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Thread Statistics | Show CCP posts - 31 post(s) |

asteroidjas
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
82
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Posted - 2014.07.12 20:11:00 -
[1] - Quote
Well....crap.
Yeah, this change makes no sense. Would be nice to see a dev response as to the thinking for it. |

asteroidjas
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
83
|
Posted - 2014.07.16 17:14:00 -
[2] - Quote
Luscius Uta wrote: This is like changing Rapid firing or Surgical Strike to give 1% bonus to Turret Falloff per level  This. Sooo this.
Also, i would probly be more okay with this change if it didn't also mean that all items will increase by 25% in material costs (atleast), on top of it only saving 72 minutes a day, trained to lvl 5. Only saving 14 minutes a day more than it would at lvl 4. (at a cost of how long to train it to 5?)
How many industrialists actually keep all their lines running 23/7...? I know i sure don't. If this was changed to a more substantial bonus, then maybe i could get behind it.
And about 'specializing" through skills. How exactly does this accomplish that? Explain please. How is one more "specialized" by having trained this skill from 2% to 3%? |

asteroidjas
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
85
|
Posted - 2014.07.17 12:22:00 -
[3] - Quote
CCP Greyscale wrote:Hi everyone,
We're throwing around ideas for better bonuses for this skill that we can get implemented for the initial Crius release. How does say 2%/level install cost reduction feel? It ends up being most advantageous in major industry hubs or when using teams, but new players can still compete on price by building in less busy systems.
It is of course not as powerful as the current TQ version of this skill, but the whole point of this change is that it's currently *too* powerful, so we're deliberately trying to tone it down a bit. This is better, but it still needs to be something WORTH the train from 4-5. Others have shown you the math, look hard at it and think "is that something most current industrialists would choose to train from 4 to 5?)
CCP Greyscale wrote:
They're both affecting different things though - and the general pattern in EVE skills (that we are trying to adhere to more closely whenever we touch skill bonuses) is that more advanced skills take longer and give lower bonuses. That's why f.ex the advanced weapon skills only give 2%/level - quick to learn, slow to master.
But the 2% from AWU is 2% extra...not 2% of 10% of something else. You try to use logic, but then don't look at the facts of it. |

asteroidjas
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
85
|
Posted - 2014.07.17 12:39:00 -
[4] - Quote
CCP, look at your other market related skills that effect a % of another % based cost
Accounting: 10% per level Reduction in transaction tax. (3x skill)
Broker Relations: 5% per level Reduction in market order costs. (2x skill)
Now look at your new idea....it just doesn't hold water. |

asteroidjas
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
86
|
Posted - 2014.07.17 12:53:00 -
[5] - Quote
CCP Greyscale wrote:
Depends what you're building where. If you're building ammo in the back of beyond it'll basically make no difference. If you're building components for a dread (let's say ~2bn worth) for sale in a major hub and you want to build in-system, you might be looking at a 10% base rate, so 200m, then 10% reduction on that is saving you 20m per ship (ie 1% of build cost).
But if you are building your cap parts in a system with low cost....how much more are you saving? If someone is sooo concerned about saving .04% of their install costs, they will likely be the ones moving their 'home base' to the systems that yield the best rates... |

asteroidjas
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
88
|
Posted - 2014.07.17 16:38:00 -
[6] - Quote
CCP Greyscale wrote:(my approach has generally been focused around feeling I have sufficient feedback From exactly how much feedback? You mean the feedback from this young threadnaught that just barely got started last week? And you've known about you changing this skill for how long? It would be interested to know where you had gathered your 'sufficient feedback' from before last week, when you decided to go ahead and push the change to SiSi.
CCP Greyscale wrote: I'm likely on holiday for most of August Just for giggles, exactly how many of the dev's involved in this MASSIVE overhaul of how ALL industry and research funchtions, are going on vacation immediately after they push this change onto TQ? Noting how much of the more final changes have even been tested by the players yet, given that SiSi has been for how many days? (No, Dev's internal testing does not count, as there have been LOTS of things already discovered that the dev's who apparently don't play Eve never even considered before, that were nearly game breaking)
How does this sound like a good system? Push out a very buggy patch that effects all of indy, then go on vacation for a month while everything is bassackwards on your live server for your paying customers? CCP will deserve every bit of poor press and loss of subscriptions when this whole thing hits the fan next week.
Just delay the whole thing till after everyone has come back from vacation and is ready to work again. |
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