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Thread Statistics | Show CCP posts - 11 post(s) |
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CCP Falcon
7768

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Posted - 2014.07.22 08:18:00 -
[1] - Quote
Crius, EVE Online's second release under the new six week release cadence, has been successfully deployed!
With changes to industry, new industrial functionality and endpoints in the API, in-space user interface improvements, more little things, the introduction of teams, an overhaul of reprocessing, more starbase changes, and a whole host of other improvements, Crius is set to reshape industrial gameplay in EVE, streamlining processes and giving more power to the most important part of EVE Online; our players.
For full details of this release please check the patch notes.
When reporting issues, please specify which client you are using (Mac or PC). Please note that we also have a specific Mac client feedback & issues thread.
This thread is for general feedback only. To report issues, please use the Crius Issues thread here. CCP Falcon || Community Manager || @CCP_Falcon
Happy Birthday To FAWLTY7! <3 |
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Mashie Saldana
BFG Tech
1123
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Posted - 2014.07.22 11:19:00 -
[2] - Quote
First, let's see if it works. Mashie Saldana Dominique Vasilkovsky
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iwannadig
Nagibators Inc.
1
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Posted - 2014.07.22 11:30:00 -
[3] - Quote
We need skill points respect for Material Efficiency (Advanced Industry), because it changed behaviour. |
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CCP Claymore
C C P C C P Alliance
17

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Posted - 2014.07.22 11:38:00 -
[4] - Quote
iwannadig wrote:We need skill points respect for Material Efficiency (Advanced Industry), because it changed behaviour.
The behavior was changed but the skill was not removed. We are NOT refunding skill points for this. We are looking into a better solution for the skill though. Quality Assurance Analyst Team Game of Drones
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Yongtau Naskingar
Yongtau Naskingar Corporation
47
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Posted - 2014.07.22 11:44:00 -
[5] - Quote
The industry window is huge O.o It barely fits in the minimum window size. |

Bobby Artrald
Rogue Dog Villains incendia equus
1
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Posted - 2014.07.22 11:46:00 -
[6] - Quote
I thought the corp hanger array was supposed to be increased to 3m m3 |

Yongtau Naskingar
Yongtau Naskingar Corporation
47
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Posted - 2014.07.22 11:46:00 -
[7] - Quote
Also, is there a way to see if you were outbid / see all your current team bids? The patch notes just say you get notified when the auction is over, which is kinda too late. |

KIller Wabbit
The Scope Gallente Federation
649
|
Posted - 2014.07.22 11:53:00 -
[8] - Quote
Industry interface takes up way too much pixel space. Also, pretty much frickin' intimidating. Good luck with people new to industry. You did finally lower the click count. CCP .. always first with the wrong stuff CSM .. CCP Shills with a vacation plan
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A4443 Suicide Gank
Center for Advanced Studies Gallente Federation
15
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Posted - 2014.07.22 11:53:00 -
[9] - Quote
In the patch notes, i can read, that some mission issues got fixed, wich issues got fixed exactly?
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Celor Ma'fer
Jouhinen Inc
3
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Posted - 2014.07.22 11:56:00 -
[10] - Quote
Yongtau Naskingar wrote:Also, is there a way to see if you were outbid / see all your current team bids? The patch notes just say you get notified when the auction is over, which is kinda too late.
You bid on behalf of the system, not just for yourself. It would be nice to have a place where you can check all of your bids, but if you go back to the teams menu and hover over the bid amount it will list all of the systems that currently have bids on that team and how much they are.
It would definitely benefit from a place where you can see which teams you've bid on, rather than trying to remember what type and then scroll through them all to find them. |
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Celor Ma'fer
Jouhinen Inc
3
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Posted - 2014.07.22 11:57:00 -
[11] - Quote
When you deliver invention jobs there's needs to be more notification of whether you were successful or not, rather than a barely legible 'Failed' scrolling across the job line. |
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CCP RedDawn
C C P C C P Alliance
474

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Posted - 2014.07.22 12:02:00 -
[12] - Quote
A4443 Suicide Gank wrote:In the patch notes, i can read, that some mission issues got fixed, wich issues got fixed exactly?
All minor fixes, (too many to mention) which affects the missions; Balancing the Books (1 to 10), Mountains of Molehills (1 to 10), Data + Relic Site Scanning, Cosmos sites, A Demonstration and more. When I say minor, I mean text based changes, container access issues, dungeon completion issues etc.
Also, FYI, we have a large list of mission, dungeon, career and tutorial work that we will be starting soon. Team Space Glitter |
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Taru Audeles
Federal Navy Academy Gallente Federation
1
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Posted - 2014.07.22 12:03:00 -
[13] - Quote
System index in EVERY high sec system and most low sec systems is maxed. I know you will sell this as a feature and everything works as planed but are you serious ? You tried to sold us this BS new industry changes as something good and ground breaking. And half an hour after you deploy this EVERYTHING is maxed out ? removing slots was a really great idea. BTW your concept of people move around to less used systems. Someone at CCP didn't get the memo about that because there NO systems to move since every system is taxed the same. |

Celor Ma'fer
Jouhinen Inc
3
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Posted - 2014.07.22 12:09:00 -
[14] - Quote
Taru Audeles wrote:System index in EVERY high sec system and most low sec systems is maxed. I know you will sell this as a feature and everything works as planed but are you serious ? You tried to sold us this BS new industry changes as something good and ground breaking. And half an hour after you deploy this EVERYTHING is maxed out ? removing slots was a really great idea. BTW your concept of people move around to less used systems. Someone at CCP didn't get the memo about that because there NO systems to move since every system is taxed the same.
While it is annoying that a lot of the systems have a very high System Index Tax (including the one I manufacture in) you obviously haven't scrolled through the facilities tab, because I can count at least 30 systems that have the lowest tax |

KIller Wabbit
The Scope Gallente Federation
649
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Posted - 2014.07.22 12:11:00 -
[15] - Quote
Customs Office dialog dies when a transfer from launchpad executed. CCP .. always first with the wrong stuff CSM .. CCP Shills with a vacation plan
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Yongtau Naskingar
Yongtau Naskingar Corporation
48
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Posted - 2014.07.22 12:12:00 -
[16] - Quote
Celor Ma'fer wrote:While it is annoying that a lot of the systems have a very high System Index Tax (including the one I manufacture in) you obviously haven't scrolled through the facilities tab, because I can count at least 30 systems that have the lowest tax huh? Sort by tax rate. All system shown. Systems are all 10% (or 0% for POS modules). |

Rommiee
Mercury Inc.
831
|
Posted - 2014.07.22 12:12:00 -
[17] - Quote
Taru Audeles wrote:System index in EVERY high sec system and most low sec systems is maxed. I know you will sell this as a feature and everything works as planed but are you serious ? You tried to sold us this BS new industry changes as something good and ground breaking. And half an hour after you deploy this EVERYTHING is maxed out ? removing slots was a really great idea. BTW your concept of people move around to less used systems. Someone at CCP didn't get the memo about that because there NO systems to move since every system is taxed the same.
Are you saying that after a great deal of deliberation by CCP about how players will behave, they got it completely and totally wrong ?
My God, that cannot be true. I mean it's never happened 10 times before.....oh wait |

Sentient Blade
Crisis Atmosphere
1306
|
Posted - 2014.07.22 12:12:00 -
[18] - Quote
Not sure what the system index is meant to accomplish when it's so flat - I just checked out Lonetrek and discovered almost 80% of all systems had a cost index of near enough 100%.
Other:
* Cannot copy blueprints / facilities etc to clipboard, although multiple select seems to suggest that you can.
* It seems that researching something like the PE on a cruiser BPO now costs much more than the BPO itself.
* Using the arrow keys to navigate the blueprint / facilities list does not scroll the window to show the current selection. Page up / Page down do not work, or the scroll wheel. This can be fixed by closing / reopening but has happened numerous times already.
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Celor Ma'fer
Jouhinen Inc
3
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Posted - 2014.07.22 12:15:00 -
[19] - Quote
Yongtau Naskingar wrote:Celor Ma'fer wrote:While it is annoying that a lot of the systems have a very high System Index Tax (including the one I manufacture in) you obviously haven't scrolled through the facilities tab, because I can count at least 30 systems that have the lowest tax huh? Sort by tax rate. All system shown. Systems are all 10% (or 0% for POS modules).
Tax rate is different to the System Cost Index, sorry for the typo in my first post |

Retar Aveymone
GoonWaffe Goonswarm Federation
578
|
Posted - 2014.07.22 12:15:00 -
[20] - Quote
The industry UI contains several crimes against humanity:
1) For teams, there is no way to sort teams once I've narrowed down to the ones I want. I looked for construction component teams and wanted the max ME, but I had to read through all 40 or so instead of being able to sort it by best ME or the like
2) Can't bid on teams for corp. Easy to work around but irritating.
3) You can't make the giant honkin' blueprint window take up less space if, say, you just want to check on your jobs.
But overall I like it a lot. |
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Yongtau Naskingar
Yongtau Naskingar Corporation
49
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Posted - 2014.07.22 12:17:00 -
[21] - Quote
Retar Aveymone wrote: 3) You can't make the giant honkin' blueprint window take up less space if, say, you just want to check on your jobs.
+1 one for a way to hide the top part and just see the lists |

Takanuro
Biohazard. WINMATAR.
112
|
Posted - 2014.07.22 12:18:00 -
[22] - Quote
I have noticed a couple of things that would be nice to get clarified.
1. I have a POS and got as many ME/TE jobs as I could running before patch. However, when I go into Jobs, the Facility column is showing the station where my Blueprints are stored and NOT my various labs. Does this mean I can take down my POS and/or remove excess labs now without having to wait for jobs to complete???
2. I used to be able to go into the Corp Blueprints tab and look in the various Corp Division hangars which I used to organise various groups. When there was a BP with the stats I wanted to take, I could Right-Click and Deliver it to my Sales Hangar or Personal Hangar. Now, when on the Blueprints tab in Industry when I Right-Click there is no Deliver option. I have many of the same print and many prints so looking in the Inventory for which one I want is very time consuming. Am I missing how to do this now or an we have Deliver option back?
o7 Yes, we're going to die, but you're coming with us!
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CCP Claymore
C C P C C P Alliance
18

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Posted - 2014.07.22 12:20:00 -
[23] - Quote
Takanuro wrote:I have noticed a couple of things that would be nice to get clarified.
1. I have a POS and got as many ME/TE jobs as I could running before patch. However, when I go into Jobs, the Facility column is showing the station where my Blueprints are stored and NOT my various labs. Does this mean I can take down my POS and/or remove excess labs now without having to wait for jobs to complete???
2. I used to be able to go into the Corp Blueprints tab and look in the various Corp Division hangars which I used to organise various groups. When there was a BP with the stats I wanted to take, I could Right-Click and Deliver it to my Sales Hangar or Personal Hangar. Now, when on the Blueprints tab in Industry when I Right-Click there is no Deliver option. I have many of the same print and many prints so looking in the Inventory for which one I want is very time consuming. Am I missing how to do this now or an we have Deliver option back?
o7
To part 1, were the jobs being run remotely? By this I mean, Blueprints in the station using the modules in your POS?
If that is the case, we have moved all jobs that were running remotely to the station where the blueprint was based. Quality Assurance Analyst Team Game of Drones
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Retar Aveymone
GoonWaffe Goonswarm Federation
578
|
Posted - 2014.07.22 12:21:00 -
[24] - Quote
we need a way to track teams we are bidding on, to see if we got outbid |

Takanuro
Biohazard. WINMATAR.
112
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Posted - 2014.07.22 12:23:00 -
[25] - Quote
CCP Claymore wrote:Takanuro wrote:I have noticed a couple of things that would be nice to get clarified.
1. I have a POS and got as many ME/TE jobs as I could running before patch. However, when I go into Jobs, the Facility column is showing the station where my Blueprints are stored and NOT my various labs. Does this mean I can take down my POS and/or remove excess labs now without having to wait for jobs to complete???
2. I used to be able to go into the Corp Blueprints tab and look in the various Corp Division hangars which I used to organise various groups. When there was a BP with the stats I wanted to take, I could Right-Click and Deliver it to my Sales Hangar or Personal Hangar. Now, when on the Blueprints tab in Industry when I Right-Click there is no Deliver option. I have many of the same print and many prints so looking in the Inventory for which one I want is very time consuming. Am I missing how to do this now or an we have Deliver option back?
o7 To part 1, were the jobs being run remotely? By this I mean, Blueprints in the station using the modules in your POS? If that is the case, we have moved all jobs that were running remotely to the station where the blueprint was based.
Yes all BPO were in NPC station in corp hangars and installed to remote POS. Thanks for answer will save me some fuel :) Yes, we're going to die, but you're coming with us!
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Len Ross
The Scope Gallente Federation
21
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Posted - 2014.07.22 12:24:00 -
[26] - Quote
SO a successful deploy of a totally bugged patch. Doesn't anyone do tests before its sent into the wild? |

Celor Ma'fer
Jouhinen Inc
3
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Posted - 2014.07.22 12:24:00 -
[27] - Quote
Retar Aveymone wrote:we need a way to track teams we are bidding on, to see if we got outbid
Mentioned earlier in the thread, but worth another +1  |

KIller Wabbit
The Scope Gallente Federation
649
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Posted - 2014.07.22 12:25:00 -
[28] - Quote
How about input materials being sorted in Alpha order on the BP's??? Holy @^&!$!& CCP .. always first with the wrong stuff CSM .. CCP Shills with a vacation plan
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Sentient Blade
Crisis Atmosphere
1306
|
Posted - 2014.07.22 12:26:00 -
[29] - Quote
* The client noticeably freezes when loading the various industry tabs on a 3.6Ghz 3630, GTX 580 4GB OC with 32GB of 1600 Mhz RAM. I have many thousand of BPCs for when I was doing invention, it seems loading them all makes the client cry.
* Agree with a need to remove the giant tool at the top when I just want to view my jobs.
* The dark grey on even darker grey for the in-use blueprints is neigh unreadable. There needs to be another way to show that a blueprint is unavailable beyond giving me eye strain.
* When selecting to stop a job, the button changes to 'Confirm' but there is no cancel button. You can change the button back by clicking on another blueprint, but there needs to be an equally prominent cancel button. |

Steijn
Quay Industries
541
|
Posted - 2014.07.22 12:27:00 -
[30] - Quote
just checking at sticking 1 level of ME on an already part researched Fenrir BPO, prices range from under 1m to 51m depending on location, that I understand. However, it says time that it will take is 257d
WTF?? |
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Celor Ma'fer
Jouhinen Inc
3
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Posted - 2014.07.22 12:27:00 -
[31] - Quote
Len Ross wrote:SO a successful deploy of a totally bugged patch. Doesn't anyone do tests before its sent into the wild?
Got a specific point or have you just come here to be a tool? |

Kaija Asanari
Powder and Ball Alchemists Union The Predictables
3
|
Posted - 2014.07.22 12:34:00 -
[32] - Quote
Very confused about Invention jobs - how do I tell if an invention attempt is successful or not? The "Outcome" is a T2 BPC with the ME/TE values based on the decryptor used. But the "Deliver" button doesn't give me any additional information on whether I was successful or not. And if I hit it again" I get the message "The job cannot be completed as it has already completed".
I pointed this out in some feedback from the initial test server run, but Invention was broken at the time, so I didn't have a chance to re-test. |

The Ironfist
Nordgoetter Negative Waves
24
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Posted - 2014.07.22 12:34:00 -
[33] - Quote
7 month of dev time for such a pipe of sh!t amazing.. I though CCP could not possibly sink any further then incrana, I was proven wrong. -10 accounts literately not worth a single Gé¼. Most expansive subscription based game on the market yet no new content for 3 years gg. |

Celor Ma'fer
Jouhinen Inc
3
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Posted - 2014.07.22 12:38:00 -
[34] - Quote
Kaija Asanari wrote:Very confused about Invention jobs - how do I tell if an invention attempt is successful or not? The "Outcome" is a T2 BPC with the ME/TE values based on the decryptor used. But the "Deliver" button doesn't give me any additional information on whether I was successful or not. And if I hit it again" I get the message "The job cannot be completed as it has already completed".
I pointed this out in some feedback from the initial test server run, but Invention was broken at the time, so I didn't have a chance to re-test.
I mentioned this earlier, it does say whether the job failed or was successful (I can only vouch for failed as all of mine did), but not obviously. As you click Deliver a red colouring scrolls across the job line and it says Failed vaguely in the background, but no other notification |

HiddenPorpoise
Under Dark Sins of our Fathers
257
|
Posted - 2014.07.22 12:39:00 -
[35] - Quote
I have an algos BPO that was 27 yesterday, and now it's -10 and it's showing 58 days to train to -9.
So, is it meant to do that?
( know that ME is shown in negatives now)
And all of my T2 comp BPOs are at -9 or -10 from perfect yesterday.
And somehow my T2 ship BPCs and now better researched than the BPOs they came from. |

Retar Aveymone
GoonWaffe Goonswarm Federation
579
|
Posted - 2014.07.22 12:42:00 -
[36] - Quote
there is no indication when setting an outpost tax if it is absolute (i.e. if when I put 100% I double the job cost) or if I am setting how much of the 10% I want
there are going to be a lot of corps that set the tax at 1% instead of 10% by accident if I am correct that it is the latter (which is very un-intuitive) |

Len Ross
The Scope Gallente Federation
21
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Posted - 2014.07.22 12:42:00 -
[37] - Quote
Celor Ma'fer wrote:Len Ross wrote:SO a successful deploy of a totally bugged patch. Doesn't anyone do tests before its sent into the wild? Got a specific point or have you just come here to be a tool?
Airing a complaint. if that's being a tool so be it. I would have been fired if I signed off and released buggy software.
|

Bellasarius Baxter
Zilog Enterprises
32
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Posted - 2014.07.22 12:44:00 -
[38] - Quote
First observation: Pre-patch I had a perfectly researched Orca blueprint, which took quite some time. It was at ML=6 pre-patch. Now I have a blueprint at 9%, and am looking at 257 days of research, and 828 MILLION ISK in research cost to make it perfect again.
You guys at CCP has got to be kidding me!
It has been a great 7 years mostly, but this screw-up is simply unforgivable.
Sorry guys, you really blew it this time.
|

Steijn
Quay Industries
542
|
Posted - 2014.07.22 12:45:00 -
[39] - Quote
Bellasarius Baxter wrote:First observation: Pre-patch I had a perfectly researched Orca blueprint, which took quite some time. It was at ML=6 pre-patch. Now I have a blueprint at 9%, and am looking at 257 days of research, and 828 MILLION ISK in research cost to make it perfect again.
You guys at CCP has got to be kidding me!
It has been a great 7 years mostly, but this screw-up is simply unforgivable.
Sorry guys, you really blew it this time.
think the timescale is correct but not the ISK value, click on a location that offers ME research, it should then come down a bit. |

Retar Aveymone
GoonWaffe Goonswarm Federation
580
|
Posted - 2014.07.22 12:45:00 -
[40] - Quote
Bellasarius Baxter wrote:First observation: Pre-patch I had a perfectly researched Orca blueprint, which took quite some time. It was at ML=6 pre-patch. Now I have a blueprint at 9%, and am looking at 257 days of research, and 828 MILLION ISK in research cost to make it perfect again.
You guys at CCP has got to be kidding me!
It has been a great 7 years mostly, but this screw-up is simply unforgivable.
Sorry guys, you really blew it this time.
it was communicated repeatedly this was how it would work
if you'd read the threads you would have known that if you put it into research pre-patch you'd have gotten a 10% bpo back |
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Alexsis Solette
Hard Knocks Inc.
22
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Posted - 2014.07.22 12:48:00 -
[41] - Quote
This is a Post about production in POSes
I know there has always been a mechanic whereby production services could be charged for and that a corporation wallet access was required to make the payment. However, if a corp didn't want to charge its other wallets it could set access to 0 isk. This still required users to "technically" have a wallet access (while in fact a corp wallet access at any time in that pilots history seemed to qualify). What did this result in? An individual could use facilities in a corporation pos without actually having wallet access as long as those services didn't cost anything.
New change: there is now an arbitrary price that must be paid. Because corporations own these modules the corporation wallet must be used to pay for the jobs. Result? Nobody can do manufacturing out of a pos unless they have access to a corporation wallet which is incredibly insecure...
I feel I must protest this. Although I have access to a corporate wallet as a director many of the other industrialists in my corporation do not and with this change they will no longer be able to do any sort of production in our wormhole because they won't be getting access to a corporate wallet. Is the only real solution to require every player who wants to do POS based production to start their own corporation so they can then use a corporate wallet to pay for their jobs? |

HiddenPorpoise
Under Dark Sins of our Fathers
257
|
Posted - 2014.07.22 12:49:00 -
[42] - Quote
Digging in the corp BPO pile.
ME reset on half of it; that's bad. TE stuck (I think); that's good.
It's really weird how it spreads out too. Ammo at 100 is now reset, ammo at 20 something is at -8. |

Kaija Asanari
Powder and Ball Alchemists Union The Predictables
3
|
Posted - 2014.07.22 12:50:00 -
[43] - Quote
Celor Ma'fer wrote:I mentioned this earlier, it does say whether the job failed or was successful (I can only vouch for failed as all of mine did), but not obviously. As you click Deliver a red colouring scrolls across the job line and it says Failed vaguely in the background, but no other notification So there's a red scroll? I didn't see one. This is what I got after clicking "Deliver" and there's no indication of Invention Success/Failure: http://i.imgur.com/q2saASU.png |

Jaantrag
0
|
Posted - 2014.07.22 12:50:00 -
[44] - Quote
No Refining screen in POS reprocessing array and refining one unit of ice didint yield ANY Strontium Clathrates, but refining two in there cave me 1 ? some math issues there |

Celor Ma'fer
Jouhinen Inc
5
|
Posted - 2014.07.22 12:50:00 -
[45] - Quote
Len Ross wrote:Celor Ma'fer wrote:Len Ross wrote:SO a successful deploy of a totally bugged patch. Doesn't anyone do tests before its sent into the wild? Got a specific point or have you just come here to be a tool? Airing a complaint. if that's being a tool so be it. I would have been fired if I signed off and released buggy software.
This is a feedback thread though and as you weren't specific in any way I assumed you didn't have an actual complaint. I apologise if you do and if you say what it is, then maybe they can help  |

Celor Ma'fer
Jouhinen Inc
5
|
Posted - 2014.07.22 12:51:00 -
[46] - Quote
Retar Aveymone wrote:Bellasarius Baxter wrote:First observation: Pre-patch I had a perfectly researched Orca blueprint, which took quite some time. It was at ML=6 pre-patch. Now I have a blueprint at 9%, and am looking at 257 days of research, and 828 MILLION ISK in research cost to make it perfect again.
You guys at CCP has got to be kidding me!
It has been a great 7 years mostly, but this screw-up is simply unforgivable.
Sorry guys, you really blew it this time.
it was communicated repeatedly this was how it would work if you'd read the threads you would have known that if you put it into research pre-patch you'd have gotten a 10% bpo back
+1 |

Celor Ma'fer
Jouhinen Inc
5
|
Posted - 2014.07.22 12:52:00 -
[47] - Quote
Kaija Asanari wrote:Celor Ma'fer wrote:I mentioned this earlier, it does say whether the job failed or was successful (I can only vouch for failed as all of mine did), but not obviously. As you click Deliver a red colouring scrolls across the job line and it says Failed vaguely in the background, but no other notification So there's a red scroll? I didn't see one. This is what I got after clicking "Deliver" and there's no indication of Invention Success/Failure: http://i.imgur.com/q2saASU.png
Ah no that is different to what I got, that needs to be looked at I think. |

Veruca d'Artan
Imperial Shipment Amarr Empire
2
|
Posted - 2014.07.22 12:53:00 -
[48] - Quote
Installation costs are way out of proportion. They would be between 2 and 15% of basecosts as promised.
I'm tryint to install a job of ONE tristan (valued at 481K isk at the moment)
The install costs are 406K (in gelfiven)
That is 84% of base value! |

Gripen
1974
|
Posted - 2014.07.22 12:55:00 -
[49] - Quote
WTB Jaguar BPO for 5b - Thanks to wonderful Crius patch which turned such prints into junk I can finally afford one I always wanted. "No blueprint gets functionally worse", right Greyscale? |

Celor Ma'fer
Jouhinen Inc
6
|
Posted - 2014.07.22 13:01:00 -
[50] - Quote
Veruca d'Artan wrote:Installation costs are way out of proportion. They would be between 2 and 15% of basecosts as promised.
I'm tryint to install a job of ONE tristan (valued at 481K isk at the moment)
The install costs are 406K (in gelfiven)
That is 84% of base value!
That's insane. I was just quoted 114k for manufacturing 20 Rifters in Illuin. Have you tried closing and re-opening the UI, that has to be a glitch |
|

Yongtau Naskingar
Yongtau Naskingar Corporation
53
|
Posted - 2014.07.22 13:02:00 -
[51] - Quote
Bellasarius Baxter wrote:First observation: Pre-patch I had a perfectly researched Orca blueprint, which took quite some time. It was at ML=6 pre-patch. Now I have a blueprint at 9%, and am looking at 257 days of research, and 828 MILLION ISK in research cost to make it perfect again.
It's STILL perfect in the same way it was before, i.e. higher level of research don't get any more savings.
Bellasarius Baxter wrote:You guys at CCP has got to be kidding me!
It has been a great 7 years mostly, but this screw-up is simply unforgivable.
Sorry guys, you really blew it this time.
How about you learn2eve before yelling.
Gripen wrote:WTB Jaguar BPO for 5b - Thanks to wonderful Crius patch which turned such prints into junk I can finally afford one I always wanted. "No blueprint gets functionally worse", right Greyscale? They repeatedly said T2 BPOs were not a factor and they wouldn't mind removing them altogether. So nobody said "No blueprint gets functionally worse" regarding T2 BPOs |

Veruca d'Artan
Imperial Shipment Amarr Empire
3
|
Posted - 2014.07.22 13:04:00 -
[52] - Quote
Celor Ma'fer wrote:Veruca d'Artan wrote:Installation costs are way out of proportion. They would be between 2 and 15% of basecosts as promised.
I'm tryint to install a job of ONE tristan (valued at 481K isk at the moment)
The install costs are 406K (in gelfiven)
That is 84% of base value! That's insane. I was just quoted 114k for manufacturing 20 Rifters in Illuin. Have you tried closing and re-opening the UI, that has to be a glitch
after clicking around more I got a quote below 10k, but sill some POS assembly arrays are sometimes quoting around 400k for a single frigate run |

Celor Ma'fer
Jouhinen Inc
6
|
Posted - 2014.07.22 13:09:00 -
[53] - Quote
Veruca d'Artan wrote:Celor Ma'fer wrote:Veruca d'Artan wrote:Installation costs are way out of proportion. They would be between 2 and 15% of basecosts as promised.
I'm tryint to install a job of ONE tristan (valued at 481K isk at the moment)
The install costs are 406K (in gelfiven)
That is 84% of base value! That's insane. I was just quoted 114k for manufacturing 20 Rifters in Illuin. Have you tried closing and re-opening the UI, that has to be a glitch after clicking around more I got a quote below 10k, but sill some POS assembly arrays are sometimes quoting around 400k for a single frigate run
Ah I have not tried manufacturing anything in a POS, so not sure about that |

Len Ross
The Scope Gallente Federation
21
|
Posted - 2014.07.22 13:10:00 -
[54] - Quote
Celor Ma'fer wrote:Len Ross wrote:Celor Ma'fer wrote:Len Ross wrote:SO a successful deploy of a totally bugged patch. Doesn't anyone do tests before its sent into the wild? Got a specific point or have you just come here to be a tool? Airing a complaint. if that's being a tool so be it. I would have been fired if I signed off and released buggy software. This is a feedback thread though and as you weren't specific in any way I assumed you didn't have an actual complaint. I apologise if you do and if you say what it is, then maybe they can help 
No harm mate, Ill start the list and post it. |

Alexsis Solette
Hard Knocks Inc.
24
|
Posted - 2014.07.22 13:11:00 -
[55] - Quote
KIller Wabbit wrote:Industry interface takes up way too much pixel space. Also, pretty much frickin' intimidating. Good luck with people new to industry. You did finally lower the click count.
Click count yes, but I have so many bpos/bpcs that the scroll bar is such a tiny sliver I have trouble click on it so they REALLY increased the wear on my mouse wheel :) |

Shaax MacGruber
Hellfire Cult SpaceMonkey's Alliance
3
|
Posted - 2014.07.22 13:11:00 -
[56] - Quote
So far, a lot of good changes. I'm really not liking this bidding thing though for the teams. It's clunky and no way to track your bids. I thought about watching for a wallet flash when you get outbid, but alas, you don't get issued a refund when being outbid. I wonder if I will even see that isk once the auction ends.....
Love the compression changes, thank jeebus this was needed. Refining changes are good, (especially in pos). |

Shaax MacGruber
Hellfire Cult SpaceMonkey's Alliance
3
|
Posted - 2014.07.22 13:12:00 -
[57] - Quote
Veruca d'Artan wrote:Celor Ma'fer wrote:Veruca d'Artan wrote:Installation costs are way out of proportion. They would be between 2 and 15% of basecosts as promised.
I'm tryint to install a job of ONE tristan (valued at 481K isk at the moment)
The install costs are 406K (in gelfiven)
That is 84% of base value! That's insane. I was just quoted 114k for manufacturing 20 Rifters in Illuin. Have you tried closing and re-opening the UI, that has to be a glitch after clicking around more I got a quote below 10k, but sill some POS assembly arrays are sometimes quoting around 400k for a single frigate run
are we charged after the job is completed? I installed a ton of jobs and haven't been charged anything from POS. |

Niko Lorenzio
United Eve Directorate
367
|
Posted - 2014.07.22 13:14:00 -
[58] - Quote
- No ability to deliver multiple jobs at once.
- Window is too damn big and has a bug that allows it to be resized down and break everything.
- In facilities tab, arranging by a certain facility index is not really doing it's job. I'm clicking through them and the cost indexes are all over the place instead of the most expensive on top arranged down etc.
- WTH is up with the cost scaling? It's high everywhere???
- Unable to manage blueprints from the "Blueprints" tab. Can't sort by category, can't right click/move to another hangar or member.
- Unable to select multiple blueprints & copy list. Actually can't copy any of the lists from the new Industry UI.
Overall, seems like three steps forward and two steps back. It's progress, and better than before, but not the excellence that we were used to and come to expect from CCP years ago. |

Alexsis Solette
Hard Knocks Inc.
24
|
Posted - 2014.07.22 13:19:00 -
[59] - Quote
Shaax MacGruber wrote:Veruca d'Artan wrote:Celor Ma'fer wrote:Veruca d'Artan wrote:Installation costs are way out of proportion. They would be between 2 and 15% of basecosts as promised.
I'm tryint to install a job of ONE tristan (valued at 481K isk at the moment)
The install costs are 406K (in gelfiven)
That is 84% of base value! That's insane. I was just quoted 114k for manufacturing 20 Rifters in Illuin. Have you tried closing and re-opening the UI, that has to be a glitch after clicking around more I got a quote below 10k, but sill some POS assembly arrays are sometimes quoting around 400k for a single frigate run are we charged after the job is completed? I installed a ton of jobs and haven't been charged anything from POS.
It charges your corporate wallet now for production in a POS |

Niko Lorenzio
United Eve Directorate
367
|
Posted - 2014.07.22 13:25:00 -
[60] - Quote
Also does not remember your last opened tab. If I close on jobs, and re-open, it defaults to blueprints and gets slow and dirty. |
|

Vincent Athena
V.I.C.E.
2830
|
Posted - 2014.07.22 13:27:00 -
[61] - Quote
Shaax MacGruber wrote: are we charged after the job is completed? I installed a ton of jobs and haven't been charged anything from POS.
I installed some jobs at a station and was charged right away. About 8% of the value of the input material. I did note the bar showing me the relative cost at that facility was all the way across its window, and red, like the cost was maxed out. But it was not maxed out at 100%, it was just 8%. http://vincentoneve.wordpress.com/ |

Yongtau Naskingar
Yongtau Naskingar Corporation
54
|
Posted - 2014.07.22 13:34:00 -
[62] - Quote
Alexsis Solette wrote: Click count yes, but I have so many bpos/bpcs that the scroll bar is such a tiny sliver I have trouble click on it so they REALLY increased the wear on my mouse wheel :)
Use the filter, mon!
Niko Lorenzio wrote:
- In facilities tab, arranging by a certain facility index is not really doing it's job. I'm clicking through them and the cost indexes are all over the place instead of the most expensive on top arranged down etc.
It seems to work for me, though what's annoying is that stations that don't have a facility get sorted above systems with low index
Niko Lorenzio wrote:
- WTH is up with the cost scaling? It's high everywhere???
For anything but manufacturing, apparently. Just like before there were almost no slots available.
|

Hegia Rilemack Opper
Fistful of Finns Triumvirate.
5
|
Posted - 2014.07.22 13:36:00 -
[63] - Quote
Starbase Reprocessing Array
I would love to see same kind of dialogbox/window open as I do when reprocessing something in station  |

Ritual Union
ykx ltd
30
|
Posted - 2014.07.22 13:36:00 -
[64] - Quote
Retar Aveymone wrote:The industry UI contains several crimes against humanity:
...
3) You can't make the giant honkin' blueprint window take up less space
...
This has to be the most annoying thing in this release, it affects everyone. It needs a fix, asap.
... |

Niko Lorenzio
United Eve Directorate
368
|
Posted - 2014.07.22 13:37:00 -
[65] - Quote
Reprocessing UI is much less informative than before. It doesn't tell you base yield, tax, etc. until you try to reprocess something. |

Jacabon Mere
Capital Storm. Violent Declaration
88
|
Posted - 2014.07.22 13:40:00 -
[66] - Quote
To research a Naglfar BPO from ML 8 to ML 9 is 22.7bil is it really intended to be this high. the 108 days part is understandable, but 22bil? 22 BILLION!!!!!! Capital Storm is recruiting Aussies for Lowsec pvp and money making. Join "Capital Storm Pub" channel ingame. www.capitalstorm.net |

Bad Bobby
Bring Me Sunshine In Tea We Trust
520
|
Posted - 2014.07.22 13:42:00 -
[67] - Quote
My first impressions of the new industry UI isn't exactly positive. It's slow, overly large, hardly any of it actually interacts with the user (making it's massive size even more confusing), you can't drag stuff or change stuff like you would expect. It has the look and feel of a prototype rather than a finished product.
I'm sure, like the old UI, I'll learn how to work around it's poor design in time, but I was expecting good design this time around. |

Vincent Athena
V.I.C.E.
2830
|
Posted - 2014.07.22 13:44:00 -
[68] - Quote
Teams seem to be irrelevant for me. I make starbase structures. I do not make that many, so I do not have all my slots used. Thus, a team that gives TE is of little use for me. Most of my jobs require only one unit of the different input items. ME cannot reduce item use below one per run. Hence a team that gives ME is irrelevant.
I thought there would be teams that reduced my install cost, but apparently, no, they all increase install cost. http://vincentoneve.wordpress.com/ |

Yongtau Naskingar
Yongtau Naskingar Corporation
55
|
Posted - 2014.07.22 13:45:00 -
[69] - Quote
Jacabon Mere wrote:To research a Naglfar BPO from ML 8 to ML 9 is 22.7bil is it really intended to be this high. the 108 days part is understandable, but 22bil? 22 BILLION!!!!!! Thanatos to ME 9 in station: 19B. In POS: 102M (Both in pretty high indexed system)
If yer going to do the crazy thing for high ME on caps, you need a POS. |

KIller Wabbit
The Scope Gallente Federation
652
|
Posted - 2014.07.22 13:55:00 -
[70] - Quote
Yongtau Naskingar wrote:Jacabon Mere wrote:To research a Naglfar BPO from ML 8 to ML 9 is 22.7bil is it really intended to be this high. the 108 days part is understandable, but 22bil? 22 BILLION!!!!!! Thanatos to ME 9 in station: 19B. In POS: 102M (Both in pretty high indexed system) If yer going to do the crazy thing for high ME on caps, you need a POS.
Yep. Put the cap BPO's out in the POS's!! Please!    
CCP soooo bait and switch on this...
CCP .. always first with the wrong stuff CSM .. CCP Shills with a vacation plan
|
|

George Gouillot
Eleutherian Guard Villore Accords
20
|
Posted - 2014.07.22 14:03:00 -
[71] - Quote
KIller Wabbit wrote:Customs Office dialog dies when a transfer from launchpad executed.
Edit: reposted to correct thread....
Not new, had same problem since Rubicon, but it happens only occasionally. |

Jacabon Mere
Capital Storm. Violent Declaration
88
|
Posted - 2014.07.22 14:12:00 -
[72] - Quote
Yongtau Naskingar wrote:Jacabon Mere wrote:To research a Naglfar BPO from ML 8 to ML 9 is 22.7bil is it really intended to be this high. the 108 days part is understandable, but 22bil? 22 BILLION!!!!!! Thanatos to ME 9 in station: 19B. In POS: 102M (Both in pretty high indexed system) If yer going to do the crazy thing for high ME on caps, you need a POS.
Yeah i checked again and it dropped to between 400 and 800 mil in station. Capital Storm is recruiting Aussies for Lowsec pvp and money making. Join "Capital Storm Pub" channel ingame. www.capitalstorm.net |

Jacabon Mere
Capital Storm. Violent Declaration
88
|
Posted - 2014.07.22 14:13:00 -
[73] - Quote
Also whats the logic behind the input ordering when you hover over the input arrow? alphabetical would be nice........... Capital Storm is recruiting Aussies for Lowsec pvp and money making. Join "Capital Storm Pub" channel ingame. www.capitalstorm.net |

RangerGord
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
25
|
Posted - 2014.07.22 14:18:00 -
[74] - Quote
Celor Ma'fer wrote:Len Ross wrote:SO a successful deploy of a totally bugged patch. Doesn't anyone do tests before its sent into the wild? Got a specific point or have you just come here to be a tool?
I'm going to have to defend Len Ross on this one, seeing how they didn't put the actual release on sisi until less than a week ago, at which point it was accessible for approximately 5 minutes before it crashed out for several days until coming back online late Friday night... so you tell me how much actual testing of this patch actually made it into the released product?
It was for this very reason they switched to the 6 week release cycle so if something wasn't ready/tested, they could put it off til the next 6 week, but apparently they just didn't want to listen to any of our feedback or answer any real questions so now they get to deal with people that got hit in the face with this today (the rest of us that tried to test this only just barely got hit in the face with a few hard numbers/test circumstances Friday night).
From trying to work with this awfulness on sisi it was quite apparent that nobody at CCP actually tries to play the game to see if a change is good, bad, or just a change for the sake of change. They only care if that button does what it is supposed to do when clicked, regardless of if that click is even needed or wanted by anyone that actually plays the game.
|

Alexsis Solette
Hard Knocks Inc.
25
|
Posted - 2014.07.22 14:18:00 -
[75] - Quote
Jacabon Mere wrote:Yongtau Naskingar wrote:Jacabon Mere wrote:To research a Naglfar BPO from ML 8 to ML 9 is 22.7bil is it really intended to be this high. the 108 days part is understandable, but 22bil? 22 BILLION!!!!!! Thanatos to ME 9 in station: 19B. In POS: 102M (Both in pretty high indexed system) If yer going to do the crazy thing for high ME on caps, you need a POS. Yeah i checked again and it dropped to between 400 and 800 mil in station.
I think the algorithms are still settling since they don't have any real background information on which to average the number of jobs in a system. They can't see oh this system receives 300 jobs every 24 hours. Right now they're just like oh there's 200 jobs in the 3 hours I've been logging so that must mean this system has 1.6k jobs per 24 hours. |

Yongtau Naskingar
Yongtau Naskingar Corporation
55
|
Posted - 2014.07.22 14:22:00 -
[76] - Quote
Alexsis Solette wrote:I think the algorithms are still settling since they don't have any real background information on which to average the number of jobs in a system. They can't see oh this system receives 300 jobs every 24 hours. Right now they're just like oh there's 200 jobs in the 3 hours I've been logging so that must mean this system has 1.6k jobs per 24 hours. I was under the impression CCP was going to seed the algorithms with past usage? |

Shade Millith
Brave Newbies Inc. Brave Collective
132
|
Posted - 2014.07.22 14:26:00 -
[77] - Quote
Okay, after about 10 minutes of playing around, it seems as though the proposed idea of additional facilities giving bonuses in POSs seems to be scraped.
Why?
I mean, I'm not going to complain too much, because this just means that my empire industry tower is also going to be a fully fledged deathstar and pretty much impervious to assault while cranking out full production, but this seems like really bad balancing. |

Brainless Bimbo
Pator Tech School Minmatar Republic
80
|
Posted - 2014.07.22 14:31:00 -
[78] - Quote
Industry window........
You can hide the facilities, jobs blueprints and team area , but why the hell can you not hide the bloody action area.
The action area is not used as much in a casual way that checking jobs etc is, u lose half the screen to nothing.
Wake up and think ffs. already dead, just haven-¦t fallen over yet.... |

Veruca d'Artan
Imperial Shipment Amarr Empire
6
|
Posted - 2014.07.22 14:31:00 -
[79] - Quote
Veruca d'Artan wrote:Celor Ma'fer wrote:Veruca d'Artan wrote:Installation costs are way out of proportion. They would be between 2 and 15% of basecosts as promised.
I'm tryint to install a job of ONE tristan (valued at 481K isk at the moment)
The install costs are 406K (in gelfiven)
That is 84% of base value! That's insane. I was just quoted 114k for manufacturing 20 Rifters in Illuin. Have you tried closing and re-opening the UI, that has to be a glitch after clicking around more I got a quote below 10k, but sill some POS assembly arrays are sometimes quoting around 400k for a single frigate run
It appears that when you select a BP that is in a place without assembly capability it quotes you a ridiculous price; after selecting an installation fro the facilities tab it starts quoting less annoying amounts.
PS why did you nearly quadruple building time on shuttles? |

Celor Ma'fer
Jouhinen Inc
6
|
Posted - 2014.07.22 14:43:00 -
[80] - Quote
Shade Millith wrote:Okay, after about 10 minutes of playing around, it seems as though the proposed idea of additional facilities giving bonuses in POSs seems to be scraped.
Why?
I mean, I'm not going to complain too much, because this just means that my empire industry tower is also going to be a fully fledged deathstar and pretty much impervious to assault while cranking out full production, but this seems like really bad balancing.
This was mentioned sneakily in here Dev Post
|
|

KIller Wabbit
The Scope Gallente Federation
652
|
Posted - 2014.07.22 14:49:00 -
[81] - Quote
Enough with the flash blue lines on the industry gui... Annoying as hell
CCP .. always first with the wrong stuff CSM .. CCP Shills with a vacation plan
|

Zaxix
Long Jump.
400
|
Posted - 2014.07.22 14:51:00 -
[82] - Quote
Could you please split the team specialties into separate columns, rather than 4 crammed into a single cell? I would like to sort more efficiently. Bokononist
-á |

Yongtau Naskingar
Yongtau Naskingar Corporation
55
|
Posted - 2014.07.22 14:51:00 -
[83] - Quote
When bidding on a team, the wallet entry should say what team the bid was for. |

Bad Bobby
Bring Me Sunshine In Tea We Trust
522
|
Posted - 2014.07.22 15:01:00 -
[84] - Quote
Ok, I could be failing to see how to operate the UI (which in itself isn't a good sign), but I can't figure out how to:
1. Change the ME/PE on a BPO when simulating a job. 2. Use a BPO that is currently being used on a job as the BPO in a simulation for a new industry job.
|

DeODokktor
Dark Templars The Fonz Presidium
41
|
Posted - 2014.07.22 15:10:00 -
[85] - Quote
Bellasarius Baxter wrote:First observation: Pre-patch I had a perfectly researched Orca blueprint, which took quite some time. It was at ML=6 pre-patch. Now I have a blueprint at 9%, and am looking at 257 days of research, and 828 MILLION ISK in research cost to make it perfect again.
You guys at CCP has got to be kidding me!
It has been a great 7 years mostly, but this screw-up is simply unforgivable.
Sorry guys, you really blew it this time.
Actually, you blew it... Had you installed it yesterday for just 1 cycle, you would have gotten a 10% print!
|

Yongtau Naskingar
Yongtau Naskingar Corporation
57
|
Posted - 2014.07.22 15:12:00 -
[86] - Quote
DeODokktor wrote:Bellasarius Baxter wrote:First observation: Pre-patch I had a perfectly researched Orca blueprint, which took quite some time. It was at ML=6 pre-patch. Now I have a blueprint at 9%, and am looking at 257 days of research, and 828 MILLION ISK in research cost to make it perfect again.
Actually, you blew it... Had you installed it yesterday for just 1 cycle, you would have gotten a 10% print! Uh, no, then it'd have been ML=7, which would also have been converted to ME9%. |

Rekkr Nordgard
Imperial Reclaiming
407
|
Posted - 2014.07.22 15:18:00 -
[87] - Quote
Awful, horrible release. Leave the reprocessing and compression changes and roll everything else back. It's astonishingly clear that no CCP Devs actually do any industry themselves and Crius is just their idea of making some random changes for the sake of making random changes.
At the very least, give us the option of using the old industry UI. It was small, clean, and gave all the information I needed. Now it's gigantic, complex, and has a bunch of stuff I don't need and can't close.
This will not attract any new players to industry and if I did a lot of industry myself, I would be unsubbing over this release. |

DeODokktor
Dark Templars The Fonz Presidium
41
|
Posted - 2014.07.22 15:26:00 -
[88] - Quote
Yongtau Naskingar wrote:DeODokktor wrote:Bellasarius Baxter wrote:First observation: Pre-patch I had a perfectly researched Orca blueprint, which took quite some time. It was at ML=6 pre-patch. Now I have a blueprint at 9%, and am looking at 257 days of research, and 828 MILLION ISK in research cost to make it perfect again.
Actually, you blew it... Had you installed it yesterday for just 1 cycle, you would have gotten a 10% print! Uh, no, then it'd have been ML=7, which would also have been converted to ME9%.
No...
CCP Greyscale wrote: We take whatever level the blueprint was at when the job started, convert that, and then when the job finishes add however many levels (capped at level 10) it was in research for.
Me:5+ +1r Ended up 10% Me:3/4 +1r Ended up 9% Me:2 +1r Ended up 8% Me:1 +1r Ended up 6% |

Zaxix
Long Jump.
400
|
Posted - 2014.07.22 15:26:00 -
[89] - Quote
The team bidding process is confusing. It's incredibly difficult to sort out what to bid on. Since the bonuses are all in one cell, in no logical order that I can figure out (not alphabetical, not largest first, not anything), it's difficult to find what you're looking for. Even with the filter for Fuel Blocks, the list is long and you just have to scroll through and manually look at every freaking cell.
Once you find something interesting, you go to bid on it. I put in my system and it tells me minimum bid. It doesn't explain WHY that's the minimum bid. On one team, it tells me bid 520,000 or more, but the existing order is 442,000. Another one tells me minimum bid of 440,000, but the current high bid is 460,000.
Very, very annoying. Bokononist
-á |
|

CCP Greyscale
C C P C C P Alliance
2487

|
Posted - 2014.07.22 15:27:00 -
[90] - Quote
Celor Ma'fer wrote:Shade Millith wrote:Okay, after about 10 minutes of playing around, it seems as though the proposed idea of additional facilities giving bonuses in POSs seems to be scraped.
Why?
I mean, I'm not going to complain too much, because this just means that my empire industry tower is also going to be a fully fledged deathstar and pretty much impervious to assault while cranking out full production, but this seems like really bad balancing. This was mentioned sneakily in here Dev Post
Also in the devblog that went out last week :) |
|
|

DeODokktor
Dark Templars The Fonz Presidium
41
|
Posted - 2014.07.22 15:31:00 -
[91] - Quote
Zaxix wrote:The team bidding process is confusing. It's incredibly difficult to sort out what to bid on. Since the bonuses are all in one cell, in no logical order that I can figure out (not alphabetical, not largest first, not anything), it's difficult to find what you're looking for. Even with the filter for Fuel Blocks, the list is long and you just have to scroll through and manually look at every freaking cell.
Once you find something interesting, you go to bid on it. I put in my system and it tells me minimum bid. It doesn't explain WHY that's the minimum bid. On one team, it tells me bid 520,000 or more, but the existing order is 442,000. Another one tells me minimum bid of 440,000, but the current high bid is 460,000.
Very, very annoying.
If you click on the top of the cell it'll sort from best to worst.
Since it can be ME+ME, TE+TE, ME+TE, TE+ME then I guess they didn't want to make 4 columns to deal with this.
It's not to bad to sort it once and look over it, Just be careful to look and see both modifiers for those that have more than one. |

DeODokktor
Dark Templars The Fonz Presidium
41
|
Posted - 2014.07.22 15:34:00 -
[92] - Quote
CCP Greyscale wrote:Celor Ma'fer wrote:Shade Millith wrote:Okay, after about 10 minutes of playing around, it seems as though the proposed idea of additional facilities giving bonuses in POSs seems to be scraped.
Why?
I mean, I'm not going to complain too much, because this just means that my empire industry tower is also going to be a fully fledged deathstar and pretty much impervious to assault while cranking out full production, but this seems like really bad balancing. This was mentioned sneakily in here Dev Post Also in the devblog that went out last week :)
You guys need to start using dev blogs and stop using forum/reddit.
Why were remote blueprints removed?... That alone will kill good POSs in empire, making a POS worse just shows some really screw'd up logic going on in your head.
|

Claudius Dethahal
Viziam Amarr Empire
1
|
Posted - 2014.07.22 15:37:00 -
[93] - Quote
Yongtau Naskingar wrote:DeODokktor wrote:Bellasarius Baxter wrote:First observation: Pre-patch I had a perfectly researched Orca blueprint, which took quite some time. It was at ML=6 pre-patch. Now I have a blueprint at 9%, and am looking at 257 days of research, and 828 MILLION ISK in research cost to make it perfect again.
Actually, you blew it... Had you installed it yesterday for just 1 cycle, you would have gotten a 10% print! Uh, no, then it'd have been ML=7, which would also have been converted to ME9%.
The way the conversion worked you'd have gotten an ME 9% print and then when you accepted the job it would have added one for ME 10%. That little trick was in this thread (https://forums.eveonline.com/default.aspx?g=posts&m=4818245#post4818245). Way in the back. |

Alexsis Solette
Hard Knocks Inc.
25
|
Posted - 2014.07.22 15:39:00 -
[94] - Quote
I think the sorting on jobs needs a little work. Why are jobs that are ready to deliver placed next to the jobs the longest from being finished? (Sample order: Job 1 second from being done --> job 29d from being done --> Finished jobs, or vice versa). Shouldn't they be with the jobs that are almost done considering that they are... done? |

Zaxix
Long Jump.
401
|
Posted - 2014.07.22 15:41:00 -
[95] - Quote
DeODokktor wrote:Zaxix wrote:The team bidding process is confusing. It's incredibly difficult to sort out what to bid on. Since the bonuses are all in one cell, in no logical order that I can figure out (not alphabetical, not largest first, not anything), it's difficult to find what you're looking for. Even with the filter for Fuel Blocks, the list is long and you just have to scroll through and manually look at every freaking cell.
Once you find something interesting, you go to bid on it. I put in my system and it tells me minimum bid. It doesn't explain WHY that's the minimum bid. On one team, it tells me bid 520,000 or more, but the existing order is 442,000. Another one tells me minimum bid of 440,000, but the current high bid is 460,000.
Very, very annoying. If you click on the top of the cell it'll sort from best to worst. Since it can be ME+ME, TE+TE, ME+TE, TE+ME then I guess they didn't want to make 4 columns to deal with this. It's not to bad to sort it once and look over it, Just be careful to look and see both modifiers for those that have more than one. I'm not sure what you're referring to. I have clicked on the column Specialties and looking at the results, there is still no clear logic to the presentation. Bokononist
-á |

Angry Arnst
Hard Knocks and Rocks.MFG
0
|
Posted - 2014.07.22 15:43:00 -
[96] - Quote
Ya i like know why i have red outlines now on game? do you guys test anything before release mean? ya all trying fix my login issues now i got this its never ending glitches wtf get real techs in there ya all can afford it |

Retar Aveymone
GoonWaffe Goonswarm Federation
580
|
Posted - 2014.07.22 15:45:00 -
[97] - Quote
CCP Greyscale wrote: Also in the devblog that went out last week :)
greyscale: I set installation taxes to "100%" on one of our stations. Did I just set the taxes to 100% of what they can be (e.g. now it will charge 10% of the install cost in taxes) or did I just double everyone's install costs?
If it's the former can the NET taxes be shown instead of "100%" before goons start picking up pitchforks and torches :ohdear: |

Yongtau Naskingar
Yongtau Naskingar Corporation
58
|
Posted - 2014.07.22 15:51:00 -
[98] - Quote
DeODokktor wrote:No... CCP Greyscale wrote: We take whatever level the blueprint was at when the job started, convert that, and then when the job finishes add however many levels (capped at level 10) it was in research for.
Me:5+ +1r Ended up 10% Me:3/4 +1r Ended up 9% Me:2 +1r Ended up 8% Me:1 +1r Ended up 6% ... crap >.> |

Qmamoto Kansuke
Killing with pink power
9
|
Posted - 2014.07.22 15:52:00 -
[99] - Quote
I like all changes except that you can't resize the industry window in ALL directions i usually play windowed and I have to go fullscreen to be able to work with this.Please allow for resizing in all directions im sure many ppl want it aswell. |

DeODokktor
Dark Templars The Fonz Presidium
41
|
Posted - 2014.07.22 15:54:00 -
[100] - Quote
Zaxix wrote: I'm not sure what you're referring to. I have clicked on the column Specialties and looking at the results, there is still no clear logic to the presentation.
It looks like it uses CCPs old sorting style.. It's now showing wrong for me on one character, but fine on another. Sadly It seems once you sort by "Salary" (or perhaps any other box) that it will output will mix them for the sorting value. So it's all just mixed up :(...
Some of their other things sort like this too... It has bugged me for years. This is why I name pos arrays 01, 02,....,10,11
|
|

Musashibou Benkei
Combined Imperial Fleet Black Legion.
29
|
Posted - 2014.07.22 15:59:00 -
[101] - Quote
And so the dumb patch was released with stupid features that both take up too much window space by trying to be "pretty" and causing everyone in the industry business more grief by making stuff cost more, more, more and more.
WTS capital bpo's cos these changes are plain dumb and Grayscale should've been fired long ago.
P.S. If some dev/isd gets any ideas of me being "mean" to Grayscale, you should think about what happened last time he kept on pushing for the "all new unified inventory" and the drama that caused. Also, refer here |

Hemimaori
Combined Imperial Fleet Black Legion.
1
|
Posted - 2014.07.22 16:03:00 -
[102] - Quote
wow, way ruin industry.
I really don't understand why you did this to industry, maybe trying to drive plex sales as capital pilots will lose 1 dread now and have to spend 5bil to get another cos there aint gonna be any 2bil dreads on the market ever again.
WTS Cap BPO;s |

Qmamoto Kansuke
Killing with pink power
9
|
Posted - 2014.07.22 16:06:00 -
[103] - Quote
I just trying inventing ammo HOLY GOD OF INVENTING!!!Its so freaking fast and smooth!
<3 CCP |

Steijn
Quay Industries
542
|
Posted - 2014.07.22 16:09:00 -
[104] - Quote
new industry window sux.
1 - wont remember the previous settings that i used when i closed it, so have to redo everything again.
2 - laggy, because its loading in all of my BPOs that i have absolutely anywhere.
3 - impossible to scroll through all the BPOS due to the slider bar been that small that you cant click it because of number of BPOs.
4 - columns sort doesnt work.
5 - top panel is ridiculousy huuuuuuuuuuuge, no reason whatsoever for it to be so large.
fixes....
1. just make it remember the state it was closed in.
2. stop it loading in all BPOS, give it a dropdown where you cant choose which location to load BPOs in from BEFORE it loads any.
3. would be fixed in 2 and 6.
5. shouldnt take much doing.
6. reduce it by at least 50%.
|

Bad Bobby
Bring Me Sunshine In Tea We Trust
524
|
Posted - 2014.07.22 16:14:00 -
[105] - Quote
For future reference, I would have been perfectly happy with this all being pushed back another 6 weeks so that it could have been finished to a higher standard. The quality of the UI work in particular is dissapointing. Leaving POSes in a half broken state is dissapointing. I'm pretty happy with the ideas behind the changes, but you clearly needed more time to finish implementing them. |

Jackie Cane
Chaos Gate Northern Associates.
13
|
Posted - 2014.07.22 16:14:00 -
[106] - Quote
The Blueprint Window is WAY TOO BIG an not able to be collapsed. Make that huge thing collapsible so i can check my jobs list without having 70% of my screen blocked out by useless space. |

Lucas Raholan
Societas Imperialis Sceptri Coronaeque
124
|
Posted - 2014.07.22 16:15:00 -
[107] - Quote
Being able to filter based on what teams you have bid on on behalf of certain systems would be rather helpful, as it is you need to remember which systems you've bid with. Add in that you don't get notified if your bid gets beaten before the end leads to a overly complex system of watching your bids I'm secretly a unicorn that Sh**ts fairy dust and sings all day-á |

Steijn
Quay Industries
542
|
Posted - 2014.07.22 16:15:00 -
[108] - Quote
Bad Bobby wrote:For future reference, I would have been perfectly happy with this all being pushed back another 6 weeks so that it could have been finished to a higher standard. The quality of the UI work in particular is dissapointing. Leaving POSes in a half broken state is dissapointing. I'm pretty happy with the ideas behind the changes, but you clearly needed more time to finish implementing them.
considering its already been pushed back once, i hate to think what state it was originally in. |

Lady Rift
What Shall We Call It
40
|
Posted - 2014.07.22 16:17:00 -
[109] - Quote
Steijn wrote:Bad Bobby wrote:For future reference, I would have been perfectly happy with this all being pushed back another 6 weeks so that it could have been finished to a higher standard. The quality of the UI work in particular is dissapointing. Leaving POSes in a half broken state is dissapointing. I'm pretty happy with the ideas behind the changes, but you clearly needed more time to finish implementing them. considering its already been pushed back once, i hate to think what state it was originally in.
it wasn't even coded yet. They just had the idea of what they wanted |
|

CCP Greyscale
C C P C C P Alliance
2487

|
Posted - 2014.07.22 16:18:00 -
[110] - Quote
Retar Aveymone wrote:CCP Greyscale wrote: Also in the devblog that went out last week :)
greyscale: I set installation taxes to "100%" on one of our stations. Did I just set the taxes to 100% of what they can be (e.g. now it will charge 10% of the install cost in taxes) or did I just double everyone's install costs? If it's the former can the NET taxes be shown instead of "100%" before goons start picking up pitchforks and torches :ohdear:
Believe that's doubling costs. |
|
|

Bad Bobby
Bring Me Sunshine In Tea We Trust
524
|
Posted - 2014.07.22 16:18:00 -
[111] - Quote
Steijn wrote:Bad Bobby wrote:For future reference, I would have been perfectly happy with this all being pushed back another 6 weeks so that it could have been finished to a higher standard. The quality of the UI work in particular is dissapointing. Leaving POSes in a half broken state is dissapointing. I'm pretty happy with the ideas behind the changes, but you clearly needed more time to finish implementing them. considering its already been pushed back once, i hate to think what state it was originally in. I don't think we should concern ourselves with the state of code that was not released. A lot of terrible code is written in the quest for good code. |

Daphne Taggart
Black Omega Industries In Utter Darkness
0
|
Posted - 2014.07.22 16:22:00 -
[112] - Quote
Worst expansion to date. CCP should be ashamed of itself. New interface without guides or help on how to use it. Massive changes to Industry with no in game guides or help on whats different.
You can put lipstick on a pig CCP but its still a pig.
I fear this is the beginning of the end of New Eden.
|

Lady Rift
What Shall We Call It
40
|
Posted - 2014.07.22 16:26:00 -
[113] - Quote
Daphne Taggart wrote:Worst expansion to date. CCP should be ashamed of itself. New interface without guides or help on how to use it. Massive changes to Industry with no in game guides or help on whats different.
You can put lipstick on a pig CCP but its still a pig.
I fear this is the beginning of the end of New Eden.
get use to it. In 6 weeks they will push more things and then 6 weeks after that. I expect that in 2 expansions they will just be finishing fixes to this one. |

Bad Bobby
Bring Me Sunshine In Tea We Trust
524
|
Posted - 2014.07.22 16:27:00 -
[114] - Quote
Daphne Taggart wrote:Worst expansion to date. CCP should be ashamed of itself. New interface without guides or help on how to use it. Massive changes to Industry with no in game guides or help on whats different.
You can put lipstick on a pig CCP but its still a pig.
I fear this is the beginning of the end of New Eden. I'm pretty sure Incarna was worse. |

Tom Tokila
Science and Trade Institute Caldari State
0
|
Posted - 2014.07.22 16:30:00 -
[115] - Quote
So...my before-patch ME3 Leviathan is now screwed, and needs 522 more parts... that's just....no. :/ I'm not very happy with that. Is that even correct? |

Retar Aveymone
GoonWaffe Goonswarm Federation
580
|
Posted - 2014.07.22 16:32:00 -
[116] - Quote
CCP Greyscale wrote:Retar Aveymone wrote:CCP Greyscale wrote: Also in the devblog that went out last week :)
greyscale: I set installation taxes to "100%" on one of our stations. Did I just set the taxes to 100% of what they can be (e.g. now it will charge 10% of the install cost in taxes) or did I just double everyone's install costs? If it's the former can the NET taxes be shown instead of "100%" before goons start picking up pitchforks and torches :ohdear: Believe that's doubling costs. oh neat - will we be able to set arbitrary levels of tax, or is that a bug that we can exceed the 10% cap. |

Daryn Lei
Plutonium.
12
|
Posted - 2014.07.22 16:35:00 -
[117] - Quote
For wasting screen real estate, the new industry user interface is 10/10. Please give us some option to reduce the size of the rediculously elaborate top section and more room for browsing the jobs and blueprints at the bottom. |

Caldari 5
D.I.L.L.I.G.A.F. S.A.S Northern Associates.
346
|
Posted - 2014.07.22 16:38:00 -
[118] - Quote
Is there a way to prevent showing In use Blueprints in the Blueprints tab? I just went to install a job and nearly Cancelled a currently running job on the same type of blueprint!!
And my pet peeve because I need to repeat it, for the love of god put labels on things. Especially things like RAM that all use the same icon, and Datacores etc (I personally would not know which mineral is which without hovering over them and it slows down the usage of the interface) I'm not asking for much just some Text labels, same as what is in the standard view of your hangar. Label under icon. |

Scaugh
Blue Republic RvB - BLUE Republic
52
|
Posted - 2014.07.22 16:39:00 -
[119] - Quote
Question: Why can't I stack the new industry window like the rest of the windows in EVE???
and WoW just WoW it it frigging HUGE.....
|

Althalus Stenory
Flying Blacksmiths
20
|
Posted - 2014.07.22 16:40:00 -
[120] - Quote
Bad Bobby wrote:Daphne Taggart wrote:Worst expansion to date. CCP should be ashamed of itself. New interface without guides or help on how to use it. Massive changes to Industry with no in game guides or help on whats different.
You can put lipstick on a pig CCP but its still a pig.
I fear this is the beginning of the end of New Eden. I'm pretty sure Incarna was worse. Nop, as it didn't break anything like this one. |
|

Marlinara
Inferno Technologies Fatal Ascension
0
|
Posted - 2014.07.22 16:42:00 -
[121] - Quote
you said bpos won't get worse but Archon BPO ME 2 near Perfect now needs 12 Parts more
Naglfar an Thani BPC also |

Terminator 2
Omega Boost
9
|
Posted - 2014.07.22 16:44:00 -
[122] - Quote
I complained in the various threads before release that the new industry window doesn't resize and is unusable in small screens or multiclient-setups.
Never got any response from a GUI dev...they just proceeded and now everyone is as well complaining.
Great work in terms of usability....please redo this ugly big window, make parts of it collapsable or give the option of a trimmed down window. |

Vaju Enki
Secular Wisdom
1372
|
Posted - 2014.07.22 16:46:00 -
[123] - Quote
Entitled themepark carebears are crying like babies. Excellent. Big changes that improve the sandbox can't be made without this type of people crying. It's just like removing a tumor.
This is definitely one of the best patch's ever. I can't wait for carriers/supercarrier/titan/t3 rebalance, POS changes and a new SOV system. The Tears Must Flow |

Shaax MacGruber
Hellfire Cult SpaceMonkey's Alliance
3
|
Posted - 2014.07.22 16:50:00 -
[124] - Quote
soooo
Hyperion = Crius 2.0? Basically what they screwed up here we can count on being fixed on September 23, amirite? |

Steijn
Quay Industries
544
|
Posted - 2014.07.22 16:50:00 -
[125] - Quote
Vaju Enki wrote:Entitled themepark carebears are crying like babies. Excellent. Big changes that improve the sandbox can't be made without this type of people crying. It's just like removing a tumor.
This is definitely one of the best patch's ever. I can't wait for carriers/supercarrier/titan/t3 rebalance, POS changes and a new SOV system.
I think the majority would accept the changes if the UI was usable. Its clunky, seems rushed, seems half thought out and done by someone who doesnt do industry on a daily basis. |

Brutus Le'montac
80
|
Posted - 2014.07.22 16:51:00 -
[126] - Quote
it would be nice yha know, once in a while... if after a patch eve doesnt reset MY DAMN OVERVIEW!
each freacking update the same story, chat and overview settings reset. great job.... splendid.
Thought is dangerous; lack of thought, deadly!
|

Vaju Enki
Secular Wisdom
1372
|
Posted - 2014.07.22 16:52:00 -
[127] - Quote
Musashibou Benkei wrote:And so the dumb patch was released with stupid features that both take up too much window space by trying to be "pretty" and causing everyone in the industry business more grief by making stuff cost more, more, more and more. WTS capital bpo's cos these changes are plain dumb and Grayscale should've been fired long ago. P.S. If some dev/isd gets any ideas of me being "mean" to Grayscale, you should think about what happened last time he kept on pushing for the "all new unified inventory" and the drama that caused. Also, refer here
Hodor. The Tears Must Flow |

Bad Bobby
Bring Me Sunshine In Tea We Trust
524
|
Posted - 2014.07.22 16:55:00 -
[128] - Quote
Althalus Stenory wrote:Bad Bobby wrote:Daphne Taggart wrote:Worst expansion to date. CCP should be ashamed of itself. New interface without guides or help on how to use it. Massive changes to Industry with no in game guides or help on whats different.
You can put lipstick on a pig CCP but its still a pig.
I fear this is the beginning of the end of New Eden. I'm pretty sure Incarna was worse. Nop, as it didn't break anything like this one. I seem to remember that it broke CCP, doesn't that count? |

Momiji Sakora
Omni Galactic
20
|
Posted - 2014.07.22 17:00:00 -
[129] - Quote
Some thoughts that have cropped up from setting up a POS today:
- Set Use access on Research Labs and other arrays. My POS has two Research Arrays, I was hoping to use one to store our corp BPO/C stock and accessible only by members with the correct permissions, and the other empty and useable by any member in the corporation. Might be that I've just not researched enough, feel free to correct me on this.
- Organising POS contents Again, we have several different kinds of blueprint and material, being able to organise these in containers in the POS is currently not possible (Bug?) Containers can't be opened when in a POS structure hangar.
- Researching in a POS At the moment Blueprints can only be researched if they're in one of the hangar bays in a Research Lab. If I have the blueprints in a corporation hangar array they can't be made use of. I'd like to minimise the movement of these blueprints between structures, it's just a nightmare to keep track of them. If I have a hangar anchored at that POS it should have materials accessible from other structures? - Limit the contents of hangars to related goods to avoid abuse?
|

Angie Chatter
0
|
Posted - 2014.07.22 17:00:00 -
[130] - Quote
Crius = total mess for T3 production/RE
Problems:
1) The storage capacity of the RE-Lab is only 8.850 m3, compared to other Labs at 25.000 m3. 2) The Corporate Storage structure can only hold 1500 BPC and u can not access containers inside it?
Basically its a frustrating mess to juggle around BPC + Datacore stacks and split everything in tiny chuncks so the storage can handle it.
Why can't we simply use BPC/mats from a nearby corporate storage structure and why can this structure not hold more then 1500 items and is even unable to "sort" using containers?
|
|

Valedictio
Imperial Academy Amarr Empire
0
|
Posted - 2014.07.22 17:06:00 -
[131] - Quote
Oh dear,
terribad just doesn't do this credit, am I wrong in saying this way a delayed release to 'fix' the issues and yet a lot is broken ?
spent my time since the update to try and workaround some of the problems and it isn't happening,
it costs me more to install jobs in a tax free POS than it does in a 10% NPC Station ? unless any of the corps alliances members have their hangers set to 1 they can't build/invent etc. rant, blah, meh etc, etc etc
time to take a break and come back in a week or so, see if anything has improved
rather disappointed, they let this garbage go live 
|

Shiloh Templeton
Center for Advanced Studies Gallente Federation
140
|
Posted - 2014.07.22 17:06:00 -
[132] - Quote
Terminator 2 wrote:I complained in the various threads before release that the new industry window doesn't resize and is unusable in small screens or multiclient-setups.
Never got any response from a GUI dev...they just proceeded and now everyone is as well complaining.
Great work in terms of usability....please redo this ugly big window, make parts of it collapsable or give the option of a trimmed down window. Most everyone on Sisi made this same comment.
But I think the current UI implementation has merit - as a marketing tool and for new players -- it's much sexier than a typical spreadsheet in space.
We just need an "ADVANCED TOGGLE" to reduce the size of the top area for people who will be using it every day.
p.s. In the meantime, at least turn off the repeating blue flash please. |

Gedrick frogue
Heuristic Industrial And Development
0
|
Posted - 2014.07.22 17:06:00 -
[133] - Quote
Way to go on nerfing mining,
I love the fact that during the run up to this patch you we're soothing our brows with information like and i quote
"Decreasing reprocessing efficiency as a whole affects the outcome of mining, which really doesnGÇÖt need to be nerfed right now. As such, to keep ratio fairly identical, we are going to boost all minerals and ice products gained by reprocessing ores and ices approximately by 38.1% (1/0.724). This will apply to all the unrefined alchemy material as well."
Though the upshot of anyone who has trained up all relevant processing skills is that we get a 30% nerf on reprocessing ore into minerals
check out this link that CCP helpfully provided in the run up
http://cdn1.eveonline.com/www/newssystem/media/65852/1/Orechange2.png
So if on the old system you refined 1 batch of plain old veld you got 1000 units of trit and all was right in the world :)
However on this wonderful new system to get to supposed equivalent you need to refine 3 batches, for this (at 100% and maxed skills) you are supposed to receive 1245 units of trit.
Now 10% of 1245 is 124.5 and hence 30% is 373.5 units, so 1245 - 373.5 is 871.5 units of trit, now bear in mind that this is based on the 70% station refine so why do i end up with 866 units of trit for a 3 batch run?
So lets see batches changed to 100 units, OK fine, minerals boosted by 38% yet we end up with a NET effect of more then 30%
Now don't get me wrong I completely agree with the overhaul and making refining (i hate the use of reprocessing for refining ore) and making it Skill based and also making the reward for being a low sec miner better than being a high sec miner, thou low sec miners already had access to much higher rewards than high sec miners
The fact that CCP gave the impression that you wasn't going to get nerfed for training hard and getting all those nice level 5 skills is a bit of a kick in the balls
The heart of the matter is that there was a better way to of done this and giving the impression that you wasn't going to lose out (yup this goes back to the 38% increased yields in roids) sucks, surly the better way would of been to increased the low sec side of the equation and kept the high sec side as it was?
Though I don't believe this is going to cause lots of people to quit eve or anything daft I do think that people will look more closely at whether or not to remain in mining and/or to trust what CCP dev's say in their blogs
Any way that's just my two pence worth
Fly Safe All
Ged |

Mara Pahrdi
The Order of Anoyia
772
|
Posted - 2014.07.22 17:22:00 -
[134] - Quote
Sentient Blade wrote:I just checked out Lonetrek and discovered almost 80% of all systems had a cost index of near enough 100%. More like 90% here. This is ridiculous.
And why can I only see 15 jumps? Having trained networking stuff to 5 should be good for something.
Remove insurance. |

Etara Silverblade
Multiverse Logistics
24
|
Posted - 2014.07.22 17:28:00 -
[135] - Quote
How do I set the default input and output hangers. Every time I switch blueprints it resets to the main hanger.
I don't see any obvious way to do this. |

Rapscallion Jones
Omnibus Solutions
37
|
Posted - 2014.07.22 17:48:00 -
[136] - Quote
Maybe I'm overlooking it... on the new indy interface, is there a way to see which facilities at a POS have active jobs? I have some labs which finished jobs overnight and I want to take them down but there are others with jobs still running so I obviously don't want to take the wrong facility down! |

Shaax MacGruber
Hellfire Cult SpaceMonkey's Alliance
3
|
Posted - 2014.07.22 17:52:00 -
[137] - Quote
Etara Silverblade wrote:How do I set the default input and output hangers. Every time I switch blueprints it resets to the main hanger.
I don't see any obvious way to do this.
This is really easy, but first, you'll need some ingredients!
1: 2 Chicken's feet 2: 1/2 cup of cumen 3: 2 gallons of Cat's blood (siamese to be precise) 4: 1 Minted version of the Necronomicon 5. A headress made entirely of dodo feathers 6: A dirk 7: 1 Goat
After you've gathered everything, make sure you complete the correct ritual on page 15 in the necronomicon. Should that not work, please refer to page 630. Should this not work.... you may be SoL.
Hope this helps! |

Freelancer117
so you want to be a Hero
218
|
Posted - 2014.07.22 17:52:00 -
[138] - Quote
CCP RedDawn wrote: Also, FYI, we have a large list of mission, dungeon, career and tutorial work that we will be starting soon.
Squeeeeeeeeee 
PS: can we perhaps one day bribe a non-security division npc agent to give us a security mission, hint hint The players will make a better version of the game, then CCP initially plans.
http://eve-radio.com//images/photos/3419/223/34afa0d7998f0a9a86f737d6.jpg
|

Rapscallion Jones
Omnibus Solutions
37
|
Posted - 2014.07.22 18:01:00 -
[139] - Quote
CCP Claymore wrote:Takanuro wrote:I have noticed a couple of things that would be nice to get clarified.
1. I have a POS and got as many ME/TE jobs as I could running before patch. However, when I go into Jobs, the Facility column is showing the station where my Blueprints are stored and NOT my various labs. Does this mean I can take down my POS and/or remove excess labs now without having to wait for jobs to complete???
2. I used to be able to go into the Corp Blueprints tab and look in the various Corp Division hangars which I used to organise various groups. When there was a BP with the stats I wanted to take, I could Right-Click and Deliver it to my Sales Hangar or Personal Hangar. Now, when on the Blueprints tab in Industry when I Right-Click there is no Deliver option. I have many of the same print and many prints so looking in the Inventory for which one I want is very time consuming. Am I missing how to do this now or an we have Deliver option back?
o7 To part 1, were the jobs being run remotely? By this I mean, Blueprints in the station using the modules in your POS? If that is the case, we have moved all jobs that were running remotely to the station where the blueprint was based.
Does that mean yes or no? I'm in the same boat. |

Kukihara Akachi
School of Applied Knowledge Caldari State
16
|
Posted - 2014.07.22 18:15:00 -
[140] - Quote
Retar Aveymone wrote:Bellasarius Baxter wrote:First observation: Pre-patch I had a perfectly researched Orca blueprint, which took quite some time. It was at ML=6 pre-patch. Now I have a blueprint at 9%, and am looking at 257 days of research, and 828 MILLION ISK in research cost to make it perfect again.
You guys at CCP has got to be kidding me!
It has been a great 7 years mostly, but this screw-up is simply unforgivable.
Sorry guys, you really blew it this time.
it was communicated repeatedly this was how it would work if you'd read the threads you would have known that if you put it into research pre-patch you'd have gotten a 10% bpo back
Sorry mate, it was only communicated about 6 weeks ago, while it would have taken the fellow 4 months to research it to ME10, which would have yielded a 10% print. So you're wrong (but that's understandable, given that you're a goon.) |
|

Kukihara Akachi
School of Applied Knowledge Caldari State
16
|
Posted - 2014.07.22 18:18:00 -
[141] - Quote
Musashibou Benkei wrote:And so the dumb patch was released with stupid features that both take up too much window space by trying to be "pretty" and causing everyone in the industry business more grief by making stuff cost more, more, more and more. WTS capital bpo's cos these changes are plain dumb and Grayscale should've been fired long ago. P.S. If some dev/isd gets any ideas of me being "mean" to Grayscale, you should think about what happened last time he kept on pushing for the "all new unified inventory" and the drama that caused. Also, refer here
I'm sorry to agree with you, sir. CCP 1) took your previously perfect capital prints and nerfed them to worse prints, and 2) made sure that those worse prints are a WHOLE LOT WORSE than a perfect one. Way to go. |

Etara Silverblade
Multiverse Logistics
24
|
Posted - 2014.07.22 18:19:00 -
[142] - Quote
Hope you have a fix for the science interface in the works because it's lacking everything.
Now I can't find a way to get at a BPC. I want to be able to send it to my hanger so I can sell it. I was able to do this in the old interface but that option is no longer there.
Also, the refining interface is lacking information about how standings are effecting the refining. I saw "1.0 reduction from station owner tax" but didn't know if that was good or bad since it's red and doesn't tell me anything about what standings it is using.
And the job prices are just off the charts. It would cost over 100 mil to build an orca in my current system. That's not an acceptable amount and I'll never build one at that price. Looks like I'll be selling the BPO. Why weren't number of stations taken into account when the formula was devised. In a system with 10 stations there's no way the manufacturing prices are going to ever be reasonable.
This and all the stuff above needs fixed. I've been playing for a long time and made it through each patch but this one is really pushing me to quit. |

Takanuro
Biohazard. WINMATAR.
114
|
Posted - 2014.07.22 18:19:00 -
[143] - Quote
Rapscallion Jones wrote:CCP Claymore wrote:Takanuro wrote:I have noticed a couple of things that would be nice to get clarified.
1. I have a POS and got as many ME/TE jobs as I could running before patch. However, when I go into Jobs, the Facility column is showing the station where my Blueprints are stored and NOT my various labs. Does this mean I can take down my POS and/or remove excess labs now without having to wait for jobs to complete???
2. I used to be able to go into the Corp Blueprints tab and look in the various Corp Division hangars which I used to organise various groups. When there was a BP with the stats I wanted to take, I could Right-Click and Deliver it to my Sales Hangar or Personal Hangar. Now, when on the Blueprints tab in Industry when I Right-Click there is no Deliver option. I have many of the same print and many prints so looking in the Inventory for which one I want is very time consuming. Am I missing how to do this now or an we have Deliver option back?
o7 To part 1, were the jobs being run remotely? By this I mean, Blueprints in the station using the modules in your POS? If that is the case, we have moved all jobs that were running remotely to the station where the blueprint was based. Does that mean yes or no? I'm in the same boat.
I have taken down my labs and pos's, all jobs are still active and running in the station  Yes, we're going to die, but you're coming with us!
|

Momiji Sakora
Omni Galactic
20
|
Posted - 2014.07.22 18:21:00 -
[144] - Quote
More work needs to be done on the POS permissions system, for a corporation member to have access to create research jobs, or other jobs, they need a host of roles that grant them a lot of unnecessary access to various things in the corp. |

Davide Ncc
ITALIAN HUNTERS RUST415
2
|
Posted - 2014.07.22 18:25:00 -
[145] - Quote
Hi, i use a low resolution on my screen. I see that new game windows are not projetcted for low res. I will be happy is in the future al the game windows will be resizeable. thanks |

Althalus Stenory
Flying Blacksmiths
20
|
Posted - 2014.07.22 18:43:00 -
[146] - Quote
wasn't supposed blueprint with perfect ME pre-crius less than 10 be perfect with the change after crius ? for example Orca which was perfect at me 7 or 8, plenty rigs between 6 and 10 etc which are not anymore perfect ?
I don't get it...
anyway, the industry index is just sh!t, and all the cost system too, teams are useless, wait no, it's a new isk sink ! You guys forgot nobody wanted this but you didn't listen at all, just as you did with incarna...
The only thing that'll happen is a f*cking rise of the prices everywhere because there will be lesser people that'll manufacture... (and I seriously hope it'll be the case, so CCP can see they failed).
I just wonder if any dev who worked on this update was a full indus char, else he won't have done all of this stupid things... (remove remote hangar-pos jobs & cie for the fun of risks vs rewards, just as if ganking wasn't enough for indus people ^^) |

Rapscallion Jones
Omnibus Solutions
37
|
Posted - 2014.07.22 18:45:00 -
[147] - Quote
DeODokktor wrote:CCP Greyscale wrote:Celor Ma'fer wrote:Shade Millith wrote:Okay, after about 10 minutes of playing around, it seems as though the proposed idea of additional facilities giving bonuses in POSs seems to be scraped.
Why?
I mean, I'm not going to complain too much, because this just means that my empire industry tower is also going to be a fully fledged deathstar and pretty much impervious to assault while cranking out full production, but this seems like really bad balancing. This was mentioned sneakily in here Dev Post Also in the devblog that went out last week :) You guys need to start using dev blogs and stop using forum/reddit. Why were remote blueprints removed?... That alone will kill good POSs in empire.
Umm, sorry but that one actually was in the DevBlogs, and more than one. Unlike many of the sneak-in changes littered throughout the Test Server sub-forum the past several weeks. |

Pakokkie
Under Heavy Fire Mordus Angels
63
|
Posted - 2014.07.22 18:49:00 -
[148] - Quote
CCP fails again with this update. How many subscribers will stop now?
They spelled it wrong though. Its should be spelled Crisus.
Anyway, thanks for ruining another part of the game.
Worst part is that a the team "Friends" is dismantled. You know what that means in real business? It means the whole patch is screwed and will never get fixed. |

Meytal
School of Applied Knowledge Caldari State
472
|
Posted - 2014.07.22 19:11:00 -
[149] - Quote
As has been stated before, here or in the Issues thread, installing jobs at a POS requires funds in the associated corp wallet division.
Is this new behaviour the intended behaviour for now and the future, or is this an oversight of pulling funds from "installation owner" (corp) instead of "job installer" (player) wallet?
If behaviour is intended and will persist, please add an option for installation owners to configure the installations to require payment from corp or installer. The current situation is "difficult", to put it mildly.
|

Zaxix
Long Jump.
402
|
Posted - 2014.07.22 19:20:00 -
[150] - Quote
CCP Greyscale wrote:Retar Aveymone wrote:CCP Greyscale wrote: Also in the devblog that went out last week :)
greyscale: I set installation taxes to "100%" on one of our stations. Did I just set the taxes to 100% of what they can be (e.g. now it will charge 10% of the install cost in taxes) or did I just double everyone's install costs? If it's the former can the NET taxes be shown instead of "100%" before goons start picking up pitchforks and torches :ohdear: Believe that's doubling costs. believe? Bokononist
-á |
|

Yogsoloth
Percussive Diplomacy
140
|
Posted - 2014.07.22 19:21:00 -
[151] - Quote
It appears you have forgotton about everyone that doesn't do industry or manufacturing in game.

There's soo much stuff to look forward to in this patch... oh wait, I mean nothing. |

Angie Chatter
0
|
Posted - 2014.07.22 19:38:00 -
[152] - Quote
Problems:
1) While installing Jobs the selection list jumps all over the place, without any way to lock the sorting. This means u have to "retarget" your mouse after each new job. Thats really annoying! Plz fix the "sorting" of the list, so it stays fixed after each job!
2) The "greyed" out started jobs clutter the selection window and also do not help with the selection jumping after each new job! Plz add a filter to remove those "started" entries from the list.
3) The new Indy selection window/list lacks all of the filter (save/load) features found in the storage window. Allow us to set and save filters the same way. Just being able use the word filtering is annoying.
4) The Indy "team" auction uses the personal wallet, instead of the corp walled! This should be settable somewhere. |

Magic Crisp
Amarrian Micro Devices Curatores Veritatis Alliance
162
|
Posted - 2014.07.22 19:38:00 -
[153] - Quote
We have a corp job, installed pre-crius. Now it's delivery location is change to a can, having 120m3 total capacity. The job's volume is 1100m3. How should I fix that?
At blueprints the owned by corp/personal (leftmost) dropdown only has its effect on the second dropdown after the second change.
When viewing blueprints in "List mode" the little ME/PE bars are completely uninformative, AKA useless. Please put the numbers there to make them any useful, or at least add a bubble. BTW this has been reported 2 weeks ago in the test server threads.
When browsing through BPs to see for what do i have materials enough, the input/output divisions are always reset to the completely wrong one. UI should at least remember the last settings, the pre-crius industry window know this. This also had been reported a couple of weeks before patch in the test server threads.
The little triange in the industry window is hiding the wrong part of the window. Why do we need to rotate our monitors to have a decently sized list of our jobs/BPs? Also, someone took extreme care here, because we are also unable to move the upper half of the window out of the screen, as a workaround.
We are now unable to order our BP listing by group or category. That was a useful feature before crius, now it's impossible to do so.
meh, i'll stop, noone pays attention anyway.
|

Mackenzie Nolen
XYJAX
9
|
Posted - 2014.07.22 19:44:00 -
[154] - Quote
Yongtau Naskingar wrote:Bellasarius Baxter wrote:First observation: Pre-patch I had a perfectly researched Orca blueprint, which took quite some time. It was at ML=6 pre-patch. Now I have a blueprint at 9%, and am looking at 257 days of research, and 828 MILLION ISK in research cost to make it perfect again.
It's STILL perfect in the same way it was before, i.e. higher level of research don't get any more savings.
That's not actually true. You should definitely run the new numbers on cap BPO's if you were counting on that. With rounding up and the way things were folded in, the ME-9% to ME-10% improvement is relevant for pretty much every cap ship. Especially once you look at the edge cases with rounding in combination with the 2% ME savings from a POS or team bonus. |

Retar Aveymone
GoonWaffe Goonswarm Federation
583
|
Posted - 2014.07.22 19:58:00 -
[155] - Quote
Magic Crisp wrote:We have a corp job, installed pre-crius. Now it's delivery location is change to a can, having 120m3 total capacity. The job's volume is 1100m3. How should I fix that?
you can deliver more to a container than it can hold, as my component arrays that routinely get 5m m3 stuffed in them when i deliver jobs show |

TheSmokingHertog
TALIBAN EXPRESS
241
|
Posted - 2014.07.22 20:16:00 -
[156] - Quote
In the industry overview, the facilities tab tool-tip says;
"Facilities in the current region where blueprints can be used for manufacturing or research"
But does this list include all station that the alt / char can reach with remote skill in that region, or is it just all stations in the region? And didn't remote installing go above region?
*
When watching @ team auctions, I am wondering why there is no Price History tab ;)... |

James Amril-Kesh
4S Corporation Goonswarm Federation
10771
|
Posted - 2014.07.22 20:25:00 -
[157] - Quote
Yogsoloth wrote:It appears you have forgotton about everyone that doesn't do industry or manufacturing in game.  There's soo much stuff to look forward to in this patch... oh wait, I mean nothing. With a 6 week release cycle chances are you'll get content relevant to you more often even if not every release has any. No, this isn't it at all. Make it more... psssshhhh. |

Theodore Knox
Technologies Unlimited Superior Eve Engineering
13
|
Posted - 2014.07.22 20:25:00 -
[158] - Quote
Is there a way to change which wallet job costs come off when installing jobs at POS?
/Theo
|

Theodore Knox
Technologies Unlimited Superior Eve Engineering
13
|
Posted - 2014.07.22 20:34:00 -
[159] - Quote
Meytal wrote:As has been stated before, here or in the Issues thread, installing jobs at a POS requires funds in the associated corp wallet division.
Is this new behaviour the intended behaviour for now and the future, or is this an oversight of pulling funds from "installation owner" (corp) instead of "job installer" (player) wallet?
If behaviour is intended and will persist, please add an option for installation owners to configure the installations to require payment from corp or installer. The current situation is "difficult", to put it mildly.
I am wondering what my CEO's reaction is going to be.  |

Terminator 2
Omega Boost
15
|
Posted - 2014.07.22 20:36:00 -
[160] - Quote
Unplayable industry window blocking access to the list of your jobs...
I will wait for around a week or two on anouncements regarding improved usability of this mess.
After that you know...like putting accounts on hold and playing something else. |
|

Bellasarius Baxter
Zilog Enterprises
33
|
Posted - 2014.07.22 20:41:00 -
[161] - Quote
Kukihara Akachi wrote:Retar Aveymone wrote:Bellasarius Baxter wrote:First observation: Pre-patch I had a perfectly researched Orca blueprint, which took quite some time. It was at ML=6 pre-patch. Now I have a blueprint at 9%, and am looking at 257 days of research, and 828 MILLION ISK in research cost to make it perfect again.
You guys at CCP has got to be kidding me!
It has been a great 7 years mostly, but this screw-up is simply unforgivable.
Sorry guys, you really blew it this time.
it was communicated repeatedly this was how it would work if you'd read the threads you would have known that if you put it into research pre-patch you'd have gotten a 10% bpo back Sorry mate, it was only communicated about 6 weeks ago, while it would have taken the fellow 4 months to research it to ME10, which would have yielded a 10% print. So you're wrong (but that's understandable, given that you're a goon.)
Thank you for that ;-) Also my bpo collection is over 900 different ones, and a lot of them is now in the same state of increased waste, so many in fact that even if I had 10 toons maxed in skills, I couldnt have done enough to compensate....
Sigh! I never thought I would be saying this, but the lack of respect for work put in by a lot of players to create usable bpos without waste is staggering, so I am closing up shop, disbanding the corp, cancelling my accounts, and taking a break from EVE...
Fly safe, everyone.
|

Ray Kyonhe
Ray's Relentless Research
71
|
Posted - 2014.07.22 20:42:00 -
[162] - Quote
It's well known that many ppl play with different windows simultaneously logged on, in windowed mode ofcourse. My monitor's max reslution is 1440x900, consequently, the window's size is even smaller. And around 1/3 of it now taken by some obnoxiously-flashy, useless panel, which single purpose is to... show the chosen blueprint. Tnanks, but my vision is not so bad yet. It has to be reduced in size at least 2-3 times. Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link |

Scaugh
Blue Republic RvB - BLUE Republic
52
|
Posted - 2014.07.22 20:45:00 -
[163] - Quote
I'm not one who gets annoyed all that often with the release / patches.
However,
the new industry panel is so clunky. i get a total of 4 yes FOUR lines at the bottom of my screen. Now you try to search, filter or plain scroll down through several 100 BPOs and several 1000 BPCs without tearing your hair out.
Go on CCP I dare you.
Fix the window so that i can minimize (shrink) the top materials part and search for my blueprints. |

Retar Aveymone
GoonWaffe Goonswarm Federation
584
|
Posted - 2014.07.22 20:50:00 -
[164] - Quote
Kukihara Akachi wrote:Retar Aveymone wrote:Bellasarius Baxter wrote:First observation: Pre-patch I had a perfectly researched Orca blueprint, which took quite some time. It was at ML=6 pre-patch. Now I have a blueprint at 9%, and am looking at 257 days of research, and 828 MILLION ISK in research cost to make it perfect again.
You guys at CCP has got to be kidding me!
It has been a great 7 years mostly, but this screw-up is simply unforgivable.
Sorry guys, you really blew it this time.
it was communicated repeatedly this was how it would work if you'd read the threads you would have known that if you put it into research pre-patch you'd have gotten a 10% bpo back Sorry mate, it was only communicated about 6 weeks ago, while it would have taken the fellow 4 months to research it to ME10, which would have yielded a 10% print. So you're wrong (but that's understandable, given that you're a goon.) sorry mate, but you're wrong, and my four nag bpos that were ME5 five days ago and I installed into research three days ago and will come out of research at ME10% confirm you're wrong
don't ever try to argue game mechanics with a goon you will always lose |

Ydnari
Estrale Frontiers Project Wildfire
347
|
Posted - 2014.07.22 20:51:00 -
[165] - Quote
Scaugh wrote:I'm not one who gets annoyed all that often with the release / patches.
However,
the new industry panel is so clunky. i get a total of 4 yes FOUR lines at the bottom of my screen. Now you try to search, filter or plain scroll down through several 100 BPOs and several 1000 BPCs without tearing your hair out.
Go on CCP I dare you.
Fix the window so that i can minimize (shrink) the top materials part and search for my blueprints.
There's even an arrow that collapses the jobs list - this needs applying to the top section, so you can have the jobs list take up the screen without the massive round blueprint installer thing.
i.e. here http://i.imgur.com/cJt0C4R.png my teapot is ready |

Retar Aveymone
GoonWaffe Goonswarm Federation
584
|
Posted - 2014.07.22 20:52:00 -
[166] - Quote
blueprints in research on patch day had their base change, then when the job is done you get however many levels you researched
so a ME6 orca put into research to ME7 three days ago would come out perfect
game, set, match, mr. aveymone |

Meytal
School of Applied Knowledge Caldari State
474
|
Posted - 2014.07.22 20:52:00 -
[167] - Quote
Theodore Knox wrote:Meytal wrote:As has been stated before, here or in the Issues thread, installing jobs at a POS requires funds in the associated corp wallet division.
Is this new behaviour the intended behaviour for now and the future, or is this an oversight of pulling funds from "installation owner" (corp) instead of "job installer" (player) wallet?
If behaviour is intended and will persist, please add an option for installation owners to configure the installations to require payment from corp or installer. The current situation is "difficult", to put it mildly.
I am wondering what my CEO's reaction is going to be.  Well, currently it IS still possible for to install jobs at a POS. If you have granted the correct roles for non-Directors to run industry jobs, you also as part of that have had to grant access to one wallet division to support those jobs. We mark that one with a special name and indicate it is not to be used for anything, as it is not secure. This is the division that POS facilities now draw the new install cost ISK sink from.
So, technically, someone would pay into that wallet division exactly what was needed for the job, and then install the job. All the while, hoping that 1) someone else didn't jump the gun and install before you, and 2) the job cost didn't suddenly increase from the time you checked the cost, added the money, and then tried to install it.
You could add more money than it requested, and then reclaim your money after, but this assumes only one person is installing jobs at a time ... not a normal scenario if you allow corp members to manage their own towers and industry jobs as is common in W-space and likely elsewhere.
It CAN work, but it is VERY messy, VERY error-prone, and VERY likely to lead to frustration and confusion.
|

TeNoumen Prime
Imperial Shipment Amarr Empire
0
|
Posted - 2014.07.22 20:52:00 -
[168] - Quote
My most important grudge comes from the UI, and therefore, anything else is positive by my standard.
Overall, I think some points of the new industry UI are overly simplified, especially when compared to the bits presented in the various devblogs (yes I know it was tentative UI, but I don't understand why it has been oversimplified). I also have issues with the new blueprint's show info, and from a more general point of view I think CCP missed the opportunity of clarifying up the station UI, especially with upgrade.
In a nutshell, I think that CCP did the same thing as always. They unnecessarily obfuscate informations that are critical to the players while making useless information visible instead. This whole thing make the industry UI feeling rushed and unpolished to the point that I wonder if someone really take the time to think what should be displayed and what should not. More generally, this is a perfect case of good complexity vs bad complexity (if you want to use recent buzzwords) where discoverability is crippled by hiding core informations while promoting useless ones. The fact is that the relentless player will eventually figures out how to deduce these core informations, so there is no point in hiding them. Player will just spend their time searching for informations rather than optimizing their setup, which was one of the motivation behind the industry revamp. In my opinion, the issue will only aggravate with time as devblogs will get forgotten. I am particularly concerned about new players' experience in a year or so when most of the relevant informations about crius will require extensive research to get.
The following is a bullet-point list of what bug me the most with the UI. These points are merely examples that illustrate my general concerns. I am far from having explored all the UI novelties in Crius. Nonetheless, these are the most pressing issues I have with the UI.
- System Cost indexes : First, the only way to get numerical value is to go to World Map control Panel -> Star Map -> Stars -> Industry -> system cost index. This is incredibly complicated for a value that is supposed to be the principal factor in deciding where to settle industrial production. I understand the logic behind putting it there, but it should be accessible (in a numerical form) from the industry window
- System Cost's Bar : No explanation at all about this. Right now it is near useless. Hell, I do not even know why 2R- and Jita have a full bar for manufacturing while the system cost index is clearly different. If its region-wise, say so !
- Put back Job cost modifier breakdown : When I see a pop-up I expect to have a nice recap with precise values. Right now, all I got is the unexpressive system cost's bar. What happened to the nice breakdown shown in devblogs ? Hiding this kind of informations from plain sigh is good. Simply removing them is a terrible idea. We are supposed to optimize this value, how is that supposed to be if we only have a red bar and an obscure numerical value hidden in the star map. Give us precise calculation, base cost, percent modifier and all the stuff advertised in the devblogs. Even more infuriating is the fact that the thing is here for material cost.
- Blueprint details : Only one tab, I would loved to have, somewhere, base stats such as base building/research time, rank (what's the point of adding rank if you do not display it). Also, right now there is nothing that tell the naive player that research time actually increase with level because of the overly simplified show info.
- Build Menu / Ship type breakdown : Over the top and outrageously visible for something so useless. What is the utility of such a precise list. Is there any location where you can build a marauder but not a BlackOps ? If it is to say that you cannot build titan/SC in station why not just put 3 categories in this list (Subcap / Cap / Super) ?
- Stations upgrades : They are sill invisible to line members (same as I-Hub upgrades) and we have to guess them from side effects. This is stupid as these upgrade are quality of life improvement for line members. We are supposed to make decisions based on which system has which upgrade, but we cannot have this knowledge from in-game client.
|

Scaugh
Blue Republic RvB - BLUE Republic
52
|
Posted - 2014.07.22 20:55:00 -
[169] - Quote
Ydnari wrote:Scaugh wrote:I'm not one who gets annoyed all that often with the release / patches.
However,
the new industry panel is so clunky. i get a total of 4 yes FOUR lines at the bottom of my screen. Now you try to search, filter or plain scroll down through several 100 BPOs and several 1000 BPCs without tearing your hair out.
Go on CCP I dare you.
Fix the window so that i can minimize (shrink) the top materials part and search for my blueprints. There's even an arrow that collapses the jobs list - this needs applying to the top section, so you can have the jobs list take up the screen without the massive round blueprint installer thing. i.e. here http://i.imgur.com/cJt0C4R.png
that is exactly what i need. Not what we have now. |

Hirogenale
The Scope Gallente Federation
5
|
Posted - 2014.07.22 20:59:00 -
[170] - Quote
For the fact that it was mentioned countless times that nullsec would produce its stuff mainly in highsec and hauling minerals n stuff would be way to much work, its remarkable that about 75% of the teams sold so far went into nullsec, quite a few of them into the same Systems... Well, highsec can still produce high volume/low profit items i guess...
If that's what this release intended it worked perfectly. |
|

Retar Aveymone
GoonWaffe Goonswarm Federation
584
|
Posted - 2014.07.22 21:00:00 -
[171] - Quote
TeNoumen Prime wrote:
Put back Job cost modifier breakdown : When I see a pop-up I expect to have a nice recap with precise values. Right now, all I got is the unexpressive system cost's bar. What happened to the nice breakdown shown in devblogs ? Hiding this kind of informations from plain sigh is good. Simply removing them is a terrible idea. We are supposed to optimize this value, how is that supposed to be if we only have a red bar and an obscure numerical value hidden in the star map. Give us precise calculation, base cost, percent modifier and all the stuff advertised in the devblogs. Even more infuriating is the fact that the thing is here for material cost.
If that was still in the UI, I could have answered my question about "what does this 100% tax mean" in about five seconds instead of having to pester greyscale in this thread. I heartily second this motion. |

Retar Aveymone
GoonWaffe Goonswarm Federation
584
|
Posted - 2014.07.22 21:04:00 -
[172] - Quote
One issue:
Quote: GÇóTeams who are available for use but are unused (no active jobs) for a 48-hour period will cease to be available and put themselves up for chartering for seven days
This either makes titan and supercarrier teams effectively one-shot, or gives a hilarious advantage to the only groups that can crank up production very high in one system and still defen....
on second thought that's fine there is no problem here |

Particul
M. Corp Engineering Fatal Ascension
2
|
Posted - 2014.07.22 21:26:00 -
[173] - Quote
Fascinating! Thanks to the new industry UI I have just discovered that I have had a manufacturing job in Provi waiting to be delivered for 4 years :)
If I ever get within 15 jumps it might get done! |

Quit Whining
Imperial Academy Amarr Empire
61
|
Posted - 2014.07.22 21:37:00 -
[174] - Quote
Tom Tokila wrote:So...my before-patch ME3 Leviathan is now screwed, and needs 522 more parts... that's just....no. :/ I'm not very happy with that. Is that even correct?
I have a previously ME3 Erebus BPC with the same issue :) another 10B added on to build cost, really great fun when you're in the middle of building the parts and now find that you need to obtain even more minerals.
Capital production is also now going to be unprofitable to anyone who didn't read the very well hidden memo regarding researching the ship BPOs to ME5 pre-patch, or anyone who had an ME3 BPO. |

Alaekessa
Matari Combat Research and Manufacture Inc.
144
|
Posted - 2014.07.22 22:01:00 -
[175] - Quote
Why in the bloody **** do I need to pay to install science and industry jobs on my own lines in my own POS?
How does this make sense at all?
I mean, if I could open my slots to the public so I could profit from them then I could understand, but this is just ridiculous.
|

Scaugh
Blue Republic RvB - BLUE Republic
57
|
Posted - 2014.07.22 22:04:00 -
[176] - Quote
Alaekessa wrote:Why in the bloody **** do I need to pay to install science and industry jobs on my own lines in my own POS?
How does this make sense at all?
I mean, if I could open my slots to the public so I could profit from them then I could understand, but this is just ridiculous.
the excuse is you are now paying for the wages of the new NPC teams. what they forgot to think through though is you are paying this tax even if you don't use teams. |

Alaekessa
Matari Combat Research and Manufacture Inc.
145
|
Posted - 2014.07.22 22:06:00 -
[177] - Quote
Scaugh wrote:Alaekessa wrote:Why in the bloody **** do I need to pay to install science and industry jobs on my own lines in my own POS?
How does this make sense at all?
I mean, if I could open my slots to the public so I could profit from them then I could understand, but this is just ridiculous.
the excuse is you are now paying for the wages of the new NPC teams. what they forgot to think through though is you are paying this tax even if you don't use teams. If that is the case, why do I not have the option to abduct them and shackle them to the labs?
Slave Labor FTW!!!! |

Vandeer Pelt
Militie Templi
0
|
Posted - 2014.07.22 22:15:00 -
[178] - Quote
Alaekessa wrote:Scaugh wrote:Alaekessa wrote:Why in the bloody **** do I need to pay to install science and industry jobs on my own lines in my own POS?
How does this make sense at all?
I mean, if I could open my slots to the public so I could profit from them then I could understand, but this is just ridiculous.
the excuse is you are now paying for the wages of the new NPC teams. what they forgot to think through though is you are paying this tax even if you don't use teams. If that is the case, why do I not have the option to abduct them and shackle them to the labs? Slave Labor FTW!!!!
Yeah! It's really weird to pay for something you do in your own facility! Totally insane to pay 100+ million to make a BPO to ME 10% when the BPO cost 10 mill to buy!?!?! WHY F**K IT UP?!
I've been playing this game for 11 years. This is the most stupid patch ever. Well done, NOT... |

Retar Aveymone
GoonWaffe Goonswarm Federation
587
|
Posted - 2014.07.22 22:16:00 -
[179] - Quote
Scaugh wrote:Alaekessa wrote:Why in the bloody **** do I need to pay to install science and industry jobs on my own lines in my own POS?
How does this make sense at all?
I mean, if I could open my slots to the public so I could profit from them then I could understand, but this is just ridiculous.
the excuse is you are now paying for the wages of the new NPC teams. what they forgot to think through though is you are paying this tax even if you don't use teams. you're always using a team, just the default team
the default team is boring and generic but they still deserve a living wage |

Chany Boy
Imperial Shipment Amarr Empire
1
|
Posted - 2014.07.22 22:16:00 -
[180] - Quote
Wow. Another "we must change it cuz we can" patch. Just like the unified inventory which even to this day is not as good as what it replaced. We just got enough bandaids on it that the majority of the screams died down. It did directly cost you $480 of my hard earned cash in unsubscribed toons. I'm sure I'm not the only one that closed their wallets to you at that time.
Like all others have said, the massive blueprint circle with flashing blue lines eats up 1/2 the screen with no way to make it go away. I LOL'd pretty bad when I saw it. My first thought was 'Cheesy!' It's cute and all, so I guess if you are out to attract x-box players with flashy stuff, it might work. +1000 from me for an advanced mode that shrinks that crap down to something respectable and easy to follow, or go back to what we had.
Also, on the BPO's time won't change, I call bullpucky too. I've got a Gallente Fuel Block BPO that was at 150/100 before Crisus, that only took a few hours to make 100 runs. Now it's 11+ hours??
And I'm guessing it's just cuz you want an isk sink, but why does it cost me to run a job now at my own POS? Seriously? Do I get some kinda Obamacare subsidy from the SCC since I'm paying for gas for it?
So now the best we can get is -10% and -20% respectively on our BPO's. Cut dried and simple. Takes some of the fun out for me. I always liked trying to find the best level of ME/PL. Added a challenge. Yea, it took work and thought. Now it's gone. If I wanted a mindless game I'd buy one of those x-box thingies and join the lemings.
Reading other peoples comments on here, I can see alot more things that I have not even looked at that are going to tick me off even more.
It's been an interesting 6 years in EvE. This is probably the straw for me. A few good updates, but now all it seems to be about simplifing the game. I guess that's what you want from a business perspective when attracting new kiddies to play. However, I'm sure I'm not the only long term player to be tired of these types of changes and decide it's time to quit giving you $900 a year in toon fees. I'll ride out subscriptions I've paid for, since I can't get a refund, and odds are it's time for a change. |
|

Drahcir Nasom
Independent Manufacturers Independent Manufacturers Alliance
29
|
Posted - 2014.07.22 22:23:00 -
[181] - Quote
WTF, if I'm reading the new BP details screen correctly, the build time on my Astarte BPO has changed from 1d10h8m to 3d11h20m, that's an increase in production time of 144% from 2048 minutes to 5000 minutes. The time to make a single copy run is now 2d18h40m, and the maximum number of runs for a BPC is 1 |

Maria Bellafemme
Zacharia Explorations Group
0
|
Posted - 2014.07.22 22:31:00 -
[182] - Quote
Enjoying Crius for the most part. Good job CCP!
Having said that, there is some room for improvements, especially with the system/job cost and team bidding.
System Index & Job Cost +A breakdown of the cost would be better than an explanation. I thought my system was the most expensive of them all, because the red bar was sooooooo big. Then I saw the map with the manufacturing cost index selected and saw that this system is just average with most.
Bidding for Teams +I needs a "My Bids" window. I NEEEEEDS one. The eve client/server already knows which teams I've bid on, so why not show it to me to see how we are doing?
+I needs a window showing me all the bids for certain systems. How can I throw my money towards a team another player started bidding on if I don't know our system is in the running? (Of course, that could also backfire on us, but there are risks with everything, right?)
-Maria |

Ray Kyonhe
Ray's Relentless Research
73
|
Posted - 2014.07.22 22:32:00 -
[183] - Quote
I just can't believe my eyes.. Please tell me this is some kind of error and will be fixed soon. Before Crius I've invented several capital t2 rig BPCs. I used a decryptor (Occult Proccess) and managed to get them to very nice ME levels. It was ME -1. Now all this BPCs are at ME-9%, and quantity of materials needed to manufacture them is HORRIBLE. It is 20-30% greater than what I have on them right before Crius (IPH tools still shows my old resource requirements, so I'm shure about it). So producing them is no option now, as it would be more profitable to just sell blue salvage needed on the market. So, you basically ruined all my hard job of creating these, they now only worth to trash them, no one will buy this junk.
I also have a bund of t2 Small Nozzle Joints BPCs. Before Crius they required exactly of 1 unit of 3 types of t2 salvage to produce - and to achieve that I used quite expensive decryptors I bought from markets. Now all of them require 2 units of salvage. Is it how transition should work? Screw it then! Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link |

Ydnari
Estrale Frontiers Project Wildfire
349
|
Posted - 2014.07.22 22:34:00 -
[184] - Quote
Ray Kyonhe wrote:I just can't believe my eyes.. Please tell me this is some kind of error and will be fixed soon. Before Crius I've invented several capital t2 rig BPC. I did usind a decryptor (Occult proccess) and managed to get them to very nice ME levels. It was ME -1. Now all this BPCs are at ME-9%, and quantity of materials needed to manufacture them is HORRIBLE. It is 20-30% greater than before Crius. So producing them is no option now, as it would be more profitable to just sell blue salvage needed on the market. So, you basically ruined all my hard job of creating these, they now only worth to trash them, no one will buy this junk. I also have a bund of t2 Small Nozzle Joints BPCs. Before Crius they required exactly of 1 unit of 3 types of t2 salvage to produce - and to achieve that I used quite expensive decryptors I bought from markets. Now all of them require 2 units of salvage. Is it how transition should work? Screw it then!
-9% is almost maximum, best is -10%.
For some reason CCP decided that whilst they were going to keep ME/TE on one side of zero (yay), they inexplicably chose to make all of the numbers negative.  my teapot is ready |

Ray Kyonhe
Ray's Relentless Research
73
|
Posted - 2014.07.22 22:35:00 -
[185] - Quote
Ydnari wrote:For some reason CCP decided that whilst they were going to keep ME/TE on one side of zero (yay), they inexplicably chose to make all of the numbers negative.  All my nozzle joints t2 BPCs now have ME-8%, and they require 2 units of each of 3 kinds of salvage to produce. Before Crius they required only 1 unit of each kind. Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link |

Steijn
Quay Industries
553
|
Posted - 2014.07.22 22:37:00 -
[186] - Quote
Ray Kyonhe wrote:Ydnari wrote:[quote=Ray Kyonhe] For some reason CCP decided that whilst they were going to keep ME/TE on one side of zero (yay), they inexplicably chose to make all of the numbers negative.  All my nozzle joints t2 BPCs now have ME-8%, and they require 2 units of each of 3 kinds of salvage to produce. Before Crius they required only 1 unit of each kind.
loads of BPOs/BPCs now need more materials. |

Maria Bellafemme
Zacharia Explorations Group
0
|
Posted - 2014.07.22 22:41:00 -
[187] - Quote
Ray Kyonhe wrote:I just can't believe my eyes.. Please tell me this is some kind of error and will be fixed soon. Before Crius I've invented several capital t2 rig BPCs. I used a decryptor (Occult Proccess) and managed to get them to very nice ME levels. It was ME -1. Now all this BPCs are at ME-9%, and quantity of materials needed to manufacture them is HORRIBLE. It is 20-30% greater than what I have on them right before Crius (IPH tools still shows my old resource requirements, so I'm shure about it). So producing them is no option now, as it would be more profitable to just sell blue salvage needed on the market. So, you basically ruined all my hard job of creating these, they now only worth to trash them, no one will buy this junk.
I also have a bund of t2 Small Nozzle Joints BPCs. Before Crius they required exactly of 1 unit of 3 types of t2 salvage to produce - and to achieve that I used quite expensive decryptors I bought from markets. Now all of them require 2 units of salvage. Is it how transition should work? Screw it then!
It's not as bad as it looks, Ray!
ME levels are now expressed in how much less the BPO/BPC requires. ME -9% means "subtract 9% from the original BP material costs."
As for the increased material costs, I think all t2 BPs have new, higher material costs (invention no longer results in BPCs with material costs less efficient than an un researched BPO.) this includes owners of T2 BPOs
-Maria |

Ray Kyonhe
Ray's Relentless Research
73
|
Posted - 2014.07.22 22:55:00 -
[188] - Quote
Maria Bellafemme wrote: As for the increased material costs, I think all t2 BPs have new, higher material costs (invention no longer results in BPCs with material costs less efficient than an un researched BPO.) this includes owners of T2 BPOs
Correct me if I've got you wrong. Do you imply that increase in material cost was added just to counterbalance change in ME calculations, so resulting material cost after-Crius would remain the same? Than it's not the case - I clearly see that the same BPC that requred 78 Intact armor plates to produce just before the patch (all my skills already included in calcualtions) now require 90. Ninty! If it's not for some kind of bug in how values are displayed, then those BPCs are of no use, at least for long times to come, because I'm sure others created a tons of those rigs beforehand and will sell them under old price, exactly like in that old incident with t2 ships and extra materials. Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link |

Retar Aveymone
GoonWaffe Goonswarm Federation
587
|
Posted - 2014.07.22 23:02:00 -
[189] - Quote
Ray Kyonhe wrote:Maria Bellafemme wrote: As for the increased material costs, I think all t2 BPs have new, higher material costs (invention no longer results in BPCs with material costs less efficient than an un researched BPO.) this includes owners of T2 BPOs
Correct me if I've got you wrong. Do you imply that increase in material cost was added just to counterbalance change in ME calculations, so resulting material cost after-Crius would remain the same? Than it's not the case - I clearly see that the same BPC that requred 78 Intact armor plates to produce just before the patch (all my skills already included in calcualtions) now require 90. Ninty! If it's not for some kind of bug in how values are displayed, then those BPCs are of no use, at least for long times to come, because I'm sure others created a tons of those rigs beforehand and will sell them under old price, exactly like in that old incident with t2 ships and extra materials. i believe show info on a bpo does not take its ME into account anymore (and fixing that might save some devs a lot of grief) |

Ray Kyonhe
Ray's Relentless Research
74
|
Posted - 2014.07.22 23:10:00 -
[190] - Quote
Retar Aveymone wrote: i believe show info on a bpo does not take its ME into account anymore (and fixing that might save some devs a lot of grief)
I hope it really is. But, even if it would take it into account, it still -9%, so instead of 90 plates I would have got ~82 plates. Still not so close to 78 which before-Crius BPC had. Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link |
|

KIller Wabbit
The Scope Gallente Federation
657
|
Posted - 2014.07.22 23:12:00 -
[191] - Quote
Everyone should consider sitting on their BP's for a few days, or maybe even a couple of weeks, until this ****** mess gets straightened out. If nothing else some demand build would help offset the outrageous tax and fee policies/mechanics. CCP .. always first with the wrong stuff CSM .. CCP Shills with a vacation plan
|

Meytal
School of Applied Knowledge Caldari State
474
|
Posted - 2014.07.22 23:34:00 -
[192] - Quote
I like how the math was simplified with the blueprint change of eliminating waste. It sucks that build costs aren't the exact same as they were, but it's very fair: everyone is hit by it and the market will adjust over time. Standardization of the blueprint data is also a welcomed change.
Unfortunately, there are some complaints to be had. Please keep in mind these observations, comments, and complaints are from the point of view of POS-based industry facilities in wormhole space.
1) Common complaint: industry window is huge. I have plenty of screen real-estate, but not everyone does. Re-design the interface based on the minimum spec screen resolution. Allow drag-n-drop for blueprints as well.
2) Related, sometimes you just want to check jobs, or look at teams, etc. You don't need the full Industry interface for this. Default the window to a smaller size unless you pick a blueprint.
3) The blueprint list sub-window is next to useless. Split it into two panes with a heirarchical navigation pane on the left, similar to the inventory or file browsers on any GUI operating system these days.
4) Because the blueprint list window is next to useless, I right-click "Use Blueprint" from the blueprint itself that I want to work with. This is actually the same method I've always used, so thank you for keeping this behaviour. However:
a) Regardless of the location of the blueprint, both the input and output location for me in a POS default to Hangar 1. They should default to the location of the blueprint itself, which was previous behaviour and much more intuitive.
b) When I select a particular job type I wish to perform on the blueprint, the list of facilities available should change, limited to just that type. For example, I have a T2 BPC and I want to manufacture that item; the only job type available is Manufacture, yet the facilities list shows Invention facilities, ME/TE research facilities, etc. If I wanted to make copies of a BPO, I shouldn't see Manufacturing facilities in the list of facilities.
c) For manufacturing in POS facilities where you have specific POS modules that manufacture specific items, only list the relevant facility type that is capable of manufacturing that item. For example, if I want to manufacture from a Rig blueprint, list only Equipment-type assembly arrays, not Component arrays, or Drone arrays, etc.
5) Installing jobs at POS facilities takes the job installation cost from your current corp wallet division. Allow us to select, per installation, whether the fees come from installer's personal wallet or from the corp wallet and from a specific corp wallet division. This is actually a huge impact to medium-to-large size corps who allow members to run personal industry jobs.
6) "Show Info" on blueprints should include the ME, TE, and Runs Remaining in the list, in addition to the pretty little graphics near the blueprint image.
7) The fancy diamond representing materials and hourglass representing time are cute, but we're not morons. Give us an option to display TE and PE instead of the Diamond and Hourglass, or alternatively drop the symbols and assume we are literate.
8) When hovering the house over a blueprint in storage, include the ME, TE, and Runs Remaining in the tooltip popup (text please, not the symbols, as mentioned in previous item).
9) In addition to lack of feedback in the POS-based refining arrays until after you initiate the refining job, they require you to be within 3000m of the structure to actually refine products.
10) I wish to echo the request for system index somewhere in numerical form in the Industry interface.
PS: I still can't make a post about this patch without expressing how silly it is for Sov Nullsec and W-space to pay ISK to some ethereal entity for job installations, and request this be eliminated in those two regions of space.
|

Jamaica Merchant
Republic Military School Minmatar Republic
0
|
Posted - 2014.07.22 23:36:00 -
[193] - Quote
Horrible, horrible changes ... (aside from the UI, which is nice).
FIrst:
Pre Crius, using 8 copy slots and 8 Hammerhead I BPOs in labs at a POS, one can make 70 max runs copies per 24h And conveniently run 70 invention jobs for 7h. Pipelining copy/invention on two characters, gives a steady throughput of 70 invention jobs per 24h with 24h latency.
Post Cruis: 50min to produce the input for 70 invention jobs, fine.
However, these invention jobs now take 7 * 2h13m, which is 15h30m.
So, in order to get the same throughput of 70 jobs per 24h, pre Cruis I have to be around the computer for 7 hrs, post Cruis I have to be around the computer for more than 15 hours.
Yeah, the pre-Cruis throughput is still achievable ... on paper and without considering the human factor ... you know, those factors one takes into account from actually playing the game, which does not seem the case with certain developers.
The big difference, of course, is that copying can be batched (i.e. to set both number of copies and number of runs), which the invention cannot. This allowed one to achieve big copying throughput despite the greater copy time.
Second:
+ME decryptors are now severely nerfed and worthless (even the ones, which were useful before) because, of course, the 10% savings from one level up in negative ME are now 1% savings on positive ME.
Third:
The build cost across T2 modules is significantly increased (by tens of percents), because the T2 components usage is affected by the ME. In many cases, the -2% or whatever efficiency is meaningless, because of the small amount of the required component and the ceiling on the usage. Mind you, T2 BPC have only 10 runs, which does not allow the savings to show up at all.
That's it for now ...
Horrbile, horrible changes ...
|

DeODokktor
Dark Templars The Fonz Presidium
41
|
Posted - 2014.07.22 23:56:00 -
[194] - Quote
Meytal wrote:I like how the math was simplified with the blueprint change of eliminating waste. It sucks that build costs aren't the exact same as they were, but it's very fair: everyone is hit by it and the market will adjust over time. Standardization of the blueprint data is also a welcomed change.
"Simplified"?... "Eliminated"? They added the Waste to the Base, and now you get Savings!... Pizza Hut has a speshul, 2 pizzas for $10.. So 2 of them cost you $10. next week that speshul is gone, But if you buy 2 pizzas (worth 7.50 ) you get 1/3 off.. You pay $10 Your getting roughly the same thing (output wise) that you were getting before... Now, for those who say "but outputs are different"... Yea they are. In the OLD days you had Round(Base*Waste), Now you have Roundup(Base*Savings).. So the "Change" there wasn't the standard, but simply a "Roundup" command now instead of a "Round" command. For reference, they have dropped it in game in the past then removed it stating it was a mistake (a lot of people never noticed)
Meytal wrote: PS: I still can't make a post about this patch without expressing how silly it is for Sov Nullsec and W-space to pay ISK to some ethereal entity for job installations, and request this be eliminated in those two regions of space.
Logically that seems backwards. in eve W-Space and Nullsec are there due to the lack of law. It would be like setting a TV factory up in the middle of a warzone, your saying that should receive a full discount?... I say W-Space and Nullsec (in terms of logic at least) should cost more. Now, CCP could fill this gap with say, Slaves. And those could only be used in specific regions. Output goes down, but cost go down a LOT more. The problem is that the base price for this stuff is just way too high. I said it in other threads and I'll say it again.
I don't think anyone understands how much of a ISK Sink CCP is making here. |

Jamaica Merchant
Republic Military School Minmatar Republic
0
|
Posted - 2014.07.23 00:03:00 -
[195] - Quote
And another general note ...
As it is well known, if running a big number of identical, independent jobs (be it copy, invention or manufacturing) takes a lot of time, the solution is to run them in parallel.
Once one exceeds the ability of the single character to run jobs in parallel (Advanced Laboratory Operation V, Advanced Mass Production V), the only option left is to employ multiple characters.
Of copying, invention and manufacturing, the most skill intensive one is invention.
In that sense, creating a bottleneck in invention time is the ABSOLUTELY WORST possible solution from the players' point of view, because it requires them to invest a drastically bigger amount of skill points in order to achieve the same amount scalability, compared to solving the bottleneck in copying or manufacturing.
|

Regan Rotineque
Arch Angels Assault Force The Kadeshi
361
|
Posted - 2014.07.23 00:34:00 -
[196] - Quote
Why did you change the max number of runs on Fuel Blocks ?
It was 300 before now it is 200
In addition to now taking a MASSIVE amount of time more than before to make them ...i have to make even more copies to produce the actual blocks.
Some of these changes are good
Compression and the basic refining information
But there are so many things that are to not like ..... gone is the statement "we dont want any of your prints to be worse than before the changes" a complete and utter lie CCP - I can tell you right now after going through my BPC kits and other items most if not all are worse - MUCH worse.
Very disappointed with this release CCP
|

Ray Kyonhe
Ray's Relentless Research
75
|
Posted - 2014.07.23 00:52:00 -
[197] - Quote
DeODokktor wrote: They added the Waste to the Base, and now you get Savings!... Pizza Hut has a speshul, 2 pizzas for $10.. So 2 of them cost you $10. next week that speshul is gone, But if you buy 2 pizzas (worth 7.50 each) you get 1/3 off.. You pay $10 Your getting roughly the same thing (output wise) that you were getting before... Now, for those who say "but outputs are different"... Yea they are. In the OLD days you had Round(Base*Waste), Now you have Roundup(Base*Savings).. So the "Change" there wasn't the standard, but simply a "Roundup" command now instead of a "Round" command.
Which kind of rounding up will transform the number of Intact Armor Plates required for production from 78 to 90? I still hope desperately this is some display bug and at least ME level didn't factoring in those numbers atm.
Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link |

Noriko Mai
1391
|
Posted - 2014.07.23 00:54:00 -
[198] - Quote
Reasearching Large Rigs pre patch: ~10 days. Same now: up to 42 days...
I don't understand the stupid cost system at all... Full bar = 2.5M ISK (System 1) Full bar = 1.2M ISK (System 2) wat? What is this even good for? Why can't you just adjust the tax?
And why are most of the estimated prices broken? May this be the cause for the crazy high costs? |

Retar Aveymone
GoonWaffe Goonswarm Federation
587
|
Posted - 2014.07.23 01:13:00 -
[199] - Quote
Noriko Mai wrote:I don't understand the stupid cost system at all... Full bar = 2.5M ISK (System 1) Full bar = 1.2M ISK (System 2) Wat? I have to click through all the stations (which have all identical full bars for cost/workload) to see which one has the lowest cost? Yeeessss, eehrm noooooo.  What is this even good for? Why can't you just adjust the tax? Why should someone pay taxes in his/her own POS? And why are most of the estimated prices broken? May this be the cause for the crazy high costs? And please fix the stupid input field for bidding (it's the same for bounties). 2014 and you are unable to code a input field with pre-defined decimal separators.  the full bar is set way too low, you will have to use external tools |

Noriko Mai
1391
|
Posted - 2014.07.23 01:16:00 -
[200] - Quote
Retar Aveymone wrote:Noriko Mai wrote:I don't understand the stupid cost system at all... Full bar = 2.5M ISK (System 1) Full bar = 1.2M ISK (System 2) Wat? I have to click through all the stations (which have all identical full bars for cost/workload) to see which one has the lowest cost? Yeeessss, eehrm noooooo.  What is this even good for? Why can't you just adjust the tax? Why should someone pay taxes in his/her own POS? And why are most of the estimated prices broken? May this be the cause for the crazy high costs? And please fix the stupid input field for bidding (it's the same for bounties). 2014 and you are unable to code a input field with pre-defined decimal separators.  the full bar is set way too low, you will have to use external tools I really don't know what to answer... You are right, but it's wrong  |
|

Galmalmin
Wildly Inappropriate Goonswarm Federation
5
|
Posted - 2014.07.23 01:35:00 -
[201] - Quote
Did I miss, in my lackadaisical reading of these Cirus changes, that I am being charged a TAX at the POS?
I purchased, I transported, I installed, I keep fueled, I purchased modules for, I collect minerals for, I purchase BPO's for, I research BPO's and when I do a production run at that POS, I am charged a TAX? Am I reading that TOTAL JOB COST correctly... that I have to pay unknown entity to run that job?
Galmalmin |

Antihrist Pripravnik
T-AFK and counting
522
|
Posted - 2014.07.23 01:49:00 -
[202] - Quote
So far, without engaging in actual industry and only by browsing through the Industry window, I can say the following:
- Whatever purpose you have envisioned for "System cost index" parameter is now down the drain, since it's uniform at 100% for about 95% of the systems on all industrial categories (manufacturing, ME research, ...);
- There is no option to sort facilities by Total job cost, so your "cost scaling" philosophy ends up at the same place as "System cost index" (see above). I know that you have added a lot of industry into CREST for this release, but you simply can not expect players to do all the actual programming work for you in order to find the single most useful information when deciding what and where to build;
- You once again repeated the same mistake as when T2 BPO lotteries were removed from the game - those who had researched BPOs, especially capital ones, before Crius researched at high enough levels now benefit tremendously compared to the currently implemented system. Example:
- Thanatos BPO ME: 3 PE: 1 pre-Crius converts to ME: -8% PE: - 10% in Crius; - ME research time to the next level now requires a bit more than 108 days, while previously it was at 47 days (same character, same implants, same skills). That's 229% increase in time ; - ME research "Total job cost" for one additional ME level varies from 400 million to 1.1 billion ISK . The NPC value of the BPO is 1.1 bil ISK. Basically, you gave "a finger" to anyone who is foolish enough to think that he can jump into industry now and be competitive compared to players who already did industry before. I really, really hoped that you would learn from T2 BPO mistakes, but obviously you haven't. Good luck attracting new players to industry and all of the threads about T2 BPOs repeated again with normal BPOs.
- The amount of teams available for anything but manufacturing is extremely low on the "World" level (including Team Chartering" menu). I really hope that more teams would be seeded as the time passes (as stated in the devblogs) but at the moment, for many various types of blueprints there are between 3 and 10-ish teams seeded for non-manufacturing activities globally. That amount of teams can be and will be easily monopolized;
- There is no highest bid listed on each team. It should include the current highest amount offered and the system name where the currently highest offer is placed as well as the amount offered by the system where the player is located. One thing is to make a decision of bidding for a team for your selected system and whole another thing is throwing away ISK blindly hoping that you even stand a chance;
- And I'll repeat again what I've said in the SiSi feedback thread: whoever though of taxing industry jobs at POSes which are already using fuel (and not a cheap amount of it either), should be fired and retired from game developed industry altogether. Your talents would be much more useful and utilized in some government, tax office, bank or insurance company.
o.0 |

Galmalmin
Wildly Inappropriate Goonswarm Federation
7
|
Posted - 2014.07.23 02:06:00 -
[203] - Quote
Galmalmin wrote:Did I miss, in my lackadaisical reading of these Cirus changes, that I am being charged a TAX at the POS?
I purchased, I transported, I installed, I keep fueled, I purchased modules for, I collect minerals for, I purchase BPO's for, I research BPO's and when I do a production run at that POS, I am charged a TAX? Am I reading that TOTAL JOB COST correctly... that I have to pay unknown entity to run that job?
Galmalmin
I paid tax when I purchased the POS.
I paid tax when I purchased the Charon to haul the POS and Minerals.
I paid tax when I purchase POS fuel.
I paid tax when I purchased POS Modules.
I paid tax when I purchased BPO's.
I pay tax when I refine minerals at a station.
CCP you will be collecting tax when I list the items on the market (agent fees) and you will be collecting tax when the end user purchases the item on the market.
CCP, you need to delete paying tax to run production at the POS. |

Fusili Rigatoni
PIckles Incorporated
3
|
Posted - 2014.07.23 02:11:00 -
[204] - Quote
Galmalmin wrote:
I paid tax when I purchased the POS.
I paid tax when I purchased the Charon to haul the POS and Minerals.
I paid tax when I purchase POS fuel.
I paid tax when I purchased POS Modules.
I paid tax when I purchased BPO's.
I pay tax when I refine minerals at a station.
CCP you will be collecting tax when I list the items on the market (agent fees) and you will be collecting tax when the end user purchases the item on the market.
CCP, you need to delete paying tax to run production at the POS.
It looks like CCP wants to implement a not-so-hidden VAT tax regime. Which, I guess, is one way of making the EVE economy more realistic. Instead of levying a tax just on finished goods, they are assessing a tax at all levels of value-add. IRL, this is a way of squeezing more tax revenue out of the population without having to go back at election time for specific increases, and it's easier to hide tax-increases further up the chain from the consumption point. In the game, I suspect it's a way to head off inflation -- it acts as a stealthy wealth-sink. |

Antihrist Pripravnik
T-AFK and counting
524
|
Posted - 2014.07.23 02:18:00 -
[205] - Quote
Galmalmin wrote:Galmalmin wrote:Did I miss, in my lackadaisical reading of these Cirus changes, that I am being charged a TAX at the POS?
I purchased, I transported, I installed, I keep fueled, I purchased modules for, I collect minerals for, I purchase BPO's for, I research BPO's and when I do a production run at that POS, I am charged a TAX? Am I reading that TOTAL JOB COST correctly... that I have to pay unknown entity to run that job?
Galmalmin I paid tax when I purchased the POS. I paid tax when I purchased the Charon to haul the POS and Minerals. I paid tax when I purchase POS fuel. I paid tax when I purchased POS Modules. I paid tax when I purchased BPO's. I pay tax when I refine minerals at a station. CCP you will be collecting tax when I list the items on the market (agent fees) and you will be collecting tax when the end user purchases the item on the market. CCP, you need to delete paying tax to run production at the POS.
Pretty much this.
They really are starting to look more and more like my country.
The fact is - even though I was born and raised in this country, even though all my family is here, even though all of my friends are here - I will be moving next year on the other side of the globe leaving everything behind because of the insane, unclear, dynamically calculated rip-offs of taxing policies.
Guess how valuable "emotional investment" in a game is for me 
o.0 |

Antoni Vale
Standard Eve Corporation
0
|
Posted - 2014.07.23 02:34:00 -
[206] - Quote
Did the Job Cost mockup make it into Crius? Basically a breakdown of the job cost with actual figures and not just a visual system modifier bar.
Image from Dev Blog.. http://content.eveonline.com/www/newssystem/media/66057/1/tooltip_for_pricing_blog.png |

Meytal
School of Applied Knowledge Caldari State
479
|
Posted - 2014.07.23 02:34:00 -
[207] - Quote
DeODokktor wrote:Meytal wrote:I like how the math was simplified with the blueprint change of eliminating waste "Simplified"?... "Eliminated"? Previously, ME was an abstract value representing waste that had to be converted using a different calculation depending on whether it was positive or negative to determine actual waste:
If ME was negative: wasteQuantity = ROUND(baseQuantity * (baseWasteFactor + ABS(ME / 10)))
Otherwise, ME was zero or positive: wasteQuantity = ROUND(basequantity * baseWasteFactor / (1 + ME))
Where baseWasteFactor = 10% (0.10) in most, but not all, cases.
Your final count of materials is: baseQuantity + extraMaterials + wasteQuantity
Now, ME is the direct reduction for material quantities on the blueprint (ie: ME-7% = -0.07). There is no more waste and there are no more extra materials, there is only possible reduction to total materials required.
Your final count of materials is: baseQuantity * (1 + ME)
So yes, the math is simplified and more intuitive. And yes, waste is eliminated.
DeODokktor wrote:Meytal wrote: PS: I still can't make a post about this patch without expressing how silly it is for Sov Nullsec and W-space to pay ISK to some ethereal entity for job installations, and request this be eliminated in those two regions of space.
Logically that seems backwards. ... I don't think anyone understands how much of a ISK Sink CCP is making here. It's a huge ISK sink.
Supposedly, you're paying work crews because while you can automate PI facilities, you can't automate manufacturing facilities. That's fine. In Hisec, Lowsec, and NPC Nullsec, an NPC governing entity is in control of the systems under its domain. They theoretically supply the manpower, provide a police force/security, and a slew of other benefits that warrant increased costs.
In W-space especially, there is nothing there except what you bring with you. You pay taxes for produced goods that you import into the system, sure, but you also bring your own populations and your own crews. You can choose to enact whatever payment system you like, be it generously showering them with ISK and other material goods in exchange for glorious productivity, or perhaps whipping them and torturing their children if production falls in the slightest. You don't pay anything to anyone outside your little sphere of influence. In Sov Nullsec, you are the governing entity, with same results as W-space.
CCP wants this to be an ISK sink. That's fine. I still don't have to pretend it makes sense in the situations I described. |

I Love Boobies
All Hail Boobies
1200
|
Posted - 2014.07.23 02:43:00 -
[208] - Quote
My Feedback... seen the patch was over 1GB, closed the launcher... done with EVE. Just been training skills for months anyway. I would give you my stuff, but I would have to patch the game, but I am too lazy. Have fun, fly safe! |

Torg Rann
Tor Industrials
1
|
Posted - 2014.07.23 02:46:00 -
[209] - Quote
The UI for ME is ineffective.
If you "Show info" on a BPO you see the base materials for the blueprint without skills or ME applied, OK.
On the left side of the BPO in the UI you should see the materials needed for the blueprint with skills AND ME applied, which of course is not there :(
On the right side of the BPO in the UI you should see the materials needed for the blueprint AFTER the ME change with skills AND ME applied.
Being able to see the output results of the ME change BEFORE running the job OR sitting down with your shiny calculator to guess at what MIGHT happen, would make deciding how far to upgrade a BPO simpler.
Pre Crius my Charon BPO was ME 1. Post Crius my Charon BPO is ME -5%, which uses more materials than it used too :( The current UI does not show me the results for changing the ME to -6% or -7%.
The current UI for ME needs to be enhanced. |

Lady Rift
What Shall We Call It
43
|
Posted - 2014.07.23 02:47:00 -
[210] - Quote
Meytal wrote:DeODokktor wrote:Meytal wrote:I like how the math was simplified with the blueprint change of eliminating waste "Simplified"?... "Eliminated"? Previously, ME was an abstract value representing waste that had to be converted using a different calculation depending on whether it was positive or negative to determine actual waste: If ME was negative: wasteQuantity = ROUND( baseQuantity * ( baseWasteFactor + ABS( ME / 10))) Otherwise, ME was zero or positive: wasteQuantity = ROUND( basequantity * baseWasteFactor / (1 + ME)) Where baseWasteFactor = 10% (0.10) in most, but not all, cases. Your final count of materials is: baseQuantity + extraMaterials + wasteQuantity Now, ME is the direct reduction for material quantities on the blueprint (ie: ME-7% = -0.07). There is no more waste and there are no more extra materials, there is only possible reduction to total materials required. Your final count of materials is: baseQuantity * (1 + ME) So yes, the math is simplified and more intuitive. And yes, waste is eliminated. DeODokktor wrote:Meytal wrote: PS: I still can't make a post about this patch without expressing how silly it is for Sov Nullsec and W-space to pay ISK to some ethereal entity for job installations, and request this be eliminated in those two regions of space.
Logically that seems backwards. ... I don't think anyone understands how much of a ISK Sink CCP is making here. It's a huge ISK sink. Supposedly, you're paying work crews because while you can automate PI facilities, you can't automate manufacturing facilities. That's fine. In Hisec, Lowsec, and NPC Nullsec, an NPC governing entity is in control of the systems under its domain. They theoretically supply the manpower, provide a police force/security, and a slew of other benefits that warrant increased costs. In W-space especially, there is nothing there except what you bring with you. You pay taxes for produced goods that you import into the system, sure, but you also bring your own populations and your own crews. You can choose to enact whatever payment system you like, be it generously showering them with ISK and other material goods in exchange for glorious productivity, or perhaps whipping them and torturing their children if production falls in the slightest. You don't pay anything to anyone outside your little sphere of influence. In Sov Nullsec, you are the governing entity, with same results as W-space. CCP wants this to be an ISK sink. That's fine. I still don't have to pretend it makes sense in the situations I described.
I had always assumed that my workers at my POS live in there where i provided the protection and a home for them and in exchange they worked for me
|
|

Bubba Abbott
Viziam Amarr Empire
0
|
Posted - 2014.07.23 04:03:00 -
[211] - Quote
I used to make bpo copies for sale, offlined the pos today.
The BPO I commonly use have had their max copy runs changed from 300 to 40.
3 copies of 300 runs used to take 4 days. now 3 copies of 40 runs takes 2.25 days and costs 450K isk in a system with no copy capability.
In order to get the same number of runs (900) I need to make ~22 copies which takes something like 16 days and costs ~34M
Borked.
|

Noxisia Arkana
Deadspace Knights
360
|
Posted - 2014.07.23 04:04:00 -
[212] - Quote
Having not done industry much prior to this and re-researching the teams function - they don't seem like the greatest idea. While I understand the bid system it seems like another mechanic where the already affluent or large corps can control the best teams. It also doesn't seem to add anything incredibly interesting to the interface.
If I didn't want to play the EvE market or contracts, why would I now want to mimic the same function here? Is there an assumption that someone that enjoys dabbling in industry also enjoys the market interface? |

Bienator II
madmen of the skies
2749
|
Posted - 2014.07.23 04:30:00 -
[213] - Quote
i hoped the new ui would allow this usecase but it still doesn't. I would like to use a corp blueprint out of a corp hangar while using the resources of the members private hangar (and deliver it to the private hangar). Members still have to move stuff around, e.g minerals to the corp hangar or the blueprint to private hangar to start a job.
but i like most of the other changes so far. eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |

Kemptiss
Silver Guardians Fidelas Constans
0
|
Posted - 2014.07.23 05:58:00 -
[214] - Quote
yeah, not digging this patch what so ever. I have a POS that I was able to do research on my blue prints. But oh yeah, I can't do crap now, cause now industry is a corp thing now. Which means I don't have access to a corp wallet, which means I can't do much. So I guess will unsub 3 toons. So hope that cuts down the hourly rate of who came up with horrible idea. So if this is your idea to ramp indy, good job. You wonder why your laying off peeps, cause you guys lost your best people, and now your just forcing garbage down our throats and calling it team super duper. Hope that you guys figure this out sooner than later, hate to see any more down sizing cause you can't figure things out. |

Quit Whining
Imperial Academy Amarr Empire
63
|
Posted - 2014.07.23 06:02:00 -
[215] - Quote
After initial concern I tried test-installing a now ME8 Erebus BPC and thankfully found the number of required parts matched the pre-patch blueprint, just turns out that the show info tab doesn't list materials required with ME/TE applied which is kind of an issue...
|

Mackenzie Nolen
Xyjax
9
|
Posted - 2014.07.23 06:03:00 -
[216] - Quote
Meytal wrote:In W-space especially, there is nothing there except what you bring with you. You pay taxes for produced goods that you import into the system, sure, but you also bring your own populations and your own crews. You can choose to enact whatever payment system you like, be it generously showering them with ISK and other material goods in exchange for glorious productivity, or perhaps whipping them and torturing their children if production falls in the slightest. You don't pay anything to anyone outside your little sphere of influence. In Sov Nullsec, you are the governing entity, with same results as W-space.
CCP wants this to be an ISK sink. That's fine. I still don't have to pretend it makes sense in the situations I described.
Slavery is not free. Generally speaking, from a historical perspective, it costs just as much to build stuff with slaves as it does to just pay your workers. Slavery is a different work model but not necessarily a cheaper one. So just assume your installation costs are going to feed your slaves and their foremen, pay for security, quell rebellions, buy shock collars, replace the burnouts, suicides, and used up husks of overworked children, etc.
In short, labour costs. It always has and it always will, however you try to do it. |

James Amril-Kesh
4S Corporation Goonswarm Federation
10775
|
Posted - 2014.07.23 06:15:00 -
[217] - Quote
Antihrist Pripravnik wrote:So far, without engaging in actual industry and only by browsing through the Industry window, I can say the following:
- Whatever purpose you have envisioned for "System cost index" parameter is now down the drain, since it's uniform at 100% for about 95% of the systems on all industrial categories (manufacturing, ME research, ...);
Yeah, this is the part I really don't get. What the hell is the point of a scaling index if very nearly everything is maxed? Clearly this needs to be normalized. I doubt CCP intended it like this otherwise they'd have just set a flat tax. No, this isn't it at all. Make it more... psssshhhh. |

Vaju Enki
Secular Wisdom
1374
|
Posted - 2014.07.23 06:51:00 -
[218] - Quote
Kemptiss wrote:yeah, not digging this patch what so ever. I have a POS that I was able to do research on my blue prints. But oh yeah, I can't do crap now, cause now industry is a corp thing now. Which means I don't have access to a corp wallet, which means I can't do much. So I guess will unsub 3 toons. So hope that cuts down the hourly rate of who came up with horrible idea. So if this is your idea to ramp indy, good job. You wonder why your laying off peeps, cause you guys lost your best people, and now your just forcing garbage down our throats and calling it team super duper. Hope that you guys figure this out sooner than later, hate to see any more down sizing cause you can't figure things out.
https://www.youtube.com/watch?v=l6DEgywU-hM The Tears Must Flow |

Awkward Pi Duolus
Pator Tech School Minmatar Republic
9
|
Posted - 2014.07.23 07:02:00 -
[219] - Quote
Please offer a minimize button for the vast expanse of wasted space above the Team/Jobs section for times when that area has no functional use.
It's highly annoying trying to go through 100s of BPO/Cs 4 at a time.. |

Vaju Enki
Secular Wisdom
1374
|
Posted - 2014.07.23 07:09:00 -
[220] - Quote
Awkward Pi Duolus wrote:Please offer a minimize button for the vast expanse of wasted space above the Team/Jobs section for times when that area has no functional use.
It's highly annoying trying to go through 100s of BPO/Cs 4 at a time..
If only there was a filter option.... The Tears Must Flow |
|

Viceran Phaedra
Instar Heavy Industries
60
|
Posted - 2014.07.23 07:23:00 -
[221] - Quote
First steps taken in reorganising Industry - good effort CCP despite the old code (and somewhat 'precious' playerbase). With more patches and work this'll turn out well. Haven't had a chance to play with everything yet, so reserving judgement, but two small points:
- Can't lock the Industry window, like you can every other window. Consistency is important.
- The new Planetary Interaction window is so small and displays so little, you may as well keep it as a tab in the Industry window. PI is part of industry, after all, and we don't need yet another button to clog our already-full sidebars when it'll slot neatly back in with its parent window.
Otherwise, as mentioned, will have to play with this expansion for a bit to get a feel for things before more can be said. Keep up the effort!
Oh, also I feel this was a missed opportunity to include some great industrial-themed skins for ships and clothes for avatars. Hopefully we'll see some in future patches. Hint hint. ;) __________________ Chief Executive Officer Instar Heavy Industries |

Ray Kyonhe
Ray's Relentless Research
75
|
Posted - 2014.07.23 08:13:00 -
[222] - Quote
Vaju Enki wrote: If only there was a filter option....
The filter button is absolutely needed too. Not only for BPCs, but for Installations/Systems tab. So you could filter out lowsec/nullsecs, for example, or Systems with load reaching some treshold.
Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link |

OldWolf69
Naga gave me Harpies SpaceMonkey's Alliance
137
|
Posted - 2014.07.23 08:13:00 -
[223] - Quote
Most lovely **** is you have to pay in your OWN pos, also in your OWN space. This beats even Fozzie pretending to improve Battlecruisers. GJ CCP, "per aspera ad astra".   |

Althalus Stenory
Flying Blacksmiths
26
|
Posted - 2014.07.23 08:36:00 -
[224] - Quote
Galmalmin wrote:Galmalmin wrote:Did I miss, in my lackadaisical reading of these Cirus changes, that I am being charged a TAX at the POS?
I purchased, I transported, I installed, I keep fueled, I purchased modules for, I collect minerals for, I purchase BPO's for, I research BPO's and when I do a production run at that POS, I am charged a TAX? Am I reading that TOTAL JOB COST correctly... that I have to pay unknown entity to run that job?
Galmalmin I paid tax when I purchased the POS. I paid tax when I purchased the Charon to haul the POS and Minerals. I paid tax when I purchase POS fuel. I paid tax when I purchased POS Modules. I paid tax when I purchased BPO's. I pay tax when I refine minerals at a station. CCP you will be collecting tax when I list the items on the market (agent fees) and you will be collecting tax when the end user purchases the item on the market. CCP, you need to delete paying tax to run production at the POS. In few days, we'll be charged with tax to undock, dock, use modules, fly ship, walk in captain HQ .... Some CCP dev should consider renaming themselves CCP Tax or CCP IskSinks... |

Brainless Bimbo
Pator Tech School Minmatar Republic
82
|
Posted - 2014.07.23 08:49:00 -
[225] - Quote
How about when you start a job the line disappears instead of staying and being greyed out., saves space, looks better and stops people going well that-¦s stupid i have to change location before they go. already dead, just haven-¦t fallen over yet.... |

iwannadig
Nagibators Inc.
1
|
Posted - 2014.07.23 09:14:00 -
[226] - Quote
Brainless Bimbo wrote:How about when you start a job the line disappears instead of staying and being greyed out., saves space, looks better and stops people going well that-¦s stupid i have to change location before they go. No. I have a bug on SiSi where copied BPO does not produce BPC, this freeze helped me a lot to make proper screenshot. |

Leorajev Aubaris
Blue Goat Ltd.
0
|
Posted - 2014.07.23 09:26:00 -
[227] - Quote
I am relatively new to industry and I really like the new interface and the changes. So much information in one place. And research is now possible for me, no more waiting weeks until a slot is available. I don't care much about costs and stuff right now, because I'm doing only small stuff for myself atm. Keep the improvements going. :) *thumbs up* |

Pram Face
Benedictus benedicat
0
|
Posted - 2014.07.23 09:53:00 -
[228] - Quote
Having to use the corp master wallet to manufacture in a pos in daft
Live in a wh and use a pos to make two things, ammo and pos fuel. Main corp is not in WH Not a director Have division 1 access and could manufacture and research previously
Tried making 1 unit ammo. Charge is 6 ISK. However I cannot pay that 6 ISK as I do not have and probably never will have access to the master wallet.
To pay is fine(sort of) but at least let 99% of pos users pay without having the ability to Awox the corp completely
Unless this is fixed fast industry on pos areas will be restricted to corp directors or 1 man corps
I believe that until you can get the jobs to go from player wallet then we may as well give up.
I like most of the changes, however
Cheers
|

Maduin Shi
Perkone Caldari State
8
|
Posted - 2014.07.23 09:59:00 -
[229] - Quote
I'm trying to figure out the math here for ME savings. So if I have a BPC/BPO, and lets say all its inputs are low numbers, say less than 20. That would mean I would need at least a 5% ME bonus to get any materials savings, since all fractions are rounded up correct? So 2% from a POS, and 3% from a team? |

Ozwald Dragorian
Atlantic Evolution
1
|
Posted - 2014.07.23 10:08:00 -
[230] - Quote
I have spent perhaps 1-2 hours with the industrial window now, and my take on it is that it is an improvement to overall control of your industry.
It consolidates all your blueprints that is very useful when you are operating out of different areas in Eve. It is incredibly quick to set up jobs as well as keep track of missing items in the place where the installation is to be held.
Jobs section is really well done with the timers and the quick 'deliver all jobs'.
I am very happy with the research section as well, and making the components of Reverse Engineering into blueprints was genius.
Teams is something I don't understand yet, I am not even sure it applies to worm space at all?
It loads faster than I was expecting as well, even if you have blueprints in 10 different buildings in different systems. Thumbs up.
What I am missing however is scaling the industrial window, the upper portion is ridiculously big.
I also would like to see a counter for how many of the materials/products you have in the place where the blueprint is being installed. It would enhance your industrial awareness a lot for planning more complex builds that need a lot of different components.
All in all, I am so far quite impressed by it, and I do like the looks and sounds of the interface for one. I think it was a good change, that could do with tweaking of course. |
|

d'Arma Edd
Free Space Tech Banderlogs Alliance
27
|
Posted - 2014.07.23 10:10:00 -
[231] - Quote
Maduin Shi wrote:I'm trying to figure out the math here for ME savings. So if I have a BPC/BPO, and lets say all its inputs are low numbers, say less than 20. That would mean I would need at least a 5% ME bonus to get any materials savings, since all fractions are rounded up correct? So 2% from a POS, and 3% from a team?
patch notes wrote:Material Efficiency calculations are now applied to the whole jobs, not individual runs. If you produce only one item - yes. But if you produce pack of items - you can get benefit from every 1%. |

Hasif Ban'tha'ra
Mo'Ta Industries Ltd.
3
|
Posted - 2014.07.23 10:20:00 -
[232] - Quote
There seems to be small mistake in new reprocessing tables in patchnotes. Pristine White Glaze shows it yelds 69 Heavy Water and 35 Liquid Ozone (same as for White Glaze) instead what I believe it should be 104 and 55 respectively. |

Maduin Shi
Perkone Caldari State
9
|
Posted - 2014.07.23 10:46:00 -
[233] - Quote
My greatest beef with this patch is that its going to drive up ship and fittings costs significantly. The System Cost Index is going ensure that this will happen, because moving industrial activities away from the trade hubs may lower installation job costs but will dramatically increase hauling requirements. Time is also money, and industrialists will not be willing to sell their product for anywhere near pre-patch prices if they have to make hundreds more freighter jumps to build and sell things, along with the taxes and higher job installation costs layered on top.
Eve lives or dies on PvP and player-generated content from PvP - that's the defining characteristic of the game. But unaffordable ships and fittings is really going to hurt PvP activities. This patch really looks to me like Hauling Online. Because that's really what this System Cost Index appears to entail.
And woe to POS owners who have a manufacturing tower in a busy highsec system. You'll be playing way more Hauling Online than most, because that tower will be coming down. I can't see why, at this point, anyone would want to use a large tower to do any sort of production in highsec and defend it well, because you can spend days worth of game time setting it up only to find that the System Cost Index has changed and you can't do any S&I jobs profitably there anymore. Its going to be all small towers with <24 hour jobs to deal with wardecs, because nobody can control the SCI.
So yeah, Hauling Online instead of affordable PvP. And a huge buff to nullsec industry even though the sov null blocs already wipe their a$$es with ISK. I guess the nerf to JF stats and fuel consumption is the trade-off here, but that can be dealt with using inactive wormhole routes since low class wormhole inhabitants are few and far between these days.
I'm just not getting this patch, outside of trying to create a giant ISK sink and lay it (mostly) on highsec and force everybody to spend more of their precious game time in a hauler. I dunno about the rest of you, but I'm not paying my subscription so that I can stare at stargates all day long and effectively live out of my freighter. |

Maduin Shi
Perkone Caldari State
9
|
Posted - 2014.07.23 10:47:00 -
[234] - Quote
d'Arma Edd wrote:Maduin Shi wrote:I'm trying to figure out the math here for ME savings. So if I have a BPC/BPO, and lets say all its inputs are low numbers, say less than 20. That would mean I would need at least a 5% ME bonus to get any materials savings, since all fractions are rounded up correct? So 2% from a POS, and 3% from a team? patch notes wrote:Material Efficiency calculations are now applied to the whole jobs, not individual runs. If you produce only one item - yes. But if you produce pack of items - you can get benefit from every 1%.
OK, thanks for that clarification. |

Pap Uhotih
Royal Amarr Institute Amarr Empire
82
|
Posted - 2014.07.23 11:03:00 -
[235] - Quote
Probably all already said....
Putting colour bars under ME/PE and the installations doesnGÇÖt work at all, it fails to provide information in a meaningful way. For ME/TE itGÇÖs animated and thatGÇÖs gets old quickly, it has no apparent scale (a colour gradient could help) and it is a duplication of the precise and perfectly visible percentages that are the only thing providing GÇÿat a glanceGÇÖ information. For the facilities it took me a bit of scrolling to realise that the red bar was a scale at all and that you were therefore attempting to be consistent. The facilities tab seems a failure as a source of useful information that I can interpret and use. I think I am meant to do something based on the system index cost, but what, there is no explanation as to what the incentives are.
The teams tab is a step into the weird as far as design goes. There is a bar you click called GÇÿTeam CharteringGÇÖ and it takes a minute to work out what changes when you click it. When the tab is showing the allocated teams the bar should say GÇÿTeam AuctionsGÇÖ and when the tab is showing the team auctions the bar should read GÇÿAllocated TeamsGÇÖ (or similar).
Staying with the teams tab there is something going on with the team icons that I donGÇÖt get GÇô why are they wearing different coloured suites? IGÇÖve been looking at it for a while and it doesnGÇÖt seem to be getting more obvious and yet IGÇÖm sure it must mean something. Specialties are a bit odd, there are four pop up lists of things that a team specialises in and they arenGÇÖt short lists. It would be impossible to work out what blueprint went with what team if you were simply browsing teams looking for a place to build or whatever it is you do with this information. Perhaps colour coding the blueprints and their speciality would make more sense so a battleship blueprint had a red dot in the corner and the specialty was red GÇô that would be awful but better than trying to remember what belongs to what.
The icons for ME/invention etc. are rubbish. I donGÇÖt think you can use two conical flasks, a microscope and the symbol for atomic energy next to each other like that. They could all be interpreted as meaning GÇÿScienceGÇÖ and when I think of reverse engineering Chernobyl does not spring to mind. They should be much more meaningful and distinct. ME has nothing to do with jewellery so it is baffling as to what relevance the diamond has to that. The hour glass for TE makes sense as does the factory for building but diamonds mean nothing.
As contracts werenGÇÖt updated they show ME and TE as positive values and not percents at all, I think that looks better. More generally and taking a step back from the specifics of industry or Eve at all, it is really weird to use an objective measured as a percent where the ultimate GÇÿdreamGÇÖ target is neither 0% or 100%. Trying to explain someone who does not play Eve that IGÇÖm aiming to get things to -10% would make anyone sound mad. Previously the target was 0% waste and itGÇÖs simple to explain to anyone that plays or not why that is a good thing. This is madness, the bodge fix would be to make the percent positive so the sentence GÇÿIm aiming for plus ten percent material efficiencyGÇÖ could be used, GÇÿIm aiming for minus ten percent material efficiencyGÇÖ is just ****ing stupid.
Overall I think it is poorly considered and executed, the more you more you look the more weird you see. Why not say GÇÿTotal estimated build costGÇÖ and GÇÿTotal estimated sale priceGÇÖ rather than calling both GÇÿTotal estimated priceGÇÖ (even better, subtract one from the other and tell me that), itGÇÖs as if there is no idea of what an industrialist is trying to achieve by building something. It is a lot of database spew with some art and that spew has taken priority over presenting useful and usable information to the user. I think with ME in particular its specific meaning in an equation has become all consuming and any thought as to how a new player will intuitively grasp the concepts that are being expressed have gone out of the window GÇô no one has read this interface out loud. I think that is summed up by a CCP employee getting confused to the extent of using World as a filter for teams when they meant Universe.
I find it too confusing to know what the market will do and how much stuff will cost to make, IGÇÖm in the market for a third party tool to help me out. There is no purpose in grand statements of quitting as I donGÇÖt get the impression that CCP is really that concerned. I donGÇÖt think industry is for me at the moment and BPO trading doesnGÇÖt make sense anymore. I have to find a new activity to make it worthwhile for me to start the game up; I just canGÇÖt see what that will be at the moment. |

Narjack
CragCO
7
|
Posted - 2014.07.23 11:06:00 -
[236] - Quote
Viceran Phaedra wrote:First steps taken in reorganising Industry - good effort CCP despite the old code (and somewhat 'precious' playerbase). With more patches and work this'll turn out well. Haven't had a chance to play with everything yet, so reserving judgement, but two small points:
- Can't lock the Industry window, like you can every other window. Consistency is important.
- The new Planetary Interaction window is so small and displays so little, you may as well keep it as a tab in the Industry window. PI is part of industry, after all, and we don't need yet another button to clog our already-full sidebars when it'll slot neatly back in with its parent window.
Otherwise, as mentioned, will have to play with this expansion for a bit to get a feel for things before more can be said. Keep up the effort!
Oh, also I feel this was a missed opportunity to include some great industrial-themed skins for ships and clothes for avatars. Hopefully we'll see some in future patches. Hint hint. ;)
Well, I have a slightly different opinion. I really like the new Planetary Interaction button and window. Its nice and small and I can put it to one side while seeing my planet set ups clearly and click through without yet another window in the way. It also allows me to cycle quickly through all my planets without having to repeatedly open/close it like I used to have to do when it was with the industry window. Had you kept it with the new industry window I don't think I'd be able to see my planet without opening and closing the industry window a bunch of times, so at least one small nice change. Thanks! |

Cepheus Gallento
The Resurging Wind Brennivin Alliance
0
|
Posted - 2014.07.23 11:14:00 -
[237] - Quote
I don't like the look and feel of the reprocessing interface. Reminds me of a pre-school sticker book. Bring back the old interface with check boxes and the actual names of output products. The only thing good about it is it shows just how much ISK your going to lose! |

K1ii3r
Sebiestor Tribe Minmatar Republic
0
|
Posted - 2014.07.23 11:16:00 -
[238] - Quote
OMG!! WTF PWNED By CCP 
There is no doubt you guys are smarter than the average but it seems this time you have created a monster that is going to drive away a good portion of your long time gamers by completely bombarding us with changes that are so dam complicated. Bordering on the ridiculous it seems thus far.
I have 9.8 standing with npc corp and yes did read past blogs so quickly maxed most of my repro skills and notice even with lvl 5 veld processing corp still takes 30%
In game bugs and glitches I've met a few, markets will adjust, and glitches will be fixed but I play to chill not get stressed by smartie pants devs that have made my ore spread sheets obsolete to top it off my aging eyes and shrinking brain cannot decipher all the new R&D menus with tiny text that in most cases still make little sense.
If anybody has a youtube tutorial channel post a link I'll make sure I atleast give eve another 2 months or so until subs run out
Ps I'll make sure I +1 like and follow etc  |

Gliese Casserres
Confused Bunnies Inc CAStabouts
7
|
Posted - 2014.07.23 11:26:00 -
[239] - Quote
Industry UI is great, but when I always have
BPO in one corp division Materials in another corp division My products going to 3rd division
the clickfest gets beyond annoying. Give me default input-output divisions already. |

Althalus Stenory
Flying Blacksmiths
28
|
Posted - 2014.07.23 11:35:00 -
[240] - Quote
Gliese Casserres wrote:Industry UI is great, but when I always have
BPO in one corp division Materials in another corp division My products going to 3rd division
the clickfest gets beyond annoying. Give me default input-output divisions already. +1
On this point I really miss the old UI... |
|

Owen Levanth
Federated Deep Space Explorations
212
|
Posted - 2014.07.23 11:58:00 -
[241] - Quote
Meytal wrote:DeODokktor wrote:Meytal wrote:I like how the math was simplified with the blueprint change of eliminating waste "Simplified"?... "Eliminated"? Previously, ME was an abstract value representing waste that had to be converted using a different calculation depending on whether it was positive or negative to determine actual waste: If ME was negative: wasteQuantity = ROUND( baseQuantity * ( baseWasteFactor + ABS( ME / 10))) Otherwise, ME was zero or positive: wasteQuantity = ROUND( basequantity * baseWasteFactor / (1 + ME)) Where baseWasteFactor = 10% (0.10) in most, but not all, cases. Your final count of materials is: baseQuantity + extraMaterials + wasteQuantity Now, ME is the direct reduction for material quantities on the blueprint (ie: ME-7% = -0.07). There is no more waste and there are no more extra materials, there is only possible reduction to total materials required. Your final count of materials is: baseQuantity * (1 + ME) So yes, the math is simplified and more intuitive. And yes, waste is eliminated. DeODokktor wrote:Meytal wrote: PS: I still can't make a post about this patch without expressing how silly it is for Sov Nullsec and W-space to pay ISK to some ethereal entity for job installations, and request this be eliminated in those two regions of space.
Logically that seems backwards. ... I don't think anyone understands how much of a ISK Sink CCP is making here. It's a huge ISK sink. Supposedly, you're paying work crews because while you can automate PI facilities, you can't automate manufacturing facilities. That's fine. In Hisec, Lowsec, and NPC Nullsec, an NPC governing entity is in control of the systems under its domain. They theoretically supply the manpower, provide a police force/security, and a slew of other benefits that warrant increased costs. In W-space especially, there is nothing there except what you bring with you. You pay taxes for produced goods that you import into the system, sure, but you also bring your own populations and your own crews. You can choose to enact whatever payment system you like, be it generously showering them with ISK and other material goods in exchange for glorious productivity, or perhaps whipping them and torturing their children if production falls in the slightest. You don't pay anything to anyone outside your little sphere of influence. In Sov Nullsec, you are the governing entity, with same results as W-space. CCP wants this to be an ISK sink. That's fine. I still don't have to pretend it makes sense in the situations I described.
What people tend to forget, even roleplaying slavers won't make the cost of feeding your slaves go away. Sure, you could just work them to death, but then CCP could say fine, we'll do it your way. Then you would have days or weeks were you couldn't start any jobs because you would have to abduct new slaves first.
So suck it up and pay your work crews, you clown. |

Chichax
Taurus Quantum Technologies Taurus Quantum Dynamics
1
|
Posted - 2014.07.23 12:20:00 -
[242] - Quote
I really like the changes, but run into couple of bugs/features.
1) Invention in no way shows that the interface is in fact not used by the job.
2) Most of the systems in high sec have max system index except for manufacturing and invention.
3) On the blueprint tab sorting blueprints by runs remaining infinity should be the highest not the lowest value.
4) Job cost breakdown is just gone. It was on SiSi.
5) Unable to preview job cost using a market blueprint.
6) Once a job is delivered the blueprints tab is not updated to show it as available. Even manually selecting it prevents it from putting it to a new job. Closing and reoppening the window does not work. Workaround is to go to inventory, find it again and selecting it for use.
7) If a blueprint is in a job one can not preview it for other uses. This is not a big deal but would like to have this feature.
8) Having a way to find a team that one has bid on would be nice.
Finally a note to CCP. What in earth happened? Some of these issues were not on Sisi on the final days. |

Ray Kyonhe
Ray's Relentless Research
77
|
Posted - 2014.07.23 12:37:00 -
[243] - Quote
From Patch notes for Crius 1.1
Quote:Blueprint show info now correctly reflects the current ME and TE levels. What this was supposed to mean? My Capital Trimark Armor Pump II BPC still shows around 15% greater materials requirments (despite being an ME-9% one) than it showed right before Crius landed.
Here what it was before (I invented it using Occult Process so it had ME-1): Interface circuit: 90 Intact armor plates: 78 Nanite Compound: 60
Here what it is now: 103 90 69
I don't see any sane reason while actual material requirments for rigs should be raised by 15%. So it's either some display bug, or badly made transition from old to new values. Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link |

Meytal
School of Applied Knowledge Caldari State
482
|
Posted - 2014.07.23 12:39:00 -
[244] - Quote
Owen Levanth wrote:What people tend to forget, even roleplaying slavers won't make the cost of feeding your slaves go away. Sure, you could just work them to death, but then CCP could say fine, we'll do it your way. Then you would have days or weeks were you couldn't start any jobs because you would have to abduct new slaves first.
So suck it up and pay your work crews, you clown. Oki, I'll bite.
So there are now crews, people, and we are paying them a salary, a commission per job. Where do they live? What do they eat? How do they travel between work and residence, and who pays for and maintains that infrastructure? What do they do to entertain themselves when they are not working?
There are more costs associated with a population than just paying a salary. Sure, we may have to pay them a salary, but why don't they have to pay for food, shelter, recreation, travel? We also would have to provide said food, shelter, and recreational facilities, and maintain the travel networks. Again, speaking from Wormhole space perspective, where there is nothing except what we provide.
Ultimately, in an ideal situation, there would be equilibrium; corrupt institutions would be generating a profit, and poorly-managed institutions would be driving up dept.
What does this add to the EVE game? Nothing. This doesn't add much to any game that isn't focusing on those very things the way games like Sim City do, so most games don't even bother.
So if EVE is going to start introducing npc-scale economies, then introduce the full thing. Tie it into PI, and make us in W-space and Sov Nullsec responsible for everything our "crews" do and need. Then we will figure out how to generate a profit from that as well, just like we figured out how to live and prosper in W-space despite the roadblocks put in our path.
Or just give up the pretense and call it what it is: an ISK sink that applies across all areas of the game whether it makes sense or not.
People trying to explain it away are just ... amusing.
|

Meytal
School of Applied Knowledge Caldari State
482
|
Posted - 2014.07.23 12:49:00 -
[245] - Quote
Ray Kyonhe wrote:My Capital Trimark Armor Pump II BPC still shows ... greater materials requirments ... than it showed right before Crius landed. Nowhere did CCP promise post-update material costs would be identical to the material costs pre-update. They picked a method of updating the blueprints that was as clear and as consistent as possible, trying to keep the numbers in the same general ballpark. Remember, they're removing waste and extra materials, and completely flipping the ME calculations on its head, so exact numbers isn't going to happen.
But the same numbers that look "wrong" to you now are the same numbers that look "wrong" to everyone else producing that same item. If you are manufacturing for market, adjust your cost calculations to come up with new profit calculations and margins. The market will adjust, though in this period of chaos some may make it big and some may lose big.
If you were manufacturing for personal use only, then it may be cheaper during this period of chaos to purchase items from the market that are still priced low due to stockpiling than trying to manufacture.
From what I've seen after a brief glance at my own blueprints, most material costs have gone up. Sure, it sucks, but the costs didn't just go up for me. They went up for everyone. This means sell values will increase. The costs will be passed onward to the consumer. They are the ones who should be concerned, not the manufacturers.
|

Yinmatook
Skilled Refugees Carthaginian Naval Supply Industries
16
|
Posted - 2014.07.23 13:01:00 -
[246] - Quote
Meytal wrote:Owen Levanth wrote:What people tend to forget, even roleplaying slavers won't make the cost of feeding your slaves go away. Sure, you could just work them to death, but then CCP could say fine, we'll do it your way. Then you would have days or weeks were you couldn't start any jobs because you would have to abduct new slaves first.
So suck it up and pay your work crews, you clown. Oki, I'll bite. So there are now crews, people, and we are paying them a salary, a commission per job. Where do they live? What do they eat? How do they travel between work and residence, and who pays for and maintains that infrastructure? What do they do to entertain themselves when they are not working? There are more costs associated with a population than just paying a salary. Sure, we may have to pay them a salary, but why don't they have to pay for food, shelter, recreation, travel? We also would have to provide said food, shelter, and recreational facilities, and maintain the travel networks. Again, speaking from Wormhole space perspective, where there is nothing except what we provide. Ultimately, in an ideal situation, there would be equilibrium; corrupt institutions would be generating a profit, and poorly-managed institutions would be driving up dept. What does this add to the EVE game? Nothing. This doesn't add much to any game that isn't focusing on those very things the way games like Sim City do, so most games don't even bother. So if EVE is going to start introducing npc-scale economies, then introduce the full thing. Tie it into PI, and make us in W-space and Sov Nullsec responsible for everything our "crews" do and need. Then we will figure out how to generate a profit from that as well, just like we figured out how to live and prosper in W-space despite the roadblocks put in our path. Or just give up the pretense and call it what it is: an ISK sink that applies across all areas of the game whether it makes sense or not. People trying to explain it away are just ... amusing.
You forgot the medical facilities to deal with the inevitable accidents that will happen on the production lines after they've had a long night of living it up with all that food, drink, and "entertainment" we have to supply them... |

Rapscallion Jones
Omnibus Solutions
37
|
Posted - 2014.07.23 13:03:00 -
[247] - Quote
**** I'm begging for a Dev reply. ****
With regards to jobs in progress pre-Crius, I figured out (with much anxiety) that I could take down the labs and tower without interrupting the jobs in progress. Clearer language on this in the patch notes would have been greatly appreciated.
However, I have a new anxiety source. I'd like to move those BPOs with the jobs in progress to my new corp home. Will doing so interfere with the pre-Crius job completion? Logically I'd think not, but I don't like to assume anything.
Please provide a simple yes or no, not a description of how it will work. The previous answers on this topic have been unnecessarily descriptive without providing a concise answer . |

Althalus Stenory
Flying Blacksmiths
28
|
Posted - 2014.07.23 13:16:00 -
[248] - Quote
Yinmatook wrote:Meytal wrote:Owen Levanth wrote:What people tend to forget, even roleplaying slavers won't make the cost of feeding your slaves go away. Sure, you could just work them to death, but then CCP could say fine, we'll do it your way. Then you would have days or weeks were you couldn't start any jobs because you would have to abduct new slaves first.
So suck it up and pay your work crews, you clown. Oki, I'll bite. So there are now crews, people, and we are paying them a salary, a commission per job. Where do they live? What do they eat? How do they travel between work and residence, and who pays for and maintains that infrastructure? What do they do to entertain themselves when they are not working? There are more costs associated with a population than just paying a salary. Sure, we may have to pay them a salary, but why don't they have to pay for food, shelter, recreation, travel? We also would have to provide said food, shelter, and recreational facilities, and maintain the travel networks. Again, speaking from Wormhole space perspective, where there is nothing except what we provide. Ultimately, in an ideal situation, there would be equilibrium; corrupt institutions would be generating a profit, and poorly-managed institutions would be driving up dept. What does this add to the EVE game? Nothing. This doesn't add much to any game that isn't focusing on those very things the way games like Sim City do, so most games don't even bother. So if EVE is going to start introducing npc-scale economies, then introduce the full thing. Tie it into PI, and make us in W-space and Sov Nullsec responsible for everything our "crews" do and need. Then we will figure out how to generate a profit from that as well, just like we figured out how to live and prosper in W-space despite the roadblocks put in our path. Or just give up the pretense and call it what it is: an ISK sink that applies across all areas of the game whether it makes sense or not. People trying to explain it away are just ... amusing. You forgot the medical facilities to deal with the inevitable accidents that will happen on the production lines after they've had a long night of living it up with all that food, drink, and "entertainment" we have to supply them... The real point is, why would we use HUMANS when we are able to do the same with drones/mechanics ? Don't tell me that, we can jump, travel through universe but not able to set up drones to do our manufacturing jobs... At least I can understand we need humans for research, invention, but not for manufacturing. |

Hirogenale
The Scope Gallente Federation
6
|
Posted - 2014.07.23 13:29:00 -
[249] - Quote
Althalus Stenory wrote:Yinmatook wrote:Meytal wrote:Owen Levanth wrote:What people tend to forget, even roleplaying slavers won't make the cost of feeding your slaves go away. Sure, you could just work them to death, but then CCP could say fine, we'll do it your way. Then you would have days or weeks were you couldn't start any jobs because you would have to abduct new slaves first.
So suck it up and pay your work crews, you clown. Oki, I'll bite. So there are now crews, people, and we are paying them a salary, a commission per job. Where do they live? What do they eat? How do they travel between work and residence, and who pays for and maintains that infrastructure? What do they do to entertain themselves when they are not working? There are more costs associated with a population than just paying a salary. Sure, we may have to pay them a salary, but why don't they have to pay for food, shelter, recreation, travel? We also would have to provide said food, shelter, and recreational facilities, and maintain the travel networks. Again, speaking from Wormhole space perspective, where there is nothing except what we provide. Ultimately, in an ideal situation, there would be equilibrium; corrupt institutions would be generating a profit, and poorly-managed institutions would be driving up dept. What does this add to the EVE game? Nothing. This doesn't add much to any game that isn't focusing on those very things the way games like Sim City do, so most games don't even bother. So if EVE is going to start introducing npc-scale economies, then introduce the full thing. Tie it into PI, and make us in W-space and Sov Nullsec responsible for everything our "crews" do and need. Then we will figure out how to generate a profit from that as well, just like we figured out how to live and prosper in W-space despite the roadblocks put in our path. Or just give up the pretense and call it what it is: an ISK sink that applies across all areas of the game whether it makes sense or not. People trying to explain it away are just ... amusing. You forgot the medical facilities to deal with the inevitable accidents that will happen on the production lines after they've had a long night of living it up with all that food, drink, and "entertainment" we have to supply them... The real point is, why would we use HUMANS when we are able to do the same with drones/mechanics ? Don't tell me that, we can jump, travel through universe but not able to set up drones to do our manufacturing jobs... At least I can understand we need humans for research, invention, but not for manufacturing.
Rogue drones can do all of that themselfes, but hey, we need humans! Also the amount of ISK the workers get paid is ridicculous, according to lore (unless that changed massively) 1 Mil ISK would be enough for a normal human to retire at birth, basically the amount of ISK we'd have to pay a crew on a POS would be so small we wouldn't even notice it. They'd be happy with some waste from the fuel blocks. The amount they get NOW is way above the income of an capsuleer, completely out of sync with the lore, so thats absolutely no excuse for this crap. Pure ISK sink, nothing more. |

Hairpins Blueprint
CBC Interstellar Fidelas Constans
57
|
Posted - 2014.07.23 13:41:00 -
[250] - Quote
i like the changes a LOT! 
only one thing troubles me, there is no queue for small jobs.
like the invention, if we had added queue for skill, way not add it to industry jobs?
instaling them every 2 hours is boring and huge pain in the as*, it was same thing with skills but it was fixed :3
24 h queue for a scince/manufacturing etc. would be super cool. Or eaven to 30 day's beacuse way not? 
and way we have 2 day like max copy time? when we can do ME for 30 day's? is there any specific reson?
|
|

Kblackjack54
Mercurialis Inc. RAZOR Alliance
122
|
Posted - 2014.07.23 13:43:00 -
[251] - Quote
Meytal wrote:Owen Levanth wrote:What people tend to forget, even roleplaying slavers won't make the cost of feeding your slaves go away. Sure, you could just work them to death, but then CCP could say fine, we'll do it your way. Then you would have days or weeks were you couldn't start any jobs because you would have to abduct new slaves first.
So suck it up and pay your work crews, you clown. Oki, I'll bite. So there are now crews, people, and we are paying them a salary, a commission per job. Where do they live? What do they eat? How do they travel between work and residence, and who pays for and maintains that infrastructure? What do they do to entertain themselves when they are not working? There are more costs associated with a population than just paying a salary. Sure, we may have to pay them a salary, but why don't they have to pay for food, shelter, recreation, travel? We also would have to provide said food, shelter, and recreational facilities, and maintain the travel networks. Again, speaking from Wormhole space perspective, where there is nothing except what we provide. Ultimately, in an ideal situation, there would be equilibrium; corrupt institutions would be generating a profit, and poorly-managed institutions would be driving up dept. What does this add to the EVE game? Nothing. This doesn't add much to any game that isn't focusing on those very things the way games like Sim City do, so most games don't even bother. So if EVE is going to start introducing npc-scale economies, then introduce the full thing. Tie it into PI, and make us in W-space and Sov Nullsec responsible for everything our "crews" do and need. Then we will figure out how to generate a profit from that as well, just like we figured out how to live and prosper in W-space despite the roadblocks put in our path. Or just give up the pretense and call it what it is: an ISK sink that applies across all areas of the game whether it makes sense or not. People trying to explain it away are just ... amusing.
|

Ray Kyonhe
Ray's Relentless Research
77
|
Posted - 2014.07.23 13:47:00 -
[252] - Quote
Meytal, thats not about some little discrepancy. Lets do some math. Here are basic material requirments for Capital Trimark Armor Pump II as they shown in bluepring info now: Interface circuit: 113 Intact armor plates: 98 Nanite Compound: 75 2xR.A.M. units
Here what they were (I getting the numbers from ISK per Hour tool, IPH) for a basic t2 BPC with ME-4 (those also shown already modified by now gone Material Efficiency skill, IPH still use old calculations and, I hope, all material requirments too): Interface circuit: 113 Intact armor plates: 98 Nanite Compound: 75 1xR.A.M. units
So, they are the same.
Here what it was for a maximum ME achived through invention before Crius (ME -1):
Interface circuit: 90 Intact armor plates: 78 Nanite Compound: 60 1xR.A.M. units
You can easly check for yourself that difference between old basic t2 BPC and old most saving t2 BPC roughly equals to 20%. But now we can cut material costs by -10% max. For what? Just for the sake of those flashy round 10 number? Our new inexpirienced players strive hard to remember ME level numbers greater than 10? We basically losing 10% from our hard earned t2 BPCs for that? Why ten, and not 20 levels? 20 is nice and round number too. If new t2 BPCs had 20 ME levels it would have roughly the same material requirments as before when it maxed. Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link |

peroxide chase
Mayer Industries
1
|
Posted - 2014.07.23 14:26:00 -
[253] - Quote
This This This This This, what they did was increase costs for ALL t2 items while increasing build times & invention times for MOST all items.
The only thing these changes accomplish is inflation coupled with the need for more users to produce to satisfy the same level of demand(increasing goods costs further).
Ray Kyonhe wrote:[ You can easly check for yourself that difference between old basic t2 BPC and old most saving t2 BPC roughly equals to 20%. But now we can cut material costs by -10% max. For what? Just for the sake of those flashy round 10 number? Our new inexpirienced players strive hard to remember ME level numbers greater than 10? We basically losing 10% from our hard earned t2 BPCs for that? Why ten, and not 20 levels? 20 is nice and round number too. If new t2 BPCs had 20 ME levels it would have roughly the same material requirments as before when it maxed.
|

Mackenzie Nolen
XYJAX
10
|
Posted - 2014.07.23 14:31:00 -
[254] - Quote
Meytal wrote:People trying to explain it away are just ... amusing.
Nobody's trying to "explain it away". We're trying to explain to the people that want to opt-out of this ISK sink because "I use slaves therefore [nonsensical jabber]" why -- since they insist on requiring a "rational" in-game reason for this -- they STILL wouldn't get to opt-out. |

Meytal
School of Applied Knowledge Caldari State
484
|
Posted - 2014.07.23 14:45:00 -
[255] - Quote
Mackenzie Nolen wrote:Meytal wrote:People trying to explain it away are just ... amusing. Nobody's trying to "explain it away". We're trying to explain to the people that want to opt-out of this ISK sink because "I use slaves therefore [nonsensical jabber]" why -- since they insist on requiring a "rational" in-game reason for this -- they STILL wouldn't get to opt-out. And I was merely trying to explain how such a short-sighted and overly-simplified notion of paying wages doesn't even come close to explaining the ISK sink in any sort of rational manner. Perhaps we are going to have to agree to disagree in this case.
Ray Kyonhe wrote:(observations documenting things are more expensive now) In either one of the devblogs or one of the forum threads, they said that they were adjusting T2 blueprint materials upwards by 50% to account for removal of waste, extra materials, etc. The old ME-4 was 50% waste added to the blueprint. There was a lot of discussion around how 37.5% increase was better, etc. but that doesn't matter because the same number applies across the board.
I'm not going to pretend that I dived deep enough into the numbers or the discussion to have an opinion on what those numbers should have become. The only thing I really cared about as far as that process goes is what you observed and stated, and what I needed to do to adjust to the new reality: things are going to be more expensive now.
Adjust your cost and profit calculations, wait for the market to settle if you can't sell at a profit, or keep a keen eye out for crazy good deals that people accidentally list way below current market value. Everyone will have to adjust, it's not just you. Personally, my two indy accounts are about to expire so I'm going to let them lapse for a month or so for the market to settle and CCP to work out the bugs. I have enough capital that I don't need to generate an income, though I will be doing that (at a reduced rate to manufacturing) through normal living in W-space. I don't particularly have the time or inclination to try to take advantage of the market changes right now.
You don't have to suddenly sell at a loss because the costs are rising, unless you're living day by day and have zero liquid capital. And if you are living day to day, you probably shouldn't be making T2 capital rigs, since that's a rather large investment in a relatively slow moving market. We in W-space are trying to kill as many capitals as we can to help that market though :)
If you are manufacturing for self or for corp, then like the rest of the consumers (ie: everyone), your costs are going to go up as well. This also isn't just affecting you, so at least it's equitable, even if it does suck :) It may be better to purchase finished product from the market in some cases for a while until the market adjusts and stockpiles run out.
I may not necessarily like everything about the industry update, but I do think the repercussions of adjusting the blueprint materials and scrapmetal reprocessing that we are facing now is completely worth revamping the manufacturing process to eliminate the klunky waste and extra materials and greatly simplify the calculations, though. We just need time to let the market settle at its new values.
|

Owen Levanth
Federated Deep Space Explorations
212
|
Posted - 2014.07.23 14:46:00 -
[256] - Quote
Hirogenale wrote:Althalus Stenory wrote:Yinmatook wrote:Meytal wrote:Owen Levanth wrote:What people tend to forget, even roleplaying slavers won't make the cost of feeding your slaves go away. Sure, you could just work them to death, but then CCP could say fine, we'll do it your way. Then you would have days or weeks were you couldn't start any jobs because you would have to abduct new slaves first.
So suck it up and pay your work crews, you clown. Oki, I'll bite. So there are now crews, people, and we are paying them a salary, a commission per job. Where do they live? What do they eat? How do they travel between work and residence, and who pays for and maintains that infrastructure? What do they do to entertain themselves when they are not working? There are more costs associated with a population than just paying a salary. Sure, we may have to pay them a salary, but why don't they have to pay for food, shelter, recreation, travel? We also would have to provide said food, shelter, and recreational facilities, and maintain the travel networks. Again, speaking from Wormhole space perspective, where there is nothing except what we provide. Ultimately, in an ideal situation, there would be equilibrium; corrupt institutions would be generating a profit, and poorly-managed institutions would be driving up dept. What does this add to the EVE game? Nothing. This doesn't add much to any game that isn't focusing on those very things the way games like Sim City do, so most games don't even bother. So if EVE is going to start introducing npc-scale economies, then introduce the full thing. Tie it into PI, and make us in W-space and Sov Nullsec responsible for everything our "crews" do and need. Then we will figure out how to generate a profit from that as well, just like we figured out how to live and prosper in W-space despite the roadblocks put in our path. Or just give up the pretense and call it what it is: an ISK sink that applies across all areas of the game whether it makes sense or not. People trying to explain it away are just ... amusing. You forgot the medical facilities to deal with the inevitable accidents that will happen on the production lines after they've had a long night of living it up with all that food, drink, and "entertainment" we have to supply them... The real point is, why would we use HUMANS when we are able to do the same with drones/mechanics ? Don't tell me that, we can jump, travel through universe but not able to set up drones to do our manufacturing jobs... At least I can understand we need humans for research, invention, but not for manufacturing. Rogue drones can do all of that themselfes, but hey, we need humans! Also the amount of ISK the workers get paid is ridicculous, according to lore (unless that changed massively) 1 Mil ISK would be enough for a normal human to retire at birth, basically the amount of ISK we'd have to pay a crew on a POS would be so small we wouldn't even notice it. They'd be happy with some waste from the fuel blocks. The amount they get NOW is way above the income of an capsuleer, completely out of sync with the lore, so thats absolutely no excuse for this crap. Pure ISK sink, nothing more.
Rogue drones would turn your POS into a new hive, though.
I see this is as necessary abstraction for all costs associated with having people on your POS, working away. Not just the salary. |

Ray Kyonhe
Ray's Relentless Research
78
|
Posted - 2014.07.23 14:59:00 -
[257] - Quote
Meytal wrote: I may not necessarily like everything about the industry update, but I do think the repercussions of adjusting the blueprint materials and scrapmetal reprocessing that we are facing now is completely worth revamping the manufacturing process to eliminate the klunky waste and extra materials and greatly simplify the calculations, though. We just need time to let the market settle at its new values.
I don't have any objections to production and research paradigm's change. I just pointing the fact that someone's over-obsession with unification adds additional havoc where it could be avoided. Tell me, for what good reason we can't have separate leveling range for t2 BPCs, going from from 0% to 20% (they could keep 0-10% range for regular BPOs/BPCs if it needed), to keep old material requirments in place? To keep old effectivness of decryptors (which now became much more useless than even before)? Can you poing it out? Of course, aside from the fact you will need a couple of additional brain cells to hold these two ranges in memory simultaneously, and that it's not totally unifed one, nice-looking and all round-up system. This pursuit for good and flashy picture which looks nice on surface despite it ruins more vital stuff under the hood starts to inflict too much disaster to merely shrug it off. Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link |

Rapscallion Jones
Omnibus Solutions
37
|
Posted - 2014.07.23 15:01:00 -
[258] - Quote
Hirogenale wrote:Althalus Stenory wrote:Yinmatook wrote:Meytal wrote:Owen Levanth wrote:What people tend to forget, even roleplaying slavers won't make the cost of feeding your slaves go away. Sure, you could just work them to death, but then CCP could say fine, we'll do it your way. Then you would have days or weeks were you couldn't start any jobs because you would have to abduct new slaves first.
So suck it up and pay your work crews, you clown. Oki, I'll bite. So there are now crews, people, and we are paying them a salary, a commission per job. Where do they live? What do they eat? How do they travel between work and residence, and who pays for and maintains that infrastructure? What do they do to entertain themselves when they are not working? There are more costs associated with a population than just paying a salary. Sure, we may have to pay them a salary, but why don't they have to pay for food, shelter, recreation, travel? We also would have to provide said food, shelter, and recreational facilities, and maintain the travel networks. Again, speaking from Wormhole space perspective, where there is nothing except what we provide. Ultimately, in an ideal situation, there would be equilibrium; corrupt institutions would be generating a profit, and poorly-managed institutions would be driving up dept. What does this add to the EVE game? Nothing. This doesn't add much to any game that isn't focusing on those very things the way games like Sim City do, so most games don't even bother. So if EVE is going to start introducing npc-scale economies, then introduce the full thing. Tie it into PI, and make us in W-space and Sov Nullsec responsible for everything our "crews" do and need. Then we will figure out how to generate a profit from that as well, just like we figured out how to live and prosper in W-space despite the roadblocks put in our path. Or just give up the pretense and call it what it is: an ISK sink that applies across all areas of the game whether it makes sense or not. People trying to explain it away are just ... amusing. You forgot the medical facilities to deal with the inevitable accidents that will happen on the production lines after they've had a long night of living it up with all that food, drink, and "entertainment" we have to supply them... The real point is, why would we use HUMANS when we are able to do the same with drones/mechanics ? Don't tell me that, we can jump, travel through universe but not able to set up drones to do our manufacturing jobs... At least I can understand we need humans for research, invention, but not for manufacturing. Rogue drones can do all of that themselfes, but hey, we need humans! Also the amount of ISK the workers get paid is ridicculous, according to lore (unless that changed massively) 1 Mil ISK would be enough for a normal human to retire at birth, basically the amount of ISK we'd have to pay a crew on a POS would be so small we wouldn't even notice it. They'd be happy with some waste from the fuel blocks. The amount they get NOW is way above the income of an capsuleer, completely out of sync with the lore, so thats absolutely no excuse for this crap. Pure ISK sink, nothing more.
Maybe it's a coordinated inter-Empires plot to rein in the overly powerful capsullers they fear!  |

Pavlakakos
W.A.S.P Curatores Veritatis Alliance
10
|
Posted - 2014.07.23 15:35:00 -
[259] - Quote
Meytal wrote: It's a huge ISK sink.
Supposedly, you're paying work crews because while you can automate PI facilities, you can't automate manufacturing facilities. That's fine. In Hisec, Lowsec, and NPC Nullsec, an NPC governing entity is in control of the systems under its domain. They theoretically supply the manpower, provide a police force/security, and a slew of other benefits that warrant increased costs.
In W-space especially, there is nothing there except what you bring with you. You pay taxes for produced goods that you import into the system, sure, but you also bring your own populations and your own crews. You can choose to enact whatever payment system you like, be it generously showering them with ISK and other material goods in exchange for glorious productivity, or perhaps whipping them and torturing their children if production falls in the slightest. You don't pay anything to anyone outside your little sphere of influence. In Sov Nullsec, you are the governing entity, with same results as W-space.
CCP wants this to be an ISK sink. That's fine. I still don't have to pretend it makes sense in the situations I described.
Well, being a sov holder and a station owner, i can ask some things from CCP.
a/ Being located in Amarr null, i want a button with the option to use Minmatar slaves instead of workers (pretty legal down here).
b/ I set a rent of 2 bil./month to SCC to have an office with a representative in my station to collect taxes, otherwise i want a button saying "Decompress SCC office" and just throw them out in space. |

Fuzzy TheBear
Sector IX Concordokken.
0
|
Posted - 2014.07.23 15:35:00 -
[260] - Quote
Look i'm going to be plain about this . There's no reason whatsoever to release software with major bugs . None . Software testing should not be done by users , it should be done systematically by the developpers and quality control . Obviously you guys have no idea how to test software . Saving a bit of money pushing known buggy releases out the door is not the solution. Releasing for the sake of releasing is just as bad an idea. Frankly and honestly : tighten up your act. This is pathetic .
It just had to be said . |
|

Lauresh Thellere
SUNDERING Goonswarm Federation
0
|
Posted - 2014.07.23 15:43:00 -
[261] - Quote
Is it possible to get CCP to add formatting to mineral numbers? Trying to read 22222222 Tritanium is downright painful and it would bring it into line with other parts of the game such as the market which uses commas to break up the number. |

Sambridg Nadeo
X-Prot Greater Western Co-Prosperity Sphere
0
|
Posted - 2014.07.23 15:45:00 -
[262] - Quote
I am looking into teams as is the rest of the indy guys in my corp, I have some quesitions:
Can I find a list of all of the teams that I have placed bids on for monitoring whether ive been out bid or not.
Associated with the above, Can I find a list of all of the teams that have bids to relocate to a specific system, EG. I bid on a team and my corpies want to bid on the same team so we don't double up or miss out on winning the auction when I'm offline.
Cheers,
Nadeo |

Hevymetal
Eve Defence Force Cult of War
331
|
Posted - 2014.07.23 15:45:00 -
[263] - Quote
This industry UI is huge. I run at a much lower resolution then most players because of my bad eyesight. There is currently no way to scale or reduce the industry window. This makes it totally unusable at 800x600 (Yeah I know not really supported but I still use it because of being almost blind I'm sure other use this as well) and almost unusable at 1024x786.
Please allow for resizing the window or at least scale it properly for the current resolution. |

Meytal
School of Applied Knowledge Caldari State
485
|
Posted - 2014.07.23 16:28:00 -
[264] - Quote
Ray Kyonhe wrote:I don't have any objections to production and research paradigm's change. I just pointing the fact that someone's over-obsession with unification adds additional havoc where it could be avoided. Tell me, for what good reason we can't have separate leveling range for t2 BPCs, going from from 0% to 20% (they could keep 0-10% range for regular BPOs/BPCs if it needed), to keep old material requirments in place? To keep old effectivness of decryptors (which now became much more useless than even before)? Can you poing it out? Of course, aside from the fact you will need a couple of additional brain cells to hold these two ranges in memory simultaneously, and that it's not totally unifed one, nice-looking and all round-up system. This pursuit for good and flashy picture which looks nice on surface despite it ruins more vital stuff under the hood starts to inflict too much disaster to merely shrug it off. Invention is slated to be overhauled in an upcoming release (the next one, maybe?); they could have made more widespread changes, but they would have ended up throwing all of that out when they revamped invention. I'm not a CCP dev, but at least from the perspective of non-CCP software development, if you know a change is coming up to a part of the codebase then you are VERY disinclined to do much with it before that development cycle begins, especially if you're just going to throw it out later anyway. This covers decryptors and why they're currently "meh".
As for multiple ME calculations, what benefit does it offer for the added code complexity of maintaining multiple systems?
I mean, sure, I'm all for lowering my production costs, but lower production costs will mean lower final market prices, so we're just back where we started. People are still going to skim the margins as tight as they can to make a profit. They will do this whether costs were the same as before, whether they were lower than before, or whether they are 1000x higher than before. I do this, you (presumably) do this. Anyone who produces for sale does this. And if you do it right, you can make obscene profits.
The idea is to produce an item, sell it at a profit, and make as much profit as you possibly can while still selling your product at an acceptable rate of turnover. It doesn't matter what the materials cost is, the market will adjust to a buy price and sell price based on whatever that material cost is.
If you produce for yourself or your corp, you're in the same boat. Your costs are going to increase. But guess what, the market costs are going to increase as well. During this period of chaos, maybe margins on some items might change and we all might need to re-evaluate what we manufacture for sale. That's just part of manufacture and industry in general and often happens on a daily basis already.
Don't just ask for a materials cost reduction for the sake of materials cost reduction. It won't accomplish anything for the industrialist and it's a waste of developer time. |

Don Aubaris
124
|
Posted - 2014.07.23 16:32:00 -
[265] - Quote
Hegia Rilemack Opper wrote:Starbase Reprocessing ArrayI would love to see same kind of dialogbox/window open as I do when reprocessing something in station 
This is not on the issue list? Reprocessing in an array just gives minerals without any feedback on the reprocessing percentage upfront. That's not acceptable. Certainly since people now must remember to use a clone with an implant to get to the magic number.
|

Ravock Seti
Kojimachi Industrial
0
|
Posted - 2014.07.23 16:33:00 -
[266] - Quote
Yongtau Naskingar wrote:The industry window is huge O.o It barely fits in the minimum window size.
I agree. Can't resize unbearable really.
in battle anything can happen. in war everything will happen |

Ravock Seti
Kojimachi Industrial
0
|
Posted - 2014.07.23 16:40:00 -
[267] - Quote
Sambridg Nadeo wrote:I am looking into teams as is the rest of the indy guys in my corp, I have some quesitions:
Can I find a list of all of the teams that I have placed bids on for monitoring whether ive been out bid or not.
Associated with the above, Can I find a list of all of the teams that have bids to relocate to a specific system, EG. I bid on a team and my corpies want to bid on the same team so we don't double up or miss out on winning the auction when I'm offline.
Cheers,
Nadeo
And I Can't find one either. I can't find a list I have bid on. No notifications that you have been out bid. No way to track if a TEAM is bid on that may change to a region / system that you are working to your benefit. Those would be nice. And a way to collaborate with bidders in your area! So as a group perhaps one could muster enough isk as a group to outbid when needed.
Of course the whole "team' thing should just be chucked out the window as far as I am concerned. RAV in battle anything can happen. in war everything will happen |

Manic Velocity
Brave Newbies Inc. Brave Collective
56
|
Posted - 2014.07.23 16:44:00 -
[268] - Quote
I noticed that upon first viewing of a blueprint, all of the required materials were showing zeros, despite the fact that I had the requisite amounts of each. It appears that the Industry window cannot see the materials located in any station containers.
In order for me to run a manufacturing job, I have to drag the needed materials out of their station container and drop them into the station hangar. Only then does the Industry interface recognize that I have everything I need.
It seems a little backwards to me that the Industry window can see blueprints that are located in station containers, but it can't see the materials needed to manufacture from said blueprints. Unless of course I move them into the station hangar. Is this by design? Pod Goo & Tonic: http://pgandt.blogspot.com
|

Ray Kyonhe
Ray's Relentless Research
78
|
Posted - 2014.07.23 16:56:00 -
[269] - Quote
Meytal wrote: As for multiple ME calculations, what benefit does it offer for the added code complexity of maintaining multiple systems?
Well, if you are employed in software development you for shure have to be familiar with "don't fix what works perfectly" metarule. Invention economy have worked quit good for years, there was no need to change it so much. And it's not about maintaining different system, the system stay the same - t2 BPCs' ME reduces the amount of materials under the same formula regular BPC/BPO's ME does, and decryptors change ME/PE under some rules. It just the maximum size of this reduction what is different for t2 BPCs. Look, the formula is "Base_mats - ME*Base_mats" is the same, only "ME" changes here, it has greater upper limit for t2 BPCs. Is this compicated too much?
Meytal wrote: I mean, sure, I'm all for lowering my production costs, but lower production costs will mean lower final market prices, so we're just back where we started.
At least 2 consequences can be named right away: 1) Those who created a huge stockpile of those t2 goods beforehand now may start to control respective markets, forcing the price which will be on brink of profitability for others, but still profitable for them - like in this old incident with Extra materials, which lead to many spaceships' production became unprofitable for years. And yet they have done the same mistake again now. 2) It basically will lead to raising final cost of t2 goods to end users(after old stocks have sold out), and only for the sake of good, clean picture, nicely rounded to number of 10 in some BPC's field. You don't account for impact it will cause on playerbase other than industrialists. Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link |

Xela Kcaneoh
The Pirates Of Orion
0
|
Posted - 2014.07.23 16:58:00 -
[270] - Quote
I immediately reject the premise that humanoid workers would be required to manufacture anything other than hand carvings in this Eve century. Whoever thought of that should not be working in the sci-fi department. Or the reality department.
I demand a fully robotic assembly array with no preposterous fake taxes for WH and nullsec POS owners. We earn this space constantly through our hard work, and we fuel the POS which powers the array. Why would humanoid work be required to assemble these components? We have nano-factories, but I have to hire somebody to hand-assemble my Ishkur? Incorrect. F-
The unbelievable nature of the premise makes this tyrrany tax insulting. Insulting to our intelligence, insulting to science, and insulting to the reality of manufacturing in the future.
You have destroyed the freedom aspect of WH life, which is really our entire reason for being here. We don't want to pay any government for our existence. Can we no longer do that in this game?
We will only consent to your tyrrany tax if you are willing to send Tax Collectors to try and get it from us! |
|

Argent Rotineque
Federal Navy Academy Gallente Federation
0
|
Posted - 2014.07.23 17:05:00 -
[271] - Quote
Xela Kcaneoh wrote:I immediately reject the premise that humanoid workers would be required to manufacture anything other than hand carvings in this Eve century. Whoever thought of that should not be working in the sci-fi department. Or the reality department.
I demand a fully robotic assembly array with no preposterous fake taxes for WH and nullsec POS owners. We earn this space constantly through our hard work, and we fuel the POS which powers the array. Why would humanoid work be required to assemble these components? We have nano-factories, but I have to hire somebody to hand-assemble my Ishkur? Incorrect. F-
The unbelievable nature of the premise makes this tyrrany tax insulting. Insulting to our intelligence, insulting to science, and insulting to the reality of manufacturing in the future.
You have destroyed the freedom aspect of WH life, which is really our entire reason for being here. We don't want to pay any government for our existence. Can we no longer do that in this game?
We will only consent to your tyrrany tax if you are willing to send Tax Collectors to try and get it from us!
Ok, along with the end of the Tyrrany tax also get rid of NPC buy orders for blue loot. It's equally preposterous that there is a never-ending demand for junk.
|

DeMichael Crimson
Republic University Minmatar Republic
28668
|
Posted - 2014.07.23 17:07:00 -
[272] - Quote
Caldari 5 wrote:And my pet peeve because I need to repeat it, for the love of god put labels on things. Especially things like RAM that all use the same icon, and Datacores etc (I personally would not know which mineral is which without hovering over them and it slows down the usage of the interface) I'm not asking for much just some Text labels, same as what is in the standard view of your hangar. Label under icon. This 100%. Same thing with the Reprocessing UI as well.
All CCP Dev's should be required to play the game first before actually making any changes.
Don't know why CCP thought the text info should be changed into large clunky icons that require mouse over just to view a large clunky tool tip that barely gives any info.
Please give option to toggle between text or icons.
And add some setting options for the tool tips too.
DMC
Faction Standing Repair Plan | California Eve Players | (Proposal) Bring Back 'The Endless Battle' Missions |

Vaju Enki
Secular Wisdom
1376
|
Posted - 2014.07.23 17:13:00 -
[273] - Quote
Xela Kcaneoh wrote:I immediately reject the premise that humanoid workers would be required to manufacture anything other than hand carvings in this Eve century. Whoever thought of that should not be working in the sci-fi department. Or the reality department.
I demand a fully robotic assembly array with no preposterous fake taxes for WH and nullsec POS owners. We earn this space constantly through our hard work, and we fuel the POS which powers the array. Why would humanoid work be required to assemble these components? We have nano-factories, but I have to hire somebody to hand-assemble my Ishkur? Incorrect. F-
The unbelievable nature of the premise makes this tyrrany tax insulting. Insulting to our intelligence, insulting to science, and insulting to the reality of manufacturing in the future.
You have destroyed the freedom aspect of WH life, which is really our entire reason for being here. We don't want to pay any government for our existence. Can we no longer do that in this game?
We will only consent to your tyrrany tax if you are willing to send Tax Collectors to try and get it from us!
Their shouldn't be POS's in WH space.
CCP, fix WH in the next patch, remove POS's from WH space. The Tears Must Flow |

Little Dragon Khamez
Guardians of the Underworld White Mountain Coalition
1519
|
Posted - 2014.07.23 17:23:00 -
[274] - Quote
It's not compulsory to use teams though? I've just manufactured a small T1 item as a test and like what I see. Are you given a default team or can you still make things on your own? Dumbing down of Eve Online will result in it's destruction... |

Lady Rift
What Shall We Call It
43
|
Posted - 2014.07.23 17:24:00 -
[275] - Quote
Little Dragon Khamez wrote:It's not compulsory to use teams though? I've just manufactured a small T1 item as a test and like what I see. Are you given a default team or can you still make things on your own?
using teams just gives a bonus. it can still be done without teams |

Meytal
School of Applied Knowledge Caldari State
485
|
Posted - 2014.07.23 17:46:00 -
[276] - Quote
Ray Kyonhe wrote:(arguing just to argue) Have fun! |

Trox Aeze
MILLITECH
3
|
Posted - 2014.07.23 18:04:00 -
[277] - Quote
The Good: No more cap on assembly lines \o/
The Bad: UI on Industry window in terrible. Too much wasted space. When it is opened, it always defaults to Blueprints. I want to see Jobs first.
Can't complete multiple jobs at a time. Its one or all. Not all jobs are mine to finish.
Invention - Success Rations been crippled. Normally for a T2 Cruiser I get 4-6 successful jobs per 10 batch. The last two days been 3 and 2.
Material usage on Inventions is up by 20% using the top decryptor.
BPO/BPC has to be in POS array, foolish requirement, extra layer of inconvenience for manufacturers. |

Zaxix
Long Jump.
404
|
Posted - 2014.07.23 18:09:00 -
[278] - Quote
Vaju Enki wrote:Their shouldn't be POS's in WH space.
CCP, fix WH in the next patch, remove POS's from WH space. I assume you're joking and/or trolling. Mostly because you've been trolling all the way through the thread. I'm surprised the devs haven't edited you out of existence yet. Bokononist
-á |

Ray Kyonhe
Ray's Relentless Research
78
|
Posted - 2014.07.23 18:09:00 -
[279] - Quote
Meytal wrote:Ray Kyonhe wrote:(arguing just to argue) Have fun! Deliberately closing your eyes on arguments laid out by me won't make them dissapear.
Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link |

Theo Sotken
Mother Knows Best Corporation
33
|
Posted - 2014.07.23 18:28:00 -
[280] - Quote
Don Aubaris wrote:Hegia Rilemack Opper wrote:Starbase Reprocessing ArrayI would love to see same kind of dialogbox/window open as I do when reprocessing something in station  This is not on the issue list? Reprocessing in an array just gives minerals without any feedback on the reprocessing percentage upfront. That's not acceptable. Certainly since people now must remember to use a clone with an implant to get to the magic number.
Can't touch the POS code. Was mention before.
|
|

Terminator 2
Omega Boost
19
|
Posted - 2014.07.23 18:37:00 -
[281] - Quote
@CCP
How about crediting each industrialist with 1 EUR/DOLLAR/PLEX per week until the industry window is resizable or the upper part collapsible?
It should have been obvious during development that this will cause huge problems to users. You have a minimum recommended screensize of 1024x768 after all.
So surely you have planned in a refunding scheme to keep your userbase pleased while they stare at the unusable window and not doing any research jobs.
Or are you that generous offering discounts at widescreen displays with pivot function?
I will keep checking my redeeming window daily because surely you have something bigger in mind when going live with this unusable big window. |

Vaju Enki
Secular Wisdom
1376
|
Posted - 2014.07.23 18:39:00 -
[282] - Quote
Zaxix wrote:Vaju Enki wrote:Their shouldn't be POS's in WH space.
CCP, fix WH in the next patch, remove POS's from WH space. I assume you're joking and/or trolling. Mostly because you've been trolling all the way through the thread. I'm surprised the devs haven't edited you out of existence yet.
POS's in wormholes was a developpement accident, CCP Greyscale forgot to turn off the some moon flag thing to prevent POS's anchoring.
Also, are you mad bro? Let me guess, you are a entiled bittervet themepark carebear right? Cry more please. The Tears Must Flow |

Soldarius
Deadman W0nderland Test Alliance Please Ignore
739
|
Posted - 2014.07.23 19:07:00 -
[283] - Quote
Last night after a long day at work, I came home and DL'd Crius. Went for a swim in the pool because >1GB. Came back inside, did a preemptive cache clear just to be safe, after which Eve started up with no issues.
Well done, CCP. GÇ£I personally refuse to help AAA take space from itself so it can become an even shittier version of itselfGÇ¥ -Grath Telkin, 2014. |

Akira Menoko
Silnare Care Factor
11
|
Posted - 2014.07.23 19:31:00 -
[284] - Quote
I have a collection of capital ship BPOs that before Crius were all researched to have no waste, which took about 3/4 of a year to do depending on the blueprint. Now that Crius is out these BPOs have a lot more waste and in order to get rid of it I have to spend another 3/4 of a year or so researching it away. Not to mention the high installation cost to do such a job.
Now in the EVE Industry - All you want to know dev blog made just a week ago, it's stated that
Quote:The guiding goal with this translation is "no blueprint gets functionally worse" i.e. the materials needed for a single run should be the same or less after the transition.
My blueprints are functionally worse after the Crius Patch. They require more materials for a single run.
I know I'm not the only person who's capital BPOs have gotten worse with the Crius patch. So my question now is, what's CCP going to do to fix this situation?
Edit: grammar fix |

Mistah Ewedynao
Center for Advanced Studies Gallente Federation
526
|
Posted - 2014.07.23 19:32:00 -
[285] - Quote
Zaxix wrote:Vaju Enki wrote:Their shouldn't be POS's in WH space.
CCP, fix WH in the next patch, remove POS's from WH space. I assume you're joking and/or trolling. Mostly because you've been trolling all the way through the thread. I'm surprised the devs haven't edited you out of existence yet.
Because he's an obvious Goon alt, who's sig just show's his idea of fun is making other folks unhappy. I would suggest he get his mom to drop him off at the roughest looking pool hall nearby and he can go in and start moving other folks balls around the tables.
Should get a lot of tears there. 
This latest "expansion" is even worse than the exploration "newbatizing/nerf" for me, and that's saying something.
Not even a polished turd, just a turd.
Nerf Goons
Nuke em from orbit....it's the only way to be sure. |

Ray Kyonhe
Ray's Relentless Research
78
|
Posted - 2014.07.23 19:38:00 -
[286] - Quote
Akira Menoko wrote:I have a collection of capital ship BPOs that before Crius were all researched to have no waste, which took about 3/4 of a year to do depending on the blueprint. Now that Crius is out these BPOs have a lot more waste and in order to get rid of it I have to spend another 3/4 of a year or so researching it away. Not to mention the high installation cost to do such a job. Now in the EVE Industry - All you want to know dev blog made just a week ago, it's stated that Quote:The guiding goal with this translation is "no blueprint gets functionally worse" i.e. the materials needed for a single run should be the same or less after the transition. BPOs at least it can be reserched back again to the material requirments they were before Crius. With current t2 BPC mechanics all t2 BPCs got 10% more materials requirments forever, without ability to reduce them to pre-Crius numbers at all. Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link |

Sambridg Nadeo
X-Prot Greater Western Co-Prosperity Sphere
1
|
Posted - 2014.07.23 19:41:00 -
[287] - Quote
So I have looked at the refining outpost since yesterday, The refining increased from 52% base to 54% base yet I know the station should be either 57& base or 60% base. Can you please review it again. |

Damjan Fox
Fox Industries and Exploration
25
|
Posted - 2014.07.23 19:42:00 -
[288] - Quote
Besides all other things already mentioned in this thread, can someone explain to me, what is wrong with the decryptor modifiers?
For example, the "Process" Decryptor has:
Material Efficiency Modifier: +3 Time Efficiency Modifier: +6
and this results in a T2 BPC with -5% ME, -10%
Maybe i'm just being stupid right now, but wouldn't it be less confusing, if the description showed the actual savings in percent?
Like:
Material Efficiency Modifier: -5% Time Efficiency Modifier: -10%
Damjan |

Sbrodor
Oscura Simmetria Yulai Federation
9
|
Posted - 2014.07.23 20:03:00 -
[289] - Quote
sorry for my english.
i'm surprised how is going this patch around the 0.0 player sov space.
Ally level entity did huge effort to build outpost and even nowadays a corp have to use a lot of resource to pimp the outpost level and i.e. amarr station need 5-6b to gain factory\plant platform and gain 1% me reduction to tier 1.
but as my corporate show me every single array in every pos can do 2% me reduction.
in this way a normal manufacturing outpost amarr in 0.0 have 0% ME and a array in every single pos have 2% me?
what it work with the lore of new eden? a large , huge, bigger than titan outpost in geostationary orbit of a planet with soverenity upgrades and battle in his life with a lot of servo-robot build thing worst than a deployable orbital structure anchorable in 1 hour by one single man corp with few isk?
as sov holder of amarr outpost i'm quite surprised ... the thukker array have unthinkable power even more of the best outpost in the galaxy...
at moment what upgrade can do a amarr outpost to be attractive? what direction have to take one corp to generate content ? only minmatar outpost with manufacturing in pos is a correct future for new outpost. all other are no sense and too nerfed against minnie outpost.
i miss something?
|

Soldarius
Deadman W0nderland Test Alliance Please Ignore
740
|
Posted - 2014.07.23 20:05:00 -
[290] - Quote
Alexsis Solette wrote:This is a Post about production in POSes
I know there has always been a mechanic whereby production services could be charged for and that a corporation wallet access was required to make the payment. However, if a corp didn't want to charge its other wallets it could set access to 0 isk. This still required users to "technically" have a wallet access (while in fact a corp wallet access at any time in that pilots history seemed to qualify). What did this result in? An individual could use facilities in a corporation pos without actually having wallet access as long as those services didn't cost anything.
New change: there is now an arbitrary price that must be paid due to "taxes". Because corporations own these modules the corporation wallet must be used to pay for the jobs. Result? Nobody can do manufacturing out of a pos unless they have access to a corporation wallet which is incredibly insecure...
I feel I must protest this. Although I have access to a corporate wallet as a director many of the other industrialists in my corporation do not and with this change they will no longer be able to do any sort of production in our wormhole because they won't be getting access to a corporate wallet. Is the only real solution to require every player who wants to do POS based production to start their own corporation so they can then use a corporate wallet to pay for their jobs?
If your members can still use POS arrays (ie assembly array) after their access to corp wallet has been revoked, I"m pretty sure its a bug and should be reported.
As for POS array taxes, the entire interface has been removed until such time as POS roles are redone, since it is literally pointless to deduct isk from one corp wallet division into the master wallet division, only to have to move that money right back into the first division to cover those same expenses again. It is also pointless to even require wallet access if you aren't charging anything. Access by standing was also moot since no one from outside your corp could ever use the assy arrays due to arrays requiring corp wallet and hanger access.
GÇ£I personally refuse to help AAA take space from itself so it can become an even shittier version of itselfGÇ¥ -Grath Telkin, 2014. |
|

Fixy FixIT
Lunar-Tic Strategic Services
7
|
Posted - 2014.07.23 20:30:00 -
[291] - Quote
The New "Smaller" window for PI is Genius - saves so much clicking - now if only the default zoom in would zoom to the launchpad and not the control centre that would be the icing on the cake :)
Starting to get to grips with the S&I window too - It's far easier if you simply don't have the bottom part showing (Which slows things down to a snails crawl if you have lots of BPO/C's and open up an inventory window next to it then simply drag and drop the Blueprint and click what you want to do :)
Way way faster :) I can imagine issues for people who install remotely but this works perfect for me as I live in a POS.
A deliver "Selected Jobs" or filter button for "Jobs installed by" would be nice, as would an advanced mode that disables all that un-needed eye candy.
I'd really like to see some kind of Batch mode also as many of the jobs I do are identical batches - i.e. 10 inventions all of the same type .... I'd like to drag 10 BPC's into a pot and click a button and they all get a slot, or 10 T2 BPO's for manufacturing for example.
Regards,
|

Soldarius
Deadman W0nderland Test Alliance Please Ignore
740
|
Posted - 2014.07.23 21:07:00 -
[292] - Quote
Seems some if not most of the major UI complaints from the test server were not changed for TQ. This is unfortunate.
As far as the size of the UI, is it not possible for us to resize it and just clip all the content that is outside the window?
In regards to the delineation of the BP top section and the jobs/teams bottom section, could we not have a dragable horizontal rule that we can arbitrarily set to suit our own needs? Seems simple enough. Again, just clip hidden content.
Also, loading every BP in a person's collection is slow and puts unneeded stress on the server and client. Just leave the list unpopulated until the user selects a location. Or at least only show stuff in the current or last location until the user selects another. Option for all locations should be available, perhaps with a disableable warning dialog for the inbound very large list.
Remembering setting would be good, too. GÇ£I personally refuse to help AAA take space from itself so it can become an even shittier version of itselfGÇ¥ -Grath Telkin, 2014. |

Mara Kell
Herrscher der Zeit Test Alliance Please Ignore
15
|
Posted - 2014.07.23 22:06:00 -
[293] - Quote
"The guiding goal with this translation is "no blueprint gets functionally worse" i.e. the materials needed for a single run should be the same or less after the transition."
I have read this sentence in a blog about Blueprint Transition for this patch. So when ich look at my previously ME 6 now ME -9 Archon BPO.
Before the Patch, an Archon needed
ME 0 = 138 Parts ME 1 = 133 Parts ME 6 = 127 Parts ME 7 = 126 Parts = perfect
Now it needs:
ME -5 = 139 Parts ME -9 = 135 Parts ME -10 = 129 Parts
So my allmost perfect Archon BPO was turned in into something worse than the previous ME 1 BPO. Will you somehow refund me the 180 days of time and the 1 billion research cost to bring back my BPO to a competitionable level CCP?
The worst thing of this ME transition especially in the case of small capitals is that previously the ME 1level had the most impact on the building cost while now the last level hast a HUGE impact on the production cost. This cannot be intentional in any way.
The cause for this is obiously the rounding of the needed parts which causes trouble when the part number is close to 10. |

Galmalmin
Wildly Inappropriate Goonswarm Federation
13
|
Posted - 2014.07.23 23:13:00 -
[294] - Quote
Xela Kcaneoh wrote:I immediately reject the premise that humanoid workers would be required to manufacture anything other than hand carvings in this Eve century. Whoever thought of that should not be working in the sci-fi department. Or the reality department.
I demand a fully robotic assembly array with no preposterous fake taxes for WH and nullsec POS owners. We earn this space constantly through our hard work, and we fuel the POS which powers the array. Why would humanoid work be required to assemble these components? We have nano-factories, but I have to hire somebody to hand-assemble my Ishkur? Incorrect. F-
The unbelievable nature of the premise makes this tyrrany tax insulting. Insulting to our intelligence, insulting to science, and insulting to the reality of manufacturing in the future.
You have destroyed the freedom aspect of WH life, which is really our entire reason for being here. We don't want to pay any government for our existence. Can we no longer do that in this game?
We will only consent to your tyrrany tax if you are willing to send Tax Collectors to try and get it from us!
^^ THIS!!
I say, NO NEW TAXES.
I say it in RL(tm) and I am surprised (I don't know why I am, but there it is) I am having to say it in my Science Future Virtual Reality.
Stop the TYRANNY, Stop the TAXATION!!
Galmalmin |

Mal Nina
The Red Circle Inc. Ministry of Inappropriate Footwork
47
|
Posted - 2014.07.23 23:43:00 -
[295] - Quote
Today I did some more ME and the costs were much more reasonable; thousands not millions. This of course begs the question: Do we get reimbursed for setting up runs yesterday that were way over what the costs should have been while the system was not working?
|

Ray Kyonhe
Ray's Relentless Research
78
|
Posted - 2014.07.23 23:46:00 -
[296] - Quote
Galmalmin wrote: I say it in RL(tm) and I am surprised (I don't know why I am, but there it is) I am having to say it in my Science Future Virtual Reality.
In that future every capsuleer ship still has its humanoid crew, needed to maintain its systems. Humans don't work at assembly lines this days, they manage and reprogram them, and keep an eye on all automated systems, not allowing them to cross some bounds. Now take into account this two facts: 1) There are relatively small number of POSes in New Eden. Like, a couple of dozens per system. Per system, inhabited by billions of human beings. You can safely suggest that those engineers allowed to work on stations and POSes are brightest of the bright, and such people cost money. 2) POSes get destroyed on regular basis - even in empire space. It's clear that those inhabiting them can't leave them or save their lifes by switching off the shield and surrendering (there is simply no such mechanic in place, only some capsuleer with sufficient rights can switch off the field, POS can't surrender on its own). Either because they are so loyal to their master (and such loyalty comes with huge price, mostly measured in isks), or they just can't do that (and that means while agreeing to work here they effectively sign a death contract - and want generous payment for that; like, why they will work for you on POS, risking their lifes, when they could work in almost total security of some empire station's factory?)
Looks pretty logical now, isn't it? But the size of this payments is a real issue. Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link |

Lord Timelord
GETCO O X I D E
10
|
Posted - 2014.07.24 00:11:00 -
[297] - Quote
Tom Tokila wrote:So...my before-patch ME3 Leviathan is now screwed, and needs 522 more parts... that's just....no. :/ I'm not very happy with that. Is that even correct?
You're not alone on capital and supercapital builds. My Rorqual build needed about 180 Million in additional parts after the patch changes hit. Too excessive IMHO.
Ditto on the Research ME/TE Capital Costs... to research some of the capital prints is more than 1 Billion for 1 ME or TE level. That is just UBSURD CCP!
|

Ixion
IONSTAR Yulai Federation
2
|
Posted - 2014.07.24 00:43:00 -
[298] - Quote
What a horrible waste of time, isk, materials, and yes, real money. I have spent collectively YEARS researching my large collection of T1 and even T2 BPO's to a respectable level in order to maximize profit and minimize waste. With one fell swoop, all the time, effort, isk and materials I have invested in getting my blueprints to high levels is wasted. It doesn't matter that they are now "maxed", when I spent 5-50x as much as anyone who starts researching now to get the same result. The glib response of "no compensation or refund" for all my wasted effort and expense is pretty shabby.
On top of that, WTF is the point of nerfing module/ship reprocessing? I crafted most of my ships and gear by melting rat loot down. It was already time intensive and mineral-poor compared to mining. 50% nerf? COME ON! In a game where 5% of ANYTHING is a big deal, why beat down people who make a living killing NPC's?
I was already burned when I had my Armageddon BPO in heavy research when BS mineral cost increases were announced. I thought, "oh well, at least I will have that much more savings, it isn't worth it to lose the ME research already in progress". How wrong I was about THAT. Now to add insult to vast injury, the research I justified is a wasteful joke.
Poor form, CCP. Time for another looong break. |

KIller Wabbit
The Scope Gallente Federation
664
|
Posted - 2014.07.24 00:48:00 -
[299] - Quote
Soldarius wrote:Last night after a long day at work, I came home and DL'd Crius. Went for a swim in the pool because >1GB. Came back inside, did a preemptive cache clear just to be safe, after which Eve started up with no issues.
Well done, CCP.
After 10 years they finally got that right. Wohoo!
CCP .. always first with the wrong stuff CSM .. CCP Shills with a vacation plan
|

Gospadin
School of Applied Knowledge Caldari State
163
|
Posted - 2014.07.24 03:11:00 -
[300] - Quote
Ixion wrote:On top of that, WTF is the point of nerfing module/ship reprocessing? I crafted most of my ships and gear by melting rat loot down. It was already time intensive and mineral-poor compared to mining. 50% nerf? COME ON! In a game where 5% of ANYTHING is a big deal, why beat down people who make a living killing NPC's?
I was already burned when I had my Armageddon BPO in heavy research when BS mineral cost increases were announced. I thought, "oh well, at least I will have that much more savings, it isn't worth it to lose the ME research already in progress". How wrong I was about THAT. Now to add insult to vast injury, the research I justified is a wasteful joke.
How would you have fixed the "extra minerals" issue?
I think that we'll see, in a few months, much more interesting markets for ships and modules as these changes ripple through the economy. |
|

Argent Rotineque
Federal Navy Academy Gallente Federation
3
|
Posted - 2014.07.24 03:38:00 -
[301] - Quote
Gospadin wrote:Ixion wrote:On top of that, WTF is the point of nerfing module/ship reprocessing? I crafted most of my ships and gear by melting rat loot down. It was already time intensive and mineral-poor compared to mining. 50% nerf? COME ON! In a game where 5% of ANYTHING is a big deal, why beat down people who make a living killing NPC's?
I was already burned when I had my Armageddon BPO in heavy research when BS mineral cost increases were announced. I thought, "oh well, at least I will have that much more savings, it isn't worth it to lose the ME research already in progress". How wrong I was about THAT. Now to add insult to vast injury, the research I justified is a wasteful joke.
How would you have fixed the "extra minerals" issue? I think that we'll see, in a few months, much more interesting markets for ships and modules as these changes ripple through the economy.
I agree, the changes are like tearing off an old band-aid, painful now but ultimately good for the markets. I'm really glad to see the research prices for multiple runs weren't correct and the very flat manufacturing market of yesterday start to move. While all the changes aren't wonderful yet, I can see some light at the tunnel. Whether that light is the locomotive of the Pirhanna Express, I'm not sure yet. |

Daler Industry
Viziam Amarr Empire
1
|
Posted - 2014.07.24 04:14:00 -
[302] - Quote
CCP Claymore wrote:iwannadig wrote:We need skill points respect for Material Efficiency (Advanced Industry), because it changed behaviour. The behavior was changed but the skill was not removed. We are NOT refunding skill points for this. We are looking into a better solution for the skill though.
Dear @CCP Claymore,
What would be that solution? Because we train that skills only because of their "behaviors" and not because of their beautiful shiny names... This is what makes skills, their "behaviours"..
Thanks |

Salpun
Global Telstar Federation Offices Masters of Flying Objects
757
|
Posted - 2014.07.24 04:45:00 -
[303] - Quote
Why does dragging and dropping blue prints work differently depending where the blue print is?
If its local you have to drag to the center of the circle.
If its at range you just have to drag to the upper window and it loads. If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide
See you around the universe. |

YourNearest Blue
School of Applied Knowledge Caldari State
0
|
Posted - 2014.07.24 05:01:00 -
[304] - Quote
You re-ordered the minerals so they aren't in alphabetical order anymore? Are you KIDDING me?
Do you have ANY idea how many spreadsheets are going to have to be overhauled completely for this? What, exactly, was wrong with alphabetical? Oh I know.. it made sense. Therefore, clearly, it had to go.
Of all the changes, I swear this one might be the straw that broke the camel's back. |

Xatinni
InterSun Freelance Ishuk-Raata Enforcement Directive
4
|
Posted - 2014.07.24 05:07:00 -
[305] - Quote
Being a member of our Alliance/Corp procurement, fitting and contracting team, I got all excited when I read about the fitting changes. Unfortunately still canGÇÖt fit the the majority of our doctrines - simply havenGÇÖt got the skill to jump into a hull to fit in the first place.
For us fitting guys and girls, wouldn't it have been better to enable us to fit hulls regardless, but disable the ability to un-dock from a station.
|

Beta Maoye
27
|
Posted - 2014.07.24 05:41:00 -
[306] - Quote
Yongtau Naskingar wrote:The industry window is huge O.o It barely fits in the minimum window size. This. Can you make the flux capacitor smaller? I want to fit more windows into my internet time machine. |

George Gouillot
Eleutherian Guard Villore Accords
20
|
Posted - 2014.07.24 06:05:00 -
[307] - Quote
You might propably take a look into the balance of teams. I have noticed that most of the teams that provide bonuses for small class do also provide bonuses for large class and up plus speciliazation for caps and supercaps. For dedicated small class producers (AF, ceptors and alike) this makes teams practically unobtainable as 300 mln and up make a lot of sense for cap production but will not be viable for the production of e.g. AF.
I do like the added dynamic with teams and changing manufacturing costs a lot but currently I feel somehow excluded from the team auctions.
|

Celor Ma'fer
Jouhinen Inc
10
|
Posted - 2014.07.24 09:31:00 -
[308] - Quote
Daler Industry wrote:CCP Claymore wrote:iwannadig wrote:We need skill points respect for Material Efficiency (Advanced Industry), because it changed behaviour. The behavior was changed but the skill was not removed. We are NOT refunding skill points for this. We are looking into a better solution for the skill though. Dear @CCP Claymore, What would be that solution? Because we train that skills only because of their "behaviors" and not because of their beautiful shiny names... This is what makes skills, their "behaviours".. Thanks
You may find this interesting New Skills |

Celor Ma'fer
Jouhinen Inc
10
|
Posted - 2014.07.24 09:41:00 -
[309] - Quote
Overall I'm liking the changes that have gone on. The new UI certainly makes things quicker and easier, in my opinion.
One thing about it though is that when you hover over any of the materials required for any of the types of jobs, it tells you how many of each of the items you have compared to how many you need (very nice touch) All except for the Optional Items on the Invention tab. It would be really nice if I could see how many of a certain type of decryptor I have left, without having to go and check. |

baltoxtdl
TheDarkLegion Inc
2
|
Posted - 2014.07.24 10:48:00 -
[310] - Quote
gg CCP, gg null sec
Before patch = in industry the biggest sink was time. Post patch = in industry the biggest sink now is ISK.
We all know who has time, and who has ISK.
gg |
|

Xela Kcaneoh
The Pirates Of Orion
4
|
Posted - 2014.07.24 11:05:00 -
[311] - Quote
Ray Kyonhe wrote:... In that future every capsuleer ship still has its humanoid crew, needed to maintain its systems. Humans don't work at assembly lines this days, they manage and reprogram them, and keep an eye on all automated systems, not allowing them to cross some bounds. ... Way wrong. You just said that humans manage assembly lines nowadays. We're talking about the future, where humanoids are not needed to manage or maintain machinery. There is no legitimate reason why the ships / POS couldn't be maintained by robots, droids, nanobots, A.I., whatever. In WH space we fight Sleepers, ancient machines that have reconstructed and maintained themselves for millenia (thousands of years). We have collected their kibbles'n'bits for a good long while now. We have the technology, we can rebuild him.
CCP, I am talking to you now. To say that in the future all manufacturing must have a human component is unbelievable. I reject your premise and I take off my glove to slap the little nitwit that proposed the concept. I'm ashamed of the rest of you for going along with it. Go sit in the corner.
Wormhole space became my reason to continue paying two memberships for years now. Why? Because of the thing you are taking away now. It's not about the ISK for me, it's the principle of freedom. I destroyed your puny little Customs Offices and I thank you for letting me. You gave me FREEDOM.
Before Crius, I had no taxes in my system. Now, I have taxes in my system. I don't care if it's 0.0012%, I'm here to get away from that. We all have to live in that world all day - we're forced to. Please let us escape to the future. It's the only hope we have.
Let us believe in a future where man and woman can live free of government taxes and control by harvesting the land and making what we need, as our ancestors have always done. |

Pap Uhotih
Royal Amarr Institute Amarr Empire
83
|
Posted - 2014.07.24 11:09:00 -
[312] - Quote
I found something I really like, I thought that since I'm not in a region with a trade hub and couldn't face flying my freighter that I was going to be stuck with the 100 or so accidently made capital construction parts that I've been wondering what to do with, I never thought I would be able to double my money. |

Cata Laurel
Native Freshfood Minmatar Republic
0
|
Posted - 2014.07.24 12:04:00 -
[313] - Quote
Ore reprocessing interface suggestion: drag off
When reprocessing ores after mining, the drag-onto interface is good. Dragging works well if you want to add multiple ore types (e.g. Massive Scordite, Condensed Scordite). It is also nice to not having to scroll through a list of items if you want to reprocess ores in a station full of mission-junk.
However, removing item types from the reprocessing interface could be improved slightly by allowing them to be dragged off again. Currently you have to right-click, and then select remove from a drop down list. This feels clunky in comparison to dragging them on to add them.
I also like the change to what happens when you bring up the PI. The small planet selection panel can be kept open as you move from one planet to the next, without obscuring too much of the screen. This works better than the pre-Crius version. |

Retar Aveymone
GoonWaffe Goonswarm Federation
595
|
Posted - 2014.07.24 12:41:00 -
[314] - Quote
Xela Kcaneoh wrote: Wormhole space became my reason to continue paying two memberships for years now. Why? Because of the thing you are taking away now. It's not about the ISK for me, it's the principle of freedom. I destroyed your puny little Customs Offices and I thank you for letting me. You gave me FREEDOM.
Before Crius, I had no taxes in my system. Now, I have taxes in my system. I don't care if it's 0.0012%, I'm here to get away from that. We all have to live in that world all day - we're forced to. Please let us escape to the future. It's the only hope we have.
Let us believe in a future where man and woman can live free of government taxes and control by harvesting the land and making what we need, as our ancestors have always done.
i don't know how anyone can argue this isn't the best patch ever
|

Mistah Ewedynao
Center for Advanced Studies Gallente Federation
528
|
Posted - 2014.07.24 12:46:00 -
[315] - Quote
Xatinni wrote:Being a member of our Alliance/Corp procurement, fitting and contracting team, I got all excited when I read about the fitting changes. Unfortunately still canGÇÖt fit the the majority of our doctrines - simply havenGÇÖt got the skill to jump into a hull to fit in the first place.
For us fitting guys and girls, wouldn't it have been better to enable us to fit hulls regardless, but disable the ability to un-dock from a station.
YGTBFSM..... Really???
You don't have the skills to do your little niche job so the whole freakin concept of training for skills to improve your lot ingame should be just tossed out the window???
This what you get when you cater to noobs by wiping out exploration skills usefulness and major nerfing lots of others.
What's next? People are gonna want to anchor POS's without having to grind for months, spending lots of isk and/or REAL money in the process. Or maybe even, crazy as it sounds, they'll be expecting to jump in the game and within no time at all get BPO's researched to the same level as folks who spent many months getting their BPO's to Perfect.
WHAT!!!!!!!!!! They've already done that!!!!!!
No way! No smart business would take a dump on their long time loyal customer base like that. No way. Impossible..
Nerf Goons
Nuke em from orbit....it's the only way to be sure. |

Tiberius Zol
22
|
Posted - 2014.07.24 12:50:00 -
[316] - Quote
The argument about paying humans to work for me is nonsense.. do you pay for all the crew member in all your shiny ships? |

Mistah Ewedynao
Center for Advanced Studies Gallente Federation
528
|
Posted - 2014.07.24 12:52:00 -
[317] - Quote
Retar Aveymone wrote: i don't know how anyone can argue this isn't the best patch ever
Believe it or not I partially agree with you.

It is the best patch ever...for Goonswarm.
For many established Research and industry folks....not so good.
Nerf Goons
Nuke em from orbit....it's the only way to be sure. |

Ivan Isovich
Clutter Conglomerate CAStabouts
5
|
Posted - 2014.07.24 13:11:00 -
[318] - Quote
Suggestions:
- When an Industry/Science job is ready for delivery or is in process, display the destination of the output.
- When an Industry/Science job is in process or ready for delivery, display the amount paid for the work in the total cost section, and change the title to reflect that it has been paid. Also have an indicator whether it was paid personally or by the corporation. Yes, this is a lot of information in an already busy window, but industry thrives on detail (a tooltip would even be okay).
- The large display box in Science and Industry Window takes up so much room, can barely see the blueprints list on a laptop. Allow us to minimize the graphical display and just look at the BP list. When we select a BP, unhide the results section. Another option would be to allow us to pin/unpin the BP list from the results graphics,,,which may or may not be a good idea.
- Have an audible notification that can be disabled in the player settings that notifies an industry job was completed and pop up what it was.
- The minerals/inputs required for a job shows how many are available first, then the input required for this job. This seems backwards from the way it should display: [inputs for this job] / [total materials available] I am constantly having to look at the current display style and actively think, "Okay, the total available is first...inputs second...why did they do it this way?"
- On the button to Start/Stop/Deliver a job: instead of color coding it to the job type like manufacturing or research, it should be coded to its function, such as green to start, red to stop, and black to deliver. You could also include a confirmation pop-up on this button that can be disabled by the "Don't ask this again" box (it even confirms on installing a job).
Thanks! |

Ivan Isovich
Clutter Conglomerate CAStabouts
6
|
Posted - 2014.07.24 13:29:00 -
[319] - Quote
Tiberius Zol wrote:The argument about paying humans to work for me is nonsense.. do you pay for all the crew member in all your shiny ships?
This is a pointless argument. "Paying humans to work" is backstory for a game play mechanic. The game mechanic is to pay for your jobs based on the cost of the type of job. It was simply too basic pre-Crius, and it makes more sense in the new methodology. You already paid these fictional humans to do the jobs pre-Crius. You just paid a flat rate for any job...big, small, simple, complex. Everything was paid the same.
It is more realistic now....the higher the cost of a set of inputs is a good way to measure the complexity of manufacturing an item, and a more complex process usually involves higher costs of production (not just the cost of the inputs, but the actual work involved in manufacturing). |

Vic Vorlon
Aideron Robotics
4
|
Posted - 2014.07.24 13:32:00 -
[320] - Quote
I'm a small scale industrialist, mostly doing T1 rigs, and after a couple of days poking around the new UI, here are my suggestions. -- I'd like the industry screen to tell me how the material requirements will change if I do Material Research on a blueprint. Rig blue prints often have very low numbers of inputs, and I'd like to know how much research I really need to do in order to make it perfect. I'm quite happy to use external tools for this, but if CCP could get the GUI to tell me, that would be preferable.
+1 vote for making the top half of the industry screen collapsible. I play on a laptop and that huge black, blinking area is often NOT what I'm interested in. Don't force me to deal with it.
I'd like to see the inputs listed in alphabetical order.
I'd like the option to see the cost index directly, as a number, not only as a red bar.
The "Industry" tab in the "Show Info" window for a Station is always blank: nothing at all, just a black expanse. |
|

Tiberius Zol
22
|
Posted - 2014.07.24 13:35:00 -
[321] - Quote
Ivan Isovich wrote:Tiberius Zol wrote:The argument about paying humans to work for me is nonsense.. do you pay for all the crew member in all your shiny ships? This is a pointless argument. "Paying humans to work" is backstory for a game play mechanic. The game mechanic is to pay for your jobs based on the cost of the type of job. It was simply too basic pre-Crius, and it makes more sense in the new methodology. You already paid these fictional humans to do the jobs pre-Crius. You just paid a flat rate for any job...big, small, simple, complex. Everything was paid the same. It is more realistic now....the higher the cost of a set of inputs is a good way to measure the complexity of manufacturing an item, and a more complex process usually involves higher costs of production (not just the cost of the inputs, but the actual work involved in manufacturing).
In this case.. pay for every ship if you undock.. less for a shuttle, way more for a freighter.. same mechanism.. |

Ivan Isovich
Clutter Conglomerate CAStabouts
6
|
Posted - 2014.07.24 13:48:00 -
[322] - Quote
Mistah Ewedynao wrote:Xatinni wrote:Being a member of our Alliance/Corp procurement, fitting and contracting team, I got all excited when I read about the fitting changes. Unfortunately still canGÇÖt fit the the majority of our doctrines - simply havenGÇÖt got the skill to jump into a hull to fit in the first place.
For us fitting guys and girls, wouldn't it have been better to enable us to fit hulls regardless, but disable the ability to un-dock from a station.
YGTBFSM..... Really??? You don't have the skills to do your little niche job so the whole freakin concept of training for skills to improve your lot ingame should be just tossed out the window??? This what you get when you cater to noobs by wiping out exploration skills usefulness and major nerfing lots of others. What's next? People are gonna want to anchor POS's without having to grind for months, spending lots of isk and/or REAL money in the process. Or maybe even, crazy as it sounds, they'll be expecting to jump in the game and within no time at all get BPO's researched to the same level as folks who spent many months getting their BPO's to Perfect. WHAT!!!!!!!!!! They've already done that!!!!!! No way! No smart business would take a dump on their long time loyal customer base like that. No way. Impossible..
Overreact much? That isn't what the OP was saying...he was saying that the patch allowed him to fit ships for his corp without having the skills to use all the modules/rigs, but it skipped over the fact he might not be able to fly a ship and thus could not open the ship fitting window to outfit it at all. That defeated the point of fitting ships without having the skills to use the fits. Your argument seems to say that we should have skills to even open the "show info" window. That's absurd.
Slapping a module in place, or jumping into the pilot's seat in station is no different than a kid sitting in the drivers seat of a parent's car...you need the skills to drive, but don't need the skills to sit down! Jumping into the pilot's chair is also no different than opening the show info window to see what a ship is capable of.
Another option is to allow the fitting window to be opened via the right click menu on any ship in your hangar. This may even make sense to allow users to outfit a ship set up in the corporate hangars instead of dragging to personal hangars, outfitting and dragging back. |

Andre Vauban
Quantum Cats Syndicate Repeat 0ffenders
314
|
Posted - 2014.07.24 13:51:00 -
[323] - Quote
For the love of God and to protect your players from carpel tunnel syndrome,please make unlocking blueprints easier. Right now, it takes about 8 clicks to unlock a single blueprint. On top of that, the menu to actual vote on the blueprint to unlock is horrible! You have a list of collapsed items to vote on. You cannot expand the entire list, you must expand each item individually. To top it off,when you vote on an item, it collapses the entire list so you have no idea where you left off except for looking at time stamps. Please, please, please fit this! I need to move just under 2000 blueprints which is a really small amount and my hand/wrist is starting to hurt, a lot. I really feel for the guys that have larger blue print collections. QCATS is recruiting:-á https://forums.eveonline.com/default.aspx?g=posts&m=3896299 |

Ivan Isovich
Clutter Conglomerate CAStabouts
6
|
Posted - 2014.07.24 13:55:00 -
[324] - Quote
Tiberius Zol wrote:Ivan Isovich wrote:Tiberius Zol wrote:The argument about paying humans to work for me is nonsense.. do you pay for all the crew member in all your shiny ships? This is a pointless argument. "Paying humans to work" is backstory for a game play mechanic. The game mechanic is to pay for your jobs based on the cost of the type of job. It was simply too basic pre-Crius, and it makes more sense in the new methodology. You already paid these fictional humans to do the jobs pre-Crius. You just paid a flat rate for any job...big, small, simple, complex. Everything was paid the same. It is more realistic now....the higher the cost of a set of inputs is a good way to measure the complexity of manufacturing an item, and a more complex process usually involves higher costs of production (not just the cost of the inputs, but the actual work involved in manufacturing). In this case.. pay for every ship if you undock.. less for a shuttle, way more for a freighter.. same mechanism..
Agreed, you could do that, but you have to pick and choose how much realism makes sense...to be purely realistic, a ship also isn't going to insta-dock from the back end of a station...it will take minutes/hours to pull into a stationary position, cargo takes time to install/unload (should we pay for that work, too?), storage costs and hangar space limitations, FOOD? We just gotta pick and choose. Since industry is an important part of the game, I just think this was a good change to add complexity that requires a bit of thought. |

Sir SmashAlot
The League of Extraordinary Opportunists Intergalactic Conservation Movement
127
|
Posted - 2014.07.24 13:56:00 -
[325] - Quote
When bidding on Teams it would be nice for some commas or spaces as a careless extra zero could make for an expensive purchase.
A method to sort between teams that are proficient at material cost verse build time as currently the only sorting feature I am aware of is sorting by names.
The flashing deliver tab on the left is a little too much, when you hover over it they stop flashing, I do not understand the purpose of it.
I will have more to say once I can actually play with the UI as most of my industry slots are undeliverable at the moment
***Wish list***
A way to batch select blueprints to mass install the same job |

Ivan Isovich
Clutter Conglomerate CAStabouts
6
|
Posted - 2014.07.24 14:24:00 -
[326] - Quote
Additional Suggestions:
In the BP list, add the "group" or "category" column like we had in the previous S&I window. Could make it hideable by right click the column tabs. Also give us the ability to order the columns as we see fit. An even better option is a way to quickly hide and unhide columns...such as a small box on each column that toggles whether it is visible or not (the idea needs some love, I know).
In the filter function, allow categories to be filtered. Typing "Frigate" should filter to all frigate types (not just T1's, but include faction and T2's). "Crystal" would pull mining crystals and frequency crystals (as well as any BP with Crystal in its name), and of course typing out the full category name like "Assault Frigate" would reduce it to just assault frigates instead of getting no results as it is now.
Thanks! |

Owen Levanth
Sagittarius Unlimited Exploration
212
|
Posted - 2014.07.24 14:30:00 -
[327] - Quote
Feedback:
I've noticed the invention-information is gone from the BPOs. This is kind of bad, since this means I need a BPC to look up what skills/materials I need to invent.
Of course, you can look up a BPO in the industry window, switch to copy and look up the BPC-info there, but this is kind of awkard and not really intuitive for new players.
Please try to change that, thanks. |

Hazel Ripley
Pator Tech School Minmatar Republic
0
|
Posted - 2014.07.24 14:33:00 -
[328] - Quote
yeah yeah I know those "harden the **** up" phrases and so on... but seriously? I mean I read all the ****, but what I expectet was good... what I got is a totaly ruined UI looking like smartphone bullshit.... so I got the choice of gettin eyecancer or feel like a dumb idiot wanting to touch the sceen with my fatty fingers.... ur GUI is **** guys!
the reson for me to stick on EVE was that it surely is and also LOOKED like a PC game.... why the hell u have to ruin this? why the ****? childish ugly **** I say!
oh angry days since 22. july
 |

Niko Lorenzio
United Eve Directorate
377
|
Posted - 2014.07.24 14:57:00 -
[329] - Quote
Copy pasting from Crius Issues thread:
CCP Nullarbor wrote:Ophelia Valentine wrote:Echo Mande wrote:When I try to start a job at a POS with a 'new' BPO type (for example an auguror or LSE; in anycase something I haven't used that session) the input/output selections appear to default to the lowest number hangar partition you have access to and not the hangar partition (or maybe can; haven't tried that) that the blueprint is actually in.
I really hope that this is not intended behavior. In the previous system you could configure the science/industry window to use the last used input/output hangars for new jobs. Being able to do that again would be very nice since my jobs almost always take their input from one hangar and output to another, neither of which is the first hangar. It will remember the input / output in your client between sessions, per type at a facility. The first time you pick a blueprint of that type you need to select, after that all of the settings are remembered (runs, output, decryptors etc)
This absolutely unacceptable for those of us who don't just produce one item all day long. The Input/Output settings should be remember per location and industry type. Manufacturing jobs, invention jobs, copy jobs etc.
Either way, different people have different setups, some settings for the industry UI and it's behavior would be nice. You should know by now that one size doesn't fit all.
Current system is worse for us because we use dozens and hundreds of different blueprints and we're forced to select input/output every time, which now takes longer than it did before as you can't use keyboard shortcuts. |

beatlebutt
Hedion University Amarr Empire
3
|
Posted - 2014.07.24 15:06:00 -
[330] - Quote
Taru Audeles wrote:System index in EVERY high sec system and most low sec systems is maxed. I know you will sell this as a feature and everything works as planed but are you serious ? You tried to sold us this BS new industry changes as something good and ground breaking. And half an hour after you deploy this EVERYTHING is maxed out ? removing slots was a really great idea. BTW your concept of people move around to less used systems. Someone at CCP didn't get the memo about that because there NO systems to move since every system is taxed the same.
You must be near jita. Where I am they all low (different region) |
|

beatlebutt
Hedion University Amarr Empire
3
|
Posted - 2014.07.24 15:11:00 -
[331] - Quote
Xatinni wrote:Being a member of our Alliance/Corp procurement, fitting and contracting team, I got all excited when I read about the fitting changes. Unfortunately still canGÇÖt fit the the majority of our doctrines - simply havenGÇÖt got the skill to jump into a hull to fit in the first place.
For us fitting guys and girls, wouldn't it have been better to enable us to fit hulls regardless, but disable the ability to un-dock from a station.
well you couldn't open a ship before you couldn't fly. that hasn't change. You can still fit what you used to fit. |

beatlebutt
Hedion University Amarr Empire
3
|
Posted - 2014.07.24 15:18:00 -
[332] - Quote
Akira Menoko wrote:I have a collection of capital ship BPOs that before Crius were all researched to have no waste, which took about 3/4 of a year to do depending on the blueprint. Now that Crius is out these BPOs have a lot more waste and in order to get rid of it I have to spend another 3/4 of a year or so researching it away. Not to mention the high installation cost to do such a job. Now in the EVE Industry - All you want to know dev blog made just a week ago, it's stated that Quote:The guiding goal with this translation is "no blueprint gets functionally worse" i.e. the materials needed for a single run should be the same or less after the transition. My blueprints are functionally worse after the Crius Patch. They require more materials for a single run. I know I'm not the only person who's capital BPOs have gotten worse with the Crius patch. So my question now is, what's CCP going to do to fix this situation? Edit: grammar fix
Yeah I just found this out. Had all the subparts made to make a nidhoggur but now a bunch went up by 1. I had it to perfect (me 8)..and oddly all went up by one except Cap Construction parts, Cap Capacitor Battery....and drum roll..Capital Drone bay. It took 49 drone bays before and 49 after. but the other stuff all went up by 1 except what i just mentioned.
I am curious if I get it to me-10 if they will go back down? |

Kesker
The Sagan Clan Mordus Angels
36
|
Posted - 2014.07.24 15:30:00 -
[333] - Quote
Ivan Isovich wrote:Mistah Ewedynao wrote:Xatinni wrote:Being a member of our Alliance/Corp procurement, fitting and contracting team, I got all excited when I read about the fitting changes. Unfortunately still canGÇÖt fit the the majority of our doctrines - simply havenGÇÖt got the skill to jump into a hull to fit in the first place.
For us fitting guys and girls, wouldn't it have been better to enable us to fit hulls regardless, but disable the ability to un-dock from a station.
Overreact much? That isn't what the OP was saying...he was saying that the patch allowed him to fit ships for his corp without having the skills to use all the modules/rigs, but it skipped over the fact he might not be able to fly a ship and thus could not open the ship fitting window to outfit it at all. That defeated the point of fitting ships without having the skills to use the fits. Your argument seems to say that we should have skills to even open the "show info" window. That's absurd. Slapping a module in place, or jumping into the pilot's seat in station is no different than a kid sitting in the drivers seat of a parent's car...you need the skills to drive, but don't need the skills to sit down! Jumping into the pilot's chair is also no different than opening the show info window to see what a ship is capable of. Another option is to allow the fitting window to be opened via the right click menu on any ship in your hangar. This may even make sense to allow users to outfit a ship set up in the corporate hangars instead of dragging to personal hangars, outfitting and dragging back.
This is actually a damned good idea. Restrict the undock, but let us fit it. Well, shoot... maybe once it was fitted and lacked the skills to fly you could see what you needed to skill up? Shocking idea, I know. In game ship fitting/skill planning.
|

Lady Rift
What Shall We Call It
44
|
Posted - 2014.07.24 15:49:00 -
[334] - Quote
Kesker wrote:Ivan Isovich wrote:Mistah Ewedynao wrote:Xatinni wrote:Being a member of our Alliance/Corp procurement, fitting and contracting team, I got all excited when I read about the fitting changes. Unfortunately still canGÇÖt fit the the majority of our doctrines - simply havenGÇÖt got the skill to jump into a hull to fit in the first place.
For us fitting guys and girls, wouldn't it have been better to enable us to fit hulls regardless, but disable the ability to un-dock from a station.
Overreact much? That isn't what the OP was saying...he was saying that the patch allowed him to fit ships for his corp without having the skills to use all the modules/rigs, but it skipped over the fact he might not be able to fly a ship and thus could not open the ship fitting window to outfit it at all. That defeated the point of fitting ships without having the skills to use the fits. Your argument seems to say that we should have skills to even open the "show info" window. That's absurd. Slapping a module in place, or jumping into the pilot's seat in station is no different than a kid sitting in the drivers seat of a parent's car...you need the skills to drive, but don't need the skills to sit down! Jumping into the pilot's chair is also no different than opening the show info window to see what a ship is capable of. Another option is to allow the fitting window to be opened via the right click menu on any ship in your hangar. This may even make sense to allow users to outfit a ship set up in the corporate hangars instead of dragging to personal hangars, outfitting and dragging back. This is actually a damned good idea. Restrict the undock, but let us fit it. Well, shoot... maybe once it was fitted and lacked the skills to fly you could see what you needed to skill up? Shocking idea, I know. In game ship fitting/skill planning.
way to advance for eve. |

Opsblitz
M. Corp Engineering Fatal Ascension
6
|
Posted - 2014.07.24 15:51:00 -
[335] - Quote
So let me make sure I understand this correctly.
I start game 8 years ago, I spend endless hours to train up and move to Null Sec because I dont want to be a high sec newb or prey on the week and prefer to fight the big boys, I help fight for PLAYER BUILT STATIONS (not generated highsec,lowsec stations) I help fight for Null Sec space to build, mine, invent, ect.
NOW,
After patch I am charged a FEE to perform any industry type action in my own pos in NULL SEC and the isk goes to Secure Commerce? The ALLIANCE that owns the station now lose the Industry job isk to Secure Commerce? WTF you have lost your mind....I hope this game goes to **** Why am I out here then if not to reap the benifits of NULL SEC
I should not be charge anything in my own POS no matter what. I pay the fuel, I bought the MODS that go on the POS, Not CCP so I should not have to pay them a dime.
Time to seriously think about StarCitizen now and just dump my $100 a month in there wallets.....
A Very disappointed Vet that thinks it time to give it up.
Enjoy |

KIller Wabbit
The Scope Gallente Federation
667
|
Posted - 2014.07.24 16:31:00 -
[336] - Quote
Industry - the display of status after delivery is a bit too dim. Would you please bring it up a shade or two???
Since there is a Delivered/Failed status printed it's not really necessary to shade these out anyways.
CCP .. always first with the wrong stuff CSM .. CCP Shills with a vacation plan
|

Koenaika
Aliastra Gallente Federation
1
|
Posted - 2014.07.24 16:36:00 -
[337] - Quote
Opsblitz wrote: Time to seriously think about StarCitizen now and just dump my $100 a month in there wallets.....
You should totally do that, I'm sure you won't be disappointed in Star Citizen, it's had nothing buy glowing praise since they launched the pre-pre-pre-pre-alpha. The game is even stable with 3v3 multiplayer! Shame about Crytek though, hopefully the complete implosion of the engine developer won't hold back progress too much.
Star Citizen even has spaceship spinning! Admittedly, their version is spaceship spinning is when your ship goes out of control on it's own for no damn reason like a sickening broken carnival ride. twisted twisted twisted |

beatlebutt
Hedion University Amarr Empire
3
|
Posted - 2014.07.24 16:39:00 -
[338] - Quote
ME Cap research cost. Has anyone looked at that? (all from High Sec Station far far away from Jita)
To take a Charon from 9% to 10% ME is 1.6 billion isk and takes 257 day.
to take a Charon from 0% to 1% ME is only 1.1 mil and 4 hours 22 min 30 sec.
to take a Charon from 0% to 10% ME is 2.79billion isk and takes 444 days.
Nidhoggur from 8% to 9% ME is 507mil and 108 days from 8% to 10% ME is 1.711 billion and 365days
Is this some evil scheme to keep is playing 1-2 years from now so our researches are finally done?
EDIT: even the sub parts have ridiculously long times. Capital Launcher Hardpoint, from ME0 to ME 10% is 133 days. (cost only 12.5 mil) |

Nia Vaenyr
Skunk-Works Inc
0
|
Posted - 2014.07.24 16:57:00 -
[339] - Quote
It has been probably mentioned before, but please add the option to resize the upper window of industry. It is redundant when you just want to check the ongoing jobs or bid on teams. Not to mention it's still quite a chore to find what I'd actually need for a team. Plus it'd be nice to see the invention requirements again, instead of running around with a bpc only to find out that it eats more datacores than remembered. ME costs-times are ridiculous. I guess somebody stood up for those poor NPCs working 24/7. |

Sisoko Osman
Hybrids in Progress
1
|
Posted - 2014.07.24 17:39:00 -
[340] - Quote
(not so) Dear CCP
you really screwed things up in this patch
if you are going to stick to this "new content every 6 weeks" please do less changes and test them better on sisi and dont turn it into "new fuckups every 6 weeks"
fly safe o/ |
|

Damjan Fox
Fox Industries and Exploration
27
|
Posted - 2014.07.24 17:53:00 -
[341] - Quote
Well, Crius..... My anticipation was as big as my disappointment is now.
Crius brought us some good changes (new UI, standardization of ME / TE levels) but one part of it, is just shockingly bad game design. The system cost index.
I understand the concept and need of an isk-sink in the game. I also can see CCPs intention behind it, to force players to spread out over the universe. But the way this was approached is just wrong. The system cost index is an unnecessary, obscure and ill-conceived game mechanic.
"Adapt to the game" is nice and all, but forcing people to relocate their base of operations/manufacturing every time the system cost index changes and eats up all the profit margin, ads no value to the gameplay and is just unnecessary and obstructive.
Relocating your POS and all the modules every month sound like a lot of fun, right?
I don't mind paying installation costs, i don't care about increased material need on blueprints (because it was increased for all of us). And yes, the market will adapt and prices will settle down.
But forcing this unpredictable and arbitrary variable upon the core element of your entire game, will do you more harm than good, CCP.
Regards, Damjan.... |

Andre Vauban
Quantum Cats Syndicate Repeat 0ffenders
316
|
Posted - 2014.07.24 18:13:00 -
[342] - Quote
Damjan Fox wrote:Well, Crius..... My anticipation was as big as my disappointment is now.
Crius brought us some good changes (new UI, standardization of ME / TE levels) but one part of it, is just shockingly bad game design. The system cost index.
I understand the concept and need of an isk-sink in the game. I also can see CCPs intention behind it, to force players to spread out over the universe. But the way this was approached is just wrong. The system cost index is an unnecessary, obscure and ill-conceived game mechanic.
"Adapt to the game" is nice and all, but forcing people to relocate their base of operations/manufacturing every time the system cost index changes and eats up all the profit margin, ads no value to the gameplay and is just unnecessary and obstructive.
Relocating your POS and all the modules every month sound like a lot of fun, right?
I don't mind paying installation costs, i don't care about increased material need on blueprints (because it was increased for all of us). And yes, the market will adapt and prices will settle down.
But forcing this unpredictable and arbitrary variable upon the core element of your entire game, will do you more harm than good, CCP.
Regards, Damjan....
+1. I don't mind moving around, but I keep my BPO's locked down in a corp hangar. I don't want to have to deal with locking them all down (100,000+ clicks taking 3-4 hours of constant clicking) and then doing the reverse to unlock them to move around. QCATS is recruiting:-á https://forums.eveonline.com/default.aspx?g=posts&m=3896299 |

Bertrand Prout
Sunday Sessions
50
|
Posted - 2014.07.24 18:44:00 -
[343] - Quote
Is it possible to increase the experimental lab capacity? Make it match the other labs and I'll be a happy panda. Right now I have to juggle a lot with the mats and on top of the fact that RE jobs can reintroduce mats from failed jobs, it's really annoying to deal with. |

Anders Madeveda
Sturmgrenadier Inc
48
|
Posted - 2014.07.24 18:49:00 -
[344] - Quote
2 days post Crius release;
4 Industry toons sold, 4 Industry toons mothballed, 3 subscriptions cancelled.
No tears just not worth playing industrialist anymore guess I'll have a labotomy and join Goons. |

Aluka 7th
176
|
Posted - 2014.07.24 19:13:00 -
[345] - Quote
Few bugs here and there, interface has some room for improvement when dealing with big number of prints and jobs.
Crius is great, much better then I expected. I like opening of 0.8+ sec systems to POS deployment, infinite slots and dynamic of industry index and teams. And its not because I'm drunk on vacation! |

Keyran Tyler
Bionesis Technologies
1
|
Posted - 2014.07.24 19:17:00 -
[346] - Quote
beatlebutt wrote:ME Cap research cost. Has anyone looked at that? (all from High Sec Station far far away from Jita)
To take a Charon from 9% to 10% ME is 1.6 billion isk and takes 257 day.
to take a Charon from 0% to 1% ME is only 1.1 mil and 4 hours 22 min 30 sec.
to take a Charon from 0% to 10% ME is 2.79billion isk and takes 444 days.
Nidhoggur from 8% to 9% ME is 507mil and 108 days from 8% to 10% ME is 1.711 billion and 365days
Is this some evil scheme to keep is playing 1-2 years from now so our researches are finally done?
EDIT: even the sub parts have ridiculously long times. Capital Launcher Hardpoint, from ME0 to ME 10% is 133 days. (cost only 12.5 mil)
I noticed that, these numbers are just insane.
Paying a charge in my own POS is also something difficult to digest. Your design is wrong on this case and my production/search line is stopped until improvement.
|

Ray Kyonhe
Ray's Relentless Research
80
|
Posted - 2014.07.24 19:25:00 -
[347] - Quote
Xela Kcaneoh wrote: Way wrong. You just said that humans manage assembly lines nowadays. We're talking about the future, where humanoids are not needed to manage or maintain machinery. There is no legitimate reason why the ships / POS couldn't be maintained by robots, droids, nanobots, A.I., whatever. In WH space we fight Sleepers, ancient machines that have reconstructed and maintained themselves for millenia (thousands of years). We have collected their kibbles'n'bits for a good long while now. We have the technology, we can rebuild him.
I just said that you should read game's lore, if you haven't did it yet. It's by vision of game world's setting writer that ships have crews in Eve, not just me speculating about this. It is how this world of future imagined by its creator.
Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link |

Marc Rene
Center for Advanced Studies Gallente Federation
3
|
Posted - 2014.07.24 19:53:00 -
[348] - Quote
Are costs to install meant to be changing every 5 mins or so?
I installed 3 lost of 10 x hobgoblin 2 @ 12,824isk, another guy in the corp did the same, when my alt logged on to install some more the price had gone up to 14,181isk for the same job.
How are you meant to keep track of things when the costs move this quickly? |

Marlinara
Inferno Technologies Fatal Ascension
3
|
Posted - 2014.07.24 21:01:00 -
[349] - Quote
Keyran Tyler wrote:beatlebutt wrote:ME Cap research cost. Has anyone looked at that? (all from High Sec Station far far away from Jita)
To take a Charon from 9% to 10% ME is 1.6 billion isk and takes 257 day.
to take a Charon from 0% to 1% ME is only 1.1 mil and 4 hours 22 min 30 sec.
to take a Charon from 0% to 10% ME is 2.79billion isk and takes 444 days.
Nidhoggur from 8% to 9% ME is 507mil and 108 days from 8% to 10% ME is 1.711 billion and 365days
Is this some evil scheme to keep is playing 1-2 years from now so our researches are finally done?
EDIT: even the sub parts have ridiculously long times. Capital Launcher Hardpoint, from ME0 to ME 10% is 133 days. (cost only 12.5 mil) I noticed that, these numbers are just insane. Paying a charge in my own POS is also something difficult to digest. Your design is wrong on this case and my production/search line is stopped until improvement.
Maine Problem I see there is, not the time but the Cost and that BPOs got worse.
Example Archon ME 2 BPO only had one Cappart as loss. Now with 7% i need 10 Parts more.
And for one part you didn't neet to invest 30 Week of research....
|

Kesker
The Sagan Clan Mordus Angels
38
|
Posted - 2014.07.24 21:22:00 -
[350] - Quote
Opsblitz wrote:So let me make sure I understand this correctly.
I start game 8 years ago, I spend endless hours to train up and move to Null Sec because I dont want to be a high sec newb or prey on the week and prefer to fight the big boys, I help fight for PLAYER BUILT STATIONS (not generated highsec,lowsec stations) I help fight for Null Sec space to build, mine, invent, ect.
NOW,
After patch I am charged a FEE to perform any industry type action in my own pos in NULL SEC and the isk goes to Secure Commerce? The ALLIANCE that owns the station now lose the Industry job isk to Secure Commerce? WTF you have lost your mind....I hope this game goes to **** Why am I out here then if not to reap the benifits of NULL SEC
I should not be charge anything in my own POS no matter what. I pay the fuel, I bought the MODS that go on the POS, Not CCP so I should not have to pay them a dime.
Time to seriously think about StarCitizen now and just dump my $100 a month in there wallets.....
A Very disappointed Vet that thinks it time to give it up.
Enjoy
HERE HERE Bravo! Well said. We pay the F"n Fuel, Mods, time to mine for ice, etc, etc, etc. Why in the hell should we be paying a fee to CCP? Explain that? Please... someone??? Doesn't make a bit of sense. It's just flat wrong.
Let alone the system cost scheme they have going as well. Not to mention the "specialists" that don't really do anything but cost you more isk. The system was already tiered for more complex jobs. THEY TOOK LONGER AND COST YOU MORE. Whether in a POS or a station it still cost you more to run a more complex job.
Virtually no reason to have a POS anymore, unless you want to refine for some awful reason.
Can you imagine trying to haul your crap all over new eden every month to chase the best location to build? Move your BPO's? (That's just nuts, your gank bait for sure.)
CCP has lost their mind once again. Sorry Devs, you have to do what management wants, but even you had to be asking "WTH".
|
|

Sbrodor
Oscura Simmetria Yulai Federation
10
|
Posted - 2014.07.24 21:44:00 -
[351] - Quote
Kesker wrote:[quote=Opsblitz]So let me make sure I understand this correctly.
CCP has lost their mind once again. Sorry Devs, you have to do what management wants, but even you had to be asking "WTH".
the point is this imvho.
with these tax drain of every single industry job ccp lower the total isk amount in new eden to balance the isk generated by mission\bounty.
mission and bounty generate isk from nothing and without a lever to take isk out of eve we have the inflection at insane level like now.
with the drain of isk from new eden to ccp they can balance the inflection and lower the total isk in new eden.
balance of inflection and deflection is crius.
BUT
we had problem than pos are stronger than outpost and a single pos is better than 3 outpost of 4 available and cost x1000 time the pos ;D |

Kesker
The Sagan Clan Mordus Angels
38
|
Posted - 2014.07.24 21:51:00 -
[352] - Quote
Sbrodor wrote:Kesker wrote:[quote=Opsblitz]So let me make sure I understand this correctly.
CCP has lost their mind once again. Sorry Devs, you have to do what management wants, but even you had to be asking "WTH".
the point is this imvho. with these tax drain of every single industry job ccp lower the total isk amount in new eden to balance the isk generated by mission\bounty. mission and bounty generate isk from nothing and without a lever to take isk out of eve we have the inflection at insane level like now. with the drain of isk from new eden to ccp they can balance the inflection and lower the total isk in new eden.
Ahhhh.... lower mission rewards? That equals less isk in the game.
I know it's not as easy as that. They need to perpetually keep removing isk from the game. It's the fashion it is being done. Industry profits have been squeezed over recent years as it is. This greatly over complicated institution of changes is hitting the wrong side of the player base.
How about a nice big fat Concord penalty fee on any pilot engaged in illegal activity? I like that one. Kind of like being sued by the municipality for police action you instigate. |

Kesker
The Sagan Clan Mordus Angels
38
|
Posted - 2014.07.24 22:00:00 -
[353] - Quote
Quote:we had problem than pos are stronger than outpost and a single pos is better than 3 outpost of 4 available and cost x1000 time the pos ;D
Have to agree with you on the Outpost side of things. Though they could easily fix that by adding manufacturing and what. An outpost is WAY different than a POS though. It offers corporate offices, and personal hangers for ALL pilots allowed it's use. I would have to agree that they need some balancing in terms of industry though.
This is for another thread though. |

beatlebutt
Hedion University Amarr Empire
3
|
Posted - 2014.07.24 22:37:00 -
[354] - Quote
Marlinara wrote:Keyran Tyler wrote:beatlebutt wrote:ME Cap research cost. Has anyone looked at that? (all from High Sec Station far far away from Jita)
To take a Charon from 9% to 10% ME is 1.6 billion isk and takes 257 day.
to take a Charon from 0% to 1% ME is only 1.1 mil and 4 hours 22 min 30 sec.
to take a Charon from 0% to 10% ME is 2.79billion isk and takes 444 days.
Nidhoggur from 8% to 9% ME is 507mil and 108 days from 8% to 10% ME is 1.711 billion and 365days
Is this some evil scheme to keep is playing 1-2 years from now so our researches are finally done?
EDIT: even the sub parts have ridiculously long times. Capital Launcher Hardpoint, from ME0 to ME 10% is 133 days. (cost only 12.5 mil) I noticed that, these numbers are just insane. Paying a charge in my own POS is also something difficult to digest. Your design is wrong on this case and my production/search line is stopped until improvement. Maine Problem I see there is, not the time but the Cost and that BPOs got worse. Example Archon ME 2 BPO only had one Cappart as loss. Now with 7% i need 10 Parts more. And for one part you didn't neet to invest 30 Week of research....
I have the same problem. I have all the normal carriers..used to be perfect. The Nid was just an example. Now a year and 1.7 bil to get it perfect..to back to how it was before "we won't make anything worse then it was".
BUt when even the cap parts take 133 days... something is wrong.
I want to fix my cap bpos but I don't know where I will be 2 years from now. Before it was 1 ME level per month. Now the last few are ridiculously long. and cost more then the BPO.
And sadly its isk sinking the industry guys..which have a hard enough time with slim margins as it is. I rather the isk sink be on the manufacture cost..easier to pass along.
|

Xatinni
InterSun Freelance Ishuk-Raata Enforcement Directive
5
|
Posted - 2014.07.24 23:37:00 -
[355] - Quote
beatlebutt wrote:Xatinni wrote:Being a member of our Alliance/Corp procurement, fitting and contracting team, I got all excited when I read about the fitting changes. Unfortunately still canGÇÖt fit the the majority of our doctrines - simply havenGÇÖt got the skill to jump into a hull to fit in the first place.
For us fitting guys and girls, wouldn't it have been better to enable us to fit hulls regardless, but disable the ability to un-dock from a station.
well you couldn't open a ship before you couldn't fly. that hasn't change. You can still fit what you used to fit.
Just to clarify
Referring to the new feature
http://community.eveonline.com/news/dev-blogs/coming-in-crius-introducing-whats-in-eves-big-industry-release GÇ£Fit modules without having the required skills With this change, those preparing ships for others can do so without having the skills required to fit the modules. Skills are still needed to online modules.GÇ¥
Example I've trained and enjoy flying one Factions Bomber. I have no interest in flying, un-docking or skilling the other three Empire factions Stealth bombers just so I can fit and contract to my Alliance.
I also get a kick out of knowing that if a Stealth Bomber fleet is called, Alliance member's should be able to grab a bomber of choice off contract - if IGÇÖve done my job right.
At the moment I can purchase, contract and fit the faction bomber I'm skilled in - all good, but unfortunately need to ask corpies with the approbate skill to fit the other three Factions for me just so I can contract them up for others
The new feature is a good feature, but in the example above doesnGÇÖt help. |

Amag Shi
Strategic Exploration and Development Corp
0
|
Posted - 2014.07.25 00:08:00 -
[356] - Quote
As a new player, this update is doing a nice job of addressing several reasons why I haven't learned to manufacture anything: * slots, this bit me even trying to do a beginner mission in my first couple days of game-play * ME / TE terminology fix is great * new ME / TE scaling system seems easier to understand; old one was so bad, I didn't bother even collecting materials for others to manufacture for me
It did introduce one new thing that is obviously a mistake. Teams should not be named teams. When I read that, I thought it would be like a mini-corp or new type of fleet or grouping mechanism. What?! It's science and industry labor? WHY IS IT NOT CALLED something related to LABOR? The devs even explain that the cost of hiring teams is due to the Eve universe's imaginary labor-pool. |

Mara Kell
Herrscher der Zeit Test Alliance Please Ignore
18
|
Posted - 2014.07.25 00:59:00 -
[357] - Quote
After further investigation about the BPO transition to Crius i would like to hear from a Dev, how the picture i have linked is consistant with "no blueprint gets functionally worse".
I have made a chart with the needed cap parts for building one run of Archon with the pre Crius BPOs and the post Crius BPOs. My own was transitionen from ME 6 to ME -9. As you can see in the graph my BPO went from allmost perfect to pretty useless and now needs 8 capital parts more to build an archon than before.
Archon capital parts comparison
The comparison also shows that every single archon BPO no matter what ME level got worse. But basicly the closer you had researched it to 10, the more you got shafted because only the former ME 10+ BPOs are of any use now.
So my BPOs got functionally worse, and not only a small bit... Any comments CCP?
The reason for this mess is pretty obvious. Its the new calculation formula that rounds up in combination with low part numbers of small capital ships. |

Benny Ohu
Chaotic Tranquility
3658
|
Posted - 2014.07.25 01:18:00 -
[358] - Quote
Amag Shi wrote:It did introduce one new thing that is obviously a mistake. Teams should not be named teams. When I read that, I thought it would be like a mini-corp or new type of fleet or grouping mechanism. What?! It's science and industry labor? WHY IS IT NOT CALLED something related to LABOR? The devs even explain that the cost of hiring teams is due to the Eve universe's imaginary labor-pool. teams are very small groups of experts dosed up on brain-steroids that give them short days of super-intelligence before reducing them to vegetables |

hostile cyno beacon
Hedion University Amarr Empire
0
|
Posted - 2014.07.25 01:25:00 -
[359] - Quote
The system index in one of the dead, low-sec systems I use to manufacture finally dropped by about half. However the cost to manufacture has gone up. lol.
Yesterday system index of 10 and an install cost on a freighter was 41.2 Mil.
Today the system index is down to what looks like 3 and the same BP, with same character, no teams, same facility and it's 43.9 Mil.
???
lol
|

Ray Kyonhe
Ray's Relentless Research
80
|
Posted - 2014.07.25 01:25:00 -
[360] - Quote
Mara Kell wrote:After further investigation about the BPO transition to Crius i would like to hear from a Dev, how the picture i have linked is consistant with "no blueprint gets functionally worse".
I would love also to get answers how my t2 BPCs can be percived as "functionally the same" if they actually now require 10% more in materials. And why bringing materials levels on ALL BPCs/BPOs to 10% at once is SO important, that it will justify rising prices on many t2 goods by 10% for ALL players, when simply rising ME cap from 10% to 20% on t2 BPCs could roughly preserve their past material requirments, while still allowing to use the same new calculation methods as in case of others post-Crius BPCs. Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link |
|

Bobby Artrald
Rogue Dog Villains incendia equus
2
|
Posted - 2014.07.25 02:06:00 -
[361] - Quote
Bobby Artrald wrote:I thought the corp hanger array was supposed to be increased to 3m m3 Thanks for implementing this! |

Krystyn
Serenity Rising LLC Ishuk-Raata Enforcement Directive
162
|
Posted - 2014.07.25 02:51:00 -
[362] - Quote
Mara Kell wrote:After further investigation about the BPO transition to Crius i would like to hear from a Dev, how the picture i have linked is consistant with "no blueprint gets functionally worse". I have made a chart with the needed cap parts for building one run of Archon with the pre Crius BPOs and the post Crius BPOs. My own was transitionen from ME 6 to ME -9. As you can see in the graph my BPO went from allmost perfect to pretty useless and now needs 8 capital parts more to build an archon than before. Archon capital parts comparisonThe comparison also shows that every single archon BPO no matter what ME level got worse. But basicly the closer you had researched it to 10, the more you got shafted because only the former ME 10+ BPOs are of any use now. So my BPOs got functionally worse, and not only a small bit... Any comments CCP? The reason for this mess is pretty obvious. Its the new calculation formula that rounds up in combination with low part numbers of small capital ships. I feel your pain. Please pass it back to CCP by unsubbing your industry toons My freighter BPOs are all virtually worthless they were great at ME 4 before the patch now they are at ME 8%. So now I am years in research behind top efficiency (and a few billion in isk) and the cost to build went up. So instead of being useful for production, or invention or even selling the BPCs now I have a bunch of near useless freighter BPOs. Thanks CCP My industry alt is getting unsubbed...and once I run out of ships then my pvp toons will follow |

Krystyn
Serenity Rising LLC Ishuk-Raata Enforcement Directive
162
|
Posted - 2014.07.25 02:56:00 -
[363] - Quote
Steijn wrote:just checking at sticking 1 level of ME on an already part researched Fenrir BPO, prices range from under 1m to 51m depending on location, that I understand. However, it says time that it will take is 257d
WTF??
Its worthless now buddy...sorry |

Krystyn
Serenity Rising LLC Ishuk-Raata Enforcement Directive
162
|
Posted - 2014.07.25 03:01:00 -
[364] - Quote
Bellasarius Baxter wrote:First observation: Pre-patch I had a perfectly researched Orca blueprint, which took quite some time. It was at ML=6 pre-patch. Now I have a blueprint at 9%, and am looking at 257 days of research, and 828 MILLION ISK in research cost to make it perfect again.
You guys at CCP has got to be kidding me!
It has been a great 7 years mostly, but this screw-up is simply unforgivable.
Sorry guys, you really blew it this time.
Wow I'm not the only one... |

Krystyn
Serenity Rising LLC Ishuk-Raata Enforcement Directive
162
|
Posted - 2014.07.25 03:06:00 -
[365] - Quote
Alexsis Solette wrote:This is a Post about production in POSes
I know there has always been a mechanic whereby production services could be charged for and that a corporation wallet access was required to make the payment. However, if a corp didn't want to charge its other wallets it could set access to 0 isk. This still required users to "technically" have a wallet access (while in fact a corp wallet access at any time in that pilots history seemed to qualify). What did this result in? An individual could use facilities in a corporation pos without actually having wallet access as long as those services didn't cost anything.
New change: there is now an arbitrary price that must be paid due to "taxes". Because corporations own these modules the corporation wallet must be used to pay for the jobs. Result? Nobody can do manufacturing out of a pos unless they have access to a corporation wallet which is incredibly insecure...
I feel I must protest this. Although I have access to a corporate wallet as a director many of the other industrialists in my corporation do not and with this change they will no longer be able to do any sort of production in our wormhole because they won't be getting access to a corporate wallet. Is the only real solution to require every player who wants to do POS based production to start their own corporation so they can then use a corporate wallet to pay for their jobs?
You will have to 'Trust' them now and give them access to a wallet. Maybe make the wallet an empty one and they will have to donate to it to be able to charge jobs on it. It's ridiculous that you would have to waste one like that, but CCP obviously didn't think about the second and third order effects of this patch
|

Regan Rotineque
Arch Angels Assault Force The Kadeshi
363
|
Posted - 2014.07.25 03:42:00 -
[366] - Quote
After playing around much more today with the new indy window im left with the following things
1 - its too big (many ppl have said this) I am adding my voice to it
2 - the system index "bar" is 1000% daft - please show the ACTUAL value - this is driving me absolutely mad trying to do math and not knowing what the variable is. Its completely bad design imho to hide this.
~R~
|

Krystyn
Serenity Rising LLC Ishuk-Raata Enforcement Directive
162
|
Posted - 2014.07.25 03:46:00 -
[367] - Quote
Akira Menoko wrote:I have a collection of capital ship BPOs that before Crius were all researched to have no waste, which took about 3/4 of a year to do depending on the blueprint. Now that Crius is out these BPOs have a lot more waste and in order to get rid of it I have to spend another 3/4 of a year or so researching it away. Not to mention the high installation cost to do such a job. Now in the EVE Industry - All you want to know dev blog made just a week ago, it's stated that Quote:The guiding goal with this translation is "no blueprint gets functionally worse" i.e. the materials needed for a single run should be the same or less after the transition. My blueprints are functionally worse after the Crius Patch. They require more materials for a single run. I know I'm not the only person who's capital BPOs have gotten worse with the Crius patch. So my question now is, what's CCP going to do to fix this situation? Edit: grammar fix Probably nothing. Time to cancel your subscription to get your point across to the idiots in charge at CCP. They are only concerned with the bottom line make it hurt to them there and they may listen. |

Kesker
The Sagan Clan Mordus Angels
38
|
Posted - 2014.07.25 04:13:00 -
[368] - Quote
Check my account CCP.
Canceled. Adios!!! |

Dehlandrae
Tandoori Tunafish
11
|
Posted - 2014.07.25 04:38:00 -
[369] - Quote
For all of those who are cancelling their accounts or are otherwise closing their wallets to CCP (in regards to their "industrialist" toons), I would like to gently remind/suggest that they could contract their ruined/worthless Capital/T2 BPOs to me and I will gladly see to their proper disposal in the nearest waste bin.
I'm in Jita though I will accept personal contracts listed from anywhere. |

beatlebutt
Hedion University Amarr Empire
4
|
Posted - 2014.07.25 05:11:00 -
[370] - Quote
Dehlandrae wrote:For all of those who are cancelling their accounts or are otherwise closing their wallets to CCP (in regards to their "industrialist" toons), I would like to gently remind/suggest that they could contract their ruined/worthless Capital/T2 BPOs to me and I will gladly see to their proper disposal in the nearest waste bin.
I'm in Jita though I will accept personal contracts listed from anywhere.
In your Dreams!
|
|

Lady Rift
What Shall We Call It
44
|
Posted - 2014.07.25 05:26:00 -
[371] - Quote
beatlebutt wrote:Dehlandrae wrote:For all of those who are cancelling their accounts or are otherwise closing their wallets to CCP (in regards to their "industrialist" toons), I would like to gently remind/suggest that they could contract their ruined/worthless Capital/T2 BPOs to me and I will gladly see to their proper disposal in the nearest waste bin.
I'm in Jita though I will accept personal contracts listed from anywhere. In your Dreams!
should contract them for 100 bil a piece. |

Antihrist Pripravnik
T-AFK and counting
538
|
Posted - 2014.07.25 07:06:00 -
[372] - Quote
Unlike my previous feedback post in this thread which is mostly negative, this one will include some positive feedback for Crius release. Please note that I still stand behind each negative point that I have posted my first feedback post.
- "Industry" tab on items that shows rough amount materials for building an item and amount of minerals you can get by refining the ore is an excellent idea. Great job!
- Industry UI looks and sounds great;
- The amount of clicks is reduced greatly for industrial activities and it really feels more streamlined. It's a bit overwhelming at first, but once I got to play with it for a bit, it all made sense. Even though I can't really tell whether it's new user friendly or not, it certainly helps to have everything in one place (window) so you can learn from one place instead of multiple windows;
- Reprocessing icons (items and result materials) are too small;
- Reprocessing in the POS module does not show the reprocessing menu (I guess that should go into "Issues" thread);
- There should be a column for team bids (system and offered price) instead of a tooltip;
- Filters on the Industrial window are very useful. Great job!
- There should be a preview of the results when putting blueprint to research. The old system had this and it was very useful. ME +2% does not mean much without previewing the actual result before installing the job;
- Since anyone who wants to have any profit now by doing industry just has to do it at a POS (because of the ridiculous prices and a horrible implementation of "System cost index") I must say this one in bolded, underlined, italic caps in order to emphasize it for CCP (sorry for the reading inconvenience). There was a dev post in F&I sub-forum about increasing fitting requirements for industrial modules, so:
DO NOT UNDER ANY CIRCUMSTANCES EVEN THINK OF IMPLEMENTING SUCH ATROCITY. This GAME is supposed to provide fun and interesting gameplay and NOT be a chore. The amount of micro-management now is high enough that adding even more will drastically deteriorate the quality of the game. Industry in its current iteration is engaging and challenging enough without adding meaningless chore tasks that don't provide ANY quality to the actual gameplay whatsoever. o.0 |

Teko Tedeko
The Copernicus Institute
0
|
Posted - 2014.07.25 09:45:00 -
[373] - Quote
Two issues if CCP are still reading this thread. Probably already logged. 1. no invention info available from BPO 'show info' window. only able to find out invent details from BPCs 2. can't drag/drop blueprint links from the industry window
|

Lore Varan
Caltech Shipyards
10
|
Posted - 2014.07.25 09:56:00 -
[374] - Quote
The manufacturing window is better than before but I am still having to use my calculator / spread sheet far too much.
move the facility info panel and input output selectors to the left hand side of the manufacturing window.
move output panel up to top and add some more information on the right under the output panel.
Material Cost Estimate 1,000,000 Installation Cost 234,567 Total Build Cost 1,234,567
Estimate Items value 1,034,567 Estimate Profit 200,000
|

Vrykolakasis
Trinity Operations Aurora Irae
107
|
Posted - 2014.07.25 10:01:00 -
[375] - Quote
No exact feedback on industry since I don't do it (beyond a mostly failed attempt at making ammo when I first started the game, and a 10% ME Drake BPO I will probably never use), although with all of the concern about capital prices I did finally decide to buy the capitals I've wanted for a while. I should also note, in an attempt to be helpful, that I've never touched industry and maybe never will, but the new UI, for whatever faults it has or things it's missing from the old one (I wouldn't know), it is more inviting and I may just try out a bit of making stuff to see how it works.
Positive feedback on pretty much everything else in the patch notes, the stuff that I understand. All of the stuff from the Cruis little things blog, as well as the starbase capacity changes and the capital movement cost changes (still negligible, and maybe it was only because of some other change, but I do like the cost of expensive capital transport, at least for non-freighters).
I don't like the *idea* of the new six week release schedule, I would much prefer a few good, full-featured expansions released less often, but (no offense) since this is pretty much as full-featured as any of the expansions since Incursion, good work! |

WESSPER
Federal Navy Academy Gallente Federation
0
|
Posted - 2014.07.25 10:29:00 -
[376] - Quote
Because of the lot of discussion about job pricing in systems, I think we really need the job cost tab as was suggested in dev blogs http://community.eveonline.com/news/dev-blogs/the-price-of-change/ (not sure why it was removed). It would take out a lot confusing if we can see what makes the enormous cost. Is it because of taxes, number of jobs, or simply the system composition of facilities is not good enough.
It is a specially this part of blog (sorry for wall of text):
Quote:System facilities: stations in a given system make a job cheaper. We want to ensure that the landscape is lumpy rather than flat, and it makes sense that systems with more stations (and more factory or research stations in particular) are better places to do specialized work. Every station in a system has two facility multipliers -- one for manufacturing and one for research -- and the system's various multipliers are all multiplied together and then multiplied with the price. (We do a lot of multiplication with pricing, and we therefore wield large calculators)
For NPC stations, these multipliers range between 0.95 and 0.98, based on how well the station's activity (factory, testing facility, warehouse etc) is judged to be suited to building and/or researching things. Stations can have different ratings for manufacturing and research. These are not huge numbers, but because they multiply together they can have a big effect. In manufacturing, the current record-holder in empire space is Nonni, with a multiplier of around 0.48 - building things in Nonni will, all other things being equal, halve the cost of installing a job.
We may believe it is implemented, but we have no tool to see the real effect it has. Common bring back the total job cost tab.
|

Inquisitor Tyr
Phantom Squad DARKNESS.
64
|
Posted - 2014.07.25 10:46:00 -
[377] - Quote
This "expansion" is bad. Did you hire the same guy who decided it was a good idea to nerf drone minerals for this one? Remember that one where you goofed up the mineral market, and risk-reward balance, so bad you had to redo the mineral refine recipes to add things like thousands of Tritanium to Arkonor etc?
CCP - You are good when you iterate on PvP and introduce interesting new things (probably because you hired PvPers and your CSM is 95% PVP alliances); However, you are not good at industry.
So why so bad at Indy? Probably because you listen to industry pilots when making Industry decisions. See, the thing with empire carebears (aka indy players) is, most of them have no macro concept of the game. They generally focus on individualistic goals and have mediocre group focus. So if you listen to anything they have to say (if you can get over the mouth breathing) it generally winds up with "why they feel such and such is unfair" and "I feel i should receive compensation". Believe me, I have had to deal with this sort of complaint time and time again.
So this expansion shipped with a lot of stuff. I haven't really noticed any of it - But I did notice I had to charge my corp mates a lot more to ship their assets. Will this change our behavior? Not at all. Its a necessity of life. Whill this make me use my carrier less? Not at all - its a necessity of nullsec. Will I use my dreadnaught less? No, of course not. In fact it changes nothing aside from costing more. It doesn't affect power projection and it doesn't affect the underlying nullsec issues you are grasping at.
Is that a big deal? Not really. But like I said: What did this expansion bring my gameplay? Well - more expenses and less money to spend on ships I can go out with my corp mates and enjoy dying in a ball of fire in.
Shame ccp. Shame.
My recommendation: 1) Find out which member of the dev team is the AFK ice miner in empire who feels his life is unfair/demands compensation. 2) Throw him in the ocean. 3) Teabag his watery corpse and post it on YouTube. |

Gaijin Lanis
Surely You're Joking
122
|
Posted - 2014.07.25 10:56:00 -
[378] - Quote
Antihrist Pripravnik wrote: Since anyone who wants to have any profit now by doing industry just has to do it at a POS (because of the ridiculous prices and a horrible implementation of "System cost index") I must say this one in bolded, underlined, italic caps in order to emphasize it for CCP (sorry for the reading inconvenience). There was a dev post in F&I sub-forum about increasing fitting requirements for industrial modules, so:
DO NOT UNDER ANY CIRCUMSTANCES EVEN THINK OF IMPLEMENTING SUCH ATROCITY. This GAME is supposed to provide fun and interesting gameplay and NOT be a chore. The amount of micro-management now is high enough that adding even more will drastically deteriorate the quality of the game. Industry in its current iteration is engaging and challenging enough without adding meaningless chore tasks that don't provide ANY quality to the actual gameplay whatsoever.
The problem. as it stands, is one can either have a swiss army tower that can do everything as well as can be done with great defenses or a focused tower with enough turrets to insta-pop dreads. This is clearly a bad situation no matter what. So something does need to be done to increase tower variety from the two variations that currently exist. The hope is increasing the PG/CPU requirements is there will also a reduction in the amount of space-hobos who've suddenly infested everyone's structures and are now holding said structures hostage. As that **** is bananas. It's like building a house and suddenly a bunch of beggars invade demand you pay them to use your bathroom. The above was written and posted with nothing but love in my heart for all. |

Vaju Enki
Secular Wisdom
1376
|
Posted - 2014.07.25 11:15:00 -
[379] - Quote
This is one of the best expansion ever.
Barometer of success? The number of uninformed entiled themepark carebears crying. The Tears Must Flow |

Jamaica Merchant
Republic Military School Minmatar Republic
3
|
Posted - 2014.07.25 12:14:00 -
[380] - Quote
I'll probably be selling some industry toons - I just can't feed them enough invention BPCs to justify their existence.
I'd cancel them, but, sadly, they aren't alone on an account ... 
|
|

Yongtau Naskingar
Yongtau Naskingar Corporation
70
|
Posted - 2014.07.25 12:21:00 -
[381] - Quote
When placing a bid on a team, the system field should have the previous value (pre-selected, like bookmarks), so you only have to press enter. |

Mara Kell
Herrscher der Zeit Test Alliance Please Ignore
19
|
Posted - 2014.07.25 12:22:00 -
[382] - Quote
Regan Rotineque wrote:After playing around much more today with the new indy window im left with the following things
1 - its too big (many ppl have said this) I am adding my voice to it
2 - the system index "bar" is 1000% daft - please show the ACTUAL value - this is driving me absolutely mad trying to do math and not knowing what the variable is. Its completely bad design imho to hide this.
~R~
I second this! Especially this bar is totally useless, i want to see numbers.
|

Ryuu Towryk
Reiuji Heavy Industries
23
|
Posted - 2014.07.25 12:35:00 -
[383] - Quote
Vaju Enki wrote:This is one of the best expansion ever.
Barometer of success? The number of uninformed entiled themepark carebears crying.
You must've loved Incarna.

|

Jinn Aideron
43
|
Posted - 2014.07.25 13:33:00 -
[384] - Quote
Mara Kell wrote:Regan Rotineque wrote:2 - the system index "bar" is 1000% daft - please show the ACTUAL value - this is driving me absolutely mad trying to do math and not knowing what the variable is. Its completely bad design imho to hide this. I second this! Especially this bar is totally useless, i want to see numbers.
All the numbers you could possibly want:
http://public-crest.eveonline.com/industry/systems/
YW
Stealth deletes are bad. |

Alaekessa
Matari Combat Research and Manufacture Inc.
148
|
Posted - 2014.07.25 13:55:00 -
[385] - Quote
Ryuu Towryk wrote:Vaju Enki wrote:This is one of the best expansion ever.
Barometer of success? The number of uninformed entiled themepark carebears crying. You must've loved Incarna.  He did, I remember....
I was there. |

Ivan Isovich
Clutter Conglomerate CAStabouts
8
|
Posted - 2014.07.25 14:22:00 -
[386] - Quote
Suggestions:
In the new S&I interface, in the blueprint list have a total count of blueprints in the list displayed in the header. Have this count consistent with the filters used by the player.
It is tough to sort through a large number of BP copies and originals. The S&I window nicely separates originals and copies, but when you're trying to move the BP's to a new location, this BP list will lag as you click on a BP to move it to its new destination (such as moving to a ship on your inventory screen). 2 suggestions here: 1. Don't load the job results when the user clicks and holds a BP....only upon releasing the click. The display lag makes you wonder for a second or two whether the drag and drop action actually occurred. 2. Adjust the Inventory window's custom filter settings to allow a custom filter sorting both originals and copies. Since the current filter options are Group > Blueprint > 'item category' , I'd suggest breaking the middle one, "Blueprint" into Blueprint Original and Blueprint Copy, and maintaining the 'item category' options. That would give the user significant flexibility in adjusting the filter itself.
Thanks! |

Quarza Kydeikos
DIVINE CHA0S The Bastion
0
|
Posted - 2014.07.25 16:22:00 -
[387] - Quote
so yea im still missing drone avoinics 5 i want my SP back tyvm submitted a ticket and as usual i get the "we are looking into it" and give to conformation of giving me my sp back and have to wait more time for a skill i already trained |

Veinnail
FinFleet Northern Coalition.
98
|
Posted - 2014.07.25 16:41:00 -
[388] - Quote
The Industrial heat Index needs to have a threshold so that a certain amount of throughput can be achieved without shooting ones self in the foot.
speaking as an industrialist who has been dragging along subbing 9 accounts, for crossover pvp-indu gameplay. this type of dramatic overhaul just complicates an already tedious niche of the game.
if we're paying per slot per hour, rooted vs the entire galaxy remove the character installation limit. if its not the character doing the WORK, then why are we limited to 11 jobs at max skill?
IT IS BECAUSE WE ARE DOING THE WORK. The idea that we're paying teams to run research based on a characters skills is radical. |

Ydnari
Estrale Frontiers Project Wildfire
352
|
Posted - 2014.07.25 19:27:00 -
[389] - Quote
Previously various table views have had copy-and-pasteability added to them, such as inventory, and the slightly hidden "group window" in industry, which let you copy and paste a list of blueprints along with their PE and ME.
The new Industry blueprints window has a list view that shows this information, but you can't copy from it for pasting into spreadsheets or player-created tools.
Please consider restoring this functionality.
See here: http://community.eveonline.com/news/dev-blogs/ui-and-i-our-little-improvements-together-v2-1/ , a couple of pages down, search for "copy some of those tables" - this was very welcome when it was added but seems to not have been considered in this new UI. my teapot is ready |

Galmalmin
Wildly Inappropriate Goonswarm Federation
17
|
Posted - 2014.07.25 19:33:00 -
[390] - Quote
Damjan Fox wrote:Well, Crius.....
I understand the concept and need of an isk-sink in the game. I also can see CCPs intention behind it, to force players to spread out over the universe.
Regards, Damjan....
I disagree.
IF... CCP has the intention of forcing players to "spread out", that intention is flat WRONG in a "Sandbox".
Just give us, the players, the functionality and let US figure out how to use it as WE want... not how the producers imagined it. Just because a producer/coder imagined a functionality to be used in a specific way and their bosses determine that it SHALL be so does not make them correct/right. My imagination and desires are NOT the imagination and desires of CCP staff. My imagination is not the imagination and desires of other capsuleers either.
My displeasure with CCP goes back to the fact that CCP does not seem to understand that for every "Nerf", "Disparity", "Imbalance" or similar situation, WE, the Capsuleers, have found a work around or strategy to combat it. Yes, I will concede that the work arounds or strategies we came up with were/are not optimal, however LIFE is not fair and LIFE requires that YOU adapt or perish.
Galmalmin, you say, what do you refer to?
One example of many... back when the NYX was "da bomb", all alot of people could do was whine to CCP about the disparity of the NYX. However, some (and I was not an active participant in this, just in a corp that participated in it) came up with a way to combat that ship when it Hot Dropped somewhere and started to wreak havoc. The strategy derived by players involved specific types and numbers of ships being deployed there to kick that NYX's ass. It worked, NYX's were starting to become irrelevant as a surprise weapon. However, due to the whining in forums and threats of unsubscribing, the NYX was nerfed. The time and effort by players to figure out a way to combat that sucker... wasted.
Galmalmin, where are you going with all this you ask?
CCP has a long history of changing the rules when a number of whiners do what they do best. The effect, usually, is that those who figured out how to improvise, adapt and overcome had their efforts negated by the rules change. Their time and effort was wasted by CCP.
Many of us come to EVEOnline, "not because it is easy, but because it is hard" (thank you President John F. Kennedy). We came because we have to struggle to get to a point where we do not have to struggle as hard we did when we started. We did not want to have things just handed to us. We wanted to feel a sense of accomplishment, a sense of achievement, a sense of value to what we did. There are plenty of venues out there where you can just brainlessly go hither and yawn to get a higher score. We did not come to EVEOnline for that. If a player did, they need to be shown the door and told thanks, but no thanks.
If the average IQ for man is currently around 100, mine is above that. Depending upon which IQ test is used, I score an average of 140. Many people are higher than I and I do not claim to be the smartest one around. Why am I mentioning this? I like my brain to be challenged, be it by what I read, what I do for work or what I do for play. Yes, there are times I just want simple and for that, I play solitaire. I don't come to EVEOnline for simple.
Yes, I understand how a business works and that most businesses want/need to expand, create more profit and so on. Should CCP be the same as other internet gaming companies? Should it cater its business model to the lowest common denominator? I say no. I say, stop catering to the whiners. I say, stop changing the rules. I say let us, the Capsuleers, figure out workarounds and or strategies for the disparity of LIFE. I have NOT read the Lore associated with New Eden, but I can not imagine in it that all races are exactly equal in technological ability and that they produce items that are exactly equal to the other races similar/equivalent items. Why create and equal playing field across the board? Why stifle the imagination and/or creativity of your players? Yes, CCP should fix outright programing bugs and modify/change code to enable functionality in this "Sandbox" as well as create new functionality that WE, the Capsuleers, figure out the best use of, for us. You may choose to use that functionality different than another. To me, that was the main draw to this game, the promise of "Sandbox". Are we getting closer to it? Are we?
CCP, please stop thinking that your specific imagination as to how to apply functionality in the game is the only way it should be. Please stop trying to stifle our imaginations.
Galmalmin |
|

Keyran Tyler
Bionesis Technologies
1
|
Posted - 2014.07.25 20:49:00 -
[391] - Quote
Ydnari wrote:Previously various table views have had copy-and-pasteability added to them, such as inventory, and the slightly hidden "group window" in industry, which let you copy and paste a list of blueprints along with their PE and ME. The new Industry blueprints window has a list view that shows this information, but you can't copy from it for pasting into spreadsheets or player-created tools. Please consider restoring this functionality. See here: http://community.eveonline.com/news/dev-blogs/ui-and-i-our-little-improvements-together-v2-1/ , a couple of pages down, search for "copy some of those tables" - this was very welcome when it was added but seems to not have been considered in this new UI.
I agree.
Another thing, please, some alphabetic order (or another order) with the required materials. At the moment it's just a mess between show info and industry tab. It's always something different.
|

Ray Kyonhe
Ray's Relentless Research
80
|
Posted - 2014.07.25 21:15:00 -
[392] - Quote
Galmalmin wrote: One example of many... back when the NYX was "da bomb", all alot of people could do was whine to CCP about the disparity of the NYX. However, some (and I was not an active participant in this, just in a corp that participated in it) came up with a way to combat that ship when it Hot Dropped somewhere and started to wreak havoc. The strategy derived by players involved specific types and numbers of ships being deployed there to kick that NYX's ass. It worked, NYX's were starting to become irrelevant as a surprise weapon. However, due to the whining in forums and threats of unsubscribing, the NYX was nerfed. The time and effort by players to figure out a way to combat that sucker... wasted.
So, basically your example only shows, that only with team of highly determined and highly professional and well-trained players - which is rare and limited resource in Eve - that beast could be defeated. So, it's actually was overpowered and majority of players couldn't do a thing against it. Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link |

Zifrian
Licentia Ex Vereor Black Core Alliance
1528
|
Posted - 2014.07.25 22:20:00 -
[393] - Quote
Not sure if it's been reported but...
- Lost the ability to deliver multiple jobs at once in the new UI - Lost the ability to filter my jobs out of all corp jobs (requested this in early feedback as well) GÇ£Any fool can criticize, condemn, and complain - and most fools do. GÇ¥ - Dale Carnegie
Maximze your Industry Potential! - Download EVE Isk per Hour! |

Galmalmin
Wildly Inappropriate Goonswarm Federation
21
|
Posted - 2014.07.25 22:50:00 -
[394] - Quote
Ray Kyonhe wrote:Galmalmin wrote: One example of many... back when the NYX was "da bomb", all alot of people could do was whine to CCP about the disparity of the NYX. However, some (and I was not an active participant in this, just in a corp that participated in it) came up with a way to combat that ship when it Hot Dropped somewhere and started to wreak havoc. The strategy derived by players involved specific types and numbers of ships being deployed there to kick that NYX's ass. It worked, NYX's were starting to become irrelevant as a surprise weapon. However, due to the whining in forums and threats of unsubscribing, the NYX was nerfed. The time and effort by players to figure out a way to combat that sucker... wasted.
So, basically your example only shows, that only with team of highly determined and highly professional and well-trained players - which is rare and limited resource in Eve - that beast could be defeated. So, it's actually was overpowered and majority of players couldn't do a thing against it.
Aye, to an extent. Determined, but not "highly determined" and trained versus "well-trained". Not professional in any stretch of my imagination. The fact that it was powerful was not the point sir, but that the abilities of that ship were able to be dealt with by the imagination and implementation of the players. The tactic was starting to leak out and more and more were starting to use it. It was only a matter of time before it was going to be relegated back to where it had been in usefulness. CCP did not need to "fix it". The players found a way which is my point for a large portion of what CCP "fixes".
Again, I am not referring to bugs or actual broken functionality.
We, the player base, are far smarter than CCP can ever be. |

Theodore Knox
Technologies Unlimited Superior Eve Engineering
18
|
Posted - 2014.07.25 23:12:00 -
[395] - Quote
Been playing about with Crius for a couple of days now: here's my two pence worth:
Patching was smooth, thanks.
I like the new industry screen, lots of helpful information on there. Could the top 2/3s be made smaller? (There is, to be fair, a lot of empty space on it.)
The job pricing index is annoying. I guess you needed a serious isk sink, that will affect all players, and that's fine. But could you make more effort to make it a bit more transparent than a mapping tool to show the indices? And could the value be more easily identifiable in the Industry UI?
Using the Corp Master wallet as a default is bad. Realistically, corp members are going to transfer isk to cover these "taxes" from their own wallets into corp funds, so why not remove some clicks (and the corp wallet middle man) and just let us pay from our personal wallet?
If you had no problem removing slots (and the job pricing plays into this from a lore perspective) is there still a good reason to limit us to 11 jobs per character? Even a new skill to further increase this to 16 (or 21!) would be cool.
Also if running jobs is now about how many workers we can employ to run jobs (as opposed to our characters running the jobs themselves), are there plans to make lab and factory management skills Charisma based?
|

George Gouillot
Eleutherian Guard Villore Accords
21
|
Posted - 2014.07.25 23:24:00 -
[396] - Quote
Galmalmin wrote:Ray Kyonhe wrote:Galmalmin wrote: One example of many... back when the NYX was "da bomb", all alot of people could do was whine to CCP about the disparity of the NYX. However, some (and I was not an active participant in this, just in a corp that participated in it) came up with a way to combat that ship when it Hot Dropped somewhere and started to wreak havoc. The strategy derived by players involved specific types and numbers of ships being deployed there to kick that NYX's ass. It worked, NYX's were starting to become irrelevant as a surprise weapon. However, due to the whining in forums and threats of unsubscribing, the NYX was nerfed. The time and effort by players to figure out a way to combat that sucker... wasted.
So, basically your example only shows, that only with team of highly determined and highly professional and well-trained players - which is rare and limited resource in Eve - that beast could be defeated. So, it's actually was overpowered and majority of players couldn't do a thing against it. Aye, to an extent. Determined, but not "highly determined" and trained versus "well-trained". Not professional in any stretch of my imagination. The fact that it was powerful was not the point sir, but that the abilities of that ship were able to be dealt with by the imagination and implementation of the players. The tactic was starting to leak out and more and more were starting to use it. It was only a matter of time before it was going to be relegated back to where it had been in usefulness. CCP did not need to "fix it". The players found a way which is my point for a large portion of what CCP "fixes". Again, I am not referring to bugs or actual broken functionality. We, the player base, are far smarter than CCP can ever be.
I agree with some things, but you are contradicting yourself saying it in the context of this expansion. Crius changed industry in a way that makes it acessible for the casual player by getting rid of unnecessary barriers (sKill, POS being obligatory for everything beyond T1 manufacturing, standings for the HS players, stupid ME/TE levels) and in the same time adding complexity to the more dedicated industrialists. Teams and system costs add dynamics into it that make it more challenging to be profitable on a larger scale. And you claimed, you like challenges - so why dont you take them?
|

Galmalmin
Wildly Inappropriate Goonswarm Federation
23
|
Posted - 2014.07.26 00:14:00 -
[397] - Quote
George Gouillot wrote:Galmalmin wrote:Ray Kyonhe wrote:Galmalmin wrote: One example of many... back when the NYX was "da bomb", all alot of people could do was whine to CCP about the disparity of the NYX. However, some (and I was not an active participant in this, just in a corp that participated in it) came up with a way to combat that ship when it Hot Dropped somewhere and started to wreak havoc. The strategy derived by players involved specific types and numbers of ships being deployed there to kick that NYX's ass. It worked, NYX's were starting to become irrelevant as a surprise weapon. However, due to the whining in forums and threats of unsubscribing, the NYX was nerfed. The time and effort by players to figure out a way to combat that sucker... wasted.
So, basically your example only shows, that only with team of highly determined and highly professional and well-trained players - which is rare and limited resource in Eve - that beast could be defeated. So, it's actually was overpowered and majority of players couldn't do a thing against it. Aye, to an extent. Determined, but not "highly determined" and trained versus "well-trained". Not professional in any stretch of my imagination. The fact that it was powerful was not the point sir, but that the abilities of that ship were able to be dealt with by the imagination and implementation of the players. The tactic was starting to leak out and more and more were starting to use it. It was only a matter of time before it was going to be relegated back to where it had been in usefulness. CCP did not need to "fix it". The players found a way which is my point for a large portion of what CCP "fixes". Again, I am not referring to bugs or actual broken functionality. We, the player base, are far smarter than CCP can ever be. I agree with some things, but you are contradicting yourself saying it in the context of this expansion. Crius changed industry in a way that makes it acessible for the casual player by getting rid of unnecessary barriers (sKill, POS being obligatory for everything beyond T1 manufacturing, standings for the HS players, stupid ME/TE levels) and in the same time adding complexity to the more dedicated industrialists. Teams and system costs add dynamics into it that make it more challenging to be profitable on a larger scale. And you claimed, you like challenges - so why dont you take them?
:-) |

Hirogenale
The Scope Gallente Federation
10
|
Posted - 2014.07.26 00:41:00 -
[398] - Quote
George Gouillot wrote:Galmalmin wrote:Ray Kyonhe wrote:Galmalmin wrote: One example of many... back when the NYX was "da bomb", all alot of people could do was whine to CCP about the disparity of the NYX. However, some (and I was not an active participant in this, just in a corp that participated in it) came up with a way to combat that ship when it Hot Dropped somewhere and started to wreak havoc. The strategy derived by players involved specific types and numbers of ships being deployed there to kick that NYX's ass. It worked, NYX's were starting to become irrelevant as a surprise weapon. However, due to the whining in forums and threats of unsubscribing, the NYX was nerfed. The time and effort by players to figure out a way to combat that sucker... wasted.
So, basically your example only shows, that only with team of highly determined and highly professional and well-trained players - which is rare and limited resource in Eve - that beast could be defeated. So, it's actually was overpowered and majority of players couldn't do a thing against it. Aye, to an extent. Determined, but not "highly determined" and trained versus "well-trained". Not professional in any stretch of my imagination. The fact that it was powerful was not the point sir, but that the abilities of that ship were able to be dealt with by the imagination and implementation of the players. The tactic was starting to leak out and more and more were starting to use it. It was only a matter of time before it was going to be relegated back to where it had been in usefulness. CCP did not need to "fix it". The players found a way which is my point for a large portion of what CCP "fixes". Again, I am not referring to bugs or actual broken functionality. We, the player base, are far smarter than CCP can ever be. I agree with some things, but you are contradicting yourself saying it in the context of this expansion. Crius changed industry in a way that makes it acessible for the casual player by getting rid of unnecessary barriers (sKill, POS being obligatory for everything beyond T1 manufacturing, standings for the HS players, stupid ME/TE levels) and in the same time adding complexity to the more dedicated industrialists. Teams and system costs add dynamics into it that make it more challenging to be profitable on a larger scale. And you claimed, you like challenges - so why dont you take them?
accessible for casuals, yes, able to do it with any kind of hope of actual profit (without tons of research for best systems/teams, additional costs calculated against safed ressources, high troughput in the case of a POS to make up for the fuel costs etc.), no, thus not really accessible for casuals at all anymore in the end. |

Shaax MacGruber
Hellfire Cult SpaceMonkey's Alliance
6
|
Posted - 2014.07.26 00:51:00 -
[399] - Quote
After messing around with Crius for a few days now, here is my personal breakdown:
Pros:
+ Instant Compression (Holy crap CCP, thank you) + Unified ore refine values + Instant POS refining (Again CCP, Thanks) + Good POS refining yields + Industry Window is flashy + Industry windows added to items + More convenient and understandable ME/PE + I assume High sec pos are a pro for high sec people + Invention only consumes 1 run + Mexallon added to Arkonor is whoop whoop + "Extra Minerals" gone + Smaller compression cubes + Items display a list of building materials + No more negatives + Removed slot limitations + Starbase defense management skill reduction + Opt out of fleet warp + Smooth Patch + POS modules have increased space
Cons:
- Unable to chose personal wallet for installing jobs - WHAT THE HELL CCP!? POS COSTS ISK TO RUN JOBS!?!?!?!?!? - Costs and time scale poorly w/ ME/PE (Do not mind working for a goal but 1 - 10% is like 87d for cap part BPs) - Isotope consumption.... for real!? PORQUE!?!? - Costs in general are broken (Seriously CCP, did you guys move a decimel one or two places too far!?) - Why must i view every dang BPO/BPC in the game when I use the window? (Yes, i know about the search box) - Indy window too big, needs to be scalable. - Need to be within 3k of refining arrays to refine - Industry teams (I feel this was so poorly thought up that it may need a bullet point list all on it's own)
Auction system is bad (aren't there enough isk sinks now)
Auction Sniping is way too prevalent and common
Bonuses from these teams really aren't all that fancy
THEY KEEP MY MONEY UNTIL THE END OF AUCTION!?
Why can't I save my auction somewhere to check in on it?
What the hell, so many different specializations. PORQUE!?
Neat idea overall... needs a rework. Why not be able to hire our own teams whenever the hell we want and base their prices off the current system's index?
Overall... I rate this patch a 7/10. I am scared to think of the state this patch was in 6 weeks ago! CCP, I'm not sure what's going on over there in the fortress of solitude, but get it together. You guys were so damned close to making an amazing patch, but something, somewhere went terribly awry. This patch suffers some of the same set backs we've been seeing. A whole lotta talk and promises, and no delivery!
Don't get me wrong, I like the current state of things, they are actually better than they were before. Which, to me, is progress. I like that CCP is focusing on indy and trying to make it better for everyone. A few minor tweaks and a job team rework would make this patch an epic one. |

Silen Talker
Luminous Beings are we
0
|
Posted - 2014.07.26 01:01:00 -
[400] - Quote
Love the new Industry panel Never bothered with ME & TE before, just made stuff at base cost (ouch)
Not any more ...
Wacked Lab ops to 4 already and slots are now constantly busy updating blueprints (lucky that I'm years off doing invention).
Couple of minor points on use suggestions:
- Perhaps "Last used tab" could be remembered (instead of reverting to blueprint) - ie like the Wallet screen does
- When searching facilities for lowest cost and sorting on ME or TE etc I would have expected that if I set lowest cost first, those stations without the capability would go to bottom of list not the top (else end up scrolling lots or inverting search is actually easier)
|
|

Awkward Pi Duolus
Pator Tech School Minmatar Republic
10
|
Posted - 2014.07.26 04:26:00 -
[401] - Quote
Krystyn wrote:Mara Kell wrote:After further investigation about the BPO transition to Crius i would like to hear from a Dev, how the picture i have linked is consistant with "no blueprint gets functionally worse". I have made a chart with the needed cap parts for building one run of Archon with the pre Crius BPOs and the post Crius BPOs. My own was transitionen from ME 6 to ME -9. As you can see in the graph my BPO went from allmost perfect to pretty useless and now needs 8 capital parts more to build an archon than before. Archon capital parts comparisonThe comparison also shows that every single archon BPO no matter what ME level got worse. But basicly the closer you had researched it to 10, the more you got shafted because only the former ME 10+ BPOs are of any use now. So my BPOs got functionally worse, and not only a small bit... Any comments CCP? The reason for this mess is pretty obvious. Its the new calculation formula that rounds up in combination with low part numbers of small capital ships. I feel your pain. Please pass it back to CCP by unsubbing your industry toons My freighter BPOs are all virtually worthless they were great at ME 4 before the patch now they are at ME 8%. So now I am years in research behind top efficiency (and a few billion in isk) and the cost to build went up. So instead of being useful for production, or invention or even selling the BPCs now I have a bunch of near useless freighter BPOs. Thanks CCP My industry alt is getting unsubbed...and once I run out of ships then my pvp toons will follow
I don't know if you guys are really that clueless for the supposed level of engagement with the indy side of the game you claim to have, or if you're trolling.
I'll bite; two questions for you: - Do you think it's only your special snowflake BPCs/BPOs that have changed, or everybody's? - Do you think market will continue to sell at pre-Crius prices forever and ever, or maybe just maybe, there's a chance that it'll start reflecting new costs-to-manufacture, and margins will be restored? Like virtually every big ticket item that has seen manufacturing cost changes?
If you still decide to leave the game, thank you for doing so. |

Fuscus Exitium
War Decs Inc Space Warriors
0
|
Posted - 2014.07.26 08:23:00 -
[402] - Quote
Drone skill still missing any time frame for fix? |

Joseph Soprano
Darwins Lemmings Holding The Methodical Alliance
39
|
Posted - 2014.07.26 09:38:00 -
[403] - Quote
Yongtau Naskingar wrote:Jacabon Mere wrote:To research a Naglfar BPO from ML 8 to ML 9 is 22.7bil is it really intended to be this high. the 108 days part is understandable, but 22bil? 22 BILLION!!!!!! Thanatos to ME 9 in station: 19B. In POS: 102M (Both in pretty high indexed system) If yer going to do the crazy thing for high ME on caps, you need a POS.
Yes POSes are definitely the way to go. Btw which system was giving the cheap 102M research?
|

SuiSmurf
RedBox inc. Ocularis Inferno
0
|
Posted - 2014.07.26 09:44:00 -
[404] - Quote
Fuscus Exitium wrote:Drone skill still missing any time frame for fix?
Agreed, I'd like to know when this will be fixed, I am missing out on tons of ISK because I can't stay at the range I want to be for safety purposes. |

Mara Kell
Herrscher der Zeit Test Alliance Please Ignore
19
|
Posted - 2014.07.26 10:10:00 -
[405] - Quote
Awkward Pi Duolus wrote:
I don't know if you guys are really that clueless for the supposed level of engagement with the indy side of the game you claim to have, or if you're trolling.
I'll bite; two questions for you: - Do you think it's only your special snowflake BPCs/BPOs that have changed, or everybody's? - Do you think market will continue to sell at pre-Crius prices forever and ever, or maybe just maybe, there's a chance that it'll start reflecting new costs-to-manufacture, and margins will be restored? Like virtually every big ticket item that has seen manufacturing cost changes?
If you still decide to leave the game, thank you for doing so.
Have you even read my post and looked at the picture i made?
Archon BPO pre cruis vs past crius
Our problem is not that production cost changed for everyone, or that we have to adapt to new industrial rules. The problem ist that unlike promised many BPOs got nerfed depending on their ME Level pre Crius. The Archon ist just an example for this. All carrier, dread, freighter and the rorqual BPOs have this problem too.
I have invested lots of ISK into small capital BPOs and the financial loss for the shown Archon BPO (for only ONE) is half a year of gametime and hundreds of millions of ISK to make it a really good BPO again (which it was before the patch). This is unfair because whether you got shafted or not depends on the ME level your BPO had before the patch. For the Archon for example those with ME 0 and those with ME 10+ before the patch are fine off now while all between that got massively shafted. And as is said, this is not only me and not only the Archon. This has hit many players with many different small capital BPOs. Im still asking CCP for a comment..
|

Ray Kyonhe
Ray's Relentless Research
94
|
Posted - 2014.07.26 13:13:00 -
[406] - Quote
21 pages, yet not a single answer from any CCP stuff in the thread. Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link |

Pirate's Bunny
Restyled.
12
|
Posted - 2014.07.26 14:09:00 -
[407] - Quote
So now the manufacturing of Tower Fuel Blocks is nerfed, too? You want to tell me that production time for this went from 2h to 7h35min for 65 runs of a Caldari Tower fuel bpo?? You gotta be kidding. And why do I have to pay now money for doing that in my own installation? Where is the option to have cost paid by corp? |

George Gouillot
Eleutherian Guard Villore Accords
22
|
Posted - 2014.07.26 15:05:00 -
[408] - Quote
Mara Kell wrote:Awkward Pi Duolus wrote:
I don't know if you guys are really that clueless for the supposed level of engagement with the indy side of the game you claim to have, or if you're trolling.
I'll bite; two questions for you: - Do you think it's only your special snowflake BPCs/BPOs that have changed, or everybody's? - Do you think market will continue to sell at pre-Crius prices forever and ever, or maybe just maybe, there's a chance that it'll start reflecting new costs-to-manufacture, and margins will be restored? Like virtually every big ticket item that has seen manufacturing cost changes?
If you still decide to leave the game, thank you for doing so.
Have you even read my post and looked at the picture i made? Archon BPO pre cruis vs past criusOur problem is not that production cost changed for everyone, or that we have to adapt to new industrial rules. The problem ist that unlike promised many BPOs got nerfed depending on their ME Level pre Crius. The Archon ist just an example for this. All carrier, dread, freighter and the rorqual BPOs have this problem too. I have invested lots of ISK into small capital BPOs and the financial loss for the shown Archon BPO (for only ONE) is half a year of gametime and hundreds of millions of ISK to make it a really good BPO again (which it was before the patch). This is unfair because whether you got shafted or not depends on the ME level your BPO had before the patch. For the Archon for example those with ME 0 and those with ME 10+ before the patch are fine off now while all between that got massively shafted. And as is said, this is not only me and not only the Archon. This has hit many players with many different small capital BPOs. Im still asking CCP for a comment.. You still don't get that this will be compensated through the market? And with more people ragequitting, it will most likely be overcompensated over time. The players who buy those ships to get them exploded will pay for it. |

Ray Kyonhe
Ray's Relentless Research
94
|
Posted - 2014.07.26 15:29:00 -
[409] - Quote
George Gouillot wrote: You still don't get that this will be compensated through the market? And with more people ragequitting, it will most likely be overcompensated over time. The players who buy those ships to get them exploded will pay for it.
Yea, totally no need to be concerned about all these people now paying more for the same stuff because certain someone just loves round numbers. Totally no need to be concerned about those who prebuilt those modules for many months/years ahead while it was less costy in materials, and now will be controlling markets undercuting prices. All is totally okay.. for those certain people. And of course it so great to have round numbers everywhere. Like everyone says, Eve is a game about numbers. Round ones, preferably. Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link |

KIller Wabbit
The Scope Gallente Federation
671
|
Posted - 2014.07.26 15:48:00 -
[410] - Quote
Industry UI - Field widths.
Security column input is never going to be more than 4 char's wide, call it 6 for blank space. Why default it to a much wider space than what is needed to put blank space around the waay tooo long label "Security"???
Same thing for the "Job runs", "Activity", "Install date" , and "End date" columns.
Every team apparently thinks their jobs rely on how many pixels they chew through.
CCP .. always first with the wrong stuff CSM .. CCP Shills with a vacation plan
|
|

Death Salesman
Iron Knights
1
|
Posted - 2014.07.26 16:04:00 -
[411] - Quote
So I'm looking to get a team in my system for ammo production with a material boost. I found a team and bid on it.
The next day I look around and finally find the team I bid on (which shouldn't have taken so long).
But after finding my team I noticed several other teams with the same ammo boosts that have been bid on for my system.
If I knew there was a team with a bid for my system already I wouldn't have bidded on it. Now it looks like our system may end up with 3+ teams that give bonuses to ammo production.
I'd be great to search by "teams system X has bid on". That and teams you've placed bids for. |

George Gouillot
Eleutherian Guard Villore Accords
22
|
Posted - 2014.07.26 16:36:00 -
[412] - Quote
Ray Kyonhe wrote:George Gouillot wrote: You still don't get that this will be compensated through the market? And with more people ragequitting, it will most likely be overcompensated over time. The players who buy those ships to get them exploded will pay for it.
Yea, totally no need to be concerned about all these people now paying more for the same stuff because certain someone just loves round numbers. Totally no need to be concerned about those who prebuilt those modules for many months/years ahead while it was less costy in materials, and now will be controlling markets undercuting prices. All is totally okay.. for those certain people. And of course it so great to have round numbers everywhere. Like everyone says, Eve is a game about numbers. Round ones, preferably.
Everyone who did build Archons years ahead to undercut a 2014 expansion is a genius. I will pay him tons of real life money to give me stock market tips .... Wait, his RoCE was 0 for this time? Hmmm, think I'll stay with this old scary women that predicts my portfolio prices and is right 50% of the time. |

Mara Kell
Herrscher der Zeit Test Alliance Please Ignore
19
|
Posted - 2014.07.26 16:39:00 -
[413] - Quote
George Gouillot wrote: You still don't get that this will be compensated through the market? And with more people ragequitting, it will most likely be overcompensated over time. The players who buy those ships to get them exploded will pay for it.
You really dont get the point here. I dont care how the actual price for a ship, here the archon, is. I explain the real problem with an example:
An Example: Player A with an ME 8 pre Crius Archon BPO Player B with an ME 10 pre Crius Archon BPO
The problem is, that before the patch Player A with an ME 8 Archon BPO built the ship at eaxctly the same price as Player B with an ME 10 BPO. Still some people researched their BPO to 10 mostly because there were unable to use a calulator.
Now with Crius player B suddenly builds his Archon 5.2%!!! Cheaper than player A. That means an extra cost of 70 Million ISK every single time player A builds an archon compared to his rival.
The market will not and never compensate for this because no one gives player A 70m extra just because he got shafted by CCP.
To compensate the shafting player A will have to research his BPO to ME 10 which takes half a year and hundreds of millions ISK.
So, CCP has reduced the competitiveness of certain BPOs with certain ME levels to 0 and you dont see a problem in this? I guess you have no BPOs at all or you have all to ME 10 and are scared to loose your unfair advantage...
|

Nolan Kotulan
The Scope Gallente Federation
4
|
Posted - 2014.07.26 17:29:00 -
[414] - Quote
Mara Kell wrote: Player A with an ME 8 pre Crius Archon BPO Player B with an ME 10 pre Crius Archon BPO
The problem is, that before the patch Player A with an ME 8 Archon BPO built the ship at eaxctly the same price as Player B with an ME 10 BPO. Still some people researched their BPO to 10 mostly because there were unable to use a calulator.
Now with Crius player B suddenly builds his Archon 5.2%!!! Cheaper than player A. That means an extra cost of 70 Million ISK every single time player A builds an archon compared to his rival.
The market will not and never compensate for this because no one gives player A 70m extra just because he got shafted by CCP.
To compensate the shafting player A will have to research his BPO to ME 10 which takes half a year and hundreds of millions ISK.
So, CCP has reduced the competitiveness of certain BPOs with certain ME levels to 0 and you dont see a problem in this? I guess you have no BPOs at all or you have all to ME 10 and are scared to loose your unfair advantage...
I don't see the problem either.
The question is, what sounds more logic to you? Having differents ME levels producing the same result (pre-patch) or having a reason to reach the highest level (post-patch)?
You are only raging because you don't want to adapt.
Becomes a point, you can't improve some aspects of the game without making changes that will, in a way or another, make some players temporary unhappy.
The key is to adapt, point. |

Mara Kell
Herrscher der Zeit Test Alliance Please Ignore
19
|
Posted - 2014.07.26 17:53:00 -
[415] - Quote
Nolan Kotulan wrote: The question is, what sounds more logic to you? Having differents ME levels producing the same result (pre-patch) or having a reason to reach the highest level (post-patch)?
You are only complaining because you don't want to adapt.
Becomes a point, you can't improve some aspects of the game without making changes that will, in a way or another, make some players temporary unhappy.
The key is to adapt, point.
I am complaining because CCP assured us that exactly what now has happened would not happen. When they cant change the game in a fair manner, why do they pretend to be able to do so?
Btw take a minute and watch the picture i have posted above. You will notice that the Archon BPO has at ME 0 1 and 2 exactly the same material imput AFTER the patch. So what was you point?
|

Nolan Kotulan
The Scope Gallente Federation
4
|
Posted - 2014.07.26 17:56:00 -
[416] - Quote
Mara Kell wrote: I am complaining because CCP assured us that exactly what now has happened would not happen. When they cant change the game in a fair manner, why do they pretend to be able to do so?
Btw take a minute and watch the picture i have posted above. You will notice that the Archon BPO has at ME 0 1 and 2 exactly the same material imput AFTER the patch. So what was you point?
I watched the picture, and that's why I answered you what I answered you. Having same material imput at lower levels is less illogical and unfair that having the same at higher end levels.
Now, the communication by CCP might be the problem, but certainly not the changes. |

Joseph Soprano
Darwins Lemmings Holding The Methodical Alliance
39
|
Posted - 2014.07.26 18:35:00 -
[417] - Quote
Nolan Kotulan wrote:Mara Kell wrote: I am complaining because CCP assured us that exactly what now has happened would not happen. When they cant change the game in a fair manner, why do they pretend to be able to do so?
Btw take a minute and watch the picture i have posted above. You will notice that the Archon BPO has at ME 0 1 and 2 exactly the same material imput AFTER the patch. So what was you point?
I watched the picture, and that's why I answered you what I answered you. Having same material imput at lower levels is less illogical and unfair that having the same at higher end levels. Now, the communication by CCP might be the problem, but certainly not the changes.
So you don't actually see a problem in it taking over a year to research one level of ML?
|

Nolan Kotulan
The Scope Gallente Federation
4
|
Posted - 2014.07.26 18:39:00 -
[418] - Quote
Joseph Soprano wrote: So you don't actually see a problem in it taking over a year to research one level of ML?
Nope. |

Joseph Soprano
Darwins Lemmings Holding The Methodical Alliance
39
|
Posted - 2014.07.26 18:43:00 -
[419] - Quote
Nolan Kotulan wrote:Joseph Soprano wrote: So you don't actually see a problem in it taking over a year to research one level of ML?
Nope.
And from that answer you shall be judged. :)
|

Capt GoodDeal
Deep Core Mining Inc. Caldari State
0
|
Posted - 2014.07.26 19:10:00 -
[420] - Quote
Joseph Soprano wrote:Nolan Kotulan wrote:Joseph Soprano wrote: So you don't actually see a problem in it taking over a year to research one level of ML?
Nope. And from that answer you shall be judged. :)
NP problem at all for a forum alt who never has or never will research a thing.
|
|

Nolan Kotulan
The Scope Gallente Federation
4
|
Posted - 2014.07.26 20:24:00 -
[421] - Quote
Capt GoodDeal wrote: NP problem at all for a forum alt who never has or never will research a thing.
That is not the point. The point is, what is logical?
If something is badly designed and illogical, are you really saying we have to keep it as it is just to keep YOU "happy"?
Oh, wait...
Adapt or not, it's up to you! |

Calha Nemarr
Perkone Caldari State
7
|
Posted - 2014.07.26 20:49:00 -
[422] - Quote
I'm seeing a lot of negative feedback, but I, for one, really like the changes, and want to see how they progress. On the other hand, I'm not doing capital production, and I don't have any expensive, heavily researched BPO's.
The window is a bit bulky, but getting away from "spreadsheets in space" is worth a little bulk. It's pretty easy for me to figure out what I'm spending and where, which wasn't the case before.
It doesn't seem like it was designed with bulk in mind, though. When I go to use the interface, I'm going to run twenty jobs at a time (10 production, 10 research). It's very flickery if you try to do that quickly. Like, the background color of the info pane changes from black to dark grey all the time, and there's no reason for that. It looks like it makes a great new player experience with the inviting "hey, drop the blueprint here!" slot, but within minutes, you're trying to do a lot with it and then it breaks down. I think it could use some smoothing out.
I've been doing this a while, though, and for me, it's still a difficult workflow. When I produce, I've got virtually identical blueprints all lined up. I imagine this is a very common use case. It's much better than it was before, but CCP has stated the want "every click to represent a meaningful decision." But I've already made all the meaningful decisions getting the materials and blueprints together; I just want to run some jobs. Ideally, that should be just two or three clicks total.
I really want to be able to just shift-click on ten blueprints and run them all. You're already storing parameters in between jobs (how many runs, etc.), so in theory, you could just have the client emit a click on the "start" button and then a click on the next blueprint, and go forward in that manner. The upper pane could either provide a summary of all the jobs or the info on just the first job.
If that's not practical technically, then at least advance the selected blueprint to the next blueprint down on the list whenever I click "start". When I start a job, the next thing I want to do is start the next job, not cancel the one I just started. The way it stands, I have to click "start job" then WAIT a difficult-to-guess amount of time for that job to actually go through, THEN click the next blueprint and WAIT a difficult-to-guess amount of time for that blueprint to actually get selected, THEN click start again. If I mess it up, I wind up with the wrong blueprint selected or accidentally click "stop" on a job, either of which wastes another cycle of waiting for the interface to settle down. It's frustrating to be racing ahead of the interface like that.
If the selection automatically advanced, then I wouldn't have to move my mouse around, I could just wait until the interface settled down, and then hit "start" again. Still not ideal, but much less error-prone, and probably very reasonable to implement.
On a related note, I like the idea of "used" blueprints show up in the blueprint list, but in 95% of cases, I really don't want them there. My blueprint list is my list of jobs to run. I don't want already-running jobs in my list of jobs to run. The only reason I'd ever need "in progress" blueprints to show up in the main blueprint list is if I'm trying to track down a particular blueprint whether it's running or not. So an option to turn "in progress" blueprints off, defaulting to off, would serve my needs the best.
Thank you for a long-overdue look at industry. I think many of the issues that others have listed are fixable, and what we see here is a big step in the right direction. |

DeMichael Crimson
Republic University Minmatar Republic
28672
|
Posted - 2014.07.26 21:47:00 -
[423] - Quote
Ray Kyonhe wrote:21 pages, yet not a single answer from any CCP stuff in the thread.
That's to be expected. CCP doesn't care and quite honestly I don't think they even know how this game is played anymore.
It's obvious CCP jumps on whatever brainfart of an idea a Dev has who then does a half-ass job of programing and then force feeds the buggy result to the player base without even testing it.
Seriously.

DMC Faction Standing Repair Plan | California Eve Players | (Proposal) Bring Back 'The Endless Battle' Missions |

Gaijin Lanis
Surely You're Joking
123
|
Posted - 2014.07.26 21:54:00 -
[424] - Quote
Mara Kell wrote:\Our problem is not that production cost changed for everyone, or that we have to adapt to new industrial rules. The problem ist that unlike promised many BPOs got nerfed depending on their ME Level pre Crius. The Archon ist just an example for this. All carrier, dread, freighter and the rorqual BPOs have this problem too.
I have invested lots of ISK into small capital BPOs and the financial loss for the shown Archon BPO (for only ONE) is half a year of gametime and hundreds of millions of ISK to make it a really good BPO again (which it was before the patch). This is unfair because whether you got shafted or not depends on the ME level your BPO had before the patch. For the Archon for example those with ME 0 and those with ME 10+ before the patch are fine off now while all between that got massively shafted. And as is said, this is not only me and not only the Archon. This has hit many players with many different small capital BPOs. Im still asking CCP for a comment..
A point everyone this affects needs to be hammering is how the discrepancy is not simply a result of the removal of production efficiency. As, you have to remember, none of the devs play the game. The above was written and posted with nothing but love in my heart for all. |
|

ISD Tyrozan
ISD Community Communications Liaisons
404

|
Posted - 2014.07.26 22:59:00 -
[425] - Quote
Trolling post removed.
Forum rule 5. Trolling is prohibited.
ISD Tyrozan Captain Community Communication Liaisons (CCLs) Interstellar Services Department @ISDTyrozan | @ISD_CCL |
|

Mistah Ewedynao
Center for Advanced Studies Gallente Federation
537
|
Posted - 2014.07.26 23:03:00 -
[426] - Quote
Nolan Kotulan wrote:Capt GoodDeal wrote: NP problem at all for a forum alt who never has or never will research a thing.
That is not the point. The point is, what is logical?If something is badly designed and illogical, are you really saying we have to keep it as it is just to keep YOU "happy"? Oh, wait... Adapt or not, it's up to you!
Screwing over a large group of your established customers is logical??
Badly designed and illogical?? How would you know, you never used it.
Back to your goonie main and go gank a noob in a T1 hauler, ya know something you can handle intellectually.
Nerf Goons
Nuke em from orbit....it's the only way to be sure. |

Vaju Enki
Secular Wisdom
1384
|
Posted - 2014.07.26 23:15:00 -
[427] - Quote
Nolan Kotulan wrote:Capt GoodDeal wrote: NP problem at all for a forum alt who never has or never will research a thing.
That is not the point. The point is, what is logical? If something is badly designed and illogical, are you really saying we have to keep it as it is just to keep YOU "happy"? Oh, wait... Adapt or not, it's up to you!
Pretty much this, entitled themepark carebears logic. If this type of people don't cry, then CCP failed to deliver a good expansion. The Tears Must Flow |

Nolan Kotulan
The Scope Gallente Federation
7
|
Posted - 2014.07.26 23:22:00 -
[428] - Quote
Mistah Ewedynao wrote:
Screwing over a large group of your established customers is logical??
Badly designed and illogical?? How would you know, you never used it.
Back to your goonie main and go gank a noob in a T1 hauler, ya know something you can handle intellectually.
You don't get ther point and/or just don't want to understand a simple logical thing; You are talking about me wheras you absolutely don't know me, what I do and and how I play;
And you're talking about intellectuallity? Oh wait (again)...
Nobody has been screw up, this is what you don't understand; things are more logical now and the changes are for everyone, so, say me, what is unfair? ... |

George Gouillot
Eleutherian Guard Villore Accords
23
|
Posted - 2014.07.27 00:13:00 -
[429] - Quote
Mara Kell wrote:George Gouillot wrote: You still don't get that this will be compensated through the market? And with more people ragequitting, it will most likely be overcompensated over time. The players who buy those ships to get them exploded will pay for it.
You really dont get the point here. I dont care how the actual price for a ship, here the archon, is. I explain the real problem with an example: An Example: Player A with an ME 8 pre Crius Archon BPO Player B with an ME 10 pre Crius Archon BPO The problem is, that before the patch Player A with an ME 8 Archon BPO built the ship at eaxctly the same price as Player B with an ME 10 BPO. Still some people researched their BPO to 10 mostly because there were unable to use a calulator. Now with Crius player B suddenly builds his Archon 5.2%!!! Cheaper than player A. That means an extra cost of 70 Million ISK every single time player A builds an archon compared to his rival. The market will not and never compensate for this because no one gives player A 70m extra just because he got shafted by CCP. To compensate the shafting player A will have to research his BPO to ME 10 which takes half a year and hundreds of millions ISK. So, CCP has reduced the competitiveness of certain BPOs with certain ME levels to 0 and you dont see a problem in this? I guess you have no BPOs at all or you have all to ME 10 and are scared to loose your unfair advantage...
|

Gaijin Lanis
Surely You're Joking
123
|
Posted - 2014.07.27 01:18:00 -
[430] - Quote
George Gouillot wrote:You were right if the market could be saturated by ME 10 BPO holders. The point you seem to be missing is the market is already saturated with goods made with greater than ME10 BPs and will be for a considerable amount of time.
This update basically just locked everyone who wasn't a well established industrialist before crius out of industry for the foreseeable future. The above was written and posted with nothing but love in my heart for all. |
|

Dhrastette Lazair
Somnium Vita
3
|
Posted - 2014.07.27 09:24:00 -
[431] - Quote
Gaijin Lanis wrote:George Gouillot wrote:You were right if the market could be saturated by ME 10 BPO holders. The point you seem to be missing is the market is already saturated with goods made with greater than ME10 BPs and will be for a considerable amount of time. This update basically just locked everyone who wasn't a well established industrialist before crius out of industry for the foreseeable future. As well as a number of people who were already very well established.
as well as this, and I love the irony here. By increasing the costs of ALL items (via the new isk sinks and production quantities) on the market they will decreases the chance of massive conflict to drive consumption as players become more risk averse due to the cost implications....Brilliant, just brilliant |

Valedictio
Imperial Academy Amarr Empire
7
|
Posted - 2014.07.27 12:30:00 -
[432] - Quote
OK as a starting point I do believe CCP have done a fairly good job or translating well researched BPO's fairly, as examples, 425mm Railgun -41 Tritanium -10 Pyerite -2 Mexallon +1 Isogen +1 Megacyte Curator +1 Tritanium -1 Pyerite +1 megacyte
So as a rule the majority of blueprint (that were researched efficiently) have transitioned well,
The problems and complaints arise with the changes in the skills, a fully trained industrialist didn't require to fully research his BPO to be optimal. Some did and some didn't, I can sympathise a little with the larger ship/Cap BPO holders.
A problem I do however have is that a BPO is of infinate runs, as an example the aforementioned 425mm Railgun, In Empire Station my Infinate run BPO has a MAX run of 1579 In a POS it increases to a Maximum of 2106 runs, Hurrah I hear you say, a mineral reduction to your larger run ?
but there is another problem with this POS build, how do you fit the 2,896,944.56 m3 in a 1 Mil m3 Cargo.
but not to worry it will only take a full 30 days to make the aforementioned guns, obviously longer building in station.
I have no doubt that changing the Industrial side of EVE was a massive job, The delay to produce a more 'polished' product ? Hasn't really been too polished when you look at the Issues thread, I would gladly have waited longer for a more improved game experience, we waited 10 years for a new improved experience (dear god the clickfest needed it), What we didn't want or need was the 'polished' product apart from the bits you didn't feel were neccesary.
I feel partially responsible as I like a lot of others gave up on feedback to DevBlogs etc, trying to understand a massive ammount of continual change to a varied and complex activity.
The drivel produced by some detracts from relevant (sensible) posts, now we have to live with what was produced, what we as a playerbase choose to do with it is entirely at our disposal. and now for some more of the same from the Constructive Feedback Consortium.
Human Torch time and ..........'FLAME ON' |

Tiberius Zol
22
|
Posted - 2014.07.27 12:38:00 -
[433] - Quote
I am no capital industrialist but i do some small / medscale industrial stuff.. and i sympathise with some capital bpo holders here...
one of the questions before crius was: "what happens to the BPO it its perfect now and below ME10" The answer from CCP (i believe it was CCP Greyscale) was: "in this case it will be perfect also when crius hits".
Now, after the release of crius we see several BPOs which are not perfect anymore..
In my case i have only to research a few weeks to get most of my BPOs perfect again.. (some exceptions of course with several months research needed)...
The Point is: CCP said.. all perfect BPOs before crius will be perfect after crius again... and this is simply not true. |

Vic Vorlon
Aideron Robotics
4
|
Posted - 2014.07.27 14:55:00 -
[434] - Quote
I'd like to request an extra piece of information to be included somewhere in the new Industry window; what will be the material inputs required AFTER I research a BPO? The player has to make a decision about how many runs of material research they wish to do, but there is no feedback on what the resulting BPO will do for them. Without that feedback, they're flying blind.
Knowing a percentage of material reduction isn't enough by itself, especially in the area of T1 rig BPOs, where there may no change at all until a certain threshold is reached. I'd like the screen to tell me how much research I need to do in order to see an actual reduction in inputs needed on this BPO.
Re: the issue of "perfect" BPOs not being "perfect" after Crius, I think there was a misunderstanding, one which I fell into as well. BPOs that had perfect no-waste manufacturing for YOU, with your Material Efficiency IV or V, aren't perfect after Crius because the M.E skill is gone. I had several rig BPOs researched to ME 1 or 2 (pre-Crius) that gave me (with M.E IV) no-waste output, but after Crius, they need be pushed up to ME 10 in order to be no-waste again. At least, I assume 10 is the threshold (see my original request). |

Mistah Ewedynao
Center for Advanced Studies Gallente Federation
539
|
Posted - 2014.07.27 15:18:00 -
[435] - Quote
There are so many little bugs it's just mind boggling that they released this junk.
How did they screw up drones with an industry "patch"? Heck they even created bugs in non industry stuff.
Teams are a complete joke for the average builder....I mean JOKE!
Roll this back, fix and modify it to make sense, quit screwing over long time players...
Or just rename this to EXODUS Nerf Goons
Nuke em from orbit....it's the only way to be sure. |

Zifrian
Licentia Ex Vereor Black Core Alliance
1531
|
Posted - 2014.07.27 15:40:00 -
[436] - Quote
Zainou 'Beancounter' Research RR-601 / RR-603 / RR-605 Implants' description is not very clear. It says:
Quote:A neural Interface upgrade that boosts the pilots research skills.
1% bonus to blueprint manufacturing time research.
Suggest changing to the following:
Quote:A neural Interface upgrade that boosts the pilots research skills.
1% reduction to blueprint Time Efficiency research time.
Also, the other Zainou implants for copy speed and ME research should also be updated to show 'reduction to blueprint [activity] research time' since they are reductions. I.e. 1% reduction in material efficiency research time and 1% reduction in blueprint copy time. Just to be clear, this needs to be changed for all variants (1% / 3% / 5%).
This keeps with the new reduction language of ME/TE throughout industry and matches the Zainou 'Beancounter' Industry BX-801/2/4 implant descriptions.
Thanks GÇ£Any fool can criticize, condemn, and complain - and most fools do. GÇ¥ - Dale Carnegie
Maximze your Industry Potential! - Download EVE Isk per Hour! |

Sylvanium Orlenard
Future Corps Sleeper Social Club
50
|
Posted - 2014.07.27 16:56:00 -
[437] - Quote
I know this has been stated before but I'm going to add my voice to it.
1. Could you please add a way for us to filter Blueprints that are already in use out of the blueprints list in the industry window. Don't get me wrong I love that the information is there as it allows us to better understand what we have but when we are setting up jobs these greyed out blueprints just add extra clutter that forces me to scroll down.
2. I love that you made an effort to keep the industry window up to date. But the animations within the industry window, while cool and slick, adds a small amount of lag (I set up a job and have to wait a few seconds before I can select an other blueprint). While the entire process of setting up multiple identical jobs is way way faster then in the pre-crius I feel that I'm still waiting for the industry window to catch up with me. God forbid if I have 2 clients open at the same time and have the industry window opened at the same place on both clients, now suddenly BOTH clients need to have their industry window updated . . .
3. This is not that important and not a bug but a "It would be nice to have" : If I am setting up 11 identical jobs at the same time, could it be possible that I select all 11 blueprints at the same time and simply click "Start Jobs" which would start 11 identical jobs.
4. Assuming number 3 is impossible, could you add a start job button in the blueprint list next to each blueprint which would start a job with the previous settings?
5. Why can't I bid on teams using a corp wallet??
6. Why can't I pay for a job at a POS using my personal wallet? (This would be a nice ability for any corp that have towers but are not industry focused, like I don't know any and all W-Space corps . . . )
Overall I think these are good changes, just a few glitches and annoying things to iron out. Sometimes plain jane is better then an animated cool and slick interface . . . |

Cat Harkness
Twilight Labs Intrepid Crossing
28
|
Posted - 2014.07.27 16:56:00 -
[438] - Quote
From the Dev Blog on "Reprocess All The Things"
Quote:Ability to change the output destination of reprocessing (hangar, corporation hangar or a container within those)
I have not been able to find a way to change the output location. And when reprocessing from a Corp Hanger the output is placed in my hanger.
Any help here? |

Gaijin Lanis
Surely You're Joking
125
|
Posted - 2014.07.27 18:50:00 -
[439] - Quote
Mistah Ewedynao wrote:Or just rename this to EXODUS
I don't know, I think Crius was as good a name as they could've given this update. I mean the only people haven't made the "more like Crisis" joke are those who realize that's too close to the truth to be funny. The above was written and posted with nothing but love in my heart for all. |

Krystyn
Serenity Rising LLC Ishuk-Raata Enforcement Directive
175
|
Posted - 2014.07.28 02:09:00 -
[440] - Quote
Awkward Pi Duolus wrote:Krystyn wrote:Mara Kell wrote:After further investigation about the BPO transition to Crius i would like to hear from a Dev, how the picture i have linked is consistant with "no blueprint gets functionally worse". I have made a chart with the needed cap parts for building one run of Archon with the pre Crius BPOs and the post Crius BPOs. My own was transitionen from ME 6 to ME -9. As you can see in the graph my BPO went from allmost perfect to pretty useless and now needs 8 capital parts more to build an archon than before. Archon capital parts comparisonThe comparison also shows that every single archon BPO no matter what ME level got worse. But basicly the closer you had researched it to 10, the more you got shafted because only the former ME 10+ BPOs are of any use now. So my BPOs got functionally worse, and not only a small bit... Any comments CCP? The reason for this mess is pretty obvious. Its the new calculation formula that rounds up in combination with low part numbers of small capital ships. I feel your pain. Please pass it back to CCP by unsubbing your industry toons My freighter BPOs are all virtually worthless they were great at ME 4 before the patch now they are at ME 8%. So now I am years in research behind top efficiency (and a few billion in isk) and the cost to build went up. So instead of being useful for production, or invention or even selling the BPCs now I have a bunch of near useless freighter BPOs. Thanks CCP My industry alt is getting unsubbed...and once I run out of ships then my pvp toons will follow I don't know if you guys are really that clueless for the supposed level of engagement with the indy side of the game you claim to have, or if you're trolling. I'll bite; two questions for you: - Do you think it's only your special snowflake BPCs/BPOs that have changed, or everybody's? - Do you think market will continue to sell at pre-Crius prices forever and ever, or maybe just maybe, there's a chance that it'll start reflecting new costs-to-manufacture, and margins will be restored? Like virtually every big ticket item that has seen manufacturing cost changes? If you still decide to leave the game, thank you for doing so. First question: No, I totally understand everyone else who has BPOs got the exact same nerf. That isn't the point. The main point is some people now have nearly impossible to overcome advantages in production of capital ships. Before the patch all of my freighter BPOs were optimal and competitive compared to everyone else. Also the time and cost to improve BPOs was still significant roughly a month per single level of research and the isk cost was relatively low. The main cost was time you spent not using your BPO. Now the costs are astronomically high in both isk and time to improve your BPO to the optimum level. Also any new players are almost totally excluded from ever being able to compete in these markets. They would need several years to research all of the required capital part BPOs and then several more years to research all of the actual capital ship BPOs not to mention the tens of billions of isk for the BPOs and additional tens of billions of isk for the research costs. It would take decades to make your isk back off such an endeavor Second Question: You are indeed correct there will be a new equilibrium price for everything after the changes. Except for the margins are now noticeably different for different people. So players with access to an Outpost will have a major increase in efficiency and their margins will be much higher. I also think everything will eventually go up in price due to the reprocessing nerf. Although, maybe the new isk sinks will control inflation better. I could be wrong. |
|

Krystyn
Serenity Rising LLC Ishuk-Raata Enforcement Directive
175
|
Posted - 2014.07.28 03:29:00 -
[441] - Quote
Nolan Kotulan wrote:Capt GoodDeal wrote: NP problem at all for a forum alt who never has or never will research a thing.
That is not the point. The point is, what is logical? If something is badly designed and illogical, are you really saying we have to keep it as it is just to keep YOU "happy"? Oh, wait... Adapt or not, it's up to you!
Therein lies the problem there is not adaption. One day you have the same costs to build an expensive thing and the next day you are hopelessly behind. What is the answer to that question? You lose in the market as in your costs now are more than the market rate for the item. So to keep building you would lose money. So the logical answer is to get out of that business. Follow that to the next step. Lots of people invested in Large ship building got screwed over massively and will likely 'quit the market'
Also the previous system was very logical. It was just really complicated. That was pretty much why I liked it. People didn't understand it very well so I could exploit that and make isk from them. Now we are dumbing down EVE to the WOW player level.
|

Belle Wayrest
Imperial Academy Amarr Empire
0
|
Posted - 2014.07.28 06:37:00 -
[442] - Quote
What about those characters who were training Drone avionics V, when they reduced the skill to lvl III? Since to train lvl V, the rquirement is lvl IV my skill train got stopped and lost 3 days worth of training. Doesnt sound much, but when you use dual training, it is quite a kick, especially if you are less than 3 months old. |

Gliese Casserres
Confused Bunnies Inc CAStabouts
9
|
Posted - 2014.07.28 08:30:00 -
[443] - Quote
Blueprint filtering desperately needs a T2 copy filter everywhere, especially on the industry window. Please add. |

Dally Lama
Republic University Minmatar Republic
110
|
Posted - 2014.07.28 10:47:00 -
[444] - Quote
Are people really arguing that ME 10 should not be better than ME 8?
Of course it should be. If ME 8 BPOs were offering the same result as ME 10 BPOs in the past, that is insanely stupid and it's a good thing they changed it.
Seems you guys are complaining that it will take time and $$$ investment to get the BPO to 10. That makes sense... why should it be received for free? Other players made the effort to get it to 10, you should too.
Noticed that the job cost installation increases apply to starbases too. I think this is rather illogical and further hurts the motivations to use a starbase. In my opinion it should be adjusted so starbases only require the base cost, and never increased based on system activity.
New Fitting Window | Distances above 10km | Maximums for buy orders |

Niko Lorenzio
United Eve Directorate
390
|
Posted - 2014.07.28 13:04:00 -
[445] - Quote
The runs per copy limit on modules is ridiculously low and all over the place for different modules. What was wrong with keeping them at 300 runs or even raising that number now that maxrun does not affect inventions? |

Niko Lorenzio
United Eve Directorate
390
|
Posted - 2014.07.28 13:46:00 -
[446] - Quote
Galmalmin wrote:Damjan Fox wrote:Well, Crius.....
I understand the concept and need of an isk-sink in the game. I also can see CCPs intention behind it, to force players to spread out over the universe.
Regards, Damjan.... I disagree. IF... CCP has the intention of forcing players to "spread out", that intention is flat WRONG in a "Sandbox". Just give us, the players, the functionality and let US figure out how to use it as WE want... not how the producers imagined it. Just because a producer/coder imagined a functionality to be used in a specific way and their bosses determine that it SHALL be so does not make them correct/right. My imagination and desires are NOT the imagination and desires of CCP staff. My imagination is not the imagination and desires of other capsuleers either. My displeasure with CCP goes back to the fact that CCP does not seem to understand that for every "Nerf", "Disparity", "Imbalance" or similar situation, WE, the Capsuleers, have found a work around or strategy to combat it. Yes, I will concede that the work arounds or strategies we came up with were/are not optimal, however LIFE is not fair and LIFE requires that YOU adapt or perish. Galmalmin, you say, what do you refer to? One example of many... back when the NYX was "da bomb", all alot of people could do was whine to CCP about the disparity of the NYX. However, some (and I was not an active participant in this, just in a corp that participated in it) came up with a way to combat that ship when it Hot Dropped somewhere and started to wreak havoc. The strategy derived by players involved specific types and numbers of ships being deployed there to kick that NYX's ass. It worked, NYX's were starting to become irrelevant as a surprise weapon. However, due to the whining in forums and threats of unsubscribing, the NYX was nerfed. The time and effort by players to figure out a way to combat that sucker... wasted. Galmalmin, where are you going with all this you ask? CCP has a long history of changing the rules when a number of whiners do what they do best. The effect, usually, is that those who figured out how to improvise, adapt and overcome had their efforts negated by the rules change. Their time and effort was wasted by CCP. Many of us come to EVEOnline, "not because it is easy, but because it is hard" (thank you President John F. Kennedy). We came because we have to struggle to get to a point where we do not have to struggle as hard we did when we started. We did not want to have things just handed to us. We wanted to feel a sense of accomplishment, a sense of achievement, a sense of value to what we did. There are plenty of venues out there where you can just brainlessly go hither and yawn to get a higher score. We did not come to EVEOnline for that. If a player did, they need to be shown the door and told thanks, but no thanks. If the average IQ for man is currently around 100, mine is above that. Depending upon which IQ test is used, I score an average of 140. Many people are higher than I and I do not claim to be the smartest one around. Why am I mentioning this? I like my brain to be challenged, be it by what I read, what I do for work or what I do for play. Yes, there are times I just want simple and for that, I play solitaire. I don't come to EVEOnline for simple. Yes, I understand how a business works and that most businesses want/need to expand, create more profit and so on. Should CCP be the same as other internet gaming companies? Should it cater its business model to the lowest common denominator? I say no. I say, stop catering to the whiners. I say, stop changing the rules. I say let us, the Capsuleers, figure out workarounds and or strategies for the disparity of LIFE. I have NOT read the Lore associated with New Eden, but I can not imagine in it that all races are exactly equal in technological ability and that they produce items that are exactly equal to the other races similar/equivalent items. Why create and equal playing field across the board? Why stifle the imagination and/or creativity of your players? Yes, CCP should fix outright programing bugs and modify/change code to enable functionality in this "Sandbox" as well as create new functionality that WE, the Capsuleers, figure out the best use of, for us. You may choose to use that functionality different than another. To me, that was the main draw to this game, the promise of "Sandbox". Are we getting closer to it? Are we? CCP, please stop thinking that your specific imagination as to how to apply functionality in the game is the only way it should be. Please stop trying to stifle our imaginations. Galmalmin
Nice post man. I pretty much said the same thing on the latest devblog: https://forums.eveonline.com/default.aspx?g=posts&m=4844132#post4844132
|

Niko Lorenzio
United Eve Directorate
390
|
Posted - 2014.07.28 13:48:00 -
[447] - Quote
Belle Wayrest wrote:What about those characters who were training Drone avionics V, when they reduced the skill to lvl III? Since to train lvl V, the rquirement is lvl IV my skill train got stopped and lost 3 days worth of training. Doesnt sound much, but when you use dual training, it is quite a kick, especially if you are less than 3 months old.
Petition it. They should refund the skillpoints. |

Tara Vorkosigan
Dark Fusion Industries
2
|
Posted - 2014.07.28 15:03:00 -
[448] - Quote
Sent in a support ticket on the 24th, as told to by a GM on these forums, about my Drone Avionics skill being bumped from V to I, making me unable to fly my missioning ships. All I got was a link to this thread and a form letter. Still waiting on a fix. |

Georgiy Giggle
REFORD Division REFORD
120
|
Posted - 2014.07.28 15:20:00 -
[449] - Quote
Hello guys. Loving changes.
But today I got a problem: My corp mates decided to use laboratory. POS laboratory use = corporation jobs = have to give rights and access. Well, ok, I can deal with it. Corporation jobs = using corporation wallet. Well, it sucks, but ok.
I wanted to give access to all industrial member to access one division of corporation wallet. For example: wallet division #7 has zero isk on balance. If some one wants to use it, first he has to send some money to exact wallet division, then he can start a job.
BUT, we can not choose which wallet division to use!!! WHY? I do not want to give access to master wallet! Give us possibility to choose which wallet division to use! Please! Not mastering proprieties, won't become firmly established. - Confucius |

Niko Lorenzio
United Eve Directorate
390
|
Posted - 2014.07.28 15:34:00 -
[450] - Quote
Georgiy Giggle wrote:Hello guys. Loving changes.
But today I got a problem: My corp mates decided to use laboratory. POS laboratory use = corporation jobs = have to give rights and access. Well, ok, I can deal with it. Corporation jobs = using corporation wallet. Well, it sucks, but ok.
I wanted to give access to all industrial member to access one division of corporation wallet. For example: wallet division #7 has zero isk on balance. If some one wants to use it, first he has to send some money to exact wallet division, then he can start a job.
BUT, we can not choose which wallet division to use!!! WHY? I do not want to give access to master wallet! Give us possibility to choose which wallet division to use! Please!
They can choose. Once you give them take rights to that wallet, they need to open their wallet, go to corp wallet tab and select that division. |
|

Gospadin
School of Applied Knowledge Caldari State
174
|
Posted - 2014.07.28 15:38:00 -
[451] - Quote
Krystyn wrote:Before the patch all of my freighter BPOs were optimal and competitive compared to everyone else. Also the time and cost to improve BPOs was still significant roughly a month per single level of research and the isk cost was relatively low. The main cost was time you spent not using your BPO. Now the costs are astronomically high in both isk and time to improve your BPO to the optimum level.
IMO, that's perfectly in-line with EVE's design philosophy.
You get the bulk of the advantage in a short amount of time, and optimization to "perfect" requires specialization/focus.
The high end industrialist (excepting those who already have ME10/TE20 BPOs) has to decide "do I spend my time researching this archon to ME10? Or is my money better spent on something else?"
A player having to decide that is what makes up industrial gameplay in EVE.
|

Qinby
ImNo6
1
|
Posted - 2014.07.28 16:11:00 -
[452] - Quote
What happend with invention using decryptors?
This worked after deploying crius but stopped working aprox 27/7.
When installing invention job with decryptor (in this case Incognito Accelerant Run +1 ME +2 TE +10) the Industry UI gives the wrong info on produced BPC.
In all cases im talking about inventing an Ishtar (Heavy Assault Cruiser).
Invention without decryptor is said to produce a BPC with ME-2 and TE -4 (According to http://community.eveonline.com/news/dev-blogs/eve-industry-all-you-want-to-know/).
This is slightly confusing as well since in my World ME-2 and TE -4 should mean u need -2*1% (2% MORE MATERIAL) and -4*2%(8% MORE TIME).
IN THIS CASE IT SEEMS TO MEAN ME 2 AND TE 2 wich produces a BPC that uses 2% less material and 4% less time AND THAT IS THE RESULT YOU GET WHEN YOU INVENT WITHOUT DECRYPTOR.
THERE SEEMS TO BE A SLIGHT CONFUSION BETWEEN THE ME/TE VALUE AND WHEN TALKING ABOUT THE % OF EFFECT IT GIVES. THERE ALSO SEEMS TO BE A CONFUSION ABOUT WHEN THE VALUE SHOULD BE POSITIVE OR NEGATIVE.
AS FAR AS I UNDERSTAND THERE IS NEVER A NEGATIVE ME/TE VALUE on a BPO/BPC (a positive ME/TE is Always a reduction so using a "-" sign is only confusing)
My conclusion of the "terminology" is that when talking about Blueprint research it is ME and TE meaning the max value is ME 10 (10%) reduction in material and TE 10 (20%) reduction in time.
When you talk about decryptors IT IS NOT ME AND TE IT IS % (otherwise why give a decryptor TE +10 since you get 4 without decryptor add 10 and you get TE 14 and no Blueprint can have more than 10)
The right info using a decryptor (Icognito Accelerant) should on succesful invention be, Runs 2 ME 4 (4% reduction) and TE 7 (14% reduction).
This is the result I got until yesterday (27/7).
Then this happened.... When installingt tje job i got the right info "Outcome" ME 4% TE 14% and 2 runs BUT when i look at "job in progress" and check the outcome it shows ME 2% (ME 1) and TE 4% (TE 2) and 1 run.
In other Words it seems to disregard the decryptor. What it will deliver I dont know yet....
A small suggestion:
Scrap the ME/TE value and change them to % meaning making the Max values for a BPO/BPC ME10% and TE 20% (why the conversion to %?) "should be simple".
Stop Writing +/- when it regards ME/TE (cant realy see the Point) and declare all values regarding ME/TE are positive and they are "amount of reduction".
Looking forvard to feedback.
|

Drago Shouna
Royal Amarr Institute Amarr Empire
69
|
Posted - 2014.07.28 16:24:00 -
[453] - Quote
Qinby wrote:What happend with invention using decryptors? This worked after deploying crius but stopped working aprox 27/7. When installing invention job with decryptor (in this case Incognito Accelerant Run +1 ME +2 TE +10) the Industry UI gives the wrong info on produced BPC. In all cases im talking about inventing an Ishtar (Heavy Assault Cruiser). Invention without decryptor is said to produce a BPC with ME-2 and TE -4 (According to http://community.eveonline.com/news/dev-blogs/eve-industry-all-you-want-to-know/). This is slightly confusing as well since in my World ME-2 and TE -4 should mean u need -2*1% (2% MORE MATERIAL) and -4*2%(8% MORE TIME). IN THIS CASE IT SEEMS TO MEAN ME 2 AND TE 2 wich produces a BPC that uses 2% less material and 4% less time AND THAT IS THE RESULT YOU GET WHEN YOU INVENT WITHOUT DECRYPTOR. THERE SEEMS TO BE A SLIGHT CONFUSION BETWEEN THE ME/TE VALUE AND WHEN TALKING ABOUT THE % OF EFFECT IT GIVES. THERE ALSO SEEMS TO BE A CONFUSION ABOUT WHEN THE VALUE SHOULD BE POSITIVE OR NEGATIVE. AS FAR AS I UNDERSTAND THERE IS NEVER A NEGATIVE ME/TE VALUE on a BPO/BPC (a positive ME/TE is Always a reduction so using a "-" sign is only confusing) My conclusion of the "terminology" is that when talking about Blueprint research it is ME and TE meaning the max value is ME 10 (10%) reduction in material and TE 10 (20%) reduction in time. When you talk about decryptors IT IS NOT ME AND TE IT IS % (otherwise why give a decryptor TE +10 since you get 4 without decryptor add 10 and you get TE 14 and no Blueprint can have more than 10) The right info using a decryptor (Icognito Accelerant) should on succesful invention be, Runs 2 ME 4 (4% reduction) and TE 7 (14% reduction). This is the result I got until yesterday (27/7). Then this happened.... When installingt tje job i got the right info "Outcome" ME 4% TE 14% and 2 runs BUT when i look at "job in progress" and check the outcome it shows ME 2% (ME 1) and TE 4% (TE 2) and 1 run. In other Words it seems to disregard the decryptor. What it will deliver I dont know yet.... A small suggestion: Scrap the ME/TE value and change them to % meaning making the Max values for a BPO/BPC ME10% and TE 20% (why the conversion to %?) "should be simple". Stop Writing +/- when it regards ME/TE (cant realy see the Point) and declare all values regarding ME/TE are positive and they are "amount of reduction". Looking forvard to feedback.
It seems to be working, when you invent now, it only uses 1 run from the bpc. Regardless of whether it is successful or not you'll get the blueprint back with 1 run remaining. |

Torg Rann
Tor Industrials
2
|
Posted - 2014.07.28 17:32:00 -
[454] - Quote
After mining a large quantity of Pyroxeres and Jaspet I came to the conclusion that a better size for the unified block size would be 1000 vs 100. With the small number of units of Noxcium in Pyroxeres and Zydrine in Jaspet there is not much difference in the output based on the reprocessing percentages.
This would also make the volume of Mercoxit or Arkanor needed for reprocessing/compression HUGE. |

Nolan Kotulan
The Scope Gallente Federation
7
|
Posted - 2014.07.28 18:46:00 -
[455] - Quote
Krystyn wrote:Nolan Kotulan wrote:Capt GoodDeal wrote: NP problem at all for a forum alt who never has or never will research a thing.
That is not the point. The point is, what is logical? If something is badly designed and illogical, are you really saying we have to keep it as it is just to keep YOU "happy"? Oh, wait... Adapt or not, it's up to you! Therein lies the problem there is not adaption. One day you have the same costs to build an expensive thing and the next day you are hopelessly behind. What is the answer to that question? You lose in the market as in your costs now are more than the market rate for the item. So to keep building you would lose money. So the logical answer is to get out of that business. Follow that to the next step. Lots of people invested in Large ship building got screwed over massively and will likely 'quit the market' Also the previous system was very logical. It was just really complicated. That was pretty much why I liked it. People didn't understand it very well so I could exploit that and make isk from them. Now we are dumbing down EVE to the WOW player level. Here is your simple answer:
Dally Lama wrote:Are people really arguing that ME 10 should not be better than ME 8?
Of course it should be. If ME 8 BPOs were offering the same result as ME 10 BPOs in the past, that is insanely stupid and it's a good thing they changed it.
Seems you guys are complaining that it will take time and $$$ investment to get the BPO to 10. That makes sense... why should it be received for free? Other players made the effort to get it to 10, you should too.
You say there is no possible adaptation. That is false. Adapatation, here, is research, and it takes time, cost money and requires efforts. If you had your BPOs at ME8, then, you've got to deal with that by researching them to ME10. That is logical and that is what is called adaptation / research. You just don't want to adapt, that's all and what all your complaints indicate. There is absolutely no good reason for ME10 to be given freely to you and your complaining comrades. Point.
As you said yourself, you've exploited (!) an illogical system long enough... |

Mara Kell
Herrscher der Zeit Test Alliance Please Ignore
26
|
Posted - 2014.07.28 19:52:00 -
[456] - Quote
Nolan Kotulan wrote: You say there is no possible adaptation. That's not true. Adapatation, here, is research, and it logically takes time, cost money and requires efforts. If you had your BPOs at ME8, then, you've got to deal with that by researching them to ME10. Once again, that is logical and that is what is called adaptation / research.
You just don't want to adapt, that's all and what all your complaints indicate. There is absolutely no good reason for ME10 to be given freely to you and your complaining comrades. Point.
As you said yourself, you've exploited (!) an illogical system long enough...
And what to think about, comparing EVE with WoW... Come on...
I have to object you when it comes to which system is more logical.
The old system was perfectly logical because it immitated the principle of diminishing marginal returns which is the base of real life industrial production. The new system reduces waste linear for a certain percentage and after -10% there is some magical barrier. Are you seriously going to tell me that the new system is more logical? Oo
Just because the new system is easier to understand, its not automatically more logical. Sometimes the reality is complicated and i like eve because it is not (well unfortunatly more and more becomes) easy. |

KIller Wabbit
The Scope Gallente Federation
672
|
Posted - 2014.07.28 20:05:00 -
[457] - Quote
Industry Job UI - could we get some persistence/memory/whatevertheheckyoucallit for the Blueprints/Facilities/Jobs/Teams tabs? Much more of my time is spent in Jobs than in Blueprints - so having to reselect it every time is one more wasted click.
CCP .. always first with the wrong stuff CSM .. CCP Shills with a vacation plan
|

Meytal
School of Applied Knowledge Caldari State
493
|
Posted - 2014.07.28 20:44:00 -
[458] - Quote
Capt GoodDeal wrote:Joseph Soprano wrote:Nolan Kotulan wrote:Joseph Soprano wrote: So you don't actually see a problem in it taking over a year to research one level of ML?
Nope. And from that answer you shall be judged. :) NP problem at all for a forum alt who never has or never will research a thing. What some people fail to understand is that one level of ME has a different meaning now than it had pre-Crius.
ME now reduces materials cost by 1% per level. "Perfect" occurs at level 10. Time per level is variable, reward is constant.
ME formerly reduced materials cost by a diminishing value for each successive level. "Perfect" depended on the BPO itself and the quantity of the highest count of non-extra materials. Time per level was constant, reward per level was variable.
Going from ME-9% to ME-10%, for a full 1% decrease in materials cost is about the same as going from old-ME 4.5 to old-ME 3200, in the case of EMP XL ammo.
So yes, it's not unexpected that one single ME level takes that long to complete, considering what it means now compared to what it used to mean.
|

Nolan Kotulan
The Scope Gallente Federation
14
|
Posted - 2014.07.28 21:10:00 -
[459] - Quote
Mara Kell wrote:Nolan Kotulan wrote: You say there is no possible adaptation. That's not true. Adapatation, here, is research, and it logically takes time, cost money and requires efforts. If you had your BPOs at ME8, then, you've got to deal with that by researching them to ME10. Once again, that is logical and that is what is called adaptation / research.
You just don't want to adapt, that's all and what all your complaints indicate. There is absolutely no good reason for ME10 to be given freely to you and your complaining comrades. Point.
As you said yourself, you've exploited (!) an illogical system long enough...
And what to think about, comparing EVE with WoW... Come on...
I have to object you when it comes to which system is more logical. The old system was perfectly logical because it immitated the principle of diminishing marginal returns which is the base of real life industrial production. The new system reduces waste linear for a certain percentage and after -10% there is some magical barrier. Are you seriously going to tell me that the new system is more logical? Oo Just because the new system is easier to understand, its not automatically more logical. Sometimes the reality is complicated and i like eve because it is not (well unfortunatly more and more becomes) easy. I didn't say it is more logical because it is more easy to understand. Don't make me say what I didn't. I say it is more logical because it is, globally, mathematically more logical, yes, and because there is finally a difference between (and so a reason to reach) the final levels, yes.
Knowing that, how could be the old system be more logical? Asking again and again...
You can discuss about little details and balancing, I don't object that, but through a global view, you can't seriously say that the new system is not better than the old one. |

Qinby
ImNo6
2
|
Posted - 2014.07.28 21:16:00 -
[460] - Quote
Drago Shouna wrote:Qinby wrote:What happend with invention using decryptors? This worked after deploying crius but stopped working aprox 27/7. When installing invention job with decryptor (in this case Incognito Accelerant Run +1 ME +2 TE +10) the Industry UI gives the wrong info on produced BPC. In all cases im talking about inventing an Ishtar (Heavy Assault Cruiser). Invention without decryptor is said to produce a BPC with ME-2 and TE -4 (According to http://community.eveonline.com/news/dev-blogs/eve-industry-all-you-want-to-know/). This is slightly confusing as well since in my World ME-2 and TE -4 should mean u need -2*1% (2% MORE MATERIAL) and -4*2%(8% MORE TIME). IN THIS CASE IT SEEMS TO MEAN ME 2 AND TE 2 wich produces a BPC that uses 2% less material and 4% less time AND THAT IS THE RESULT YOU GET WHEN YOU INVENT WITHOUT DECRYPTOR. THERE SEEMS TO BE A SLIGHT CONFUSION BETWEEN THE ME/TE VALUE AND WHEN TALKING ABOUT THE % OF EFFECT IT GIVES. THERE ALSO SEEMS TO BE A CONFUSION ABOUT WHEN THE VALUE SHOULD BE POSITIVE OR NEGATIVE. AS FAR AS I UNDERSTAND THERE IS NEVER A NEGATIVE ME/TE VALUE on a BPO/BPC (a positive ME/TE is Always a reduction so using a "-" sign is only confusing) My conclusion of the "terminology" is that when talking about Blueprint research it is ME and TE meaning the max value is ME 10 (10%) reduction in material and TE 10 (20%) reduction in time. When you talk about decryptors IT IS NOT ME AND TE IT IS % (otherwise why give a decryptor TE +10 since you get 4 without decryptor add 10 and you get TE 14 and no Blueprint can have more than 10) The right info using a decryptor (Icognito Accelerant) should on succesful invention be, Runs 2 ME 4 (4% reduction) and TE 7 (14% reduction). This is the result I got until yesterday (27/7). Then this happened.... When installingt tje job i got the right info "Outcome" ME 4% TE 14% and 2 runs BUT when i look at "job in progress" and check the outcome it shows ME 2% (ME 1) and TE 4% (TE 2) and 1 run. In other Words it seems to disregard the decryptor. What it will deliver I dont know yet.... A small suggestion: Scrap the ME/TE value and change them to % meaning making the Max values for a BPO/BPC ME10% and TE 20% (why the conversion to %?) "should be simple". Stop Writing +/- when it regards ME/TE (cant realy see the Point) and declare all values regarding ME/TE are positive and they are "amount of reduction". Looking forvard to feedback. It seems to be working, when you invent now, it only uses 1 run from the bpc. Regardless of whether it is successful or not you'll get the blueprint back with 1 run remaining.
You seem to have missed the Point....
This have nothing to do with bpc runs. Now have had my jobs finnished it does deliver the right BPC
THE POINT IS:
1. After installing a invention job you get the wrong info viewing it, THIS CAN'T BE AN ACCEPTABLE THING. Propably thru away 20-50 jobs thinking i missed incorporating the incryptor.
IT STILL SHOWS THE WRONG INFO. AFTER IT'S INSTALLED, But now we know that we dont have to care about the number in the new UI (I Think its awsome...)
Would be nice if it werent just pretty Pictures...
Would be nice to get an CCP Dev "We know, will fix it"
Didnt bother with a petition "Im 23 an will propably be dead Before i get a response that way..." No critique just realism "like EVE"
Rgds
1.
|
|

Pheusia
Vanishing Point. The Initiative.
135
|
Posted - 2014.07.28 21:24:00 -
[461] - Quote
Bug report it.
I mean unless you think flouncing on the forums will be more effective, I don't know? |

Qinby
ImNo6
2
|
Posted - 2014.07.28 21:33:00 -
[462] - Quote
Pheusia wrote:Bug report it.
I mean unless you think flouncing on the forums will be more effective, I don't know?
Dont realy care now that I know that the result is right its only the UI the displays wrong info.
"I have complained"
Now it's CCP |

Mara Kell
Herrscher der Zeit Test Alliance Please Ignore
28
|
Posted - 2014.07.28 21:40:00 -
[463] - Quote
Nolan Kotulan wrote: I didn't say it is more logical because it is more easy to understand. Don't make me say what I didn't. I say it is more logical because it is, globally, mathematically more logical, yes, and because there is finally a difference between (and so a (really good, cf. "the magical barrier") reason to reach) the final levels, yes.
Knowing that, how could be the old system more logical? Asking again and again...
You can discuss about little details and balancing, I don't object that, but through a global view, you can't seriously say that the new system is not better than the old one.
The new ME system is more unrealistic and causes heavy problems with the rounding of needed part numbers (look at all small capitals) Why is it unrealistic? Well imagine in real life you are building something. Now you are trying to reduce your resource consumption (aka improve ME). The first units of time and money you invest yield the highest return in terms of reducing the needed input. While investing more time and money the input saving will reduce and at some point come to a point where you wont get any improvement for you invested time and money. Sounds familiar? Thats exactly how it worked in Eve before Cius and thats what Science calls diminishing marginal returns.
Now after crius the returns are constant for every ME level percentage wise(in fact they are increasing because of bad rounding). The diminishing returns have been replaced by massively increasing need of time and ISK and we have a magic limit where production suddenly is perfect. Where is the improvement?
So whats left that makes post Crius ME better? Its more simple, and thats the only argument i would agree on. However as i mentioned earlier. Eve is allready simplified to much in my opinion.
|

Nolan Kotulan
The Scope Gallente Federation
15
|
Posted - 2014.07.28 21:53:00 -
[464] - Quote
Mara Kell wrote:The new ME system is more unrealistic and causes heavy problems with the rounding of needed part numbers (look at all small capitals) Why is it unrealistic? Well imagine in real life you are building something. Now you are trying to reduce your resource consumption (aka improve ME). The first units of time and money you invest yield the highest return in terms of reducing the needed input. While investing more time and money the input saving will reduce and at some point come to a point where you wont get any improvement for you invested time and money. Sounds familiar? Thats exactly how it worked in Eve before Cius and thats what Science calls diminishing marginal returns.
Now after crius the returns are constant for every ME level percentage wise(in fact they are increasing because of bad rounding). The diminishing returns have been replaced by massively increasing need of time and ISK and we have a magic limit where production suddenly is perfect. Where is the improvement?
So whats left that makes post Crius ME better? Its more simple, and thats the only argument i would agree on. However as i mentioned earlier. Eve is allready simplified to much in my opinion.
I get your point of view but, personally, and to be honest, I don't care how it works in reality.
I play a sci-fi video-game (!), trying to have some fun (!) while forgetting a little bit real life mechanics and, first of all, want to have some good reasons to reach the last levels of whatever skill or task we could talk about, no matter the game. |

BogWopit
Tommy Wat Inc.
10
|
Posted - 2014.07.28 21:54:00 -
[465] - Quote
Sentient Blade wrote:* The client noticeably freezes when loading the various industry tabs on a 3.6Ghz 3630, GTX 580 4GB OC with 32GB of 1600 Mhz RAM. I have many thousand of BPCs for when I was doing invention, it seems loading them all makes the client cry.
* Agree with a need to remove the giant tool at the top when I just want to view my jobs.
* The dark grey on even darker grey for the in-use blueprints is neigh unreadable. There needs to be another way to show that a blueprint is unavailable beyond giving me eye strain.
* When selecting to stop a job, the button changes to 'Confirm' but there is no cancel button. You can change the button back by clicking on another blueprint, but there needs to be an equally prominent cancel button.
QFT
Large amounts of copies in various cans mixed in with originals in other cans are causing a severe decrease in client performance. Even when you have filtered down to the prints you need the act of selecting / dragging and dropping becomes very slow. I'm talking up to 10 seconds to register that a bp has been selected and display the options for the print.
I like the changes in terms of look, not feeling the functionality from a copy perspective. And I really don't like the idea of having to pay to copy blueprints in my own pos. I've yet to study the costs, where the ISK is going and how the scaling will affect me so correct me if I'm wrong but it's a bit of a kick in the balls. |

Qinby
ImNo6
2
|
Posted - 2014.07.28 23:10:00 -
[466] - Quote
BogWopit wrote:Sentient Blade wrote:* The client noticeably freezes when loading the various industry tabs on a 3.6Ghz 3630, GTX 580 4GB OC with 32GB of 1600 Mhz RAM. I have many thousand of BPCs for when I was doing invention, it seems loading them all makes the client cry.
* Agree with a need to remove the giant tool at the top when I just want to view my jobs.
* The dark grey on even darker grey for the in-use blueprints is neigh unreadable. There needs to be another way to show that a blueprint is unavailable beyond giving me eye strain.
* When selecting to stop a job, the button changes to 'Confirm' but there is no cancel button. You can change the button back by clicking on another blueprint, but there needs to be an equally prominent cancel button. QFT Large amounts of copies in various cans mixed in with originals in other cans are causing a severe decrease in client performance. Even when you have filtered down to the prints you need the act of selecting / dragging and dropping becomes very slow. I'm talking up to 10 seconds to register that a bp has been selected and display the options for the print. I like the changes in terms of look, not feeling the functionality from a copy perspective. And I really don't like the idea of having to pay to copy blueprints in my own pos. I've yet to study the costs, where the ISK is going and how the scaling will affect me so correct me if I'm wrong but it's a bit of a kick in the balls.
Would say that if I understand this new thing (Crius)... It will solve itself...
Having thousands of BPO's (vey few have), having thousands of BPC, common among people who invent BUT Nowadays instead of making large ammounts of 1 run BPC you make 20,50,300 run BPC (for hulls) depending on size/Time since every invention only decrease the BPC with one copy.
In other Words NO USE FOR THOUSANDS OF BPC and like all folders (even on local pc) have a hierarchy and not to much in every folder, saves loading time and confusion.
rgds |

Qinby
ImNo6
3
|
Posted - 2014.07.28 23:29:00 -
[467] - Quote
Tiberius Zol wrote:I am no capital industrialist but i do some small / medscale industrial stuff.. and i sympathise with some capital bpo holders here...
one of the questions before crius was: "what happens to the BPO it its perfect now and below ME10" The answer from CCP (i believe it was CCP Greyscale) was: "in this case it will be perfect also when crius hits".
Now, after the release of crius we see several BPOs which are not perfect anymore..
In my case i have only to research a few weeks to get most of my BPOs perfect again.. (some exceptions of course with several months research needed)...
The Point is: CCP said.. all perfect BPOs before crius will be perfect after crius again... and this is simply not true.
Dont Think he said perfect think the quote was "not worse in most cases" Then its up to interpretation.
What we did (the corp) we read the dev bloggs and put every Blueprint below ME 10 (if possible) in research since it was promised that when finnished they will convert according to the crius conversion "table" if the job was installed pre Crius.
Like the ME +6 TE +6 conversion of Tech 2 "we invented like there was no tommorow. And seeing how it turned out we might have been right 
Rgds
Will propably sort itself out in the end....
|

Liam Kneeson
Federal Navy Academy Gallente Federation
0
|
Posted - 2014.07.28 23:42:00 -
[468] - Quote
Would love to be able to choose to pay for POS jobs with a personal wallet. Would solve a lot of extra steps of moving money around.
Was very surprised that you could only bid on teams using a personal wallet. Seems to be a disconnect. |

McRea
Into the Ether RAZOR Alliance
0
|
Posted - 2014.07.29 01:39:00 -
[469] - Quote
Drone Avionics skill guys. Update please. |

Krystyn
Serenity Rising LLC Ishuk-Raata Enforcement Directive
178
|
Posted - 2014.07.29 03:18:00 -
[470] - Quote
Dally Lama wrote:Are people really arguing that ME 10 should not be better than ME 8?
Of course it should be. If ME 8 BPOs were offering the same result as ME 10 BPOs in the past, that is insanely stupid and it's a good thing they changed it.
Seems you guys are complaining that it will take time and $$$ investment to get the BPO to 10. That makes sense... why should it be received for free? Other players made the effort to get it to 10, you should too.
Noticed that the job cost installation increases apply to starbases too. I think this is rather illogical and further hurts the motivations to use a starbase. In my opinion it should be adjusted so starbases only require the base cost, and never increased based on system activity.
You were one of the people who obviously didn't understand the previous system. The old system reduced loss by half of the remaining waste per level of ME. So ME 1 had only 50% waste ME 2 has 25% waste, ME 3 had 12.5% waste ME 4 had 6.125% waste ME 5 had 3.06125% ME 6 had ~1.5% ME 7 had -0.75% ME 8 had 0.375% ME 9 had .18525% ME 10 had ~0.1% ME 11 had ~.05% ME 12 had .0025% etc etc So for a lot of BPOs there was an optimum level of ME where another level of research wouldn't reduce your actual loss by any tangible amount. For anything over about ME 10 you needed to have a requirement for millions of a particular item for it to be worth researching, (yes I know Battleships took millions of tritanium extra research helped some there). So in fact lots of BPOs were over-researched because people didn't understand that the additional ME levels did absolutely nothing to improve the efficiency of the BPO. They just thought a higher ME number was better. Which it wasn't. Now they are being rewarded for their idiocy... Anyways prior to the patch research, while time consuming wasn't game changing in its effects on producers. Now the last few levels of ME can take 3-6 months per level and cost in the hundreds to over a billion isk per level. That has drastically changed how things work. So me functionally the same BPO pre patch is now over a year or research and a billion or two isk worth of research behind another one post patch. It would take decades of productions after paying for the additional research to make back up the investment on the BPO. All this coming from CCP saying your BPOs will be stay functionally the same after the patch. They obviously didn't understand their own system very well. It boils down to CCP rewarding sub-optimal play pre patch with nearly infinite barriers to entry post patch on capital level production. So the players who learned the systems are being punished for playing optimally. And don't tell me I knew the patch was coming so I should have been researching all of my BPOs to get up to the level needed for ME 10. I was, my high sec research POS was constantly full of BPOs being researched to get them over the max level. I just didn't have enough time to get all of them done. Plus anyone new to EVE is years behind in research and tens of billions of isk behind now.
|
|

Krystyn
Serenity Rising LLC Ishuk-Raata Enforcement Directive
178
|
Posted - 2014.07.29 03:23:00 -
[471] - Quote
Gospadin wrote:Krystyn wrote:Before the patch all of my freighter BPOs were optimal and competitive compared to everyone else. Also the time and cost to improve BPOs was still significant roughly a month per single level of research and the isk cost was relatively low. The main cost was time you spent not using your BPO. Now the costs are astronomically high in both isk and time to improve your BPO to the optimum level. IMO, that's perfectly in-line with EVE's design philosophy. You get the bulk of the advantage in a short amount of time, and optimization to "perfect" requires specialization/focus. The high end industrialist (excepting those who already have ME10/TE20 BPOs) has to decide "do I spend my time researching this archon to ME10? Or is my money better spent on something else?" A player having to decide that is what makes up industrial gameplay in EVE. You missed it. I was optimal. Patch occurs and BAM!! I'm sub optimal and not by a little bit. a LOT bit(6-9 months and billion isk) behind to the point of not bothering to try to catch up. Also my research POS doesn't work anymore either so my best method to catch up also killed by the patch. Follow me yet? |

Rapscallion Jones
Omnibus Solutions
42
|
Posted - 2014.07.29 03:31:00 -
[472] - Quote
Qinby wrote:BogWopit wrote:Sentient Blade wrote:* The client noticeably freezes when loading the various industry tabs on a 3.6Ghz 3630, GTX 580 4GB OC with 32GB of 1600 Mhz RAM. I have many thousand of BPCs for when I was doing invention, it seems loading them all makes the client cry.
* Agree with a need to remove the giant tool at the top when I just want to view my jobs.
* The dark grey on even darker grey for the in-use blueprints is neigh unreadable. There needs to be another way to show that a blueprint is unavailable beyond giving me eye strain.
* When selecting to stop a job, the button changes to 'Confirm' but there is no cancel button. You can change the button back by clicking on another blueprint, but there needs to be an equally prominent cancel button. QFT Large amounts of copies in various cans mixed in with originals in other cans are causing a severe decrease in client performance. Even when you have filtered down to the prints you need the act of selecting / dragging and dropping becomes very slow. I'm talking up to 10 seconds to register that a bp has been selected and display the options for the print. I like the changes in terms of look, not feeling the functionality from a copy perspective. And I really don't like the idea of having to pay to copy blueprints in my own pos. I've yet to study the costs, where the ISK is going and how the scaling will affect me so correct me if I'm wrong but it's a bit of a kick in the balls. Would say that if I understand this new thing (Crius)... It will solve itself... Having thousands of BPO's (vey few have), having thousands of BPC, common among people who invent BUT Nowadays instead of making large ammounts of 1 run BPC you make 20,50,300 run BPC (for hulls) depending on size/Time since every invention only decrease the BPC with one copy. In other Words NO USE FOR THOUSANDS OF BPC and like all folders (even on local pc) have a hierarchy and not to much in every folder, saves loading time and confusion. rgds
I really like this aspect of Crius. My only regret is that there is no way to consolidate all of these pre-Crius 5-10-15 run BPCs into single 60 run BPCs. |

Senn Denroth
Lazerhawks
203
|
Posted - 2014.07.29 05:17:00 -
[473] - Quote
Liam Kneeson wrote:Would love to be able to choose to pay for POS jobs with a personal wallet. Would solve a lot of extra steps of moving money around.
Was very surprised that you could only bid on teams using a personal wallet. Seems to be a disconnect.
Not only that but why are POS owners paying to use their own equipment anyway? I'm fueling and I also paid for the POS.. why should I have to grant everyone wallet access in order just to use corp owned equipment.
Is CCP going to be looking in to this issue? |

BogWopit
Tommy Wat Inc.
10
|
Posted - 2014.07.29 07:13:00 -
[474] - Quote
Qinby wrote:BogWopit wrote:Sentient Blade wrote:* The client noticeably freezes when loading the various industry tabs on a 3.6Ghz 3630, GTX 580 4GB OC with 32GB of 1600 Mhz RAM. I have many thousand of BPCs for when I was doing invention, it seems loading them all makes the client cry.
* Agree with a need to remove the giant tool at the top when I just want to view my jobs.
* The dark grey on even darker grey for the in-use blueprints is neigh unreadable. There needs to be another way to show that a blueprint is unavailable beyond giving me eye strain.
* When selecting to stop a job, the button changes to 'Confirm' but there is no cancel button. You can change the button back by clicking on another blueprint, but there needs to be an equally prominent cancel button. QFT Large amounts of copies in various cans mixed in with originals in other cans are causing a severe decrease in client performance. Even when you have filtered down to the prints you need the act of selecting / dragging and dropping becomes very slow. I'm talking up to 10 seconds to register that a bp has been selected and display the options for the print. I like the changes in terms of look, not feeling the functionality from a copy perspective. And I really don't like the idea of having to pay to copy blueprints in my own pos. I've yet to study the costs, where the ISK is going and how the scaling will affect me so correct me if I'm wrong but it's a bit of a kick in the balls. Would say that if I understand this new thing (Crius)... It will solve itself... Having thousands of BPO's (vey few have), having thousands of BPC, common among people who invent BUT Nowadays instead of making large ammounts of 1 run BPC you make 20,50,300 run BPC (for hulls) depending on size/Time since every invention only decrease the BPC with one copy. In other Words NO USE FOR THOUSANDS OF BPC and like all folders (even on local pc) have a hierarchy and not to much in every folder, saves loading time and confusion. rgds
I understand, and for inventors yes it might go away, pack producers on the other hand, may continue to suffer as you cannot split a 5000 run copy between x number of packs. I also understand the cost scaling a bit better since my last post. Still a kick in the nuts adding the scc cost to the cost of running a pos, but can also see the affect it will have, make people spread out to find an equilibrium in the price index, isk sink, force those on tight enough margins into low sec where the SCI is lower, drive conflict etc etc, the last two things industrialists most likely care very little for and will leave an acid taste in their mouths.
B
|

Mowl Jita
Industry Service Agency
0
|
Posted - 2014.07.29 10:26:00 -
[475] - Quote
Krystyn wrote:Gospadin wrote:Krystyn wrote:Before the patch all of my freighter BPOs were optimal and competitive compared to everyone else. Also the time and cost to improve BPOs was still significant roughly a month per single level of research and the isk cost was relatively low. The main cost was time you spent not using your BPO. Now the costs are astronomically high in both isk and time to improve your BPO to the optimum level. IMO, that's perfectly in-line with EVE's design philosophy. You get the bulk of the advantage in a short amount of time, and optimization to "perfect" requires specialization/focus. The high end industrialist (excepting those who already have ME10/TE20 BPOs) has to decide "do I spend my time researching this archon to ME10? Or is my money better spent on something else?" A player having to decide that is what makes up industrial gameplay in EVE. You missed it. I was optimal. Patch occurs and BAM!! I'm sub optimal and not by a little bit. a LOT bit(6-9 months and billion isk) behind to the point of not bothering to try to catch up. Also my research POS doesn't work anymore either so my best method to catch up also killed by the patch. Follow me yet? i am fully with you my dread bpos are all uselesse for patch the where optimal no i have no time and billions of isk to research them to optimum. morros me6 naglfar me8 and phoenix me8 in old style me means i have nearly 15 bpos way of beeing perfect. the carrier and freighter bpos too. only the cap components bpos are no perfect. old the where me200 and pe50 i can follow your argmuments and i stopp paying accounts. i have 300b isk in cap bpos but there worse ****...for patch they where perfect. |

Keyran Tyler
Bionesis Technologies
4
|
Posted - 2014.07.29 11:30:00 -
[476] - Quote
Senn Denroth wrote:Liam Kneeson wrote:Would love to be able to choose to pay for POS jobs with a personal wallet. Would solve a lot of extra steps of moving money around.
Was very surprised that you could only bid on teams using a personal wallet. Seems to be a disconnect. Not only that but why are POS owners paying to use their own equipment anyway? I'm fueling and I also paid for the POS.. why should I have to grant everyone wallet access in order just to use corp owned equipment. Is CCP going to be looking in to this issue?
May or may not. https://forums.eveonline.com/default.aspx?g=posts&m=4851647#post4851647 |

Raphael Asanari
Repercussus RAZOR Alliance
0
|
Posted - 2014.07.29 11:40:00 -
[477] - Quote
McRea wrote:Drone Avionics skill guys. Update please.
Do not expect an update, CCP have gone into turtle mode just like after every single bad update. 7 days and no fix to a simple thing is ridiculous. |

KIller Wabbit
The Scope Gallente Federation
672
|
Posted - 2014.07.29 12:28:00 -
[478] - Quote
If I experiment with different decryptors in the UI and do an info on the output invention BPC - shouldn't it show different material values for those decryptors that modify ME?? CCP .. always first with the wrong stuff CSM .. CCP Shills with a vacation plan
|

Joseph Soprano
Darwins Lemmings Holding The Methodical Alliance
42
|
Posted - 2014.07.29 13:21:00 -
[479] - Quote
Gospadin wrote:Krystyn wrote:Before the patch all of my freighter BPOs were optimal and competitive compared to everyone else. Also the time and cost to improve BPOs was still significant roughly a month per single level of research and the isk cost was relatively low. The main cost was time you spent not using your BPO. Now the costs are astronomically high in both isk and time to improve your BPO to the optimum level. IMO, that's perfectly in-line with EVE's design philosophy. You get the bulk of the advantage in a short amount of time, and optimization to "perfect" requires specialization/focus. The high end industrialist (excepting those who already have ME10/TE20 BPOs) has to decide "do I spend my time researching this archon to ME10? Or is my money better spent on something else?" A player having to decide that is what makes up industrial gameplay in EVE.
Err. No. That's is wrong, post Crius the bulk of the benefit is to get the to 'perfect' below that there are a lot of blueprints that are just trash. To get the bulk of the benefit you have to stick them in research for a couple of years and pay at a cost of billions of isk and a wasted slot .
'A player having to decide' - the decisions were made by CCP not the players. Who knows during two years while the blueprint was in research CCP may have change the rules again which is a very real possibility! |

Joseph Soprano
Darwins Lemmings Holding The Methodical Alliance
42
|
Posted - 2014.07.29 13:24:00 -
[480] - Quote
Joseph Soprano wrote:Gospadin wrote:Krystyn wrote:Before the patch all of my freighter BPOs were optimal and competitive compared to everyone else. Also the time and cost to improve BPOs was still significant roughly a month per single level of research and the isk cost was relatively low. The main cost was time you spent not using your BPO. Now the costs are astronomically high in both isk and time to improve your BPO to the optimum level. IMO, that's perfectly in-line with EVE's design philosophy. You get the bulk of the advantage in a short amount of time, and optimization to "perfect" requires specialization/focus. The high end industrialist (excepting those who already have ME10/TE20 BPOs) has to decide "do I spend my time researching this archon to ME10? Or is my money better spent on something else?" A player having to decide that is what makes up industrial gameplay in EVE. Err. No. That's is wrong, post Crius the bulk of the benefit is to get them to 'perfect' below that there are a lot of blueprints that are just trash. To get the bulk of the benefit you have to stick them in research for a couple of years and pay at a cost of billions of isk and a wasted slot . 'A player having to decide' - the decisions were made by CCP not the players. Who knows during two years while the blueprint was in research CCP may have change the rules again which is a very real possibility!
|
|

Qinby
ImNo6
4
|
Posted - 2014.07.29 15:09:00 -
[481] - Quote
Pheusia wrote:Bug report it.
I mean unless you think flouncing on the forums will be more effective, I don't know?
Did get contact with other capsulers with same problem. Always nice to know "your not alone" and that it is not a specific Blueprint it seems to happen all kinds of Tech 1 hulls (not Tech 2... as far as I know).
This is obviously the only way to get feedback..... (unfortunately...)
Interesting fact... the most popular Tech 2 cruiser is the Ishtar (at the moment) they are a Tech 2 version of the of the Vexor (my stuck BPO's)
The market for vexor's is about 300 pcs/day. Today ther are 0 Vexors in Jita and less than 70 pcs in The Forge. This could indicate 2 things...
1. This is a very common problem that have been "left unsolved" for about a week. 2. The Tech 2 version might reach an "all time high" in a day or two. (not a bad thing for us...)
Rgds
|

Galmalmin
Wildly Inappropriate Goonswarm Federation
26
|
Posted - 2014.07.29 16:25:00 -
[482] - Quote
Qinby wrote:What happend with invention using decryptors? This worked after deploying crius but stopped working aprox 27/7. When installing invention job with decryptor (in this case Incognito Accelerant Run +1 ME +2 TE +10) the Industry UI gives the wrong info on produced BPC. In all cases im talking about inventing an Ishtar (Heavy Assault Cruiser). Invention without decryptor is said to produce a BPC with ME-2 and TE -4 (According to http://community.eveonline.com/news/dev-blogs/eve-industry-all-you-want-to-know/). This is slightly confusing as well since in my World ME-2 and TE -4 should mean u need -2*1% (2% MORE MATERIAL) and -4*2%(8% MORE TIME). IN THIS CASE IT SEEMS TO MEAN ME 2 AND TE 2 wich produces a BPC that uses 2% less material and 4% less time AND THAT IS THE RESULT YOU GET WHEN YOU INVENT WITHOUT DECRYPTOR. THERE SEEMS TO BE A SLIGHT CONFUSION BETWEEN THE ME/TE VALUE AND WHEN TALKING ABOUT THE % OF EFFECT IT GIVES. THERE ALSO SEEMS TO BE A CONFUSION ABOUT WHEN THE VALUE SHOULD BE POSITIVE OR NEGATIVE. AS FAR AS I UNDERSTAND THERE IS NEVER A NEGATIVE ME/TE VALUE on a BPO/BPC (a positive ME/TE is Always a reduction so using a "-" sign is only confusing) My conclusion of the "terminology" is that when talking about Blueprint research it is ME and TE meaning the max value is ME 10 (10%) reduction in material and TE 10 (20%) reduction in time. When you talk about decryptors IT IS NOT ME AND TE IT IS % (otherwise why give a decryptor TE +10 since you get 4 without decryptor add 10 and you get TE 14 and no Blueprint can have more than 10) The right info using a decryptor (Icognito Accelerant) should on succesful invention be, Runs 2 ME 4 (4% reduction) and TE 7 (14% reduction). This is the result I got until yesterday (27/7). Then this happened.... When installingt tje job i got the right info "Outcome" ME 4% TE 14% and 2 runs BUT when i look at "job in progress" and check the outcome it shows ME 2% (ME 1) and TE 4% (TE 2) and 1 run. In other Words it seems to disregard the decryptor. What it will deliver I dont know yet.... A small suggestion: Scrap the ME/TE value and change them to % meaning making the Max values for a BPO/BPC ME10% and TE 20% (why the conversion to %?) "should be simple". Stop Writing +/- when it regards ME/TE (cant realy see the Point) and declare all values regarding ME/TE are positive and they are "amount of reduction". Looking forvard to feedback.
Same Issue. Thought It Was Just Me. |

Galmalmin
Wildly Inappropriate Goonswarm Federation
26
|
Posted - 2014.07.29 16:27:00 -
[483] - Quote
Drago Shouna wrote:Qinby wrote:What happend with invention using decryptors? This worked after deploying crius but stopped working aprox 27/7. When installing invention job with decryptor (in this case Incognito Accelerant Run +1 ME +2 TE +10) the Industry UI gives the wrong info on produced BPC. In all cases im talking about inventing an Ishtar (Heavy Assault Cruiser). Invention without decryptor is said to produce a BPC with ME-2 and TE -4 (According to http://community.eveonline.com/news/dev-blogs/eve-industry-all-you-want-to-know/). This is slightly confusing as well since in my World ME-2 and TE -4 should mean u need -2*1% (2% MORE MATERIAL) and -4*2%(8% MORE TIME). IN THIS CASE IT SEEMS TO MEAN ME 2 AND TE 2 wich produces a BPC that uses 2% less material and 4% less time AND THAT IS THE RESULT YOU GET WHEN YOU INVENT WITHOUT DECRYPTOR. THERE SEEMS TO BE A SLIGHT CONFUSION BETWEEN THE ME/TE VALUE AND WHEN TALKING ABOUT THE % OF EFFECT IT GIVES. THERE ALSO SEEMS TO BE A CONFUSION ABOUT WHEN THE VALUE SHOULD BE POSITIVE OR NEGATIVE. AS FAR AS I UNDERSTAND THERE IS NEVER A NEGATIVE ME/TE VALUE on a BPO/BPC (a positive ME/TE is Always a reduction so using a "-" sign is only confusing) My conclusion of the "terminology" is that when talking about Blueprint research it is ME and TE meaning the max value is ME 10 (10%) reduction in material and TE 10 (20%) reduction in time. When you talk about decryptors IT IS NOT ME AND TE IT IS % (otherwise why give a decryptor TE +10 since you get 4 without decryptor add 10 and you get TE 14 and no Blueprint can have more than 10) The right info using a decryptor (Icognito Accelerant) should on succesful invention be, Runs 2 ME 4 (4% reduction) and TE 7 (14% reduction). This is the result I got until yesterday (27/7). Then this happened.... When installingt tje job i got the right info "Outcome" ME 4% TE 14% and 2 runs BUT when i look at "job in progress" and check the outcome it shows ME 2% (ME 1) and TE 4% (TE 2) and 1 run. In other Words it seems to disregard the decryptor. What it will deliver I dont know yet.... A small suggestion: Scrap the ME/TE value and change them to % meaning making the Max values for a BPO/BPC ME10% and TE 20% (why the conversion to %?) "should be simple". Stop Writing +/- when it regards ME/TE (cant realy see the Point) and declare all values regarding ME/TE are positive and they are "amount of reduction". Looking forvard to feedback. It seems to be working, when you invent now, it only uses 1 run from the bpc. Regardless of whether it is successful or not you'll get the blueprint back with 1 run remaining.
The point is, when we started the invention with decryptors, the output information said multiple run BPO would result. Now, while still percolating, the output now says 1 run.
WTF?
|

Qinby
ImNo6
5
|
Posted - 2014.07.29 16:44:00 -
[484] - Quote
Team Auctions
Should be able to filter 2 (3?) different ways regarding manufacturing when finding teams to bid for.
Manufactoring ME (bonus) Manufactoring TE (Bonus)
And maybe ME+TE but Im not greedy
Rgds |

Qinby
ImNo6
5
|
Posted - 2014.07.29 16:57:00 -
[485] - Quote
Galmalmin wrote:Drago Shouna wrote:Qinby wrote:What happend with invention using decryptors? This worked after deploying crius but stopped working aprox 27/7. When installing invention job with decryptor (in this case Incognito Accelerant Run +1 ME +2 TE +10) the Industry UI gives the wrong info on produced BPC. In all cases im talking about inventing an Ishtar (Heavy Assault Cruiser). Invention without decryptor is said to produce a BPC with ME-2 and TE -4 (According to http://community.eveonline.com/news/dev-blogs/eve-industry-all-you-want-to-know/). This is slightly confusing as well since in my World ME-2 and TE -4 should mean u need -2*1% (2% MORE MATERIAL) and -4*2%(8% MORE TIME). IN THIS CASE IT SEEMS TO MEAN ME 2 AND TE 2 wich produces a BPC that uses 2% less material and 4% less time AND THAT IS THE RESULT YOU GET WHEN YOU INVENT WITHOUT DECRYPTOR. THERE SEEMS TO BE A SLIGHT CONFUSION BETWEEN THE ME/TE VALUE AND WHEN TALKING ABOUT THE % OF EFFECT IT GIVES. THERE ALSO SEEMS TO BE A CONFUSION ABOUT WHEN THE VALUE SHOULD BE POSITIVE OR NEGATIVE. AS FAR AS I UNDERSTAND THERE IS NEVER A NEGATIVE ME/TE VALUE on a BPO/BPC (a positive ME/TE is Always a reduction so using a "-" sign is only confusing) My conclusion of the "terminology" is that when talking about Blueprint research it is ME and TE meaning the max value is ME 10 (10%) reduction in material and TE 10 (20%) reduction in time. When you talk about decryptors IT IS NOT ME AND TE IT IS % (otherwise why give a decryptor TE +10 since you get 4 without decryptor add 10 and you get TE 14 and no Blueprint can have more than 10) The right info using a decryptor (Icognito Accelerant) should on succesful invention be, Runs 2 ME 4 (4% reduction) and TE 7 (14% reduction). This is the result I got until yesterday (27/7). Then this happened.... When installingt tje job i got the right info "Outcome" ME 4% TE 14% and 2 runs BUT when i look at "job in progress" and check the outcome it shows ME 2% (ME 1) and TE 4% (TE 2) and 1 run. In other Words it seems to disregard the decryptor. What it will deliver I dont know yet.... A small suggestion: Scrap the ME/TE value and change them to % meaning making the Max values for a BPO/BPC ME10% and TE 20% (why the conversion to %?) "should be simple". Stop Writing +/- when it regards ME/TE (cant realy see the Point) and declare all values regarding ME/TE are positive and they are "amount of reduction". Looking forvard to feedback. It seems to be working, when you invent now, it only uses 1 run from the bpc. Regardless of whether it is successful or not you'll get the blueprint back with 1 run remaining. The point is, when we started the invention with decryptors, the output information said multiple run BPO would result. Now, while still percolating, the output now says 1 run. WTF?
It does (did) deliver the right BPC it is only the info in the in the"outcome window" that is missleading. So if you havnt (like me) scrapped a 100 invention jobs thinking u forgot the decryptor it is realy only a problem for everybody else since we now know it just shows the wrong info but it delivers the right result.
And as I say in cases like this... f***ck everybody else if they have problems good for me, gives me an edge and hopefully the price of decryptors sink if people dont Think they work...
Would like your input on the whole ME/TE and % and sometimes negative values thing, is it only me or is there a confusion in the terminology.
Im not running the show just trying to understand...
Rgds |

Meytal
School of Applied Knowledge Caldari State
493
|
Posted - 2014.07.29 19:44:00 -
[486] - Quote
Krystyn wrote:You missed it. I was optimal. Patch occurs and BAM!! I'm sub optimal and not by a little bit. a LOT bit(6-9 months and billion isk) behind to the point of not bothering to try to catch up. Also my research POS doesn't work anymore either so my best method to catch up also killed by the patch. Follow me yet? The change actually affects everyone. For manufacturers of similar products, the change affects them all equally.
Where you previously had a "perfect" ME 6 (or whatever) BPO, you now have ME-8 (or whatever). Everyone else who had a "perfect" ME 6 BPO -also- gets the new ME-8 BPO after the conversion. So it doesn't cost you any more than it costs someone else; it costs everyone a more. You are still quite competitive and have neither an advantage nor a disadvantage over anyone else, unless someone thought ahead and researched another ME level or two, wasteful research at the time, to reap the benefits post-Crius.
While I don't manufacture capitals except for corp needs or replacements, it was nothing for me to burn up to 500m ISK/day in raw materials. My costs haven't gone down; quite the opposite, in fact. It seems like everyone's costs have gone up. We've all been hit by the "Noooooes! It Costs moar!" epidemic.
As I posted earlier, a level of ME has much different meaning now, post-Crius, so differing times for ME research are to be expected and are not abnormal at all. That doesn't mean that 10 total ME levels is granular enough, but because of the reversal of time vs material cost in the ME change, you're not going to get the ME scaling that you used to have.
So you are still competitive now, post-Crius, with everyone else who had the same ME level of the same blueprint pre-Crius. Your costs are the same as theirs, their absolute margin for profit is the same as yours. It takes just as long for them to improve by one more ME level as it does you.
What changed is that it just costs more. For everyone. Market prices are going to rise. For some items, it may take longer than for other items for the market to adjust.
Try to maintain a level head, and instead of complaining that prices went up like so many others are whining about in this thread, focus on CCP's ambiguous wording of blueprints remaining functionally the same or better post-Crius. I suspect that might be the only avenue you can explore for possible relief.
As for me, I don't really care, personally. I have goods on the market from pre-Crius. Until they sell, my indy alts are taking a break, and I'll just sit on my reserves for a while. With the changes, my PvP character can manufacture just as well as any of my indy alts now, so I could even so some stuff on a smaller scale while I wait, if I get the itch.
The market will adjust. I can wait. My alts can wait. I'm not particularly worried. The sky is not falling.
|

Lady Rift
What Shall We Call It
49
|
Posted - 2014.07.29 21:52:00 -
[487] - Quote
Raphael Asanari wrote:McRea wrote:Drone Avionics skill guys. Update please. Do not expect an update, CCP have gone into turtle mode just like after every single bad update. 7 days and no fix to a simple thing is ridiculous.
1 week down only 5 more weeks till the next expansion. |

Garai Nolen
Xyjax
4
|
Posted - 2014.07.29 22:27:00 -
[488] - Quote
Hello CCP. There is one simple UI update I'd love to see happen. It would be really nice if, at all times when the industry window is open, the number of active and available jobs for both science and manufacturing were displayed. Even if NO blueprint was currently selected. With the current window layout it seems like there should be plenty of room, as per this incredibly detailed mockup :)
http://i.imgur.com/rouufvY.png
Thanks! EVEoj - EVE Online JavaScript library: http://eve-oj.xyjax.com/ |

A'stral
The Scope Gallente Federation
0
|
Posted - 2014.07.30 01:23:00 -
[489] - Quote
CCP Claymore wrote:iwannadig wrote:We need skill points respect for Material Efficiency (Advanced Industry), because it changed behaviour. The behavior was changed but the skill was not removed. We are NOT refunding skill points for this. We are looking into a better solution for the skill though.
What about what happened to resource processing? From near 100% to 60%?? Do I get a free station to make up for it? Oh, wait.. ima in a NPC corp. So I guess I get nothing for the major nerf.
And why for the past 5 days all the hype about how this change has been 'successfully deployed'. please... |

A'stral
The Scope Gallente Federation
0
|
Posted - 2014.07.30 01:36:00 -
[490] - Quote
hmmm... wasn't Crius supposed to big a big improvement to help industrialists? I like the new interfaces, but scanning the forum, and my own experience, almost seems like an assault on Indy's. meh, what do I know |
|

Mistah Ewedynao
Center for Advanced Studies Gallente Federation
549
|
Posted - 2014.07.30 01:55:00 -
[491] - Quote
Circus: It's an Assault all right...on my mind
So I was thinking about running a mission, see if they were broke too. Then I realized my drone boat wouldn't work as my Advanced Drone Avionics, along with the plain Jane skill went down a notch.
I guess somehow my making my drone boat active while doing invention jobs for the lulz (hadn't tried it, interface ain't bad, needs serious customization options though) my game crashed...
Socket to ME?
I guess this amazing new interaction between industry and Drones avionics throughout new eden is the wave of the future.
I predict that the next patch will randomly turn your turrets into festival launchers and spew South Park characters out, and depending on your Research skill level, you may get little bunnies too.
BUT...Only if you had done any industry since logging in.
Thanks for watching. Nerf Goons
Nuke em from orbit....it's the only way to be sure. |

Dareth Astrar
Astrar Logistics and Engineering
34
|
Posted - 2014.07.30 10:31:00 -
[492] - Quote
Guys,
I just wanted to check some maths here, as I was a little surprised by this one myself, if anyone else would mind casting eyes over this.
OK so I was simply looking at the Cyclone as an example, to review the changes effect, and on a ME-10% blueprint I got the figures of:
Tritanium / 2,900,000 Pyerite / 690,001 Mexallon / 170,001 Isogen / 53,001 Zydrine / 2,800 Megacyte / 1,501
Now I took the base buy prices in Jita as of this morning on 30th July as the Unit Buy, and then accounted for the Brokers Fees in the Unit Purchased Cost Price with a 1.0075 multiplier:
Item / Unit Buy / Unit Purchased Cost Price Tritanium / 5.2 / 5.239 Pyerite / 10.43 / 10.508225 Mexallon / 44.73 / 45.065475 Isogen / 611.28 / 615.8646 Zydrine / 537.15 / 541.178625 Megacyte / 1,220.03 / 1,229.180225
Simply multiplying the Quantities required above by the Unit Purchased Cost Price puts the cost of the Cyclone at 66,106,700.91 isk BEFORE any installation fees, shipping costs and sales taxes and brokers fees are taken into account.
Currently the Cyclone existing stock is Selling at 36.49m in Jita.
If anyone else would like to validate those basic numbers for me, it would be nice to get some verification that those are correct.
Examining through an installation it is estimating the cost at 43.093m plus an estimated 1.13m as an installation fee. So I have concerns about where the averages are being drawn for the numbers used to produce these estimates presented to the players.
Furthermore I just wanted to ask the CCP team if that was accurate? That the prices of the low end battlecruiser's has nearly doubled with the adjustments to the blueprints in this patch?
Kind regards,
Dareth |

KBLUEJACK54
Mercurialis Inc. RAZOR Alliance
6
|
Posted - 2014.07.30 14:30:00 -
[493] - Quote
Been a few days now since Crius appeared, aptly named to some maybe but over all seem to have gone in smoothly just like CCP planned it would, some would say well what did you expect, most sneaky knife attacks have that result, others are over joyed with the over sized blingy busy and easy to miss stuff industry UI all of which could have been served equally well buy adding a simple mouse over to the original screen containing all the bling information you need to build stuff in EVE, but what do I know I am just the end user, my view is they should take away that guys crayons and put him to work on something useful, like emptying the bins.
However I digress slightly, only slightly though, My biggest gripe on this one is the way they have introduced this Refine thing and it seems to be the one that I hear the most about from my members currently, who by the way are currently sitting on there ore's wondering what direction to take next as although the figures in general match up to Pre Crius, the perception is that now they can actually see the amounts CCP is carving off the top, and they are not insignificant, they are in some way not getting the full value for there 'Time' invested in mining ore.
I guess a round up of last nights conversation might go some way to explaining this point of view, long standing member who mines for Corp in the main and puts in a lot of time doing it, strolled into station for the first time and having right clicked his pile of Veld was shocked to realise that out of the amount he was trying to refine he was in fact loosing a total of 93 million units of Trit outright and off the top, naturally the convo's started to flow on this one.
His perception was that having accrued a pile of Veld he would have expected 415 units of trit per unit of veld but in reality he was actually being offered 318, an off the top loss of 97 trit per unit of veld which he felt was unacceptable for two reasons.
First off CCP did not make it clear that they were now going to include the actual ore skill, not the refining skills here, in the refine calculation so he was loosing 2% there having all his toons including his refine toon to lvl 4 on all ore's.
And secondly that having invested in the 4% refine implant he could clearly see that the station he normally refined in was going to give him a maximum refine percentage of 74% and even if he trained his refine toon to max on all skills this in his view was not going to change significantly and his looses were unacceptable.
Now this guy is no dummy, he is industry to the core and has been for years, but this gave him the idea in his mind that out of each nine hours mining he had in fact mined for three hours for utterly nothing, not the actually figures here but the perception that having put in all that time CCP was now screwing him over.
Well after over two hours discussion covering all the figures currently in force sadly that perception still remained in his mind and I see today he has sold off his fleet and dropped his corp roles on his toons ready I assume to leave Corp followed shortly afterwards by leaving EVE which after eight years playing is a sad testament to CCP's handling of this issue.
My view, To much to fast and badly implemented leaving players confused and upset with the perception that they have no real worth for the time invested and have lost a lot in this process, Way to go Dev's you really pulled a number on this guy for sure.
|

Qmamoto Kansuke
Killing with pink power
13
|
Posted - 2014.07.30 15:31:00 -
[494] - Quote
Can you bring back the old industry ui as an option PLEASE my corp mates keep reporting 20%cpu load increase, crashes,freezes when working with this one and specially when we try to deliver 200+jobs. |

Jed Clampett
The Order Of Viision
25
|
Posted - 2014.07.30 21:01:00 -
[495] - Quote
There seems to be plenty of room to
physically offset the industry job STOP button horizontally from the job START button -- why not do so?
Overlapping the job STOP button with the job START button is unnecessarily hazardous. It just seems to me to be better UI design if the STOP and START job buttons are not physically overlapped where key bounce or multiple presses during interface lag might end up canceling a freshly submitted job. (LOL initially I reported Use Blueprint selection as not working on the first day of release when in fact the code was good but reaction just lagged many minutes/hours by database lag.)
I realize there might be a CONFIRM job cancellation button. I have not wanted to "pay" to check if there is by intentionally pressing STOP. And of course I would not be surprised if the CONFIRM Cancellation button overlapped the STOP button - since UI design seems to have been a bit rushed to meet deadlines. |

KIller Wabbit
The Scope Gallente Federation
672
|
Posted - 2014.07.30 21:30:00 -
[496] - Quote
Jed Clampett wrote:
I realize there might be a CONFIRM job cancellation button. I have not wanted to "pay" to check if there is by intentionally pressing STOP. And of course I would not be surprised if the CONFIRM Cancellation button overlapped the STOP button - since UI design seems to have been a bit rushed to meet deadlines.
To confirm - there is a CONFIRM Cancel button . And yes it's sitting right on top of the STOP button. Hopefully you don't have a bouncy mouse.
Say "Hi!" to Ellie May for me! 
CCP .. always first with the wrong stuff CSM .. CCP Shills with a vacation plan
|

Takara Mora
University of Caille Gallente Federation
84
|
Posted - 2014.07.30 22:17:00 -
[497] - Quote
Meytal wrote:Krystyn wrote:You missed it. I was optimal. Patch occurs and BAM!! I'm sub optimal and not by a little bit. a LOT bit(6-9 months and billion isk) behind to the point of not bothering to try to catch up. Also my research POS doesn't work anymore either so my best method to catch up also killed by the patch. Follow me yet? ... The change actually affects everyone. For manufacturers of similar products, the change affects them all equally. ... Where you previously had a "perfect" ME 6 (or whatever) BPO, you now have ME-8 (or whatever). Everyone else who had a "perfect" ME 6 BPO -also- gets the new ME-8 BPO after the conversion. So it doesn't cost you any more than it costs someone else; it costs everyone a more. You are still quite competitive and have neither an advantage nor a disadvantage over anyone else, unless someone thought ahead and researched another ME level or two, wasteful research at the time, to reap the benefits post-Crius. ... Try to maintain a level head, and instead of complaining that prices went up like so many others are whining about in this thread, focus on CCP's ambiguous wording of blueprints remaining functionally the same or better post-Crius. I suspect that might be the only avenue you can explore for possible relief. ..... The market will adjust. I can wait. My alts can wait. I'm not particularly worried. The sky is not falling.
Nice to hear such a positive attitude!
There's one problem that still sticks out for me though ....
Keeping a POS up, without any interruption/job cancellations (due to wardecs, etc.) which would forfeit the Billion isk install cost, all while wide open to internal corp theft since they can't be locked down at a POS, for 10 months straight with no increments in between ---> Is anyone actually going to do this?
|

Ivan Isovich
Clutter Conglomerate CAStabouts
8
|
Posted - 2014.07.31 01:56:00 -
[498] - Quote
Suggestion:
in the S&I display graphics, in the T2 invention screen, the results of the invention job displays two different styles: If you can choose two options for the invention job, it displays the name of the invention result. If you have only one option to invent from the BPC, it merely displays a graphic of the invention result with no name of the invented item (only displays on a mouse over). In the second scenario, the game should always display the name of the final product.
It would also be great if in the BP list, once an invention job is delivered, that the BPC listed would change to the BPC invented....such as Hybrid Antimatter S displaying as Void S instead of still showing Antimatter.
Thanks! |

Vovan Sotkin
Fulgentis Kashuken Corporation
1
|
Posted - 2014.07.31 07:22:00 -
[499] - Quote
First of all, I like the new Interface, all seems to working nice, approximate calculations are also fine., but I would like to suggest this calculations to apply for not invented yet items. Currently in invention window we see out-coming blueprints with their ME and TE, but if we right click on it and select use blueprint, we always get standard calculations with no decriptor involved, ME and TE from previous invention window doesnt take in to account, max run in that case is limited to -1. I think it would be very nice if ME, TE, max run would be taken from invention window and transferred to the next manufacturing window calculations, or if it would be possible to manually adjust ME and TE. Otherwise all good, well done with crius. Thanks.
|

Deriah Book
Native Freshfood Minmatar Republic
32
|
Posted - 2014.07.31 07:57:00 -
[500] - Quote
I have three questions after 90 minutes of futzing with the SI UI and getting next to nothing done.
1. Can we in fact see predictions of the outcome of different levels of ME and TE? If so, how?
2. What does the orange antique picture frame that appears after clicking "view in industry" signify?
3. Is there any way to investigate what will be needed for an invention process without having the actual BPC on hand?
TIA - db |
|

Vovan Sotkin
Fulgentis Kashuken Corporation
1
|
Posted - 2014.07.31 09:34:00 -
[501] - Quote
Deriah Book wrote:I have three questions after 90 minutes of futzing with the SI UI and getting next to nothing done.
1. Can we in fact see predictions of the outcome of different levels of ME and TE? If so, how?
2. What does the orange antique picture frame that appears after clicking "view in industry" signify?
3. Is there any way to investigate what will be needed for an invention process without having the actual BPC on hand?
TIA - db 1. choose bp in industry/invention choose datacore you want to use, you get predictions on success, ME / TE, runs on right side. 2. Cant say, not in the game now. 3. write bluprint name or part of it in any chat window, select, right click on it, auto link item tipe (I think) choose right blueprint, use in industry.
|

KIller Wabbit
The Scope Gallente Federation
674
|
Posted - 2014.07.31 14:07:00 -
[502] - Quote
Vovan Sotkin wrote:Deriah Book wrote:I have three questions after 90 minutes of futzing with the SI UI and getting next to nothing done.
1. Can we in fact see predictions of the outcome of different levels of ME and TE? If so, how?
2. What does the orange antique picture frame that appears after clicking "view in industry" signify?
3. Is there any way to investigate what will be needed for an invention process without having the actual BPC on hand?
TIA - db 1. choose bp in industry/invention choose datacore you want to use, you get predictions on success, ME / TE, runs on right side. 2. Cant say, not in the game now. 3. write bluprint name or part of it in any chat window, select, right click on it, auto link item tipe (I think) choose right blueprint, use in industry.
3 doesn't work for Invention. You have to have a BPC before you can access the invention part of the shop. So one way or another, to explore invention you have to get your hands on a physical BPC.
Edit: or a link to a physical BPC. Pre-Crapus I would search in contracts for BPC to do an info on for invention exploration. Doing info on BPO's has mixed results post-release (most of the time you will only see ME 0 numbers presented - so go to outside tool to do the math), but maybe BPC's are not broken. CCP .. always first with the wrong stuff CSM .. CCP Shills with a vacation plan
|

Antihrist Pripravnik
T-AFK and counting
612
|
Posted - 2014.07.31 15:27:00 -
[503] - Quote
Oh...
WOW 
The idea to put ship model preview directly in industry window's "Outcome" area is simply brilliant. I love it  o.0 |

H3llHound
Koshaku Tactical Narcotics Team
32
|
Posted - 2014.07.31 15:51:00 -
[504] - Quote
Quote:Numerous other adjustments to blueprint build requirements and times.
Can we get a list of this ? |

Atkyaz Dreadstalker
Killer Sea Monkeys
3
|
Posted - 2014.07.31 15:57:00 -
[505] - Quote
A'stral wrote:hmmm... wasn't Crius supposed to big a big improvement to help industrialists? I like the new interfaces, but scanning the forum, and my own experience, almost seems like an assault on Indy's. meh, what do I know
Crius was a big change, it will take time to adapt, but for the most part I like the changes. There are a few changes yet needed, a few bugs to fix, and a few more filters added, but overall I consider it an improvement.
As far as reprocessing goes, it was not nerfed, the numbers just changed. I as well was getting 100% refine before, now I am getting 74% in a 50% station, but the mineral return is the same. It was not nerfed, infact with maxed skills you can now get more minerals from a given stack of ore than you could before. 74% is the new 100%, however, now it is possible to get up to 78% or 104% by the old system. That is available in high sec, not just null sec. In low an null POS refineries are even a little better.
With the old system, a single batch of 333 Veldspar with 100% refine gave you 1000 tritanium. The new system uses 100 units for refine. So for a direct comparison you need a stack of 33300. With the old system and 100% refine that gave you 100,000 tritanium. Under the new system with maxed skills and a POS refinery, even though you are only getting 76% refine, you are getting more than 100,000 trit from that same stack of ore. I believe with a fully upgraded minmatar outpost (60% base facility) you can get up to 86% refine. That is a significant boost over the old system, not a nerf.
The days of getting maxed refine without maxed skills are over. Skill up, and you will see a buff, not a nerf. ore skills from 4 to 5 is not a huge amount of training, if you are a min/maxer. |

DuBios
Wolf Investments Tokra Wolf
0
|
Posted - 2014.07.31 17:39:00 -
[506] - Quote
Dont know if it was intentional that it is this way now...but it would be nice if the input/output locations would stay the same when going between blueprints and also would be nice if your could set it like you could with the old industry system
|

Kusum Fawn
State Protectorate Caldari State
510
|
Posted - 2014.07.31 17:42:00 -
[507] - Quote
Deriah Book wrote:I have three questions after 90 minutes of futzing with the SI UI and getting next to nothing done.
1. Can we in fact see predictions of the outcome of different levels of ME and TE? If so, how?
2. What does the orange antique picture frame that appears after clicking "view in industry" signify?
3. Is there any way to investigate what will be needed for an invention process without having the actual BPC on hand?
TIA - db
1 Yes - go to a copy - show it in industry window. In the top panel - on the left bottom there is a decryptor drop-down it is next to the thing that looks like pliers. on the right side of the top panel it says outcome and has a drop down to select outcome
2. It signifies that you cannot start a job as all its requirements are not met - In skills
3. Yes and it is dumb.
- > Show info on blueprint through autolink or from market. -> go to copy tab -> Show info on resultant copy -> Show in Industry on copy
-> It is very important to note that the Industry window will not switch between bpo information and bpc information of the same ship type when there is no actual item switch.
IE You cannot go directly from Megathron BPO info display to Megathron BPC info display within the Industry UI Unless you have the a specific example of the bpc (from contracts or specific link to copy)
I know that s a bit confusing. but try it out and you will see what im trying to explain.
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.
|

Awkward Pi Duolus
Pator Tech School Minmatar Republic
11
|
Posted - 2014.07.31 22:39:00 -
[508] - Quote
Can you PLEASE provide a minimize button for the waste of space that is the top 75% of the industry UI, for activities that does not require that space? It's highly annoying having to scroll 4 items at a time, whether it is teams, jobs, facilities or whatever with all this white-space on top.. Thanks. |

Jinn Aideron
43
|
Posted - 2014.07.31 22:52:00 -
[509] - Quote
There isn't really a place for this in TEST Server Forum at this time, so I'll leave one thought on current state of Sisi here:
3D output preview of industry UI is great and all, but the camera moving around the item on the same path every. single. time? 5th time it's redundant, 10th repetitive, 25th annoying, and after that it only serves to divert attention and induce nausea. 
Stealth deletes are bad. |

Rapscallion Jones
Omnibus Solutions
43
|
Posted - 2014.08.01 05:06:00 -
[510] - Quote
Reprocessing Arrays/Compression Arrays. They are inside of the POS forcefield, so why do I have to be within 3000m of them to reprocess/compress the ore? This is counter to the buff a while back that allowed us to interact with all modules within the bubble. |
|

Qmamoto Kansuke
Killing with pink power
14
|
Posted - 2014.08.01 05:10:00 -
[511] - Quote
I say this for the 5th time since crius the general outcome is more work for everyone not less, I leave aside the new ui I guess you can't revert it but at the least take measure to reduce the workload per single character to keep up with production lines you need to increase production timers not decrease them.Industry and market forums are both filled with outcries of the massive screw up this has been.The least you could is revert the old production times,invention can stay up like this, but 2days for ammo srs?When it was taking week.Open up the market and check the most selling products and then see that the majority are in freefall.At this rate we have to spend huge amount of time, for small profit that is dying everyday.This was not the goal of crius.You can still fix it but the window is getting shorter everyday.
TLDR: Revert to old production rates or even have slower then pre-cruis build timers= Healthy market. |

Veinnail
FinFleet Northern Coalition.
101
|
Posted - 2014.08.01 05:32:00 -
[512] - Quote
we were directed to this thread to express our feedback instead of bogging down the issues thread.
why oh why, did you increase the base materials on t2 builds as so?
From what people are quoting, they see a 30%-45% increase on the flat bill of materials, being components, blocks, minerals, and so on for the T2 builds. BPO and invention processes included.
The original announcements quoted certain waste presentation. This is far more than that. Producers of these goods are also facing the dynamic manufacturing index. For example, roughly 300 manufacture hours are involved with producing something like a Black Ops or Marauder. Meaning that not only is the market value going to spike based on the materials needed, but also the indexed fees associated with the production of said goods. The direct impact on producers who don't keep high stock lines will be that they are forced to keep a smaller stock line due to the cost of sustaining the same throughput as before the increase, or invest more to keep up the same throughput. Those producers who keep higher stock lines, will have, by now, pulled product and re-listed it at what they would estimate to be "the" price to cover sustained throughput.
Meanwhile, average joe joining fleet or arcading in his Assault Cruiser, is left footing the bill on CCP stimulated price hikes.
to what end?
To sell plex, I say.
The past 89 days of plex sold on the market (the forge) 255,100 PLEX.
average of 2,866/day with two peaks over 4,000/day.
CCP has undeniable motive to drive the value of EVERYTHING in the game up. All masked behind a likely intentional bad launch of the "industry revamp"
GG |

Veinnail
FinFleet Northern Coalition.
101
|
Posted - 2014.08.01 05:43:00 -
[513] - Quote
It is worth saying that there is a good chance PLEX saved ccp and eve-online from dying at one point. If it is the only thing floating it now. That idea is concerning...
GÖÑeve |

Veinnail
FinFleet Northern Coalition.
101
|
Posted - 2014.08.01 06:15:00 -
[514] - Quote
or we can revisit this quote from Greyscale's Blog
Quote: Additionally, the old Material Efficiency skill has been renamed to Advanced Industry, and gives a build time reduction of 1% per level. We are not totally happy with the reduction in skill value thatGÇÖs happened here, and we are committing to revisiting this skill post-Crius to evaluate how to meet our overall goals here in a less dramatic fashion.
Obviously we need to ensure that pre-Crius blueprints still work post-Crius, so we will be altering the values on existing blueprints for the new system. The guiding goal with this translation is "no blueprint gets functionally worse" i.e. the materials needed for a single run should be the same or less after the transition. Do note that, because we are calculating percentage reductions on the job as a whole rather than per-run, there will be cases where multiple runs can realize hidden savings that weren't previously accessible.
Bolded and Underlined the important part that DID NOT HAPPEN.
I for one enjoy the plex sale conspiracy but I think we can all agree that this is a bit more plausible.
get hype |

Veinnail
FinFleet Northern Coalition.
101
|
Posted - 2014.08.01 06:22:00 -
[515] - Quote
Instead, This happened to everything t2.
Quote:Successful invention without decryptors now creates an ME-2%/TE-4% blueprint; material requirements for T2 items have been increased by 50% to balance this out as it means weGÇÖre no longer adding +50% materials due to negative ME, so that decryptor-less invention now requires 2% less materials than previously.
The base increase for all t2 by 50%, I mean really?
so, we lost our material reducing skill, AND base values went up by 50%
someone want to field this? |

Daenika
MMO-Mechanics.com
128
|
Posted - 2014.08.01 07:13:00 -
[516] - Quote
Cross-posting this from GD:
So, previously, the camera in the ship preview started at a default location (rotated up and to the left of looking directly at the nose of the ship) and could be moved around at will.
Post Crius, though, the camera now resets to a position directly in front of the previewed ship, then pans itself over to the original start location. This process, while pretty, takes roughly 1-1.5 seconds, and cannot be interrupted at all (mouse control doesn't exist until it finishes the animation). It also triggers every single time something changes in the preview windows. This is most apparent when trying to compare the visual look of T3 subsystems. Every time you click a new subsystem from the provided menu, the camera resets, making it annoyingly difficult to compare visuals (which can be important for flash-IDing T3s at a glance). If you want to see what I mean, load any T3 into the preview window and start swapping around the displayed subsystems.
Ok, I get that you wanted a pretty animation, but there are two serious things wrong with this: there's no way to turn it off, and there's no way to interrupt the animation. Forced camera controls should be limited to situations in which the camera no longer serves the prior purpose (ie. when going through stargates). There needs to be an off option for this. |

Antihrist Pripravnik
T-AFK and counting
614
|
Posted - 2014.08.01 07:19:00 -
[517] - Quote
Daenika wrote:Cross-posting this from GD:
So, previously, the camera in the ship preview started at a default location (rotated up and to the left of looking directly at the nose of the ship) and could be moved around at will.
Post Crius, though, the camera now resets to a position directly in front of the previewed ship, then pans itself over to the original start location. This process, while pretty, takes roughly 1-1.5 seconds, and cannot be interrupted at all (mouse control doesn't exist until it finishes the animation). It also triggers every single time something changes in the preview windows. This is most apparent when trying to compare the visual look of T3 subsystems. Every time you click a new subsystem from the provided menu, the camera resets, making it annoyingly difficult to compare visuals (which can be important for flash-IDing T3s at a glance). If you want to see what I mean, load any T3 into the preview window and start swapping around the displayed subsystems.
Ok, I get that you wanted a pretty animation, but there are two serious things wrong with this: there's no way to turn it off, and there's no way to interrupt the animation. Forced camera controls should be limited to situations in which the camera no longer serves the prior purpose (ie. when going through stargates). There needs to be an off option for this.
Confirming that this is a problem when you need to quickly determine the subsystems of target's T3 ship.
It looks cool, but it lowers the usability.
o.0 |
|

CCP Nullarbor
C C P C C P Alliance
813

|
Posted - 2014.08.01 10:27:00 -
[518] - Quote
Antihrist Pripravnik wrote:Daenika wrote:Cross-posting this from GD:
So, previously, the camera in the ship preview started at a default location (rotated up and to the left of looking directly at the nose of the ship) and could be moved around at will.
Post Crius, though, the camera now resets to a position directly in front of the previewed ship, then pans itself over to the original start location. This process, while pretty, takes roughly 1-1.5 seconds, and cannot be interrupted at all (mouse control doesn't exist until it finishes the animation). It also triggers every single time something changes in the preview windows. This is most apparent when trying to compare the visual look of T3 subsystems. Every time you click a new subsystem from the provided menu, the camera resets, making it annoyingly difficult to compare visuals (which can be important for flash-IDing T3s at a glance). If you want to see what I mean, load any T3 into the preview window and start swapping around the displayed subsystems.
Ok, I get that you wanted a pretty animation, but there are two serious things wrong with this: there's no way to turn it off, and there's no way to interrupt the animation. Forced camera controls should be limited to situations in which the camera no longer serves the prior purpose (ie. when going through stargates). There needs to be an off option for this. Confirming that this is a problem when you need to quickly determine the subsystems of target's T3 ship. It looks cool, but it lowers the usability.
CCP Optimal fixed this yesterday, it no longer animates the camera when swapping between subsystems. We will deploy the change next week. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
|

Deriah Book
Native Freshfood Minmatar Republic
32
|
Posted - 2014.08.01 10:54:00 -
[519] - Quote
Vovan, Killer, and Kusum. Thank you for your help. Your answers have caused me to go back and look at SI again. I was going to blow it off until a time in the future when I was utterly bored and had nothing to do. After seeing what the UI is capable of I am quite pleased.
Two of my three mysteries were resolved by your help. The third was not because I did not phrase the question well. I had actually written the same post in more detail while I was working with the UI in game. The first post was actually formatted as feedback with the 3 questions included. It took me about 30 minutes to conjure and then when I clicked the post button... poof... * It was gone forever. I was so frustrated at that point I simply blurted out my questions and logged for the night.
However, given a fresh look at the UI my feedback has changed slightly. So, to partially reiterate:
I am an industrial noob. Have been for years. For the most part I build certain ships and rigs when I need them and send very few to market. A few months ago one of my corpies suggested I look into invention. I thought it sounded fun but was doing other stuff at the time. When I read the Crius notes I was very exited to try out the new UI.
So I opened this shiny new thing that just screams, "I am here to help you figure out all you need to know about what you can do with your blueprints!" 90 minutes later I was done with it. From the perspective of someone who has done very little in industry the answers to the questions that popped into my mind were not readily available. The interface gives the impression of being very intuitive in some ways, but in other ways creates more mystery than it solves.
Kusum Fawn wrote:Deriah Book wrote:I have three questions after 90 minutes of futzing with the SI UI and getting next to nothing done.
1. Can we in fact see predictions of the outcome of different levels of ME and TE? If so, how?
2. What does the orange antique picture frame that appears after clicking "view in industry" signify?
3. Is there any way to investigate what will be needed for an invention process without having the actual BPC on hand?
TIA - db 1 Yes - go to a copy - show it in industry window. In the top panel - on the left bottom there is a decryptor drop-down it is next to the thing that looks like pliers. on the right side of the top panel it says outcome and has a drop down to select outcome 2. It signifies that you cannot start a job as all its requirements are not met - In skills 3. Yes and it is dumb. - > Show info on blueprint through autolink or from market. -> go to copy tab -> Show info on resultant copy -> Show in Industry on copy -> It is very important to note that the Industry window will not switch between bpo information and bpc information of the same ship type when there is no actual item switch. IE You cannot go directly from Megathron BPO info display to Megathron BPC info display within the Industry UI Unless you have the a specific example of the bpc (from contracts or specific link to copy) I know that s a bit confusing. but try it out and you will see what im trying to explain.
2. I see how obvious that is now. But when I was absorbed in trying to figure out how to see ME predictions it just confused me more.
3. Of course. How could I not have known that. I would just like to add a 4th step for clarification, in case someone else drops into this segment of the thread with the same question:
- > Show info on blueprint through autolink or from market. -> go to copy tab -> Show info on resultant copy -> Close the industry window (as per your following important note) -> Show in Industry on copy
-> It is very important to note that the Industry window will not switch between bpo information and bpc information of the same ship type when there is no actual item switch.
Unfortunately that same trick does not work to solve the dilemma of my first question. My first question was not actually about invention, but simply researching material efficiency. As a noob that's as far as I got before getting stuck. I just wanted to see if 8% was necessary over, say, 5%. I realize that we are talking about very simple math here, but I like to see the numbers after the math has been done for me. And since the info window does the math on material predictions of a researched blueprint, I kinda just assumed the fancy new industry window might be able to calculate that for me too.
That being said, I am still looking for that answer to question one:
1. When doing material research, is there a way to see predicted material demands whilst changing the research level?
So. Feedback.
(Wow. I didn't realize how long this post was getting... ) |

Deriah Book
Native Freshfood Minmatar Republic
32
|
Posted - 2014.08.01 11:03:00 -
[520] - Quote
cont.
So. Feedback.
Thanks to the help of fellow players I did manage to get a BPC effigy to open in the SI window and am duly impressed. It actually does give me a lot of information, the information that I would hope to find in such a tool, about the process I would like to undertake. (Except for in the case of ME research which I used to go to EveMON for. Now, I have to figure it out on my own. Or do I?)
A few bullet points from a noob's perspective. (If all have been mentioned before I'm sorry. But I would rather spend my time playing in Eve than coming to the forum and reading 26 pages of stuff. That being said, I will probably read quite a bit more than that in the next hour.)
- With all that space in the research window, and the very obvious "You will end up with this" window to the right of the blue print, could we possible get an estimate of the change. Like we do when clicking on decryptors in the inventions window?
- View in industry should actually swap the BPO/BPCs in question. It would make the UI more intuitive if it did what most would guess it would do, but really wouldn't be necessary all the time if the UI itself showed more information about the process.
- BPCs should be linkable items. Sometimes a BPC is not available on the market, folks like me have no available slots... you get the idea. Would be nice to "window shop" my goals for the future.
- BPC links that are created by dragging from BPC info windows into the notepad are displayed as BPOs when opened in the SI UI.
Overall I have to say I like it very much. The brokenness of it however could easily lead to people leaving it in frustration. I would have had kind players not responded to my questions.
My 0.2. Thanks. |
|
|

CCP Nullarbor
C C P C C P Alliance
813

|
Posted - 2014.08.01 11:12:00 -
[521] - Quote
Being able to swap to a blueprint copy has been much requested, we will see what we can do to improve this.
Thanks for the rest of the feedback too. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
|

D4WN
Deep Core Mining Inc. Caldari State
0
|
Posted - 2014.08.01 11:23:00 -
[522] - Quote
For all of you who carefully went through your spreadsheets to record all the changes in material requirements on many production items, look again. You need to do it all over again! There have been many changes in these requirements POST release of Cruis. T2 items have taken on yet another substantial increase in cost to produce. One change I noted that surely is a mistake -- the Megacyte requirement for the production of one Crane jumped from 0 to over 15,000 units. This is way out of line for the megacyte requirements for other ttransport ships.
I see nothing that is streamlined about these industry changes and I also fail to see the "logic" behind any of this! |

Gainard
Aliastra Gallente Federation
75
|
Posted - 2014.08.01 13:07:00 -
[523] - Quote
The mineral problem introduced in Crius
The Crius expansion made some vital changes that will affect HighSec mining in a bad way. Before the release of Crius trade of ore and minerals was well balanced. A lot of the ores and minerals mined in HighSec were shipped in bulk to Null- and LowSec, while Null- and LowSec ores and minerals are sent to HighSec and sold there to raise funds to buy the HighSec minerals and ores. Now this trade model is not required for NullSec corporations anymore. How do I come to this conclusion? Well check out the changes in minerals and ores.
The most obvious change is of course the 1,278 - 1,406 Mexallon a batch of Arkanor now contains, raising it from zero to the most valuable Mexallon source. Then there are the additional 4 ores that now also contain Zydrine: Gneiss (60-65, NullSec only) Hedbergite (9-10, some LowSec) Hemorphite (8-9, some LowSec) and Jaspet (3, some LowSec).
Then there is the mineral content per ore unit. Most minerals per ore unit before Crius: NullSec: Isogen (Gneiss) Megacite (Arkanor) Morphite (Mercoxit) Nocxium (Crokite) Tritanium (Spodumain) Zydrine (Crokite)
HighSec (at least in some areas) Mexallon (Kernite) Pyerite (Plagioclase)
After Crius: NullSec: Isogen (Gneiss) Megacite (Arkanor) Mexallon (Gneiss) Morphite (Mercoxit) Nocxium (Crokite) Pyerite (Bistot) Tritanium (Spodumain) Zydrine (Crokite)
HighSec none
Now all ores containing the most minerals per ore unit are in NullSec. Given the fact that CCP has promised that the number of mineral refined from ore will not drop (with perfect skills, best refining facilities and the 4% refining implant they are actually slightly increased) that can only mean NullSec has been given an increase of minerals to refine per ore unit.
Lets take a closer look at it. I would not have bat an eye if it was just the 1.6 times increase of Nocxium in Crokite. However, there are some slightly larger increases that I think tilt the scales way beyond reason towards NullSec. The most blatant increase is Bistot with Pyerite content raised from 170 - 187 to 16,572 to 18,230 per batch while halving the batch size. That means a refiner with an effective 78% refinery efficiency will get 142.2 Pyerite from one unit of Monolitic Bistot instead of 0.94, a neat 152 fold increase. Other winners are Crokite (nearly 124 times the amount of Tritanium and a meager 1.6x increase in Nocxium), Ochre (110x Tritanium), Spodumain (69x Pyerite and 24x Tritanium), Arkanor again (36x Tritanium) and Gneiss (23x Mexallon, 23x Tritanium and double the Isogen) - not too shabby, eh?
I am aware that the LowSec ores are also available in HighSec ore sites. However, they have rather small asteroids and are usually mined out very fast. Additionally the only significant changes are the 1.8 times increase of Pyerite in Jaspet and the 3-10 Zydrine (per batch) now available in HighSec through those sites. All other increases are directed towards NullSec and they are massive, as in 15,200% massive.
To anyone who thinks this won't have a profound impact on EVE's economy I have a shiny bridge to sell.
I predict the prices of Tritanium to plummet right through the bottom of the ocean, only to exit on the other side of the planet, closely followed by Pyerite. Zydrine and Mexallon will lose value too. Megacite and Morphite will rise as, with the increased availability of the other ores in NullSec, the production there is bound to increase, making those two more scarce. Also, the exchange of minerals and ores from NullSec to HighSec and vice versa will slow down if not all but die.
This will of course hurt production in HighSec. It will somewhat hurt skilled miners in highSec too, single players more than corp players, but the worst hit will be the new comers. Mining used to be a profession that allowed for moderate income with low skills. This will not be the case anymore once the HighSec ore prices start going down. Refining ores is out of the question for anyone but the best skilled players. This will make it that much harder for "young" players to earn the ISK to fund skill books, ships and equipment.
When was the last time you were flying a ship with an (useful) empty slot? Us older players tend to forget how hard it is to get going, not being able to jump from one stargate to the next in one go, being unable to fit a ship properly for lack of skills and funds, having a new ship blown up in missions or by HighSec pirates on top off being generally clueless of how this game works.
I do not believe the Crius expansion will drive a significant number of players into Low- or NullSec as seems to be the intention. Those that want to be in Low-/NullSec are already there. Us whiny HighSec'cers are not likely to follow. It is probably more likely that this expansion is driving more people away from EVE, than there are players moving into Low-/NullSec.
I am not going to leave over this expansion (besides the ore/mineral problem there is the changes in refining, skipping the standing requirements for POSGÇÖ and other issues that pisses people off) but I am worried what will happen when subscriber numbers dwindle. What on earth am I going to do with all the free time once EVE shuts down?
Man, I train for certain goals and then the related skills / modules / ships get nerfed. I hate to be addicted to EVE. |

Vic Vorlon
Aideron Robotics
5
|
Posted - 2014.08.01 13:09:00 -
[524] - Quote
In the previous Industry UI I was told how much wastage of each ingredient there would be. The new UI doesn't show that...could you find a way to add that, perhaps to the tooltips? It's very useful for a T1 rig maker like myself to know that. |

Rapscallion Jones
Omnibus Solutions
44
|
Posted - 2014.08.01 14:23:00 -
[525] - Quote
Most industrialists I've worked with who have a large number of BPOs manage them with containers. As such I truly think the industry panel needs some Inventory/Market functionality, something like this. |

Daenika
MMO-Mechanics.com
133
|
Posted - 2014.08.01 15:05:00 -
[526] - Quote
CCP Nullarbor wrote:CCP Optimal fixed this yesterday, it no longer animates the camera when swapping between subsystems. We will deploy the change next week.
<3 |

Valedictio
Imperial Academy Amarr Empire
16
|
Posted - 2014.08.01 15:56:00 -
[527] - Quote
Okay I admit defeat,
I have no rational explanation as to why I feel like my posterior has been ripped apart and violated by someones avatar.
So far post Crius (an Ocean) I have done the following,
1. Pulled down 7 Indy POS, (nobody uses them anymore, bar me) - Massive Fuel Savings there 
2. Consolodated into one POS where I can now do everything I want 
3. Attempted to motivate myself to do something (none too successful here) 
The haphazard and issue infested state of the release is beyond a joke, I still have a serious problem believing it was delayed for 'polishing it', WTF did you use ? Explosives ?
I had a small run of 2030 x 425mm Railgun II all ready to be built pre Crius, Post Crius it is completely screwed.
1. I cannot do a 2030 run build, a, POS can handle a larger run but hasn't got the staorage capacity to build it. b, Station has the capacity but reduced Maximum run.
2. Materials for the Build are increased/decreased/WTF all over the place a, Robotics, 18,270 Increased to 25,984 b, Morphite, 46,690 Increased to 70,441 c, Superconductor Rails, 34,510 Increased to 66,787 d, R.A.M. Weapon Tech (really deserves its own special section)
3. R.A.M. Weapon Tech, 1380 Incresed to 2030, however there is a kicker a, The 1380 original R.A.M. was actually 1380.4, equating to 138,040 of the new R.A.M. b, So it now reading a reduction not an increase 138,040 down to 2030, c, I now have a SPARE 136,010 that I don't need
I now find myself in the enviable position of having hundreds of thousands of various R.A.M.
Changing Industry was always going to be a Mammoth task,
Why are we being subjected to the cluster that it is now ?
Out of the 90 ish slots I can run, I am currently using a whole TWO ! (even that affects the system index)
I intend to have a break and jet off on holiday for a couple of weeks,
On return along with the flying pigs things may even seem better 
and now for some more of the same from the Constructive Feedback Consortium.
Human Torch time and ..........'FLAME ON' |

Qmamoto Kansuke
Killing with pink power
15
|
Posted - 2014.08.01 16:59:00 -
[528] - Quote
Today for the first time after crius the UI didn't froze or crash my client when we clicked deliver all jobs.Good job to all of you who fixed this. |

Chiana Dar'Ago
Helix Pulse Brothers of Tangra
0
|
Posted - 2014.08.01 22:36:00 -
[529] - Quote
Why you choose to remove the PI interface from industry and then make it yet another ui ... lame.
Hiding it and making it an undocumented feature: Priceless. |

Cat Steele
Delphia Trust
4
|
Posted - 2014.08.02 09:36:00 -
[530] - Quote
I knew they were taking out standings as far as placing a pos in a system was concerned.
I did not see anywhere in the blogs where they were taking standings out of the reprocessing formula, was this intentional?
I have standings with a faction of 3.48. A corpmate has standings of 7.81 with the same faction. Exact same refining skills. We both get the exact same refining rate of 68% when refining the same batch of ore.
Cool, I guess. No more mission running to get a better refine rate.
If it is intentional it sorta flatlines reprocessing, the only difference between different stations is the natural refine rate of the station.
|
|

Owen Levanth
Sagittarius Unlimited Exploration
221
|
Posted - 2014.08.02 10:39:00 -
[531] - Quote
Since most bugs are finally dealt with, I can now say: Great job!
Honestly, industry in Eve really needed this upgrade. The old "thing" (I don't want to call that horrible mess an UI) made my hand hurt, so many clicks I had to do.
The new UI is great, I now finally can use up R.A.M.s without doing stupid fractional calculations to find out how many are left when item X need 3 but damages them 75% of the time and item y needs 2 but damages them 45% of the time. Man, that was stupid.
Really, this entire mini-expansion finally killed off a lot of stupid in industry (the blueprint changes are another great thing) and finally motivated me to upgrade my little small POS to a medium one.
Also I planned ahead and planted my new medium POS in a system with zero industry index and almost no other moons. So even if other people come to the same system, the industry index won't go up by much.
Planning: Resolves many issues before they can ever rear their ugly head.  |

Cat Harkness
Twilight Labs Intrepid Crossing
31
|
Posted - 2014.08.02 13:39:00 -
[532] - Quote
Chiana Dar'Ago wrote:Why you choose to remove the PI interface from industry and then make it yet another ui ... lame.
Hiding it and making it an undocumented feature: Priceless.
I don't see how you can say Hiding it / undocumented.
From the Patch notes
Quote:The "Planets" tab has been removed from the "Science and Industry" window and moved into its own window named "Planetary Colonies", located under the "business" section of the Neocom |

Rapscallion Jones
Omnibus Solutions
45
|
Posted - 2014.08.02 16:41:00 -
[533] - Quote
Cat Steele wrote:I knew they were taking out standings as far as placing a pos in a system was concerned.
I did not see anywhere in the blogs where they were taking standings out of the reprocessing formula, was this intentional?
I have standings with a faction of 3.48. A corpmate has standings of 7.81 with the same faction. Exact same refining skills. We both get the exact same refining rate of 68% when refining the same batch of ore.
Cool, I guess. No more mission running to get a better refine rate.
If it is intentional it sorta flatlines reprocessing, the only difference between different stations is the natural refine rate of the station
Except its not faction standing that impacts refining, its NPC corp standings. |

Flashmala
Dead Rats Tell No Tales
36
|
Posted - 2014.08.02 18:30:00 -
[534] - Quote
I've resisted sounding off about this until I had a chance to at least attempt absorbing all these industry changes. My feeling now is that for all the good that the industry changes have brought, things like the work teams have completely negated any gains. I'm not going to nit-pick the UI or window size or other minor considerations; the mechanics of implementing the work teams is just abysmal, and was a bad idea. This expansion overall has added layers of unneeded complexity to the game. If you want to improve your percentage of new player subscriptions, emergent gameplay needs to somehow be balanced with a viable business model. What you have today is not going to get more new players to stay. New players aren't leaving simply because they're not "getting to the sandbox".
Here is the subliminal message that I get from CCP -
1. If you don't want to play in groups, we don't want your subscription. 2. If you don't have 40 hours per week to devote to Eve, we don't want your subscription.
Let's re-visit your subscription retainage numbers in another 6 months and see where they are. Age does not diminish the extreme disappointment of having a scoop of ice cream fall from the cone. |

Takara Mora
University of Caille Gallente Federation
85
|
Posted - 2014.08.02 22:59:00 -
[535] - Quote
OK, so SI index cost is HUGE, thus driving all industry now - .01 SI delta is larger than any other tax/bonii influence.
This drives ppl to more POS industry instead of stations (SI index is HIGH in systems with MFG & esp. RES stations, and no more corp offices avail in RES stations anyway, plenty of SI 0.00 in null & losec, low-pop hisec has 0.01 SI systems)
Yet, there is no effective way (no permissions mgt outside of using a Solo corp) to really manage corp BPO sharing at a POS?
So basically our choices are to go solo corp POS (low pop-hisec, losec, or nullsec)? Or Nullsec outpost?
So much for encouraging group play ... "we want to encourage group play -> your choice is to either play by yourself in hisec, or go join one of only two existing Nullsec/Losec power blocs (if you use a POS you'll still need a solo corp tho at least a large power bloc can help you defend your POS and recover BPO's if it gets reinforced) and play the nullsec/losec apex power projection stalegame".... ? |

Pheusia
Vanishing Point. The Initiative.
159
|
Posted - 2014.08.02 23:32:00 -
[536] - Quote
Takara Mora wrote:OK, so SI index cost is HUGE, thus driving all industry now - .01 SI delta is larger than any other tax/bonii influence.
This drives ppl to more POS industry instead of stations (SI index is HIGH in systems with MFG & esp. RES stations, and no more corp offices avail in RES stations anyway, plenty of SI 0.00 in null & losec, low-pop hisec has 0.01 SI systems)
Yet, there is no effective way (no permissions mgt outside of using a Solo corp) to really manage corp BPO sharing at a POS?
So basically our choices are to go solo corp POS (low pop-hisec, losec, or nullsec)? Or Nullsec outpost?
So much for encouraging group play ... "we want to encourage group play -> your choice is to either play by yourself in hisec, or go join one of only two existing Nullsec/Losec power blocs (if you use a POS you'll still need a solo corp tho at least a large power bloc can help you defend your POS and recover BPO's if it gets reinforced) and play the nullsec/losec apex power projection stalegame".... ?
Have you considered CVA? They don't have any bloc affiliation and they have an NRDS policy. Crius might have been tailor-made for Providence *wink wink*
PS The plural of bonus is "bonuses". Bonus in the EVE sense is an english word, but even if it were the Latin, the -ii suffix is a classical Greek one, not Latin, and none of the correct plurals are "bonii"; http://en.wiktionary.org/wiki/bonus#Descendants |

ACY GTMI
Veerhouven Group Veerhouven Group Alliance
92
|
Posted - 2014.08.03 06:19:00 -
[537] - Quote
Celor Ma'fer wrote:Len Ross wrote:SO a successful deploy of a totally bugged patch. Doesn't anyone do tests before its sent into the wild? Got a specific point or have you just come here to be a tool?
I've seen three responses from you that are not either questions, or answers. Are you some CCP's alt? Location: Currently circling the toilet bowl that is Eve.
-áProud member of the 6%ers. |

ACY GTMI
Veerhouven Group Veerhouven Group Alliance
92
|
Posted - 2014.08.03 06:25:00 -
[538] - Quote
Pheusia wrote:Takara Mora wrote:OK, so SI index cost is HUGE, thus driving all industry now - .01 SI delta is larger than any other tax/bonii influence.
This drives ppl to more POS industry instead of stations (SI index is HIGH in systems with MFG & esp. RES stations, and no more corp offices avail in RES stations anyway, plenty of SI 0.00 in null & losec, low-pop hisec has 0.01 SI systems)
Yet, there is no effective way (no permissions mgt outside of using a Solo corp) to really manage corp BPO sharing at a POS?
So basically our choices are to go solo corp POS (low pop-hisec, losec, or nullsec)? Or Nullsec outpost?
So much for encouraging group play ... "we want to encourage group play -> your choice is to either play by yourself in hisec, or go join one of only two existing Nullsec/Losec power blocs (if you use a POS you'll still need a solo corp tho at least a large power bloc can help you defend your POS and recover BPO's if it gets reinforced) and play the nullsec/losec apex power projection stalegame".... ? Have you considered CVA? They don't have any bloc affiliation and they have an NRDS policy. Crius might have been tailor-made for Providence *wink wink* PS The plural of bonus is "bonuses". Bonus in the EVE sense is an english word, but even if it were the Latin, the -ii suffix is a classical Greek one, not Latin, and none of the correct plurals are "bonii"; http://en.wiktionary.org/wiki/bonus#Descendants
CVA loses every war they get into because they deserve to. I've been keeping an eye on them for 4 years. Anyone there who has a clue, doesn't show up for any activities. See 'Siege of D-GTMI'. I had two people there. I got to see the whole system torn apart. Anyone who even KNEW anyone who had a brain would have avoided that mess.
CVA's allies lost more than 400 ships that day. No one from CVA even showed up. Location: Currently circling the toilet bowl that is Eve.
-áProud member of the 6%ers. |

Flay Nardieu
Forgotten Union of Knackered Tradesfolk Universal Rockstars
45
|
Posted - 2014.08.03 10:13:00 -
[539] - Quote
My Crius feedback, I hate it. Implementation is ganked, premise is stupid, overall it is reaming of the community's rear.... again
I'm just waiting on the survey you get when you don't renew an account (Hopefully I'll get one for each of my accounts ), I'll have some very interesting feedback for CCP in a venue they actually may pay attention.
I already found an alternative to CCP's DUST514 product, not much in the way of any Eve replacements yet so it is hiatus for now and no $$$ for CCP until they fix the parts they should known where stupid to change in first place (let us not forget the over abundance of bugs with the release as well)
Too bad, already bought the collector's box thing (on preorder even) had 1 quarterly renewed account and generally bought 3 to 6 PLEX a month. So pfft =P
So... I am a carebear, Really?-á Ok.... I'll be CRAZY Bear then! |

iwannadig
Nagibators Inc.
1
|
Posted - 2014.08.03 10:27:00 -
[540] - Quote
Could you add "Jump distance" column in Wallet - Orders tab? It is quite hard to manage dozens of orders in different places. |
|

Kusum Fawn
State Protectorate Caldari State
511
|
Posted - 2014.08.03 15:20:00 -
[541] - Quote
ACY GTMI wrote:Pheusia wrote:Takara Mora wrote:OK, so SI index cost is HUGE, thus driving all industry now - .01 SI delta is larger than any other tax/bonii influence.
This drives ppl to more POS industry instead of stations (SI index is HIGH in systems with MFG & esp. RES stations, and no more corp offices avail in RES stations anyway, plenty of SI 0.00 in null & losec, low-pop hisec has 0.01 SI systems)
Yet, there is no effective way (no permissions mgt outside of using a Solo corp) to really manage corp BPO sharing at a POS?
So basically our choices are to go solo corp POS (low pop-hisec, losec, or nullsec)? Or Nullsec outpost?
So much for encouraging group play ... "we want to encourage group play -> your choice is to either play by yourself in hisec, or go join one of only two existing Nullsec/Losec power blocs (if you use a POS you'll still need a solo corp tho at least a large power bloc can help you defend your POS and recover BPO's if it gets reinforced) and play the nullsec/losec apex power projection stalegame".... ? Have you considered CVA? They don't have any bloc affiliation and they have an NRDS policy. Crius might have been tailor-made for Providence *wink wink* PS The plural of bonus is "bonuses". Bonus in the EVE sense is an english word, but even if it were the Latin, the -ii suffix is a classical Greek one, not Latin, and none of the correct plurals are "bonii"; http://en.wiktionary.org/wiki/bonus#Descendants CVA loses every war they get into because they deserve to. I've been keeping an eye on them for 4 years. Anyone there who has a clue, doesn't show up for any activities. See 'Siege of D-GTMI'. I had two people there. I got to see the whole system torn apart. Anyone who even KNEW anyone who had a brain would have avoided that mess. CVA's allies lost more than 400 ships that day. No one from CVA even showed up.
Remember that they are an Ammarrian role play group, and Amarr never get their hands dirty when there are slaves around to do it for them. 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.
|

Flashmala
Dead Rats Tell No Tales
37
|
Posted - 2014.08.03 18:24:00 -
[542] - Quote
1 run Harbinger production -
material cost - 44,910,253
job install cost - 2,053,206
Jita best sell price - 45,779,992
profit - NOT
I guess Eve wins.....
Age does not diminish the extreme disappointment of having a scoop of ice cream fall from the cone. |

Rutger Janssen
Xanadu
135
|
Posted - 2014.08.03 18:59:00 -
[543] - Quote
Technically not crius, but as it's THE industry expansion and everything should be consistent, you missed an opportunity:
The Modulated Deep Core Strip Miner II is a variation of the Strip Miner I and is invented from Strip Miner I. Unlike every other T2 module or ship, which requires the parent type, it requires a Deep Core Miner I to manufacter. |

Anero Tari
Pator Tech School Minmatar Republic
0
|
Posted - 2014.08.03 22:18:00 -
[544] - Quote
I understand the "need" (well, we'll say it this way) of removing distant jobs (from station to POS).
But, what are now the alternative to LOCK any BPO somewhere and use them ? Because: - we cannot put bpo in corp hangars and use them "distant" in arrays (same loc... why can't we?) -> no locks - we cannot lock at all bpo's in POS -> no security - we cannot run jobs from container with password -> fail seriously.
So everything is done to make us use stations with high taxes ?
Give us back the ability to share, lock and use BPO from station to POS! Or give us something worth the change ! We cannot always trust all our corpmates in all case, especially with expensive assets. We are in EVE after all. |

Skalle Pande
Teknisk Forlag
75
|
Posted - 2014.08.03 23:56:00 -
[545] - Quote
KBLUEJACK54 wrote:...member who mines for Corp in the main and puts in a lot of time doing it, strolled into station for the first time and having right clicked his pile of Veld was shocked to realise that out of the amount he was trying to refine he was in fact loosing a total of 93 million units of Trit outright and off the top, naturally the convo's started to flow on this one.
His perception was that having accrued a pile of Veld he would have expected 415 units of trit per unit of veld but in reality he was actually being offered 318, an off the top loss of 97 trit per unit of veld which he felt was unacceptable for two reasons.
First off CCP did not make it clear that they were now going to include the actual ore skill, not the refining skills here, in the refine calculation so he was loosing 2% there having all his toons including his refine toon to lvl 4 on all ore's. I think your long standing miner should reconsider for a moment: Before Crius, what was the Trit content of 1 unit of Veldspar? 333 units of Trit IIRC. So his loss actually is just 15, compared to pre-Crius, or something like 4 %. Which can be accounted for by not having Veldspar Processing to 5, and not using the very best facility possible, I think. And both of these changes did actually get announced. At least in that respect, I don't think miners have actually been too badly screwed.
But...
|

Skalle Pande
Teknisk Forlag
75
|
Posted - 2014.08.04 00:13:00 -
[546] - Quote
What I don't get is why your right-clicking on "Reprocessing" on your pile of rocks or ice in a POS will NOT get you the nice and readable screen with projected outcome of the operation. Instead, it reprocesses, and that is that, as far as I can see.
I have read that this has to do with POS code being "bad" and antiquated somehow. But is still does not make sense - you get the same right-click menu (more or less), I cannot for the love of C++ or whatever this stuff is coded in see that you could not pass that mousecall to the relevant GUI with stuff, number of stuff, toon ID (for skills) and facility ID or what ever to make the necessary computations and then show what you will get. And upon confirmation returning to the original mousecall method and deliver.
Maybe POS code is due for a revision, and maybe that is forthcoming, and maybe then we will all rejoice and do nothing but live in and administer our beautiful POS'es forever after. But this little extra loop simply cannot be all that difficult to insert, I'd think, and it seems a bit silly to have left it out here. Not to mention that it is in fact very very annoying that comparing outcome is such a hassle now. |

Skalle Pande
Teknisk Forlag
75
|
Posted - 2014.08.04 00:21:00 -
[547] - Quote
And another thing: There is reprocessing, and then there is reprocessing. CCP made quite a point of retiring the word "Refining", so that all reprocessing is now called that. Why on Earth (wherever that is) does a Reprocessing Array not "reprocess all the things"?? It will do the refining of ores, ice and gas (and in fact ice is not mentioned in the Show Info Description) but not the reprocessing of loot.
Why not? What will wormhole dwellers do with loot? Stash it and haul it to k-space? Or is there something I have missed? |

TigerXtrm
Black Thorne Corporation Black Thorne Alliance
837
|
Posted - 2014.08.04 00:42:00 -
[548] - Quote
After having done some fun experiments with reprocessing Veldspar I have come to an interesting conclusion, at least I think so.
It would appear that station reprocessing rounds up, where POS reprocessing arrays round down.
Practical example:
Station
50% x 1.15 x 1.1 x 1.1 x 1.04 (implant) x 1.0 = 72,35% reprocessing efficiency. For 1000 Veldspar this comes down to 4150 x 72,358% = 3002,857. But in-game this is rounded UP to 3003.
POS
52% x 1.15 x 1.1 x 1.1 x 1.04 x 1.0 = 75,25% reprocessing efficiency. For 1000 Veldspar this comes down to 4150 x 75,25% = 3122,875. But in-game this is rounded DOWN to 3122.
Not the biggest drama in the world of course, but still an interest discrepancy. One that could mess up a spreadsheet ever so slightly if overlooked. My YouTube Channel - EVE Tutorials & other game related things! |

Dareth Astrar
Astrar Logistics and Engineering
34
|
Posted - 2014.08.04 08:18:00 -
[549] - Quote
Industry UI Input and Output selections are stored in the cache, and not server side.
Guys, it's already painful enough that we have to choose these values every time it's a new category of print, and that they are only remembered for ones that have been used before, but having added that determination in your code isn't helpful for us. It would be very much more helpful for a corporation to specify default hangers per character or role at least, and worst case each character to choose their defaults to be used in each case.
The fact the current implementation is based on categories and having to restate the same values so many times is made worse that then logging in on a laptop rather then a desktop, all those previous selections have gone and we have to do it again!
Please please please rethink this some more with an eye on REDUCING workload, not Increasing it.  |

Maratega
FREE GATES Nulli Secunda
41
|
Posted - 2014.08.04 18:35:00 -
[550] - Quote
- Missing more filter options to blueprints: Like racial selection and by item type - Missing a counter to the results, i wanna see i got 15 or 45 blueprint for my selection - Missing an option to check not owned blueprints, with manual ME TE settings |
|

Dersen Lowery
Narwhals Ate My Duck. Narwhals Ate My Duck
1177
|
Posted - 2014.08.04 19:14:00 -
[551] - Quote
TigerXtrm wrote: Station
50% x 1.15 x 1.1 x 1.1 x 1.04 (implant) x 1.0 = 72,35% reprocessing efficiency. For 1000 Veldspar this comes down to 4150 x 72,358% = 3002,857. But in-game this is rounded UP to 3003.
POS
52% x 1.15 x 1.1 x 1.1 x 1.04 x 1.0 = 75,25% reprocessing efficiency. For 1000 Veldspar this comes down to 4150 x 75,25% = 3122,875. But in-game this is rounded DOWN to 3122.
Or they're using the canonical rounding rule, and your station example the fractional part is rounded up because it's 0.5 or over, while your POS example it's under 0.5. Proud founder and member of the Belligerent Desirables. |

Dareth Astrar
Astrar Logistics and Engineering
34
|
Posted - 2014.08.05 10:02:00 -
[552] - Quote
Had another funny issue today.
I had left the Industry UI open and minimized. I had previously delivered some corp research jobs, and about an hour later when I came back to do something, I pulled up the UI screen to find that only Manufacturing jobs were listed. I checked the filters, no they were all correctly set to All Activities.
I tried choosing Manufacturing, then resetting to another like Material or All Activities. No Change.
I then closed (closed, not minimized) the UI and opened it again, and this was resolved and I could once again correctly see activity types other then just manufacturing. |

Dangeresque Too
Pistols for Pandas
3
|
Posted - 2014.08.05 15:33:00 -
[553] - Quote
Recently while doing some industry stuff, I noticed my screen seemed to stutter for a few sec while processing some jobs in the wonderful new industry screen. Naturally I opened up the frame rate monitor to see what was going on, sure enough, I open the industry screen, framerate goes from 60 to 15 for a sec or two, then back up to 50's, up and down between 40 and 60 while clicking on items/jobs, and then tanking hard again when clicking to start a job or deliver a job, getting as low as 10 or less.
Seems to me that industry should not be more taxing to my system than pew pew, or maybe I just have the wrong idea about how things should work?
The issue confused me more when my brother said something about his frame rate on his PC while I was doing the industry testing. Sure enough, when I processed a job using the industry window on my PC, his frame rate dropped to 10-15ish even if he had the industry screen minimized, yeah, that seems legit.
I have a intel 960 3.2 quad, with a gtx 480... he has a intel 2400 3.1 quad with a gtx 670... apparently these aren't sufficient specs to station sit and run industry anymore, seem excessive to anyone else?
Even in space when my system starts to get angry with too much on the screen I can at least zoom out to lessen the effect, but I can't do anything to counter this industry frame rate tanking. |

Lady Rift
What Shall We Call It
53
|
Posted - 2014.08.05 17:38:00 -
[554] - Quote
Dersen Lowery wrote:TigerXtrm wrote: Station
50% x 1.15 x 1.1 x 1.1 x 1.04 (implant) x 1.0 = 72,35% reprocessing efficiency. For 1000 Veldspar this comes down to 4150 x 72,358% = 3002,857. But in-game this is rounded UP to 3003.
POS
52% x 1.15 x 1.1 x 1.1 x 1.04 x 1.0 = 75,25% reprocessing efficiency. For 1000 Veldspar this comes down to 4150 x 75,25% = 3122,875. But in-game this is rounded DOWN to 3122.
Or they're using the canonical rounding rule, and your station example the fractional part is rounded up because it's 0.5 or over, while your POS example it's under 0.5.
3002.857 3122.875
my studies have taught me that 8 is larger than 5 in both those cases. |

Dareth Astrar
Astrar Logistics and Engineering
35
|
Posted - 2014.08.06 11:42:00 -
[555] - Quote
On better understanding of how the calculations work now, I'm very surprised you removed the time of production element from the calculation of the installation fees.
It's completely irrelevant currently.
Any particular reasoning behind that one? |

Dareth Astrar
Astrar Logistics and Engineering
35
|
Posted - 2014.08.06 11:51:00 -
[556] - Quote
Dangeresque Too wrote:Recently while doing some industry stuff, I noticed my screen seemed to stutter for a few sec while processing some jobs in the wonderful new industry screen. Naturally I opened up the frame rate monitor to see what was going on, sure enough, I open the industry screen, framerate goes from 60 to 15 for a sec or two, then back up to 50's, up and down between 40 and 60 while clicking on items/jobs, and then tanking hard again when clicking to start a job or deliver a job, getting as low as 10 or less.
Seems to me that industry should not be more taxing to my system than pew pew, or maybe I just have the wrong idea about how things should work?
The issue confused me more when my brother said something about his frame rate on his PC while I was doing the industry testing. Sure enough, when I processed a job using the industry window on my PC, his frame rate dropped to 10-15ish even if he had the industry screen minimized, yeah, that seems legit.
I have a intel 960 3.2 quad, with a gtx 480... he has a intel 2400 3.1 quad with a gtx 670... apparently these aren't sufficient specs to station sit and run industry anymore, seem excessive to anyone else?
Even in space when my system starts to get angry with too much on the screen I can at least zoom out to lessen the effect, but I can't do anything to counter this industry frame rate tanking.
To be honest, I've noticed more then just a gradual increase in CPU usage by the game client since this release. Previously running multiple clients seemed a little easier then now, as it does seem much more taxing on the system resources.
Similarly I've an i7-3930k 3.2, 12 cores, 32GB of Ram, and it's audible the difference as it's clear the fans are working harder, the monitoring shows the CPU is much hotter running temperature (which is liquid cooled btw), so there appears to be a significant increase.
Very much so, seems excessive, but they have added lots of pretty bits to the top section of the UI, something I would far rather collapse to a much smaller/concise form, as currently the main working part is the lower section, it always has been, and it seems to be 35-40% of the size of the UI screen when in a wide-screen layout of the game client.
Sadly that is proving excessively mouse scrolly already, and strangely they gave us a way to collapse to bottom part away, but not the top panel. Would much rather something the other way around, but this game has always seemed to get more attention to the pretty parts then the functional parts historically, so I think it's unlikely we'll see such a change.  |

Skalle Pande
Teknisk Forlag
77
|
Posted - 2014.08.06 22:50:00 -
[557] - Quote
Dersen Lowery wrote:TigerXtrm wrote: Station
50% x 1.15 x 1.1 x 1.1 x 1.04 (implant) x 1.0 = 72,35% reprocessing efficiency. For 1000 Veldspar this comes down to 4150 x 72,358% = 3002,857. But in-game this is rounded UP to 3003.
POS
52% x 1.15 x 1.1 x 1.1 x 1.04 x 1.0 = 75,25% reprocessing efficiency. For 1000 Veldspar this comes down to 4150 x 75,25% = 3122,875. But in-game this is rounded DOWN to 3122.
Or they're using the canonical rounding rule, and your station example the fractional part is rounded up because it's 0.5 or over, while your POS example it's under 0.5. Only - it isn't.
|

Qmamoto Kansuke
Killing with pink power
17
|
Posted - 2014.08.07 11:46:00 -
[558] - Quote
OH MY FAKING EYES!!!!!!!!!!!!
WHAT DID YOU DO WITH TODAYS PATCH?????!!!
CCP i love youuuuuu!!!
There is NO More lag in the industry window when browsing and using bpc/bpos HOW is this possible? This is the biggest and sweetest update since crius went live.My corpmates are gonna be so happy Freaking good job to all devs who brought this!!!!!! |

Tiberius Zol
27
|
Posted - 2014.08.07 11:58:00 -
[559] - Quote
AND we can pay job cost from the personal wallet now. Great! |

Mistah Ewedynao
Center for Advanced Studies Gallente Federation
554
|
Posted - 2014.08.07 13:32:00 -
[560] - Quote
Qmamoto Kansuke wrote:OH MY FAKING EYES!!!!!!!!!!!! WHAT DID YOU DO WITH TODAYS PATCH?????!!! CCP i love youuuuuu!!! There is NO More lag in the industry window when browsing and using bpc/bpos HOW is this possible? This is the biggest and sweetest update since crius went live. My corpmates are gonna be so happy Freaking good job to all devs who brought this!!!!!!
Says the cheerleader from the one man corp. 
Nerf Goons
Nuke em from orbit....it's the only way to be sure. |
|

James Amril-Kesh
4S Corporation Goonswarm Federation
10966
|
Posted - 2014.08.07 23:59:00 -
[561] - Quote
When and why did you increase the build cost for mobile warp disruptors, and why was this not mentioned anywhere in patch notes, dev blogs, or dev posts?
EVEMon tells me, with its pre-Crius numbers, that the base build cost of a Mobile Large Warp Disruptor I was: 247,900 Tritanium 81,325 Pyerite 43,931 Mexallon 10,663 Isogen 2,832 Nocxium 1,262 Zydrine 320 Megacyte 9 Warp Scrambler I 20 Electronic Parts
Right now when I look at the same blueprint in EVE, it says: 2,515,172 Tritanium (+915% from before) 834,607 Pyerite (+926%) 463,394 Mexallon (+955%) 120,787 Isogen (+1033%) 3,147 Nocxium (+11%) 12,782 Zydrine (+913%) 356 Megacyte (+11%) 9 Warp Scrambler I 22 Electronic Parts
What the hell?
The price history graph in Jita shows an increase starting at around August 1st (implying the change was in Crius 1.7 that day or 1.6 the day before) from an average of 11m to its current average today at about 45m. No, this isn't it at all. Make it more... psssshhhh. |

Mistah Ewedynao
Center for Advanced Studies Gallente Federation
554
|
Posted - 2014.08.08 00:29:00 -
[562] - Quote
Damn!
Wish I had built them instead of freighters.
Stealth gate camp nerf? Nerf Goons
Nuke em from orbit....it's the only way to be sure. |

James Amril-Kesh
4S Corporation Goonswarm Federation
10967
|
Posted - 2014.08.08 02:51:00 -
[563] - Quote
CCP Nullarbor wrote:Antihrist Pripravnik wrote:Daenika wrote:Cross-posting this from GD:
So, previously, the camera in the ship preview started at a default location (rotated up and to the left of looking directly at the nose of the ship) and could be moved around at will.
Post Crius, though, the camera now resets to a position directly in front of the previewed ship, then pans itself over to the original start location. This process, while pretty, takes roughly 1-1.5 seconds, and cannot be interrupted at all (mouse control doesn't exist until it finishes the animation). It also triggers every single time something changes in the preview windows. This is most apparent when trying to compare the visual look of T3 subsystems. Every time you click a new subsystem from the provided menu, the camera resets, making it annoyingly difficult to compare visuals (which can be important for flash-IDing T3s at a glance). If you want to see what I mean, load any T3 into the preview window and start swapping around the displayed subsystems.
Ok, I get that you wanted a pretty animation, but there are two serious things wrong with this: there's no way to turn it off, and there's no way to interrupt the animation. Forced camera controls should be limited to situations in which the camera no longer serves the prior purpose (ie. when going through stargates). There needs to be an off option for this. Confirming that this is a problem when you need to quickly determine the subsystems of target's T3 ship. It looks cool, but it lowers the usability. CCP Optimal fixed this yesterday, it no longer animates the camera when swapping between subsystems. We will deploy the change next week. Patch notes say it was deployed today. Was refitting subsystems in space just now and the camera animated each time.
The animation itself is irritating, I don't know why you added it. No, this isn't it at all. Make it more... psssshhhh. |

Wendy Holl
Jita Investing Compagny
0
|
Posted - 2014.08.08 05:15:00 -
[564] - Quote
Still I can only make 10-run copies of t2 drone bpo's in stations/pos's |

Desert Ice78
Gryphons of the Western Wind
400
|
Posted - 2014.08.08 09:57:00 -
[565] - Quote
Request: From the new industry window - to be able to drag n'drop materials and outputs into the chat windows.
That is all. I am a pod pilot: http://dl.eve-files.com/media/corp/DesertIce/POD.jpg
CCP Zulu: Came expecting a discussion about computer monitors, left confused. |

Eodp Ellecon
Northstar Cabal Tactical Narcotics Team
9
|
Posted - 2014.08.09 20:30:00 -
[566] - Quote
Ok, used it for a while...couple things come to mind.
A) While I get that refining skills make sense as progression to T2 mining crystals, it is counter intuitive to then expect people to go thru additional hassle of POS ownership to Compress Ore,,,so compressed ore market isn't getting off the ground much. Why can I reprocess Mercoxit but not mine it? Who is going to sell me raw ores when they're going to refine it themselves cuz they have the T2 Crystal capabilities.
B) Industry interface, nice to go to market, but if I have a Adv Component BPO it's not getting recognized and therefore won't install, there isn't an easy transition to make components for the T2 BPc while loaded, to see what you need if your short. Make a list or go back-n-forth.
C) If we're supposed to be gypsies and move around, we need a 'load to ship' option. Put BP in, see the parts, load to ship so that I can move the stuff, otherwise clicking and shuffling isn't happening to the degree hyped for the release. The excessive clicks and time are not motivational. Moving a hauler with a dozen T2 frigs supplies, ok....move un-enumerated MFT of stuff just to cover rounding errors or a whole operation, nope.
Eo. |

Angie Chatter
13
|
Posted - 2014.08.11 19:18:00 -
[567] - Quote
@CCP + Crius Team
I just realized how "stupid" the decision was to base the cost index on a per system activity. The cost index game mechanic itself is nice and adds extra game-play via competition, but the math on how the index is based per system is terrible.
Before Crius we only had distance to trade-hubs, which already resulted in a "lock-down" of systems close to trade hubs, but it did not affect production cost's and how completive u are.
Now we have distance + cost index, which means now u have a much greater incentive to "lock-down" entire systems, by anchoring inactive towers, so u have 100% control of the system cost index. Worst even, u have incentives to lock-down multiple systems to spread the cost index even more. U even have incentives to leave systems locked and place as much towers as u can, since u may move operation every few months. So there is no reason not to leave your inactive towers anchored, just in case the system index gets low again. U could even rotate your "owned" locked systems.
So giving such huge incentives the lock-down multiple systems, just so u can have a single component/ship/equip assembly array working per system is terrible game design.
So my feedback would be to either remove the ability to lock-down systems, by anchoring inactive towers all over the place or base the cost index on average region activity and distance over x jumps. So if u stay away from high production hotspots or at the edge of a region, u still get a lower index, but not if u where "first" in a system with low moons and locked it for your corp.
So keep the incentive to spread and trade cost vs jump distance to trade-hubs, but PLZ remove the incentive to anchor gazillion inactive towers per system.
PS: I base this on the fact that from 8 low cost index systems i checked, all used this "feature", since those where new 0.8+ systems and a single corp anchored inactive towers on all moons, just so they can have 1 actual working pos. |

Owen Levanth
Sagittarius Unlimited Exploration
234
|
Posted - 2014.08.11 20:14:00 -
[568] - Quote
Angie Chatter wrote:@CCP + Crius Team
I just realized how "stupid" the decision was to base the cost index on a per system activity. The cost index game mechanic itself is nice and adds extra game-play via competition, but the math on how the index is based per system is terrible.
Before Crius we only had distance to trade-hubs, which already resulted in a "lock-down" of systems close to trade hubs, but it did not affect production cost's and how completive u are.
Now we have distance + cost index, which means now u have a much greater incentive to "lock-down" entire systems, by anchoring inactive towers, so u have 100% control of the system cost index. Worst even, u have incentives to lock-down multiple systems to spread the cost index even more. U even have incentives to leave systems locked and place as much towers as u can, since u may move operation every few months. So there is no reason not to leave your inactive towers anchored, just in case the system index gets low again. U could even rotate your "owned" locked systems.
So giving such huge incentives the lock-down multiple systems, just so u can have a single component/ship/equip assembly array working per system is terrible game design.
So my feedback would be to either remove the ability to lock-down systems, by anchoring inactive towers all over the place or base the cost index on average region activity and distance over x jumps. So if u stay away from high production hotspots or at the edge of a region, u still get a lower index, but not if u where "first" in a system with low moons and locked it for your corp.
So keep the incentive to spread and trade cost vs jump distance to trade-hubs, but PLZ remove the incentive to anchor gazillion inactive towers per system.
PS: I base this on the fact that from 8 low cost index systems i checked, all used this "feature", since those where new 0.8+ systems and a single corp anchored inactive towers on all moons, just so they can have 1 actual working pos.
Most systems have a shitload of moons. "Locking down" those systems would be involving sometimes setting down 50+ towers per system. That's a bit stupid for trying to hold the cost index down, don't you think? Especially since rotating locked systems would involve literally moving all those towers around, which would make them vulnerable against simple ganking.
The few systems with something like 5 moons get maybe locked down this way, but even then there are a lot of caveats: The system must have low moon count, the system shouldn't have NPC-facilities of any kind (or someone could try to raise the system index artificially to fight back) and so on.
So no, I don't think we should fear a sudden wave of mass-locking. |

Skalle Pande
Teknisk Forlag
78
|
Posted - 2014.08.11 23:07:00 -
[569] - Quote
TigerXtrm wrote:After having done some fun experiments with reprocessing Veldspar I have come to an interesting conclusion, at least I think so.
It would appear that station reprocessing rounds up, where POS reprocessing arrays round down.
Confirming this. If you reprocess one unit of Ice in a station, you get one unit of Strontium Clathrates, while if you reprocess one unit of Ice in a POS Reprocessing Array, you get no Strontium Clathrates, even though the efficiency by definition is better, as shown by the amounts of the other three outputs.
Edit: And my, it is annoying that you cannot see the projected output from the POS refining, no confirmation dialogue. Silly. |

Niko Lorenzio
United Eve Directorate
398
|
Posted - 2014.08.12 01:27:00 -
[570] - Quote
Skalle Pande wrote:TigerXtrm wrote:After having done some fun experiments with reprocessing Veldspar I have come to an interesting conclusion, at least I think so.
It would appear that station reprocessing rounds up, where POS reprocessing arrays round down.
Confirming this. If you reprocess one unit of Ice in a station, you get one unit of Strontium Clathrates, while if you reprocess one unit of Ice in a POS Reprocessing Array, you get no Strontium Clathrates, even though the efficiency by definition is better, as shown by the amounts of the other three outputs. Edit: And my, it is annoying that you cannot see the projected output from the POS refining, no confirmation dialogue. Silly.
I also noticed that my rounding formula in the spreadsheet was acting weird. I thought I was going crazy. |
|

Angie Chatter
13
|
Posted - 2014.08.12 08:45:00 -
[571] - Quote
Owen Levanth wrote: Most systems have a shitload of moons. "Locking down" those systems would be involving sometimes setting down 50+ towers per system. That's a bit stupid for trying to hold the cost index down, don't you think?
Thats right, mostly systems with low moon counts are "locked" atm, but keep in mind thats a simple math question. If u need 50 small towers for a "huge" system at 65m per tower, thats a 3.25b investment. Depending on your volume going from a 3-5% index, down to a 0.5-1% index might be worth the trouble. U are also not effected by potentially others, moving in.
I simply think that inactive towers should still have a reasonable cost associated, that results in towers mainly be anchored if u really need them, not to lock-down moons/systems.
|

Rapscallion Jones
Omnibus Solutions
47
|
Posted - 2014.08.13 00:08:00 -
[572] - Quote
Technically this a blueprint issue, but now more than ever we need a BPC counter on the blueprint copy icon. Yes, you can right click, show info; but that is a tedious process. If you have a large volume of prints it's painfully brutal. I know its been suggested before, but now is the time CCP! Give it to CCP Punkturis and her team, we know they can get it done.
Sample BPC counter |

Deeone
Deadspace Zombie Factory
26
|
Posted - 2014.08.13 22:21:00 -
[573] - Quote
So I swear I used to be able to just right click a blueprint to do research.......and why would i ever need the research and manuf UIs at the same time? Surely not enough to justify it all being on the same page with different little icons in the middle that you would never be able to find if you havent used the system.(you should have at least used tabs labled in english. I know icons are all the rage with touchscreen devices but ffs.) At least make it pop up on the research window when the bp is in a lab ffs. I am not sure how but i think you guys actually made the indy UI worse. I mean hell forcing me into 5+ clicks when i used to just have to right click and put a number in seems pretty stupid.....It looks better sure, but i kinda would like it to be functional. |

DeMichael Crimson
Republic University Minmatar Republic
28747
|
Posted - 2014.08.14 03:27:00 -
[574] - Quote
Industry Interface sux.
It's not new player friendly.
Definitely need to get rid of the Price Index.
Industry Window is restrictive and big with too much flash, not enough info.
Decided to manufacture an item from BPC, took me almost an hour just to figure out how to work the damn Interface. No option to select different Regions or System Security level (High, Low, Null). Had 'All Facilities' selected and the list showed 94 different NPC stations in the Region I was currently in, that was it. Can't check prices in other Regions.
Price in the high sec systems was at least a couple Hundred Thousand up to half a Bill just for 1 run of the BPC. Of course the Low Sec systems was a couple Grand up to a Hundred Thousand or so. Obviously this release was meant to get players to go into Low Sec but what it's actually gonna do is drive players away.
I feel sorry for the brand new players, they definitely won't have the ISK to do any manufacturing jobs in the starter systems. I have 6 years playing this game with a nice wallet built up and after checking prices, I highly doubt I'll be doing any more Industry in it's current state.
If I didn't have so much time invested in Eve, I'd definitely leave. This game should be fun to play, not be a job where I have to work my brain doing math just to see how many minerals are needed to produce all the items required to build an Orca, let alone waste hours searching for the best manufacturing price..
CCP Devs seriously need to play this game for a week straight before working on any more halfass updates.
DMC Faction Standing Repair Plan | California Eve Players | (Proposal) Bring Back 'The Endless Battle' Missions |

Sheffolk
Royal Order of Security Specialists Support
0
|
Posted - 2014.08.15 06:53:00 -
[575] - Quote
I apologize if this has been covered before, i didn't want to read a Sh!tload of pages (unlike others, i have about an hour to play/post on EVE); but i wanted to express my humble (paying players) opinion. While i apprecaite your (ccp) trying to streamline the game, as far as industry stuff, you should have done it in 'baby steps'. IMHO you went for the whole taco, and really messed it up. taking your time, would have allowed easy tranistion for all parties. My biggest beef is the issue of Previously researched BPO's. - Both ME/PE. I LOVE the Classic ccp line of: 'this IS the way it is' = AKA shut the fnck up and take it - BUT, many paying players, like myself, have INVESTED TIME & Resources into Researching our bpo's Beyond 10 me/pe, even to 200+.. where's our return on investment? - oh-, STFU and take it - you get 10. be happy. While i like the fact your trying to improve the game, you (ccp) have thrown us all into one group, and screwed those of us that have made signifigant investments in our BPO's. seriously, an ME of 250, is now after the update, a 10% plus wow, thank you. I/myself have spent Months of Real Time researching my bpo's to really high levels,m with this patch, we have ALL been lowered to the same level, 10=-250+.. what a waste of my time. how about working on that one? If it were You......... Nevermind... whats the point, i have vented.. enjoy your night. :(
|

Wendy Holl
Jita Investing Compagny
0
|
Posted - 2014.08.15 14:20:00 -
[576] - Quote
I realize none of you devs have any experience with industry/research/invention hence this mess of a expansion. thats ok because you mask by saying eve is a pvp game.... mja havent been for me the 10 years ive played.
That said i have still high hopes that you this year(2014) maybe even in the beginning of 2015 fixes the fubar system where i can only make 10-run copies of my t2 drone bpo's |

Alinkarn
Time Cube Syndicate
1
|
Posted - 2014.08.15 15:00:00 -
[577] - Quote
I donGÇÖt know if anyone else has mentioned or noticed this, and I made it through the first 10 pages of this thread and dozens of other threads in the S+I threads without seeing it, but many capital BPOs did not change correctly. Even after a recent patch which fixed some issues, there are still several remaining.
Specifically speaking the Archon BPO now requires an additional Capital Armor Plate at the current GÇ£fixedGÇ¥ level. According to https://community.eveonline.com/news/dev-blogs/eve-industry-all-you-want-to-know/ ; GÇ£The guiding goal with this translation is "no blueprint gets functionally worse" i.e. the materials needed for a single run should be the same or less after the transition.GÇ¥
I had originally petitioned this, and without stating exactly what was said, they mentioned that the first run would use 11 runs but each subsequent run would come back to 10 due to some maths. Well, it is not possible to make multiple run capital BPCs. Furthermore, the dev-blog clearly states SINGLE run, not GÇ£more for the first but then reducesGǪ..GÇ¥ I was informed to make my case here to bring it to the DevGÇÖs attention as they are the only ones who can fix this.
Functionally speaking, I have spent years GÇ£perfectingGÇ¥ my capital BPOs and to get them back to that point will now take upwards of 200-300 days and 800m-1B+ isk.
|

Flay Nardieu
Forgotten Union of Knackered Tradesfolk Universal Rockstars
47
|
Posted - 2014.08.15 18:04:00 -
[578] - Quote
The bulk of this expansion needs to go the way of spew loot... That was a brainfart idea that got zero traction and ultimately was removed, it took forever for them (CCP) to take the hint unfortunately.
I've found other posts explaining how anchoring offline towers as a method of price index fixing informative. It shows this expansion is NOT to the benefit of the small or starter corps as was suggested with the removal of faction standing requirements. The vast majority of the 'bragging rights' about Crius have proven to be innately flawed.
There are no viable reasons for removal of remote from office, shuffling BPs among the Labs & Arrays in a POS to research and manufacturer items, or paying a workforce in an owend facility that operates solely on the skill of the pilot so is readily envisioned as completely automated.
My method of playing from the start has been to mine to build, build for self-sufficiency of myself and those I associate. Hence my current stance and idle accounts, if a game becomes too much like work I refuse to pay to play. CCP's statements of focusing on player retention are not going to be served with releases such as Crius. Until this account lapses I will be keeping up to date on things, hoping that CCP corrects their folly.
If there is one person vocal about their hardline stance (me) there has to be many more that just got feed up and quit or sit quietly waiting to leave if things don't correct themselves.
Rise up against the flawed S&I changes! CCP no more $$$ from me until then.-á Three accounts funded by buying PLEX with $$$ now idle and this one waiting out the quarterly renewal. |

Wendy Holl
Jita Investing Compagny
0
|
Posted - 2014.08.15 20:21:00 -
[579] - Quote
Mja whats the use, the devs stopped reading this thread weeks ago. The only interess you see from them is if some of their Goon- or PL-friends raises an issue
Please prove me wrong CCP |

Vaju Enki
Secular Wisdom
1397
|
Posted - 2014.08.16 10:41:00 -
[580] - Quote
So many themepark carebears crying like baby. Good. The Tears Must Flow |
|

Abrazzar
Vardaugas Family
4314
|
Posted - 2014.08.17 11:29:00 -
[581] - Quote
I just noticed that they have massively improved the performance of loading heat maps in PI. Thank you so much! Sovereignty and Population New Mining Mechanics |

Voxinian
36
|
Posted - 2014.08.19 19:11:00 -
[582] - Quote
I just bought`an Orthrus and the color of the ship is putting me off a bit. Please make it more the Caldari grey colors cos the almost baby blue shine doesn't look really nice (imo) (and it stands off to the hangar colors when docked in a Caldari station), not even flying in space it looks nice with the shine/reflection. The design is cool (+ it's a bad ass missile boat), but the color/shine is really mweh. |

Owen Levanth
Sagittarius Unlimited Exploration
238
|
Posted - 2014.08.19 19:19:00 -
[583] - Quote
Voxinian wrote:I just bought`an Orthrus and the color of the ship is putting me off a bit. Please make it more the Caldari grey colors cos the almost baby blue shine doesn't look really nice (imo) (and it stands off to the hangar colors when docked in a Caldari station), not even flying in space it looks nice with the shine/reflection. The design is cool (+ it's a bad ass missile boat), but the color/shine is really mweh.
The Mordus ships aren't Caldari, so it's kind of obvious they shouldn't have the same colors.
Besides, I like the colors. |

Voxinian
36
|
Posted - 2014.08.19 19:33:00 -
[584] - Quote
As I said, in my opinion (of course). I hope they at least will add some skins for it t get rid of the shiny blue. I want a more Caldari millitary look. I know It's not a Caldari ship type, but it's basically a Caldari missile boat with a different look and story behind it. |

asteroidjas
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
98
|
Posted - 2014.08.19 22:33:00 -
[585] - Quote
This is yet another plea to get rid of showing us all the dozens of greyed-out blueprints in the industry screen. It makes it rather annoying to scroll past all of them (in that tiny $@% window), to get to the blueprints we can do anything with.
Yes i know you did it so we could always know what blueprints we have...or we could just do it the way we used to find a blueprint we had in-job....by going to the 'jobs' tab....*gasp!!!!* Or, i don't know...using a 3rd party tool that can look into every single cargo-able space in the entire game...(why can't the ingame search do this yet?) |

Angie Chatter
14
|
Posted - 2014.08.20 08:46:00 -
[586] - Quote
asteroidjas wrote:This is yet another plea to get rid of showing us all the dozens of greyed-out blueprints in the industry screen. It makes it rather annoying to scroll past all of them (in that tiny $@% window), to get to the blueprints we can do anything with.
A simple filter/settings option is all we would need, but since the Crius team seemed to have moved on to there next Update, i don't think we will get any more improvements on the Industry UI. Its a real shame, since its such a little change that would result in a real usability improvement like the "group tab" addition. |

Klyith
GoonWaffe Goonswarm Federation
134
|
Posted - 2014.08.20 09:10:00 -
[587] - Quote
Hopefully someone is still glancing at this thread occasionally, because I recently found an issue. On the Reprocessing UI, the buttons are reversed from the universal standard of "confirm left / cancel right". I see someone thought it was clever to put the reprocess button on the output display side and cancel on the input side, but that is very susceptible to accidentally reprocessing when you wanted to quickly cancel. Most people have a lot of muscle memory to reach for the right hand button for cancel.
The problem: http://i.imgur.com/rjnMpIT.png A possible fix: http://i.imgur.com/HkaMsKP.png |

Klyith
GoonWaffe Goonswarm Federation
145
|
Posted - 2014.08.20 09:10:46 -
[588] - Quote
Hopefully someone is still glancing at this thread occasionally, because I recently found an issue. On the Reprocessing UI, the buttons are reversed from the universal standard of "confirm left / cancel right". I see someone thought it was clever to put the reprocess button on the output display side and cancel on the input side, but that is very susceptible to accidentally reprocessing when you wanted to quickly cancel. Most people have a lot of muscle memory to reach for the right hand button for cancel.
The problem: http://i.imgur.com/rjnMpIT.png A possible fix: http://i.imgur.com/HkaMsKP.png |

dreamchaser99
Aliastra Gallente Federation
0
|
Posted - 2014.08.21 14:01:00 -
[589] - Quote
I think this falls under "feedback" rather than "issues" but has anyone reported that when viewing a planet, you can no longer see your ship interface? It is helpful to be able to see your modules, as you are often in dangerous space. I can no longer cloak or see if I am cloaked.
The developers do amazing work, and have created a one of a kind experience, and I'm sure the programming is more complicated than I can imagine, but I would really like to see more control over the interface. I would love to be able to move the ship interface and the system and autopilot information but unless I'm missing something, there is no way to do so.
I am using multiple monitors, and it would really help keep this organized.
On another note, has there been any thought into allowing the community to make their own interface? |

dreamchaser99
Alternate Universe Corporation
0
|
Posted - 2014.08.21 14:01:53 -
[590] - Quote
I think this falls under "feedback" rather than "issues" but has anyone reported that when viewing a planet, you can no longer see your ship interface? It is helpful to be able to see your modules, as you are often in dangerous space. I can no longer cloak or see if I am cloaked.
The developers do amazing work, and have created a one of a kind experience, and I'm sure the programming is more complicated than I can imagine, but I would really like to see more control over the interface. I would love to be able to move the ship interface and the system and autopilot information but unless I'm missing something, there is no way to do so.
I am using multiple monitors, and it would really help keep this organized.
On another note, has there been any thought into allowing the community to make their own interface? |
|

Klarion Sythis
Literally Solo
299
|
Posted - 2014.08.25 03:13:00 -
[591] - Quote
So I read the original blog about the stacking bonuses for POS arrays and missed the note in the Industry Summary blog saying that was removed. **** happens. Before I get rid of the extra arrays I now have a stockpile of - has it been said anywhere else that I missed that they're still considering implementing that part eventually or was that part of POS manufacturing removed permanently as far as we know? |

Niko Lorenzio
United Eve Directorate
419
|
Posted - 2014.08.25 15:41:00 -
[592] - Quote
Klarion Sythis wrote:So I read the original blog about the stacking bonuses for POS arrays and missed the note in the Industry Summary blog saying that was removed. **** happens. Before I get rid of the extra arrays I now have a stockpile of - has it been said anywhere else that I missed that they're still considering implementing that part eventually or was that part of POS manufacturing removed permanently as far as we know?
They said they will probably iterate on it after Crius. They said they will iterate and fix a lot of things after Crius but so far I haven't heard a word from anyone except the UI team. |

Niko Lorenzio
United Eve Directorate
424
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Posted - 2014.08.25 15:41:16 -
[593] - Quote
Klarion Sythis wrote:So I read the original blog about the stacking bonuses for POS arrays and missed the note in the Industry Summary blog saying that was removed. **** happens. Before I get rid of the extra arrays I now have a stockpile of - has it been said anywhere else that I missed that they're still considering implementing that part eventually or was that part of POS manufacturing removed permanently as far as we know?
They said they will probably iterate on it after Crius. They said they will iterate and fix a lot of things after Crius but so far I haven't heard a word from anyone except the UI team. |
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CCP Claymore
C C P C C P Alliance
28

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Posted - 2014.08.26 16:38:00 -
[594] - Quote
Hey everyone that is still looking at or using this thread,
Please use the shiny new Hyperion Feedback thread that is stickied.
We might miss some important issues if you post them here as we will after today no longer be checking this thread at all.
Thanks for all the great feedback and issues that have been raised. Quality Assurance Analyst Team Game of Drones
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CCP Claymore
C C P C C P Alliance
46

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Posted - 2014.08.26 16:38:43 -
[595] - Quote
Hey everyone that is still looking at or using this thread,
Please use the shiny new Hyperion Feedback thread that is stickied.
We might miss some important issues if you post them here as we will after today no longer be checking this thread at all.
Thanks for all the great feedback and issues that have been raised.
Quality Assurance Analyst
Team Game of Drones
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Scaugh
Blue Republic RvB - BLUE Republic
64
|
Posted - 2014.08.26 16:53:00 -
[596] - Quote
CCP Claymore wrote:Hey everyone that is still looking at or using this thread,
Please use the shiny new Hyperion Feedback thread that is stickied.
We might miss some important issues if you post them here as we will after today no longer be checking this thread at all.
Thanks for all the great feedback and issues that have been raised.
you do realise I still have outstanding issues with what was released in crius.
Having to reinstate them again in Hyperion is nothing but a self defeating exercise. |

Scaugh
Blue Republic RvB - BLUE Republic
64
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Posted - 2014.08.26 16:53:10 -
[597] - Quote
CCP Claymore wrote:Hey everyone that is still looking at or using this thread,
Please use the shiny new Hyperion Feedback thread that is stickied.
We might miss some important issues if you post them here as we will after today no longer be checking this thread at all.
Thanks for all the great feedback and issues that have been raised.
you do realise I still have outstanding issues with what was released in crius.
Having to reinstate them again in Hyperion is nothing but a self defeating exercise. |

Owen Levanth
Sagittarius Unlimited Exploration
252
|
Posted - 2014.08.26 22:21:00 -
[598] - Quote
Scaugh wrote:CCP Claymore wrote:Hey everyone that is still looking at or using this thread,
Please use the shiny new Hyperion Feedback thread that is stickied.
We might miss some important issues if you post them here as we will after today no longer be checking this thread at all.
Thanks for all the great feedback and issues that have been raised. you do realise I still have outstanding issues with what was released in crius. Having to reinstate them again in Hyperion is nothing but a self defeating exercise.
Well, if you're willing to give up on those issues just because the thread changed, they can't be that bad. |

Owen Levanth
Sagittarius Unlimited Exploration
331
|
Posted - 2014.08.26 22:21:11 -
[599] - Quote
Scaugh wrote:CCP Claymore wrote:Hey everyone that is still looking at or using this thread,
Please use the shiny new Hyperion Feedback thread that is stickied.
We might miss some important issues if you post them here as we will after today no longer be checking this thread at all.
Thanks for all the great feedback and issues that have been raised. you do realise I still have outstanding issues with what was released in crius. Having to reinstate them again in Hyperion is nothing but a self defeating exercise.
Well, if you're willing to give up on those issues just because the thread changed, they can't be that bad. |

Scaugh
Blue Republic RvB - BLUE Republic
64
|
Posted - 2014.08.28 21:15:00 -
[600] - Quote
Owen Levanth wrote:Scaugh wrote:CCP Claymore wrote:Hey everyone that is still looking at or using this thread,
Please use the shiny new Hyperion Feedback thread that is stickied.
We might miss some important issues if you post them here as we will after today no longer be checking this thread at all.
Thanks for all the great feedback and issues that have been raised. you do realise I still have outstanding issues with what was released in crius. Having to reinstate them again in Hyperion is nothing but a self defeating exercise. Well, if you're willing to give up on those issues just because the thread changed, they can't be that bad.
nice attempt at a put me down you troll
I was simply pointing out they have not sorted out the issues and bugs i've reported to them. Bugs that came with the lovely expansion called Crius.
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Scaugh
Blue Republic RvB - BLUE Republic
64
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Posted - 2014.08.28 21:15:23 -
[601] - Quote
Owen Levanth wrote:Scaugh wrote:CCP Claymore wrote:Hey everyone that is still looking at or using this thread,
Please use the shiny new Hyperion Feedback thread that is stickied.
We might miss some important issues if you post them here as we will after today no longer be checking this thread at all.
Thanks for all the great feedback and issues that have been raised. you do realise I still have outstanding issues with what was released in crius. Having to reinstate them again in Hyperion is nothing but a self defeating exercise. Well, if you're willing to give up on those issues just because the thread changed, they can't be that bad.
nice attempt at a put me down you troll
I was simply pointing out they have not sorted out the issues and bugs i've reported to them. Bugs that came with the lovely expansion called Crius.
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Nolan Kotulan
The Scope Gallente Federation
16
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Posted - 2014.09.18 22:46:00 -
[602] - Quote
Scaugh wrote:Owen Levanth wrote:Scaugh wrote:CCP Claymore wrote:Hey everyone that is still looking at or using this thread,
Please use the shiny new Hyperion Feedback thread that is stickied.
We might miss some important issues if you post them here as we will after today no longer be checking this thread at all.
Thanks for all the great feedback and issues that have been raised. you do realise I still have outstanding issues with what was released in crius. Having to reinstate them again in Hyperion is nothing but a self defeating exercise. Well, if you're willing to give up on those issues just because the thread changed, they can't be that bad. nice attempt at a put me down you troll I was simply pointing out they have not sorted out the issues and bugs i've reported to them. Bugs that came with the lovely expansion called Crius.
And what? Report them in the new thread! Isn't that obvious that this is more simple for everybody to post in the last feedback/issues thread? You are the troll... |

Nolan Kotulan
The Scope Gallente Federation
18
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Posted - 2014.09.18 22:46:59 -
[603] - Quote
Scaugh wrote:Owen Levanth wrote:Scaugh wrote:CCP Claymore wrote:Hey everyone that is still looking at or using this thread,
Please use the shiny new Hyperion Feedback thread that is stickied.
We might miss some important issues if you post them here as we will after today no longer be checking this thread at all.
Thanks for all the great feedback and issues that have been raised. you do realise I still have outstanding issues with what was released in crius. Having to reinstate them again in Hyperion is nothing but a self defeating exercise. Well, if you're willing to give up on those issues just because the thread changed, they can't be that bad. nice attempt at a put me down you troll I was simply pointing out they have not sorted out the issues and bugs i've reported to them. Bugs that came with the lovely expansion called Crius.
And what? Report them in the new thread! Isn't that obvious that this is more simple for everybody to post in the last feedback/issues thread? You are the troll... |

Jana Tanaka
Tanaka Industries Inc.
0
|
Posted - 2014.11.03 02:52:07 -
[604] - Quote
Before my last vacation I had 4 accounts active, 3 of that Industry. After more than a year I now I used the 10 day reactivation offer to take a look at the industry changes. So far my impressions from the first day are unfortunately not very positive:
Positives
- The removal of the slot system was probably a good decision for the game overall. It gives new players a chance to dig into industry.
- The new interface seems better than the old one, although it lags quite a bit for me.
- The simplification of ME/PE ratings was long overdue, although I personally loved the quirkiness of the old system.
Negatives
- Decoupling POS anchoring from standings devaluated months of grind invested by existing players. Given the removal of slot limitations this step was not necessary.
- The removal of "Production Efficiency" was uncalled for. It was a just a 30 day buffer between dedicated industrialists and newcomers in the production sector.
- The conversion of existing BPOs to the new ME/PE ratings was not thought through. Existing BPOs should have been converted based on their relative degree of waste reduction not absolute ME/PE ranges. A BPO that had 99% waste reduction with an old rating of PE 5 should have ended up with PE10 in the new system.
- The increase in Research Times for most BPOs I checked is insane. Together with the range method to convert ME/PE ratings this created a random disparity between sets of BPOs where there was none before.
- System Indexes are a neat idea to balance the removal of slots. It seems rather pointless to force these costs also on POS owners in addition to the operational costs.
- Teams are a fun idea but they add needless level of complexity and randomness.
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ISD Ezwal
ISD Community Communications Liaisons
2558
|
Posted - 2014.11.03 09:28:23 -
[605] - Quote
Please keep in mind this thread is no longer monitored by CCP as there has been a new release in the meantime. The most recent release feedback threads can always be found at the very top of the index page.
ISD Ezwal
Vice Admiral
Community Communication Liaisons (CCLs)
Interstellar Services Department
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