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Thread Statistics | Show CCP posts - 8 post(s) |
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CCP Phantom
C C P C C P Alliance
4482

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Posted - 2014.07.08 14:04:00 -
[1] - Quote
The Industry in EVE Online will be revamped with the Crius release on July 22nd. Industry gameplay will be made more interesting and will offer the chance for higher profits due to a dynamic industry landscape. New NPC worker teams give a bonus to manufacturing duration or material requirements as explained in previous blogs.
CCP SoniClover explains in his latest blog improvements to the Industry interface, additions to the Starmap and goes into details of Team specialization. Inform yourself about all these new Industry features and especially NPC worker Teams in CCP SoniClover's latest dev blog Teams and Revamp of Industry in EVE Online. CCP Phantom - Senior Community Representative - Volunteer Manager |
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Vincent Athena
V.I.C.E.
2822
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Posted - 2014.07.08 14:10:00 -
[2] - Quote
Fun! Looking good... http://vincentoneve.wordpress.com/ |

Jacabon Mere
Capital Storm. Violent Declaration
88
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Posted - 2014.07.08 14:35:00 -
[3] - Quote
2nd
Variable costs makes my spreadsheet cry. Capital Storm is recruiting Aussies for Lowsec pvp and money making. Join "Capital Storm Pub" channel ingame. www.capitalstorm.net |

bruggie
Deep Space Exploration And Excavation
4
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Posted - 2014.07.08 14:37:00 -
[4] - Quote
Can you please add Ship to the Small, Medium, Large and Capital Class so it becomes Small Shipclass, Medium Shipclass, Large Shipclass and Capital Shipclass? Or just leave class out completely and replace it with Ships. If there is just the broad specialization in a team it might be confused with the size of modules for instance. While reading the devblog it got me confused when Medium Class was mentioned what this was about.
Secondly, no Narrow specialization for Jump Freighters? |

Drago Shouna
Royal Amarr Institute Amarr Empire
51
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Posted - 2014.07.08 14:54:00 -
[5] - Quote
I have no idea what most of that meant, it's a game..but one that seems to be becoming more hard work than fun  |

Salpad
Carebears with Attitude
542
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Posted - 2014.07.08 14:55:00 -
[6] - Quote
What kinds of benefits do teams give? Can I save on Materials cost when manufacturing? Or is it still only fiddling around with job costs and production times? |

mynnna
GoonWaffe Goonswarm Federation
3669
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Posted - 2014.07.08 15:06:00 -
[7] - Quote
Salpad wrote:What kinds of benefits do teams give? Can I save on Materials cost when manufacturing? Or is it still only fiddling around with job costs and production times? As explained in the first teams devblog, Teams can have bonuses to material cost, production time, or both. Member of the Goonswarm Economic Warfare Cabal |

Eregorn81
Dawn of a new Empire The Initiative.
13
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Posted - 2014.07.08 15:09:00 -
[8] - Quote
What is happening to decryptors?? There seems to be very little information on them...
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Dinsdale Pirannha
Pirannha Corp
3217
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Posted - 2014.07.08 15:16:00 -
[9] - Quote
CCP Phantom wrote:The Industry in EVE Online will be revamped with the Crius release on July 22nd. Industry gameplay will be made more interesting and will offer the chance for higher profits due to a dynamic industry landscape. New NPC worker teams give a bonus to manufacturing duration or material requirements as explained in previous blogs. CCP SoniClover explains in his latest blog improvements to the Industry interface, additions to the Starmap and goes into details of Team specialization. Inform yourself about all these new Industry features and especially NPC worker Teams in CCP SoniClover's latest dev blog Teams and Revamp of Industry in EVE Online.
Love that first line "offer the chance for higher profits". Yup, if you don't mind living in null sec. "Oh, you are a high sec player, never mind that statement about higher profits."
You guys really have no clue how the high sec casual player is going to react to this mess, do you? Or do simply not care, and have written off that segment of the subscription base?
I also look forward to the myriad bugs that will be exploited for the rest of the summer as many of the dev's go on vacation. Truly brilliant timing releasing this in July, instead of leaving it on Sisi in it's "final form" for a few months for actual testing.
I imagine the cash the goons made exploiting that average pricing bug when FW hit the game will be dwarfed by what is coming. And yeah, I know that supposedly all that cash was given back.....supposedly. Most people viewed Orwell's writings as a warning. The harper regime and the goons treat them as a guidebook. |

Khir
Het Kruidvat
3
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Posted - 2014.07.08 15:18:00 -
[10] - Quote
I think I missed the memo on the upcoming invention changes. Any more info on that? |
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MailDeadDrop
Rage and Terror Against ALL Authorities
352
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Posted - 2014.07.08 15:19:00 -
[11] - Quote
Eregorn81 wrote:What is happening to decryptors?? There seems to be very little information on them... Decryptors are part of invention, which CCP has pushed off into some nebulous future release.
MDD |

Dalilus
Federal Navy Academy Gallente Federation
71
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Posted - 2014.07.08 15:47:00 -
[12] - Quote
devs, while you are making everything in the game so incredible complicated why not take that module that one needs advanced calculus to use, the one that forces you travel in 'triangles', instead make the ship go in circles? that way besides spinning in hangars one can go in circles in space with the click of a mouse? you know, for us lazy ones that don't care to relearn how to play the game every 3 months. |

Destiven Mare
Ghost Net Industrialists Rebel Alliance of New Eden
14
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Posted - 2014.07.08 15:48:00 -
[13] - Quote
Is there any chance whatsoever that the masks for lines in outposts will be examined at all for this patch? The existing masks are inadequate. Will you please add a mask based on office slot rental in outposts to avoid the current clickfest/standings schemes that are necessary atm to do that.
Why? With cost scaling, we should have both more precise and simpler control over who installs jobs other than essentially either all of my alliance members or limiting to corp.
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Milla Goodpussy
Federal Navy Academy
37
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Posted - 2014.07.08 15:49:00 -
[14] - Quote
im placing bets online
that not everyone is going to like all the changes..
and then ccp sends out surveys asking why we do not like the changes.
then later they push off changing the changes cause color skin ships will be the priority.
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Robert Almart
Draconian Geological Industries The Foundation To Protect Endangered CareBears
0
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Posted - 2014.07.08 16:07:00 -
[15] - Quote
Quote:We made a few small changes to starbases: GÇó We removed the standing restrictions for deploying starbases in hi-sec. GÇó We added a minimum corp age of 7 days for deploying starbases. GÇó We added a factor where multiple structures modify job cost for related jobs, for example multiple labs reduce cost for research jobs (in the POS only of course). The maximum cost reduction ranges from 15% for capital manufacturing to 27% for small ship manufacturing.
Does this mean you are going to tax me for researching at a POS as well as making me fuel the POS? What is the point of a high sec POS if there is no benefit to having a POS. The first time a subscriber loses multi-billion ISK BPO that they have spent months or years researching, that person will probably cease subscribing to this game and walk away. If you want to kill the game, just shut down the servers.
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Alekseyev Karrde
Noir. Noir. Mercenary Group
1584
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Posted - 2014.07.08 16:10:00 -
[16] - Quote
Still would like to see some actual isk numbers be accessible to players in-client on what all these modifications are doing to the minimum production cost of their product. #deathtospreadsheets "Alekseyev Karrde: mercenary of my heart." -Arydanika, Voices from the Void
Hero of the CSM Noir./Noir. Academy Recruiting: www.noirmercs.com |

Mackenzie Nolen
Xyjax
4
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Posted - 2014.07.08 16:20:00 -
[17] - Quote
Robert Almart wrote:Does this mean you are going to tax me for researching at a POS as well as making me fuel the POS? What is the point of a high sec POS if there is no benefit to having a POS.
Installation cost is not tax. POS manufacturing is free from the additional 10% NPC tax that is added to installation costs. It also gets a 2% material benefit with the assembly arrays.
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TheLostPenguin
Surreal Departure
84
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Posted - 2014.07.08 16:22:00 -
[18] - Quote
bruggie wrote:Secondly, no Narrow specialization for Jump Freighters?
Or for exhumers?
Dinsdale Pirannha wrote: Love that first line "offer the chance for higher profits". Yup, if you don't mind living in null sec. "Oh, you are a high sec player, never mind that statement about higher profits."
To be fair to CCP it's been a longstanding design philosophy that null is meant to be better for basicly everything, whether the difference will be too great or not is of course up for discussion, but the basic concept that null should have better potential than hisec seems standard/reasonable enough. |

GreasyCarl Semah
A Game as Old as Empire
134
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Posted - 2014.07.08 16:27:00 -
[19] - Quote
I can't help but laugh when I read this overly complicated mess. My favorite part is how you can't really figure out how much it will cost to make something in a given system next week or next month. You clowns should go ahead and put an MS Excel app in game so we can all play dueling spreadsheets. |

Sven Viko VIkolander
Imperium Fleet
255
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Posted - 2014.07.08 16:37:00 -
[20] - Quote
Not sure why some people keep complaining that the changes are too complicated. They add complexity in the right sort of ways while also making it more intuitive to use--at least for me. Whereas I never got too deep into industry prior to these changes, after July 22 I very likely will.
Serious question though: Has any progress been made on what will be done about the likely proliferation of towers in high security space, and specifically the issue of offline towers? I think a decent amount of players, myself included, would like offline towers to be easier to remove, either by "hacking" them or by removing the CONCORD response when they are attacked, much like mobile structures. |
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Babbet Bunny
State War Academy Caldari State
19
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Posted - 2014.07.08 16:49:00 -
[21] - Quote
Mackenzie Nolen wrote:Robert Almart wrote:Does this mean you are going to tax me for researching at a POS as well as making me fuel the POS? What is the point of a high sec POS if there is no benefit to having a POS. Installation cost is not tax. POS manufacturing is free from the additional 10% NPC tax that is added to installation costs. It also gets a 2% material benefit with the assembly arrays.
And the NPC tax can be negated with standings.
Still find the addition of a fourth market and teams in general an unnecessary complication.
The industry playing field will be dynamic enough with all the other changes.
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TigerXtrm
Black Thorne Corporation Black Thorne Alliance
794
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Posted - 2014.07.08 17:08:00 -
[22] - Quote
And still a reduction in materials and time is indicated with a positive value. Way to go guys. Makes no sense at all  My YouTube Channel - EVE Tutorials & other game related things! |

Dread Nanana
Action Super Dupper Test Corp
18
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Posted - 2014.07.08 17:09:00 -
[23] - Quote
Having teams per system instead of private makes absolutely no sense, unless you live in conquerable null sec in which case it would be equal to private.
That's all.
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Flay Nardieu
Forgotten Union of Knackered Tradesfolk Universal Rockstars
43
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Posted - 2014.07.08 17:11:00 -
[24] - Quote
Only cost a POS operator should pay is fuel costs, and Team fee if they chose to use them. No mention of reversing the Remote from Corp Office removal so it probably is gone.
Tragic commitment to the "Spew Container" of industry mantra, although I doubt certain things will be changed back as quickly as removing the spew container mechanic...  So... I am a carebear, Really?-á Ok.... I'll be CRAZY Bear then! |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3512
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Posted - 2014.07.08 17:27:00 -
[25] - Quote
Dread Nanana wrote:Having teams per system instead of private makes absolutely no sense, unless you live in conquerable null sec in which case it would be equal to private.
That's all.
Why?
Teams can work on all jobs in a system. And the bids are pooled at a system level. So folks in, say, highsec, get the benefit of shared bidding. Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |

Woo Mi
Federal Navy Academy Gallente Federation
5
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Posted - 2014.07.08 17:50:00 -
[26] - Quote
Steve Ronuken wrote: Teams can work on all jobs in a system. And the bids are pooled at a system level. So folks in, say, highsec, get the benefit of shared bidding.
Can somebody point me to a post explaining what problem was solved by introducing teams and the bidding mechanic? Was there not enough competition? I can't imagine there were complaints that industrial entrepeneurs were staying too long in the same location. |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3512
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Posted - 2014.07.08 17:53:00 -
[27] - Quote
Woo Mi wrote:Steve Ronuken wrote: Teams can work on all jobs in a system. And the bids are pooled at a system level. So folks in, say, highsec, get the benefit of shared bidding.
Can somebody point me to a post explaining what problem was solved by introducing teams and the bidding mechanic? Was there not enough competition? I can't imagine there were complaints that industrial entrepeneurs were staying too long in the same location.
It's not a problem being solved. It's another knob to twiddle in industry.
The cost mechanic acts to push people apart.
The teams act to pull them together (especially at corporation levels) Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |

Qmamoto Kansuke
Killing with pink power
5
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Posted - 2014.07.08 17:59:00 -
[28] - Quote
Steve Ronuken wrote:Woo Mi wrote:Steve Ronuken wrote: Teams can work on all jobs in a system. And the bids are pooled at a system level. So folks in, say, highsec, get the benefit of shared bidding.
Can somebody point me to a post explaining what problem was solved by introducing teams and the bidding mechanic? Was there not enough competition? I can't imagine there were complaints that industrial entrepeneurs were staying too long in the same location. It's not a problem being solved. It's another knob to twiddle in industry. The cost mechanic acts to push people apart. The teams act to pull them together (especially at corporation levels)
Can you answer if more than one team work in a single system im super confused |

Rivr Luzade
Coreli Corporation Ineluctable.
613
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Posted - 2014.07.08 18:01:00 -
[29] - Quote
24 hours is not enough for the Jobs-started filter. There's at least an additional "Started in the last week" filter necessary to get a better picture if it's really feasible to move to a system or not at all. |

Rivr Luzade
Coreli Corporation Ineluctable.
613
|
Posted - 2014.07.08 18:03:00 -
[30] - Quote
Steve Ronuken wrote:Woo Mi wrote:Steve Ronuken wrote: Teams can work on all jobs in a system. And the bids are pooled at a system level. So folks in, say, highsec, get the benefit of shared bidding.
Can somebody point me to a post explaining what problem was solved by introducing teams and the bidding mechanic? Was there not enough competition? I can't imagine there were complaints that industrial entrepeneurs were staying too long in the same location. It's not a problem being solved. It's another knob to twiddle in industry. The cost mechanic acts to push people apart. The teams act to pull them together (especially at corporation levels)
I don't see benefits in teams, especially not in regions with elevated activity. |
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Bessa Miros
A-Fission Industries
13
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Posted - 2014.07.08 18:05:00 -
[31] - Quote
The best specialists will go to the CFC/N3PL blocks for building capitals and modules for their fleets while their member alliances (fidelas constas, nulli, etc) pull in the 2nd best... all paid by massive amounts of rent ISK. Rents go up too because now they offer teams as incentives - and the cold war cycle continues.
Meanwhile Faction war areas, rich industrialists, and dedicated shipyards either move get the left-leftovers. Low Sec pirates might use teams as a draw for easy prey.
In all cases (except maybe in Providence - save us Chribba!) the teams look like a gift to ISK heavy populations. Loyal casual players that work solo (for years now) are left out pretty much.
Is there a counter view to this? |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3512
|
Posted - 2014.07.08 18:09:00 -
[32] - Quote
Qmamoto Kansuke wrote:Steve Ronuken wrote:Woo Mi wrote:Steve Ronuken wrote: Teams can work on all jobs in a system. And the bids are pooled at a system level. So folks in, say, highsec, get the benefit of shared bidding.
Can somebody point me to a post explaining what problem was solved by introducing teams and the bidding mechanic? Was there not enough competition? I can't imagine there were complaints that industrial entrepeneurs were staying too long in the same location. It's not a problem being solved. It's another knob to twiddle in industry. The cost mechanic acts to push people apart. The teams act to pull them together (especially at corporation levels) Can you answer if more than one team work in a single system im super confused 
It, technically, is possible for all teams to be in a single system. (The best kind of possible)
It would be stupid for people to bid in that way. So much isk to do it.
You can only use one team per job. Ideally one with both a broad and narrow speciality (which stack)
Just so people have an idea: Over 28 days, Eve sees around 2.5 billion minutes of industry. That's the number that's the basis for the multiplier. Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |

Bessa Miros
A-Fission Industries
13
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Posted - 2014.07.08 18:10:00 -
[33] - Quote
Steve Ronuken wrote:Woo Mi wrote:Steve Ronuken wrote: Teams can work on all jobs in a system. And the bids are pooled at a system level. So folks in, say, highsec, get the benefit of shared bidding.
Can somebody point me to a post explaining what problem was solved by introducing teams and the bidding mechanic? Was there not enough competition? I can't imagine there were complaints that industrial entrepeneurs were staying too long in the same location. It's not a problem being solved. It's another knob to twiddle in industry. The cost mechanic acts to push people apart. The teams act to pull them together (especially at corporation levels)
This is what I dont understand - so 2 pressures (one to move away from others, the other to move together). This is a hopeless balance that constantly shifts. Who wants to risk assets chasing this balance? There must be come scenario I'm not seeing
Sorry to be negative about this.
I suggest you use teams to reward NRDS areas of the game (and NPC nullsec too). NBSI areas of nullsec are not risky areas. Then it makes sense - risk v reward. |

Sven Viko VIkolander
Imperium Fleet
255
|
Posted - 2014.07.08 18:12:00 -
[34] - Quote
Bessa Miros wrote:The best specialists will go to the CFC/N3PL blocks for building capitals and modules for their fleets while their member alliances (fidelas constas, nulli, etc) pull in the 2nd best... all paid by massive amounts of rent ISK. Rents go up too because now they offer teams as incentives - and the cold war cycle continues.
Meanwhile Faction war areas, rich industrialists, and dedicated shipyards either move get the left-leftovers. Low Sec pirates might use teams as a draw for easy prey.
In all cases (except maybe in Providence - save us Chribba!) the teams look like a gift to ISK heavy populations. Loyal casual players that work solo (for years now) are left out pretty much.
Is there a counter view to this?
Not every activity in EVE should be just as efficient solo as it is in groups?
In addition, many items currently profitable to build are not confirmed to the category of capital ships and parts, etc. There are also a number of well organized, wealthy high sec groups who will be able to pour a lot of isk into teams that benefit their own industrialists.
There are a lot of problems with null/sov, but this doesn't seem like one of them...
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Chribba
Otherworld Enterprises Otherworld Empire
12179
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Posted - 2014.07.08 18:17:00 -
[35] - Quote
Let the speculation commence.... errr keep going.
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Rivr Luzade
Coreli Corporation Ineluctable.
613
|
Posted - 2014.07.08 18:19:00 -
[36] - Quote
Steve Ronuken wrote: It would be stupid for people to bid in that way. So much isk to do it.
ISK is not a factor to deter human ... ingenuity. |

Kynric
Sky Fighters
93
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Posted - 2014.07.08 18:19:00 -
[37] - Quote
Can teams be hired to wormhole systems? Is the industrial intel displayed for kspace systems on the map available anywhere for wormhole systems? Can I see what teams are available/were hired to wormholes that I do not have a structure in? |

BlackTalon
BlackTalon Mining Corp
39
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Posted - 2014.07.08 18:37:00 -
[38] - Quote
what an silly idea these teams are this industry update don't look good |

Bessa Miros
A-Fission Industries
13
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Posted - 2014.07.08 18:38:00 -
[39] - Quote
Sven Viko VIkolander wrote:Bessa Miros wrote:The best specialists will go to the CFC/N3PL blocks for building capitals and modules for their fleets while their member alliances (fidelas constas, nulli, etc) pull in the 2nd best... all paid by massive amounts of rent ISK. Rents go up too because now they offer teams as incentives - and the cold war cycle continues.
Meanwhile Faction war areas, rich industrialists, and dedicated shipyards either move get the left-leftovers. Low Sec pirates might use teams as a draw for easy prey.
In all cases (except maybe in Providence - save us Chribba!) the teams look like a gift to ISK heavy populations. Loyal casual players that work solo (for years now) are left out pretty much.
Is there a counter view to this? Not every activity in EVE should be just as efficient solo as it is in groups? In addition, many items currently profitable to build are not confined to the category of capital ships and parts, etc. There are also a number of well organized, wealthy high sec groups who will be able to pour a lot of isk into teams that benefit their own industrialists. Plus, if less people do industry as a result of the changes, it only gets more profitable for those who do. On the other hand, if more people do industry, then ways of specializing, such as teams, becomes more beneficial. Seems win/win There are a lot of problems with null/sov, but this doesn't seem like one of them... Thanks for the counter.
Based on what Steve Ronuken wrote above - I see now what CCP might be trying to do.
Give reigns of the economy to nullsec. Allow them to manipulate prices by hiring in all teams that have to do with so and so. section of markets. |

Felicity Love
Ka'ra Shabuir Inc.
2000
|
Posted - 2014.07.08 19:01:00 -
[40] - Quote
Is "broken-er" a word ?
I'm reminded of an old "Dilbert" cartoon where an extension cord is stuck into an old manual, mechanical stapler and the job is called "Good".

"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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Woo Mi
Federal Navy Academy Gallente Federation
5
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Posted - 2014.07.08 19:31:00 -
[41] - Quote
Steve Ronuken wrote:
It's not a problem being solved. It's another knob to twiddle in industry.
The cost mechanic acts to push people apart.
The teams act to pull them together (especially at corporation levels)
Yup, I understand it is another knob to twiddle. And the push/pull part was also made clear in the devblog.
The question still remains : why was this introduced? People were playing the game in a way not intended by the designers? Not enough dynamism in the market? Simply introducing extra complexity for complexities sake can't be it. And if the answer is : cooperate with other players or stay out of the market, then WTF?
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Lady Rift
What Shall We Call It
28
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Posted - 2014.07.08 19:56:00 -
[42] - Quote
Woo Mi wrote:Steve Ronuken wrote:
It's not a problem being solved. It's another knob to twiddle in industry.
The cost mechanic acts to push people apart.
The teams act to pull them together (especially at corporation levels)
Yup, I understand it is another knob to twiddle. And the push/pull part was also made clear in the devblog. The question still remains : why was this introduced? People were playing the game in a way not intended by the designers? Not enough dynamism in the market? Simply introducing extra complexity for complexities sake can't be it. And if the answer is : cooperate with other players or stay out of the market, then WTF?
currently industry is a spreadsheet. they want to add variation to that cause ccp thinks that eve isn't just a skin for a large excel workbook. |

Dibble Dabble
Capital Assets Inc
35
|
Posted - 2014.07.08 20:22:00 -
[43] - Quote
What a load of round spherical objects. (I am of course referring to planets, honest).
Your making empire industry into a full time job and as I have said many times before I have a full time job and other interests, eve is secondary and should be a bit of fun for an hour or two here and there.
5 accounts now suspended, 3 POS are down and a **** load of assets to dispose of when I can be arsed.
Eve is now for meta gamers, there is no place for casual players. Nerf after nerf and bloody nerf.
Player count continues to drop, Dust is a disaster / joke and new games coming on-line over the next 6 months and this is how CCP want to compete.
The CSM who have worked on this have their own agenda which is to basically screw high sec but I guess that's what you get when you have block votes and lemmings voting.
I am not so vain as to admit these changes may work, pigs may fly and England may win the World Cup in 4 years. I fear though that the decline in Eve is not related to industry although I suspect 1000's of industry accounts are already mothballed with more to follow. Eve is just to old, the gap between old and new is immense and too many people just enjoy killing noobs rather than helping. We were happy for noobs to use our locked down BPO's and access the POS to build stuff. That's no longer possible due to the changes. The changes to industry wont fix anything, simply make for more targets.
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PaulsAvatar
IXCO
5
|
Posted - 2014.07.08 20:54:00 -
[44] - Quote
I'm just surprised that there is no outcry against CCP's plan to require 50 of the small arrays to be online to get max bonus and can only imagine it is because sisi is still bugged to give max bonus to just 1.
That or people are just so tired of this already they've stopped caring about the game. |

GreasyCarl Semah
A Game as Old as Empire
134
|
Posted - 2014.07.08 22:01:00 -
[45] - Quote
PaulsAvatar wrote:I'm just surprised that there is no outcry against CCP's plan to require 50 of the small arrays to be online to get max bonus and can only imagine it is because sisi is still bugged to give max bonus to just 1.
That or people are just so tired of this already they've stopped caring about the game.
Personally I can't believe they insist on implementing this. It got a really poor reception the first time. I was hoping they may have fine tuned it, especially with the delay. Yet here we are with the same nonsense. |

Ekaterina 'Ghetto' Thurn
Department 10
167
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Posted - 2014.07.08 22:13:00 -
[46] - Quote
PaulsAvatar wrote:I'm just surprised that there is no outcry against CCP's plan to require 50 of the small arrays to be online to get max bonus and can only imagine it is because sisi is still bugged to give max bonus to just 1.
That or people are just so tired of this already they've stopped caring about the game.
There has been an outcry over this issue with many people pointing out how bad a concept it is. Unfortunately CCP Greyscale has said to not have this idea would be 'boring' & 'uninteresting' and will not hear a word against the concept or entertain any other ideas such as additional skillbooks to learn to receive additional tax bonuses at POSes.  |

Lady Rift
What Shall We Call It
28
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Posted - 2014.07.08 22:15:00 -
[47] - Quote
GreasyCarl Semah wrote:PaulsAvatar wrote:I'm just surprised that there is no outcry against CCP's plan to require 50 of the small arrays to be online to get max bonus and can only imagine it is because sisi is still bugged to give max bonus to just 1.
That or people are just so tired of this already they've stopped caring about the game. Personally I can't believe they insist on implementing this. It got a really poor reception the first time. I was hoping they may have fine tuned it, especially with the delay. Yet here we are with the same nonsense.
you should know better than that, this is ccp we are talking about. If the thread didn't get over 100 pages of complaints in F&I they don't change |

GreasyCarl Semah
A Game as Old as Empire
136
|
Posted - 2014.07.08 22:26:00 -
[48] - Quote
Lady Rift wrote:GreasyCarl Semah wrote:PaulsAvatar wrote:I'm just surprised that there is no outcry against CCP's plan to require 50 of the small arrays to be online to get max bonus and can only imagine it is because sisi is still bugged to give max bonus to just 1.
That or people are just so tired of this already they've stopped caring about the game. Personally I can't believe they insist on implementing this. It got a really poor reception the first time. I was hoping they may have fine tuned it, especially with the delay. Yet here we are with the same nonsense. you should know better than that, this is ccp we are talking about. If the thread didn't get over 100 pages of complaints in F&I they don't change
One of the reasons I keep coming to these forums is that my expectations are set incredibly high and the trip here brings me back to reality in short order. |

Red Teufel
Drunk-n-Irate
379
|
Posted - 2014.07.08 23:05:00 -
[49] - Quote
industry just got awesome wow GJ ccp. With the changes to 0.0 and jump ranges I assume will happen you bears will be actually important to an alliance O_o. Its a good time to be a carebear. |

Circumstantial Evidence
132
|
Posted - 2014.07.08 23:17:00 -
[50] - Quote
Removing slots from science and industry would cause a crash in market value of POS arrays, since only one of each type is needed on patch day. A huge number of POS arrays would have been dumped on the market. To preserve some of the investment in the arrays players already have, a new benefit to same-type POS arrays was created. The benefit seems to be smaller than some players might think.
The cost savings for stacking arrays was looked at in this player comment and dev reply, here. More good reading in the next few posts after the linked one. |
|

Dinsdale Pirannha
Pirannha Corp
3223
|
Posted - 2014.07.08 23:20:00 -
[51] - Quote
Steve Ronuken wrote:Dread Nanana wrote:Having teams per system instead of private makes absolutely no sense, unless you live in conquerable null sec in which case it would be equal to private.
That's all.
Why? Teams can work on all jobs in a system. And the bids are pooled at a system level. So folks in, say, highsec, get the benefit of shared bidding.
You do realize that only the organized in a tight group will benefit from any bidding process. Please enlighten me how 100, or 1,000, independent industrialists in one high sec system will co-ordinate and compete with ONE group operating in a null sec system, with incredibly tight controls on what is produced, who produces it, when, and in what quantity.
If you suggest that groups will spring up like incursion groups, you are sadly mistaken, because there is still massive competition and lack of cohesiveness even amongst incursion groups operating in a small amount of systems. Most people viewed Orwell's writings as a warning. The harper regime and the goons treat them as a guidebook. |

Qmamoto Kansuke
Killing with pink power
5
|
Posted - 2014.07.08 23:27:00 -
[52] - Quote
You all seem to forget that 0.0 doesn't produce everything, large alliances have specific items they build and most of them are ships, so yes that part of the industry should be cheaper for them and expensive for hi-sec because there needs to be more incentive to move into zero space.But that still leaves large part of eve industry to hi-sec because lets face it even with the blue donut people don't go to 0.0 to build stuff,they are there for the pew pew. |

KIller Wabbit
The Scope Gallente Federation
622
|
Posted - 2014.07.09 02:27:00 -
[53] - Quote
What a ****** up mess. Once again a CSM has proven to be worthless.
CCP .. always first with the wrong stuff
|

Lady Zarrina
Republic Military School Minmatar Republic
137
|
Posted - 2014.07.09 02:31:00 -
[54] - Quote
I don't know why people are so against these changes. These changes should make industry much more dynamic. Might have to actually break out a spreadsheet or calculator again.
More things to learn and figure out. Good times ahead. Who knows I might become an industry pirate, floating from system to system, taking advantage of the great bonuses. damn it is hard to delete my signature |

Awkward Pi Duolus
Pator Tech School Minmatar Republic
0
|
Posted - 2014.07.09 02:34:00 -
[55] - Quote
For all of you whining like the world is coming to an end, have you actually done the math? It's really not that bad - and definitely nothing like what the more ridiculous of naysayers are spouting.
Couple of clues: - many of the modifiers in this industry overhaul are to job cost, and not ME, which is a relatively small fraction of the total cost. - I already have to move stations every once in a while cause right now the finite number of lines gets used up and I don't want to have to wait 7 days to manufacture 2 jumps from jita when 3 will do - Usage of teams can be stretched to almost 2 months for many things made (depending on run times and number of runs possible) - stuff made in nullsec will still have to be transported to highsec, and that cost is not trivial
Conjecture and heresay are useless. If you have some numbers to back up your claims, post em.. else go fiddle with Excel some. |

Edward Perry
Wild.Stallions
14
|
Posted - 2014.07.09 03:28:00 -
[56] - Quote
Been doing industry for ~4 years now, I don't see how all this makes Industry more exciting, and seems to make the game more complex for this new and old player. Like everything in the game is geared towards the big alliances.
1: Teams so far seems like the craziest idea. I don't get it and frankly don't like the bidding part of it at all. 2: The new flashy indy screen does seem like it is nice but don't think it was worth all the work. 3: The changes to stations, I don't see the risk vs reward. NULL sec is the safest place for Indy in a big alliance. LOW sec is the riskiest, Hi Sec don't carry too expensive stuff they will gank you. 4: I have not seen more then a couple of positive reviews of what is going on. 5: Hope I can finish my Moros before this goes in to effect. I think I might stop Indy all together. 6: I still do not see any comments on how they will deal with High Value ME/TE researches that spent years researching and ISK 7: Scares the bejeezus out of me the lack of testing.
CCP DID YOU NOT LEARN ABOUT MAKING CHANGES A COUPLE YEARS AGO. When people started leaving cause you did not care about people opinions.
Oh Aurum too (Burn Jita comes to mind)
If anything all these changes are too Drastic, the idea of lots of little releases is not a full blown change of the game in one swing. This could have been implemented in smaller changes. I know it might have been harder to do but this really sucks |

El Zylcho
Republic University Minmatar Republic
1
|
Posted - 2014.07.09 03:39:00 -
[57] - Quote
Mackenzie Nolen wrote:Robert Almart wrote:Does this mean you are going to tax me for researching at a POS as well as making me fuel the POS? What is the point of a high sec POS if there is no benefit to having a POS. Installation cost is not tax. POS manufacturing is free from the additional 10% NPC tax that is added to installation costs. It also gets a 2% material benefit with the assembly arrays.
In this instance, without further consideration such as skill reducing modifiers, the distinction between install cost and tax is trivial because both are arbitrary forms of inflation that do no create value. Reprocessing the item made does not recover the isk associated with the install fee or tax. This would be different from say increasing the (virtual) material goods required to make an end product by an amount equal to tax / install fees. Either the fee or tax become a disincentive to produce an item. In fact, the install fee might be worse because some of the game taxes are not realized until a formal sales / buy process.
As observed elsewhere in the numerous prior comments in related devblogs, the NASH index / effect / phenomena, whereby the most expensive producer of an item sets the market price will have the downstream effect of devaluing the game time played by the user who engages in an activity that produces isk. For example, unless missioning payouts increase the same percentage, the time and by associated money paid (divide your monthly subscription by the number of minutes in a month) also nets you less of a return for the same amount of work. It's virtual usury :-) |

El Zylcho
Republic University Minmatar Republic
1
|
Posted - 2014.07.09 03:51:00 -
[58] - Quote
Bessa Miros wrote:Sven Viko VIkolander wrote:Bessa Miros wrote:The best specialists will go to the CFC/N3PL blocks for building capitals and modules for their fleets while their member alliances (fidelas constas, nulli, etc) pull in the 2nd best... all paid by massive amounts of rent ISK. Rents go up too because now they offer teams as incentives - and the cold war cycle continues.
Meanwhile Faction war areas, rich industrialists, and dedicated shipyards either move get the left-leftovers. Low Sec pirates might use teams as a draw for easy prey.
In all cases (except maybe in Providence - save us Chribba!) the teams look like a gift to ISK heavy populations. Loyal casual players that work solo (for years now) are left out pretty much.
Is there a counter view to this? Not every activity in EVE should be just as efficient solo as it is in groups? In addition, many items currently profitable to build are not confined to the category of capital ships and parts, etc. There are also a number of well organized, wealthy high sec groups who will be able to pour a lot of isk into teams that benefit their own industrialists. Plus, if less people do industry as a result of the changes, it only gets more profitable for those who do. On the other hand, if more people do industry, then ways of specializing, such as teams, becomes more beneficial. Seems win/win There are a lot of problems with null/sov, but this doesn't seem like one of them... Thanks for the counter. Based on what Steve Ronuken wrote above - I see now what CCP might be trying to do. Give reigns of the economy to nullsec. Allow them to manipulate prices by hiring in all teams that have to do with so and so. section of markets.
It doesn't even have to be that sophisticated. Check the numbers here Fleeing to 0.0 renter space hands the alliances a huge win with their 1b monthly minimums. Fuel costs, rental costs, logistical costs, install fees, taxes, etc... not to mention the risk of staying in high sec... war decs, loss of money spent in subscriptions working up standings to drop poses etc... 0.0 interests win even without a sophisticated attempt to control teams.
WH may be an option as long as we don't get hit with scan probe graphic bugs again :-) |

El Zylcho
Republic University Minmatar Republic
1
|
Posted - 2014.07.09 04:00:00 -
[59] - Quote
KIller Wabbit wrote:What a ****** up mess. Once again a CSM has proven to be worthless.
Edit: Since I see someone is putting up information for accounting. 2 POS's down, 1 Cap line down, 2 accounts expiring. From the number of POS mod's flooding into Jita looks like a flood to me....
I literally could not *give* away my high sec moon location to industry neighbors with whom I shared systems for 2+ years now. And, [(time to get standing to drop POS) x (monthly fee)] ... vaporized. |

Malice Redeemer
Redeemer Group
149
|
Posted - 2014.07.09 05:38:00 -
[60] - Quote
Just what eve industry needed, temporary random crap to deal with, thanks for the unnecessary complications. Seriously, did the same brains that came up with loot spew tell you this was going to be a hit? |
|

Klyith
GoonWaffe Goonswarm Federation
97
|
Posted - 2014.07.09 05:45:00 -
[61] - Quote
Woo Mi wrote: And if the answer is : cooperate with other players or stay out of the market, then WTF?
Work together.
Or pick up your operation and move around Empire all the time chasing the teams for your production line vs avoiding the high demand systems with elevated costs.
Or sit still in a backwater area where you don't have teams to use but don't have competition pushing up the job costs, and spend extra time freightering your stuff to Jita.
Or put in bids for the more neglected teams that produce low-value items, try to make up the cost with volume and corner a market for a month.
Or do any other thing you like other than sit in a single station within 1-4 jumps of Jita and do the same thing over and over with no real interaction with any other player. Industry is now a multiplayer game.
Dinsdale Pirannha wrote:If you suggest that groups will spring up like incursion groups, you are sadly mistaken, because there is still massive competition and lack of cohesiveness even amongst incursion groups operating in a small amount of systems. Incursion runners were cooperative until they got popular enough and perfected clearing sites so well that there wasn't enough supply to go around. Low & nullsec incursions were choked off because they weren't worth doing compared to highsec's machine. Then they started turning on each other. Maybe industrialists will do the same?
You are losing your plot of "nullsec cartels own the game with RMT", and starting to sound more like "nullsec guys control things because everyone else is too damn lazy". Come on Dinsdale, gimme the real stuff! |

El Zylcho
Republic University Minmatar Republic
1
|
Posted - 2014.07.09 06:03:00 -
[62] - Quote
Klyith wrote:Woo Mi wrote: And if the answer is : cooperate with other players or stay out of the market, then WTF?
Work together. Or pick up your operation and move around Empire all the time chasing the teams for your production line vs avoiding the high demand systems with elevated costs.
"Work together" said the spider to the fly. Lol. Back in the days of yore, there were extensive (well some) high sec industrial alliances banding together to share resources (POSes) and costs. One can see the game logic in the pos modules including the lab modules. Of course, these were attractive war dec targets and one doesn't see cooperative high sec alliances anymore. There is more incentive NOT to do this than to do this. High sec is broken and 0.0 alliances profit from changes such as these.
Banding together post 7/22 will be more the same. I speculate that 'Burn Jita' is but an initial variation on a theme because now there is an additional incentive to grief high sec beyond just the ability to shut down mining. Or, perhaps it will be more like a Marmite thing with high sec industrial types permanently dec'd with their systems camped? Perhaps, we just need to flip some terms around and call "high sec" "lower sec". Maybe we can change war decs to allow the dropping of caps in high sec?
Risk is good and makes for fun, but arbitrarily changing the rules to favor the view ... well there's what you say and what you do. One will have a bigger impact than the other. |

Rivr Luzade
Coreli Corporation Ineluctable.
616
|
Posted - 2014.07.09 06:43:00 -
[63] - Quote
El Zylcho wrote: As observed elsewhere in the numerous prior comments in related devblogs, the NASH index / effect / phenomena, whereby the most expensive producer of an item sets the market price will have the downstream effect of devaluing the game time played by the user who engages in an activity that produces isk.
Gave me a good laugh. In EVE, the person with the lowest production cost sets the price, not the other way around. And not even that is true in all cases because there are trolls, arbitrarily de- or increasing prices.
|

El Zylcho
Republic University Minmatar Republic
1
|
Posted - 2014.07.09 06:48:00 -
[64] - Quote
Rivr Luzade wrote:El Zylcho wrote: As observed elsewhere in the numerous prior comments in related devblogs, the NASH index / effect / phenomena, whereby the most expensive producer of an item sets the market price will have the downstream effect of devaluing the game time played by the user who engages in an activity that produces isk.
Gave me a good laugh. In EVE, the person with the lowest production cost sets the price, not the other way around. And not even that is true in all cases because there are trolls, arbitrarily de- or increasing prices.
Disagree. I'd say the effect is more like the producer who knows his bottom line is more likely to race to the bottom. Obviously, outliers exist and some folks will not produce in the first place if they understand they can not do so competitively. It's hard to account for those. But, how does the lowest cost producer set his (her) price then? Give me example of that in Jita. I certainly do not. Why throw away profit? |

Klyith
GoonWaffe Goonswarm Federation
97
|
Posted - 2014.07.09 07:50:00 -
[65] - Quote
El Zylcho wrote: "Work together" said the spider to the fly. Lol. Back in the days of yore, there were extensive (well some) high sec industrial alliances banding together to share resources (POSes) and costs. One can see the game logic in the pos modules including the lab modules. Of course, these were attractive war dec targets and one doesn't see cooperative high sec alliances anymore. There is more incentive NOT to do this than to do this. High sec is broken and 0.0 alliances profit from changes such as these.
Banding together post 7/22 will be more the same. I speculate that 'Burn Jita' is but an initial variation on a theme because now there is an additional incentive to grief high sec beyond just the ability to shut down mining. Or, perhaps it will be more like a Marmite thing with high sec industrial types permanently dec'd with their systems camped? Perhaps, we just need to flip some terms around and call "high sec" "lower sec". Maybe we can change war decs to allow the dropping of caps in high sec?
Risk is good and makes for fun, but arbitrarily changing the rules to favor the view ... well there's what you say and what you do. One will have a bigger impact than the other.
Quite an experience to live in fear, isn't it? That's what it is to be a slave.
(If your entire vision of your place in this game is as hapless hopeless prey, why do you play? Plenty of people have achieved things in this game by nutting up and taking their chances. They delt with the same problems. But you doom yourself because you won't even try.) |

El Zylcho
Republic University Minmatar Republic
1
|
Posted - 2014.07.09 09:13:00 -
[66] - Quote
Klyith wrote:El Zylcho wrote: "Work together" said the spider to the fly. Lol. Back in the days of yore, there were extensive (well some) high sec industrial alliances banding together to share resources (POSes) and costs. One can see the game logic in the pos modules including the lab modules. Of course, these were attractive war dec targets and one doesn't see cooperative high sec alliances anymore. There is more incentive NOT to do this than to do this. High sec is broken and 0.0 alliances profit from changes such as these.
Banding together post 7/22 will be more the same. I speculate that 'Burn Jita' is but an initial variation on a theme because now there is an additional incentive to grief high sec beyond just the ability to shut down mining. Or, perhaps it will be more like a Marmite thing with high sec industrial types permanently dec'd with their systems camped? Perhaps, we just need to flip some terms around and call "high sec" "lower sec". Maybe we can change war decs to allow the dropping of caps in high sec?
Risk is good and makes for fun, but arbitrarily changing the rules to favor the view ... well there's what you say and what you do. One will have a bigger impact than the other.
Quite an experience to live in fear, isn't it? That's what it is to be a slave. (If your entire vision of your place in this game is as hapless hopeless prey, why do you play? Plenty of people have achieved things in this game by nutting up and taking their chances. They delt with the same problems. But you doom yourself because you won't even try.)
And you call my post speculation :-) That's a big IF and yours alone. I merely suggest your feedback is shaped by your interests. You do pose the existential question though. To the extent a game redesign forces the question, the game designer has missed the mark. Why I chose to play should always be self-evident.
But, more to the point of the blog, my gripe is one about lack of a feedback mechanism. The rhetoric of what the vision is for the future is not attached to the detail provided. The industry survey really was not a feedback mechanism. Granted the game is not a democracy but the inability to give meaningful feedback is missing. The CSM mechanism does not represent consensus as can be seen by many other posts.
Ultimately, I have enjoyed Eve immensely in the past, my kids play Eve and my friends play Eve. But after reviewing my options to continue do what I want, I probably will take a long break once my subscriptions wind down. "The light that burns twice as bright" I suppose. |

Drago Shouna
Royal Amarr Institute Amarr Empire
56
|
Posted - 2014.07.09 09:39:00 -
[67] - Quote
Lady Zarrina wrote:I don't know why people are so against these changes. These changes should make industry much more dynamic. Might have to actually break out a spreadsheet or calculator again.
More things to learn and figure out. Good times ahead. Who knows I might become an industry pirate, floating from system to system, taking advantage of the great bonuses.
The day I have to start learning how to use a spreadsheet to play an online game is the day I give my laptop to my grandkids and buy a console.
I left school over 40 YEARS ago..I still work 10 hour shifts so when I get in I just want to chill with a few beers and some game time, not sit a sodding math exam every day!
I seriously think that the Devs and CSM have totally lost any idea of what most players want out of a game, and that's sad 
|

GreasyCarl Semah
A Game as Old as Empire
140
|
Posted - 2014.07.09 10:10:00 -
[68] - Quote
Awkward Pi Duolus wrote:For all of you whining like the world is coming to an end, have you actually done the math? It's really not that bad - and definitely nothing like what the more ridiculous of naysayers are spouting.
Couple of clues: - many of the modifiers in this industry overhaul are to job cost, and not ME, which is a relatively small fraction of the total cost. - I already have to move stations every once in a while cause right now the finite number of lines gets used up and I don't want to have to wait 7 days to manufacture 2 jumps from jita when 3 will do - Usage of teams can be stretched to almost 2 months for many things made (depending on run times and number of runs possible) - stuff made in nullsec will still have to be transported to highsec, and that cost is not trivial
Conjecture and heresay are useless. If you have some numbers to back up your claims, post em.. else go fiddle with Excel some.
Please let me know how to do all this since you can't bid on teams on the test server at the moment.
But while we are on the subject of numbers, please do prance on over there and figure out for yourself how a hound costs +17% to produce from the exact same blueprint I have today. I am sure that will go over real well once the people crying about PLEX prices figure it out. |

Caldari 5
D.I.L.L.I.G.A.F. S.A.S Northern Associates.
346
|
Posted - 2014.07.09 10:31:00 -
[69] - Quote
I still can't see WTF the inputs are, when are we going to get Labels on that stuff seriously, NOT EVERYONE REMEMBERS THE ******* ICONS!!!!!!!!!!!!! |

Slicr
5
|
Posted - 2014.07.09 10:39:00 -
[70] - Quote
Steve Ronuken wrote:Woo Mi wrote:Steve Ronuken wrote: Teams can work on all jobs in a system. And the bids are pooled at a system level. So folks in, say, highsec, get the benefit of shared bidding.
Can somebody point me to a post explaining what problem was solved by introducing teams and the bidding mechanic? Was there not enough competition? I can't imagine there were complaints that industrial entrepeneurs were staying too long in the same location. It's not a problem being solved. It's another knob to twiddle in industry. The cost mechanic acts to push people apart. The teams act to pull them together (especially at corporation levels)
So it is not just one player getting shafted but many? It would make better sense to have players fulfill that role since a lot of other avenues are being closed. For example, reprocessing - did a test on the test server and boy oh boy - was it crap!
Make a contract system that players could use to get industry going again - have the npc teams in null and players deal with hi and low secs.
I believe in being Pro-Active as Opposed to Reactive. Reactive tends to be more costly in time and money.
|
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CCP Greyscale
C C P C C P Alliance
2420

|
Posted - 2014.07.09 11:09:00 -
[71] - Quote
Bessa Miros wrote:The best specialists will go to the CFC/N3PL blocks for building capitals and modules for their fleets while their member alliances (fidelas constas, nulli, etc) pull in the 2nd best... all paid by massive amounts of rent ISK. Rents go up too because now they offer teams as incentives - and the cold war cycle continues.
Meanwhile Faction war areas, rich industrialists, and dedicated shipyards either move get the left-leftovers. Low Sec pirates might use teams as a draw for easy prey.
In all cases (except maybe in Providence - save us Chribba!) the teams look like a gift to ISK heavy populations. Loyal casual players that work solo (for years now) are left out pretty much.
Is there a counter view to this?
Hisec industry has more than enough money to dominate the market in teams. Leveraging this will require more co-operation and collaboration than currently exists. We're pretty hopeful that, once the initial shock of change has worn off, at least one system in hisec will realize this and lead the way for everyone else, leading hisec industry to be a much more casually collaborative activity, which we think adds a lot of value for all those players. This doesn't require a huge amount of formal co-operation, just an agreement on what teams you want to target and how much everyone is willing to chip in.
We will be keeping an eye on this, and if it ends up not working out and hisec industry remains completely resistant to any kind of social interaction with other players, we'll revisit this.
Bessa Miros wrote:Steve Ronuken wrote:Woo Mi wrote:Steve Ronuken wrote: Teams can work on all jobs in a system. And the bids are pooled at a system level. So folks in, say, highsec, get the benefit of shared bidding.
Can somebody point me to a post explaining what problem was solved by introducing teams and the bidding mechanic? Was there not enough competition? I can't imagine there were complaints that industrial entrepeneurs were staying too long in the same location. It's not a problem being solved. It's another knob to twiddle in industry. The cost mechanic acts to push people apart. The teams act to pull them together (especially at corporation levels) This is what I dont understand - so 2 pressures (one to move away from others, the other to move together). This is a hopeless balance that constantly shifts. Who wants to risk assets chasing this balance? There must be come scenario I'm not seeing Sorry to be negative about this. I suggest you use teams to reward NRDS areas of the game (and NPC nullsec too). NBSI areas of nullsec are not risky areas. Then it makes sense - risk v reward.
Deliberately a balance that constantly shifts, in order to drive two consistent questions: when do I follow (weighing the bonuses available from a move against the costs of doing so and predictions of future fluctuations), and what can I do to make that less frequent (bid for teams).
Kynric wrote:Can teams be hired to wormhole systems? Is the industrial intel displayed for kspace systems on the map available anywhere for wormhole systems? Can I see what teams are available/were hired to wormholes that I do not have a structure in?
Yes, you can hire to wormhole systems. We do have a solution for how we're exposing this through the API/CREST, I believe, but the people who know what that solution is aren't at their desks right now.
PaulsAvatar wrote:I'm just surprised that there is no outcry against CCP's plan to require 50 of the small arrays to be online to get max bonus and can only imagine it is because sisi is still bugged to give max bonus to just 1.
That or people are just so tired of this already they've stopped caring about the game.
There's no "max bonus" per se; the caps listed are just the number of arrays of that type you can fit at an optimal tower, and we've then reverse-engineered the bonus quantities to be in the ~20-30% range for that optimal tower setup. |
|

Shilalasar
Dead Sky Inc.
46
|
Posted - 2014.07.09 11:20:00 -
[72] - Quote
CCP Greyscale wrote:Yes, you can hire to wormhole systems. We do have a solution for how we're exposing this through the API/CREST, I believe, but the people who know what that solution is aren't at their desks right now.
So we will need a third party tool to get this information that is not accessable via in-game means. Really? Just after taking NPC kills away for exactly that reasoning? Please tell I missunderstood that. |
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CCP Greyscale
C C P C C P Alliance
2420

|
Posted - 2014.07.09 11:40:00 -
[73] - Quote
Shilalasar wrote:CCP Greyscale wrote:Yes, you can hire to wormhole systems. We do have a solution for how we're exposing this through the API/CREST, I believe, but the people who know what that solution is aren't at their desks right now.
So we will need a third party tool to get this information that is not accessable via in-game means. Really? Just after taking NPC kills away for exactly that reasoning? Please tell I missunderstood that.
OK, so two things: - Firstly, you can always see this info in facilities you have access to, the question was whether you can get API data for these things - Secondly, I was wrong about what we're doing with CREST/API, we had discussed doing some special-casing but it turns out we decided against exposing any wormhole industry information through these channels at this time. |
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CCP Greyscale
C C P C C P Alliance
2420

|
Posted - 2014.07.09 11:43:00 -
[74] - Quote
Hi everyone,
Update on multiple-structure bonuses for starbases.
We've just had another discussion about this system as-implemented, and based on your feedback, the technical challenges involved in implementing it in a fully user-friendly way, and the somewhat limited upsides of the feature, we've decided to cut it from Crius.
Having multiple starbase structures of the same type at a starbase will no longer grant you any bonus above those inherent in the structure itself
The only substantial downside to this is that it makes it much easier to weaponize an industry tower, so we are considering upping lab/array fitting costs substantially in a later release. We likely will not do this in Crius itself as people will need time to reconfigure their setups.
We are looking into what we can do to mitigate the expected glut of labs resulting from this change; more info as we work through this process :)
Thanks for all your feedback, -Greyscale |
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Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3515
|
Posted - 2014.07.09 11:47:00 -
[75] - Quote
Rivr Luzade wrote:El Zylcho wrote: As observed elsewhere in the numerous prior comments in related devblogs, the NASH index / effect / phenomena, whereby the most expensive producer of an item sets the market price will have the downstream effect of devaluing the game time played by the user who engages in an activity that produces isk.
Gave me a good laugh. In EVE, the person with the lowest production cost sets the price, not the other way around. And not even that is true in all cases because there are trolls, arbitrarily de- or increasing prices.
The person who manufactures the modules at the lowest price, which satisfies the market's requirements sets the price.
If I can make 100 things at 1 isk each, but the market requires 10,000 (in the time it takes me to make the next 100), I don't set the price. The people who make the rest of the 10,000 do.
That's why T2 BPOs (in the current system) only make invention unprofitable in a very small number of markets, where they're able to fufil the whole market by themselves. Woo! CSM 9! http://fuzzwork.enterprises/
Twitter: @fuzzysteve on Twitter |

TheSmokingHertog
TALIBAN EXPRESS
240
|
Posted - 2014.07.09 12:07:00 -
[76] - Quote
I see the round table suggestion to get industry stats on the map, has made it in, very nice to see feedback getting implemented! |

El Zylcho
Republic University Minmatar Republic
1
|
Posted - 2014.07.09 12:13:00 -
[77] - Quote
Steve Ronuken wrote:Rivr Luzade wrote:El Zylcho wrote: As observed elsewhere in the numerous prior comments in related devblogs, the NASH index / effect / phenomena, whereby the most expensive producer of an item sets the market price will have the downstream effect of devaluing the game time played by the user who engages in an activity that produces isk.
Gave me a good laugh. In EVE, the person with the lowest production cost sets the price, not the other way around. And not even that is true in all cases because there are trolls, arbitrarily de- or increasing prices. The person who manufactures the modules at the lowest price, which satisfies the market's requirements sets the price. If I can make 100 things at 1 isk each, but the market requires 10,000 (in the time it takes me to make the next 100), I don't set the price. The people who make the rest of the 10,000 do. That's why T2 BPOs (in the current system) only make invention unprofitable in a very small number of markets, where they're able to fufil the whole market by themselves.
Again, at the risk of getting off topic, I'd say it's the person who *sells* at the lowest price. That's an important distinction. For Eve, I'd say the person who can adjust his items for sale the most often controls the pace of how pricing varies. It's not demand as much as it is velocity. The person selling 10,000 units in one order has less sway over one person selling 20 units across 4 orders if both are actively changing orders as often as they can to remain in the lowest spot. Now if one of the bidders disengages and waits, your point picks up weight.
It gets fuzzy :-) but the reference to the NASH equilibrium is that each player will maximize the amount he can make from a transaction, which includes passing along the costs for inflation, and never pricing solely based on his cost, but on the existing market price. This is implied by the very changes being discussed. Ostensibly the person paying higher fees will have see less profit than an optimized setup.
Put this into contrast with the idea of people collaborating to concentrate on production of an item type. Why would I want to collaborate with my competitor to make ships in a system?
If you export sell orders repeatedly over a short period of time to see how frequently orders change based on order id, I think you'd see your example in a different light. |

TheSmokingHertog
TALIBAN EXPRESS
240
|
Posted - 2014.07.09 12:34:00 -
[78] - Quote
This seems to be the team landscape that will be around > image |

DoToo Foo
Weaponised FuGu
25
|
Posted - 2014.07.09 13:05:00 -
[79] - Quote
CCP Greyscale wrote:Hi everyone,
Update on multiple-structure bonuses for starbases. ...
The only substantial downside to this is that it makes it much easier to weaponize an industry tower, so we are considering upping lab/array fitting costs substantially in a later release. We likely will not do this in Crius itself as people will need time to reconfigure their setups. ... -Greyscale
This concerns me somewhat. We currently run multiple lab slots because of pilot demand, but we also run weaponised POS with industry on the side. Crazy wormhole industrialists I know, but we do exist.
I fully expect that a highsec POS would be able to do more with a smaller POS due to relying on Concord for initial defense (at least until the wardecs happen.
I also would understand a mild increase in cpu/power grid for modules. I will no longer be running as many labs as I do now, so doubling (or even a little more) the requirements does make sense.
Please be aware that the primary use of LSAA's for many wormhole corps is secure storage and not ship building. Doubling the fitting requirements LSAA's (without creating a very large corp hanger array as an option) may cause some forum angst. |

Soldarius
Deadman W0nderland Test Alliance Please Ignore
729
|
Posted - 2014.07.09 13:15:00 -
[80] - Quote
Quote: We added API support, giving third party tools the data required for active teams, teams in auction and so on.
We added filtering options in the starmap, allowing players to filter by industry activity and cost. This helps greatly in giving players an overview of what is happening where.
Taken separately, I read the above two statements as "There will be an API endpoint for teams. But all the industry activity info is limited to the in-game starmap."
1. Any chance the quote actually means that the activity information will also be available from the API? This would greatly aid industrialists in making informed cost analysis decisions, rather than having to do it and then see if they make a profit.
2. While having multiple POS modules give an added bonus seems like a good idea, because of the potential for abuse I'm glad to see it go. If you can make it work without the potential for abuse, then I'd fully support the idea.
3. To all the babies crying about how they're screwed: https://www.youtube.com/watch?v=VgvM7av1o1Q
GÇ£I personally refuse to help AAA take space from itself so it can become an even shittier version of itselfGÇ¥ -Grath Telkin, 2014. |
|

Meytal
School of Applied Knowledge Caldari State
454
|
Posted - 2014.07.09 13:31:00 -
[81] - Quote
DoToo Foo wrote:CCP Greyscale wrote:Hi everyone,
Update on multiple-structure bonuses for starbases. ...
The only substantial downside to this is that it makes it much easier to weaponize an industry tower, so we are considering upping lab/array fitting costs substantially in a later release. We likely will not do this in Crius itself as people will need time to reconfigure their setups. ... -Greyscale This concerns me somewhat. We currently run multiple lab slots because of pilot demand, but we also run weaponised POS with industry on the side. Crazy wormhole industrialists I know, but we do exist. I fully expect that a highsec POS would be able to do more with a smaller POS due to relying on Concord for initial defense (at least until the wardecs happen. I also would understand a mild increase in cpu/power grid for modules. I will no longer be running as many labs as I do now, so doubling (or even a little more) the requirements does make sense. Please be aware that the primary use of LSAA's for many wormhole corps is secure storage and not ship building. Doubling the fitting requirements LSAA's (without creating a very large corp hanger array as an option) may cause some forum angst. Continuing this line of thinking, what incentives exist for W-space residents over hisec residents?
We will both have to pay installation costs. You could respond that W-space industry demand is lower than hisec so costs will be lower, but one would only need move to a remote backward hisec location to possibly find even better costs than in W-space. Sheep mentality will ensure that these places in hisec areas will exist.
W-space basically requires a large POS with numerous and redundant defenses. It's Nullsec + isolation: all the dangers of attacking and being attacked at any time with any weapon in the game except supers, without the benefit of bridging 10,000 of your closest friends at the drop of a hat. Someone intent on burning your towers WILL burn your towers. Hisec gives you 24 hours notice before you can be freely attacked; an active corp wouldn't even need defenses on their towers, and can afford to run medium or small towers because they'd have plenty of warning time to relocate anything valuable.
Can thought please be given to scrapping the installation cost ISK sink for W-space (and Sov Nullsec)? If we hire a special team, sure, that will rightly add costs, and those costs should be based on the installation costs that would otherwise have been applied. But without a special team, the ISK sink doesn't make sense; further penalizing W-space and Sov Nullsec compared to hisec doesn't make sense either, and seems to run contrary to your stated intention that higher risk means higher reward.
It still wouldn't reduce our operating costs to hisec levels, but it might bring overall costs close enough for hisec competition to be more of a factor. |

Rommiee
Mercury Inc.
830
|
Posted - 2014.07.09 13:41:00 -
[82] - Quote
Quote:ThatGÇÖs it for Team Super Friends. This might actually be the last dev blog from Super Friends, as the team will no longer exist with the same member composition as a result of some changes to better facilitate the new frequent release cadence. Some members have joined other teams and some have joined a new team. While Super Friends might be done, you can still expect to hear more from all of us in the future and we will be keeping a close eye on all things related to industry.
Well, as youGÇÖll have some time on your hands, have a stab at the tooltip fiasco then.
ItGÇÖs been left in its sorry state with no comment from any Dev for ages. Not exactly a shock tbh.
|

Dinsdale Pirannha
Pirannha Corp
3230
|
Posted - 2014.07.09 14:07:00 -
[83] - Quote
CCP Greyscale wrote:
Hisec industry has more than enough money to dominate the market in teams. Leveraging this will require more co-operation and collaboration than currently exists. We're pretty hopeful that, once the initial shock of change has worn off, at least one system in hisec will realize this and lead the way for everyone else, leading hisec industry to be a much more casually collaborative activity, which we think adds a lot of value for all those players. This doesn't require a huge amount of formal co-operation, just an agreement on what teams you want to target and how much everyone is willing to chip in.
We will be keeping an eye on this, and if it ends up not working out and hisec industry remains completely resistant to any kind of social interaction with other players, we'll revisit this.
You truly have no clue on the mindset of the bulk of your player base, do you?
Many, many players of Eve do not have the time, the inclination, nor the ability to get involved with the level of "social interaction" that you are forcing them into. When I run incursions, which is a socially interactive situation, players jump on for a couple hours, have some giggles on TeamSpeak, shoot some red X's, and log off. That level of commitment is simple, and relaxing, and fun, which this game is supposed to be.
But the level of intellectual commitment and coordination you are expecting high sec industrialists to engage in is a completely different level, and very few want it or will do it, otherwise they would be doing it today.
You want to kill off the casual player from Eve? Fine. It is your call. It is an incredibly stupid decision, one you will find out soon enough about. I can only wait until you decide mission running, mining, and exploration should require the same level of "social interaction".
The true irony is that your statement about social interaction is utter bullshit to start with. The most efficient method to make ISK under the new industry paradigm will be a very small group of null sec cartel industrialists, all with vast armies of alts. That group will operate under very strict conditions about who makes what, when it is made, where, and how much, and what teams will be bid on. Their level of "social interaction" will be minimal, no more than the cartel financial "elite" have today, which is still far more than the high sec players want. Why not just have the balls to state what this always was, another massive gift to the null sec cartels.
One last thing: How on earth will you "revisit this", after you have completely overhauled every single industrial mechanic in the game? Most people viewed Orwell's writings as a warning. The harper regime and the goons treat them as a guidebook. |

Dinsdale Pirannha
Pirannha Corp
3230
|
Posted - 2014.07.09 14:13:00 -
[84] - Quote
CCP Greyscale wrote:Hi everyone,
Update on multiple-structure bonuses for starbases.
We've just had another discussion about this system as-implemented, and based on your feedback, the technical challenges involved in implementing it in a fully user-friendly way, and the somewhat limited upsides of the feature, we've decided to cut it from Crius.
Having multiple starbase structures of the same type at a starbase will no longer grant you any bonus above those inherent in the structure itself
The only substantial downside to this is that it makes it much easier to weaponize an industry tower, so we are considering upping lab/array fitting costs substantially in a later release. We likely will not do this in Crius itself as people will need time to reconfigure their setups.
We are looking into what we can do to mitigate the expected glut of labs resulting from this change; more info as we work through this process :)
Thanks for all your feedback, -Greyscale
Wow, just wow...still screwing around with major changes in the new industrial mechanics 13 days before this disaster goes live. While I agree this entire concept was stupid enough it should have got the people involved with it fired, and am glad it is being repealed, that does not change the fact that you guys still don't have a clear picture of what you are doing, and the clock is counting down.
BTW, you just wiped out the Isotope and PI markets, as everyone will be putting up small POS's now, unless they simply want the EHP benefits of a large POS. Most people viewed Orwell's writings as a warning. The harper regime and the goons treat them as a guidebook. |

Aalysia Valkeiper
Imperial Shipment Amarr Empire
61
|
Posted - 2014.07.09 14:15:00 -
[85] - Quote
Robert Almart wrote:
Does this mean you are going to tax me for researching at a POS as well as making me fuel the POS? What is the point of a high sec POS if there is no benefit to having a POS. The first time a subscriber loses multi-billion ISK BPO that they have spent months or years researching, that person will probably cease subscribing to this game and walk away. If you want to kill the game, just shut down the servers.
This is news?
CCP doesn't want ANYTHING to be a benefit in high sec.
CCP doesn't want anybody (including noobs) in high sec.
CCP does hates highsec.
|

Aalysia Valkeiper
Imperial Shipment Amarr Empire
61
|
Posted - 2014.07.09 14:18:00 -
[86] - Quote
Mackenzie Nolen wrote:Robert Almart wrote:Does this mean you are going to tax me for researching at a POS as well as making me fuel the POS? What is the point of a high sec POS if there is no benefit to having a POS. Installation cost is not tax. POS manufacturing is free from the additional 10% NPC tax that is added to installation costs. It also gets a 2% material benefit with the assembly arrays.
Until you actually TRY TO USE THE POS |

Aalysia Valkeiper
Imperial Shipment Amarr Empire
61
|
Posted - 2014.07.09 14:32:00 -
[87] - Quote
Dibble Dabble wrote:What a load of round spherical objects. (I am of course referring to planets, honest).
Your making empire industry into a full time job and as I have said many times before I have a full time job and other interests, eve is secondary and should be a bit of fun for an hour or two here and there.
5 accounts now suspended, 3 POS are down and a **** load of assets to dispose of when I can be arsed.
Eve is now for meta gamers, there is no place for casual players. Nerf after nerf and bloody nerf.
Player count continues to drop, Dust is a disaster / joke and new games coming on-line over the next 6 months and this is how CCP want to compete.
The CSM who have worked on this have their own agenda which is to basically screw high sec but I guess that's what you get when you have block votes and lemmings voting.
I am not so vain as to admit these changes may work, pigs may fly and England may win the World Cup in 4 years. I fear though that the decline in Eve is not related to industry although I suspect 1000's of industry accounts are already mothballed with more to follow. Eve is just to old, the gap between old and new is immense and too many people just enjoy killing noobs rather than helping. We were happy for noobs to use our locked down BPO's and access the POS to build stuff. That's no longer possible due to the changes. The changes to industry wont fix anything, simply make for more targets.
This is a surprise?
CCP hates high sec and noobs. |

Aalysia Valkeiper
Imperial Shipment Amarr Empire
61
|
Posted - 2014.07.09 14:34:00 -
[88] - Quote
Ekaterina 'Ghetto' Thurn wrote:PaulsAvatar wrote:I'm just surprised that there is no outcry against CCP's plan to require 50 of the small arrays to be online to get max bonus and can only imagine it is because sisi is still bugged to give max bonus to just 1.
That or people are just so tired of this already they've stopped caring about the game. There has been an outcry over this issue with many people pointing out how bad a concept it is. Unfortunately CCP Greyscale has said to not have this idea would be 'boring' & 'uninteresting' and will not hear a word against the concept or entertain any other ideas such as additional skillbooks to learn to receive additional tax bonuses at POSes. 
The term "out of touch" seems to be getting louder.
|

Dinsdale Pirannha
Pirannha Corp
3230
|
Posted - 2014.07.09 14:41:00 -
[89] - Quote
Aalysia Valkeiper wrote:Ekaterina 'Ghetto' Thurn wrote:PaulsAvatar wrote:I'm just surprised that there is no outcry against CCP's plan to require 50 of the small arrays to be online to get max bonus and can only imagine it is because sisi is still bugged to give max bonus to just 1.
That or people are just so tired of this already they've stopped caring about the game. There has been an outcry over this issue with many people pointing out how bad a concept it is. Unfortunately CCP Greyscale has said to not have this idea would be 'boring' & 'uninteresting' and will not hear a word against the concept or entertain any other ideas such as additional skillbooks to learn to receive additional tax bonuses at POSes.  The term "out of touch" seems to be getting louder.
Actually, he just reversed CCP's position in post 74 of this thread. But with nothing to replace it.
They are still flailing about, not sure what to do, 13 days before release date. A wise person would delay the release until the fall, but hey, actions speak so much louder than words. Most people viewed Orwell's writings as a warning. The harper regime and the goons treat them as a guidebook. |
|

CCP Greyscale
C C P C C P Alliance
2424

|
Posted - 2014.07.09 14:46:00 -
[90] - Quote
DoToo Foo wrote:CCP Greyscale wrote:Hi everyone,
Update on multiple-structure bonuses for starbases. ...
The only substantial downside to this is that it makes it much easier to weaponize an industry tower, so we are considering upping lab/array fitting costs substantially in a later release. We likely will not do this in Crius itself as people will need time to reconfigure their setups. ... -Greyscale This concerns me somewhat. We currently run multiple lab slots because of pilot demand, but we also run weaponised POS with industry on the side. Crazy wormhole industrialists I know, but we do exist. I fully expect that a highsec POS would be able to do more with a smaller POS due to relying on Concord for initial defense (at least until the wardecs happen. I also would understand a mild increase in cpu/power grid for modules. I will no longer be running as many labs as I do now, so doubling (or even a little more) the requirements does make sense. Please be aware that the primary use of LSAA's for many wormhole corps is secure storage and not ship building. Doubling the fitting requirements LSAA's (without creating a very large corp hanger array as an option) may cause some forum angst.
Good info, thanks. We will of course consult further before we change anything :) |
|
|

Mistah Ewedynao
Center for Advanced Studies Gallente Federation
506
|
Posted - 2014.07.09 15:05:00 -
[91] - Quote
For whomever is counting...
1 POS coming down (maybe 2), 2 accounts expiring this week.
Teams of NPC's...  Nerf Goons
Nuke em from orbit....it's the only way to be sure. |

Aalysia Valkeiper
Imperial Shipment Amarr Empire
61
|
Posted - 2014.07.09 15:21:00 -
[92] - Quote
I'm getting more and more disgusted with EvE.
I am a casual gamer with EvE and these changes will NOT make me more dedicated. In fact, I no longer recommend EvE to people.
I am a solo player. I don't have to time (due to RL pressures) or the inclination (I want to relax, not over-stress) to play as CCP is trying to force us to.
I am a miner and a builder. BOTH of these occupations have been drastically altered by CCP in recent "Updates". Modifying the way I play enough to SURVIVE in the new system REQUIRED I had to start a new character. It will take MONTHS for that character to skill up to the level of play my earlier characters enjoyed in the prior, "non-Upgraded" system.
Unlike other players, I don't have the funds, computer, or inclination to run multiple accounts (alts). I use one computer, run one character, on one account.
That account expires in November. Take a guess if it will be renewed. Of course, CCP doesn't care. |

Guttripper
State War Academy Caldari State
482
|
Posted - 2014.07.09 15:30:00 -
[93] - Quote
Steve Ronuken wrote:Teams can work on all jobs in a system. Heh - so the pharmacists at Osco Drugs can also work simultaneously at Walgreens fulfilling prescriptions! |

KIller Wabbit
The Scope Gallente Federation
625
|
Posted - 2014.07.09 15:54:00 -
[94] - Quote
CCP Greyscale wrote:
We will be keeping an eye on this, and if it ends up not working out and hisec industry remains completely resistant to any kind of social interaction with other players, we'll revisit this.
The only thing you are doing is creating a ******* gigantic wall that new players trying to start in industry will never be able to leap over. You're killing them off before they even get a clue of "social interaction" and "cooperative" game play. You haven't ever been able to get the NPE right. How in the hell are you going to keep them interested enough to make it through a torturous industry tutorial long enough to give them ideas when they barely complete the "boarding ship" and "push this button to fire" segments??
Well, there is one other thing - "casual player" the door is thataway ------>
CCP .. always first with the wrong stuff
|

KIller Wabbit
The Scope Gallente Federation
625
|
Posted - 2014.07.09 16:00:00 -
[95] - Quote
KIller Wabbit wrote:*Snip* Please refrain from personal attacks. ISD Ezwal.
Edit: Since I see someone is putting up information for accounting. 2 POS's down, 1 Cap line down, 2 accounts expiring. From the number of POS mod's flooding into Jita looks like a flood to me....
Commenting about the uselessness of the current CSM is not a personal attack - it's a political commentary about what they are failing to do. Calling out one of them personally for being douche in some particular way - that would be personal. CCP .. always first with the wrong stuff
|

Akrasjel Lanate
Naquatech Conglomerate Naquatech Syndicate
1534
|
Posted - 2014.07.09 16:01:00 -
[96] - Quote
Quote:We added filtering options in the starmap, allowing players to filter by industry activity and cost.
   |

Lee Hyori
New Horizons
1
|
Posted - 2014.07.09 16:15:00 -
[97] - Quote
CCP Greyscale wrote:DoToo Foo wrote:CCP Greyscale wrote:Hi everyone,
Update on multiple-structure bonuses for starbases. ...
The only substantial downside to this is that it makes it much easier to weaponize an industry tower, so we are considering upping lab/array fitting costs substantially in a later release. We likely will not do this in Crius itself as people will need time to reconfigure their setups. ... -Greyscale This concerns me somewhat. We currently run multiple lab slots because of pilot demand, but we also run weaponised POS with industry on the side. Crazy wormhole industrialists I know, but we do exist. I fully expect that a highsec POS would be able to do more with a smaller POS due to relying on Concord for initial defense (at least until the wardecs happen. I also would understand a mild increase in cpu/power grid for modules. I will no longer be running as many labs as I do now, so doubling (or even a little more) the requirements does make sense. Please be aware that the primary use of LSAA's for many wormhole corps is secure storage and not ship building. Doubling the fitting requirements LSAA's (without creating a very large corp hanger array as an option) may cause some forum angst. Good info, thanks. We will of course consult further before we change anything :)
|

Red Bluesteel
State War Academy Caldari State
7
|
Posted - 2014.07.09 16:24:00 -
[98] - Quote
Aalysia Valkeiper wrote:Robert Almart wrote:
Does this mean you are going to tax me for researching at a POS as well as making me fuel the POS? What is the point of a high sec POS if there is no benefit to having a POS. The first time a subscriber loses multi-billion ISK BPO that they have spent months or years researching, that person will probably cease subscribing to this game and walk away. If you want to kill the game, just shut down the servers.
This is news? CCP doesn't want ANYTHING to be a benefit in high sec. CCP doesn't want anybody (including noobs) in high sec. CCP does hates highsec. Then the **** CCP should shut down HighSec POINT
|

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3517
|
Posted - 2014.07.09 16:31:00 -
[99] - Quote
Guttripper wrote:Steve Ronuken wrote:Teams can work on all jobs in a system. Heh - so the pharmacists at Osco Drugs can also work simultaneously at Walgreens fulfilling prescriptions!
Think of them as management teams. Woo! CSM 9! http://fuzzwork.enterprises/
Twitter: @fuzzysteve on Twitter |

El Zylcho
Republic University Minmatar Republic
1
|
Posted - 2014.07.09 16:35:00 -
[100] - Quote
Red Bluesteel wrote: Then the **** CCP should shut down HighSec POINT
CCP could achieve a more competitive environment by simply removing SOV in 0.0 and the concept of alliances. More things would need to be replaced, big interests would be required to actively govern (protect) their resources.
Unlike these changes that provide disincentives to produce, lack of stability in 0.0 gives more opportunities for asymmetrical pvp against discrete 0.0 targets which leads to a greater production demand. Solo players gain more opportunities to be part of the organic whole. If the argument is that sov mechanics were introduced to slow down roll overs, then why is that very logic being reversed in high sec.? |
|

Obil Que
Star Explorers Reckoning Star Alliance
65
|
Posted - 2014.07.09 16:46:00 -
[101] - Quote
Aalysia Valkeiper wrote:I'm getting more and more disgusted with EvE.
I am a casual gamer with EvE and these changes will NOT make me more dedicated. In fact, I no longer recommend EvE to people.
I am a solo player. I don't have to time (due to RL pressures) or the inclination (I want to relax, not over-stress) to play as CCP is trying to force us to.
I am a miner and a builder. BOTH of these occupations have been drastically altered by CCP in recent "Updates". Modifying the way I play enough to SURVIVE in the new system REQUIRED I had to start a new character. It will take MONTHS for that character to skill up to the level of play my earlier characters enjoyed in the prior, "non-Upgraded" system.
Unlike other players, I don't have the funds, computer, or inclination to run multiple accounts (alts). I use one computer, run one character, on one account.
That account expires in November. Take a guess if it will be renewed. Of course, CCP doesn't care.
Who says that EVE is friendly to casual play in all aspects of the game? EVE is real-time and nearly every aspect of it is PvP from ship explosions to market pricing to hauling opportunities. In many areas, if you are not logged in, you are missing something in the game. For some, this is an insurmountable barrier to their enjoyment. Others have come to accept their place in the game and live within that definition. By its very nature, those with more time in-game will likely have greater success than those who do not. However, many others have shown that you can still be very successful even with limited in-game activity especially in the market and industrial areas.
Will you make maximum profit as a casual player? Unlikely, but I have yet to see any indication from these changes that even a casual player will not be able to find a way to exist and be successful in the game. If anything, the changes seem to me to allow more options for the casual player to be successful, not less, by improving the process of industry to be less time consuming leaving you more time to fiddle with what really matters, competing on the market. There are enough points of cost in the system (not just materials and time) that there will be more flexibility now for people to meet at the same cost through different configurations. Currently, either you make it with the least waste in the least time or you don't succeed and that is almost impossible for a new player to do...
|

El Zylcho
Republic University Minmatar Republic
1
|
Posted - 2014.07.09 16:59:00 -
[102] - Quote
Obil Que wrote:
Will you make maximum profit as a casual player? Unlikely, but I have yet to see any indication from these changes that even a casual player will not be able to find a way to exist and be successful in the game. If anything, the changes seem to me to allow more options for the casual player to be successful, not less, by improving the process of industry to be less time consuming leaving you more time to fiddle with what really matters, competing on the market. There are enough points of cost in the system (not just materials and time) that there will be more flexibility now for people to meet at the same cost through different configurations. Currently, either you make it with the least waste in the least time or you don't succeed and that is almost impossible for a new player to do...
Contradictory rhetoric. How can it be both more flexible and "less time consuming"? One goal behind these changes is to promote lumpiness. Players are now expected to be mobile to some degree to exploit arbitrary changes. That is less time producing. The heat map graphics provided suggest as much. Achieving uniform costs is not a stated goal. And, this is about taking away gains from players who have already invested time and effort to achieve those gains. Currently there already are more options than "least waste" vs not succeeding. You can produce at different depths in your production chains, use consumables to modify output etc.
if you want time savings, let alts delegate work authority to assigned role holders so you don't need to click thru on multiple toons. UI changes will be visually appealing but it was a miss not to solicit player input in a more formal conceptual process. |
|

ISD Ezwal
ISD Community Communications Liaisons
1829

|
Posted - 2014.07.09 18:08:00 -
[103] - Quote
I have removed some rule breaking posts and those quoting them. As always I let some edge cases stay. Please people, keep it on topic and above all civil!
The Rules: 3. Ranting is prohibited.
A rant is a post that is often filled with angry and counterproductive comments. A free exchange of ideas is essential to building a strong sense of community and is helpful in development of the game and community. Rants are disruptive, and incite flaming and trolling. Please post your thoughts in a concise and clear manner while avoiding going off on rambling tangents.
4. Personal attacks are prohibited.
Commonly known as flaming, personal attacks are posts that are designed to personally berate or insult another forum user. Posts of this nature are not beneficial to the community spirit that CCP promote and as such they will not be tolerated.
11. Discussion of forum moderation is prohibited.
The discussion of EVE Online forum moderation actions generally leads to flaming, trolling and baiting of our ISD CCL moderators. As such, this type of discussion is strictly prohibited under the forum rules. If you have questions regarding the actions of a moderator, please file a petition under the Community & Forums Category. ISD Ezwal Captain Community Communication Liaisons (CCLs) Interstellar Services Department |
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KIller Wabbit
The Scope Gallente Federation
626
|
Posted - 2014.07.09 18:31:00 -
[104] - Quote
Woo Mi wrote:Steve Ronuken wrote: Teams can work on all jobs in a system. And the bids are pooled at a system level. So folks in, say, highsec, get the benefit of shared bidding.
Can somebody point me to a post explaining what problem was solved by introducing teams and the bidding mechanic? Was there not enough competition? I can't imagine there were complaints that industrial entrepeneurs were staying too long in the same location.
The whys: 1) They were trying to solve how to drain more isk out of your wallet, therefore grinding more people into the arms of CCP's budget problems with PTW in hand. 2) Marketing says make things more complex, therefore "exciting". Lore and reality check disbelief be damned. (If industry has teams, then by gosh the ship NPC's should have a union! Pay for performance!! ) 3) Bone tossing to Sov Null - for not having the balls to actually tackle the serious Sov mechanic nightmare.
CCP .. always first with the wrong stuff CSM .. CCP Shills with a vacation plan
|

Dorna Loone
Dark Star Demolition
29
|
Posted - 2014.07.09 18:50:00 -
[105] - Quote
Every time I come to these Industry Blogs hoping to find some changes. Each time my depression deepens as it only seems even more complicated than it did last time.
I honestly do not see my Eve playing lasting very long after Crius.
And actually, that makes me quite sad. |

Pap Uhotih
Royal Amarr Institute Amarr Empire
70
|
Posted - 2014.07.09 18:50:00 -
[106] - Quote
CCP Greyscale wrote: ....hisec industry remains completely resistant to any kind of social interaction with other players...
That seems like quite an insult but insightful as to your opinion of current high sec industrialists.
To me it should be necessary to interact with the universe certainly but this expectation that I become bum chums with everyone in a system is quite over the top. The absolute last person I want to share my plans with is my competition and yet that is who you expect me to form a long term social relationship with GÇô and apparently wont be happy if I donGÇÖt.
The idea of moving around just seems to be a pain in the backside. I donGÇÖt sell in a trade hub generally, I have set up my own market by producing a range of related items and selling them in a region where I am the only supplier. I go out and buy my materials from a trade hub or random sell orders and I sell in accordance with a high profit low volume vision of keeping things simple. To take advantage of teams and sell stuff in the market I created a vital thing is not to encourage my competitors to compete with me, that means a lot of extra freighter time moving things from point of manufacture to point of sale. I don't have more time to play Eve because you make a more time consuming system so all this patch seems to mean for me is that I can do less in Eve and that the game has significantly less opportunity for the entrepreneurial.
The poor set up of the corporation system seems to be the problem that needs solving. I am in an industrial corporation but do industry by myself since it would be too risky to myself or my corp to work together under the current or proposed system. I donGÇÖt use most of my BPO's most of the time and neither does my corp but there is no sensible way of sharing those resources GÇô for example. Setting up my own micro corp so I can have a pos is how the system has been made GÇô that should be a daft thing to do rather than the norm. There seems endless opportunity to improve the pos and corporation system to allow for co-operation and even if that is a complicated and long term goal it remains frustrating to see resources wasted on this sort of weird artificial mess of a system in the interim.
We want to be social, we dont have and are not about to recieve the necessary tools. |

Dorna Loone
Dark Star Demolition
30
|
Posted - 2014.07.09 19:23:00 -
[107] - Quote
CCP ban rants on these replies and want 'constructive' comments.
My previous post, whilst not (I believe) a rant offers nothing positive. Se, here's a positive suggestion.
Count the (non CCP Staff) posts on this thread into 'likes' and 'hates'. Then ask yourself whether or not this element of Crius should proceed?
That is my constructive comment. (and I haven't actually counted them myself) |

Qmamoto Kansuke
Killing with pink power
8
|
Posted - 2014.07.09 19:25:00 -
[108] - Quote
An idea.Lets say a low-sec capital builders alliance spends 5b to hire the best team for their system and their capital ship building needs.Not only they give out information on what they are producing and where but whats to stop mercs spending 50m to wardec them and take down their pos or demand a suitable payment to leave them alone. 
Imo ccp I think teams may need to go as well if you don't want massive amount of carebear tears. |

Gamer4liff
GoonWaffe Goonswarm Federation
98
|
Posted - 2014.07.09 20:26:00 -
[109] - Quote
Steve Ronuken wrote:Guttripper wrote:Steve Ronuken wrote:Teams can work on all jobs in a system. Heh - so the pharmacists at Osco Drugs can also work simultaneously at Walgreens fulfilling prescriptions! Think of them as management teams. If they were Management Teams, they would provide a penalty to efficiency instead of a bonus.
Which wouldn't be a bad idea for an extension of a teams system really, ruin other Systems' production by sending management teams to them. A comprehensive proposal for balancing T2 Production: here |

Obil Que
Star Explorers Reckoning Star Alliance
65
|
Posted - 2014.07.09 20:42:00 -
[110] - Quote
Qmamoto Kansuke wrote:An idea.Lets say a low-sec capital builders alliance spends 5b to hire the best team for their system and their capital ship building needs.Not only they give out information on what they are producing and where but whats to stop mercs spending 50m to wardec them and take down their pos or demand a suitable payment to leave them alone.   Imo ccp I think teams may need to go as well if you don't want massive amount of carebear tears.
Because the existence of the Thukker Array itself won't be a give-away... Or the capital assembly array...
|
|
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CCP Greyscale
C C P C C P Alliance
2428

|
Posted - 2014.07.09 21:57:00 -
[111] - Quote
Pap Uhotih wrote:CCP Greyscale wrote: ....hisec industry remains completely resistant to any kind of social interaction with other players...
That seems like quite an insult but insightful as to your opinion of current high sec industrialists.
Fair criticism. "Remains" there should say "turns out to be". Insult (and implied underlying opinion) not at all intended(/accurate), apologies if anyone is upset by my poor choice of words. |
|

Darth Loman
Perkone Caldari State
0
|
Posted - 2014.07.09 23:02:00 -
[112] - Quote
When I started playing EVE in the summer of 2011, I would never have predicted that the majority of my time would be spent in industry. And yet it has, and I find myself highly skeptical of the changes planned for Crius. Near the top of the list of things that make no sense to me is this introduction of teams.
I play the way I play because I enjoy it. I've been in corps and I've played mostly solo. I used to have four active accounts and am down to three. If the mainstay of my EVE time, industry, becomes too tedious, well, there goes not only those characters but the PVE and PVP ones as well.
I like the ecosystem that I've built in the "sandbox" that EVE is supposed to be. Why you are introducing these changes is beyond me. Time will tell. |

Kusum Fawn
State Protectorate Caldari State
498
|
Posted - 2014.07.09 23:16:00 -
[113] - Quote
CCP Greyscale wrote:Pap Uhotih wrote:CCP Greyscale wrote: ....hisec industry remains completely resistant to any kind of social interaction with other players...
That seems like quite an insult but insightful as to your opinion of current high sec industrialists. Fair criticism. "Remains" there should say "turns out to be". Insult (and implied underlying opinion) not at all intended(/accurate), apologies if anyone is upset by my poor choice of words.
I think we are all a bit more offended by your poor choice of things to respond to then the poor choice of words there.
What out of every change you have proposed actually works on sisi?
What out of the stated goals is actually fulfilled by your proposed changes?
All this seems is a monumental waste of time and energy without any real understanding of your own game. You haven't responded in substance to any of the blogs you put out recently and most of the nuts and bolts questions are still unsolved.
When hisec gets a big shaft in obvious favor for nullsec that remains pretty broken in other ways that inhibit industry there its hard to support changes that dont even fix the underlying and pretty well known issues with corps, pos or sov.
I mean **** man, we still dont have an off button for the ****** tooltips. wtf guys? do you have any idea what you are doing in there? 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.
|

Lee Hyori
New Horizons
1
|
Posted - 2014.07.09 23:59:00 -
[114] - Quote
CCP Greyscale wrote:Pap Uhotih wrote:CCP Greyscale wrote: ....hisec industry remains completely resistant to any kind of social interaction with other players...
That seems like quite an insult but insightful as to your opinion of current high sec industrialists. Fair criticism. "Remains" there should say "turns out to be". Insult (and implied underlying opinion) not at all intended(/accurate), apologies if anyone is upset by my poor choice of words.
This comment comes too late for me.
As "ISD Ezwal" was reminding us:
A rant is a post that is often filled with angry and counterproductive comments. A free exchange of ideas is essential to building a strong sense of community and is helpful in development of the game and community.
We can't write what we think of the changes but how to do for having free exchange of ideas.
As CCP does not want to hear our views but impose these changes, you leave us no choice but to cancel our subscriptions.
Sure, it's not constructive.
As other players says "It's 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."
I'm not angry but sad, EvE industry was very addictive. |

Dinsdale Pirannha
Pirannha Corp
3237
|
Posted - 2014.07.10 03:28:00 -
[115] - Quote
CCP Greyscale wrote:Pap Uhotih wrote:CCP Greyscale wrote: ....hisec industry remains completely resistant to any kind of social interaction with other players...
That seems like quite an insult but insightful as to your opinion of current high sec industrialists. Fair criticism. "Remains" there should say "turns out to be". Insult (and implied underlying opinion) not at all intended(/accurate), apologies if anyone is upset by my poor choice of words.
Apology NOT accepted. Your true views on high sec are as obvious as your 2011 blog post that Noisy Gamer commented on in his blog. Most people viewed Orwell's writings as a warning. The harper regime and the goons treat them as a guidebook. |

Barzai Mekhar
True Confusion
130
|
Posted - 2014.07.10 04:53:00 -
[116] - Quote
CCP Greyscale wrote:Pap Uhotih wrote:CCP Greyscale wrote: ....hisec industry remains completely resistant to any kind of social interaction with other players...
That seems like quite an insult but insightful as to your opinion of current high sec industrialists. Fair criticism. "Remains" there should say "turns out to be". Insult (and implied underlying opinion) not at all intended(/accurate), apologies if anyone is upset by my poor choice of words.
Consider WHY highsec industry is uninterested in social interaction and if the patch changes anything in that regards. Extrapolating from my experiences, the reasons would be:
1.) Being in an industrial highsec corp is painting a bulls eye on your back. Unless you take significant care not to be noticed, you have to expect many one-sided wardecs coming your way. Ways of dealing with this problem (out of corp haulers, remote managing of installation) exist, but are very deterring especially for new players, making it difficult for new industrial corps to grow.
2.) Sharing industry-related resources (like a POS) requires either massive trust or loads of micromanaging in horrible menus. Making mistakes is very likely to expose corp resources to theft or destruction. This kind of gameplay is encouraged by CCP and you guys wonder why industrialists prefer not to dive in this mess but prefer to stick to themselves?
3.) People willing to be cog 745 of 986 in a massive corp have their place made for them in null-sec; in contrast, small null-sec corps are unable to provide the stability required by industrialists. If I'd be willing to join some a corp with the number of members required to influence on a large scale, I'd make a significantly larger profit by joining renter-corp 3325 in the blue donut... This problem will only become more compounded once the nullsec landlords decide to increase the number of renters by wrecking the highsec industry... |

El Zylcho
Republic University Minmatar Republic
1
|
Posted - 2014.07.10 05:19:00 -
[117] - Quote
Barzai Mekhar wrote:CCP Greyscale wrote:Pap Uhotih wrote:CCP Greyscale wrote: ....hisec industry remains completely resistant to any kind of social interaction with other players...
That seems like quite an insult but insightful as to your opinion of current high sec industrialists. Fair criticism. "Remains" there should say "turns out to be". Insult (and implied underlying opinion) not at all intended(/accurate), apologies if anyone is upset by my poor choice of words. Consider WHY highsec industry is uninterested in social interaction and if the patch changes anything in that regards. Extrapolating from my experiences, the reasons would be: 1.) Being in an industrial highsec corp is painting a bulls eye on your back. Unless you take significant care not to be noticed, you have to expect many one-sided wardecs coming your way. Ways of dealing with this problem (out of corp haulers, remote managing of installation) exist, but are very deterring especially for new players, making it difficult for new industrial corps to grow. 2.) Sharing industry-related resources (like a POS) requires either massive trust or loads of micromanaging in horrible menus. Making mistakes is very likely to expose corp resources to theft or destruction. This kind of gameplay is encouraged by CCP and you guys wonder why industrialists prefer not to dive in this mess but prefer to stick to themselves? 3.) People willing to be cog 745 of 986 in a massive corp have their place made for them in null-sec; in contrast, small null-sec corps are unable to provide the stability required by industrialists. If I'd be willing to join some a corp with the number of members required to influence developments (like the deployment of teams) on a large scale, I'd make a significantly larger profit by joining renter-corp 3325 in the blue donut... This problem will only become more compounded once the nullsec landlords decide to increase the number of renters by wrecking the highsec industry...
Very good points. It's a Procrustean solution or a tail-wagging-the-dog approach to force the players to change their behaviors because you think they're "doing it wrong", especially when innovative game logic or even requested game logic would stimulate community. Industrial alliances sharing POS labs and so forth did exist at some prior point (2007ish?). But the game universe has shifted so much to favor special interests that this is almost an expression of "income inequality" in a twisted way.
Ironically, the high sec taxes don't even buy the high sec toon basic services like protection from ganking. Simple innovative ideas would be shared efforts like out bribing Concord to invalidate war decs (fun way to waste isk - let each side throw money at Concord)... Or give us a contract system that actually facilitates barter and trade, better outpost functions for trade, or even import/export taxes based on how far an item travels from the system in which it was produced.
Much of this could have come forth as suggestion and knee jerk anger if there had been a better solicitation process. I'd say, take the UI changes that have strong appeal, implement them, then cycle in the coercive changes more slowly with much less of a modifier than anticipated. As someone noted, a 17% increase in the cost to produce a Hound is not a good thing.
Obviously, the complaints that would have been collaborative feedback are a symptom of your success in the sense players are vested enough to have opinions. |

Aalysia Valkeiper
Imperial Shipment Amarr Empire
64
|
Posted - 2014.07.10 06:06:00 -
[118] - Quote
It seems to me the main folks at CCP had given up playing the game years ago.
From what I have seen in just my 15 months of playing, CCP in now more interested in flexing the power they have over the players.
At first, I thought CCP was a business. That was until I found how difficult being a new player or a solo player in EvE online is (and it's getting worse). Convincing new players to go to other games is never a good business decision.
They've been encouraging established players to prey on new players and especially miners in high sec for several months.
Now, they're making even manufactoring good only for players established in null.
WHAT THE HECK IS CCP DOING? COMMITTING FINANCIAL SUICIDE? |

Dracnys
70
|
Posted - 2014.07.10 09:38:00 -
[119] - Quote
I welcome more complex industry. Many posters seem to forget that EVE is not a casual game and that industry is PVP.
Until Crius, industry was very simple, especially T1 production: calculate mineral costs and compare with sell price. Done. That was all the decision making. Then just sort blueprints by isk per hour and you can go on autopilot forever.
Crius industry will be more interesting and a spreadsheet probably won't be able to find the best strategy. And even if they do, it won't stay the best strategy for long.
- I highly doubt that it will be worth it for nullsec producers to ship low-end minerals to nullsec, build stuff and then ship it back to Jita. Teams won't make enough of a difference to make it worth that.
- There are lots of highsec players with deep pockets that could win the bidding war for teams. Yes, nullsec industry cartels are probably best suited to win, but they won't bother if it isn't worth it (see point above).
- Changing location and adapting to changing costs isn't hard for a highsec industrialist without a POS. It is very cheap and can be done in half an hour. Get a covert ops ship and carry your blueprints over. Ship the next load of minerals to the new location. Done. Doing this once or twice a month is no too much to ask.
- Making industry more complicated doesn't make it more difficult for you, it makes it more difficult for other players as well. Have some confidence! You can now outsmart your competitors.
- Many things became simpler as well (ME and PE, interface and more). Now you can focus on fighting competition instead of the game.
- If you're super casual you can still just build wherever and whatever. With the "minerals I mine are free" mindset you'll make a profit all the time!
- Finally highsec industrialists have a reason to work together. It doesn't have to be difficult: you just have to find a few others who build the same item you do and bid on teams for that product in the same system.
|

El Zylcho
Republic University Minmatar Republic
1
|
Posted - 2014.07.10 09:55:00 -
[120] - Quote
Dracnys wrote:I welcome more complex industry. Many posters seem to forget that EVE is not a casual game and that industry is PVP.
Until Crius, industry was very simple, especially T1 production: calculate mineral costs and compare with sell price. Done. That was all the decision making. Then just sort blueprints by isk per hour and you can go on autopilot forever.
Crius industry will be more interesting and a spreadsheet probably won't be able to find the best strategy. And even if they do, it won't stay the best strategy for long.
- Finally highsec industrialists have a reason to work together. It doesn't have to be difficult: you just have to find a few others who build the same item you do and bid on teams for that product in the same system.
So how to resolve the contradictions. If Eve industry is PVP (refer back to NASH) then why force producers in the same chain to cooperate? Industry is not simple now, but the complexity is not *obvious*, meaning the game does not give feedback like say WOW does before you attempt to undertake some discouraged activity. The complexity that exists is discovered. The reward is in the discovery - i.e., use of consumables matched to the tier of production you're doing and so forth. So, complexity is not new. The UI eye candy is. Simpler fixes would have been to see who his hogging up a station slot so you can war dec them. Why not give me advantages for perfecting a manufacturing chain, thus making me competitive against (not with) my competitors? Huge disconnect as the changes have been evangelized so far.
Are the unnecessarily tedious elements gone? TBD. It's ironic you speculate that spreadsheets won't find the answer because so much of these changes involve an attempt to apply a statistical model to a problem that happened on a server we don't utilize (China). So there are references to visionary futures but fixing problems with the distribution of the Chinese player base thru their universe by pounding the Chinese peg through the non-Chinese hole is ... irrational.
There were incentives to work together before but the disincentives have since dwarfed the incentives. Coercing a paid subscriber base vs incenting them is also a bit irrational. A reasonable vision for industry should be based on war where ships get blown up quickly and need to be replaced. We have 0.0 interests incented not to wage war, and a high sec production base that is unstable. Kill sov, attach proportionate consequences for high sec griefing, do away with or really substantially change alliance models and industry will become cooperative along more organic lines.
See, this is why we can never have nice things! CCP codes them away! (sorry been wanting to bust that out, definitely not usually true). |
|
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CCP Greyscale
C C P C C P Alliance
2429

|
Posted - 2014.07.10 10:13:00 -
[121] - Quote
Barzai Mekhar wrote:CCP Greyscale wrote:Pap Uhotih wrote:CCP Greyscale wrote: ....hisec industry remains completely resistant to any kind of social interaction with other players...
That seems like quite an insult but insightful as to your opinion of current high sec industrialists. Fair criticism. "Remains" there should say "turns out to be". Insult (and implied underlying opinion) not at all intended(/accurate), apologies if anyone is upset by my poor choice of words. Consider WHY highsec industry is uninterested in social interaction and if the patch changes anything in that regards. Extrapolating from my experiences, the reasons would be: 1.) Being in an industrial highsec corp is painting a bulls eye on your back. Unless you take significant care not to be noticed, you have to expect many one-sided wardecs coming your way. Ways of dealing with this problem (out of corp haulers, remote managing of installation) exist, but are very deterring especially for new players, making it difficult for new industrial corps to grow. 2.) Sharing industry-related resources (like a POS) requires either massive trust or loads of micromanaging in horrible menus. Making mistakes is very likely to expose corp resources to theft or destruction. This kind of gameplay is encouraged by CCP and you guys wonder why industrialists prefer not to dive in this mess but prefer to stick to themselves? 3.) People willing to be cog 745 of 986 in a massive corp have their place made for them in null-sec; in contrast, small null-sec corps are unable to provide the stability required by industrialists. If I'd be willing to join some a corp with the number of members required to influence developments (like the deployment of teams) on a large scale, I'd make a significantly larger profit by joining renter-corp 3325 in the blue donut... This problem will only become more compounded once the nullsec landlords decide to increase the number of renters by wrecking the highsec industry...
Yup, we're very much aware that there's a lot about the current corporation mechanics that make it very hard to use for (among other things) cooperative industry. That's why we're a) looking to overhaul those mechanics in the near future, and b) in the mean time designing features like this so that you don't need to be in a corporation to co-operate with other people. The team-bidding system I don't think ever cares what corp people are in, it just asks individuals to put in money, and the level of co-ordination required for that should be manageable through an ingame mailing list/out-of-game tool of your choice :)
El Zylcho wrote:Are the unnecessarily tedious elements gone? TBD. It's ironic you speculate that spreadsheets won't find the answer because so much of these changes involve an attempt to apply a statistical model to a problem that happened on a server we don't utilize (China). So there are references to visionary futures but fixing problems with the distribution of the Chinese player base thru their universe by pounding the Chinese peg through the non-Chinese hole is ... irrational.
IDK how this has become "a thing" in people's minds, but all I can do is repeat that the details of activity on specific servers had *no impact* on the decision-making. I mentioned Serenity in the blog because it highlights one of the reasons why we consider self-balancing systems to be good design: they do not need to make assumptions about behavior patterns, and in the case where you have multiple environments with different behavior patterns, the fact that it works seamlessly in both is an upside. The reason we went with a self-balancing system, though, is not "because China", it's because it's good design, and at no point in the process leading to the decision to take this route did anyone mention TQ, Serenity or their respective hosting countries to the best of my knowledge. |
|

Rommiee
Mercury Inc.
830
|
Posted - 2014.07.10 10:16:00 -
[122] - Quote
Aalysia Valkeiper wrote:It seems to me the main folks at CCP had given up playing the game years ago.
From what I have seen in just my 15 months of playing, CCP in now more interested in flexing the power they have over the players.
For the guys who havenGÇÖt been here that long, letGÇÖs take a history lesson....
Prior to 2011, CCP were getting more and more cocky with their attitude towards the players. They were disregarding pretty much everything we said and railroading lots of badly thought out and under-developed ideas onto the Live server.
June 2011: Incarna
The single worst thing ever to be brought onto TQ. While it was a novel idea, the implementation was a total disaster. Despite countless comments on the Test server feedback forum, it was brought into Live. PlayersGÇÖ graphics cards screamed and melted while just sitting in the station. The interface was horrible and the expansion sucked bigitme. Numerous people cancelled their accounts, hundreds camped Jita and shot the monument.
CCP woke up and allowed players to turn it off and revert back to the hanger view. In an attempt to appease the players, Hilmar P+¬tursson (CEO of CCP) wrote a letter of apology, some of the highlights being:
GÇ£A Humbler, Stronger CCPGÇ¥ GÇ£WeGÇÖve taken a hard look at everything, including my leadership. What I can say for now is that weGÇÖve taken action to ensure these mistakes are never repeatedGÇ¥ GÇ£The greatest lesson for me is the realization that EVE belongs to you, and we at CCP are just the hosts of your experienceGÇ¥
It was a very noble act which unfortunately turned out to be a complete lie.
CCP have not changed their attitude, and are certainly not any humbler. CCP have not learned any lessons and are still making the same mistakes. CCP absolutely do not believe that the game belongs to the players, but to Devs that have an unbounded sense of arrogance and think they know better than everyone else. They are so far out of touch with reality and itGÇÖs clear that half of them never actually play the game in any meaningful way.
Just a few examples: Unified Inventory Tooltips This industrial expansion
So, do not expect a meaningful response to any concerns here, this will be brought in regardless.
|

Barzai Mekhar
True Confusion
132
|
Posted - 2014.07.10 10:21:00 -
[123] - Quote
Dracnys wrote:I welcome more complex industry. Many posters seem to forget that EVE is not a casual game and that industry is PVP.
Until Crius, industry was very simple, especially T1 production: calculate mineral costs and compare with sell price. Done. That was all the decision making. Then just sort blueprints by isk per hour and you can go on autopilot forever.
Crius industry will be more interesting and a spreadsheet probably won't be able to find the best strategy. And even if they do, it won't stay the best strategy for long.
- I highly doubt that it will be worth it for nullsec producers to ship low-end minerals to nullsec, build stuff and then ship it back to Jita. Teams won't make enough of a difference to make it worth that.
- There are lots of highsec players with deep pockets that could win the bidding war for teams. Yes, nullsec industry cartels are probably best suited to win, but they won't bother if it isn't worth it (see point above).
- Changing location and adapting to changing costs isn't hard for a highsec industrialist without a POS. It is very cheap and can be done in half an hour. Get a covert ops ship and carry your blueprints over. Ship the next load of minerals to the new location. Done. Doing this once or twice a month is no too much to ask.
- Making industry more complicated doesn't make it more difficult for you, it makes it more difficult for other players as well. Have some confidence! You can now outsmart your competitors.
- Many things became simpler as well (ME and PE, interface and more). Now you can focus on fighting competition instead of the game.
- If you're super casual you can still just build wherever and whatever. With the "minerals I mine are free" mindset you'll make a profit all the time!
- Finally highsec industrialists have a reason to work together. It doesn't have to be difficult: you just have to find a few others who build the same item you do and bid on teams for that product in the same system.
Complexity could have come in less volatile forms. If the main advantage of teams, POS structures, nullsec etc. had been increased production speed, industrialists would still have been forced to choose whether e.g. a 20% increase in productivity (and thus in profit per time) would have justified a move to a new system.
However, when the difference ends up being a %-value of the items being produced, it can easily shift the balance to the point where moving is no choice because you're current setup can't produce at a cost below the market value. If this happens occasionally it's ok, if this happens frequently it becomes a major frustration.
My primary concern is the speed with which new modifiers to production cost are introduced; the shifting cost based on utilization alone seems difficult enough to predict, with the additional outpost, POS and Team modifiers, I'm not convinced the whole system will not blow up in some unexpected and exiting way that screws highsec industrialists royally.
|

Dracnys
70
|
Posted - 2014.07.10 10:37:00 -
[124] - Quote
El Zylcho wrote:
So how to resolve the contradictions. If Eve industry is PVP (refer back to NASH) then why force producers in the same chain to cooperate? Industry is not simple now, but the complexity is not *obvious*, meaning the game does not give feedback like say WOW does before you attempt to undertake some discouraged activity. The complexity that exists is discovered. The reward is in the discovery - i.e., use of consumables matched to the tier of production you're doing and so forth. So, complexity is not new. The UI eye candy is. Simpler fixes would have been to see who his hogging up a station slot so you can war dec them. Why not give me advantages for perfecting a manufacturing chain, thus making me competitive against (not with) my competitors? Huge disconnect as the changes have been evangelized so far.
Are the unnecessarily tedious elements gone? TBD. It's ironic you speculate that spreadsheets won't find the answer because so much of these changes involve an attempt to apply a statistical model to a problem that happened on a server we don't utilize (China). So there are references to visionary futures but fixing problems with the distribution of the Chinese player base thru their universe by pounding the Chinese peg through the non-Chinese hole is ... irrational.
There were incentives to work together before but the disincentives have since dwarfed the incentives. Coercing a paid subscriber base vs incenting them is also a bit irrational. A reasonable vision for industry should be based on war where ships get blown up quickly and need to be replaced. We have 0.0 interests incented not to wage war, and a high sec production base that is unstable. Kill sov, attach proportionate consequences for high sec griefing, do away with or really substantially change alliance models and industry will become cooperative along more organic lines.
See, this is why we can never have nice things! CCP codes them away! (sorry been wanting to bust that out, definitely not usually true).
- Producers in the same chain have the *option* to cooperate (like a cartel). They are not forced. They can also leech on a cartel in highsec because teams can't be restricted (this is a problem for cooperation too).
- The complexity you are referring to is T2 production and I agree that it is already fairly complex now. Still I think that the changes will make it more interesting.
- I think that spreadsheets won't be able to calculate the best strategy because it would need to make too many predictions like: How much is it going to cost to win the auction for team X? If I win team X, how is activity going to change in system Y? How will that impact the market price?
- I agree that SOV also needs fixing
Barzai Mekhar wrote:
Complexity could have come in less volatile forms. If the main advantage of teams, POS structures, nullsec etc. had been increased production speed, industrialists would still have been forced to choose whether e.g. a 20% increase in productivity (and thus in profit per time) would have justified a move to a new system.
However, when the difference ends up being a %-value of the items being produced, it can easily shift the balance to the point where moving is no choice because you're current setup can't produce at a cost below the market value. If this happens occasionally it's ok, if this happens frequently it becomes a major frustration.
My primary concern is the speed with which new modifiers to production cost are introduced; the shifting cost based on utilization alone seems difficult enough to predict, with the additional outpost, POS and Team modifiers, I'm not convinced the whole system will not blow up in some unexpected and exiting way that screws highsec industrialists royally.
Yes complexity could have come in less volatile forms. The new system is almost impossible to predict. I actually look forward to a blowup because that's exciting and will make some industrialists rich and burn others.
The benefits of a more volatile system is that it takes much longer to reach an equilibrium and it can be disrupted more easily. That makes for a more active gameplay for industrialists and less passive ISK making. At the moment you can set up your system once and keep producing the same thing for months. With the new system you'll need to adjust more often. |

Barzai Mekhar
True Confusion
132
|
Posted - 2014.07.10 11:07:00 -
[125] - Quote
Dracnys wrote: The benefits of a more volatile system is that it takes much longer to reach an equilibrium and it can be disrupted more easily. That makes for a more active gameplay for industrialists and less passive ISK making. At the moment you can set up your system once and keep producing the same thing for months. With the new system you'll need to adjust more often.
Highsec is an unorganzied mess. CCP's vision of organized highsec gameplay is "mailing lists and out of game tools". Meanwhile null blocs are counting, inventarizing and labeling their matches in a neat and orderly fashion. Guess who'll be lighting up the volatile system & who will burn?
Well, that wasn't a productive post on my part. So, to be productive, I'd be a lot less ancious if there were some "worst case" calculations regarding the differences that could be caused by stacking the new effects instead of the cute little "everything is average nowadays abadon"... |

Gilbaron
Free-Space-Ranger Nulli Secunda
1468
|
Posted - 2014.07.10 11:32:00 -
[126] - Quote
Quote:Highsec is an unorganzied mess. CCP's vision of organized highsec gameplay is "mailing lists and out of game tools". Meanwhile null blocs are counting, inventarizing and labeling their matches in a neat and orderly fashion. Guess who'll be lighting up the volatile system & who will burn?
oh, the joys of managing a corp with 150 dudes, all of which are eager to put their personal BPO collection in a corp hangar where it's completely out of their control and in the hands of people who they have to trust
oh, and btw, forums, jabber and teamspeak/mumble are the tools us evil nullsec overlords use to organize things like B-R. . GRRR Goons |

El Zylcho
Republic University Minmatar Republic
1
|
Posted - 2014.07.10 12:03:00 -
[127] - Quote
CCP Greyscale wrote:El Zylcho wrote:Are the unnecessarily tedious elements gone? TBD. It's ironic you speculate that spreadsheets won't find the answer because so much of these changes involve an attempt to apply a statistical model to a problem that happened on a server we don't utilize (China). So there are references to visionary futures but fixing problems with the distribution of the Chinese player base thru their universe by pounding the Chinese peg through the non-Chinese hole is ... irrational. IDK how this has become "a thing" in people's minds, but all I can do is repeat that the details of activity on specific servers had *no impact* on the decision-making. I mentioned Serenity in the blog because it highlights one of the reasons why we consider self-balancing systems to be good design: they do not need to make assumptions about behavior patterns, and in the case where you have multiple environments with different behavior patterns, the fact that it works seamlessly in both is an upside. The reason we went with a self-balancing system, though, is not "because China", it's because it's good design, and at no point in the process leading to the decision to take this route did anyone mention TQ, Serenity or their respective hosting countries to the best of my knowledge.
Thank for you commenting on this and clarifying your position. My original read of the various threads causes me to form my opinion. I am not yet convinced this will solve an a priori problem on *my* server :-)
Ultimately, I do not get to be a stakeholder in a the design process, but I think the folks who decided a "self balancing" system was needed missed out on innovative input. For example, several changes in game logic could easily distribute the population by distributing the markets via incentives (not the manufacturers by coercion) reviving other elements of the game that now languish - courier missions on trade routes, taxation between states, etc. This would have really emphasized the dynamic of time and travel built into game now. Regardless, I appreciate your response. |

Obil Que
Star Explorers Reckoning Star Alliance
65
|
Posted - 2014.07.10 12:35:00 -
[128] - Quote
Barzai Mekhar wrote:Dracnys wrote: The benefits of a more volatile system is that it takes much longer to reach an equilibrium and it can be disrupted more easily. That makes for a more active gameplay for industrialists and less passive ISK making. At the moment you can set up your system once and keep producing the same thing for months. With the new system you'll need to adjust more often.
Highsec is an unorganzied mess. CCP's vision of organized highsec gameplay is "mailing lists and out of game tools". Meanwhile null blocs are counting, inventarizing and labeling their matches in a neat and orderly fashion. Guess who'll be lighting up the volatile system & who will burn? Well, that wasn't a productive post on my part. So, to be productive, I'd be a lot less ancious if there were some "worst case" calculations regarding the differences that could be caused by stacking the new effects instead of the cute little "everything is average nowadays abadon"...
Highsec and nullsec play the same game with the same tools. How is it then that nullsec is, in your mind, a vastly organized machine waiting to stomp out all other producers and highsec is a bumbling mess that can't find it's backside with two hands? Is it because the players in those nullsec have made decisions that benefit themselves that involve being cooperative? There is no secret sauce here. If only there was a way for highsec players to act like nullsec players....
El Zylcho wrote:So how to resolve the contradictions. If Eve industry is PVP (refer back to NASH) then why force producers in the same chain to cooperate?
PvP != solo PvP. Everyone complains about "the blob". What is a blob other than a group of players acting in concert? Why is it then that industry and market PvP (in the mind of the high-sec player) is only a solo game? I guarantee you (see above) that those "evil" nullsec cartels don't view the game that way and act accordingly. Once again, nothing is preventing players in any space from acting that way.
|

El Zylcho
Republic University Minmatar Republic
1
|
Posted - 2014.07.10 12:56:00 -
[129] - Quote
Obil Que wrote:El Zylcho wrote:So how to resolve the contradictions. If Eve industry is PVP (refer back to NASH) then why force producers in the same chain to cooperate? PvP != solo PvP. Everyone complains about "the blob". What is a blob other than a group of players acting in concert? Why is it then that industry and market PvP (in the mind of the high-sec player) is only a solo game? I guarantee you (see above) that those "evil" nullsec cartels don't view the game that way and act accordingly. Once again, nothing is preventing players in any space from acting that way.
The notion of solo PVP may be more fantasy than game reality now but the industrialist is the one style of solo play that does support PVP conflict if you factor in market dynamics in Jita. The drawback is the lack of feedback. I can often force another seller to sell into buy orders, but I don't always know who I've just beat in the market place. I know I'm winning when I'm forcing the other seller into my agenda, but the gains are implied and not always evident.
Industry as is today *is* the better example of solo pvp. A dedicated market griefer can take all the output of given market segment and challenge its profitability with a chokehold akin to holding the games most valuable moons. Put another way, Jita is the last place for an immortal to play like an immortal ;-)
By way of contrast, one sees fewer and fewer solo roamers these days PVPing ad hoc in space. Granted it's much more interesting to watch solo pvp videos on youtube of people wandering around looking for a random fight than it is to watch a jita market screen refresh, but the economic damage the individual can do in Jita w/o ever firing a shot has significant potential. This behavior is often associated with industrial output. No need to coerce others to behave to someone else's understanding of what PVP *is*.
And the reference to 0.0 dynamics as a litmus test is a bit of a fallacy because 0.0 benefits from all kinds of CCP welfare like favorable SOV models and so forth. It's not the wild wild west out yonder that makes for the passive accumulation of wealth, it's game logic :-) And, go out on a sov grind and see how fun a "blob" is.
That aside, going back to how competitors make decisions in games such as these, a model that favors collaboration between competitors detracts from the dynamic that make PVP style games so fun to play. Why reward an anti-competitive game style, especially if a stated goal is to force "interaction"? |

Barzai Mekhar
True Confusion
132
|
Posted - 2014.07.10 13:12:00 -
[130] - Quote
Obil Que wrote: Highsec and nullsec play the same game with the same tools. How is it then that nullsec is, in your mind, a vastly organized machine waiting to stomp out all other producers and highsec is a bumbling mess that can't find it's backside with two hands? Is it because the players in those nullsec have made decisions that benefit themselves that involve being cooperative? There is no secret sauce here. If only there was a way for highsec players to act like nullsec players....
It's mainly because nullsec players (those relevant to the discussion) don't mind being part of coalitions with > 1000 members. Personally, I dislike being part of any organization so large that I can't remember the reallife names of everyone in teamspeak. That attitude will get me nowhere in the entities that play SOV games; fine, EvE has enough other things I can do. Right now, highsec industry is one of them. After this patch? I'm not sure that this will still be the case. |
|

Obil Que
Star Explorers Reckoning Star Alliance
65
|
Posted - 2014.07.10 14:26:00 -
[131] - Quote
Barzai Mekhar wrote:Obil Que wrote: Highsec and nullsec play the same game with the same tools. How is it then that nullsec is, in your mind, a vastly organized machine waiting to stomp out all other producers and highsec is a bumbling mess that can't find it's backside with two hands? Is it because the players in those nullsec have made decisions that benefit themselves that involve being cooperative? There is no secret sauce here. If only there was a way for highsec players to act like nullsec players....
It's mainly because nullsec players (those relevant to the discussion) don't mind being part of coalitions with > 1000 members. Personally, I dislike being part of any organization so large that I can't remember the reallife names of everyone in teamspeak. That attitude will get me nowhere in the entities that play SOV games; fine, EvE has enough other things I can do. Right now, highsec industry is one of them. After this patch? I'm not sure that this will still be the case.
But what that boils down to is that you are choosing to be solo, to not organize, to not take advantage of group resources, and to do it all on your own. Should EVE be an environment where your choice has no consequence, where there is no difference in potential capability between someone who chooses to be solo vs. someone who chooses to be part of a large organization? Is it not a natural conclusion that the organized group would outperform the individual? In the current state of industry, it is far more, as you said, equal between solo and group because there is very little a group can do to influence cost short of operating at a scale the solo producer may not be able to. With the Crius industry changes, there is a distinct piece of the puzzle where organized groups can influence part of the cost model. Interestingly, solo players can take full advantage of this by exercising their increased mobility and working in the same spaces the large groups are (in reference to teams here). I find it a very interesting dynamic because it, quite simply, boils back down to choice. You can choose to take advantage of the resources available to you (materials, research, location, and even available teams) or you can choose not to but ultimately your level of success is determined more by your choices and less by a simple material calculation as it is today.
People may not like the infusion of choice but it is hard to deny that it is more dynamic and interesting gameply over the bacon button style industry that exists today. |

Soldarius
Deadman W0nderland Test Alliance Please Ignore
730
|
Posted - 2014.07.10 14:39:00 -
[132] - Quote
I feel compelled to correct some misconceptions regarding nulsec.
Every person in a coalition is part of an alliance. Every person in that alliance is part of a corp. The size and composition of players within your corp is entirely up to your corp's leadership team, and to a certain extent its members.
Being part of an alliance or coalition does not require and usually is not about everyone being close personal friends irl, though this certainly does happen. Its more about having a common identity and purpose within the game environment. Being friends irl can help that small core group to identify with each other. But if you refuse to be a part of something in eve because you don't know everyone in that entity's rl identity, you are severely restricting your gaming experience.
I have done industry in hisec, losec, nulsec, and w-space. None of these changes are going to break anything. Don't need those labs anymore? Melt them down (preferably before Crius goes live) and build something with the PI. Or sell it.
Don't want to sell the labs or reprocessed P4s because PI cheap right now? No problem. So buy up those cheap P4s and make something profitable. There are always opportunities if you just look for them.
Industry in Eve as well as irl is not static. Things change. When things change, move away from unprofitable products and move into profitable ones. Your flexibility is nearly unlimited within any major production group. All you need is blueprints and materials.
If you don't want to work with the teams, don't. They are not mandatory. You can choose to use the "no effect/cost" default team and build as you always have. You will have no bonuses and may not be as profitable or competitive as someone that is.
Once someone with deep pockets decides to set up in a system, they should have regularly good teams in system. You can co locate and sponge off of them. The benefit is you get the team for nothing. But you have to spend time/isk moving. Or not. Again. Your choice. It balances out.
Team locations will be publicly known. There will be a lot of people moving things around early in Crius once the teams start getting auctioned out. The high-value teams (those with overlapping specialties) will get bought by the systems with the deepest pockets. But because they are the best, they will end up costing more, thus biting into profits more. Lesser teams will cost less. It all balances out.
Nulsec is not going to destroy hisec manufacturing with their "advantages." They would have to import massive amounts of minerals from hisec to nulsec (jf fuel usage is going up 50% in case you forgot) make the stuff, then ship it back to hisec. The import/export costs alone could easily offset any ME/team/tax advantages.
If anyone thinks this is untrue, I challenge you to bust out the spreadsheets and do an actual cost analysis on something. Feel free to substitute mineral prices for compressed ore prices, since compressed ores have not been readily available in hisec.
If your response to Crius is to rage-quit, then you are giving the "nulsec cartels" the biggest advantage they could possibly hope for; less competition. GÇ£I personally refuse to help AAA take space from itself so it can become an even shittier version of itselfGÇ¥ -Grath Telkin, 2014. |

Tiberius Zol
22
|
Posted - 2014.07.10 14:52:00 -
[133] - Quote
Soldarius wrote:Wall of text.
One of the best statements, i read in this thread. Thx man. Full Ack. |

El Zylcho
Republic University Minmatar Republic
1
|
Posted - 2014.07.10 14:53:00 -
[134] - Quote
Obil Que wrote: People may not like the infusion of choice but it is hard to deny that it is more dynamic and interesting gameply over the bacon button style industry that exists today.
"Infusion of choice" is debatable. This is more akin to coercion These changes also the take away gains achieved at a considerable expense. Grinding stats to drop a POS required a huge investment of time which was time spent NOT doing other things. I suspect its at least 100's of hours of missioning? (not sure tbh) Simply taking that away is not an infusion of choice. Additionally, there is no way to escape the penalties being imposed for refusal to cooperate with competitors. One can cooperate today too without the "frying pan or fire" kind of choice that is coming. |

Dinsdale Pirannha
Pirannha Corp
3238
|
Posted - 2014.07.10 15:30:00 -
[135] - Quote
Soldarius wrote:I feel compelled to correct some misconceptions regarding nulsec.
Nulsec is not going to destroy hisec manufacturing with their "advantages." They would have to import massive amounts of minerals from hisec to nulsec (jf fuel usage is going up 50% in case you forgot) make the stuff, then ship it back to hisec. The import/export costs alone could easily offset any ME/team/tax advantages.
If your response to Crius is to rage-quit, then you are giving the "nulsec cartels" the biggest advantage they could possibly hope for; less competition.
Your statement is ridiculous. Of course null sec is not going to be making low margin, large size items in null sec and shipping them back. Oh and , you do already import massive quantities of minerals now for supercap manufacturing, but that is beside the point.
What null sec WILL do is focus on every high margin, low size item, like DC II's, Hob II's, Nano II's, etc, where, btw, all the raw materials are already in null sec. A typical null sec cartel industrialist will be buying T2 raw materials local, inventing and manufacturing with insurmountable cost advantages, then moving whatever product he wants to sell in high sec (certainly not as much as before as high sec dies), and his return trip will hold compressed ore, which he then refines for a 20% bonus over high sec, which in turn is sold to the supercap makers in his alliance.
High sec will be left with the dregs, like making T1 ship hulls, which have razor thin margins. Most people viewed Orwell's writings as a warning. The harper regime and the goons treat them as a guidebook. |

Barzai Mekhar
True Confusion
133
|
Posted - 2014.07.10 15:37:00 -
[136] - Quote
Obil Que wrote: But what that boils down to is that you are choosing to be solo, to not organize, to not take advantage of group resources, and to do it all on your own. Should EVE be an environment where your choice has no consequence, where there is no difference in potential capability between someone who chooses to be solo vs. someone who chooses to be part of a large organization? Is it not a natural conclusion that the organized group would outperform the individual? In the current state of industry, it is far more, as you said, equal between solo and group because there is very little a group can do to influence cost short of operating at a scale the solo producer may not be able to. With the Crius industry changes, there is a distinct piece of the puzzle where organized groups can influence part of the cost model. Interestingly, solo players can take full advantage of this by exercising their increased mobility and working in the same spaces the large groups are (in reference to teams here). I find it a very interesting dynamic because it, quite simply, boils back down to choice. You can choose to take advantage of the resources available to you (materials, research, location, and even available teams) or you can choose not to but ultimately your level of success is determined more by your choices and less by a simple material calculation as it is today.
People may not like the infusion of choice but it is hard to deny that it is more dynamic and interesting gameply over the bacon button style industry that exists today.
The problem is how the organized group outperforms the indiviudal. Increase in speed would have been fine and similar to other areas of the game (e.g. nullsec exploration/anoms/ratting all bring more isk/hour). Increase in cost efficiency risks making highsec industry not less rewarding than nullsec industry but not rewarding at all, as in negative isk/hr. At this point it's no longer a choice to do industry solo, it becomes forced group play. It's not certain that this will happen, but what has been presented so far does not make me confident that the risk does not exist. A large number of things change at once, and I doubt we can realistically estimate the cumulative effectsize of all of them taken together.
|

GreasyCarl Semah
A Game as Old as Empire
144
|
Posted - 2014.07.10 17:36:00 -
[137] - Quote
Soldarius wrote:I feel compelled to correct some misconceptions regarding nulsec.
Every person in a coalition is part of an alliance. Every person in that alliance is part of a corp. The size and composition of players within your corp is entirely up to your corp's leadership team, and to a certain extent its members.
Being part of an alliance or coalition does not require and usually is not about everyone being close personal friends irl, though this certainly does happen. Its more about having a common identity and purpose within the game environment. Being friends irl can help that small core group to identify with each other. But if you refuse to be a part of something in eve because you don't know everyone in that entity's rl identity, you are severely restricting your gaming experience.
I have done industry in hisec, losec, nulsec, and w-space. None of these changes are going to break anything. Don't need those labs anymore? Melt them down (preferably before Crius goes live) and build something with the PI. Or sell it.
Don't want to sell the labs or reprocessed P4s because PI cheap right now? No problem. So buy up those cheap P4s and make something profitable. There are always opportunities if you just look for them.
Industry in Eve as well as irl is not static. Things change. When things change, move away from unprofitable products and move into profitable ones. Your flexibility is nearly unlimited within any major production group. All you need is blueprints and materials.
If you don't want to work with the teams, don't. They are not mandatory. You can choose to use the "no effect/cost" default team and build as you always have. You will have no bonuses and may not be as profitable or competitive as someone that is.
Once someone with deep pockets decides to set up in a system, they should have regularly good teams in system. You can co locate and sponge off of them. The benefit is you get the team for nothing. But you have to spend time/isk moving. Or not. Again. Your choice. It balances out.
Team locations will be publicly known. There will be a lot of people moving things around early in Crius once the teams start getting auctioned out. The high-value teams (those with overlapping specialties) will get bought by the systems with the deepest pockets. But because they are the best, they will end up costing more, thus biting into profits more. Lesser teams will cost less. It all balances out.
Nulsec is not going to destroy hisec manufacturing with their "advantages." They would have to import massive amounts of minerals from hisec to nulsec (jf fuel usage is going up 50% in case you forgot) make the stuff, then ship it back to hisec. The import/export costs alone could easily offset any ME/team/tax advantages.
If anyone thinks this is untrue, I challenge you to bust out the spreadsheets and do an actual cost analysis on something. Feel free to substitute mineral prices for compressed ore prices, since compressed ores have not been readily available in hisec.
If your response to Crius is to rage-quit, then you are giving the "nulsec cartels" the biggest advantage they could possibly hope for; less competition.
Please tell us all how much a team will cost so we can run this analysis. |

Arronicus
Caldari Navy Reconnaissance
1089
|
Posted - 2014.07.10 20:15:00 -
[138] - Quote
Is it an oversight on the blog that there is no listed Large class > Industrial Command Ship specialty team? |

Arronicus
Caldari Navy Reconnaissance
1089
|
Posted - 2014.07.10 20:18:00 -
[139] - Quote
GreasyCarl Semah wrote:Soldarius wrote:I feel compelled to correct some misconceptions regarding nulsec.
Every person in a coalition is part of an alliance. Every person in that alliance is part of a corp. The size and composition of players within your corp is entirely up to your corp's leadership team, and to a certain extent its members.
Being part of an alliance or coalition does not require and usually is not about everyone being close personal friends irl, though this certainly does happen. Its more about having a common identity and purpose within the game environment. Being friends irl can help that small core group to identify with each other. But if you refuse to be a part of something in eve because you don't know everyone in that entity's rl identity, you are severely restricting your gaming experience.
I have done industry in hisec, losec, nulsec, and w-space. None of these changes are going to break anything. Don't need those labs anymore? Melt them down (preferably before Crius goes live) and build something with the PI. Or sell it.
Don't want to sell the labs or reprocessed P4s because PI cheap right now? No problem. So buy up those cheap P4s and make something profitable. There are always opportunities if you just look for them.
Industry in Eve as well as irl is not static. Things change. When things change, move away from unprofitable products and move into profitable ones. Your flexibility is nearly unlimited within any major production group. All you need is blueprints and materials.
If you don't want to work with the teams, don't. They are not mandatory. You can choose to use the "no effect/cost" default team and build as you always have. You will have no bonuses and may not be as profitable or competitive as someone that is.
Once someone with deep pockets decides to set up in a system, they should have regularly good teams in system. You can co locate and sponge off of them. The benefit is you get the team for nothing. But you have to spend time/isk moving. Or not. Again. Your choice. It balances out.
Team locations will be publicly known. There will be a lot of people moving things around early in Crius once the teams start getting auctioned out. The high-value teams (those with overlapping specialties) will get bought by the systems with the deepest pockets. But because they are the best, they will end up costing more, thus biting into profits more. Lesser teams will cost less. It all balances out.
Nulsec is not going to destroy hisec manufacturing with their "advantages." They would have to import massive amounts of minerals from hisec to nulsec (jf fuel usage is going up 50% in case you forgot) make the stuff, then ship it back to hisec. The import/export costs alone could easily offset any ME/team/tax advantages.
If anyone thinks this is untrue, I challenge you to bust out the spreadsheets and do an actual cost analysis on something. Feel free to substitute mineral prices for compressed ore prices, since compressed ores have not been readily available in hisec.
If your response to Crius is to rage-quit, then you are giving the "nulsec cartels" the biggest advantage they could possibly hope for; less competition. Please tell us all how much a team will cost so we can run this analysis. The test server is there for you.
|

Gilbaron
Free-Space-Ranger Nulli Secunda
1471
|
Posted - 2014.07.11 00:32:00 -
[140] - Quote
Quote:A typical null sec cartel industrialist will be buying T2 raw materials local,
yeah, right. GRRR Goons |
|

Dinsdale Pirannha
Pirannha Corp
3242
|
Posted - 2014.07.11 00:57:00 -
[141] - Quote
Gilbaron wrote:Quote:A typical null sec cartel industrialist will be buying T2 raw materials local, yeah, right.
Let me get this straight...you actually believe that cartels will take all their moon goo, and PI products, convert them into T2 intermediate products, ship ALL of them to Jita, only to turn around and head to Jita to buy these products off the market.
No one is that gullible to believe that bullshit. Most people viewed Orwell's writings as a warning. The harper regime and the goons treat them as a guidebook. |

Dinsdale Pirannha
Pirannha Corp
3242
|
Posted - 2014.07.11 01:01:00 -
[142] - Quote
Arronicus wrote:GreasyCarl Semah wrote:Soldarius wrote:I feel compelled to correct some misconceptions regarding nulsec.
Every person in a coalition is part of an alliance. Every person in that alliance is part of a corp. The size and composition of players within your corp is entirely up to your corp's leadership team, and to a certain extent its members.
Being part of an alliance or coalition does not require and usually is not about everyone being close personal friends irl, though this certainly does happen. Its more about having a common identity and purpose within the game environment. Being friends irl can help that small core group to identify with each other. But if you refuse to be a part of something in eve because you don't know everyone in that entity's rl identity, you are severely restricting your gaming experience.
I have done industry in hisec, losec, nulsec, and w-space. None of these changes are going to break anything. Don't need those labs anymore? Melt them down (preferably before Crius goes live) and build something with the PI. Or sell it.
Don't want to sell the labs or reprocessed P4s because PI cheap right now? No problem. So buy up those cheap P4s and make something profitable. There are always opportunities if you just look for them.
Industry in Eve as well as irl is not static. Things change. When things change, move away from unprofitable products and move into profitable ones. Your flexibility is nearly unlimited within any major production group. All you need is blueprints and materials.
If you don't want to work with the teams, don't. They are not mandatory. You can choose to use the "no effect/cost" default team and build as you always have. You will have no bonuses and may not be as profitable or competitive as someone that is.
Once someone with deep pockets decides to set up in a system, they should have regularly good teams in system. You can co locate and sponge off of them. The benefit is you get the team for nothing. But you have to spend time/isk moving. Or not. Again. Your choice. It balances out.
Team locations will be publicly known. There will be a lot of people moving things around early in Crius once the teams start getting auctioned out. The high-value teams (those with overlapping specialties) will get bought by the systems with the deepest pockets. But because they are the best, they will end up costing more, thus biting into profits more. Lesser teams will cost less. It all balances out.
Nulsec is not going to destroy hisec manufacturing with their "advantages." They would have to import massive amounts of minerals from hisec to nulsec (jf fuel usage is going up 50% in case you forgot) make the stuff, then ship it back to hisec. The import/export costs alone could easily offset any ME/team/tax advantages.
If anyone thinks this is untrue, I challenge you to bust out the spreadsheets and do an actual cost analysis on something. Feel free to substitute mineral prices for compressed ore prices, since compressed ores have not been readily available in hisec.
If your response to Crius is to rage-quit, then you are giving the "nulsec cartels" the biggest advantage they could possibly hope for; less competition. Please tell us all how much a team will cost so we can run this analysis. The test server is there for you.
Before you run off some snide 7 word sentence, why don't you actually get on Sisi and see what these teams are going for? I am right now, and the numbers are so far removed from what they will be on TQ to have zero value.
Typical null sec cartel propagandist deflection. When facts don't work, use sarcasm, and the trusty ISD. Most people viewed Orwell's writings as a warning. The harper regime and the goons treat them as a guidebook. |

Klyith
GoonWaffe Goonswarm Federation
97
|
Posted - 2014.07.11 01:02:00 -
[143] - Quote
Mistah Ewedynao wrote:For whomever is counting...
1 POS coming down (maybe 2), 2 accounts expiring this week.
Over 20 posts in 2 years of your history threatening to unsub accounts.
Aalysia Valkeiper wrote: That account expires in November. Take a guess if it will be renewed. Of course, CCP doesn't care.
6 posts in the short amount of time you've been playing threatening to unsub.
Dibble Dabble wrote: 5 accounts now suspended, 3 POS are down and a **** load of assets to dispose of when I can be arsed.
"15 accounts" "10 accounts" and now "5 accounts" Dang son you got lots of accounts, that must have been a heck of a bill. |

Klyith
GoonWaffe Goonswarm Federation
97
|
Posted - 2014.07.11 01:15:00 -
[144] - Quote
Dinsdale Pirannha wrote: Let me get this straight...you actually believe that cartels will take all their moon goo, and PI products, convert them into T2 intermediate products, ship ALL of them to Jita, only to turn around and head to Jita to buy these products off the market.
No one is that gullible to believe that bullshit.
Are you aware that for at least r32s nullsec is forced to export / reimport, since those moons are regional and even at your most tinfoil you must be aware that no single power holds a complete range?
Besides, even right now the bulk of moon minerals are shipped raw to jita, re-exported for refining, shipped back to jita, then used. Some CFC groups have local sale & refining, can't say anything about other groups. But even in the CFC the price is pegged to Jita averages. Local use only saves on shipping. So if traders in jita put up higher buy orders, nullsec will sell to jita when local consumers are priced out.
Oh wait I forgot we won't sell anything to empire because we're in a giant conspiracy and CCP is our willing servant. |

El Zylcho
Republic University Minmatar Republic
2
|
Posted - 2014.07.11 01:20:00 -
[145] - Quote
GreasyCarl Semah wrote:
But while we are on the subject of numbers, please do prance on over there and figure out for yourself how a hound costs +17% to produce from the exact same blueprint I have today. I am sure that will go over real well once the people crying about PLEX prices figure it out.
Has anyone done a T2 analysis on how the inflation / usury will work on a full T2 production chain? I'm guessing if you make your own T2 parts, those will also see a (in the case above) a 17% inflation. So, eventually, if the market forces pass on the cost, your install fee for the final ship in the T2 chain will be the parts (1.17) x (1.17)? That's maybe what a 36% inflation based on taxes / fees alone? And, of course, that inflated cost will be subject to a tax too?
It seems like the smart move is to buy up stuff subject to this future inflation now, stockpile, then sell off post 7/22?
Here's a question: What would be a sign these changes end up having a negative impact on the game of Eve? Cancelled subscriptions aside, have that powers that be discussed what a fail looks like? What if production hours go down? Or the rate at which sales takes place decrease? Any magic numbers to follow? |

Lee Hyori
New Horizons
4
|
Posted - 2014.07.11 03:14:00 -
[146] - Quote
Soldarius wrote: If your response to Crius is to rage-quit, then you are giving the "nulsec cartels" the biggest advantage they could possibly hope for; less competition.
Not a rage-quit for me.
If you want to make comments, do it on the Post I've created "Revamp of Industry" in section EVE Communication Center -+ EVE General Discussion.
|

Gilbaron
Free-Space-Ranger Nulli Secunda
1471
|
Posted - 2014.07.11 03:17:00 -
[147] - Quote
Dinsdale Pirannha wrote:Gilbaron wrote:Quote:A typical null sec cartel industrialist will be buying T2 raw materials local, yeah, right. Let me get this straight...you actually believe that cartels will take all their moon goo, and PI products, convert them into T2 intermediate products, ship ALL of them to Jita, only to turn around and head to Jita to buy these products off the market. No one is that gullible to believe that bullshit.
let me get this straight...you actually believe that nullsec has all the stuff you need to make all the stuff in all the locations ?
hint: it does not.
the big benefit coming with crius will mostly benefit mineral heavy industrys. such as cap and scap building and battleship manufacturing.
the benefit for T2 module and ship manufacturing is minimal and probably not worth the effort in many cases. GRRR Goons |

Barzai Mekhar
True Confusion
135
|
Posted - 2014.07.11 06:21:00 -
[148] - Quote
Gilbaron wrote: the benefit for T2 module and ship manufacturing is minimal and probably not worth the effort in many cases.
According to some very napkinny math (not even 8am here):
Small to medium T2 ships come with a profitmargin of 10-50% (e..g sallvalue = 1.10-1.5 * material costs) right now.
Now factor in -9% mat cost bonus from an fully upgraded Amaar Outpost -I'd guesstimate 5% of mat. cost advantage due to differences in the job costs section (once all the math is crunched; I'm aware that job cost is not based on mat cost but on sellvalue, however sellvalue = matcost * profit factor, so it works as a conservative estimate)
Assuming nullsec as cost baseline, highsec would have a 16% increased production cost. As both costs and profit in this example are normalized to material cost value, we can directly subtract one from the other and the profit margin becomes quite slim for a large number of ships, though not yet non-existant for all.
This is under the assumption of identical material costs; however the same cost calculation applies to T2 components which are the largest fraction of the material costs. Worst case, the component cost difference between nullsec and highsec is directly proportional to the respective production cost difference (as calculated before) & suddenly the cost increase is approximately squared and we're looking at 35% additional costs (1.16^2 =~ 1.35) in highsec, which pushes most small to medium ships to the point where they're no longer profitable.
Note that I haven't even mentioned teams; the combination of the changes to job costs, additional material cost modifiers and unlimited production slots in itself can already create cost discrepancies of > 25%, yet CCP can't just stick to those changes for now and see how they pan out, they have to add more new systems that further complicate the issue and make it more unpredictable. Because mailing lists I assume (yeah sorry, that response really rubbed me the wrong way). |

Gilbaron
Free-Space-Ranger Nulli Secunda
1471
|
Posted - 2014.07.11 06:31:00 -
[149] - Quote
where did you get the 9% for the upgraded amarr outpost from ?
i thought it was 5%
3 x 1% from the plant or factory upgrade
2 x 1% from the other one GRRR Goons |

Barzai Mekhar
True Confusion
135
|
Posted - 2014.07.11 07:12:00 -
[150] - Quote
Gilbaron wrote:where did you get the 9% for the upgraded amarr outpost from ?
i thought it was 5%
3 x 1% from the plant or factory upgrade
2 x 1% from the other one
You're correct, badly worded/outdated source that didn't properly distinguish between improvements and upgrade levels. Again, it would have helped if a devblog had been dedicated to showing the maximum effects of the new system instead of some average calculation. Based on the eveinfo information the effectsize is indeed caped at 5%, changing the total math to come out at 23% advantage, which I consider still significant enough to justify testing its effect on its own without throwing additional new mechanisms into the system (especially since the new rapid release cycle seems suited to such an incremental rollout). |
|

Gilbaron
Free-Space-Ranger Nulli Secunda
1471
|
Posted - 2014.07.11 08:37:00 -
[151] - Quote
your math is weird.
amarr outpost: 5% material reduction non-npc station: no NPC tax (which is not 10% of the product price, but a 10% increased job cost. that is much less than it sounds like)
you should go and read this again:
http://community.eveonline.com/news/dev-blogs/the-price-of-change/ GRRR Goons |

Barzai Mekhar
True Confusion
136
|
Posted - 2014.07.11 09:47:00 -
[152] - Quote
The job base cost is based on the value of the item produced, with jobcost = itemvalue* sqrt(fraction of global job hours) thing. This is modified by a crapload of things; stations in the system, quality of the stations, number of stations, FW status. Now, two factors are relevant:
Basecost: How will the basecost differ between highsec where everyone has access to all factories vs. nullsec where factory access can be controled? This depends on how the distribution of working hours will stabilize. In the snapshot, the basecost in a "semi-active" highsec system was 5%, while the worst nullsec system started at 4%. Further statistical data is rare; however, I'd expect the average nullsec basecost to end up anywhere between 50% and 10% of the highsec basecost. Assume 50% and the math pans out friendlier than in my initial example, assume 10% and it ends up worse.
Modifiers: By how much can the base cost be reduced by multipliers, including the mentioned NPC tax? Building in an amarr factory outpost brings the same jobcost reduction as building in the "best of the best" highsec system Nonni, (.5 times costmultiplier for the amarr outpost, .48 (nonni) + 1.1 (npc tax) = .52). The salespitch example ends up with a 0.825 multiplier (.75 system * 1.1 NPC tax).
Summing effects up Summing nullsec effects and comparing to the "average example", nullsec pays between 30% and 6% of the highsec job costs. The highsec costs for the salespitch example ends up at 3.8% of the itemvalue (7.6mio for a 200mio abadon). For the sake of the argument I'll stick with that, though I'd expect that value to end up closer to 5% due to the resulting new metagame. Nullsec can save between 70% and 94% of that, resulting in a cost difference of 2.5%-3.5% of the itemvalue.
Approximate itemvalue = (1+profit%) * mat value and for items with a profitmargin of 20%-50% you end up with additional costs of 3-5% mat value. This cost difference scales with the profit margin of the items produced.
The most important thing in this new system is how the basecost distribution ends up; that on its own is something I'd see like to see in action without the various other changes thrown in. I really doubt anyone, including CCP knows how the meta will in up in that regard, so adding even more new stuff (e.g. Teams) on top of that seems unreasonably risky to me.
|

El Zylcho
Republic University Minmatar Republic
2
|
Posted - 2014.07.11 10:16:00 -
[153] - Quote
Barzai Mekhar wrote: The most important thing in this new system is how the basecost distribution ends up; that on its own is something I'd see like to see in action without the various other changes thrown in. I really doubt anyone, including CCP knows how the meta will in up in that regard, so adding even more new stuff (e.g. Teams) on top of that seems unreasonably risky to me.
Thanks for your work up on this. I agree, the introduction of everything at once is discouraging. I think given the nature of what this is, i.e., change not necessarily feature enhancement, a mode of burnout ensues, especially if you need to redo hours of analytical tools (spreadsheets).
And for anyone who has not heard me wail about NASH, these things will pass along to the larger player population but my question now is, is this an increase in the difference between what null and high sec producers see now? i.e., will null producers get richer on T2 post 7/22 because they'll enjoy the higher cost of goods (per NASH) as set by high sec producers? While high sec producers may exit due to the inability to be competitive, if the idea behind NASH applies, sell prices will go up and the nature of the inequalities will become more extreme. This would seem subvert the intent to offset advantages enjoyed by T2 BPO owners.
Intriguingly, the "it's not because of China" model is still applied (as described) on a relative % of global hours basis, so the model cannot correct for a slowdown in overall hours which is ironic if the slowdown is related to imposition of the inflationary math of the model itself. I'd say the stronger play is to simply go with the UI changes. Let us fall in love with the UI. Some producers will never get a chance to fall in love with it!
p.s. Scrap the % model and go with a sales volume in system and surcharge based on system of sale of item vs its system of manufacture. This would push shoppers and sellers out of busy hubs and create many smaller local markets. As a 'routing' protocol its much more self contained - a fractal vs a pancake. |

George Wizardry
Asian P0RN
14
|
Posted - 2014.07.11 17:18:00 -
[154] - Quote
Let alone the problems caused by the added complexity of this 'update' the only other thing this will cause is more PvP wars.
Players will leave and stop paying money because CCP is killing the PvE side of things. Yes you will say this is PvE enhancement but it only benefits the PvP players. Everyone is so confused by the upcoming changes that while trying to work it out their POS will be destroyed before they have any chance of making ISK.
Within the EVE universe I have no interest or desire to kill other players, real life is a different story...... |

Gilbaron
Free-Space-Ranger Nulli Secunda
1472
|
Posted - 2014.07.11 18:14:00 -
[155] - Quote
Yeah, because of all the fun you can have while killing a pos in highsec for a few hundred million in bpos.
This is how to adapt your pos:
Offline unnecessary arrays and Labs, online hardeners, jammers and guns. GRRR Goons |

Pap Uhotih
Royal Amarr Institute Amarr Empire
76
|
Posted - 2014.07.11 18:40:00 -
[156] - Quote
Gilbaron wrote:Yeah, because of all the fun you can have while killing a pos in highsec for a few hundred million in bpos.
This is how to adapt your pos:
Offline unnecessary arrays and Labs, online hardeners, jammers and guns.
Yes but unless I missed the part where infinite pos's were going to be accommodated in a single system then the spots are going to be at a premium in a manufacturing system. I think the profit for the merc will come from the person who pays them to clear a spot rather than from the contents of the pos. |

Theo Sotken
Mother Knows Best Corporation
31
|
Posted - 2014.07.11 19:39:00 -
[157] - Quote
Barzai Mekhar wrote:The job base cost is based on the value of the item produced, with jobcost = itemvalue* sqrt(fraction of global job hours) thing. This is modified by a crapload of things; stations in the system, quality of the stations, number of stations, FW status. Now, two factors are relevant: Basecost: How will the basecost differ between highsec where everyone has access to all factories vs. nullsec where factory access can be controled? This depends on how the distribution of working hours will stabilize. In the snapshot, the basecost in a "semi-active" highsec system was 5%, while the worst nullsec system started at 4%. Further statistical data is rare; however, I'd expect the average nullsec basecost to end up anywhere between 50% and 10% of the highsec basecost. Assume 50% and the math pans out friendlier than in my initial example, assume 10% and it ends up worse. Modifiers: By how much can the base cost be reduced by multipliers, including the mentioned NPC tax? Building in an amarr factory outpost brings the same jobcost reduction as building in the "best of the best" highsec system Nonni, (.5 times costmultiplier for the amarr outpost, .48 (nonni) + 1.1 (npc tax) = .52). The salespitch example ends up with a 0.825 multiplier (.75 system * 1.1 NPC tax). Summing effects upSumming nullsec effects and comparing to the "average example", nullsec pays between 30% and 6% of the highsec job costs. The highsec costs for the salespitch example ends up at 3.8% of the itemvalue (7.6mio for a 200mio abadon). For the sake of the argument I'll stick with that, though I'd expect that value to end up closer to 5% due to the resulting new metagame. Nullsec can save between 70% and 94% of that, resulting in a cost difference of 2.5%-3.5% of the itemvalue. Approximate itemvalue = (1+profit%) * mat value and for items with a profitmargin of 20%-50% you end up with additional costs of 3-5% mat value. This cost difference scales with the profit margin of the items produced. The most important thing in this new system is how the basecost distribution ends up; that on its own is something I'd see like to see in action without the various other changes thrown in. I really doubt anyone, including CCP knows how the meta will in up in that regard, so adding even more new stuff (e.g. Teams) on top of that seems unreasonably risky to me.
You seem to be forgetting about the refining advantage of null sec = more 'free' minerals
|

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3532
|
Posted - 2014.07.11 20:40:00 -
[158] - Quote
Pap Uhotih wrote:Gilbaron wrote:Yeah, because of all the fun you can have while killing a pos in highsec for a few hundred million in bpos.
This is how to adapt your pos:
Offline unnecessary arrays and Labs, online hardeners, jammers and guns. Yes but unless I missed the part where infinite pos's were going to be accommodated in a single system then the spots are going to be at a premium in a manufacturing system. I think the profit for the merc will come from the person who pays them to clear a spot rather than from the contents of the pos.
'manufacturing system'
You do know there are significant benefits to not clustering?
Push/pull is the paradigm. Reasons to come together (mostly teams). Reasons to stay apart. Woo! CSM 9! http://fuzzwork.enterprises/
Twitter: @fuzzysteve on Twitter |

Darth Gustav
Imploding Turtles Rising in Outerspace Gravity Fatal Ascension
2556
|
Posted - 2014.07.11 20:54:00 -
[159] - Quote
Steve Ronuken wrote:Pap Uhotih wrote:Gilbaron wrote:Yeah, because of all the fun you can have while killing a pos in highsec for a few hundred million in bpos.
This is how to adapt your pos:
Offline unnecessary arrays and Labs, online hardeners, jammers and guns. Yes but unless I missed the part where infinite pos's were going to be accommodated in a single system then the spots are going to be at a premium in a manufacturing system. I think the profit for the merc will come from the person who pays them to clear a spot rather than from the contents of the pos. 'manufacturing system' You do know there are significant benefits to not clustering? Push/pull is the paradigm. Reasons to come together (mostly teams). Reasons to stay apart. So you seriously think these moons will not be targeted by wardecs because people will be spread out?
If a lot of space is required (high demand) to maintain profitability, then it stands to reason that given a finite amount of moons (limited supply) more conflict would arise as a result of the added value attributed to any given moon for manufacturing / research purposes.
Of course these moons are going to be targeted by wardecs. Wardecs are already trivially expensive to maintain. The cornucopia of wealth available through POS warfare will revolutionize the notion of High-Sec conflict. The golden age of the Mercenary may finally be upon us.
Not that this is a bad thing in a game advertised, as Eve is, as an always-PVP universe where conflict is actually desirable. He who trolls trolls best when he who is trolled trolls the troller. -Darth Gustav's Axiom |

Dinsdale Pirannha
Pirannha Corp
3245
|
Posted - 2014.07.11 21:47:00 -
[160] - Quote
Steve Ronuken wrote:Pap Uhotih wrote:Gilbaron wrote:Yeah, because of all the fun you can have while killing a pos in highsec for a few hundred million in bpos.
This is how to adapt your pos:
Offline unnecessary arrays and Labs, online hardeners, jammers and guns. Yes but unless I missed the part where infinite pos's were going to be accommodated in a single system then the spots are going to be at a premium in a manufacturing system. I think the profit for the merc will come from the person who pays them to clear a spot rather than from the contents of the pos. 'manufacturing system' You do know there are significant benefits to not clustering? Push/pull is the paradigm. Reasons to come together (mostly teams). Reasons to stay apart.
You are also aware that people will not pull up stakes every month chasing lowest cost areas. They will simply quit.
BTW, I am on Sisi right now. Grabbed a Talos blueprint. Found one system , a low sec system in fact, where the slot cost was 61 MILLION, for a single Talos build. Found another low sec system, where the cost to do the same thing was 51 THOUSAND, a difference of about 1100 times.
If this formula is anywhere close to what gets dumped on TQ in 11 days, industry, will be in utter chaos. And that is NOT a good thing, regardless of what the propagandists say. People will see these massive advantages and will be moving all over the place, for about 4-6 weeks. Then when they realize how futile it is to chase, since everyone else sees the same thing, and they can't stand getting ganked anymore since the griefers see the same hotspots, they will quit.
Oh, and BTW, I was in PVH8-0 yesterday for the mass test. The index there has already jumped hard. If it can move that fast in 24 hours, systems will be good for about a week, then too expensive. As I said, high sec industrialists will quickly get demotivated to chase and avoid ganks, and quit.
This entire concept for industry is incredibly stupid. |
|

Retar Aveymone
GoonWaffe Goonswarm Federation
544
|
Posted - 2014.07.11 22:05:00 -
[161] - Quote
Dinsdale Pirannha wrote: You are also aware that people will not pull up stakes every month chasing lowest cost areas. They will simply quit.
it costs like 10m isk to pay highsec freighter slaves to do it for you while you sleep |

Retar Aveymone
GoonWaffe Goonswarm Federation
544
|
Posted - 2014.07.11 22:09:00 -
[162] - Quote
also have you perhaps considered, in between the voices in your head muttering about rmt cartels, that on sisi that installed jobs is wildly different from how it is on tranq (the only people doing it are doing it to test things and not very many of them usually) so your lunatic ramblings about how indexes perform on sisi is utterly unrelated to reality |

asteroidjas
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
82
|
Posted - 2014.07.11 22:22:00 -
[163] - Quote
CCP Greyscale wrote:H
The only substantial downside to this is that it makes it much easier to weaponize an industry tower, so we are considering upping lab/array fitting costs substantially in a later release. We likely will not do this in Crius itself as people will need time to reconfigure their setups.
...
Thanks for all your feedback, -Greyscale Um....to counter the "more weaponized industry tower" point.
Bastion.
Pure HS deathstars even are not immune to a group of Marauders now. Why make it even easier for them? |

Stragak
12
|
Posted - 2014.07.11 23:01:00 -
[164] - Quote
CCP Greyscale wrote:Hi everyone,
Update on multiple-structure bonuses for starbases.
We've just had another discussion about this system as-implemented, and based on your feedback, the technical challenges involved in implementing it in a fully user-friendly way, and the somewhat limited upsides of the feature, we've decided to cut it from Crius.
Having multiple starbase structures of the same type at a starbase will no longer grant you any bonus above those inherent in the structure itself
The only substantial downside to this is that it makes it much easier to weaponize an industry tower, so we are considering upping lab/array fitting costs substantially in a later release. We likely will not do this in Crius itself as people will need time to reconfigure their setups.
We are looking into what we can do to mitigate the expected glut of labs resulting from this change; more info as we work through this process :)
Thanks for all your feedback, -Greyscale
1. Can we get survey results from the feedback for multiple POS strutures? 2. Substantial downside of weaponized industry. Are POS guns getting buffed soon? 3. You can feed me with bacon for my extra labs but a survey is better.
I read on other sources that a common issue is mainly null sec alliances post on forums on the feedback loop. Maybe we can break that barrier down with hard numbers by doing surveys on log in. Gives everyone a say and backs you guys up with cold hard numbers of 'this why we are releasing it like this', just saying.
Maybe I am off my rocker though it is Friday night.
"Oh look, the cat is sitting in the litter box and pooping over the side again" every time we go through these "rough patches". In good humor, and slight annoyance, Boiglio -á-áhttps://forums.eveonline.com/default.aspx?g=posts&t=238130&p=82 |

Pap Uhotih
Royal Amarr Institute Amarr Empire
76
|
Posted - 2014.07.11 23:40:00 -
[165] - Quote
Steve Ronuken wrote:Pap Uhotih wrote:Gilbaron wrote:Yeah, because of all the fun you can have while killing a pos in highsec for a few hundred million in bpos.
This is how to adapt your pos:
Offline unnecessary arrays and Labs, online hardeners, jammers and guns. Yes but unless I missed the part where infinite pos's were going to be accommodated in a single system then the spots are going to be at a premium in a manufacturing system. I think the profit for the merc will come from the person who pays them to clear a spot rather than from the contents of the pos. 'manufacturing system' You do know there are significant benefits to not clustering? Push/pull is the paradigm. Reasons to come together (mostly teams). Reasons to stay apart.
I do have a better name than that for it than that and coincidently half of it is the word cluster, it is the other half that I am unable to mention. I think 'Reasons not to bother at all.' should also be in your post for the sake of completeness.
Taking a stab in the dark is the paradigm, no one has the faintest idea what is or is not going to happen. I admit if you had managed to get polymorphism in there as well I would have felt a distinct tingling in my groin but push/pull paradigm just isn't sufficient. In high sec the pull seems dubious at best, it seems too excessively risky for anyone doing industry on a small or medium scale to be counted in that in any other place than a project meeting that smells far too much like sweat, coffee and pain. The push is out of industry and then probably Eve entirely due to the breach of trust which will certainly count as a good reason to stay apart. Perhaps, since it is the only thing left, this is the coming together part.
|

Geezelbub
Barely Illegal
14
|
Posted - 2014.07.12 14:00:00 -
[166] - Quote
I started seriously getting into industry about 4 years ago, did pretty well over the years.
Am giving up next month.
Chasing teams, unknown variable costs, POS wars, many months of grinding for standings wasted....AGAIN
It's a game. It's supposed to be FUN.
What's FUN about this industry revamp nightmare??? Seriously |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3535
|
Posted - 2014.07.12 16:57:00 -
[167] - Quote
Bear in mind:
Build costs on SiSi are not really valid.
Build costs are a result of a function of how many minutes of build happen in a system, against how many happen overall.
On Sisi, that second number is /tiny/, so anything you do is likely to be a major fraction of them.
On TQ, it's not going to be like that. 2.5 billion minutes over the course of 28 days. Woo! CSM 9! http://fuzzwork.enterprises/
Twitter: @fuzzysteve on Twitter |

Vaju Enki
Secular Wisdom
1356
|
Posted - 2014.07.12 17:02:00 -
[168] - Quote
Themepark carebears are crying. Good. The Tears Must Flow |

Barzai Mekhar
True Confusion
138
|
Posted - 2014.07.12 17:41:00 -
[169] - Quote
Steve Ronuken wrote:Bear in mind:
Build costs on SiSi are not really valid.
Build costs are a result of a function of how many minutes of build happen in a system, against how many happen overall.
On Sisi, that second number is /tiny/, so anything you do is likely to be a major fraction of them.
On TQ, it's not going to be like that. 2.5 billion minutes over the course of 28 days.
And the fact that testing of the new system is done in an environment that is not even remotely similar to the actual game world makes us more confident in its stability because...? |

Pap Uhotih
Royal Amarr Institute Amarr Empire
76
|
Posted - 2014.07.12 23:28:00 -
[170] - Quote
Steve Ronuken wrote: On TQ, it's not going to be like that. 2.5 billion minutes over the course of 28 days.
When?
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Salpun
Global Telstar Federation Offices Masters of Flying Objects
756
|
Posted - 2014.07.12 23:36:00 -
[171] - Quote
Pap Uhotih wrote:Steve Ronuken wrote: On TQ, it's not going to be like that. 2.5 billion minutes over the course of 28 days.
When? Thats the current stats on TQ that are not applying on Sisi currently
If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide
See you around the universe. |

asteroidjas
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
82
|
Posted - 2014.07.13 00:35:00 -
[172] - Quote
Steve Ronuken wrote:Bear in mind:
Build costs on SiSi are not really valid.
Build costs are a result of a function of how many minutes of build happen in a system, against how many happen overall.
On Sisi, that second number is /tiny/, so anything you do is likely to be a major fraction of them.
On TQ, it's not going to be like that. 2.5 billion minutes over the course of 28 days. But i thought CCP said the cost was going to be 'capped' at 14% or some such. It would seem that no matter what the ratio, if there was a cap, as CCP seemed to say there was, having terribad activity ratio would just place it at the cap, no further.
And this seems like it is several steps past a 14% cap. |

Hirogenale
The Scope Gallente Federation
3
|
Posted - 2014.07.13 01:26:00 -
[173] - Quote
No, its not hard capped, 14% is just the highest value they found when calculating with TQ values if I'm not mistaken But it still sucks big time, confirmed |

Dinsdale Pirannha
Pirannha Corp
3250
|
Posted - 2014.07.13 03:08:00 -
[174] - Quote
asteroidjas wrote:Steve Ronuken wrote:Bear in mind:
Build costs on SiSi are not really valid.
Build costs are a result of a function of how many minutes of build happen in a system, against how many happen overall.
On Sisi, that second number is /tiny/, so anything you do is likely to be a major fraction of them.
On TQ, it's not going to be like that. 2.5 billion minutes over the course of 28 days. But i thought CCP said the cost was going to be 'capped' at 14% or some such. It would seem that no matter what the ratio, if there was a cap, as CCP seemed to say there was, having terribad activity ratio would just place it at the cap, no further. And this seems like it is several steps past a 14% cap.
Agreed.
I can't get on Singularity suddenly, launcher says it is unknown, while Eve_Offline says it is up. But anyway, the fact that I am seeing a slot cost of 61 million ANYWHERE is insane, and something is badly broken.
And this thing goes live now in 10 days, and how many days before they lock down the code?
Oh, and you can bet that the cartels are ordering all industry stopped in their planned industrial hubs, and have been doing that for weeks now, to get the activity index to the minimum, before they begin highly controlled operations.
High sec cannot do that, and is utterly screwed. |

Babbet Bunny
State War Academy Caldari State
22
|
Posted - 2014.07.19 16:17:00 -
[175] - Quote
Teams and the team market are bad and unnecessary complexity added to industry.
This raises the bar of entry into industry.
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Pixi Potts
Perkone Caldari State
10
|
Posted - 2014.07.20 18:06:00 -
[176] - Quote
Babbet Bunny wrote:Teams and the team market are bad and unnecessary complexity added to industry.
This raises the bar of entry into industry.
Teams is a bad game idea, the downside to teams is all the big nullsecs alliance will just take them all, win every time, 11K alliance will win over numbers every time,
so you will just see most of the teams all in nullsec, |

Jess Technite
Almost Absolute
1
|
Posted - 2014.07.22 18:36:00 -
[177] - Quote
Seeing the changes to the cost of installing a job and seeing that the time of the job is not a involved variable in it... can I assume that the only purpose to use teams that reduce production time (TE) is to manufacture faster?
Thanks in advance. |

Kahawa Oban
CompleXion Industries CompleXion Alliance
15
|
Posted - 2014.07.24 01:34:00 -
[178] - Quote
In looking at the teams, I'm seeing teams that offer ME% decreases of a percentage less than the salary cost. Is there any reason why someone would want to use them if they cost more than the savings?
Also are the modifiers cumulative?
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Jagged Bluetooth
0beron Construct Eternal Pretorian Alliance
0
|
Posted - 2014.07.27 08:55:00 -
[179] - Quote
Hi all .. TEAMS ..yeah nice try ccp
.Teams are an isk drain without a doubt in it's current format. .A month is far too little time for the team to be in a system. (start at 6 month ? ) .Most people think they are buying the team outright when they bid...not renting for a month .Why should anyone else benefit from my isk spent on the team ? .Why am I not at least getting any kind of monetry compensation then at least ?
Can we not get the new bird ..wossername ? Seagull I think ...to sort this out ? |

Chigurh Friendo
Stay Frosty. A Band Apart.
45
|
Posted - 2014.08.04 01:20:00 -
[180] - Quote
Teams... I'm still just starting to try Teams out, but I have a few initial thoughts:
A sorely missing feature is some kind of "Your Bids" list or tab that you can access. At present, one seems forced to comb over old search settings when chartering teams. Even some form of coloured highlighting would improve this interface dramatically.
Overall my impression of the interface changes is that they are mostly cosmetic changes, and I can appreciate how this matters for the New Player Experience. However, I've suffered through the old industry system, so the personal benefit is minor. |
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Pheusia
Vanishing Point. The Initiative.
160
|
Posted - 2014.08.04 07:23:00 -
[181] - Quote
Dinsdale Pirannha wrote:asteroidjas wrote:Steve Ronuken wrote:Bear in mind:
Build costs on SiSi are not really valid.
Build costs are a result of a function of how many minutes of build happen in a system, against how many happen overall.
On Sisi, that second number is /tiny/, so anything you do is likely to be a major fraction of them.
On TQ, it's not going to be like that. 2.5 billion minutes over the course of 28 days. But i thought CCP said the cost was going to be 'capped' at 14% or some such. It would seem that no matter what the ratio, if there was a cap, as CCP seemed to say there was, having terribad activity ratio would just place it at the cap, no further. And this seems like it is several steps past a 14% cap. Agreed. I can't get on Singularity suddenly, launcher says it is unknown, while Eve_Offline says it is up. But anyway, the fact that I am seeing a slot cost of 61 million ANYWHERE is insane, and something is badly broken. And this thing goes live now in 10 days, and how many days before they lock down the code? Oh, and you can bet that the cartels are ordering all industry stopped in their planned industrial hubs, and have been doing that for weeks now, to get the activity index to the minimum, before they begin highly controlled operations. High sec cannot do that, and is utterly screwed.
Remember that **** you make up is still only **** you make up. |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3629
|
Posted - 2014.08.04 11:27:00 -
[182] - Quote
Jess Technite wrote:Seeing the changes to the cost of installing a job and seeing that the time of the job is not a involved variable in it... can I assume that the only purpose to use teams that reduce production time (TE) is to manufacture faster?
Thanks in advance.
Correct.
Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |

Jacque Custeau
Knights of the Minmatar Republic
14
|
Posted - 2014.08.11 02:38:00 -
[183] - Quote
After some initial shell shock with Crius, I have been trying my hand at research, invention and manufacturing to get a handle on the new way of doing things. I have been bidding on teams and noted the following:
1. The auction time is not extended when sniping occurs. So there is no point in bidding on auctions that are not immediately about to end. 2. Because sniping is effective, it is vulnerable to botting.
It would be nice if sniping extended the auction time by 2 minutes (or even one minute).
And now for the big issue, its that the auction data does not refresh in the screen! So if you are outbid, you get no indication what so ever. Here is what I did:
1. Opened the team chartering window on Char 1 and found the team I wanted. 2. On Char 2 (dual boxing) I placed a bid on the same team. Char 1 sees no change in the bid. 3. Char 1 tries disabling and re-enabling filters to force the auction information to refresh with the new bid. No success, old bid information (ISK value and the systems bidding on it) remains 4. Char 1 tried clicking on other tabs and returning to the teams tab hoping it would refresh, no success. 5. Char 1 tried closing the industry window completely and opening it again. Team auction information still not refreshed. 6. Char 1 logged out and logged in again, finally the updated auction information is showing up.
Sorry if someone reported this before, I did not go through the whole thread. |
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