
Soldarius
Deadman W0nderland Test Alliance Please Ignore
725
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Posted - 2014.06.28 16:06:00 -
[1] - Quote
Good dev blog. Short and to the point with links, pics, -1 for no graphs. j/k
I'm astounded at all the tears in the thread. The framework has been laid. Bugs arte being ironed out. We still have 4 weeks to go. Plenty of time to get the little things done.
I for one would like an API endpoint so we can pull system usage and cost info for cost predictions.
And to the person crying about how they can't see the potential results of their research... its 1% per ME level and 2% per TE level. How hard is that to understand? Base cost of mineral(s) * (1-ME). Bust out a spreadsheet and do some math. GÇ£I personally refuse to help AAA take space from itself so it can become an even shittier version of itselfGÇ¥ -Grath Telkin, 2014. |

Soldarius
Deadman W0nderland Test Alliance Please Ignore
726
|
Posted - 2014.07.01 17:40:00 -
[2] - Quote
Dinsdale Pirannha wrote:GreasyCarl Semah wrote:Dorna Loone wrote:I probably shouldn't prejudge this, and will at least give it a try.
However, my previous worries centered around variable factory slot costs (becoming quite significant now) and the effect of the 'team' changes seem to be being implemented as originally designed by CCP.
So, how do I decide, before going out and collecting all the 'stuff' I need, whether making item X is likely to turn a profit or not ? Even more complicated for T2 when I've got components to build first then the final ship. T3 is probably the same, or worse.
Am I constantly going to be loading the corp's manufacturing BP's, minerals, etc etc into a freighter and looking for a cheaper production system, then probably trying to open an office there for corp members to be able to use the assets ?
Sorry, but these 2 aspects of the patch are a total nightmare.
How does the 'simpler' - 'good time to start manufacture' sales-pitch work ?
I know CCP Devs don't 'do' industry, but don't they even listen ? This. I can't believe they are going to implement this system where you can't really predict your production costs. But here we are. Based on what is on the test server I think it may be a good idea to just take the summer off and let this **** show that they insist on implementing run its course. You have it half right. Null sec cartels will be able to predict their production costs to a very high degree of accuracy based on strict controls of who builds, what they build, how much they build, and when, plus what teams are going to be bid on. High sec has none of that capability. Null sec will get enormous built in production cost advantages, plus cost certainty, will which will allow null sec to dominate any production chains they choose. Ask the cartels how many industrial centres they are building / upgrading one cyno bridge from high sec. It will take a few months for it all to sink in, but the casual high sec industrialist in finished, and the serious high sec industrialist knows he will be left fighting for large size, low margin items only.
I love you, man.
Don't mind the 50% increase to jf fuel costs, which would ofc be passed on to the sale price, thus making anything built in nulsec pretty much a no-go for shipping to hisec for sale.
Sec status of build system does not determine how able one is at predicting build costs.
But most importantly, WTB jump bridges from hisec to nulsec. Because hose jfs are already expensive enough. After Crius hits, they'll be even worse.
GÇ£I personally refuse to help AAA take space from itself so it can become an even shittier version of itselfGÇ¥ -Grath Telkin, 2014. |