn't make sense to me then: "In practice, this means that stacking 13 Medium Ship Assembly, Advanced Medium Assembly or Subsystem Assembly Arrays will reduce the total cost to start a manufacturing job at any of those structures by 26%." So if there is no tax at my own POS - what's the deal with the bonus that gives me a reduction to cost? Or did I mistake that for like mineral reduction cost?
As i see it there is always a cost for hiring a team, even a standard one without bonuses and it depends on how much is produced in the system. this is also where the 26% reduction is deducted from. if you produce from a station there is an additional tax. If you produce from a pos there is no tax but a pos discount. |

Kusum Fawn
State Protectorate Caldari State
479
|
Posted - 2014.06.16 19:44:00 -
[108] - Quote
Chribba wrote:Bridgette d'Iberville wrote:Chribba wrote:"In practice, this means that stacking 13 Medium Ship Assembly, Advanced Medium Assembly or Subsystem Assembly Arrays will reduce the total cost to start a manufacturing job at any of those structures by 26%."
So if there is no tax at my own POS - what's the deal with the bonus that gives me a reduction to cost? Or did I mistake that for like mineral reduction cost? Reading through this thread, it appears that POS jobs will have an ISK-sink/payment to NPC cost requirement per job. I believe the multiple arrays will reduce that cost. Jobs that are run at an NPC station will have an additional 10% tax added on to the total job cost as well as not being able to benefit from the multiple array bonus. So my original statement that I will now be taxed at my own POS is correct?
well... yes.
Some global job cost scaling effect with modifiers from local system manufacturing job numbers.
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.
|

Dinsdale Pirannha
Pirannha Corp
3143
|
Posted - 2014.06.16 19:48:00 -
[109] - Quote
Anders Madeveda wrote:Congratulations CCP, in your quest to REDUCE the amount of clicks required by Industrialists in the game, you have created a Golem of clicks in the form of stacking arrays for discounts. Just when I thought you were on the right track you pull defeat from the jaws of victory.
Thank the real architects of this, the null sec cartel CSM reps. They have created a monstrosity that is now some complicated, so nuanced, that only the ones that are deeply involved, deeply committed, will profit. To suggest this new system is simpler than the current system is just Orwell-speak.
This is the death of the high sec casual industrialist, as designed. Oh, and those same high sec casuals all have alt corps ready to go when the inevitable war dec grief appears.
Just brilliant design. Most people viewed Orwell's writings as a warning. The harper regime and the goons treat them as a guidebook. |

Bridgette d'Iberville
Better Killing Through Chemistry
269
|
Posted - 2014.06.16 19:49:00 -
[110] - Quote
Chribba wrote:So my original statement that I will now be taxed at my own POS is correct?
Yes, as far as I can tell. I guess there was the need for an additional ISK sink? The market reaction should be interesting to say the least. "I considered a career in griefing, but then realized that I would never achieve the level of tear generation that CCP manages to do each and every expansion." |
|
|

Chribba
Otherworld Enterprises Otherworld Empire
12061
|
Posted - 2014.06.16 19:51:00 -
[111] - Quote
Thanks everyone. Now to figure out if all them Slaves I freed during the years want to return the favor... 
/c
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|

Gilbaron
Free-Space-Ranger Nulli Secunda
1453
|
Posted - 2014.06.16 19:58:00 -
[112] - Quote
some time ago in the original industry devblogs greyscale said that you would look into allowing the production of towers, pos mods and containers in one of the arrays.
did not see that in the devblog, is there an update for this ? GRRR Goons |

Kalorian
Black Aces Against ALL Authorities
0
|
Posted - 2014.06.16 20:02:00 -
[113] - Quote
I think many are forgetting where eve is heading storyline wise.
I've ready many posts about the faction standings no longer being taken into account being "game breaking" or "taking away from the immersion"
Remember capsuleers have defied the empire factions and are starting to do their own thing. This is another step in that direction in which the empire rules no longer matter.
Not necessarily agreeing with the stacking bonuses and mass components needed. I think the POS UI changes should've come first then have the ability similar to Outposts and install upgrades instead of having a ton of items floating around in space. Or having the POS work like ship fitting works to allow easier configuration and management of the POS. I can see steps going towards that direction just wonder of this 'enhancement' / change was a little cart before the horse.
Being a past industrialist I can agree with some of the insight and concerns brought up in regards to high sec industrialists. You have a good portion of your play base that just wants to run missions and or build something from the ground up. This puts more emphasis in high sec wars for the chances to get shiny BPO drops from POS bashing rather than fixing 0.0 sov mechanics and getting the fights out in lawless space. Empire space, even with the story line / developmental change should still be relatively safe for those that choose to play this game on a casual level.
Should be interesting to see how this plays out post-crius. |

Dinsdale Pirannha
Pirannha Corp
3144
|
Posted - 2014.06.16 20:14:00 -
[114] - Quote
Kalorian wrote:I think many are forgetting where eve is heading storyline wise.
I've ready many posts about the faction standings no longer being taken into account being "game breaking" or "taking away from the immersion"
Remember capsuleers have defied the empire factions and are starting to do their own thing. This is another step in that direction in which the empire rules no longer matter.
Not necessarily agreeing with the stacking bonuses and mass components needed. I think the POS UI changes should've come first then have the ability similar to Outposts and install upgrades instead of having a ton of items floating around in space. Or having the POS work like ship fitting works to allow easier configuration and management of the POS. I can see steps going towards that direction just wonder of this 'enhancement' / change was a little cart before the horse.
Being a past industrialist I can agree with some of the insight and concerns brought up in regards to high sec industrialists. You have a good portion of your play base that just wants to run missions and or build something from the ground up. This puts more emphasis in high sec wars for the chances to get shiny BPO drops from POS bashing rather than fixing 0.0 sov mechanics and getting the fights out in lawless space. Empire space, even with the story line / developmental change should still be relatively safe for those that choose to play this game on a casual level.
Should be interesting to see how this plays out post-crius.
Those high sec players that you describe, particularly those liked to dabble in industry, are finished. Sure, they can make some product at who knows what cost, but there is zero chance of them being competitive with null sec or low sec hard core players.
All in favour of the "play with lots of alts, or die" trend. Most people viewed Orwell's writings as a warning. The harper regime and the goons treat them as a guidebook. |

Gilbaron
Free-Space-Ranger Nulli Secunda
1453
|
Posted - 2014.06.16 20:29:00 -
[115] - Quote
there are plenty of things out there with high margins and low overall profit, often more than 30%. Those will remain profitable in highsec :)
the more advanced stuff and the more expensive stuff will move out to null. good changes :)
GRRR Goons |

Guttripper
State War Academy Caldari State
474
|
Posted - 2014.06.16 20:30:00 -
[116] - Quote
I will admit I have not followed the original threads from the beginning, along with all the changes, but it seems to me most of the early "complaints" players have brought up have not been resolved and CCP is proceeding as usual... |

Kalorian
Black Aces Against ALL Authorities
1
|
Posted - 2014.06.16 20:31:00 -
[117] - Quote
Dinsdale Pirannha wrote:
Those high sec players that you describe, particularly those liked to dabble in industry, are finished. Sure, they can make some product at who knows what cost, but there is zero chance of them being competitive with null sec or low sec hard core players.
All in favour of the "play with lots of alts, or die" trend.
I would hope the objective isn't to get the casual player base to purchase a bunch of alt accounts. The true player base of EVE is currently convoluted with all the alts running around. I hope CCP is considering the balance of these and future changes to not force the casual player into the more complex / complicated dynamics that come with this game. It will alienate a certain segment of the player base and this is not good for the game and definitely not good for business. |

GiveMeATry
School of Applied Knowledge Caldari State
10
|
Posted - 2014.06.16 20:36:00 -
[118] - Quote
Some reason I feel like I'm getting F@#$# in the ass. So glad I spent the last year grinding out a 8.0 faction standing with Caldari.
So what does that give me now? A good hand shake.. now any Tom **** or Hairy Gallentee scum can put up a tower in Caldari Space.. Also I feel like as a newly minted solo POS owner I'm getting F@#$#@ed. |

Meytal
School of Applied Knowledge Caldari State
432
|
Posted - 2014.06.16 20:43:00 -
[119] - Quote
Previously, we would queue jobs in manufacturing/research slots when we ran out of empty slots, or because we were only allowed to use certain slots, or just out of consideration for the next guy.
Now, there will be a cost for installing jobs which presumably increases as the number of parallel/simultaneous jobs increase.
Will it be possible to run, say, 5 simultaneous job queues of two 12-hour jobs per queue instead of 10 simultaneous jobs at 12 hours each? This means 5 jobs would complete in 12 hours and the other 5 jobs would complete in 24 hours instead of the 10 simultaneous jobs that all complete in 12 hours for (theoretically) twice the cost? It can be important for many of us to time the completion of jobs to correspond with our gaming times.
In Hisec, Lowsec, and NPC Null, the "taxes" you pay theoretically get sent to the resident governing body. To whom are these "taxes" being paid in Sov Null and especially in Wormhole space? Neither Concord, nor SCC, nor any empire body has any standing or presence in Sov Null or wormhole space; the residents see to that.
Will industry in Sov Null POSes/Outposts and in W-space POSes also require some form of ISK payment to some ethereal empire presence to start jobs?
|

TigerXtrm
Black Thorne Corporation Black Thorne Alliance
717
|
Posted - 2014.06.16 20:44:00 -
[120] - Quote
Dinsdale Pirannha wrote:Kalorian wrote:I think many are forgetting where eve is heading storyline wise.
I've ready many posts about the faction standings no longer being taken into account being "game breaking" or "taking away from the immersion"
Remember capsuleers have defied the empire factions and are starting to do their own thing. This is another step in that direction in which the empire rules no longer matter.
Not necessarily agreeing with the stacking bonuses and mass components needed. I think the POS UI changes should've come first then have the ability similar to Outposts and install upgrades instead of having a ton of items floating around in space. Or having the POS work like ship fitting works to allow easier configuration and management of the POS. I can see steps going towards that direction just wonder of this 'enhancement' / change was a little cart before the horse.
Being a past industrialist I can agree with some of the insight and concerns brought up in regards to high sec industrialists. You have a good portion of your play base that just wants to run missions and or build something from the ground up. This puts more emphasis in high sec wars for the chances to get shiny BPO drops from POS bashing rather than fixing 0.0 sov mechanics and getting the fights out in lawless space. Empire space, even with the story line / developmental change should still be relatively safe for those that choose to play this game on a casual level.
Should be interesting to see how this plays out post-crius. Those high sec players that you describe, particularly those liked to dabble in industry, are finished. Sure, they can make some product at who knows what cost, but there is zero chance of them being competitive with null sec or low sec hard core players. All in favour of the "play with lots of alts, or die" trend.
How does something that is produced in Null and consumed in Null affect the production of High Sec? If you build something in Null you still have to get it to Jita to sell it, adding transportation cost and effort. Those few %s of advantage they have are quickly negated by transport cost. My YouTube Channel - EVE Tutorials & other game related things! |
|

Zappity
Stay Frosty. A Band Apart.
1171
|
Posted - 2014.06.16 20:58:00 -
[121] - Quote
1. Jump costs were changed in anticipation of large towers being ditched for small ones because of removal of slots. 2. Large towers will now have an advantage because of cost reduction with multiple array stacking. 3. Jump cost change now redundant? Zappity's Adventures for a taste of lowsec. |

Querns
GBS Logistics and Fives Support Goonswarm Federation
663
|
Posted - 2014.06.16 21:03:00 -
[122] - Quote
Zappity wrote:1. Jump costs were changed in anticipation of large towers being ditched for small ones because of removal of slots. 2. Large towers will now have an advantage because of cost reduction with multiple array stacking. 3. Jump cost change now redundant? It depends GÇö what is the break even point for the amount of jobs you have to push through against the additional fuel cost of the tower? It probably won't be enough of a benefit for smaller industrialists to go whole hog large tower for maximum installation cost reduction. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Zappity
Stay Frosty. A Band Apart.
1171
|
Posted - 2014.06.16 21:08:00 -
[123] - Quote
Querns wrote:Zappity wrote:1. Jump costs were changed in anticipation of large towers being ditched for small ones because of removal of slots. 2. Large towers will now have an advantage because of cost reduction with multiple array stacking. 3. Jump cost change now redundant? It depends GÇö what is the break even point for the amount of jobs you have to push through against the additional fuel cost of the tower? It probably won't be enough of a benefit for smaller industrialists to go whole hog large tower for maximum installation cost reduction. Yes, that's true and I'm sure you guys will do the sums soon. I'm pretty sure that when the fuel cost thread went up the tax break scaling had not been introduced. I haven't been following the discussion closely. Zappity's Adventures for a taste of lowsec. |

Kalorian
Black Aces Against ALL Authorities
1
|
Posted - 2014.06.16 21:09:00 -
[124] - Quote
TigerXtrm wrote:
How does something that is produced in Null and consumed in Null affect the production of High Sec? If you build something in Null you still have to get it to Jita to sell it, adding transportation cost and effort. Those few %s of advantage they have are quickly negated by transport cost.
This is not about the null sec changes however the potential of the cost scaling for production in high sec. As well that BPO's now have to be placed at risk in high sec for production and researching. The additional costs depending on exactly how the scaling is determined will cut profit margins even more for those that use station services. So if you have a small scale industrialist in high sec producing in an area and the cost scale rises to the point where there is very little margin many of these smaller scale industrialists will be disadvantaged or have to uproot and move or invest significant amount of isk into a POS and go into large scale production.
Those that are already large scale utilizing a POS will have to buy significantly more modules to get the bonuses as well as place their BPOs at the POS furthering the risk of the production in the first place. To me it just seems CCP is adding more risk and more fuel to the fire for high sec gankers that specifically target industrial based corporations. While this should be the focus of low sec / null sec, empire space should not see the kinds of kills and all of that action (risk vs reward) should be in low sec and null sec.
I do not see (big picture wise) how this change is really enhancing low sec / null sec outside of alliance industrial needs to seed the market and war machine. I see more potential future constraints and risk for the high sec casual player. If Null Sec and Low Sec had the appropriate values to the proportionate risk and sov wasn't a complete cap ship grind I think things would balance out more and the battles would more appropriately be happening in low sec and null sec regions vs empire space. Take a look at the map in game for ships killed in the last 24 hours. Empire space looks like what null and low sec should look like. That is a game mechanic CCP has yet to resolve.
|

Querns
GBS Logistics and Fives Support Goonswarm Federation
664
|
Posted - 2014.06.16 21:18:00 -
[125] - Quote
Kalorian wrote: This is not about the null sec changes however the potential of the cost scaling for production in high sec. As well that BPO's now have to be placed at risk in high sec for production and researching.
This risk can be mitigated by copying your BPO in a station and producing with copies at a pos. In fact, this is optimal due to the normalization of copy times around 80% of manufacture time. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Chris Winter
Zephyr Corp V.A.S.T.
449
|
Posted - 2014.06.16 21:19:00 -
[126] - Quote
At what point is a POS supposed to be worth it?
I save 10% taxes, sure, but then I'm paying fuel costs instead. So if manufacturing costs are 10% of sell price (probably overestimating), I would need to produce 20bil/mo worth of goods at a small POS in order to make it worth it vs producing at an NPC station in the same system? That's a total of 27mil/hr...
Seems a little absurd, especially considering that manufacturing costs will probably (hopefully) be less than 10%. |

Retar Aveymone
GoonWaffe Goonswarm Federation
456
|
Posted - 2014.06.16 21:23:00 -
[127] - Quote
Chris Winter wrote:At what point is a POS supposed to be worth it?
I save 10% taxes, sure, but then I'm paying fuel costs instead. So if manufacturing costs are 10% of sell price (probably overestimating), I would need to produce 20bil/mo worth of goods at a small POS in order to make it worth it vs producing at an NPC station in the same system? That's a total of 27mil/hr...
Seems a little absurd, especially considering that manufacturing costs will probably (hopefully) be less than 10%. 2% me bonus |

Arronicus
X-Prot Greater Western Co-Prosperity Sphere
1058
|
Posted - 2014.06.16 21:25:00 -
[128] - Quote
Chribba wrote:Arronicus wrote:Chribba wrote:Steve Ronuken wrote:Chribba wrote:Arrgh dem starbases! ... Veldqual, you shall never compress again  Structure cost scaling - I will have to pay tax at my own starbase? (Haven't followed the discussion on this) /c You have to pay the installation (or build) cost where ever you install jobs. There's an additional 10% tax on top of that for NPC stations. So, not only will I put out a lot of ISK building a POS with modules, I'm getting taxed on my own production in my own POS (eg tax that is paid to SCC or something)? That sounds stupid... NPC stations. Not POS, NPC stations. There's an additional 10% tax on NPC station jobs. Which is why I was asking because this doesn't make sense to me then: "In practice, this means that stacking 13 Medium Ship Assembly, Advanced Medium Assembly or Subsystem Assembly Arrays will reduce the total cost to start a manufacturing job at any of those structures by 26%." So if there is no tax at my own POS - what's the deal with the bonus that gives me a reduction to cost? Or did I mistake that for like mineral reduction cost?
Ah, yes, there is a small detail you are missing; with the crius expansion all jobs will have an install cost, in the form of an isk payment, whether it is installed at a pos, a station, or somewhere else. This is based on the base value of what you are producing (or I believe the bpo you are researching), and the all the cost multipliers are reductions are working off that cost. It's a fee to the 'team' that performs the job, instead of you working with a build slot. Teams are the new slots. |

Bridgette d'Iberville
Better Killing Through Chemistry
269
|
Posted - 2014.06.16 21:25:00 -
[129] - Quote
Chris Winter wrote:At what point is a POS supposed to be worth it?
I save 10% taxes, sure, but then I'm paying fuel costs instead. So if manufacturing costs are 10% of sell price (probably overestimating), I would need to produce 20bil/mo worth of goods at a small POS in order to make it worth it vs producing at an NPC station in the same system? That's a total of 27mil/hr...
Seems a little absurd, especially considering that manufacturing costs will probably (hopefully) be less than 10%.
Maybe the new dynamic is not to have the POS fueled all the time in Hi-Sec, just for when you need it/need to defend it. "I considered a career in griefing, but then realized that I would never achieve the level of tear generation that CCP manages to do each and every expansion." |

Zappity
Stay Frosty. A Band Apart.
1171
|
Posted - 2014.06.16 21:31:00 -
[130] - Quote
For the Thukker whatsit I assume you mean "Restricted to security level greater than or equal to 0.1" rather that just greater than? Same for "less than 0.4". Otherwise we can only anchor in 0.2 and 0.3 systems. Zappity's Adventures for a taste of lowsec. |
|

Zappity
Stay Frosty. A Band Apart.
1171
|
Posted - 2014.06.16 21:37:00 -
[131] - Quote
Meytal wrote:Previously, we would queue jobs in manufacturing/research slots when we ran out of empty slots, or because we were only allowed to use certain slots, or just out of consideration for the next guy.
Now, there will be a cost for installing jobs which presumably increases as the number of parallel/simultaneous jobs increase.
Will it be possible to run, say, 5 simultaneous job queues of two 12-hour jobs per queue instead of 10 simultaneous jobs at 12 hours each? This means 5 jobs would complete in 12 hours and the other 5 jobs would complete in 24 hours instead of the 10 simultaneous jobs that all complete in 12 hours for (theoretically) twice the cost? It can be important for many of us to time the completion of jobs to correspond with our gaming times.
In Hisec, Lowsec, and NPC Null, the "taxes" you pay theoretically get sent to the resident governing body. To whom are these "taxes" being paid in Sov Null and especially in Wormhole space? Neither Concord, nor SCC, nor any empire body has any standing or presence in Sov Null or wormhole space; the residents see to that.
Will industry in Sov Null POSes/Outposts and in W-space POSes also require some form of ISK payment to some ethereal empire presence to start jobs?
Sounds like an opportunity for a new profession: tax collector! Make an ESS-type module compulsory with tags instead of a direct isk sink. The tags have to be turned in at particular stations where you get a percentage of the tax. Or something. Zappity's Adventures for a taste of lowsec. |

probag Bear
Center for Advanced Studies Gallente Federation
54
|
Posted - 2014.06.16 21:41:00 -
[132] - Quote
Chris Winter wrote:At what point is a POS supposed to be worth it?
I save 10% taxes, sure, but then I'm paying fuel costs instead. So if manufacturing costs are 10% of sell price (probably overestimating), I would need to produce 20bil/mo worth of goods at a small POS in order to make it worth it vs producing at an NPC station in the same system? That's a total of 27mil/hr...
Seems a little absurd, especially considering that manufacturing costs will probably (hopefully) be less than 10%.
A large POS is currently cost-effective for one character, using all 10 manufacturing slots and no science slots, making T1 items with terrible, sub-par, profits. POS bonuses are already insanely strong. And they're getting stronger. |

Rekkr Nordgard
Imperial Reclaiming
391
|
Posted - 2014.06.16 21:55:00 -
[133] - Quote
Kalorian wrote:I think many are forgetting where eve is heading storyline wise.
I've ready many posts about the faction standings no longer being taken into account being "game breaking" or "taking away from the immersion"
Remember capsuleers have defied the empire factions and are starting to do their own thing. This is another step in that direction in which the empire rules no longer matter.
You mean the direction that CCP is forcing down our throats against many of the players wishes? That one? Maybe some of us like living and playing in a universe with an interesting storyline, want to interact with the empires more and not less, and think it's idiotic that the empires can't even control their OWN ******* HIGHSEC SPACE now? |

Leptus
3 Musketeer's
0
|
Posted - 2014.06.16 21:57:00 -
[134] - Quote
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. |

Bridgette d'Iberville
Better Killing Through Chemistry
269
|
Posted - 2014.06.16 22:03:00 -
[135] - 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?
- Conduct Research and Copying in Station - Move BPC to POS to Produce - Profit
There is really no reason on the manufacturing side to have a BPO in a POS unless you want to take the risk for a quicker research time. "I considered a career in griefing, but then realized that I would never achieve the level of tear generation that CCP manages to do each and every expansion." |

Stevez Ftw
X-Prot Greater Western Co-Prosperity Sphere
4
|
Posted - 2014.06.16 22:22:00 -
[136] - Quote
If i can use pos for insta compression whats gonna happen with rorquals? No point using them for compression.?? |

Zifrian
Licentia Ex Vereor Black Core Alliance
1508
|
Posted - 2014.06.16 22:26:00 -
[137] - Quote
Looks good but are we going to get any updates to Outposts in Crius? Other than refining at each outpost type? I'd really like to see something in the way of upgrade changes. We are going over the upgrades available and it seems pretty pointless to do most of them! GÇ£Any fool can criticize, condemn, and complain - and most fools do. GÇ¥ - Dale Carnegie
Maximze your Industry Potential! - Download EVE Isk per Hour! |

Rain6637
Team Evil
14985
|
Posted - 2014.06.16 22:35:00 -
[138] - Quote
"motivation for using Rorquals in belts" could mean their boosts are made on-grid only. President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

Ereshgikal
Pigs and Sows Gentlemen's Agreement
31
|
Posted - 2014.06.16 22:39:00 -
[139] - 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
|
Posted - 2014.06.16 22:41:00 -
[140] - 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 |
|

Chris Winter
Zephyr Corp V.A.S.T.
449
|
Posted - 2014.06.16 23:10:00 -
[141] - Quote
probag Bear wrote:Chris Winter wrote:At what point is a POS supposed to be worth it?
I save 10% taxes, sure, but then I'm paying fuel costs instead. So if manufacturing costs are 10% of sell price (probably overestimating), I would need to produce 20bil/mo worth of goods at a small POS in order to make it worth it vs producing at an NPC station in the same system? That's a total of 27mil/hr...
Seems a little absurd, especially considering that manufacturing costs will probably (hopefully) be less than 10%. A large POS is currently cost-effective for one character, using all 10 manufacturing slots and no science slots, making T1 items with terrible, sub-par, profits. POS bonuses are already insanely strong. And they're getting stronger. Except that it's now going to cost a significant chunk of change on top of the fuel costs in order to manufacture things. |

probag Bear
Center for Advanced Studies Gallente Federation
54
|
Posted - 2014.06.16 23:18:00 -
[142] - Quote
Chris Winter wrote:probag Bear wrote:Chris Winter wrote:At what point is a POS supposed to be worth it?
I save 10% taxes, sure, but then I'm paying fuel costs instead. So if manufacturing costs are 10% of sell price (probably overestimating), I would need to produce 20bil/mo worth of goods at a small POS in order to make it worth it vs producing at an NPC station in the same system? That's a total of 27mil/hr...
Seems a little absurd, especially considering that manufacturing costs will probably (hopefully) be less than 10%. A large POS is currently cost-effective for one character, using all 10 manufacturing slots and no science slots, making T1 items with terrible, sub-par, profits. POS bonuses are already insanely strong. And they're getting stronger. Except that it's now going to cost a significant chunk of change on top of the fuel costs in order to manufacture things.
That significant chunk of change that is just going to be 10% higher if you don't use a POS. |

Flay Nardieu
Forgotten Union of Knackered Tradesfolk Universal Rockstars
34
|
Posted - 2014.06.17 00:03:00 -
[143] - Quote
Hmm...
- Completely Removing Empire Standings for POS operation - Makes about as much sense as having Hun villages deep in the Roman Empire while they are at war
- Now we have to pay to use our own equipment? Sorry stupid idea, why pay 'Taxes' or "hire' to run jobs in high-sec you have to have a 'lease' per hour while tower is online, if a man-power aspect is so wanted have appropriate "livestock" group required in the structure's build just like in Outposts
- Removal of remote from office in system - wow apparently CCP totally wants to disregard technologies that predate their own company's existence in the real world in their virtual one
Many of the additions are intriguing and make sense, however making the game universe less logical (or intelligent) to add complexity and/or change to it is counter intuitive. Also the new S&I interface as of the last time I was on SIsi is mainly window dressing (soon as recheck it and find proper place for feedback to that I will go into detail there).
My disappointment is every increasing. Truth be told, first and last items won't affect me one iota, I already have characters and corporations that can anchor in high-sec in 2 empires. I am irked on principle. So... I am a carebear, Really?-á Ok.... I'll be CRAZY Bear then! |

asteroidjas
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
78
|
Posted - 2014.06.17 00:29:00 -
[144] - Quote
CCP Ytterbium wrote: Neat little chart with info: rug Lab, Ammunition Assembly, Drone Assembly, Component Assembly, Equipment Assembly, Rapid Equipment Assembly 0.5% per max'ing at 25% So, what your are telling me is to get any worthwhile reduction to the extra job cost, i'm gna need to anchor (and keep online) 50 (FIFTY!!!) of each of those arrays at the same tower?!!?!?!???
Is that even possible? That sounds like one of the more bassackwards ideas i've yet to read about related to Crius. Have fun sorting through that list of POS arrays to build from in that tiny little section of the new Industry UI.
-edit- Umm, just ran the numbers on the example of "13 medium ship arrays"....yeah...thats 2.6m PG and 6.5M CPU Good luck with that.
How did you guys come up with these numbers? |

Rain6637
Team Evil
14987
|
Posted - 2014.06.17 00:41:00 -
[145] - Quote
defenseless tower in a 0.9 packed with arrays is the new thing. the result should be obvious President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

MaverickG
Red Federation RvB - RED Federation
0
|
Posted - 2014.06.17 00:42:00 -
[146] - Quote
Theodore Knox wrote:Chris Winter wrote:Why does it cost to build things at a POS? I built the POS, I'm paying for fuel for it, why am I getting charged again to manufacture things? There needs to be an ISK sink in every game activity, to spread the sinking of ISK evenly. Wouldn't want one category of player complaining about how other's get off scot-free, would we? Or are you asking for a "back story" reason? 
The sink is fuel and risk of loosing pos and arrays. Why pos manufacturing at starbase need more than one sink? |

Felicity Love
It Was the Year 3030
1924
|
Posted - 2014.06.17 00:53:00 -
[147] - Quote
... Standings clarifications for CRIUS.... needs more "Psssssssssssshhhhhhhhhhhhhhh" ! ! !

"Psssshhhhhhhhhhhhhh" -á-- That ambiguous and pseudo-technical term used by management to describe to staff how frakking cool something looks inside their own heads.
|

Rain6637
Team Evil
14987
|
Posted - 2014.06.17 00:56:00 -
[148] - Quote
i just laughed so hard   President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

Felicity Love
It Was the Year 3030
1925
|
Posted - 2014.06.17 01:58:00 -
[149] - Quote
asteroidjas wrote:
How did you guys come up with these numbers?
You mean you haven't heard of that "Pssssssssssssssshhhhhhhhh" method now favoured in the upper echelons? Y'know, the one that's very similar to the enormously popular "pulling numbers out of thin air" method... or random orifices, for that matter ?
Cilly bunt

"Psssshhhhhhhhhhhhhh" -á-- That ambiguous and pseudo-technical term used by management to describe to staff how frakking cool something looks inside their own heads.
|

JediRobin
Globaltech Industries Yulai Federation
14
|
Posted - 2014.06.17 01:58:00 -
[150] - Quote
I do hope CCP makes it easy to unlock and relock down all our 100s of BPO's. |
|

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3421
|
Posted - 2014.06.17 02:00:00 -
[151] - Quote
'I built this factory! Why should I have to pay for any workers or upkeep?!'

Quote: I ground up to standing 8.0!
Congratulations. You ground higher than you needed too, for a specific benefit. However, you do have another benefit you're not losing. The reduction of broker fees. (There's a corp fee reduction, and a faction fee reduction)
Considering how easy it is to bypass the limitation, POS standing limitations were bad complexity, limiting mostly newbie, and disinventivizing allowing newbies into corp.
A POS benefit people might not have noticed:
If your POS is in a system without any industrial options, the number of hours of industry in that system will be lower. Which reduces your build costs. Exactly how that works out depends how many of the 2.5 billion minutes of jobs per month are done in system. Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |

Flay Nardieu
Forgotten Union of Knackered Tradesfolk Universal Rockstars
34
|
Posted - 2014.06.17 02:01:00 -
[152] - Quote
I say the devs, content producers, etc be required to be sober during entire planning and development of releases, apparently Icelandic brew are affecting their judgement  So... I am a carebear, Really?-á Ok.... I'll be CRAZY Bear then! |

Retar Aveymone
GoonWaffe Goonswarm Federation
456
|
Posted - 2014.06.17 02:01:00 -
[153] - Quote
Steve Ronuken wrote:'I built this factory! Why should I have to pay for any workers or upkeep?!'  cue the highsec industrialist "you built that" themed 2015 convention |

FaeVerite
Serenity Rising LLC Ishuk-Raata Enforcement Directive
7
|
Posted - 2014.06.17 02:03:00 -
[154] - Quote
CCP Phantom wrote:With Crius, the next EVE Online release to be published on July 22nd, major changes will come to Industry and with that you will also see tweaks and changes related to player-owned starbases (POS). A brief overview of the most important changes: - Reprocessing POS Arrays will change and be more efficient
- Compression Arrays will be introduced
- Other industry related Arrays (eg. for research, invention and manufacturing) will receive a bonus for each additionally similar structure anchored at the same POS
- Faction standing requirements to anchor POS are removed
- Starbase Defense Management skill requires only Anchoring 4 instead of Anchoring 5
Much more information and all the details are available in CCP Ytterbium's latest dev blog Starbase changes for Crius.
So despite many pages from a large group of industrial players informing CCP this was a bad idea and players canceling subscriptions, CCP intends to ignore a large group of players to placate a small group that the industrial players actually enable.
Bad Business Plan. Good Luck with maintaining a game or company when your customers leave. |

Flay Nardieu
Forgotten Union of Knackered Tradesfolk Universal Rockstars
34
|
Posted - 2014.06.17 02:05:00 -
[155] - Quote
FaeVerite wrote:CCP Phantom wrote:With Crius, the next EVE Online release to be published on July 22nd, major changes will come to Industry and with that you will also see tweaks and changes related to player-owned starbases (POS). A brief overview of the most important changes: - Reprocessing POS Arrays will change and be more efficient
- Compression Arrays will be introduced
- Other industry related Arrays (eg. for research, invention and manufacturing) will receive a bonus for each additionally similar structure anchored at the same POS
- Faction standing requirements to anchor POS are removed
- Starbase Defense Management skill requires only Anchoring 4 instead of Anchoring 5
Much more information and all the details are available in CCP Ytterbium's latest dev blog Starbase changes for Crius. So despite many pages from a large group of industrial players informing CCP this was a bad idea and players canceling subscriptions, CCP intends to ignore a large group of players to placate a small group that the industrial players actually enable. Bad Business Plan. Good Luck with maintaining a game or company when your customers leave.
Apparently yes, So... I am a carebear, Really?-á Ok.... I'll be CRAZY Bear then! |

Eodp Ellecon
Northstar Cabal Tactical Narcotics Team
8
|
Posted - 2014.06.17 02:52:00 -
[156] - Quote
Just wondering why we don't have, or if we will ever get MINERAL compression in addition to Ore Compression.
Also wondering when we will get a balance to the haulers so that you reprocessed Ice Products can fit in a Kryos, or LO can be 'ammo' if a cyno is fit.
|

Aresti
Black Eclipse Corp
0
|
Posted - 2014.06.17 03:11:00 -
[157] - Quote
Only giving the reprocessing arrays 200k m3 capacity is more than a bit shortsighted. Not even a JF load, much less a freighter, which just adds to the clicks individuals who refine large amounts of ore will have to do.
Are there any plans to adjust this from the stated (and also current) capacity to a larger one more appropriate for the batch jobs players will be doing? 5-10 Mil m3 would be a good start, matching the compression array with 20mil would be awesome. |

Felicity Love
It Was the Year 3030
1926
|
Posted - 2014.06.17 04:31:00 -
[158] - Quote
Eodp Ellecon wrote:Just wondering why we don't have, or if we will ever get MINERAL compression in addition to Ore Compression.
Also wondering when we will get a balance to the haulers so that you reprocessed Ice Products can fit in a Kryos, or LO can be 'ammo' if a cyno is fit.
Minerals ARE the refined product... ores... mostly crap that you have to smelt out, so those crazy devs have decided you can squeeze the crap smaller.
Cool, huh ?
"Psssshhhhhhhhhhhhhh" -á-- That ambiguous and pseudo-technical term used by management to describe to staff how frakking cool something looks inside their own heads.
|

Loraine Gess
Confedeferate Union of Tax Legalists
388
|
Posted - 2014.06.17 06:10:00 -
[159] - Quote
GiveMeATry wrote:Some reason I feel like I'm getting F@#$# in the ass. So glad I spent the last year grinding out a 8.0 faction standing with Caldari.
So what does that give me now? A good hand shake.. now any Tom **** or Hairy Gallentee scum can put up a tower in Caldari Space.. Also I feel like as a newly minted solo POS owner I'm getting F@#$#@ed.
It's not CCP's fault you were too stupid to pay 60m isk to get a POS anchored. You were asked "bumpy ride or horse phallus replica?" and you chose the latter. Now the ass ******* has been removed entirely and replaced with a cake and you're complaining why you can't be violated a bit more to make yourself feel worthwhile. |

Loraine Gess
Confedeferate Union of Tax Legalists
388
|
Posted - 2014.06.17 06:17:00 -
[160] - Quote
asteroidjas wrote:CCP Ytterbium wrote: Neat little chart with info: rug Lab, Ammunition Assembly, Drone Assembly, Component Assembly, Equipment Assembly, Rapid Equipment Assembly 0.5% per max'ing at 25% So, what your are telling me is to get any worthwhile reduction to the extra job cost, i'm gna need to anchor (and keep online) 50 (FIFTY!!!) of each of those arrays at the same tower?!!?!?!??? Is that even possible? That sounds like one of the more bassackwards ideas i've yet to read about related to Crius. Have fun sorting through that list of POS arrays to build from in that tiny little section of the new Industry UI. -edit- Umm, just ran the numbers on the example of "13 medium ship arrays"....yeah...thats 2.6m PG and 6.5M CPU Good luck with that. How did you guys come up with these numbers?
http://i.imgur.com/q1LMZrC.png
...Yes it is clearly impossible to online 13 arrays. |
|

Loraine Gess
Confedeferate Union of Tax Legalists
388
|
Posted - 2014.06.17 06:18:00 -
[161] - Quote
MaverickG wrote:Theodore Knox wrote:Chris Winter wrote:Why does it cost to build things at a POS? I built the POS, I'm paying for fuel for it, why am I getting charged again to manufacture things? There needs to be an ISK sink in every game activity, to spread the sinking of ISK evenly. Wouldn't want one category of player complaining about how other's get off scot-free, would we? Or are you asking for a "back story" reason?  The sink is fuel and risk of loosing pos and arrays. Why pos manufacturing at starbase need more than one sink?
That is NOT an isk sink, besides the marginal one of market taxes. Losing **** is certainly not a sink. |

Loraine Gess
Confedeferate Union of Tax Legalists
388
|
Posted - 2014.06.17 06:19:00 -
[162] - Quote
FaeVerite wrote:CCP Phantom wrote:With Crius, the next EVE Online release to be published on July 22nd, major changes will come to Industry and with that you will also see tweaks and changes related to player-owned starbases (POS). A brief overview of the most important changes: - Reprocessing POS Arrays will change and be more efficient
- Compression Arrays will be introduced
- Other industry related Arrays (eg. for research, invention and manufacturing) will receive a bonus for each additionally similar structure anchored at the same POS
- Faction standing requirements to anchor POS are removed
- Starbase Defense Management skill requires only Anchoring 4 instead of Anchoring 5
Much more information and all the details are available in CCP Ytterbium's latest dev blog Starbase changes for Crius. So despite many pages from a large group of industrial players informing CCP this was a bad idea and players canceling subscriptions, CCP intends to ignore a large group of players to placate a small group that the industrial players actually enable. Bad Business Plan. Good Luck with maintaining a game or company when your customers leave.
He says, for the tenth expansion in the row. EVE online sure has been dying for a while, with the subscription base going up, up, up... |

Logicycle
Chaos Gate
89
|
Posted - 2014.06.17 06:20:00 -
[163] - Quote
I assume anchoring a POS in the 4 big trade hubs will not be allowed? |

Circumstantial Evidence
128
|
Posted - 2014.06.17 06:52:00 -
[164] - Quote
Rain6637 wrote:defenseless tower in a 0.9 packed with arrays is the new thing. the result should be obvious Not necessarily... pending any developer clarification of questions raised in post #4 on the first page: you may not need to have all those arrays online. You might be able to have a deathstar fully online, packed with arrays that are mostly offline. |

Ian Stanley
Deep Core Mining Inc. Caldari State
4
|
Posted - 2014.06.17 07:01:00 -
[165] - Quote
"Structure cost scaling
Removing slots from industry jobs discourage players from stacking more than one Starbase structure of the same type at a Control Tower. To counteract this point, we are going to give specific bonuses when Starbase structures of the same type are stacked together at the same control tower.
This bonus is going to be a flat reduction on the whole job cost price, whose amount and total bonus varies depending on the Starbase structure itself."
i dont agree with this changes.
putting in multiple starbase structures so we uses POS size larger than a small is a poor design
its like me buying multiple factories to build a car but actually using one of them to actually build a car - the others are just there for cost reduction.
how about this , create a stabases structures that can be asign to a player so that
a) multiple starbases can exist for each player b) no need to share items in a structure - players can safeguard their mats in that structure c) encourages more pos for a corp which in turn encorages more usage of POS fuels
might have more to add - but im at work . will edit this again later but this is my 2 cents. thanks |

Oxide Ammar
137
|
Posted - 2014.06.17 07:13:00 -
[166] - Quote
Quote:Structure cost scaling
Removing slots from industry jobs discourage players from stacking more than one Starbase structure of the same type at a Control Tower. To counteract this point, we are going to give specific bonuses when Starbase structures of the same type are stacked together at the same control tower.
Worst statement I have ever seen, you don't see infinite CPU/PG on POS towers to stack specific arrays, In addition anyone has big pile of BPO/BPC he will be only manufacturing the highest IPH item he can produce so I don't see us stacking 10 drones assembly and 20 small ship arrays and we keep anchoring and onlining and offlining these every time we have something new on the menu.
This is bad design and I don't know why you insisting to keep going through that way ?! Lady Areola Fappington: -áSolo PVP isn't dead!-á You just need to make sure you have your booster, remote rep, cyno, and emergency Falcon alts logged in and ready before you do any solo PVPing. |

JanSVK
Benzene Inc. The Explicit Alliance
3
|
Posted - 2014.06.17 07:24:00 -
[167] - Quote
Hello everyone
I want to adress a few issues
Meytal wrote: Will it be possible to run, say, 5 simultaneous job queues of two 12-hour jobs per queue instead of 10 simultaneous jobs at 12 hours each? This means 5 jobs would complete in 12 hours and the other 5 jobs would complete in 24 hours instead of the 10 simultaneous jobs that all complete in 12 hours for (theoretically) twice the cost? It can be important for many of us to time the completion of jobs to correspond with our gaming times.
Please give us clarification and the future plans on this. There are many situations where queueing jobs is a desired mechanic.
- Asset security in the POS: How can I protect my blueprints and produced materials in the POS from corp thieves? Anyone with the roles to use the POS arrays/laboratories can access all the jobs of the entire corp. This is a big security issue.
- Material managing in the POS between arrays: It is a pain to move the materials between the arrays within the POS. Solution would be if the arrays could acces the same hangar and move the required materials from and to this hangar.
|

Rain6637
Team Evil
14988
|
Posted - 2014.06.17 07:46:00 -
[168] - Quote
Circumstantial Evidence wrote:Rain6637 wrote:defenseless tower in a 0.9 packed with arrays is the new thing. the result should be obvious Not necessarily... pending any developer clarification of questions raised in post #4 on the first page: you may not need to have all those arrays online. You might be able to have a deathstar fully online, packed with arrays that are mostly offline. i could see that being a day 0 bug. do you see it working that way intentionally? President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

Chi'Nane T'Kal
Interminatus Aeterna Anima
269
|
Posted - 2014.06.17 08:39:00 -
[169] - Quote
CCP Ytterbium wrote:Theodore Knox wrote:Does the Assembly Array stacking bonus apply to arrays of only one type, or can you mix and match in each category? e.g. will i need 13 Medium Ship Assembly Arrays, or can I have 12 MSAAs and 1 Advanced to get the same bonus to jobs in the advanced array? They stack within the same category.
A while ago when discounts were first discussed, you wanted to address online/offline shenanigans at some point.
I don't see WHERE you do that? With the information available right now, onlining the max. number of arrays, starting a 30 day production run and offlining them again seems a perfectly valid strategy? |

probag Bear
Center for Advanced Studies Gallente Federation
56
|
Posted - 2014.06.17 09:12:00 -
[170] - Quote
Oxide Ammar wrote:Quote:Structure cost scaling
Removing slots from industry jobs discourage players from stacking more than one Starbase structure of the same type at a Control Tower. To counteract this point, we are going to give specific bonuses when Starbase structures of the same type are stacked together at the same control tower. Worst statement I have ever seen, you don't see infinite CPU/PG on POS towers to stack specific arrays, In addition anyone has big pile of BPO/BPC he will be only manufacturing the highest IPH item he can produce so I don't see us stacking 10 drones assembly and 20 small ship arrays and we keep anchoring and onlining and offlining these every time we have something new on the menu.
Somebody has obviously never flooded an entire market so badly that they couldn't produce in it at a profit for a while.
Again, you aren't forced to do this. Every single bit of Crius keeps on emphasizing and re-emphasizing that you can do things cheaper by being smart (about where/how/what/when you build) than by tossing massive capital around. The industrial landscape will be varied enough that not taking advantage of stacking structures is not going to make one non-competitive. This entire mechanic is being implemented with large-scale manufacturers in mind, those who already have multiple POSes and dozens upon dozens of arrays. |
|

Alphea Abbra
Common Sense Ltd Nulli Secunda
775
|
Posted - 2014.06.17 09:31:00 -
[171] - Quote
CCP Ytterbium wrote:Oh god, just made me remember writing and properly explaining all the industry changes in the Crius patch notes is going to make my head hurt  I'll have CCP Greyscale do it instead, somehow.  Industry changes confirmed for expansion after Crius? As to give you time for patch notes!
(Good man btw: Always make sure someone else does the bookkeeping.)
And thanks for the collection. I'm not a POS owner, but it does make it much easier to get an accurate overview of the changes. I gather they are quite substantial! |

Phoenix Czech
AZ Solutions CZ CZECH Alliance
10
|
Posted - 2014.06.17 10:03:00 -
[172] - Quote
First of all you decide, that you will remove all the slots to improve industry mechanics. Than you realize, that doing this will probably significantly demage ICE / POS fuel market, so you come up with stupidity idea like stacking industry structures. I understand, that developing something is not easy. But developing something in short time gives you more problems than advancements. I am realy periodicaly rading your DEV blogs and most of the DEV forums responces. I am more and more convinced, that only one thing you have for new industry relese finished is graphical interface. But the mechanics are still not completly figured out. Yes new graphical interface is nice, it will reduce clicfest and people will more understand how it works. But I thing that the working mechanics is something the most important.
I thought you want to make eve more user friendly and less complicated for players. Stacking industry structures on POSes is step back.
Suggestion: OK - you want to give players variability in manufacture costs. This step will force players to start manufacturing on POSes. Instead of stacking structures, give the players possibility to change CPU and PG requirements for the structure. So onlined structure with minimal requirements has (for example) 50K PG / 100 CPU and gives 0% manufacturing cost bonus. Player decide to manufacture the most eficiently, so he change the requirements of this structure to 500K PG / 1000 CPU and receives 25% bonus in manufacturing. Here is only one structure to handle with. Much less click fest with structure management. Easy to change settings (no anchoring, moving, etc with structures) / more time to do somethnig else. Wardec corporations still will be able to figure out who is manufacturing at low costs and wardec him (they will see how many structures on the POS is online and will be able to count PG / CPU consuption). I know that POSes code is not optimized and you are working on rebuilding it, but this could not be so big change to base program code......... |

Oxide Ammar
137
|
Posted - 2014.06.17 10:19:00 -
[173] - Quote
probag Bear wrote:Oxide Ammar wrote:Quote:Structure cost scaling
Removing slots from industry jobs discourage players from stacking more than one Starbase structure of the same type at a Control Tower. To counteract this point, we are going to give specific bonuses when Starbase structures of the same type are stacked together at the same control tower. Worst statement I have ever seen, you don't see infinite CPU/PG on POS towers to stack specific arrays, In addition anyone has big pile of BPO/BPC he will be only manufacturing the highest IPH item he can produce so I don't see us stacking 10 drones assembly and 20 small ship arrays and we keep anchoring and onlining and offlining these every time we have something new on the menu. Somebody has obviously never flooded an entire market so badly that they couldn't produce in it at a profit for a while. Again, you aren't forced to do this. Every single bit of Crius keeps on emphasizing and re-emphasizing that you can do things cheaper by being smart (about where/how/what/when you build) than by tossing massive capital around. The industrial landscape will be varied enough that not taking advantage of stacking structures is not going to make one non-competitive. This entire mechanic is being implemented with large-scale manufacturers in mind, those who already have multiple POSes and dozens upon dozens of arrays.
Infinite slots + stacking multiple arrays of same type to lower manufacturing fees = poor design judgment and lazy solution.
If you tell me it takes into consideration all types of online arrays, I'll accept it...more types of different arrays means bigger POS tower means your industry business is capital, which should reduce the manufacture fees. Stacking same array when you are going to use only one...sorry this dumb. Lady Areola Fappington: -áSolo PVP isn't dead!-á You just need to make sure you have your booster, remote rep, cyno, and emergency Falcon alts logged in and ready before you do any solo PVPing. |

Centurax
Dracos Dozen
51
|
Posted - 2014.06.17 10:37:00 -
[174] - Quote
Reprocessing at a Starbase could use more information, as it looks at the moment just right click an select reprocess and you get a load of minerals, good start. However in a station you get this cool window that shows you exactly what you are getting before you decide to reprocess it all. Is there a reason we cant have this level of information on the Starbase reprocessing arrays?
Also if you can use BPOs from containers to build, how about being access containers in a corp hanger array, factory array, open and repackage them, this would be a huge help to Starbase industry and storage management. |

probag Bear
Center for Advanced Studies Gallente Federation
56
|
Posted - 2014.06.17 10:54:00 -
[175] - Quote
Oxide Ammar wrote:[quotes snipped]
Infinite slots + stacking multiple arrays of same type to lower manufacturing fees = poor design judgment and lazy solution.
If you tell me it takes into consideration all types of online arrays, I'll accept it...more types of different arrays means bigger POS tower means your industry business is capital, which should reduce the manufacture fees. Stacking same array when you are going to use only one...sorry this dumb.
It does take into consideration all types of online arrays. If you are only going to stack one kind of array, it's most likely not worth it to stack in the first place.
To try to clarify again: remember when they talked about global usage numbers in the Price of Change devblog? Specifically, the part about a single player, based out of a single system, being the source of ~35% of all Reverse Engineering jobs? That's who this blog is targeted towards.
If you are not the source of a significant percentage of New Eden's S&I jobs, the installation fees aren't going to hit you particularly hard. But when you have several dozen arrays spread out over several POSes, you will single-handedly be starting a significant fraction of total S&I jobs, and you will get hit very hard by the installation fee crowding penalty. Giving POS arrays some kind of stacking bonus is the developers' way of balancing that out to some degree. |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
74
|
Posted - 2014.06.17 11:00:00 -
[176] - Quote
CCP Ytterbium wrote:Deacon Ix wrote:I may be being useless but I can't find out what is planned (if anything) with Slots in Outposts, if you get rid of the slots what will the upgrades do? After talking with CCP Greyscale, we'd like to redirect you to this blog. Specifically: Quote:For each previously-slot-improving outpost research upgrade, you'll similarly get a 0.9x multiplier to research job prices.
For each previously slot-improving manufacturing-related Outpost Improvement, you'll get a 1% bonus to ME instead (we can do that now). This is different because the manufacturing slot upgrades in particular are pretty substantial right now, and installation costs are assumed to be a sufficiently small fraction of final item costs in nullsec that a cost multiplier here seemed underwhelming. We're still looking at the exact bonus here, and the relationship between Amarr and Minmatar outposts in particular, so this may change before it's released. Oh god, just made me remember writing and properly explaining all the industry changes in the Crius patch notes is going to make my head hurt  I'll have CCP Greyscale do it instead, somehow. 
I am not worried about the patch notes per se, I am more worried about what you guys "Forget" to put in the patch notes and we wind all by ourselves.
Then we petition to determine if it is a bug, which we get NO reply after even WEEKS, so we petition again and file another bug report, which again go unanswered.
Then, maybe....hell, lets be honest, we just assume it is supposed to be like this and go with it....
Case in point....cyno changes were NEVER posted in any patch notes, several bug reports and petitions later over 6+ months, one petition reply I got said "If you think it is a bug, file a bug report" but no answer, no clarification, NOTHING
|

Flay Nardieu
Forgotten Union of Knackered Tradesfolk Universal Rockstars
34
|
Posted - 2014.06.17 12:14:00 -
[177] - Quote
In regards to POS S&I these things would have made more sense:
- Relaxing not removal of empire standing
- Leaving hard caps in place for arrays/labs, but make the non-specific lab's slots universal but keeping modifiers per lab
- Adding centralized material silos for arrays to draw from
- Secure link surcharge for using BPs from a corporate hangar
POS changes that make at least some sense:
- Compression arrays
- Changes to Refining Arrays including removal of sec requirements
POS S&I changes that are counter intuitive or plain stupid
- Adding superfluous job charges
- Scaling of jobs ran disconnected from a set capacity of a structure
- Making labs bonus modifiers instead of actually being what their intended application
- Additional nuisance changes.
If the POS changes are related to general S&I and the unified interface and station changes I say too bad. As programmers and game designers it is YOUR job to make it work logically and reasonably in both iterations, not pass on complications and poor design to us the consumer. Excessive cost volatility in aspects of S&I dependent on what a corporation in game deploys and maintains is unacceptable.
The whole S&I system is getting a complete make over I fail to see why it is acceptable for it to be done in a less than optimal manner taking into the account of differing dynamics of station and POS based operations, not to mention future possibilities considering the flexibility inherent to the mobile structure model. So... I am a carebear, Really?-á Ok.... I'll be CRAZY Bear then! |

Vyktor Abyss
The Abyss Corporation Drunk 'n' Disorderly
506
|
Posted - 2014.06.17 12:23:00 -
[178] - Quote
CCP Ytterbium:
i) Have you considered adding a time required to reprocess or compress material and putting all these arrays outside the POS forcefield and attackable / siphon-able?
It might have made a very nice small gang target.
ii) Have you looked into the possibility of perhaps adding a POS array to do some PI (attackable) similar to the above suggestion?
Other than that query. Changes look good. |

Dracnys
67
|
Posted - 2014.06.17 12:26:00 -
[179] - Quote
Please let up upgrade arrays like command centers! If you have an array online and one of the same type in your cargo present an upgrade button in the right click menu. Apply upgrade, array in cargo disappears and the online array gets the bonus and higher powergrid and CPU needs. No need for downgrading. It also forces people to keep all arrays (commit the CPU and PG) online for the whole duration of the job.
Offlining and onlining dozens of arrays is just like the clickfest we have now (maybe worse). |

JetCord
People of Random Nature
47
|
Posted - 2014.06.17 12:48:00 -
[180] - Quote
can someone remind me again why are we removing slots from stations and pos structures? what are the reasons?
can CCP increase the slots numbers instead by a certain factor and also scaling the isk cost in a busy system?
if they do this we wont have this problem of stacking arrays and doubling jump fuel just to make sure ice prices stay competitive
as of when crius when live we will see POS stacked with structures just for isk reduction which IMHO is a bad mechanic.
i mean if they can create infinite slots in a single station im sure they can up the slots numbers and we wont be in this mess in the first place.
and why on earth on a pos that i pay for the fuel and bought array i still have to pay for cost for job started in a POS that I OWN and PAY for the fuels?
its like me buying a car and pay for the fuel for it operation but i have to pay so i can drive it around |
|

Letto Atreides
Still Water Intergalactic Holdings Absolute Darkness
6
|
Posted - 2014.06.17 13:26:00 -
[181] - Quote
Dracnys wrote:Please let up upgrade arrays like command centers! If you have an array online and one of the same type in your cargo present an upgrade button in the right click menu. Apply upgrade, array in cargo disappears and the online array gets the bonus and higher powergrid and CPU needs. No need for downgrading. It also forces people to keep all arrays (commit the CPU and PG) online for the whole duration of the job.
Offlining and onlining dozens of arrays is just like the clickfest we have now (maybe worse).
+1
Stacking Arrays is the biggest issue with this release. It really does seem like this was a lazy hack to make large towers valuable and prevent everyone from down sizing to small towers. CCP take the time to to things right! |

Meytal
School of Applied Knowledge Caldari State
432
|
Posted - 2014.06.17 13:35:00 -
[182] - Quote
Steve Ronuken wrote:'I built this factory! Why should I have to pay for any workers Greetings Steve! Thank you for coming on a tour of our facilities; I think you'll be quite impressed at what we've been able to achieve so far away from so-called civilisation. For our first stop, I'd like to take you by the slave pens, where we house our most educated slaves who perform the bulk of our research and manufacturing tasks. We raise and train them right here in this wormhole system at our planet-side educational facilities.
Steve Ronuken wrote: or upkeep?!' Presumably the fuel costs do something? Magic fuel, no? Otherwise, why don't non-industrial POSes have these supposed upkeep costs? And again, my corp owns, operates, and maintains this POS, in Wormhole space ... considered by CCP to be a completely different universe than K-space. To whom am I paying these costs? Myself? My corp?
Like I said, the arguments fit for Hisec and Lowsec, and even NPC Null.
Steve Ronuken wrote:Considering how easy it is to bypass the limitation, POS standing limitations were bad complexity, limiting mostly newbie, and disinventivizing allowing newbies into corp. It only limited the initial anchoring of the tower. You could recruit whoever you wanted once the tower was planted, as it suddenly didn't stop working. Granted, wars would make things interesting if you didn't have the corp standings to re-anchor your tower, but there's always the potential to make a new corp,eh?
You are right though that people were providing a service to do this, so it wasn't exactly limiting. But it increased player interaction, and provided an added risk for players to trust others in exchange for the corp being created.
Steve Ronuken wrote:A POS benefit people might not have noticed:
If your POS is in a system without any industrial options, the number of hours of industry in that system will be lower. Which reduces your build costs. Exactly how that works out depends how many of the 2.5 billion minutes of jobs per month are done in system. Still looking for a clarification of my earlier question about queuing jobs instead of forcing everything to run simultaneously, trading time for installation costs.
|

Rabbit P
Nuwa Foundation Fraternity.
11
|
Posted - 2014.06.17 13:53:00 -
[183] - Quote
some questions
Quote:Ore, ices and gas clouds may now be mixed together at the same time inside the structures GÇô but modules cannot be moved inside the Reprocessing Arrays.
Reprocessing Arrays can't reprocess modules? or just can't mix with ore/ice/gas, you can still reprocess modules alone.
Quote:Moreover, Control Towers will now be anchorable in previously restricted solar systems like 0.8 and above.
previous blog said Starbases to be anchored anywhere in high-security space minus some protected solar systems, is it still the case?
can we have the list of protected solar systems? |

cellestron
Rapid Withdrawal
0
|
Posted - 2014.06.17 14:03:00 -
[184] - Quote
Removing the standings requirements without making any other changes to POS mechanics/requirements is a horrible idea.
Now any large corp or alliance can go around and wardec smaller corps, kill their POS and then "grief" the site by putting up an offline POS they never intend to use. They could literally put up hundreds and then hide behind the sheer cost of warrdeccing them to hold the spots.
There needs to be some barrier, limit or challenge to erecting a POS in high sec unless your idea of an "industry change" is having to join a large alliance or coalition to keep your POS (sound familiar?).
Or having entire solar systems filled with offline control towers. The offline control tower problem is bad enough now and really needs to be addressed anyway.
I don't want running a POS in high sec to be risk free. But I don't want the "POS ownership" landscape in High Sec looking like an SOV map either.
At the very least please at least consider buffing the POS defenses to make them more defendable by small active corps before you make this change.
|

Dinsdale Pirannha
Pirannha Corp
3152
|
Posted - 2014.06.17 14:13:00 -
[185] - Quote
cellestron wrote: Removing the standings requirements without making any other changes to POS mechanics/requirements is a horrible idea.
Now any large corp or alliance can go around and wardec smaller corps, kill their POS and then "grief" the site by putting up an offline POS they never intend to use. They could literally put up hundreds and then hide behind the sheer cost of warrdeccing them to hold the spots.
There needs to be some barrier, limit or challenge to erecting a POS in high sec unless your idea of an "industry change" is having to join a large alliance or coalition to keep your POS (sound familiar?).
Or having entire solar systems filled with offline control towers. The offline control tower problem is bad enough now and really needs to be addressed anyway.
I don't want running a POS in high sec to be risk free. But I don't want the "POS ownership" landscape in High Sec looking like an SOV map either.
At the very least please at least consider buffing the POS defenses to make them more defendable by small active corps before you make this change.
You are missing the point where CCP hates casual players, individual players, and even small groups non-aligned with the null sec cartels. If you look at these changes from that context, this overhaul makes sense. Most people viewed Orwell's writings as a warning. The harper regime and the goons treat them as a guidebook. |

cellestron
Rapid Withdrawal
0
|
Posted - 2014.06.17 14:18:00 -
[186] - Quote
Dinsdale Pirannha wrote:cellestron wrote: Removing the standings requirements without making any other changes to POS mechanics/requirements is a horrible idea.
Now any large corp or alliance can go around and wardec smaller corps, kill their POS and then "grief" the site by putting up an offline POS they never intend to use. They could literally put up hundreds and then hide behind the sheer cost of warrdeccing them to hold the spots.
There needs to be some barrier, limit or challenge to erecting a POS in high sec unless your idea of an "industry change" is having to join a large alliance or coalition to keep your POS (sound familiar?).
Or having entire solar systems filled with offline control towers. The offline control tower problem is bad enough now and really needs to be addressed anyway.
I don't want running a POS in high sec to be risk free. But I don't want the "POS ownership" landscape in High Sec looking like an SOV map either.
At the very least please at least consider buffing the POS defenses to make them more defendable by small active corps before you make this change.
You are missing the point where CCP hates casual players, individual players, and even small groups non-aligned with the null sec cartels. If you look at these changes from that context, this overhaul makes sense.
My post isn't an "anti-nullsec" post. it is just a concern of how the new system will be manipulated.
|

Josef Djugashvilis
Acme Mining Corporation
2455
|
Posted - 2014.06.17 14:31:00 -
[187] - 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.
Guinness man myself. This is not a signature. |

Retar Aveymone
GoonWaffe Goonswarm Federation
456
|
Posted - 2014.06.17 15:50:00 -
[188] - Quote
cellestron wrote: Now any large corp or alliance can go around and wardec smaller corps, kill their POS and then "grief" the site by putting up an offline POS they never intend to use. They could literally put up hundreds and then hide behind the sheer cost of warrdeccing them to hold the spots.
interesting idea, let's subject it to some scrutiny:
1) how long does it take to knock down an average highsec pos? 2) how many highsec moons will there be 3) how much does a pos cost? 4) what is the maximum number of man-hours a large alliance (let's call them "Goonswarm" for the purposes of this exercise) would be willing to devote to shooting useless empire pos 5) what is the maximum amount of isk? 6) given the above, what is the maximum percentage of highsec this hypothetical goonswarm will control? is this any meaningful percentage of highsec?
also:
7) what is the maximum cost of a wardec against goonswarm? 8) is that far more than anyone would pay for a few easy moon locations (knocking down an offline tower is pretty easy, compare to trying to take one from someone actually using it) |

cellestron
Rapid Withdrawal
1
|
Posted - 2014.06.17 16:04:00 -
[189] - Quote
Retar Aveymone wrote:[quote=cellestron]
4) what is the maximum number of man-hours a large alliance (let's call them "Goonswarm" for the purposes of this exercise) would be willing to devote to shooting useless empire pos
First of all I am not calling anyone out. Those are your words not mine. Pretty much any large group could do it.
This question right here is my point. Post-Crius high-sec POS will no longer be "useless".
As far as the rest of your questions...currently Pre-Crius there is no point. Post-Crius there will be. Will it be worth it to do so? I don't know. But I don't really want to find out. |

Loraine Gess
Confedeferate Union of Tax Legalists
392
|
Posted - 2014.06.17 16:05:00 -
[190] - Quote
cellestron wrote: Removing the standings requirements without making any other changes to POS mechanics/requirements is a horrible idea.
Now any large corp or alliance can go around and wardec smaller corps, kill their POS and then "grief" the site by putting up an offline POS they never intend to use. They could literally put up hundreds and then hide behind the sheer cost of warrdeccing them to hold the spots.
There needs to be some barrier, limit or challenge to erecting a POS in high sec unless your idea of an "industry change" is having to join a large alliance or coalition to keep your POS (sound familiar?).
Or having entire solar systems filled with offline control towers. The offline control tower problem is bad enough now and really needs to be addressed anyway.
I don't want running a POS in high sec to be risk free. But I don't want the "POS ownership" landscape in High Sec looking like an SOV map either.
At the very least please at least consider buffing the POS defenses to make them more defendable by small active corps before you make this change.
What prevented this in the current system? The will of a large player to sit on an alt with good standings? You think an entity that ***** billions a month per r64 moon is intimidated by this stupid, nonsensical, useless requirement? |
|

Ozwald Dragorian
Atlantic Evolution
0
|
Posted - 2014.06.17 16:37:00 -
[191] - 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.
I agree fully. Our corp spent an immense amount of time sorting out pilots to fly the Rorqual simply for it's compression mechanic that made it unique. The Rorqual must receive a bonus towards compression or they become obsolete. I do not want to think of it as a stupid mining boosting ship that has to consume fuel in order for the hulks to be efficient when that fuel consumption is in fact defeating purpose of the boosts. I am considering small mining ops.
I would hate to see the ship being sat useless as it actually becomes with the addition to the compression arrays making everything so simple for everyone. Sick of the dumbing down, really am. |

Veinnail
FinFleet Northern Coalition.
88
|
Posted - 2014.06.17 16:45:00 -
[192] - Quote
Kusum Fawn wrote:Chribba wrote: So my original statement that I will now be taxed at my own POS is correct?
well... yes. Some global job cost scaling effect with modifiers from local system manufacturing job numbers. this
downvote mechanic |

Flay Nardieu
Forgotten Union of Knackered Tradesfolk Universal Rockstars
34
|
Posted - 2014.06.17 16:46:00 -
[193] - Quote
Loraine Gess wrote:cellestron wrote: Removing the standings requirements without making any other changes to POS mechanics/requirements is a horrible idea.
Now any large corp or alliance can go around and wardec smaller corps, kill their POS and then "grief" the site by putting up an offline POS they never intend to use. They could literally put up hundreds and then hide behind the sheer cost of warrdeccing them to hold the spots.
There needs to be some barrier, limit or challenge to erecting a POS in high sec unless your idea of an "industry change" is having to join a large alliance or coalition to keep your POS (sound familiar?).
Or having entire solar systems filled with offline control towers. The offline control tower problem is bad enough now and really needs to be addressed anyway.
I don't want running a POS in high sec to be risk free. But I don't want the "POS ownership" landscape in High Sec looking like an SOV map either.
At the very least please at least consider buffing the POS defenses to make them more defendable by small active corps before you make this change.
What prevented this in the current system? The will of a large player to sit on an alt with good standings? You think an entity that ***** billions a month per r64 moon is intimidated by this stupid, nonsensical, useless requirement?
Can't mine or otherwise do moon goo in High-sec so not only is retort invalid, it is a clear indication individuals either not understanding how POS's work in high-sec currently and planned in next release or blatantly trying to confuse the under informed.
On a related note regarding the last part of previous statement, I have no qualms about directly calling out Goonswarm involving at least some of the member corps actions in high-sec where they enter into high for the purpose of pirating soft targets. Frankly speaking if an alliance willing to operate contrary and by game mechanics criminally in a section of space the war declaration only gives them a heads up, not a proper pursuit of defense or recompense. I don't particularly have a thing against goons but I am tired of their PR dept on forums telling everyone else how high-sec should be more like null (I will give them major credit for both their real knowledge of the game AND the way they spin things like politicians)
So... I am a carebear, Really?-á Ok.... I'll be CRAZY Bear then! |

Ozwald Dragorian
Atlantic Evolution
0
|
Posted - 2014.06.17 16:49:00 -
[194] - Quote
Phoenix Czech wrote: Suggestion: OK - you want to give players variability in manufacture costs. This step will force players to start manufacturing on POSes. Instead of stacking structures, give the players possibility to change CPU and PG requirements for the structure. So onlined structure with minimal requirements has (for example) 50K PG / 100 CPU and gives 0% manufacturing cost bonus. Player decide to manufacture the most eficiently, so he change the requirements of this structure to 500K PG / 1000 CPU and receives 25% bonus in manufacturing. Here is only one structure to handle with. Much less click fest with structure management. Easy to change settings (no anchoring, moving, etc with structures) / more time to do somethnig else. Wardec corporations still will be able to figure out who is manufacturing at low costs and wardec him (they will see how many structures on the POS is online and will be able to count PG / CPU consuption). I know that POSes code is not optimized and you are working on rebuilding it, but this could not be so big change to base program code.........
|

Gospadin
School of Applied Knowledge Caldari State
161
|
Posted - 2014.06.17 17:23:00 -
[195] - Quote
JetCord wrote:can someone remind me again why are we removing slots from stations and pos structures? what are the reasons?
Right now, new players who want to try invention can't find slots without 4-8 week wait times. Bad new player experience. By eliminating slots and making cost scale with demand, it encourages people to spread out non-artificially but also lets anyone try it out for simple work.
JetCord wrote:its like me buying a car and pay for the fuel for it operation but i have to pay so i can drive it around
You already do. Registration and taxes aren't free. |

Veinnail
FinFleet Northern Coalition.
88
|
Posted - 2014.06.17 17:25:00 -
[196] - Quote
I am still a bit confused as to the "logic/lore" that supports BPOs not being usable remotely, when the precedent for remote data usage is very well founded in the eve-universe. such as clone/jump clone tech. Schematics would be much easier and more viable to transfer than consciousness.
Edit:
yes, I understand conflict drivers and all that, sure. I understand the risk free position many builders are in. I guess I'll just hang back and #popcorn |

Gospadin
School of Applied Knowledge Caldari State
161
|
Posted - 2014.06.17 17:26:00 -
[197] - Quote
I do believe that shooting an anchored but unfueled POS shouldn't require a wardec, and that without fuel or stront, the resists/HP should get nerfed.
Cleanup of space junk should be fast and easy. |

Veinnail
FinFleet Northern Coalition.
88
|
Posted - 2014.06.17 17:27:00 -
[198] - Quote
Gospadin wrote:I do believe that shooting an anchored but unfueled POS shouldn't require a wardec, and that without fuel or stront, the resists/HP should get nerfed.
Cleanup of space junk should be fast and easy.
how about the SHIELDS should be down. just saying |

Gospadin
School of Applied Knowledge Caldari State
161
|
Posted - 2014.06.17 17:28:00 -
[199] - Quote
Veinnail wrote:I am still a bit confused as to the "logic/lore" that supports BPOs not being usable remotely, when the precedent for remote data usage is very well founded in the eve-universe. such as clone/jump clone tech. Schematics would be much easier and more viable to transfer than consciousness.
Today there's literally zero risk to big industrialists who can keep all their BPOs in an NPC station.
By forcing them to do copies in that station, and fly those copies to their POS adds a gameplay element.
Some people don't like it, others do. Personally I like it.
Yes, the cost of all goods may rise a bit. As it is now, relative to the cost of a PLEX, prices seem (to me) to be at or near an all-time low.
--gos |

Gospadin
School of Applied Knowledge Caldari State
161
|
Posted - 2014.06.17 17:32:00 -
[200] - Quote
Letto Atreides wrote:Dracnys wrote:Please let up upgrade arrays like command centers! If you have an array online and one of the same type in your cargo present an upgrade button in the right click menu. Apply upgrade, array in cargo disappears and the online array gets the bonus and higher powergrid and CPU needs. No need for downgrading. It also forces people to keep all arrays (commit the CPU and PG) online for the whole duration of the job.
Offlining and onlining dozens of arrays is just like the clickfest we have now (maybe worse). +1 Stacking Arrays is the biggest issue with this release. It really does seem like this was a lazy hack to make large towers valuable and prevent everyone from down sizing to small towers. CCP take the time to to things right!
I generally agree. While the clickfest known as PI is hardly a system to copy, the upgrade mechanic for control centers possibly makes sense. Allow people to upgrade their anchored and online array, where the CPU/grid consumed goes up linearly and the benefit is subject to diminishing returns. Let people pay a concord tax for this upgrade in empire space. Then if you offline it (to online guns for a pos defense), you now need to re-upgrade it if you want to reuse its upgraded capabilities again.
This should reduce most of the bad mechanics out of the system. |
|

Veinnail
FinFleet Northern Coalition.
88
|
Posted - 2014.06.17 17:32:00 -
[201] - Quote
some big industrialists that produce in a pos, probably have 20-30b of materials suspended in assembly. Has CCP considered making some materials recoverable should the operator cancel the production (maybe similar to the losses on reprocessing modules[compression nerf]) this would give attentive operators the chance to recover items from longer builds, at a loss. |

Letto Atreides
Still Water Intergalactic Holdings Absolute Darkness
7
|
Posted - 2014.06.17 17:34:00 -
[202] - Quote
Gospadin wrote:I do believe that shooting an anchored but unfueled POS shouldn't require a wardec, and that without fuel or stront, the resists/HP should get nerfed.
Cleanup of space junk should be fast and easy.
You are very wrong. It both requires a war dec to avoid CONCORD in high-sec and a large fleets worth of DPS to get through an offline stick in a timely fashion. Here's an example of a kill of an offline large caldari tower. https://zkillboard.com/kill/39502120/
However a change that makes offline POS easier to blow up would be a very good change indeed! |

Veinnail
FinFleet Northern Coalition.
88
|
Posted - 2014.06.17 17:37:00 -
[203] - Quote
Veinnail wrote:some big industrialists that produce in a pos, probably have 20-30b of materials suspended in assembly. Has CCP considered making some materials recoverable should the operator cancel the production (maybe similar to the losses on reprocessing modules[compression nerf]) this would give attentive operators the chance to recover items from longer builds, at a loss.
or secondarily, Make it so that the final products are released to the hangar as completed.
so if you're running 10 thoraxes, every few hours, a thorax appears in the hangar
imagining some sort of progress bar, and queue of minerals held for the job. cancellation returns a depreciated portion of the remaining minerals. |

Gospadin
School of Applied Knowledge Caldari State
161
|
Posted - 2014.06.17 17:38:00 -
[204] - Quote
Letto Atreides wrote:Gospadin wrote:I do believe that shooting an anchored but unfueled POS shouldn't require a wardec, and that without fuel or stront, the resists/HP should get nerfed.
Cleanup of space junk should be fast and easy. You are very wrong. It both requires a war dec to avoid CONCORD in high-sec and a large fleets worth of DPS to get through an offline stick in a timely fashion. Here's an example of a kill of an offline large caldari tower. https://zkillboard.com/kill/39502120/However a change that makes offline POS easier to blow up would be a very good change indeed!
Read my post again.
I know it's a pain in the *** to shoot offline towers, hence my suggestion. |

Letto Atreides
Still Water Intergalactic Holdings Absolute Darkness
7
|
Posted - 2014.06.17 17:42:00 -
[205] - Quote
Gospadin wrote:Letto Atreides wrote:Gospadin wrote:I do believe that shooting an anchored but unfueled POS shouldn't require a wardec, and that without fuel or stront, the resists/HP should get nerfed.
Cleanup of space junk should be fast and easy. You are very wrong. It both requires a war dec to avoid CONCORD in high-sec and a large fleets worth of DPS to get through an offline stick in a timely fashion. Here's an example of a kill of an offline large caldari tower. https://zkillboard.com/kill/39502120/However a change that makes offline POS easier to blow up would be a very good change indeed! Read my post again. I know it's a pain in the *** to shoot offline towers, hence my suggestion.
Sorry... read your first post as a statement not as a suggestion. We are in agreement. It should not require a fleet of dreads to clean up offline space junk. I think offline towers should just be unanchorable by anyone that stumbles upon then. |

Retar Aveymone
GoonWaffe Goonswarm Federation
456
|
Posted - 2014.06.17 18:07:00 -
[206] - Quote
cellestron wrote: First of all I am not calling anyone out. Those are your words not mine. Pretty much any large group could do it.
This question right here is my point. Post-Crius high-sec POS will no longer be "useless".
As far as the rest of your questions...currently Pre-Crius there is no point. Post-Crius there will be. Will it be worth it to do so? I don't know. But I don't really want to find out.
if anyone would do it, we would, it's just not worth it to us at all
there's so many moons in highsec and shooting undefended pos with subcaps is an absolutely unfun waste of several hours, repeated hundreds or thousands of times to have any effect at all (and probably would have to be like ten thousand)
then you just shoot one of our offline thousand towers and take the spot for 500m
sounds like a own-goal when it comes to griefing - a few years back we tried just clearing a random system to be dicks and there was basically no interest left to even finish that one system because it was so, so unfun and people could just move next door |

Retar Aveymone
GoonWaffe Goonswarm Federation
456
|
Posted - 2014.06.17 18:08:00 -
[207] - Quote
Ozwald Dragorian wrote: I agree fully. Our corp spent an immense amount of time sorting out pilots to fly the Rorqual simply for it's compression mechanic that made it unique. The Rorqual must receive a bonus towards compression or they become obsolete. I do not want to think of it as a stupid mining boosting ship that has to consume fuel in order for the hulks to be efficient when that fuel consumption is in fact defeating purpose of the boosts. I am considering small mining ops.
I would hate to see the ship being sat useless as it actually becomes with the addition to the compression arrays making everything so simple for everyone. Sick of the dumbing down, really am.
the rorqual is a tower logistics ship that's cheaper than a jf and has slightly better ability to defend itself and summon help, that's 95% of its use right now |

Gospadin
School of Applied Knowledge Caldari State
161
|
Posted - 2014.06.17 18:11:00 -
[208] - Quote
Letto Atreides wrote:Gospadin wrote:Letto Atreides wrote:Gospadin wrote:I do believe that shooting an anchored but unfueled POS shouldn't require a wardec, and that without fuel or stront, the resists/HP should get nerfed.
Cleanup of space junk should be fast and easy. You are very wrong. It both requires a war dec to avoid CONCORD in high-sec and a large fleets worth of DPS to get through an offline stick in a timely fashion. Here's an example of a kill of an offline large caldari tower. https://zkillboard.com/kill/39502120/However a change that makes offline POS easier to blow up would be a very good change indeed! Read my post again. I know it's a pain in the *** to shoot offline towers, hence my suggestion. Sorry... read your first post as a statement not as a suggestion. We are in agreement. It should not require a fleet of dreads to clean up offline space junk. I think offline towers should just be unanchorable by anyone that stumbles upon then.
How about this:
Have anchoring a tower start a two week countdown timer. Once that two weeks expires, the tower goes from Anchored to Abandoned, at which point anyone can unanchor and scoop it (or online it themselves with fuel). All the other anchored modules tied to that tower become owned by the corp of the character who onlines it.
Every time you put fuel in the tower, it resets that two week timer.
Two weeks should be enough for anyone with "normal" RL issues to get back in time to refuel it, and for everyone else, too bad. |

Nikita Eyrou
Center for Advanced Studies Gallente Federation
1
|
Posted - 2014.06.17 18:19:00 -
[209] - Quote
CCP Ytterbium wrote:Querns wrote:Could I ask for some clarification on one point? I don't think I fully understand the change to Supply Chain Management (SCM) and Scientific Networking. Are you removing the regional restriction for starting RAM jobs remotely? For example, if I had SCM trained to 1, could I start a job in Muvolailen (The Citadel) from Jita (The Forge)? Yes, regional limits are being removed. The new skills will just check for jump distance between blueprint and yourself. Can this also be done to trade skills at some point? Would really appreciate it 
|

Chris Winter
Zephyr Corp V.A.S.T.
450
|
Posted - 2014.06.17 19:31:00 -
[210] - Quote
Gospadin wrote:How about this:
Have anchoring a tower start a two week countdown timer. Once that two weeks expires, the tower goes from Anchored to Abandoned, at which point anyone can unanchor and scoop it (or online it themselves with fuel). All the other anchored modules tied to that tower become owned by the corp of the character who onlines it.
Every time you put fuel in the tower, it resets that two week timer.
Two weeks should be enough for anyone with "normal" RL issues to get back in time to refuel it, and for everyone else, too bad. Make it two weeks after the tower goes offline and I'm okay with this--POSes have space for a month of fuel, so going abandoned after only two weeks while still online is silly. |
|

Gaijin Lanis
Surely You're Joking
97
|
Posted - 2014.06.17 20:10:00 -
[211] - Quote
No one from CCP directly wrote:It will cost ISK to install jobs in player owned structures.
I like that I'm not the only one that has a problem with this, though I wish more were in this thread. Apart from a brown-nosing CSM, no one has really given an actual reason for this. This is confusing because for the last eleven years, the prevailing logic in all industrial concerns, was that fabrication was automated, "blueprints" were a hunk of encrypted proprietary data, and, later, "invention" was just a nice way to say "intellectual property theft." So in all of this, I fail to understand why my unpressurized factory floating in the cold depths of space suddenly has a coin slot that demands competitive rates. Rates that are reduced by the number of identical structures nearby. The above was written and posted with nothing but love in my heart for all. |

Callic Veratar
603
|
Posted - 2014.06.17 21:08:00 -
[212] - Quote
Gaijin Lanis wrote:No one from CCP directly wrote:It will cost ISK to install jobs in player owned structures. I like that I'm not the only one that has a problem with this, though I wish more were in this thread. Apart from a brown-nosing CSM, no one has really given an actual reason for this. CCP in general seems to be doing a pretty aggressive dance around this new development, as they, for some COMPLETELY UNKNOWABLE reason, don't want to directly state this. The change is confusing because for the last eleven years, the prevailing logic in all industrial concerns, was that fabrication was automated, "blueprints" were a hunk of encrypted proprietary data, and, later, "invention" was just a nice way to say "intellectual property theft." Jam blueprint + materials into autofab, pres butan, get bacon. NPC stations charged "rent' to use their industrial autofabs because they built them, and charging for use of something you built is your right. So in all of this, I fail to understand why my unpressurized factory floating in the cold depths of space (that I built) suddenly has a coin slot that demands competitive rates... From ME. Rates that are reduced by the number of identical structures nearby. Are labs and factories suddenly possessed by sentient AIs with gambling addictions? Have the space homeless invaded my structures to demand competitive spare change? I get there needs to be ISK sinks to counter all the artificially generated currency, but how did they get on **** I built?
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. |

Retar Aveymone
GoonWaffe Goonswarm Federation
456
|
Posted - 2014.06.17 21:18:00 -
[213] - Quote
Gaijin Lanis wrote: I get there needs to be ISK sinks to counter all the artificially generated currency, but how did they get on **** I built?
you didn't build that |

Gaijin Lanis
Surely You're Joking
97
|
Posted - 2014.06.17 22:18:00 -
[214] - Quote
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.
Retar Aveymone wrote:Gaijin Lanis wrote: I get there needs to be ISK sinks to counter all the artificially generated currency, but how did they get on **** I built?
you didn't build that Oh, so someone hacked the autofabs to include a coin slot on everyone's ****. The above was written and posted with nothing but love in my heart for all. |

Ereshgikal
Pigs and Sows Gentlemen's Agreement
31
|
Posted - 2014.06.17 23:52:00 -
[215] - 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.
|

Tahna Rouspel
Big Johnson's Red Coat Conspiracy
108
|
Posted - 2014.06.18 00:59:00 -
[216] - Quote
is it still necessary to create a max-run blueprint copy to get a max run tech 2 blueprint after invention?
I tried running doing a max copy-run of ultraviolet crystals to invent, but it's taking ten times longer than before. This is kind of a big deal. |

PaulsAvatar
IXCO
4
|
Posted - 2014.06.18 01:11:00 -
[217] - Quote
Right now I have perfect production and can compete with two arrays, making a decent margin on the quantity of stuff I produce. What's proposed now is that I will have to purchase, hang, and online 48 more arrays in order to be in a similar position.
48.
Seriously, who even began to think of that as reasonable.
Cut max benefit at 50 down to say.... tops out at 5, and we'll be out of the realm of terrible drunken idea and into reasonable and could be argued territory. |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3427
|
Posted - 2014.06.18 01:23:00 -
[218] - Quote
Tahna Rouspel wrote:is it still necessary to create a max-run blueprint copy to get a max run tech 2 blueprint after invention?
I tried running doing a max copy-run of ultraviolet crystals to invent, but it's taking ten times longer than before. This is kind of a big deal.
Nope.
Each invention job will consume a single run from a bpc. (It'll be retained until the job completes, so you'll need multiple copies)
You'll get a 10 run copy for ammo, drones and modules, and a single run for rigs and ships. (ME 2, PE 4 (iirc) ) Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |

Tahna Rouspel
Big Johnson's Red Coat Conspiracy
108
|
Posted - 2014.06.18 01:33:00 -
[219] - Quote
Another detail,
I'm going to be using manufacturing facilities inside a POS in a wormhole. Is there a way to pay the Job Cost with my personal wallet instead of the corporation wallet? Otherwise I'll have to transfer isk to the corp - or pay a tax? O.o |

tom trade valine
Imperium Technologies Evictus.
8
|
Posted - 2014.06.18 02:30:00 -
[220] - Quote
Remote usage station changes
Another drastic change is that blueprints safely stored in a regular station can no longer be used for jobs in Starbase structures. Players will still be able to remotely start Starbase jobs from several solar systems away, but the blueprints will now have to be physically available in the structure for it to properly start.
I am not sure why this is going into effect. I can now days send info from 1 area to another and get things fixed looked at or even changed and redesigned to make it work better, without needing to send the original item to them. Somehow tho in afew thousands years after being able to do this for so long suddenly we can no longer do it and have to move the BPO to the POS. This is a bad idea and some of us have BPOs that are in lock down for reasons to keep them from being taken by corp theifs. Or some very expensive ones that we don't want moving around the systems. This is a poor change and again with the new anyone can put up a tower idea which is a slap in the face to players that did take the time to bring up rep to place a POS in high sec you might as well be spitting on your customer base again. |
|

Gospadin
School of Applied Knowledge Caldari State
162
|
Posted - 2014.06.18 02:44:00 -
[221] - Quote
Chris Winter wrote:Gospadin wrote:How about this:
Have anchoring a tower start a two week countdown timer. Once that two weeks expires, the tower goes from Anchored to Abandoned, at which point anyone can unanchor and scoop it (or online it themselves with fuel). All the other anchored modules tied to that tower become owned by the corp of the character who onlines it.
Every time you put fuel in the tower, it resets that two week timer.
Two weeks should be enough for anyone with "normal" RL issues to get back in time to refuel it, and for everyone else, too bad. Make it two weeks after the tower goes offline and I'm okay with this--POSes have space for a month of fuel, so going abandoned after only two weeks while still online is silly.
I was talking about the anchored state. If fuel expires, it goes from Online -> Anchored. That restarts the two week abandonment timer.
After that two week period, if more fuel isn't put in, it transitions from Anchored -> Abandoned, and anyone can scoop it or take possession of it. |

KIller Wabbit
The Scope Gallente Federation
605
|
Posted - 2014.06.18 06:54:00 -
[222] - Quote
Surprised there's not an outcry from Cap BPO holders. Have fun storing them in the POS's.
Nice job minimizing the criticism CCP - "We'll be looking at something different for CAP BPO's." Yeah - like "hmmm... how do I hide from a **** storm??" CCP .. always first with the wrong stuff
|

Bear Boss
Deep Core Mining Inc. Caldari State
7
|
Posted - 2014.06.18 07:38:00 -
[223] - Quote
KIller Wabbit wrote:Surprised there's not an outcry from Cap BPO holders. Have fun storing them in the POS's.
Nice job minimizing the criticism CCP - "We'll be looking at something different for CAP BPO's." Yeah - like "hmmm... how do I hide from a **** storm??"
Yeah, well, I submitted my here: https://forums.eveonline.com/default.aspx?g=posts&t=352968&find=unread
Obviously the wrong place now when I think about it, but for capital builders TL; DR:
- An insane clickfest coming up - Logging in every 14 hours to put in new BPC:s - OR having literally tens of billions worth of BPOs at a lowsec POS *lol* - Having all your mineral eggs in one POS-shaped basket OR warping a freighter in and out like thereGÇÖs no tomorrow
|

Ekaterina 'Ghetto' Thurn
Department 10
163
|
Posted - 2014.06.18 08:50:00 -
[224] - Quote
Bear Boss wrote:KIller Wabbit wrote:Surprised there's not an outcry from Cap BPO holders. Have fun storing them in the POS's.
Nice job minimizing the criticism CCP - "We'll be looking at something different for CAP BPO's." Yeah - like "hmmm... how do I hide from a **** storm??" Yeah, well, I submitted my here: https://forums.eveonline.com/default.aspx?g=posts&t=352968&find=unreadObviously the wrong place now when I think about it, but for capital builders TL; DR: - An insane clickfest coming up - Logging in every 14 hours to put in new BPC:s - OR having literally tens of billions worth of BPOs at a lowsec POS *lol* - Having all your mineral eggs in one POS-shaped basket OR warping a freighter in and out like thereGÇÖs no tomorrow
Regarding your linked post the industry changes are far from complete. It wouldn't surprise me at all if Crius or the industry changes were put back to the next update slot. I believe CCP have said copy times are going to be decreased a lot. Also others have asked about runs on BPC's, specifically the cap type ones you use, and I think CCP have said the numbers of runs will be increased. No figures on that yet though.
I'm hoping CCP are really busy and cannot answer our questions atm. The idea of multiple arrays to receive tax bonuses really needs to be cancelled asap in favour of a skill-based method. |

probag Bear
Center for Advanced Studies Gallente Federation
56
|
Posted - 2014.06.18 09:10:00 -
[225] - Quote
KIller Wabbit wrote:Surprised there's not an outcry from Cap BPO holders. Have fun storing them in the POS's.
Nice job minimizing the criticism CCP - "We'll be looking at something different for CAP BPO's." Yeah - like "hmmm... how do I hide from a **** storm??"
Devs have already addressed that issue by increasing the number of max runs on all T1 blueprints to last at least 48h of manufacturing. |
|

CCP Ytterbium
C C P C C P Alliance
3609

|
Posted - 2014.06.18 09:42:00 -
[226] - 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.
No news on the Rorqual so far - but we have not forgotten it. |
|
|

CCP Ytterbium
C C P C C P Alliance
3609

|
Posted - 2014.06.18 09:46:00 -
[227] - Quote
Zifrian wrote:Looks good but are we going to get any updates to Outposts in Crius? Other than refining at each outpost type? I'd really like to see something in the way of upgrade changes. We are going over the upgrades available and it seems pretty pointless to do most of them!
No major changes planned for outposts right now. They are a royal pain in the rear exhaust pipe to touch, code wise.
|
|

fluffy jo
Universal Exports
6
|
Posted - 2014.06.18 10:09:00 -
[228] - Quote
I like these changes coming up for pos production.
The only issue I may have is the potential click fest for onlineing the modules prior to inserting the manufacture job and then offlineing the modules after the manufacture job has been submitted.
as a possible idea to help with this, would it be possible to link the benefit from the pos modules to the time that module has been online. any modules that has not been online for the requested job duration is ignored
for example
you have 2 module at a pos that have been online for 3 days and 4 modules at the same pos that have been online for 7 days.
if you submit a job for 2 days then you get 6 modules benefit. if you submit a job for 4 days then you get 3 modules benefit. if you submit a job for 8 days then you get 0 modules benefit.
this will allow specialists to set up a pos and keep it set up.
anyway just an idea. |

Gaijin Lanis
Surely You're Joking
98
|
Posted - 2014.06.18 10:40:00 -
[229] - Quote
Ereshgikal wrote: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.
You're confusing one asking for "semi-consistent internal logic" for demanding "realism." A common mistake. As consistent logic is even less common in reality than the sense anything is real.
Placing the ISK sink directly upon non-station production is somewhat dense. Making one truck legions of homeless, tourists, damsels, slaves, and/or various sized groups of exotic dancers around the universe to man factories (that are suddenly not automated due to space magic) would be a more logical. But considering the rallying cry surrounding the new industry systems is "less busy work, and by less we mean more," it would not go over well to directly tell people they need to kidnap some NPCs to work in their orbital sweatshops, and pay them living wages so they may support themselves in the thriving economy that no doubt exists on the surface of the gas giant moon which their new employment orbits.
Of course, this was probably all covered in that "work teams" blog, that most of us just skimmed because we all knew there was no way in hell CCP was going to make players pay, on top of fuel costs, to use structures they they built, deployed, and maintain. As that would simply be insane. The above was written and posted with nothing but love in my heart for all. |

Jon Lucien
GoonWaffe Goonswarm Federation
41
|
Posted - 2014.06.18 10:41:00 -
[230] - Quote
CCP Ytterbium wrote:Zifrian wrote:Looks good but are we going to get any updates to Outposts in Crius? Other than refining at each outpost type? I'd really like to see something in the way of upgrade changes. We are going over the upgrades available and it seems pretty pointless to do most of them! No major changes planned for outposts right now. They are a royal pain in the rear exhaust pipe to touch, code wise.
No major changes other than what's been talked about previously with changes to material usage, refining, and slot bonuses? Please clarify this statement. |
|

Tahna Rouspel
Big Johnson's Red Coat Conspiracy
108
|
Posted - 2014.06.18 11:13:00 -
[231] - Quote
Steve Ronuken wrote:Tahna Rouspel wrote:is it still necessary to create a max-run blueprint copy to get a max run tech 2 blueprint after invention?
I tried running doing a max copy-run of ultraviolet crystals to invent, but it's taking ten times longer than before. This is kind of a big deal. Nope. Each invention job will consume a single run from a bpc. (It'll be retained until the job completes, so you'll need multiple copies) You'll get a 10 run copy for ammo, drones and modules, and a single run for rigs and ships. (ME 2, PE 4 (iirc) )
I'm not sure I understand how to get a max-run tech 2 BPC (for ammo). I tried making a 10 run BPC. I am currently inventing on it, but it's telling me I'll only get a 1 run tech 2 BPC out of it. Am I doing something wrong? |

probag Bear
Center for Advanced Studies Gallente Federation
56
|
Posted - 2014.06.18 11:39:00 -
[232] - Quote
Tahna Rouspel wrote:Steve Ronuken wrote:Tahna Rouspel wrote:is it still necessary to create a max-run blueprint copy to get a max run tech 2 blueprint after invention?
I tried running doing a max copy-run of ultraviolet crystals to invent, but it's taking ten times longer than before. This is kind of a big deal. Nope. Each invention job will consume a single run from a bpc. (It'll be retained until the job completes, so you'll need multiple copies) You'll get a 10 run copy for ammo, drones and modules, and a single run for rigs and ships. (ME 2, PE 4 (iirc) ) I'm not sure I understand how to get a max-run tech 2 BPC (for ammo). I tried making a 10 run BPC. I am currently inventing on it, but it's telling me I'll only get a 1 run tech 2 BPC out of it. Am I doing something wrong?
Any invention process only uses 1 run off a T1 BPC. If you use a 1-run BPC, it is fully consumed. If you use a 2-run BPC, you get back a 1-run BPC, and so on.
The fact that you're only getting 1-run T2 BPCs is an unrelated bug on the currently SiSi build. |

GiveMeATry
School of Applied Knowledge Caldari State
13
|
Posted - 2014.06.18 11:59:00 -
[233] - Quote
So really, what are my faction standings going to be good for now?
Also we are paying out of pocket to a team to work on items in a POS? If I deploy these POS in wormhole space to the teams spawn from my ass?
Can I leave my ship and enter the POS so I can walk up to the female member of the team and do as I slease with them?
Come on team these are importing things to consider... but no all jerkiness aside what are the faction standings going to do now that I worked my ass off for them. |

Meytal
School of Applied Knowledge Caldari State
434
|
Posted - 2014.06.18 12:01:00 -
[234] - Quote
tom trade valine wrote:Another drastic change is that blueprints safely stored in a regular station can no longer be used for jobs in Starbase structures. Players will still be able to remotely start Starbase jobs from several solar systems away, but the blueprints will now have to be physically available in the structure for it to properly start. This is one of the few good ideas with this set of changes. The fact that you can't earn mountains of ISK completely risk-free is a theme that runs central to the game. Why the current situation was even allowed to begin with boggles my mind.
Something else that bugs me a little about the "team" things, besides the mysterious payments to ethereal entities, is the fact that they will supposedly enter and leave systems at will. While fine for Hisec and Lowsec and NPC Null, some of us in W-space and Sov Nullsec actually work to keep outsiders out.
This teams thing would make more sense if we had a chance to shoot them as they moved through space.
|

GiveMeATry
School of Applied Knowledge Caldari State
13
|
Posted - 2014.06.18 12:22:00 -
[235] - Quote
Meytal wrote:tom trade valine wrote:Another drastic change is that blueprints safely stored in a regular station can no longer be used for jobs in Starbase structures. Players will still be able to remotely start Starbase jobs from several solar systems away, but the blueprints will now have to be physically available in the structure for it to properly start. This is one of the few good ideas with this set of changes. The fact that you can't earn mountains of ISK completely risk-free is a theme that runs central to the game. Why the current situation was even allowed to begin with boggles my mind. Something else that bugs me a little about the "team" things, besides the mysterious payments to ethereal entities, is the fact that they will supposedly enter and leave systems at will. While fine for Hisec and Lowsec and NPC Null, some of us in W-space and Sov Nullsec actually work to keep outsiders out. This teams thing would make more sense if we had a chance to shoot them as they moved through space.
I'm pretty sure it's not risk free. There is plenty of people that lots tons of capital BPOs to corp infiltration and stock manipulation.
http://massively.joystiq.com/2010/09/11/eve-online-player-steals-45-000-worth-of-isk-in-massive-investm/
But CCP doesn't care.. They found that large loss to invested players is good advertising for more new players to join.
Them PISSING ON ME must make them happy cause there is no way I'm getting back that time I though I was investing in building a good faction standing rep. |

Tahna Rouspel
Big Johnson's Red Coat Conspiracy
108
|
Posted - 2014.06.18 12:35:00 -
[236] - Quote
GiveMeATry wrote:Meytal wrote:tom trade valine wrote:Another drastic change is that blueprints safely stored in a regular station can no longer be used for jobs in Starbase structures. Players will still be able to remotely start Starbase jobs from several solar systems away, but the blueprints will now have to be physically available in the structure for it to properly start. This is one of the few good ideas with this set of changes. The fact that you can't earn mountains of ISK completely risk-free is a theme that runs central to the game. Why the current situation was even allowed to begin with boggles my mind. Something else that bugs me a little about the "team" things, besides the mysterious payments to ethereal entities, is the fact that they will supposedly enter and leave systems at will. While fine for Hisec and Lowsec and NPC Null, some of us in W-space and Sov Nullsec actually work to keep outsiders out. This teams thing would make more sense if we had a chance to shoot them as they moved through space. I'm pretty sure it's not risk free. There is plenty of people that lots tons of capital BPOs to corp infiltration and stock manipulation. http://massively.joystiq.com/2010/09/11/eve-online-player-steals-45-000-worth-of-isk-in-massive-investm/But CCP doesn't care.. They found that large loss to invested players is good advertising for more new players to join. Them PISSING ON ME must make them happy cause there is no way I'm getting back that time I though I was investing in building a good faction standing rep.
I have 8+ standing with Amarr faction, but I personally did it to get access to clone facilities and lvl 4 missions for all amarr sub-faction. |

Flay Nardieu
Forgotten Union of Knackered Tradesfolk Universal Rockstars
36
|
Posted - 2014.06.18 12:39:00 -
[237] - Quote
Couple more thoughts, some may be refined previous mentioned ideas.
"Abandoned" High-sec towers - the Low & Null operators are being completely truthful when they say taking out an idle tower with sub-capitals is slow. Even though it might be entertaining on a slow day to cull them, I think a more automated method would make sense in High-sec. In fact there is already a mechanic in place to be modeled after: the decay of anchored containers after 30 days of inactivity. So I would venture a suggestion that once a tower goes idle for over 30 days that the empire it is in impounds the tower, arrays, and all materials contained (similar to items in offices when you don't make your rent payment). A neat twist would be after a prolonged period of impound the empire would sell the standard items on the market at current price and auction off via a contract the individual faction and T2 items in the closest station, off course that is more of wishful idea on my part.
Factory and Labs - Considering POS structures are in space, the most expensive thing a space based structure to maintain is life support systems which logically would mean, particularly in factories, that automation via AI and robotics would be the standard not the exception. In regards to labs it would be very much the same unless dealing with biologicals. So the whole premise of having a human based workforce at an array is illogical and counter intuitive also completely destroying the idea of labor cost at them. Further ruining the whole labor cost premise is the operation of POS arrays in a wormhole, considering the labor force would have to be brought in by capsuleers in the first place.
Removal of Remote from office BPs - Many have been focused on the security aspect of this issue, however with the advent of using prints from containers it is almost a moot point as long as the prints are locked in an audit container with the contents viewable they still can be used. However my argument against it is that it is quite possible for a corporation particularly with this new scaling nonsense at POS'es have multiples in a given system possible one for research and another or 2 for manufacturing due to multiple array bonuses and PG/CPU limits. Moving around prints in that example graphically shows the issues involving decentralization of prints, particularly major hurdles in group workflow and cooperation. The arguments for this change are flimsy at best. least valid is risk versus reward statement, further more in my testing of the new UI it doesn't have any apparent reason to force the change in and unto itself. This particular aspect of S&I worked, made sense in application, and doesn't make sense in removal. So... I am a carebear, Really?-á Ok.... I'll be CRAZY Bear then! |

Dinsdale Pirannha
Pirannha Corp
3154
|
Posted - 2014.06.18 12:40:00 -
[238] - Quote
Ekaterina 'Ghetto' Thurn wrote:Bear Boss wrote:KIller Wabbit wrote:Surprised there's not an outcry from Cap BPO holders. Have fun storing them in the POS's.
Nice job minimizing the criticism CCP - "We'll be looking at something different for CAP BPO's." Yeah - like "hmmm... how do I hide from a **** storm??" Yeah, well, I submitted my here: https://forums.eveonline.com/default.aspx?g=posts&t=352968&find=unreadObviously the wrong place now when I think about it, but for capital builders TL; DR: - An insane clickfest coming up - Logging in every 14 hours to put in new BPC:s - OR having literally tens of billions worth of BPOs at a lowsec POS *lol* - Having all your mineral eggs in one POS-shaped basket OR warping a freighter in and out like thereGÇÖs no tomorrow Regarding your linked post the industry changes are far from complete. It wouldn't surprise me at all if Crius or the industry changes were put back to the next update slot. I believe CCP have said copy times are going to be decreased a lot. Also others have asked about runs on BPC's, specifically the cap type ones you use, and I think CCP have said the numbers of runs will be increased. No figures on that yet though. ( Thirteen days to make a five run cap part BPC isn't going to be any good for you is it. On the other hand vastly decreased copy times will collapse the market for those who sell BPC copies. It is very hard to know what to say other than that there will be winners and losers.) I'm hoping CCP are really busy and cannot answer our questions atm. The idea of multiple arrays to receive tax bonuses really needs to be cancelled asap in favour of a skill-based method.
CCP has already acknowledged that the Capital BPC creation / sell cottage industry is being wiped out.( Basically, anything I do in the game is destroyed by CCP). Capital BPC's will be created at incredible rates, and virtually any low sec cap guy, if they want to engage in the futile process of competing against null sec, will be using copies.
Bottom line, this entire industry overhaul spins off in more hilariously bad directions with every blog post (13 arrays of one type to max out bonuses, really????) Most people viewed Orwell's writings as a warning. The harper regime and the goons treat them as a guidebook. |

Retar Aveymone
GoonWaffe Goonswarm Federation
456
|
Posted - 2014.06.18 12:53:00 -
[239] - Quote
in order to satisfy all of the whiners in the thread, cut the max bonus in half for all of the pos things (leaving the per-array bonus the same)
they will magically be happy even though they've gained nothing |

Yinmatook
Skilled Refugees Carthaginian Naval Supply Industries
14
|
Posted - 2014.06.18 13:03:00 -
[240] - Quote
Centurax wrote:Reprocessing at a Starbase could use more information, as it looks at the moment just right click an select reprocess and you get a load of minerals, good start. However in a station you get this cool window that shows you exactly what you are getting before you decide to reprocess it all. Is there a reason we cant have this level of information on the Starbase reprocessing arrays?
This is a critical piece of information that we need to be certain that we (since we all have multiple alts in our corps) don't let the wrong corp member do the refines.
|
|

Rain6637
Team Evil
14998
|
Posted - 2014.06.18 13:25:00 -
[241] - Quote
lol. that reminds me how I used to refine everything i collected from belt rats. everything. it was like, a month before anyone asked what the noobie was doing with all his stuff. President of the Commissar Kate Fanclub | Rainfleet on Twitch | Twitter | Rainfleet mk.III | Imgur |

Gaijin Lanis
Surely You're Joking
101
|
Posted - 2014.06.18 13:31:00 -
[242] - Quote
Meytal wrote:tom trade valine wrote:Another drastic change is that blueprints safely stored in a regular station can no longer be used for jobs in Starbase structures. Players will still be able to remotely start Starbase jobs from several solar systems away, but the blueprints will now have to be physically available in the structure for it to properly start. This is one of the few good ideas with this set of changes. The fact that you can't earn mountains of ISK completely risk-free is a theme that runs central to the game. Why the current situation was even allowed to begin with boggles my mind. The problem there is the removal of slots, payments to ethereal entities that can move around the universe at will for any and every job (to steal your phrase), and removing the ability to install blueprints remotely is a triple nerf to a problem that wasn't all that severe in the first place.
As one needed a sizable number of labs constantly running on rather high investment BPOs in order to break even on fuel costs for the month.
They're also nerfing the maximum ME level as well, so its actually a quadruple nerf. The above was written and posted with nothing but love in my heart for all. |

Selaria Unbertable
POS Mortem Renegades Of Silence
38
|
Posted - 2014.06.18 13:36:00 -
[243] - Quote
CCP Phantom wrote:With Crius, the next EVE Online release to be published on July 22nd, major changes will come to Industry and with that you will also see tweaks and changes related to player-owned starbases (POS). A brief overview of the most important changes: - Reprocessing POS Arrays will change and be more efficient
- Compression Arrays will be introduced
- Other industry related Arrays (eg. for research, invention and manufacturing) will receive a bonus for each additionally similar structure anchored at the same POS
- Faction standing requirements to anchor POS are removed
- Starbase Defense Management skill requires only Anchoring 4 instead of Anchoring 5
Much more information and all the details are available in CCP Ytterbium's latest dev blog Starbase changes for Crius.
While I do like most of these changes, and really can't wait until July 22nd, I agree with the general criticism on the "Structure cost scaling". Anchoring and onlining/offlining 50 (FIFTY!) Equipment assembly arrays is not only extremely time consuming, it's also counteracting CCPs efforts to negate the current overcomplexity of submitting jobs at POSes. I don't see myself buying and anchoring about a hundred of additional arrays, onlining and offlining them when needed, just to get a discount. That is just too much hassle. Furthermore, as we cannot precisely calculate the exact costs of jobs in the systems we build in, there is currently no way to determine the break even point on the investment of otherwise useless arrays.
I think the suggestion with making arrays upgradeable seems so much better.
Another way of encouraging people to use a larger number of different arrays would be to increase the individual bonus of a single array, and make it stack with other bonuses of the same category. E.g. give ship assemblies a flat, not stacking 4% bonus, which adds up to a total of 24% if a player has all six of them, and only stack for different types of arrays in that category (meaning that a medium and a small ship assembly array provide an 8% bonus together, two small array only a 4% bonus).
|

Whang'Lo
Perkone Caldari State
30
|
Posted - 2014.06.18 15:54:00 -
[244] - Quote
This still does nothing for the #1 problem regarding player owned stations:
The vast ocean in high sec of POS's sitting there doing absolutely nothing. In fact these changes will make this problem even worse since it will remove standing requirements.
So now everyone can own a POS in high sec that sits there and does absolutely nothing!
Seriously though wouldn't there be a way to make it where POS's go away after a couple of weeks of sitting there with no fuel? Seems like this would be pretty easy.
A Paranoid is just someone with all the facts - William Burroughs |

Flay Nardieu
Forgotten Union of Knackered Tradesfolk Universal Rockstars
36
|
Posted - 2014.06.18 16:31:00 -
[245] - Quote
Ideally POS arrays would maintain a fixed limit in concurrent jobs and not be affected by scalability as well as the mobile labs having a fixed slot amount with bonuses appropriate for the type of lab but not specific slots for individual tasks (i.e. ME, TE, Copy and Invention). Understandably it would require a moderate amount of complexity under the new UI interface to implement but nothing more dramatic than a programming paradigm similar to using interfaces and overloading classes in C++/C# at least I perceive it in that manner.
With all the major improvements pending in the next release, the sticking points are very significant and quite frankly are change for the sake of change or catering to some sort of ideology contrary to what is viable for any person or group that plays Eve for entertainment primarily not as an obsessive hobby / second job.
I really like to hear something from someone who actually knows in the development process Why and What to these points:
- Why the blanket removal of standings in anchoring POS's, when an encroachment model makes more sense.
- Why remove remote from office when it, contrary to many claims, does not add significant or in high-sec virtually no risk vs. reward benefits.
- Why add labor costs / taxes to POS activities (other than an arbitrary currency sink) since the working model and logical extrapolations would dictate, labor forces in particular, are not valid.
As an informed and thinking consumer I just can not accept "Because it was easier" or anything similar.
So... I am a carebear, Really?-á Ok.... I'll be CRAZY Bear then! |

Meytal
School of Applied Knowledge Caldari State
434
|
Posted - 2014.06.18 16:34:00 -
[246] - Quote
Gaijin Lanis wrote:The problem is the removal of slots, payments to ethereal entities that can move around the universe at will for any and every job (to steal your phrase), and removing the ability to install blueprints remotely is a triple nerf to a problem that wasn't all that severe in the first place.
As one needed a sizable number of labs constantly running on rather high investment BPOs in order to break even on fuel costs for the month.
They're also nerfing the maximum ME level as well, so its actually a quadruple nerf. I totally agree that payments to non-entities is utter BS, as I've stated multiple times. In an age where we have fully automated PI facilities on varying hostile planetary environments, we still haven't figured out how to automate a completely self-contained manufacturing facility.
The no-slots thing has merit for when you're willing to trade increased manufacturing costs for faster production, but the lack of any option for queuing when desired means they still haven't really thought this out very well. As it appears now, we will be forced to rush all of our jobs, at increased costs, instead of pacing ourselves and spreading the jobs out, if we so desired.
They're simplifying the math by changing the focus of ME/PE research. Currently, you spend a fixed, pre-determined amount of time to gain decreasing improvements on blueprints. After sometimes an extreme ME limit for some items, you could have a perfect BPO (say, ME 3200 for EMP XL ammo).
With the change, you have 10 ME levels, and (as I understand it) ME 10 is the "perfect" ME. ME 10 EML XP BPO will be the new perfect. However, you take increasingly longer lengths of time to train each level for a fixed, pre-determined increase.
The ME change is only a nerf in that now, ME 1 means 5% waste is reduced while in the future it means only 1% waste is reduced. Theoretically, the time spent to obtain a perfect BPO for an item with large quantities of materials is the same under both systems, while times for intermediate ME levels will differ. You just won't be able to spend the barest, minimal amount of time for a huge 5% gain any longer. I'm not excited about that, since I've benefited from it as well, but it makes sense to change it in this manner. A finer granularity would have been nice though.
The cost scaling with multiple structures is pants-on-head ******** (filtered? really??), but I've tried to let others say that so far since I couldn't think of a nicer way to phrase it and still convey my meaning. Limited slots makes FAR more sense. Even upgrading the facilities makes more sense if this broken mechanic is going to be pushed through, though upgrading would generally convey more than a mere job installation cost reduction. It would imply better automation for one, which we apparently haven't figured out yet.
The bulk of my complaints about the changes center squarely around the installation ISK costs for W-space and for Sov Nullsec that I feel should not exist. I've not really considered the changes from the point of view of the industrialist who doesn't already live out of a POS (W-space, sometimes Null), but these changes could hurt them even more. At least in W-space, the POS exists primarily because of residency needs, so you're paying fuel costs regardless.
Personally, if we still don't know how to automate things, then I think "work force" changes should come in conjunction with PI changes to allow us to produce (train, etc) citizens on our planets. We would train Engineers, Soldiers, Scientists, (Slaves?), etc. and then feed them to our industrial facilities. Hisec, Lowsec, NPC Null would already have populations ready, managed by the Sov holder, so paying for a "work force" makes sense. Sov Null and W-space, you bring your own, it's up to you to do or not do.
But if we can automate PI facilities that build things on planets, why do we suddenly require manual labor crews to build things in space? |

Yinmatook
Skilled Refugees Carthaginian Naval Supply Industries
15
|
Posted - 2014.06.18 17:03:00 -
[247] - Quote
Should the Reprocessing Array be working on SiSi at this point? Because it appears that it is giving just the base 52% refine.
I took 200 units of Solid Pyroxeres to a 50% station and reprocessed it and got a reported 67% result. But another 200 units of Solid Pyroxeres in a Reprocessing Array achieved a 52% result (with the same character). |

Guttripper
State War Academy Caldari State
475
|
Posted - 2014.06.18 17:45:00 -
[248] - Quote
While reading through this thread, one reoccurring thought keeps hitting me - instead of CCP having some ridiculous aspect of stacking station modules for a bonus effect, why not have these "working teams" offer the bonuses instead? Various teams would have various levels of quality similar to how agents used to have quality (until CCP did not like everyone gathering around one agent while others idled, but now are going full circle - but I digress) and have them for various amounts of time: one time deal, one week, one month. Or have a player pay a huge cost in ISK and keep them permanently as part of their station.
Perhaps I am missing the obvious. |

Kusum Fawn
State Protectorate Caldari State
479
|
Posted - 2014.06.18 18:05:00 -
[249] - Quote
If we are paying people to do our research now, and to build our things how do we have skill limitations at all? I'm not building it, and so why does my having Cruiser construction 4 have anything to do with the guys building the ship for me ?
Teams are stupid, Cost scaling is stupid. Array onlineing games are stupid.
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.
|

Meytal
School of Applied Knowledge Caldari State
436
|
Posted - 2014.06.18 18:31:00 -
[250] - Quote
Kusum Fawn wrote:If we are paying people to do our research now, and to build our things how do we have skill limitations at all? I'm not building it, and so why does my having Cruiser construction 4 have anything to do with the guys building the ship for me ? Excellent point.
Under this new system, output quality / chance of success / production time / etc. should become a function of cost only, and no longer a function of cost AND skill. The majority of the skills would have no purpose any longer, and skills that were for research and manufacture only, which excludes Graviton Physics/etc, should have their SP refunded.
Then we would only need skills like "Manufacturing Connections" or "Scientific Connections" to determine our skill at managing project teams and reducing hiring costs. And if the teams were affiliated with any particular faction, as everything NPC is, standings with the respective entities would further impact relations with the work teams: tree-hugging hippie Gallente work crews wouldn't work quite as hard for, or be quite as happy with, a hardened Amarrian former slave-lord contractor who was an enemy of the Gallente Federation, if they would work for them at all.
Once you start introducing NPCs, contrary to the stated goals of the game to put everything in player hands, you have to fully realize the benefits, drawbacks, and repercussions of using NPCs. And unfortunately, that brings everything full circle back to mission grinding for standings ... that you guys are trying to get rid of. |
|

Altessa Post
Midnight special super sexy
135
|
Posted - 2014.06.18 19:29:00 -
[251] - Quote
While I appreciate that you share ideas with us in a dev blog, I am sorry to say that the proposed changes do not look so good. I still have the impression that the proposed game mechanics are not yet thought through. Yet, you would like to go live in a month...
Is there a way to convince you that you need more time?
On the internet, you can be whatever you want to be. It is amazing that so many people chose to be stupid. |

Gaijin Lanis
Surely You're Joking
104
|
Posted - 2014.06.18 19:38:00 -
[252] - Quote
The cool thing about industrial changes is the entire system can be completely wrecked and slowly rebuilt, as, right now, in preparation for the next few months of complete economic chaos, industrialists are busily deepening their stockpiles, so they can sell oceans of crap for 2-4 times as much as it is currently worth.
To say, there will still be a semi-stable market when crius goes live. If the procurer is any indication, market stability will be pretty much unaffected for the next year or more, despite the rug being yanked from under it.
The problem is CCP will take the temporary post-crius stability as "mission accomplished" then move on to do other things. So when pre-crius stockpiles start running dry, and prices start skyrocketing, then CCP will go into panic mode.
I hope you haven't made any significant investments. The above was written and posted with nothing but love in my heart for all. |

Sizeof Void
Ninja Suicide Squadron
436
|
Posted - 2014.06.18 19:45:00 -
[253] - Quote
Apologies if these questions have been asked and answered previously:
1) Have any decisions been made regarding repurposing or reimbursing the soon-to-be-useless Metallurgy skill and implants?
2) Have any decisions been made regarding reimbursement of ME/PE levels above 10 on currently researched BPOs? |

Alain Kinsella
127
|
Posted - 2014.06.18 20:01:00 -
[254] - Quote
Sizeof Void wrote: 1) Have any decisions been made regarding repurposing or reimbursing the soon-to-be-useless Metallurgy skill and implants?
Metallurgy skill is used as a modifier for ME research time, 5%/level. So still worth it; Combined with just one lab you're now at a 50-55% reduced research time. Not sure about the implant though.
Also, the devblog has missed the little side bombshell brought up in the Starbases SiSi thread: Moon Mining arrays will be usable in 0.4x systems...
"The Meta Game does not stop at the game. Ever."
Currently Retired / Semi-Casual (pending changes to RL concerns).
|

Sizeof Void
Ninja Suicide Squadron
436
|
Posted - 2014.06.18 21:08:00 -
[255] - Quote
Alain Kinsella wrote:Sizeof Void wrote: 1) Have any decisions been made regarding repurposing or reimbursing the soon-to-be-useless Metallurgy skill and implants?
Metallurgy skill is used as a modifier for ME research time, 5%/level. So still worth it; Combined with just one lab you're now at a 50-55% reduced research time. Not sure about the implant though. Here's what CCP Greyscale said earlier in his original devblog on BPO research changes:
"The Material Efficiency skill will be repurposed, stay tuned for more information on that in a future blog."
http://community.eveonline.com/news/dev-blogs/researching-the-future/ |

Flay Nardieu
Forgotten Union of Knackered Tradesfolk Universal Rockstars
36
|
Posted - 2014.06.18 21:17:00 -
[256] - Quote
Interesting tidbit: It only took 6 days between the opening of the feedback forum thread on Sisi to the probably firm commitment of "features" announcement in a DevBlog and this feedback thread.
Additional tidbit, that I honestly had overlooked in my continued crusade against the removal of "Remote from corporate office" campaign. Corporations that had previously used the mechanic to do their research at a POS due to the gridlock at stations in primarily ME and Copying in addition to the higher costs of having an office at a S&I station are out of luck. To put it simply any corporation that wants to use a station for anything in the S&I workflow will have to pay the significantly higher office rentals with those stations which will be compounded by the further demand for those office slots and the limited amount of office slots at stations. It is obvious those factors are going to virtually destroy new corporation start ups in S&I field while having zero impact on individuals (nor should it) So... I am a carebear, Really?-á Ok.... I'll be CRAZY Bear then! |

Maxx Run
Maxx Run Blueprint Services
26
|
Posted - 2014.06.18 21:25:00 -
[257] - Quote
Meytal for CSM!! Very eloquently put my friend...
Meytal wrote:
- The no-slots thing has merit for when you're willing to trade increased manufacturing costs for faster production
As it appears now, we will be forced to rush all of our jobs, at increased costs, instead of pacing ourselves and spreading the jobs out, if we so desired.
- The cost scaling with multiple structures is pants-on-head ******** (filtered? really??). Limited slots makes FAR more sense. Even upgrading the facilities makes more sense...
- The bulk of my complaints about the changes center squarely around the installation ISK costs...
- But if we can automate PI facilities that build things on planets, why do we suddenly require manual labor crews to build things in space?
Are we all really going to go down the route of onlining / offlining every job run? This pangs of 'Change something - anything' or 'Can't Be A****' . I know CCP have been working really hard on this, so the answer is the former. I do feel however that it is being implemented too early and there is still some work to be done.
I am not an RP'er, nor am i heavily into EvE lore, but the notion of paying installation fees for your own facilities seems ridiculous. We sell high ME - Sub-Cap Ship, Mod, Rig and Ammo BPC's - All at great prices!
The best in the game, we were genetically engineered for this work!! |

Qmamoto Kansuke
Killing with pink power
5
|
Posted - 2014.06.18 22:08:00 -
[258] - Quote
Alot of concerns in this thread but lets see if all is black and white.
-Bashing high sec offline tower is BORING, bashing high sec duckstar with pos gunners is even more BORING. -Bpos in danger?Unlimited copy lines anyone?Copy your bpos use bpcs, laugh when merc kills your pos after 4days of bashing and gets bpc, merc tears best tears? -I have to pay tax to use pos?So what you really think those big industrial corps out there will not insta increase the price on their product to cover their cost I'm sure they will.Market is self-correcting system. -Also to the people talking about pos setups, get on sisi because all these theorys are gibberish the IGB setup is no longer true.Much has changed for example no slots, you can produce everything in 1array. -No one is happy about clickfests but how about we wait until 22july before we have our opinions and give ccp a chance to show their work.
|

Theodore Knox
Technologies Unlimited Superior Eve Engineering
10
|
Posted - 2014.06.18 22:40:00 -
[259] - Quote
Qmamoto Kansuke wrote:Alot of concerns in this thread but lets see if all is black and white. -I have to pay tax to use pos?So what you really think those big industrial corps out there will not insta increase the price on their product to cover their cost I'm sure they will.Market is self-correcting system. -Also to the people talking about pos setups, get on sisi because all these theorys are gibberish the IGB setup is no longer true.Much has changed for example no slots, you can produce everything in 1array. -No one is happy about clickfests but how about we wait until 22july before we have our opinions and give ccp a chance to show their work. 
Have to take issue with some points.
1) I'm not sure you really understand the manufacturing market in Eve, if you think anyone can just "install increase the price". 2) We're talking about POS set ups because CCP published a dev blog telling us about a new mechanic that affects POS set ups. Its not gibberish: if you want full cost benefits, you need to fill a large Caldi Tower with the max number of arrays. 3) Let's wait until the inevitable click fest is deployed to TQ before we complain about the inevitable click fest being deployed TQ? Really? REALLY?!?!
Some of us still hold on to the rather outdated view that CCP devs aren't complete toss pots, and listen to the player base when they suggest poorly thought through changes.
The POS module stacking change is poorly thought through. 1) it is a click fest, because players will use every mechanic to compete and get ahead. 2) POS code is a mess, and this game play feature is building on that mess, and contributes to it.
|

Meytal
School of Applied Knowledge Caldari State
438
|
Posted - 2014.06.18 22:56:00 -
[260] - Quote
I still maintain the installation costs for Sov Null and W-space should not exist.
However, if we ignore the fact that Nullsec polices their space much like W-space does, and consider the "lol lore" potential for work teams to make contractual agreements with the blue doughnut to fly to destination systems unimpeded, I can still see an ISK sink related to hiring specialist teams in Sov Nullsec. The routes are well-known, if only a tad dangerous. The costs will be greater than in Hisec, naturally, but it's not impossible.
The same cannot be said for W-space. The routes are not well known at all -- in fact they are completely random -- and a specialist team trying to fly around W-space would last maybe 5-10 minutes before exploding. Many W-space entities don't even go to K-space for a week or more, so the "lol lore" explanation for contractual agreements doesn't even fly.
If a trade-off is required, then drop the specialist teams from W-space. W-space is categorized as a separate universe, so it would be very easy to limit advertisements to K-space universe. The prices in W-space would also be the highest in the game due to the lowest demand in the game, so they likely won't be used very often anyway.
By and large, the overall framework looks great, and will spice things up in Hisec for sure. Unfortunately, what works in Hisec doesn't work everywhere else, and this is just another example of such. There is still plenty of time before Crius to get some of these glitches straightened out, as they seem relatively minor even if their impact is generating a lot of noise. The "Array Stacking" mistake can just be dropped, and bonuses pushed to after-Crius, to work on something worth being proud of.
|
|

Sgt Ocker
Last Bastion of Freedom
238
|
Posted - 2014.06.18 23:04:00 -
[261] - Quote
Quote: Example: I have 100 units of Veldspar in the Compression Array with a total volume of 10m3. After compressing them I will receive 1 unit of Compressed Veldspar with a volume of 0.15m3 (this may displayed as 0.2 in the client due to how rounding works). Will rounding also translate the same when moving compressed ore to an Orca, Rorqual or Freighter? Losing .05m3 X 1 is not an issue, lose .05m3 X 500,000 = 25,000m3. Rorqual Ore Hold = 250,000m3 = 1,666,666 compressed Veldspar @ .15m3 per OR 1,250,000 @ .2m3
Quote:Removing slots from industry jobs discourage players from stacking more than one Starbase structure of the same type at a Control Tower. To counteract this point, we are going to give specific bonuses when Starbase structures of the same type are stacked together at the same control tower. So the only way to get maximum bonus is to have completely undefended large Caldari pos's. (Such a nice income earner for any group that controls Nitrogen production)
Quote:This bonus is going to be a flat reduction on the whole job cost price, whose amount and total bonus varies depending on the Starbase structure itself. So Pos's are getting specific bonuses to different types of Assembly Arrays?
Quote:Newly formed corporations will need to wait 7 days before being able to anchor Starbases. This is to inhibit players from immediately moving Starbase assets to another corporation if under a war declaration. Seriously naive
Quote:Improving Mobile Laboratories Seriously, who in their right mind is going to use mobile laboratories? They are now nothing more than, "Come Shoot Me I Have BPO's Inside". You have essentially removed Mobile Laboratories from use for all but WH inhabitants.
"Removal of Starbase Assembly Line settings"; Does this mean, anyone with access to the Pos will now have access to any labs that may be inside it? My opinions are mine. -á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-áIf you don't like them or disagree with me that's OK. Just don't bother Hating - I don't care.. |

Qmamoto Kansuke
Killing with pink power
5
|
Posted - 2014.06.18 23:09:00 -
[262] - Quote
Labs are also used for invention and I'm not sure but i think that inventing in pos was faster than in station. |

Tsuna Lamperouge
Anoikis Vergence Critically Unstable
0
|
Posted - 2014.06.18 23:27:00 -
[263] - Quote
CCP are there any plans for getting rid of a POS after its been offline for a certain period of time ? Cause I'm guessing eventually all the moons in hisec will be taken and bashing a tower is too tedious and boring to do in high.... |

Maxx Run
Maxx Run Blueprint Services
26
|
Posted - 2014.06.19 00:56:00 -
[264] - Quote
I really hope that Singularity does not accurately reflect the costs due to be instigated in Crius?!
Please find the results of some of my investigations here.
The results are not entirely comparable as the System Cost Index (SCI) goes up much faster than i predicted, hence the POS results being at 1/3, unlike the station i used. They still show the extremely non linear costs of research. The longer of BPO is being copied for, the cheaper it becomes (Risk > Reward?). It also demonstrates the sharp rise in job costing due to the SCI.
I will conduct a more thorough survey tomorrow, after some sleep...
Edit - Doh, shouldn't have rushed this (or kept it to myself :P). Please ignore the notes.
- The POS prices were given with an SCI of approximately 1/3, no tax.
- The Station Prices were given with a low SCI and 10% tax.
Posting when tired is never a good idea, my apologies  We sell high ME - Sub-Cap Ship, Mod, Rig and Ammo BPC's - All at great prices!
The best in the game, we were genetically engineered for this work!! |

Kusum Fawn
State Protectorate Caldari State
481
|
Posted - 2014.06.19 01:06:00 -
[265] - Quote
Maxx Run wrote:I really hope that Singularity does not accurately reflect the costs due to be instigated in Crius?! Please find the results of some of my investigations here. The results are not entirely comparable as the System Cost Index (SCI) goes up much faster than i predicted, hence the POS results being at 1/3, unlike the station i used. They still show the extremely non linear costs of research. The longer of BPO is being copied for, the cheaper it becomes (Risk > Reward?). It also demonstrates the sharp rise in job costing due to the SCI. I will conduct a more thorough survey tomorrow, after some sleep... Edit - Doh, shouldn't have rushed this (or kept it to myself :P). Please ignore the notes. - The POS prices were given with an SCI of approximately 1/3, no tax.
- The Station Prices were given with a low SCI and 10% tax.
Posting when tired is never a good idea, my apologies 
I have found that the longer a bpo is researched for the more expensive it is. Single ME installments seem to take approximately the same amount to time as the total but each step is significantly cheaper then longer jobs.
Edit - you seem to be referring to Copy jobs, which i have not investigated yet. 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.
|

Salpun
Global Telstar Federation Offices Masters of Flying Objects
751
|
Posted - 2014.06.19 02:21:00 -
[266] - Quote
What will be the sources for the thukker array bpc and are they on sisi already. If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide
See you around the universe. |

Dwayne Hycks
Red Federation RvB - RED Federation
0
|
Posted - 2014.06.19 05:34:00 -
[267] - Quote
I think that your faction standing should always play apart in which space you can build a pos! Its like saying screw all the people who grinded standings to be able to anchor a POS in the first place. There are certain things you just don't change. Its great that your trying to fix certain things but this is going to cause crazy drama. |

Loraine Gess
Confedeferate Union of Tax Legalists
399
|
Posted - 2014.06.19 09:07:00 -
[268] - Quote
Sgt Ocker wrote: right mind is going to use mobile laboratories? They are now nothing more than, "Come Shoot Me I Have BPO's Inside". You have essentially removed Mobile Laboratories from use for all but WH inhabitants.
"Removal of Starbase Assembly Line settings"; Does this mean, anyone with access to the Pos will now have access to any labs that may be inside it?
I can confirm everyone is chomping at the bit for the opportunity to grind hundreds of millions of EHP in highsec so they can find the one ******** industrialist who doesn't know how to use a corp office and is eagerly awaiting the payout for selling those ammo BPOs. |

Loraine Gess
Confedeferate Union of Tax Legalists
399
|
Posted - 2014.06.19 09:14:00 -
[269] - Quote
Dwayne Hycks wrote:I think that your faction standing should always play apart in which space you can build a pos! Its like saying screw all the people who grinded standings to be able to anchor a POS in the first place. There are certain things you just don't change. Its great that your trying to fix certain things but this is going to cause crazy drama.
The only people who lose are those that boosted corps - a rather peasant profession which didn't even earn a plex a month. Considering their incredibly slight benefit came from the frustration of the entire rest of the playerbase, I think you will continue to be ignored. |

Rammix
TheMurk
296
|
Posted - 2014.06.19 11:43:00 -
[270] - Quote
About the Starbase Defense skill changes. Already too many people live in highsec for years without ever moving anywhere, too many people live in HS in general. And you make it for this people even easier to defend their pos-s (training pos operators becomes too much easier). I think this is stupid. And what about those who spent time (read: partial plex) to learn Anchoring-5 to be able to use pos guns? Are the SP going to be reimbursed? OpenSUSE 13.1, wine 1.7.20 Covert cyno in highsec: https://forums.eveonline.com/default.aspx?g=posts&t=296129&find=unread |
|

Rivr Luzade
Coreli Corporation Ineluctable.
583
|
Posted - 2014.06.19 11:54:00 -
[271] - Quote
Rammix wrote:About the Starbase Defense skill changes. Already too many people live in highsec for years without ever moving anywhere, too many people live in HS in general. And you make it for this people even easier to defend their pos-s (training pos operators becomes too much easier). I think this is stupid. And what about those who spent time (read: partial plex) to learn Anchoring-5 to be able to use pos guns? Are the SP going to be reimbursed?
Well at least have a look at the topic about covcynos in HS (the link is in my signature), to compensate the pos defense skill changes in some way.
Why should the be reimbursed? Anchoring V is still needed to anchor certain structures and no skill is removed.
Furthermore, this makes it easier for all people to defend their POS, not just High sec. You should be happy that you can convince your corp members now to train Anchoring IV and be good POS gunners, instead of forcing them to waste 20 days on that, which they could use better for training ships and weapon systems. |

Rabbit P
Nuwa Foundation Fraternity.
11
|
Posted - 2014.06.19 12:05:00 -
[272] - Quote
some questions
Quote:Ore, ices and gas clouds may now be mixed together at the same time inside the structures GÇô but modules cannot be moved inside the Reprocessing Arrays.
Reprocessing Arrays can't reprocess modules? or just can't mix with ore/ice/gas, you can still reprocess modules alone.
Quote:Moreover, Control Towers will now be anchorable in previously restricted solar systems like 0.8 and above.
previous blog said Starbases to be anchored anywhere in high-security space minus some protected solar systems, is it still the case?
can we have the list of protected solar systems? |

Rammix
TheMurk
296
|
Posted - 2014.06.19 12:32:00 -
[273] - Quote
Rivr Luzade wrote:Rammix wrote:About the Starbase Defense skill changes. Already too many people live in highsec for years without ever moving anywhere, too many people live in HS in general. And you make it for this people even easier to defend their pos-s (training pos operators becomes too much easier). I think this is stupid. And what about those who spent time (read: partial plex) to learn Anchoring-5 to be able to use pos guns? Are the SP going to be reimbursed?
Well at least have a look at the topic about covcynos in HS (the link is in my signature), to compensate the pos defense skill changes in some way. Why should the be reimbursed? Anchoring V is still needed to anchor certain structures and no skill is removed. Furthermore, this makes it easier for all people to defend their POS, not just High sec. You should be happy that you can convince your corp members now to train Anchoring IV and be good POS gunners, instead of forcing them to waste 20 days on that, which they could use better for training ships and weapon systems. 1. I don't need and don't have any skills that rely on anchoring 5 except Pos defense. So I would strongly prefer to exchange the 5th level of the Anchoring skill back to skillpoints. That was the point.
2. I don't need to convince my corp members to do whatever with their Anchoring skill because I've learned SB Def. M. skill on 4 or 5 of my characters to 3-4th levels so I'm self-sufficient in that.
3. People who need to be able to defend their pos with pvp in mind already have enough characters trained for that. These are not casual pos users. In HS the skill change will mostly help those casual pos users who doesn't need the pos defense enough to spend the time, they're not taking pos stuff seriously enough. And now even those will learn the Anchoring skill, while previously they wouldn't even bother.
In HS there are not so many pvp entities which have enough numbers in fleets to destroy an adequatly constructed pos with 5-8 pos gun operators. So, we will have a situation where a relatively small carebear corp of 20 characters (of which 10-15 are alts) will become able to easily have up to 10 pos gun op-s and keep a 'death star' pos almost undestructible for pvp entities which can't gather more than 20 people in fleets. Even some weaker pos configurations will become much easier to defend. tl;dr: This skill change makes HS pos-s overpowered, because: no capitals, not so many medium-sized or big pvp organizations. OpenSUSE 13.1, wine 1.7.20 Covert cyno in highsec: https://forums.eveonline.com/default.aspx?g=posts&t=296129&find=unread |

Civire Desire
MinMatar Mining Manufacturing and Mayhem
0
|
Posted - 2014.06.19 13:02:00 -
[274] - Quote
Rain6637 wrote:defenseless tower in a 0.9 packed with arrays is the new thing. the result should be obvious
You mean, POS as pinata? yup...
Much the same way the interceptor changes have made my ratting battleships nothing but a pinata for the roaming interceptor gangs.
(Tin-foil hat warning!) The intent behind it to me is equally obvious . To make those of us who want to make enough ISK to buy a PLEX from the market unable to, in an attempt to force us to pay cash for said PLEX, or go back to subscribing.
Ponder this, CCP, the only reason I can afford to play this game at all is by buying PLEX with in-game currency. If I (and all the others in the same boat) are not able to do so, where then is the demand for the PLEXes that the "l33t PvPers" buy for cash so they can convert them to ISK? Let your economist out of that closet you have him hog-tied and gagged in. And listen to him before you totally destroy your game and livelihood.
If I cannot make ISK, I cannot buy PLEX. And then 5 accounts drop offline, never to create demand again for the $20.00 investment made by wallet warriors. I would not be the first to have done so. I have 3 friends who have logged off in Rorqs, Carriers, and even a Nyx in null-sec space, not caring if it later turned hostile, because they are "so totally done with this game." Those 3 real persons represented 17 accounts.
There are only two reasons I keep playing: 1) Masochism; and 2) The friends I have made here who still play. Both reasons are rapidly losing their appeal. And my apologies to my friends for feeling this way, but all too many of them sympathize with me on that. |

Civire Desire
MinMatar Mining Manufacturing and Mayhem
0
|
Posted - 2014.06.19 13:05:00 -
[275] - Quote
Rammix wrote: In HS there are not so many pvp entities which have enough numbers in fleets to destroy an adequatly constructed pos with 5-8 pos gun operators. So, we will have a situation where a relatively small carebear corp of 20 characters (of which 10-15 are alts) will become able to easily have up to 10 pos gun op-s and keep a 'death star' pos almost undestructible for pvp entities which can't gather more than 20 people in fleets. Even some weaker pos configurations will become much easier to defend. tl;dr: This skill change makes HS pos-s overpowered, because: no capitals, not so many medium-sized or big pvp organizations.
Ummmm... If your POS has 50 assembly arrays anchored and online, just how many guns and hardeners can it field??
Further, where do you get the "not so many pvp entities in hisec?" i know of a couple of rather large-ish outfits that are no doubt chomping at the bit for this to happen. Also, if there is a nice juicy POS to shoot, what is to keep a nullsec corp or alliance from coming in to do just that? We does has spaceships; they cans go places... |

De'Veldrin
Black Serpent Technologies The Unthinkables
2250
|
Posted - 2014.06.19 13:26:00 -
[276] - Quote
Rammix wrote:Rivr Luzade wrote:Rammix wrote:About the Starbase Defense skill changes. Already too many people live in highsec for years without ever moving anywhere, too many people live in HS in general. And you make it for this people even easier to defend their pos-s (training pos operators becomes too much easier). I think this is stupid. And what about those who spent time (read: partial plex) to learn Anchoring-5 to be able to use pos guns? Are the SP going to be reimbursed?
Well at least have a look at the topic about covcynos in HS (the link is in my signature), to compensate the pos defense skill changes in some way. Why should the be reimbursed? Anchoring V is still needed to anchor certain structures and no skill is removed. Furthermore, this makes it easier for all people to defend their POS, not just High sec. You should be happy that you can convince your corp members now to train Anchoring IV and be good POS gunners, instead of forcing them to waste 20 days on that, which they could use better for training ships and weapon systems. 1. I don't need and don't have any skills that rely on anchoring 5 except Pos defense. So I would strongly prefer to exchange the 5th level of the Anchoring skill back to skillpoints. That was the point.
This does not change the fact that the skill is good for other things. Your choice not to do those things has absolutely no bearing on the matter. CCP has never (and I should hope does not ever) reimbirsed skill points unless
1. A skill was removed from the game and 2. That removal resulted in a loss of character capability, and 2. No equitable skill was added to replace it.
They're not removing anchoring, and anchoring 5 has uses aside from allowing you to train SDM. No reimbursement is necessary. GÇ£SandboxGÇ¥ does not mean that you will succeed at anything you attempt; it means you can attempt anything you want to succeed at. One of the largest obstacles in the way of your success is other players. |

Civire Desire
MinMatar Mining Manufacturing and Mayhem
3
|
Posted - 2014.06.19 13:26:00 -
[277] - Quote
Circumstantial Evidence wrote:Rain6637 wrote:defenseless tower in a 0.9 packed with arrays is the new thing. the result should be obvious Not necessarily... pending any developer clarification of questions raised in post #4 on the first page: you may not need to have all those arrays online. You might be able to have a deathstar fully online, packed with arrays that are mostly offline.
Then what is the point behind making us anchor all those, if we are just going to be able to offline them as soon as the job is installed? Has CCP invented/obtained patent rights on a mechanical index finger replacement for when I wear out my original issue? |

De'Veldrin
Black Serpent Technologies The Unthinkables
2250
|
Posted - 2014.06.19 13:27:00 -
[278] - Quote
Civire Desire wrote:Rammix wrote: In HS there are not so many pvp entities which have enough numbers in fleets to destroy an adequatly constructed pos with 5-8 pos gun operators. So, we will have a situation where a relatively small carebear corp of 20 characters (of which 10-15 are alts) will become able to easily have up to 10 pos gun op-s and keep a 'death star' pos almost undestructible for pvp entities which can't gather more than 20 people in fleets. Even some weaker pos configurations will become much easier to defend. tl;dr: This skill change makes HS pos-s overpowered, because: no capitals, not so many medium-sized or big pvp organizations.
Ummmm... If your POS has 50 assembly arrays anchored and online, just how many guns and hardeners can it field?? Further, where do you get the "not so many pvp entities in hisec?" i know of a couple of rather large-ish outfits that are no doubt chomping at the bit for this to happen. Also, if there is a nice juicy POS to shoot, what is to keep a nullsec corp or alliance from coming in to do just that? We does has spaceships; they cans go places...
X for POS destruction, Little Bees. GÇ£SandboxGÇ¥ does not mean that you will succeed at anything you attempt; it means you can attempt anything you want to succeed at. One of the largest obstacles in the way of your success is other players. |

Civire Desire
MinMatar Mining Manufacturing and Mayhem
3
|
Posted - 2014.06.19 13:56:00 -
[279] - Quote
Rain6637 wrote:lol. that reminds me how I used to refine everything i collected from belt rats. everything. it was like, a month before anyone asked what the noobie was doing with all his stuff.
Lol with you there. I built my very first freighter with mins from belt rat loot. I don't remember how many carriers I have built with loot from anomalies. Alas, I hear that is soon to be no moar... |

Rammix
TheMurk
296
|
Posted - 2014.06.19 15:45:00 -
[280] - Quote
Civire Desire wrote:Rammix wrote: In HS there are not so many pvp entities which have enough numbers in fleets to destroy an adequatly constructed pos with 5-8 pos gun operators. So, we will have a situation where a relatively small carebear corp of 20 characters (of which 10-15 are alts) will become able to easily have up to 10 pos gun op-s and keep a 'death star' pos almost undestructible for pvp entities which can't gather more than 20 people in fleets. Even some weaker pos configurations will become much easier to defend. tl;dr: This skill change makes HS pos-s overpowered, because: no capitals, not so many medium-sized or big pvp organizations.
Ummmm... If your POS has 50 assembly arrays anchored and online, just how many guns and hardeners can it field?? Further, where do you get the "not so many pvp entities in hisec?" i know of a couple of rather large-ish outfits that are no doubt chomping at the bit for this to happen. Also, if there is a nice juicy POS to shoot, what is to keep a nullsec corp or alliance from coming in to do just that? We does has spaceships; they cans go places... If your pos has '50 assembly arrays' then the SB Def. M. skill makes no diffenence for you. Also, if you have the mentioned 50 arrays at a single pos which make your pos completely harmless, well, you have to suffer, it's your choise.
There are many pvp entities, but most of them form fleets - on regular basis - of under 20-people size, AFAIK. Large "professional" HS pvp organizations who do the wardecs are few. I don't believe that a gang would come from nullsec for a "juicy pos" all the way to highsec. They have more interesting things to do, much closer to their homes.
De'Veldrin wrote:Rammix wrote: 1. I don't need and don't have any skills that rely on anchoring 5 except Pos defense. So I would strongly prefer to exchange the 5th level of the Anchoring skill back to skillpoints. That was the point.
This does not change the fact that the skill is good for other things. Your choice not to do those things has absolutely no bearing on the matter. CCP has never (and I should hope does not ever) reimbirsed skill points unless 1. A skill was removed from the game and2. That removal resulted in a loss of character capability, and2. No equitable skill was added to replace it. They're not removing anchoring, and anchoring 5 has uses aside from allowing you to train SDM. No reimbursement is necessary.
The skill "is good for other things" but for those who absolutely don't need those "other things" they should give the option to deny the 5th level of the skill in exchange for skillpoints. OpenSUSE 13.1, wine 1.7.20 Covert cyno in highsec: https://forums.eveonline.com/default.aspx?g=posts&t=296129&find=unread |
|

Maldiro Selkurk
CHEMO IMMUNO RESISTANT VIRUS X
164
|
Posted - 2014.06.19 22:07:00 -
[281] - Quote
someone wrote: Timed restriction to anchor Control Towers
Newly formed corporations will need to wait 7 days before being able to anchor Starbases. This is to inhibit players from immediately moving Starbase assets to another corporation if under a war declaration.
Please dont do this, we will just be forced to make a lot of 1-alt corps to hop around to to avoid wardecs in the end nothing positive will come of it but it will be a headache for us all. Yawn,-á I'm right as usual. The predictability kinda gets boring really. |

Maldiro Selkurk
CHEMO IMMUNO RESISTANT VIRUS X
164
|
Posted - 2014.06.19 22:53:00 -
[282] - Quote
What do I need to do to get the maximal result out of array based ore compression (assuming that you go ahead with your current plan)?
What skills, if any, will play a part in ore compression, will it be based off your ore refining skills or is ore compression basically 'anchoring one and youre done"? Yawn,-á I'm right as usual. The predictability kinda gets boring really. |

Flay Nardieu
Forgotten Union of Knackered Tradesfolk Universal Rockstars
36
|
Posted - 2014.06.19 22:59:00 -
[283] - Quote
The only change I have seen regarding S&I involving POS's that makes any sort of sense is the Compression Arrays. The obvious benefit of compressing isotope bearing empire ice into null jumps immediately to mind. Only thing these arrays stomp on are the Rorqual, which even stripped of the feature still has others to offset the loss in the mean time.
As for anchoring I say give a little relief to those who struggle with standings issue open .5 space. A total removal is flat out stupid based on various arguments from different perspectives.
Pretty much everything else POS related seems to be inspired by Wile E. Coyote with equal effectiveness in catching the Roadrunner. (Which is zip) So... I am a carebear, Really?-á Ok.... I'll be CRAZY Bear then! |

GiveMeATry
School of Applied Knowledge Caldari State
17
|
Posted - 2014.06.20 00:37:00 -
[284] - Quote
If you have high faction standings you be receiving 4 to 6 plexes as compensation for your time spent grinding. |

Sgt Ocker
Last Bastion of Freedom
238
|
Posted - 2014.06.20 02:27:00 -
[285] - Quote
Loraine Gess wrote:Sgt Ocker wrote: right mind is going to use mobile laboratories? They are now nothing more than, "Come Shoot Me I Have BPO's Inside". You have essentially removed Mobile Laboratories from use for all but WH inhabitants.
"Removal of Starbase Assembly Line settings"; Does this mean, anyone with access to the Pos will now have access to any labs that may be inside it? I can confirm everyone is chomping at the bit for the opportunity to grind hundreds of millions of EHP in highsec so they can find the one ******** industrialist who doesn't know how to use a corp office and is eagerly awaiting the payout for selling those ammo BPOs. Sorry but what has a corp office got to do with using labs in a pos?? The Dev blog quite clearly states - Jobs can be started remotely but the BPO must be present in the Lab. You might want to read up, you might just end up being the ******** industrialist who tries to start a job from a corp office, only to find out, YOU CAN"T. My opinions are mine. -á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-áIf you don't like them or disagree with me that's OK. Just don't bother Hating - I don't care.. |

Flay Nardieu
Forgotten Union of Knackered Tradesfolk Universal Rockstars
36
|
Posted - 2014.06.20 04:14:00 -
[286] - Quote
Noticed some are mistaking terms or impending changes:
Some clarification:
Remote Jobs - a job started in any system other than the one where the blueprint physically AND S&I facility resides, (station or POS array/lab) Remote from Office - the ability to have a blueprint physically in a station office rented to a corporation and use POS arrays in the same corporation's POS or Alliance POS'es that allow member use, only works in the system where BOTH the office AND the POS array located
Remote Jobs will still work post deployment, Remote from Office is being removed entirely.
Best case scenario would be having the blueprints in the Corporate Hangar Array at the POS and arrays/labs could use from there, however I have not seen any mention of this, nor wish to imply that is what will be the case post deployment.
Post deployment stations with S&I facilities will not have limited slots but scaling costs. For manufacturing and research on the corporate level it will require a corporation to have an office at those stations with the blueprint physically there, however if a corporation can not afford to maintain an office (or there is no available offices to rent) it can not use the station's S&I facilities (and likely be forced to set a POS to do any S&I). The office requirement does not apply to individuals.
End of unbiased clarification ---
Opinionated Summation: While there are many good aspects pending it the deployment, the whole of it will make the use of Starbases(POS) either extremely annoying or very impractical. Quite possibly without exaggerating, gank the smaller industrialists to nigh extinction. So... I am a carebear, Really?-á Ok.... I'll be CRAZY Bear then! |

Loraine Gess
Confedeferate Union of Tax Legalists
402
|
Posted - 2014.06.20 05:09:00 -
[287] - Quote
Civire Desire wrote:Rain6637 wrote:defenseless tower in a 0.9 packed with arrays is the new thing. the result should be obvious You mean, POS as pinata? yup... Much the same way the interceptor changes have made my ratting battleships nothing but a pinata for the roaming interceptor gangs. (Tin-foil hat warning!) The intent behind it to me is equally obvious . To make those of us who want to make enough ISK to buy a PLEX from the market unable to, in an attempt to force us to pay cash for said PLEX, or go back to subscribing. Ponder this, CCP, the only reason I can afford to play this game at all is by buying PLEX with in-game currency. If I (and all the others in the same boat) are not able to do so, where then is the demand for the PLEXes that the "l33t PvPers" buy for cash so they can convert them to ISK? Let your economist out of that closet you have him hog-tied and gagged in. And listen to him before you totally destroy your game and livelihood. If I cannot make ISK, I cannot buy PLEX. And then 5 accounts drop offline, never to create demand again for the $20.00 investment made by wallet warriors. I would not be the first to have done so. I have 3 friends who have logged off in Rorqs, Carriers, and even a Nyx in null-sec space, not caring if it later turned hostile, because they are "so totally done with this game." Those 3 real persons represented 17 accounts. There are only two reasons I keep playing: 1) Masochism; and 2) The friends I have made here who still play. Both reasons are rapidly losing their appeal. And my apologies to my friends for feeling this way, but all too many of them sympathize with me on that.
Sorry you're bad at this game. I won't miss you.
Right now with a POS and a single character with 10 slots (Not even the theoretical max of 11), you can afford to pay for a large tower and plex every month.
With another 10 plex left over if you choose not to reinvest your profits. That's not even particularly good rates either, that's just logging on once a day to put the new **** in the oven. It takes no skills besides industry V/production efficiency V and the will to download basic spreadsheeting software or a program like EVE IPH.
If you are unable to afford a plex, you are truly awful at this game. If you bought 5 accounts and you can't manage 5 plex between them you are seriously impaired. |

Loraine Gess
Confedeferate Union of Tax Legalists
402
|
Posted - 2014.06.20 05:14:00 -
[288] - Quote
Sgt Ocker wrote:Loraine Gess wrote:Sgt Ocker wrote: right mind is going to use mobile laboratories? They are now nothing more than, "Come Shoot Me I Have BPO's Inside". You have essentially removed Mobile Laboratories from use for all but WH inhabitants.
"Removal of Starbase Assembly Line settings"; Does this mean, anyone with access to the Pos will now have access to any labs that may be inside it? I can confirm everyone is chomping at the bit for the opportunity to grind hundreds of millions of EHP in highsec so they can find the one ******** industrialist who doesn't know how to use a corp office and is eagerly awaiting the payout for selling those ammo BPOs. Sorry but what has a corp office got to do with using labs in a pos?? The Dev blog quite clearly states - Jobs can be started remotely but the BPO must be present in the Lab. You might want to read up, you might just end up being the ******** industrialist who tries to start a job from a corp office, only to find out, YOU CAN"T.
Because I keep my birth certificate and passport locked in my safe when I'm not travelling. You might carry them on your person whenever you wander into dark alleys at night, but there's a reason people think you're ******* ********.
If you still can't figure out how to mitigate risk to negligible when using a POS, you deserve to lose everything. |

Sgt Ocker
Last Bastion of Freedom
238
|
Posted - 2014.06.20 05:46:00 -
[289] - Quote
Loraine Gess wrote:Sgt Ocker wrote:Loraine Gess wrote:Sgt Ocker wrote: right mind is going to use mobile laboratories? They are now nothing more than, "Come Shoot Me I Have BPO's Inside". You have essentially removed Mobile Laboratories from use for all but WH inhabitants.
"Removal of Starbase Assembly Line settings"; Does this mean, anyone with access to the Pos will now have access to any labs that may be inside it? I can confirm everyone is chomping at the bit for the opportunity to grind hundreds of millions of EHP in highsec so they can find the one ******** industrialist who doesn't know how to use a corp office and is eagerly awaiting the payout for selling those ammo BPOs. Sorry but what has a corp office got to do with using labs in a pos?? The Dev blog quite clearly states - Jobs can be started remotely but the BPO must be present in the Lab. You might want to read up, you might just end up being the ******** industrialist who tries to start a job from a corp office, only to find out, YOU CAN"T. Because I keep my birth certificate and passport locked in my safe when I'm not travelling. You might carry them on your person whenever you wander into dark alleys at night, but there's a reason people think you're ******* ********. If you still can't figure out how to mitigate risk to negligible when using a POS, you deserve to lose everything. I'm sure now you are just a troll, your previous post about your 12 plex per month with 1 toon and a pos was a hint. This response confirms it..
Either that or you have never used a pos and therefore have no idea how the coming changes will affect researching in one. My opinions are mine. -á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-áIf you don't like them or disagree with me that's OK. Just don't bother Hating - I don't care.. |

Pic'n dor
Epsilon Lyr Mordus Angels
24
|
Posted - 2014.06.20 06:05:00 -
[290] - Quote
Please no stacking of tens of pos mods... make them upgradable (like iHUBS or whatever) Please increase BPC run limit on cap size BPC (5run on cap part bpo, that's hardly 12h of jobs..) |
|

Flay Nardieu
Forgotten Union of Knackered Tradesfolk Universal Rockstars
36
|
Posted - 2014.06.20 07:19:00 -
[291] - Quote
Pic'n dor wrote:Please no stacking of tens of pos mods... make them upgradable (like iHUBS or whatever) Please increase BPC run limit on cap size BPC (5run on cap part bpo, that's hardly 12h of jobs..)
I agree max run limits are insanely low. Something not capital level but does show the lack of thought in some limits: Nanite Repair Paste max runs 5, units produced per run 10; print used to exhaustion produces 50 units of product, manufacturing time 4m * 5 runs = 20min, copy time base at 4min
And of course adding scaling to a POS is well dumb, for reasons why read previous posts by myself and others making the argument against it. So... I am a carebear, Really?-á Ok.... I'll be CRAZY Bear then! |

Loraine Gess
Confedeferate Union of Tax Legalists
402
|
Posted - 2014.06.20 10:28:00 -
[292] - Quote
Sgt Ocker wrote: I'm sure now you are just a troll, your previous post about your 12 plex per month with 1 toon and a pos was a hint. This response confirms it..
Either that or you have never used a pos and therefore have no idea how the coming changes will affect researching in one.
Average selection of ten of my top BPOs comes out to 1.4m isk/hr per line, running indefinitely since I can spread my product and not flood the markets. If someone else crashes one, two, hell all of those markets I can still tap others, and many many more at lower margins.
Let's do some basic math that you are incapable of doing alone.
1.4m isk per hour per line = 14m isk per hour per character.
There are 24 hours in a day.
There are ~30 days in a month (plex counts for 30d anyway).
That's 10.08b isk. That is 13.8 plexes at 730m each. This is not particularly difficult unless you are completely deficient at math. Hell, you don't even have to be good at math. There are programs that will do the math for you. All you have to do is put the right thing in the oven. Of course you seem too daft to even accomplish that, so I can understand how you would have difficulty earning a single plex per month.
Just to further rub this in your face: Even if you are literally scraping along on ammo BPOs you can get an average of 50k per hour per line... in station slots. That's half a plex per month dumping your ammo directly onto jita and doing what is literally considered peasantry for newbie characters. You are that bad at earning money. Congratulations.
PS: Do you still plan to store your entire BPO collection in a POS when you're using 1% of it? I'd like to siege you post-patch. |

Retar Aveymone
GoonWaffe Goonswarm Federation
461
|
Posted - 2014.06.20 12:20:00 -
[293] - Quote
Maldiro Selkurk wrote:someone wrote: Timed restriction to anchor Control Towers
Newly formed corporations will need to wait 7 days before being able to anchor Starbases. This is to inhibit players from immediately moving Starbase assets to another corporation if under a war declaration. Please dont do this, we will just be forced to make a lot of 1-alt corps to hop around to to avoid wardecs in the end nothing positive will come of it but it will be a headache for us all. cowards who try to exploit their way out of wars deserve the headache |

Rammix
TheMurk
296
|
Posted - 2014.06.20 14:24:00 -
[294] - Quote
Retar Aveymone wrote:Maldiro Selkurk wrote:someone wrote: Timed restriction to anchor Control Towers
Newly formed corporations will need to wait 7 days before being able to anchor Starbases. This is to inhibit players from immediately moving Starbase assets to another corporation if under a war declaration. Please dont do this, we will just be forced to make a lot of 1-alt corps to hop around to to avoid wardecs in the end nothing positive will come of it but it will be a headache for us all. cowards who try to exploit their way out of wars deserve the headache This. And the main axiom of eve: carebears must suffer. If some patch lessens suffering of carebears (obviously I mean safety, not UI changes made only for comfort) - they're doing it wrong.
p.s. If a carebear does not accept this as a given and can't stand any risk - he is not the Eve type. OpenSUSE 13.1, wine 1.7.20 Covert cyno in highsec: https://forums.eveonline.com/default.aspx?g=posts&t=296129&find=unread |

Dinsdale Pirannha
Pirannha Corp
3158
|
Posted - 2014.06.20 15:59:00 -
[295] - Quote
Man, I can wait to see the earliest set of CCP financials post Sept 2014.
By then, the full damage to the high sec player base will be demonstrated, and high sec players, particularly the high sec casual industrialist, will have made their decisions about this travesty. Most people viewed Orwell's writings as a warning. The harper regime and the goons treat them as a guidebook. |

Retar Aveymone
GoonWaffe Goonswarm Federation
466
|
Posted - 2014.06.20 16:01:00 -
[296] - Quote
Dinsdale Pirannha wrote:Man, I can wait to see the earliest set of CCP financials post Sept 2014.
By then, the full damage to the high sec player base will be demonstrated, and high sec players, particularly the high sec casual industrialist, will have made their decisions about this travesty. well you're allegedly the most outraged yet here you are paying to post |

Guttripper
State War Academy Caldari State
475
|
Posted - 2014.06.20 17:15:00 -
[297] - Quote
Retar Aveymone wrote:Dinsdale Pirannha wrote:Man, I can wait to see the earliest set of CCP financials post Sept 2014.
By then, the full damage to the high sec player base will be demonstrated, and high sec players, particularly the high sec casual industrialist, will have made their decisions about this travesty. well you're allegedly the most outraged yet here you are paying to post Eve is very cheap entertainment for me... I've paid artists at comic conventions more to draw on paper for an one time deal than what I pay yearly for this account. So if this next expansion is not what I like, I guess I'll get more pictures... |

Skalle Pande
Teknisk Forlag
67
|
Posted - 2014.06.20 23:16:00 -
[298] - Quote
With Pos'es in hi-sec potentially becoming objectives of wars and wardecs to a much larger extent than presently, it seems sensible that they should be able to generate some good fights. In order to get that, both sides should have means to fight. CCP plans to make it easier for POS owners to participate actively in defending the station, but a true ganker can't have that, can he?
Rammix wrote: (...) the main axiom of eve: carebears must suffer. If some patch lessens suffering of carebears (obviously I mean safety, not UI changes made only for comfort) - they're doing it wrong.
p.s. If a carebear does not accept this as a given and can't stand any risk - he is not the Eve type. (...) Already too many people live in highsec for years without ever moving anywhere, too many people live in HS in general. And you make it for this people even easier to defend their pos-s (training pos operators becomes too much easier). I think this is stupid. (...) tl;dr: This skill change makes HS pos-s overpowered, because: no capitals, not so many medium-sized or big pvp organizations. Lovely. Ganker tears. "Boo-hooo, the POS can shoot back, CCP, make it so that carebears always lose, it's not fair that they might not lose.". Keep it coming, it is wonderful.
What you are really saing is "I want easy kills, not hard ones". Well, what kind of EVE pilot are you, then? Can't stand a risk? In that case go find some other li'l ol' lady and whack her from behind. If you want a fight, come get a fight.
And Rammix, don't worry, the POS'es will probably be quite vulnerable as it is. There is a parallel thread where these matters are also debated. From the thread mentioned above I have this pretty specific list:
xttz wrote:Skalle Pande wrote:xttz wrote: Starbases used to be a real threat to Dreadnoughts and Carriers. Now they struggle to kill cruisers and frigates.
Now, THAT is worrying. If hi-sec POS'es are going to be wardecc'ed and targetted much more frequently for real economic reasons (as opposed to wanton griefing), and if they are not defendable, it will be bad. (....) Please tell me that this is not so? That even if we can't keep our wonderful starbase, we can at least make the attackers bleed? Just a tiny little bit? Please? Or CCP, you could of course do as mynnna suggested? Give us some means and a reason to defend, when you give people reason to attack? And preferably simultaneously. You can make terrible attackers bleed, no question. However the moment someone shows up with a fleet showing a modicum of organisation, you may as well not login:
- Ewar modules can't lock Logistics Cruisers fast enough to be effective, and you'll probably need a fair number of ECM modules manually controlled for this anyway.
- You need several characters worth of controlled medium guns to effectively damage a battleship, while larger guns require most targets to be heavily webbed in order to track it.
- Non-laser weapons are really vulnerable to having their ammo run down before an attack by an AFK orbiting frigate that can't be tracked.
The less said about missiles and hybrid weapons the better - two entire systems that are less effective than just flying a Rifter out of the shields and taking on a fleet solo. But they serve as a honeytrap to those who don't know any better, and I can see many new towers falling foul of it. Having said that, CCP will probably also need to look at the balance regarding towers with lots of hardeners in high-sec. That can push 200mil EHP, and without dreads very few people will want to make a serious attempt on these. Somehow, I, the carebear, believe goons more than I believe you. But I will surely go for hardeners, not guns, on my own dear little POS, so the skill question really is moot. I think. But admittedly, I haven't tried it yet. And it is much more boring, so preferably CCP would in fact take a good look at balancing all these things, skill requirements included.
Rammix wrote:The skill "is good for other things" but for those who absolutely don't need those "other things" they should give the option to deny the 5th level of the skill in exchange for skillpoints. You're whining. Stop it. It's embarrassing and not gonna do you any good. The tears will do, with those you may proceed, pPlease 
|

Sgt Ocker
Last Bastion of Freedom
239
|
Posted - 2014.06.21 10:32:00 -
[299] - Quote
Loraine Gess wrote:Sgt Ocker wrote: I'm sure now you are just a troll, your previous post about your 12 plex per month with 1 toon and a pos was a hint. This response confirms it..
Either that or you have never used a pos and therefore have no idea how the coming changes will affect researching in one.
Average selection of ten of my top BPOs comes out to 1.4m isk/hr per line, running indefinitely since I can spread my product and not flood the markets. If someone else crashes one, two, hell all of those markets I can still tap others, and many many more at lower margins. Let's do some basic math that you are incapable of doing alone. 1.4m isk per hour per line = 14m isk per hour per character. There are 24 hours in a day. There are ~30 days in a month (plex counts for 30d anyway). That's 10.08b isk. That is 13.8 plexes at 730m each. This is not particularly difficult unless you are completely deficient at math. Hell, you don't even have to be good at math. There are programs that will do the math for you. All you have to do is put the right thing in the oven. Of course you seem too daft to even accomplish that, so I can understand how you would have difficulty earning a single plex per month. Just to further rub this in your face: Even if you are literally scraping along on ammo BPOs you can get an average of 50k per hour per line... in station slots. That's half a plex per month dumping your ammo directly onto jita and doing what is literally considered peasantry for newbie characters. You are that bad at earning money. Congratulations. PS: Do you still plan to store your entire BPO collection in a POS when you're using 1% of it? I'd like to siege you post-patch. You don't know the difference between "Researching" & "Manufacturing" ? Let me help, Manufacturing - You will have BPC's in a pos. Researching you will have BPO's in a pos.
Manufacturing pos's will be no more threatened than they are now (they will also, depending on where they are, be far less profitable than they are now) Research pos, that would be one with LABS in it, will be a fine target to go after.
By all means keep living in your fantasy world of 10 bil profit PM per toon . Eve needs dreamers. My opinions are mine. -á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-áIf you don't like them or disagree with me that's OK. Just don't bother Hating - I don't care.. |

Vaju Enki
Secular Wisdom
1347
|
Posted - 2014.06.21 12:50:00 -
[300] - Quote
Delicious themepark carebear tears. The Tears Must Flow |
|

Rammix
TheMurk
297
|
Posted - 2014.06.21 17:20:00 -
[301] - Quote
Skalle Pande wrote: Lovely. Ganker tears. "Boo-hooo, the POS can shoot back, CCP, make it so that carebears always lose, it's not fair that they might not lose.". Keep it coming, it is wonderful.
What you are really saing is "I want easy kills, not hard ones". Well, what kind of EVE pilot are you, then? Can't stand a risk? In that case go find some other li'l ol' lady and whack her from behind. If you want a fight, come get a fight.
Blabla.
You're not very clever, right? Because I'm not a ganker. Never suicide killed anyone and never killed anyone in a HS war (if even have taken part in one, at all). Not sure if I even have a killmail in highsec.
Yet, I insist that carebears must suffer (in terms of safety, only). Doesn't matter if I'm a carebear myself ATM or not. If I get killed ratting in highsec - so be it, I accept it because in such case it's up to 90% my fault.
You want pos guns? Ok, no problem, spend 20-ish days to learn Anchoring 5 + Sb.D.M. for 3-5 characters. This would mean that you're taking your pos and its security seriously. But the coming change, which will let totally casual pos users who don't even want to invest some significant time in that, to be able to easily get several pos operator alts (even up to 100% characters in a corp, like 20/20, if they wish, very quickly) - it's bull****. And not only for highsec. OpenSUSE 13.1, wine 1.7.20 Covert cyno in highsec: https://forums.eveonline.com/default.aspx?g=posts&t=296129&find=unread |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
77
|
Posted - 2014.06.21 18:45:00 -
[302] - Quote
Rammix wrote:Skalle Pande wrote: Lovely. Ganker tears. "Boo-hooo, the POS can shoot back, CCP, make it so that carebears always lose, it's not fair that they might not lose.". Keep it coming, it is wonderful.
What you are really saing is "I want easy kills, not hard ones". Well, what kind of EVE pilot are you, then? Can't stand a risk? In that case go find some other li'l ol' lady and whack her from behind. If you want a fight, come get a fight.
Blabla. You're not very clever, right? Because I'm not a ganker. Never suicide killed anyone and never killed anyone in a HS war (if even have taken part in one, at all). Not sure if I even have a killmail in highsec. Yet, I insist that carebears must suffer (in terms of safety, only). Doesn't matter if I'm a carebear myself ATM or not. If I get killed ratting in highsec - so be it, I accept it because in such case it's up to 90% my fault. You want pos guns? Ok, no problem, spend 20-ish days to learn Anchoring 5 + Sb.D.M. for 3-5 characters. This would mean that you're taking your pos and its security seriously. But the coming change, which will let totally casual pos users who don't even want to invest some significant time in that, to be able to easily get several pos operator alts (even up to 100% characters in a corp, like 20/20, if they wish, very quickly) - it's bull****. And not only for highsec.
Execpt they lowered starbase defense to anchoring 4 already
Next arguement |

Rammix
TheMurk
298
|
Posted - 2014.06.21 20:28:00 -
[303] - Quote
Kenneth Feld wrote: Execpt they lowered starbase defense to anchoring 4 already
Not yet. But it's unlikely that they will change their (awful) plan about that, you're right. OpenSUSE 13.1, wine 1.7.20 Covert cyno in highsec: https://forums.eveonline.com/default.aspx?g=posts&t=296129&find=unread |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
77
|
Posted - 2014.06.21 20:49:00 -
[304] - Quote
Rammix wrote:Kenneth Feld wrote: Execpt they lowered starbase defense to anchoring 4 already
Not yet. But it's unlikely that they will change their (awful) plan about that, you're right.
Well, it has changed on sisi
It has been a change since like the day the 3rd or 4th original dev blog was released
No one has ever said anything about it negatively except "Can I haz skillpoints back"
If you are still doubting it goes live, I can't imagine what other **** you are paranoid about. |

Maldiro Selkurk
CHEMO IMMUNO RESISTANT VIRUS X
164
|
Posted - 2014.06.21 23:14:00 -
[305] - Quote
Rammix wrote:Retar Aveymone wrote:Maldiro Selkurk wrote:someone wrote: Timed restriction to anchor Control Towers
Newly formed corporations will need to wait 7 days before being able to anchor Starbases. This is to inhibit players from immediately moving Starbase assets to another corporation if under a war declaration. Please dont do this, we will just be forced to make a lot of 1-alt corps to hop around to to avoid wardecs in the end nothing positive will come of it but it will be a headache for us all. cowards who try to exploit their way out of wars deserve the headache This. And the main axiom of eve: carebears must suffer. If some patch lessens suffering of carebears (obviously I mean safety, not UI changes made only for comfort) - they're doing it wrong. p.s. If a carebear does not accept this as a given and can't stand any risk - he is not the Eve type.
I was wardec about 2 weeks ago, made a new corp in 5 mins. There is NO RISK get it now!!
Yawn,-á I'm right as usual. The predictability kinda gets boring really. |

Maxx Run
Maxx Run Blueprint Services
26
|
Posted - 2014.06.22 01:41:00 -
[306] - Quote
Rammix wrote:[quote=Skalle Pande] Yet, I insist that carebears must suffer (in terms of safety, only). Doesn't matter if I'm a carebear myself ATM or not. If I get killed ratting in highsec - so be it, I accept it because in such case it's up to 90% my fault.
WTF are you talking about? Have you ever been in a corp war? Getting killed whilst ratting in high sec, you will accept it?
Getting killed in high sec is inexcusable. Why role over? There is no acceptable loss.
Don't be stoopid, please, other wise everyone will star going POS mad...
Yours hopefully, Maxx We sell high ME - Sub-Cap Ship, Mod, Rig and Ammo BPC's - All at great prices!
The best in the game, we were genetically engineered for this work!! |

Loraine Gess
Confedeferate Union of Tax Legalists
409
|
Posted - 2014.06.22 03:15:00 -
[307] - Quote
Sgt Ocker wrote:Loraine Gess wrote:Sgt Ocker wrote: I'm sure now you are just a troll, your previous post about your 12 plex per month with 1 toon and a pos was a hint. This response confirms it..
Either that or you have never used a pos and therefore have no idea how the coming changes will affect researching in one.
Average selection of ten of my top BPOs comes out to 1.4m isk/hr per line, running indefinitely since I can spread my product and not flood the markets. If someone else crashes one, two, hell all of those markets I can still tap others, and many many more at lower margins. Let's do some basic math that you are incapable of doing alone. 1.4m isk per hour per line = 14m isk per hour per character. There are 24 hours in a day. There are ~30 days in a month (plex counts for 30d anyway). That's 10.08b isk. That is 13.8 plexes at 730m each. This is not particularly difficult unless you are completely deficient at math. Hell, you don't even have to be good at math. There are programs that will do the math for you. All you have to do is put the right thing in the oven. Of course you seem too daft to even accomplish that, so I can understand how you would have difficulty earning a single plex per month. Just to further rub this in your face: Even if you are literally scraping along on ammo BPOs you can get an average of 50k per hour per line... in station slots. That's half a plex per month dumping your ammo directly onto jita and doing what is literally considered peasantry for newbie characters. You are that bad at earning money. Congratulations. PS: Do you still plan to store your entire BPO collection in a POS when you're using 1% of it? I'd like to siege you post-patch. You don't know the difference between "Researching" & "Manufacturing" ? Let me help, Manufacturing - You will have BPC's in a pos. Researching you will have BPO's in a pos. Manufacturing pos's will be no more threatened than they are now (they will also, depending on where they are, be far less profitable than they are now) Research pos, that would be one with LABS in it, will be a fine target to go after. By all means keep living in your fantasy world of 10 bil profit PM per toon . Eve needs dreamers.
lol @ being too stupid to haul BPOs to a POS. I guess this is why you can't do math, either |

Flay Nardieu
Forgotten Union of Knackered Tradesfolk Universal Rockstars
41
|
Posted - 2014.06.22 08:19:00 -
[308] - Quote
Over 90% of the expansion's projected content as given reeks, whole dynamic is ganked. Sadly I'd rather deal with the existing issues even the check boxes that sometimes do opposite of what you expect and dated interface.
So let me whip out the ole crystal ball (which is gonna be needed for every spreadsheet and planning program to function... where do you find an API to a mystical device that divines the future use at a system that could vary hour by hour and day by day?" Hmm... it shows many industrial and research types going solo, working with a corp would be too annoying not due to the corp's fault but the new and improved mechanics. Single use only (not by choice either) POSes cluttered with to dozens of the same lab or array type. A very enticing chance of misplacing prints (now where did I put the BPO is it in the office at this station maybe the station 3 systems over, maybe it is in the research POS, nope not there maybe it is in the manufacturing POS wait it isn't there either alright WTH is the print... maybe Bob has it, nah he swears he doesn't have it)
Ah savor the ever so sweet satire and not so subtle suffering of all who have to contend with this mess. Is it too late to rename the next release to Loki it seems much more in his arena?
However, not to be completely negative some things make perfect sense and couple would conditionally
- Compression Array - It has tremendous potential for all security systems
- Use prints from a container - Long over due
- New UI - needs some major tweaking but the ability to see at a glance have vs need for a job is awesome
I'm sure there are maybe 2 or so I forgot, but most of it is absurd complexity where it need not exist. Complexity for flexibility and/or process control great, otherwise sorry back to the drawing board. So... I am a carebear, Really?-á Ok.... I'll be CRAZY Bear then! |

Rammix
TheMurk
298
|
Posted - 2014.06.22 09:07:00 -
[309] - Quote
Maxx Run wrote:Rammix wrote:[quote=Skalle Pande] Yet, I insist that carebears must suffer (in terms of safety, only). Doesn't matter if I'm a carebear myself ATM or not. If I get killed ratting in highsec - so be it, I accept it because in such case it's up to 90% my fault. WTF are you talking about? Have you ever been in a corp war? Getting killed whilst ratting in high sec, you will accept it? Getting killed in high sec is inexcusable. Why role over? There is no acceptable loss. Don't be stoopid, please, other wise everyone will star going POS mad... Yours hopefully, Maxx You misinterpret me. I was saying that if I lose something then it's my own fault. Highsec is too safe already, so carebears should just accept some risks as a given instead of wishing for more and more safety. OpenSUSE 13.1, wine 1.7.20 Covert cyno in highsec: https://forums.eveonline.com/default.aspx?g=posts&t=296129&find=unread |

Rammix
TheMurk
298
|
Posted - 2014.06.22 09:13:00 -
[310] - Quote
Kenneth Feld wrote:Rammix wrote:Kenneth Feld wrote: Execpt they lowered starbase defense to anchoring 4 already
Not yet. But it's unlikely that they will change their (awful) plan about that, you're right. Well, it has changed on sisi It has been a change since like the day the 3rd or 4th original dev blog was released No one has ever said anything about it negatively except "Can I haz skillpoints back" If you are still doubting it goes live, I can't imagine what other **** you are paranoid about. Pos defense is getting potentially overpowered, okay, okay. It doesn't harm me, I just don't like tendencies to more safety, even the tiniest ones. Hope I made that clear now, at last.
The skillpoints, sure, I too would like to get them back.
Maldiro Selkurk wrote: There is NO RISK get it now!!
And that is BAD. OpenSUSE 13.1, wine 1.7.20 Covert cyno in highsec: https://forums.eveonline.com/default.aspx?g=posts&t=296129&find=unread |
|

Captain Davy
PRadox One Proficiency V.
0
|
Posted - 2014.06.23 14:36:00 -
[311] - Quote
Schmata Bastanold wrote:Why there is a need for anchoring/onlining/whatever whole bunch of arrays instead of just having single production array with configurable number of whatever it is array does right now? Wouldn't it be simpler for both devs AND players? Since you already messing around those things anyway...
Please listen to this guy! do something similar to what we have on PI. |

Captain Davy
PRadox One Proficiency V.
0
|
Posted - 2014.06.23 14:44:00 -
[312] - Quote
Ekaterina 'Ghetto' Thurn wrote:I still stand by my opinion that the idea of having multiple arrays of the same type in a POS is a real bodge job method to give additional bonuses.
A far better idea would be to have new skill/s that have to be learnt, maybe at 10x skill time if you like, to give tax bonuses at POSes. A reply from CCP is to why this is not a better idea would be nice too.
I dont think the skill approach would be the best option but i agree with you, anchoring dozens of unessesary modules in a pos is just stupid.
i think the whay it should be handled is similar to command centers in a PI, u can just "upgrade" you array for X isk, that would increase the PG/CPU usage by Y/Z.
after "purchacing" that upgrade to a given module you could downgrade and upgrade to that same lvl instantly and for free so u can manage in a easy way that stuff. |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3452
|
Posted - 2014.06.23 17:23:00 -
[313] - Quote
Flay Nardieu wrote:where do you find an API to a mystical device that divines the future use at a system that could vary hour by hour and day by day?"
Day by day, only. And not significantly, as it's based on a 28 day moving average, which will smooth out most bumps.
(Other than teams coming online. I guess that can happen during a day. But it's not a particularly frequent action.)
Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3452
|
Posted - 2014.06.23 17:24:00 -
[314] - Quote
Captain Davy wrote:Schmata Bastanold wrote:Why there is a need for anchoring/onlining/whatever whole bunch of arrays instead of just having single production array with configurable number of whatever it is array does right now? Wouldn't it be simpler for both devs AND players? Since you already messing around those things anyway... Please listen to this guy! do something similar to what we have on PI.
'Simpler'
Bring in a bunch of new code to manage the upgrades of a new array.
Or just count the other arrays nearby.
(yes, I'm not hugely happy with the current option. But it's a starting place) Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |

Brutalis Furia
Hammer and Anvil Industries
6
|
Posted - 2014.06.23 18:01:00 -
[315] - Quote
Coming to this discussion late, but...
If the walls between regions are starting to come down (in a VERY small way now), I could see (and would personally like) skills that are currently limited by jump range to be based on light years instead.
|

Maldiro Selkurk
CHEMO IMMUNO RESISTANT VIRUS X
164
|
Posted - 2014.06.23 20:55:00 -
[316] - Quote
Maldiro Selkurk wrote:someone wrote: Timed restriction to anchor Control Towers
Newly formed corporations will need to wait 7 days before being able to anchor Starbases. This is to inhibit players from immediately moving Starbase assets to another corporation if under a war declaration. Please dont do this, we will just be forced to make a lot of 1-alt corps to hop around to to avoid wardecs in the end nothing positive will come of it but it will be a headache for us all.
Rammix wrote:This. And the main axiom of eve: carebears must suffer. If some patch lessens suffering of carebears (obviously I mean safety, not UI changes made only for comfort) - they're doing it wrong.
p.s. If a carebear does not accept this as a given and can't stand any risk - he is not the Eve type.
maldiro selkurk wrote:I was wardec about 2 weeks ago, made a new corp in 5 mins. There is NO RISK get it now!!
Rammix wrote:And that is BAD.
Thank GOD it only took you a page and a half of off-point forum blathering to finally agree with my original post, this idea is BAD and shouldnt be put into the game in its current suggested form. Yawn,-á I'm right as usual. The predictability kinda gets boring really. |

Maldiro Selkurk
CHEMO IMMUNO RESISTANT VIRUS X
164
|
Posted - 2014.06.23 22:20:00 -
[317] - Quote
Retar Aveymone wrote:Maldiro Selkurk wrote:someone wrote: Timed restriction to anchor Control Towers
Newly formed corporations will need to wait 7 days before being able to anchor Starbases. This is to inhibit players from immediately moving Starbase assets to another corporation if under a war declaration. Please dont do this, we will just be forced to make a lot of 1-alt corps to hop around to to avoid wardecs in the end nothing positive will come of it but it will be a headache for us all. cowards who try to exploit their way out of wars deserve the headache
Exploit, it's a game mechanic. Sorta like distracting the local defense forces then blasting every ship docking and undocking from Jita. (the only deference is that I accept the mechanic of burn jita while you prefer to whine about wardec hopping) Yawn,-á I'm right as usual. The predictability kinda gets boring really. |

Kickaha Neesha
Federal Navy Academy Gallente Federation
0
|
Posted - 2014.06.25 01:58:00 -
[318] - Quote
So, let me see if I understand this correctly. CCP doesn't like it when a corp has a POS that performs multiple functions, Research, Component and Module construction. So in order to be cost effective I'm going to need to spam my POS's with multiple arrays of the same type across 3 different POS's now.
CCP, can you give a list of pilot activities that you wish to curtail in the future (as you did with the datacores) so that I don't choose the wrong skillsets to learn? |

Circumstantial Evidence
130
|
Posted - 2014.06.25 22:19:00 -
[319] - Quote
As I understand it - providing a benefit to multiple arrays of the same type is an effort to preserve the value players have invested in multiple arrays already. The value obtained from multiple industry slots at a POS is difficult to equate to the value of a percentage saved on manufacture and research. But If there's no reason to have more than one array, their market values would crash as players dump extra ones. |

Sgt Ocker
Last Bastion of Freedom
239
|
Posted - 2014.06.26 12:45:00 -
[320] - Quote
Brutalis Furia wrote:Coming to this discussion late, but...
CCP is buffing industry globally. they're increasing options and streamlining the process everywhere. They have even said that they're planning on looking closely at nullsec industry and its specific challenges.
So to both sides of this argument, in this thread, I say that your view is too narrow. Look at the larger picture. The larger picture - "Increasing options" yes everything will be far more complex than it currently is due to the additional options. "Streamlining" and "Increasing options" is somewhat a contradiction - Increased options is not streamlining, it creates complexity. In this case a lot of unnecessary complexity and randomness.
My opinions are mine. -á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-áIf you don't like them or disagree with me that's OK. Just don't bother Hating - I don't care.. |
|

Brutalis Furia
Hammer and Anvil Industries
6
|
Posted - 2014.06.27 22:46:00 -
[321] - Quote
Sgt Ocker wrote:"Increasing options" yes everything will be far more complex than it currently is due to the additional options. "Streamlining" and "Increasing options" is somewhat a contradiction - Increased options is not streamlining, it creates complexity. In this case a lot of unnecessary complexity and randomness.
To clarify:
CCP is streamlining increasing transparency for existing processes so they can add additional complexity via newdynamic processes.
While it may seem a fine distinction, in this case, I've yet to see random variables cited in any of the new complexities being introduced. It may seem random, but from what I see, it's a dynamic system based on ever changing player actions - a far cry from random, IMHO. |

Kusum Fawn
State Protectorate Caldari State
489
|
Posted - 2014.06.28 03:53:00 -
[322] - Quote
Brutalis Furia wrote:Sgt Ocker wrote:"Increasing options" yes everything will be far more complex than it currently is due to the additional options. "Streamlining" and "Increasing options" is somewhat a contradiction - Increased options is not streamlining, it creates complexity. In this case a lot of unnecessary complexity and randomness. To clarify: CCP is streamlining increasing transparency for existing processes so they can add additional complexity via newdynamic processes. While it may seem a fine distinction, in this case, I've yet to see random variables cited in any of the new complexities being introduced. It may seem random, but from what I see, it's a dynamic system based on ever changing player actions - a far cry from random, IMHO. Because the global and system numbers are not transparent (no tool tip for system Industry level...) the changes are random. While their shifting may be governed by a complex calculation , the cost changes system by system and global level are seemingly random. 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.
|

Flay Nardieu
Forgotten Union of Knackered Tradesfolk Universal Rockstars
42
|
Posted - 2014.06.28 06:59:00 -
[323] - Quote
Understandably it is a PITA to write and maintain code for two paths reaching the same destination, that said... Station and Starbase (POS) S&I operate on fundamentally different premises, it is easy to go "black box" tech with stations and the new system makes perfect sense in that area. On the flip side it doesn't with POS arrays & labs, the have finite volume, mass, and control specs all very tangible things considering they are built, launched, etc etc by players.
Many of the additions seem more geared for a grad student's thesis or a professor testing his/her pet theory than to make a game more enjoyable or intuitive. It is one thing to dabble in the virtual market much like real day traders it is however unrealistic to expect players to 'chase the dragon' from system to system to shave some costs off S&I jobs, it is too tiresome to be sustained for all but the most regimental groups.
So... I am a carebear, Really?-á Ok.... I'll be CRAZY Bear then! |

Sgt Ocker
Last Bastion of Freedom
239
|
Posted - 2014.06.28 13:44:00 -
[324] - Quote
Brutalis Furia wrote:Sgt Ocker wrote:"Increasing options" yes everything will be far more complex than it currently is due to the additional options. "Streamlining" and "Increasing options" is somewhat a contradiction - Increased options is not streamlining, it creates complexity. In this case a lot of unnecessary complexity and randomness. To clarify: CCP is streamlining increasing transparency for existing processes so they can add additional complexity via newdynamic processes. While it may seem a fine distinction, in this case, I've yet to see random variables cited in any of the new complexities being introduced. It may seem random, but from what I see, it's a dynamic system based on ever changing player actions - a far cry from random, IMHO. Oh, I always thought - Dynamic (characterized by constant change) - added randomness.
Less or more players in system brings with it "random" changes. Streamlining is usually defined by simplifying a process - Whereas all these changes are adding complexity.
You said it yourself, "additional complexity via dynamic processes" In plain English - adding more things to change an outcome dependent on multiple factors. An element of "random".
As an example of a random variable - Hire a team, if it is a good team there is an element of random. You don't know how many people will come to the system to use the team, each person adds another element of cost to the outcome of your job.
My opinions are mine. -á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-áIf you don't like them or disagree with me that's OK. Just don't bother Hating - I don't care.. |

Derrick Miles
Science and Trade Institute Caldari State
7
|
Posted - 2014.06.30 04:18:00 -
[325] - Quote
I gotta say I have mixed feelings about removing standings requirements from POS deployment entirely. On the one hand, the removal of a requirement to have a particular standing gives newer players an opportunity to get into the manufacturing game in all of it's facets, and I think the ability to put up a POS in any security level system is a good idea. On the other hand, by removing the standings entirely there is not much motivation for industrialists to get faction standings, and now the higher standings can also limit your ability to travel in the other faction's space and move to other manufacturing hubs, actually providing a reason to avoid grinding for standings. It effectively is gutting the importance of faction standings for manufacturers and removing a significant incentive with nothing to counter-balance it.
As a proposal, make the faction standings affect the cost of the job installation, perhaps -1% per point of standings. This would give manufacturers a concrete incentive to get standings, preserves the hard work current players have put in to raising their standings, and also acts as a balance to the tax applied to npc stations as well as the cost added to POS manufacturing. |

Brutalis Furia
Hammer and Anvil Industries
6
|
Posted - 2014.07.01 06:02:00 -
[326] - Quote
I think I see our disagreement over "random" - and it's a subtle one.
Truly random doesn't matter what the initial conditions are - you get a chance of any one of a number of outcomes.
An extremely complex calculation with dozens or hundreds of interdependent calculations is unpredictable because we can't calculate as fast as the computer. If we could, we would come to the same result. That is not random, and because those values are always changing based on our actions, it's dynamic.
It's a technical distinction, but I consider it an important one because in the first example, you don't have any chance of "winning" - of finding how and where to make the system work for you - it's all random luck. The second system, once you've learned its ins and outs (a process that takes longer the more complex the system is) can be manipulated to your benefit (or used as an economic weapon against your adversaries). |

Lightning roddy
State War Academy Caldari State
0
|
Posted - 2014.07.02 11:47:00 -
[327] - Quote
The Reprocessing and Intensive Reprocessing Array only have a 200.000 m3 capacity. That way reprocessing a stack of only 10.000 ice will mean moving the ice into the Array and hitting reprocess 50 times! What if you have 100.000 ice?...
Can't it have a 20.000.000 m3 capacity like the Compressing Array or at least 1.200.000 m3 so you can refine a full freighter?
|

Lee Hyori
New Horizons
0
|
Posted - 2014.07.03 10:02:00 -
[328] - Quote
Many questions I ask myself across these 17 pages and few answers from CCP.
These posts are read by new players and old which I belong. It would be nice to have answers on the time spent: - to reach level 5 on certain skills: to defend POS or other - the search on BPOs exceeding six months see more than one year (BCs, BSs, Cap components, Cap ships ...)
The fact that the limit of 25 jumps is not homogeneous across all activities. The goal is to build and sell our production.
On the other hand, apart from seeing the new interface, the singularity server does not allow us to test everything that is described in this post whose name is "Starbase Changes".
A DEV post only for BPOs purpose would be welcome. |

KanashiiKami
105
|
Posted - 2014.07.05 00:25:00 -
[329] - Quote
MaverickG wrote:I usually never reply to Dev Blogs but this time I would like to give my opinion to a couple things I do not understand or do not agree with.
1.) I like opening up .8 and above to starbases, but I would like to see the faction standing requirement stay in place. There does need to be a cost of entry to dropping a POS in High Sec.
2.) I don't mind having blueprints required in POS to run the manufacturing ( I like the use of the term "physically available" used in this part of the blog), but I would like to see a way to Lock them down there. In fact, blue print locking and (mostly) unlocking needs to be readdressed since it's a complete pain. I have submitted several complaints and tickets on this. I believe a minor UI change would remedy 75% of the problem.
3.) I am also concerned about market stability once these changes take place, will they be implemented in stages like kronos has been?
1) i agree. many players grind these standings. now just like skillbook changes n SP used to be refunded, how is ccp even going to "refund" standings time grind back lol (give free PLEX? HAHAHA). i think the way the new development in this segment of the game is BADLY implemented for the individual player base. CCP is forcing individuals to play MORE characters and become like a swarm of cheap labor ... ISK and time sink is an intentional new feature of this new gamplay instead of fun factor.
2) bugs are an intended feature as i see many other remind me of this ... intention. it is 1 of the reason why i stop playing around with POS anymore. LOST OF FUN FACTOR
3) the changes will benefit the larger indy entities, the smaller entities will all suffer. again, the changes does not seem to benefit indy commerce towards smaller entities. again LOST OF FUN FACTOR.
i wonder when considering dev changes, does the devs also play as indy? WUT ??? |

KanashiiKami
105
|
Posted - 2014.07.05 00:38:00 -
[330] - Quote
Two step wrote:Is there a real benefit to having 8 million different assembly arrays? Why not use this chance to combine arrays and stop confusing poor new people with component assembly arrays vs. subsystem assembly arrays vs. equipment assembly arrays?
i agree, since it is a revamp. the previous POS fuel system simplification was nice, but these POS internal indy stacking bonuses is terrible. you build a POS, you buy a manufacturing facility (its a piece of robot making a machine part), then you devs seem to add on the fact that now you need to consider workforce as a factor in the global universe sense ... when the individual who setup the POS is the only operator ... *facepalm* WUT ??? |
|

KanashiiKami
105
|
Posted - 2014.07.05 00:57:00 -
[331] - Quote
E6o5 wrote:I don't like that you killed the mini profession of corp creators. Also it doesn't make sense for a faction to allow you to anchor a POS in their space if you have negative standings towards them.
maybe now they will add a new feature, negative standing, NPC will appear and attack your POS.
no wait, it is too complicated for ccp to code that. but it is easier to code the new changes ... no wait ... how can that happen?
while changes in game are changes, i strongly feel these changes have not been considered as being a indy player for a dev to bring in the changes. the DEV should have played it extensively instead of showing us "previously" and then "now" effect. as i have said before, and like what is quoted, the changes is not considering the INDIVIDUAL player base PROPERLY WUT ??? |

KanashiiKami
105
|
Posted - 2014.07.05 01:22:00 -
[332] - Quote
Letto Atreides wrote:Meizu Kho wrote:concerning the online/offline workarounds for the build cost bonus i would like to remind CCP off what they once told us:
no matter how boring, tedious or time consuming an activity is, if it's the most efficient/safest way of doing it, the players will do it.
If you allow people to take advantage of a 26% build cost advantage without having to risk 13 arrays of the same type because they can offline and unancher then during the job they will do it. they will get freighters with 12 arrays ready and do it every job.
I don't mind the bonus but i do if you can dodge the risk. In an earlier post I mentioned the idea of changing from 13 arrays to a single array that had to be upgraded (13 times). This mechanic would prevent the hack you are describing here.
i like this idea too, but what is sad is, it only magnifies the fact this revamp in so many facets has not been given any actual role play test at dev level, so as to find more fun in playing the role in game. it makes me think the devs only communicate their wants and needs to coders, and the problem of play testing is entirely at the coders end also. WUT ??? |

KanashiiKami
105
|
Posted - 2014.07.05 01:30:00 -
[333] - Quote
Chribba wrote:Thanks everyone. Now to figure out if all them Slaves I freed during the years want to return the favor...  /c
for all the slaves being traded around in the game, i rather the bonus system be based on number of slaves you buy and insert into your POSs indy production system/modules. although i rather prefer robots. WUT ??? |

KanashiiKami
105
|
Posted - 2014.07.05 01:46:00 -
[334] - Quote
Felicity Love wrote:asteroidjas wrote:
How did you guys come up with these numbers?
You mean you haven't heard of that "Pssssssssssssssshhhhhhhhh" method now favoured in the upper echelons? Y'know, the one that's very similar to the enormously popular "pulling numbers out of thin air" method... or random orifices, for that matter ? Cilly bunt 
or ... something like this ... http://www.youtube.com/watch?v=BKorP55Aqvg
game fun is game fun ... just like a red line ... WUT ??? |

KanashiiKami
105
|
Posted - 2014.07.05 02:27:00 -
[335] - Quote
cellestron wrote: Removing the standings requirements without making any other changes to POS mechanics/requirements is a horrible idea.
Now any large corp or alliance can go around and wardec smaller corps, kill their POS and then "grief" the site by putting up an offline POS they never intend to use. They could literally put up hundreds and then hide behind the sheer cost of warrdeccing them to hold the spots.
There needs to be some barrier, limit or challenge to erecting a POS in high sec unless your idea of an "industry change" is having to join a large alliance or coalition to keep your POS (sound familiar?).
Or having entire solar systems filled with offline control towers. The offline control tower problem is bad enough now and really needs to be addressed anyway.
I don't want running a POS in high sec to be risk free. But I don't want the "POS ownership" landscape in High Sec looking like an SOV map either.
At the very least please at least consider buffing the POS defenses to make them more defendable by small active corps before you make this change.
id say ... IF this so call NEW development where POS can be dump almost anywhere is implemented, THEN ... CCP MUST allow that POS offlined can also be attacked anywhere w/o wardec. OR AT LEAST like deployables, if the POS is NOT OPERATED consistently over time, it SHOULD disintegrate like a debris.
BUT id like to propose, zero penalty to attacking un-attended offlined POSs. no doubt it is a time consuming thing to do to bring it down, i think everybody agrees that allowing POS to go up everywhere, will need a measure that they can be brought down anywhere also. WUT ??? |

KanashiiKami
105
|
Posted - 2014.07.05 02:30:00 -
[336] - Quote
Dinsdale Pirannha wrote:cellestron wrote: Removing the standings requirements without making any other changes to POS mechanics/requirements is a horrible idea.
Now any large corp or alliance can go around and wardec smaller corps, kill their POS and then "grief" the site by putting up an offline POS they never intend to use. They could literally put up hundreds and then hide behind the sheer cost of warrdeccing them to hold the spots.
There needs to be some barrier, limit or challenge to erecting a POS in high sec unless your idea of an "industry change" is having to join a large alliance or coalition to keep your POS (sound familiar?).
Or having entire solar systems filled with offline control towers. The offline control tower problem is bad enough now and really needs to be addressed anyway.
I don't want running a POS in high sec to be risk free. But I don't want the "POS ownership" landscape in High Sec looking like an SOV map either.
At the very least please at least consider buffing the POS defenses to make them more defendable by small active corps before you make this change.
You are missing the point where CCP hates casual players, individual players, and even small groups non-aligned with the null sec cartels. If you look at these changes from that context, this overhaul makes sense.
i agree. WUT ??? |

KanashiiKami
105
|
Posted - 2014.07.05 02:36:00 -
[337] - Quote
Veinnail wrote:Gospadin wrote:I do believe that shooting an anchored but unfueled POS shouldn't require a wardec, and that without fuel or stront, the resists/HP should get nerfed.
Cleanup of space junk should be fast and easy. how about the SHIELDS should be down. just saying
oh good, someone noticed. WUT ??? |

KanashiiKami
105
|
Posted - 2014.07.05 02:43:00 -
[338] - Quote
Letto Atreides wrote:Gospadin wrote:Letto Atreides wrote:Gospadin wrote:I do believe that shooting an anchored but unfueled POS shouldn't require a wardec, and that without fuel or stront, the resists/HP should get nerfed.
Cleanup of space junk should be fast and easy. You are very wrong. It both requires a war dec to avoid CONCORD in high-sec and a large fleets worth of DPS to get through an offline stick in a timely fashion. Here's an example of a kill of an offline large caldari tower. *snip* Posting of kill reports outside of the Crime & Punishment forum channel is prohibited. ISD Ezwal.However a change that makes offline POS easier to blow up would be a very good change indeed! Read my post again. I know it's a pain in the *** to shoot offline towers, hence my suggestion. Sorry... read your first post as a statement not as a suggestion. We are in agreement. It should not require a fleet of dreads to clean up offline space junk. I think offline towers should just be unanchorable by anyone that stumbles upon then.
just like mobile depot with time limit. offlined POS self un-anchors in say like 1 hr ... or even better then it self disintegrates in additional 1 hr ... WUT ??? |

Ekaterina 'Ghetto' Thurn
Department 10
167
|
Posted - 2014.07.08 22:19:00 -
[339] - Quote
fluffy jo wrote:I like these changes coming up for pos production.
The only issue I may have is the potential click fest for onlineing the modules prior to inserting the manufacture job and then offlineing the modules after the manufacture job has been submitted.
as a possible idea to help with this, would it be possible to link the benefit from the pos modules to the time that module has been online. any modules that has not been online for the requested job duration is ignored
for example
you have 2 module at a pos that have been online for 3 days and 4 modules at the same pos that have been online for 7 days.
if you submit a job for 2 days then you get 6 modules benefit. if you submit a job for 4 days then you get 3 modules benefit. if you submit a job for 8 days then you get 0 modules benefit.
this will allow specialists to set up a pos and keep it set up.
anyway just an idea.
edit .. there should be 1 modules benefit applied at all times. even if just anchored and onlined.
I'm not sure why people think it should be possible to offline the additional arrays that you will need to gain tax bonuses. It should be the case that they cannot be offlined otherwise the job fails and the materials are lost. Or that it is not physically possible to offline the arrays if a job is in progress. |

JamnOne
Jammin Corp Jammin Mad
18
|
Posted - 2014.07.17 21:57:00 -
[340] - Quote
Did I miss something in this thread or alliance members still not allowed to use POS created by different corps in the alliance? |
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Money Penney
Duck Industries
0
|
Posted - 2014.07.22 18:20:00 -
[341] - Quote
Quick question. Does this change:
Newly created corporations now need to wait 7 days before being allowed to anchor Control Towers
apply to corps formed prior to the patch? IOW, corp started 3 days ago... do we need to wait another 4 days to anchor a new tower? or does it only effect corps formed after patch?
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Krystyn
Serenity Rising LLC Ishuk-Raata Enforcement Directive
161
|
Posted - 2014.07.24 04:24:00 -
[342] - Quote
Shinzhi Xadi wrote:So, I spent years grinding empire standings, a big part of the reason why, was so I could put up a POS on my high sec alt.
Whats the point of spending time grinding empire standing now?
CCP please don't make our years worth of standing useless!
They did Well there goes that barrier to entry for High Sec POS
Not that it matters since all the High Sec Research POSes are pointless now |

Julien Brellier
Federal Navy Academy Gallente Federation
29
|
Posted - 2014.07.24 21:09:00 -
[343] - Quote
Why does the compression array have an activation distance when all other POS modules can be accessed and used from anywhere inside the bubble? |

Freibuis
Legion of Lost Souls The Lego Cartel
10
|
Posted - 2014.07.27 06:17:00 -
[344] - Quote
Can Some one please explain to me why BPC's Cant Invented/Produced remotely?.. I get BPO's but BPC's have no value. this makes this remote skill pointless/useless. (can we get a refund for its skill points now its not used?)
Since its consumed on use it why not just let use do it form the Station -> P.O.S.? this will save us time / hassle
This just addes undue time to the production / invention cycles. Hi sec P.O.S's are pretty much useless now.
CCP are we going to be able to lock down Prints in P.O.S. if so what time frames are we looking at..I think we will need an answer here because I would rather sell pos stuff now then leave them dormant in space until this has been fixed
I am calling this a bug,. why Making us move 10B isk prints into POS;s with out giving us the opportunity to lock the down. This should be been made available to us before Locking us out of the POS!!!!!!!!!
btw why I say 10b isk prints... because a Freighter print that once cost 1 Billion isk costs ten times that value because of the new ME costs. |

Krystyn
Serenity Rising LLC Ishuk-Raata Enforcement Directive
178
|
Posted - 2014.07.29 03:34:00 -
[345] - Quote
Freibuis wrote:Can Some one please explain to me why BPC's Cant Invented/Produced remotely?.. I get BPO's but BPC's have no value. this makes this remote skill pointless/useless. (can we get a refund for its skill points now its not used?)
Since its consumed on use it why not just let use do it form the Station -> P.O.S.? this will save us time / hassle
This just addes undue time to the production / invention cycles. Hi sec P.O.S's are pretty much useless now.
CCP are we going to be able to lock down Prints in P.O.S. if so what time frames are we looking at..I think we will need an answer here because I would rather sell pos stuff now then leave them dormant in space until this has been fixed
I am calling this a bug,. why Making us move 10B isk prints into POS;s with out giving us the opportunity to lock the down. This should be been made available to us before Locking us out of the POS!!!!!!!!!
btw why I say 10b isk prints... because a Freighter print that once cost 1 Billion isk costs ten times that value because of the new ME costs.
My POS got taken down as I couldn't use it for research anymore. Unless of course I wanted to put my tens of billions worth of BPOS into the POS that is where anyone could take them since they weren't locked down. I trust most of my Corp mates alot, but tens of billions of isk worth of trust is hard to come by. |

Flay Nardieu
Forgotten Union of Knackered Tradesfolk Universal Rockstars
45
|
Posted - 2014.08.02 08:57:00 -
[346] - Quote
My POS work as ended on this and alts, this account is not getting renewed nor are the other accounts I have. No more paying real world money feeding PLEX into the system to fund my accounts and subsidize my pursuits in Eve.
People can say what they want I'm boycotting EVE maybe CCP will get the hint, They screwed industry some are too hooked on the kool-aide to care. Already got the email 'reminding' me to renew my accounts just waiting for the cancellation survey 
Simple consumer pragmatism I'm not paying for something if I don't find it entertaining/useful. So minimum 3 mouth hiatus (sadly I have to wait for couple to pass on this account since it was renewed quarterly)
So adieu o7 So... I am a carebear, Really?-á Ok.... I'll be CRAZY Bear then! |

Drago Shouna
Royal Amarr Institute Amarr Empire
99
|
Posted - 2014.09.09 13:44:00 -
[347] - Quote
In the dev blogs it mentions that outposts can be upgraded to increase the amount of minerals gained from the reprocessing array, does that mean the tower? ie: small +2% medium +4% large +7%?
Cheers |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3818
|
Posted - 2014.09.09 14:18:00 -
[348] - Quote
Drago Shouna wrote:In the dev blogs it mentions that outposts can be upgraded to increase the amount of minerals gained from the reprocessing array, does that mean the tower? ie: small +2% medium +4% large +7%?
Cheers
Outposts aren't the kind of POS you'd use in High.
They're station like structures, used in Sov Nullsec Woo! CSM 9! http://fuzzwork.enterprises/
Twitter: @fuzzysteve on Twitter |

Drago Shouna
Royal Amarr Institute Amarr Empire
100
|
Posted - 2014.09.09 14:27:00 -
[349] - Quote
Steve Ronuken wrote:Drago Shouna wrote:In the dev blogs it mentions that outposts can be upgraded to increase the amount of minerals gained from the reprocessing array, does that mean the tower? ie: small +2% medium +4% large +7%?
Cheers Outposts aren't the kind of POS you'd use in High. They're station like structures, used in Sov Nullsec
Cheers, i'm sure I read somewhere that you got an increase using a pos, I thought that was the article...I'll keep looking.
|

Starfellow Hawke
Distant Light Syndicate
0
|
Posted - 2014.09.14 12:34:00 -
[350] - Quote
Overall, EVE is becoming a game for unemployed hermits who have no family, or real life and can just sit in front of their computer hour upon hour. Very disappointing to see CCP cater to massive corps. I have a life with a real job, a wife and children. I cannot play Eve everyday grinding out industry or missions. I'm down to one account now and quite frankly I'm not sure how much longer I will keep it active.
I understand EVE is an MMO sandbox but as a lone player who doesn't have time for corporation politics there really isn't much left unless I keep buying Plex. Pvp is out of the question as I cannot seem to passively fund it effectively. Even the whole POCO thing I feel ruined PI, which was a decent way to make passive isk .
Maybe I'm missing something... |
|

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3843
|
Posted - 2014.09.14 14:24:00 -
[351] - Quote
Drago Shouna wrote:Steve Ronuken wrote:Drago Shouna wrote:In the dev blogs it mentions that outposts can be upgraded to increase the amount of minerals gained from the reprocessing array, does that mean the tower? ie: small +2% medium +4% large +7%?
Cheers Outposts aren't the kind of POS you'd use in High. They're station like structures, used in Sov Nullsec Cheers, i'm sure I read somewhere that you got an increase using a pos, I thought that was the article...I'll keep looking.
There's a reprocessing array, anchorable at any POS, with a 52% base.
There's the intensive array, anchorable below highsec, with a 54% base. Woo! CSM 9! http://fuzzwork.enterprises/
Twitter: @fuzzysteve on Twitter |
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