| Author |
Thread Statistics | Show CCP posts - 22 post(s) |
|

CCP Phantom
C C P C C P Alliance
4493

|
Posted - 2014.07.10 15:53:00 -
[1] - Quote
Third party tools play an important role in providing a customized easy access to all the information YOU want to see and need. Regardless if you have full fledged applications written by our fantastic third party developers in the EVE community or if you just created your own little spreadsheet - these tools are invaluable and extremely helpful.
With Crius we will see a large changes in Industry - this includes both static information (for example blueprint stats) as well as dynamic information. To give you time to prepare your tools and third party applications for the Crius release, new Static Data Export (SDE), API updates and additional CREST endpoints are available.
Please read all about Industry and 3rd Party development support in CCP Nullarbor's latest dev blog Industry & 3rd Party Developers! CCP Phantom - Senior Community Representative - Volunteer Manager |
|
|

CCP Nullarbor
C C P C C P Alliance
749

|
Posted - 2014.07.10 15:54:00 -
[2] - Quote
Any questions about the math / endpoints, let us know in this thread. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
|
|

CCP Nullarbor
C C P C C P Alliance
749

|
Posted - 2014.07.10 16:04:00 -
[3] - Quote
Thanks for the reminder, blog updated. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
|
|

CCP Nullarbor
C C P C C P Alliance
749

|
Posted - 2014.07.10 16:13:00 -
[4] - Quote
Two step wrote:Nit: You talk about the basePrice, but then use baseCost in your formulas.. :P You also still talk about the multiple POS array thing, which I think is now gone, right?
Also, given the mention of team in w-space, can I actually recruit teams for a w-space system?
Good point thanks, I have corrected the terminology.
Yes teams can be recruited into wormholes. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
|
|

CCP Nullarbor
C C P C C P Alliance
749

|
Posted - 2014.07.10 16:54:00 -
[5] - Quote
Tzar Sinak wrote:I have been asking this because there is no specific mention of it: Do NPC Corps standings play any part of the manufacturing costs? If yes, we are still tied to the standings grind to minimize costs. If no, we are freed to travel anywhere to use any NPC station because of an across the board equality between NPC corps.
Thanks for the hard work guys.
Standings play no part in new industry cost scaling. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
|
|

CCP Nullarbor
C C P C C P Alliance
749

|
Posted - 2014.07.10 18:24:00 -
[6] - Quote
Denidil wrote:CCP Nullarbor wrote:Any questions about the math / endpoints, let us know in this thread. Will the personal inventory API endpoint show Time and Material reserach levels on blueprints?
We are going to add a special blueprints API to show this, sometime after FoxFour gets back from vacation. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
|
|

CCP Nullarbor
C C P C C P Alliance
755

|
Posted - 2014.07.11 10:24:00 -
[7] - Quote
asteroidjas wrote:With this new reliance on the very inaccurate UI "Estimated Value" number, can you please, please, please use better methods to determine this figure.
There is already data that is used to make a much more accurate picture of the price of an item. The daily average tickers. Calculated EACH DAY. Just grab that from the major trade hubs and average them together. Again, this figure is already calculated in every region, on a daily basis. How is it that hard to use it for the "estimated value"?
Atm, the "Estimated Value" of an item will be very missleading as to whether or not something is worth building. This will also help alleviate 'value' issues for new items that sometimes go a couple weeks before the game says they are worth anything.
You should be using the adjustedPrice from the /market/prices/ endpoint which is both not as volatile as the average price shown in the inventory UI and less manipulatable by payers.
It is also really important to realize that having accurate values for the base price does not actually matter in the grand scheme of things, we only need this value to be correct within an order of magnitude and for it to rise and fall gradually with shifting markets. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
|
|

CCP Nullarbor
C C P C C P Alliance
755

|
Posted - 2014.07.11 10:28:00 -
[8] - Quote
Skalle Pande wrote:Sir HyperChrist wrote: That table got my attention too :) I quess it's fractionals. Except for the second all ratios (of one level and the level before it) are about 32^(1/4), It looks like a similar progression as skillpoints, except in 10 levels, not 5. Iirc something like that was mentioned in the devblogs.
Yeah, it looks likely. But heck, if this is meant to be an exponential function, why then calculate it as fractions? And anyway, why calculate it at all, instead of using a fixed figure? In fact an integer would surely suffice, as the multiplier is applied to something (baseCost) which will vary with at least some percentage points on a monthly timescale.
Yes they are fractions, and the values are based on a curve which fits to nice intervals for the amount of time required to research up to each level, similar to skill training:
Rank 1 Item Seconds
- 105
- 250
- 595
- 1414
- 3360
- 8000
- 19000
- 45255
- 107700
- 256000
Rank 4 Item Seconds
- 420
- 1000
- 2380
- 5656
- 13440
- 32000
- 76000
- 181020
- 430800
- 1024000
CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
|
|

CCP Nullarbor
C C P C C P Alliance
757

|
Posted - 2014.07.14 14:29:00 -
[9] - Quote
Apelacja wrote:so what is a cost to resesach something to me 9?
Rly 20 times base cost :?
Research in a system costs the same amount per second of time, so the longer it takes to research that level the more it costs. However keep in mind the base level is the value of the input materials to build the thing x 2% x the system cost index which will be somewhere between 0 - 14% we believe. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
|
|

CCP Nullarbor
C C P C C P Alliance
757

|
Posted - 2014.07.14 14:33:00 -
[10] - Quote
Zifrian wrote:After getting the new blueprint data loaded, I noticed there is no longer a techLevel field for blueprints (I can get all other fields of the old invBlueprintTypes table). This value usually signaled 1,2, or 3. I've been looking at the dgmtypeAttributes table (attribute 633) for the meta value but this really isn't the same information since it's the meta level of the item but not the blueprint. It's also not easy to determine tech 3 blueprints unless I hack it to look for the 4 ship types.
Any way to get this data in the current SDE or is this an oversight?
Thanks
I doubt we will put it in the blueprints yaml, I will talk to greyscale about whether we should set that data on dogma for the blueprints.
We don't actually use techLevel on blueprints for anything though, which is why it was removed. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
|
|

CCP Nullarbor
C C P C C P Alliance
758

|
Posted - 2014.07.16 22:52:00 -
[11] - Quote
Cryten Jones wrote:CCP Nullarbor wrote:Zifrian wrote:After getting the new blueprint data loaded, I noticed there is no longer a techLevel field for blueprints (I can get all other fields of the old invBlueprintTypes table). This value usually signaled 1,2, or 3. I've been looking at the dgmtypeAttributes table (attribute 633) for the meta value but this really isn't the same information since it's the meta level of the item but not the blueprint. It's also not easy to determine tech 3 blueprints unless I hack it to look for the 4 ship types.
Any way to get this data in the current SDE or is this an oversight?
Thanks I doubt we will put it in the blueprints yaml, I will talk to greyscale about whether we should set that data on dogma for the blueprints. We don't actually use techLevel on blueprints for anything though, which is why it was removed. I use this as part of a system to work out what can be invented from something. Eg add a new T1 BPO t the system and have it ask if you want to add any inventable types at the same time..... Any chance of having some form if link from a T2 type back to its T1 version? My preference would be to have a T2 print have a value for it's parent print... Thanks
This information is available in the blueprints.yaml by looking through the "products:" list for each of the invention activities.
A side effect of this is it sets us up for a possibly conceivable future where you could invent something from multiple different blueprint types. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
|
|

CCP Nullarbor
C C P C C P Alliance
760

|
Posted - 2014.07.17 18:14:00 -
[12] - Quote
Jess Technite wrote:And again the CREST is broken:
{ "message": "Problem communicating with the EVE proxies", "key": "badGateway", "exceptionType": "BadGatewayError" }
Singularity is currently down while we patch it. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
|
|

CCP Nullarbor
C C P C C P Alliance
766

|
Posted - 2014.07.20 15:49:00 -
[13] - Quote
Aineko Macx wrote:Are the CREST endpoints actually cached server side and if so, are the caches invalidated at predictable times? i.e. are 1-hour long caches cleared every full our? What about the 23h cache? Or is it just a rate-limit by IP and the actual cache logic being completely opaque?
The cache is 1 hour from the date it was first requested. We are discussing adding the ability to have different cache headers to what we actually cache it as, so we could tell client to fetch it every 10 mins, but that the cache will invalidate every hour for example. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
|
|

CCP Nullarbor
C C P C C P Alliance
769

|
Posted - 2014.07.22 19:01:00 -
[14] - Quote
Aineko Macx wrote:probag Bear wrote:In simpler words: The teams CREST endpoints give you the bonuses of each team, but don't tell you if they apply towards Manufacturing, Copying, ME Research, or TE Research. There is a "value" attribute... @CCP: I find the industry/facilities endpoint hugely bloated, the only data of value in there seems to be "tax", everything else is static and available in the SDE.
Yes we agree, Tuxford is updating it to include just the IDs and not the rest of the demoralized data. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
|
|

CCP Nullarbor
C C P C C P Alliance
770

|
Posted - 2014.07.23 11:05:00 -
[15] - Quote
Querns wrote:I'd like to echo the request that the /industry/teams/ and /industry/teams/auction/ CREST endpoints show what type of RAM activity (manufacturing, ME research, TE research, copying, invention) each team affects. Without this information, the teams data is not particularly useful.
Tuxford is having a look at it now. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
|
|

CCP Tuxford
C C P C C P Alliance
636

|
Posted - 2014.07.24 15:13:00 -
[16] - Quote
Made a few change https://gate.eveonline.com/Profile/CCP%20Tuxford/StatusUpdates |
|
|

CCP Tuxford
C C P C C P Alliance
645

|
Posted - 2014.07.24 15:13:24 -
[17] - Quote
Made a few change
https://gate.eveonline.com/Profile/CCP%20Tuxford/StatusUpdates
|
|
|

CCP Nullarbor
C C P C C P Alliance
797

|
Posted - 2014.07.25 09:10:00 -
[18] - Quote
Retar Aveymone wrote:Jon Lucien wrote:Quote:Multiply the cost by any facility bonuses as described in the ramAssemblyLineTypes table in the SDE Where is this information displayed in game? You guys have made a point previously about not giving out information via API that isn't available in game and I'll be damned if I can find this ANYWHERE in the industry interface. All we've got is some lousy red bar that doesn't actually give any information and the tax rate. We really need that UI tooltip that was in one of the mockups that tells us exactly how we're getting to that number.
It would show on the cost tooltip IF the facility had a cost bonus. If there is no cost bonus then it is just the system cost index affecting things.
Also we realize this system cost index could use a better tooltip, expect an iteration on this. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
|
|

CCP Nullarbor
C C P C C P Alliance
880

|
Posted - 2014.07.25 09:10:54 -
[19] - Quote
Retar Aveymone wrote:Jon Lucien wrote:Quote:Multiply the cost by any facility bonuses as described in the ramAssemblyLineTypes table in the SDE Where is this information displayed in game? You guys have made a point previously about not giving out information via API that isn't available in game and I'll be damned if I can find this ANYWHERE in the industry interface. All we've got is some lousy red bar that doesn't actually give any information and the tax rate. We really need that UI tooltip that was in one of the mockups that tells us exactly how we're getting to that number.
It would show on the cost tooltip IF the facility had a cost bonus. If there is no cost bonus then it is just the system cost index affecting things.
Also we realize this system cost index could use a better tooltip, expect an iteration on this.
CCP Nullarbor // Senior Engineer // Team Game of Drones
|
|
|

CCP Nullarbor
C C P C C P Alliance
808

|
Posted - 2014.07.29 21:53:00 -
[20] - Quote
ElectronHerd Askulf wrote:CCP Nullarbor wrote:Any questions about the math / endpoints, let us know in this thread. In the blog you say "Multiply the cost by any facility bonuses as described in the ramAssemblyLineTypes table in the SDE." Can you confirm that ramAssemblyLineTypeDetailPerGroup and ramAssemblyLineTypeDetailPerCategory are to be ignored? Thanks
No those still apply, assembly line types still define POS structures and Outpost upgrades of which some give specific bonuses to groups and categories. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
|
|

CCP Nullarbor
C C P C C P Alliance
880

|
Posted - 2014.07.29 21:53:07 -
[21] - Quote
ElectronHerd Askulf wrote:CCP Nullarbor wrote:Any questions about the math / endpoints, let us know in this thread. In the blog you say "Multiply the cost by any facility bonuses as described in the ramAssemblyLineTypes table in the SDE." Can you confirm that ramAssemblyLineTypeDetailPerGroup and ramAssemblyLineTypeDetailPerCategory are to be ignored? Thanks
No those still apply, assembly line types still define POS structures and Outpost upgrades of which some give specific bonuses to groups and categories.
CCP Nullarbor // Senior Engineer // Team Game of Drones
|
|
| |
|