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Thread Statistics | Show CCP posts - 142 post(s) |

Jed Clampett
The Order Of Viision
19
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Posted - 2014.07.22 20:24:00 -
[1] - Quote
"Use Blueprint" right click menu option does not seem to do anything when used on BPC even when docked in station with suitable Invention or Manufacture facilities. (BPC is NOT in container and subject to that flaw.)
I sort of expected the new Industry and Research window to pop up & allow starting Invention or Manufacture jobs when the station where the BPC is located has such options.
P.S. If the station lacks such facilities I expect a warning message stating that lack at the very least or the Industry window showing the BPC with simply no options available to select.
P.P.S. I do not immediately see another way to select BPCs and start Invention jobs without "Use Blueprint" working as expected. That is any alternative UI means is NOT as intuitive as likely assumed and may depend on prior UI experiences which not everyone has. |

Jed Clampett
The Order Of Viision
19
|
Posted - 2014.07.22 20:42:00 -
[2] - Quote
Longinius Spear wrote:You guys may want to have a look at wormhole T2 manufacturing. Current build prices for a Paladin and Vagur are 750m+.
Thats on top of of material cost. This essentially doubles the cost of T2 marauder construction.
This must be a bug, because if its not, i'm at a loss for words.
Its my assumption that the increase is by design.
First I suspect CCP needs to increase NPC ISK sinks to replace all those NPC products now produced by players. LP stores and BPOs are about the only NPC ISK sinks remaining outside market and NPC Industry fees and taxes. Yet all the old NPC ISK faucets adding ISK into the economy still remain :missions etc. Too much money tends to make prices of big ticket items like PLEX rise. LOL - I for one am grateful CCP has not yet increased market taxes and fees based on Empire wartime economics.
I am sure CCP has other reasons too, though those reasons might be harder to guess. Perhaps CCP feels that T2 (high technology) prices should rise to simulate Empire NPC military demand or restrictions.
Also I am pretty sure CCP blogs said that they want to increase favorability of use of player facilities like POS and outposts. Note all those T2 build and research fees can instead be deducted from POS fuel and operating costs. Run some spreadsheets but I suspect its now actually PROFITABLE to run a pure T2 ship building or invention POS compared to many NPC stations given the right sized tower and ships. |

Jed Clampett
The Order Of Viision
20
|
Posted - 2014.07.22 21:03:00 -
[3] - Quote
Moo Moocow wrote:Correct me if I'm wrong but you now have to pay for research and copying in your own pos...
Doesn't that bypass the point of having your own pos and paying its set up and fuel bill?
And the requirement for corp wallet access to pay for jobs in your pos is just mindboggling
Have not looked at changes yet. But I always had to have corp wallet access (we have an account division with no ISK in it). And POS allowed Corp to set charges for industry to any level ( including zero charge), Such fees for POS industry was paid to corp.
Now if you mean that Crius POS has industry fees which are not controlled by the POS owner and those fee are paid to NPCs...yeah there might a firestorm over that.
Although I can see an argument for such fees in Empire space based on CCP empire labor pool rationale for new industrial pricing (ROFLMAO reverse logic of automated AI robotic industry machines being replaced by humans - George Jetson button pushers at least). Maybe industrial fees go to sovereignty holder? But that should mean POS wh can use old union/welfare breaking full automation since no one has sovereignty or control over industrial labor pool.
Heh anyways just because CCP can come up with storyline to rationalize POS fees being paid to NPCs doesn't mean doing so won't make for protests and subscription cancellations dwarfing the original Burn Jita times. Hope you are wrong about new fees. |

Jed Clampett
The Order Of Viision
20
|
Posted - 2014.07.22 21:28:00 -
[4] - Quote
Jed Clampett wrote:"Use Blueprint" right click menu option does not seem to do anything when used on BPC even when docked in station with suitable Invention or Manufacture facilities. (BPC is NOT in container and subject to that flaw.)
I sort of expected the new Industry and Research window to pop up & allow starting Invention or Manufacture jobs when the station where the BPC is located has such options.
P.S. If the station lacks such facilities I expect a warning message stating that lack at the very least or the Industry window showing the BPC with simply no options available to select.
P.P.S. I do not immediately see another way to select BPCs and start Invention jobs without "Use Blueprint" working as expected. That is any alternative UI means is NOT as intuitive as likely assumed and may depend on prior UI experiences which not everyone has.
OK "use Blueprint" still does nothing BUT with sufficient mouse key pounding and waiting selecting BPs in the industry UI does work. Awefully sluggish though.
And I did have to specifically switch to the Item hangar list. I assume that locked BP containers issue is also interfering with the whole station list of BPs when that list includes containers with BPs. |

Jed Clampett
The Order Of Viision
20
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Posted - 2014.07.22 21:47:00 -
[5] - Quote
Yeah starting to agree with PVP purists. Balancing PVP+PVE+Industry maybe too complex for CCP to handle.
Maybe EVE Industry should be split off into its own game independent of EVE Combat. Linked only by market like DUST. 
Each game could be simpler to balance and code. PVP servers loading and clients would certainly benefit if all mining and industrial artifacts were removed from their nodes. Belt ganks by PVP game could be like orbital strikes and require assistance of someone in Industry game to target competitive miners. |

Jed Clampett
The Order Of Viision
21
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Posted - 2014.07.22 21:56:00 -
[6] - Quote
Fuad Il-Manhous wrote:T1 BPC's are not being destroyed during the invention process (in a POS).
New invention process only uses 1 RUN per invention job. Old way used all runs. So now multi-run BPCs are left over until count reaches zero. |

Jed Clampett
The Order Of Viision
21
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Posted - 2014.07.22 22:12:00 -
[7] - Quote
Dareth Astrar wrote:Kenneth Skybound wrote:I've noticed an interesting fact about blueprint research costs.
Amazed at people's claims of billions to research BPOs to 10, I checked some of my own and found similarly high numbers - although I couldn't install these jobs because the station had no such research facilities.
That's when it hit me - upon checking facilities that ARE research ready, the cost drops to the expected ranges of values.
...
Systems without a research index are thus reporting at 100% cost for some reason!
And here's my theory as to how. The system index is calculated with regards to the system's job hours divided by all Job hours, all rooted. For a system with 0 activity, you've got the square root of 0. In itself that should be no concern, but it may just be that the code is reading that, wondering what the hell you're on and somehow defaulting to an answer of 1. If not there, SOMEWHERE along the line, it's being sent to a default of 100%.
Perhaps this is linked to the reports of super high costs. As I suppose, if no jobs have been carried out in systems, setting up a starbase there and attempting such jobs will likely encounter this same brick wall, no?
Just a thought. Sounds like something someone would do, add a default if a logic check resulted in a condition that shouldn't ever occur, in the programmers mind. Really sounds like a sensible point in the right direction sir, well thought. 
Yeah sounds like logic error. Default should probably be 10%. I would say 0% except it jobs would be free until 28 day running average could catch up. Actually default should have been to populate 28 days with average EVE rate if no run history existed. That way running or not running jobs would immediately have effect while being buffered by something halfway valid.
But that whole issue looks ripe for EVE style manipulation. Consider all the 1000s of star systems with 80% (counting null) having no industry prior to this and only 5-10% having significant activity. So I expect to see smart POS owners moving POS to 0% fee rate system (no recent activity) every 28 days if all their jobs last less than 28 days. Especially in big NULL alliances. Everything in NULL except final capital assembly could be done starting at 0% fees if you planned system rotation right to leave systems fallow for 28 days and leave after <28 days of industry.
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Jed Clampett
The Order Of Viision
22
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Posted - 2014.07.22 23:24:00 -
[8] - Quote
Kudos. Was very nice to be able to see the total chance of Invention success in UI though. Nice enhancement there.
(Perfection on that idea would be that mousing over the total would popup a window show all possible inputs to Invention success and how actual inputs ranked vs theoretical maximums. Sometimes its hard to track which skills etc apply to each specific item you can invent or manufacture.)
But I thought the last word was that to compensate for higher Invention fees the base chance of success was supposed to increase to 50%. But while the increased fees are here invention chance of success for Raven to Golem was only 24%. Accidental omission / miscoding or was change dropped or delayed?
I know CCP said something about T2 industry does not get fully rebalanced until later. But if following those rules strictly I would not have expected fees or T2 BPC to change. In fact T2 seems pretty well covered in Crius except for 1-2 things like success percentage I cannot really see that separating out the change to 50% base success would make much sense since all else in invention seems done. I guess CCP wants to rebalance T2 industry materials yet again (if you count T2 ship rebalancing that is what? 3rd time this year? 4-5 times in last 12 months?)
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