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Lady Rift
What Shall We Call It
43
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Posted - 2014.07.23 18:28:00 -
[1] - Quote
New skills - production efficacy works the same as old one just 2%lv instead of 5. - one that reduces install cost. |

Lady Rift
What Shall We Call It
45
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Posted - 2014.07.25 16:21:00 -
[2] - Quote
Mackenzie Nolen wrote:Steve Ronuken wrote:Mackenzie Nolen wrote:hfo df wrote:Back alley production Gain access to use a team 1 system per level away of where the team is located. (At increased team salary [per system] salary costs.) => free ride on others' teams next door.
This one I particularly like, but instead of a new skill I suggest this functionality get added to the heavily nerfed and existing "Scientific Networking" skill. Sure, you can't run jobs from station any more, but you can run them from a whole other region... Let's not try to pretend that 95% of people with this skill didn't train it so their alt could sit in station while running research remotely at their POS. I'd be VERY curious to know what % of characters with this skill injected have it trained higher than level 1 or 2.
lv 3 was a short train and gave 15 jumps I believe. let me not worry about where I was in the region while haul crap around. |

Lady Rift
What Shall We Call It
47
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Posted - 2014.07.26 21:23:00 -
[3] - Quote
Amarisen Gream wrote:Just wondering if people don't read through these forums. . .
I've seen about 10 post for extra slots or queue-able slots...
lol
edit - nvm. of 110 post, half seem to be ether for extra slots for queue-able slots!
must mean people are needing more slots so they can cut down on the amount of alts they have to run |

Lady Rift
What Shall We Call It
47
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Posted - 2014.07.28 15:57:00 -
[4] - Quote
Kyshonuba wrote:Here it is Sheeana. CCP Greyscale wrote:Retar Aveymone wrote:
So clarifying, material requirement reductions are looked down upon?
Generally speaking, cost reductions can be considered as having a lower probability of being implemented, all other things being equal. Ditto anything which requires significant feature work (eg queueing - that's a feature with a skill attached, not a skill modifying an existing number)...........
good thing that it wasn't ruled out just things like that are a low probability of happening. |

Lady Rift
What Shall We Call It
53
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Posted - 2014.08.05 18:16:00 -
[5] - Quote
Steve Ronuken wrote:Orin Zhu wrote:Quoted from a reddit thread :
"We dont want any rough barriers to entry for industry so we've murdered ME behind the wood shed." "Hey guys, we're adding an entire new skill tree with AI-V as a prereq!"
Material Efficiency (skill) was pretty much a barrier to doing any industry. I don't see them adding skills which will be required in the same fashion, for doing basic T1 industry. Greyscale did pretty much say that there would be no ME reductions from skill, for example. TE reductions aren't required in the same way. you can make the same things, just slower, without it.
Which is most of the problem and complaints now. It was a skill you needed at 5 weather you made ammo once a month or if you ran all the slots allowed 24/7.
Now a TE skill doesn't do anything for the guy running a little ammo now and then but it will a really nice boon for those that run all there slots 24/7.
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Lady Rift
What Shall We Call It
54
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Posted - 2014.08.05 18:36:00 -
[6] - Quote
Steve Ronuken wrote:
Skills which gate basic functionality are bad. (like the learning skills) Skills which gate advanced functionality are fine.
no ones really saying its not. just that the learning skills were refunded instead of turned into some other skill. |

Lady Rift
What Shall We Call It
54
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Posted - 2014.08.05 20:18:00 -
[7] - Quote
NEONOVUS wrote:Steve Ronuken wrote:I'm actually finding it handy for invention.
It's dropping some of the longer runs into a time frame where I can do two per session.
anyway:
Skills which gate basic functionality are bad. (like the learning skills) Skills which gate advanced functionality are fine.
I fully agree there, love that it now drops a lot of stuff to under 4 hours. What of skills that add a free level to bps? IE if BP(ME|TE < cap) New_BP_Research = ME|TE + AI_New_Skill_level * % return(New_BP_Research ) That way it dovetails well with all the upsetness about perfect BPS being measured in years for some people, while still allowing for a market for researched BPs
how is this any different than the ME skill? as there are only 10 distinct lvls of ME if it increases by only one ME lv its becomes a required skill for any bp that isn't ME 10. |

Lady Rift
What Shall We Call It
54
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Posted - 2014.08.06 15:04:00 -
[8] - Quote
Hakan MacTrew wrote:Xindi Kraid wrote:Hakan MacTrew wrote:Nor could I support the multiple quing of BPC's, (and it would be BPC's, as you can just increase the number of runs from BPO's.) I view the run limitations on BPCs and the need to reinstall jobs manually as an important limiting factor in the industry balanacing process. As I said, you shouldn't be able to get more runs out of a blueprint just by queuing it multiple times. If you have a blueprint with 5 runs, and you install a 3 run job, you can only then install another 2 run job at which point the BPC is used up. Yes, but why not just install the full 5 runs in the first place? I see no need to 'stack' jobs in the manner you are suggesting, other than a shortage of materials that could be remedied inbetween runs. I wouldn't have a problem with materials being used on a 'per run' basis as each run is completed, rather than having all the materials for the build being taken away when the job in installed.
because of the very reason you stated. or the other solution to the issue that you stated also works. |

Lady Rift
What Shall We Call It
57
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Posted - 2014.08.07 00:32:00 -
[9] - Quote
NEONOVUS wrote:Lady Rift wrote:
how is this any different than the ME skill? as there are only 10 distinct lvls of ME if it increases by only one ME lv its becomes a required skill for any bp that isn't ME 10.
But you can still use a ME 10 bp, and by the same it loses the point if all you have is an ME10 Which is the point really, its a diminishing skill as you have many methods to boost a bpo already, and this one effects only you without giving a the bar is now this high for entry Sort of like how copper heat sinks over aluminum slow the rise to a thermal shutdown, but do nothing to increase that horrid point. Where as the old ME skill was adding fresh thermal paste and actively raised the temperature, something that had to be done.
the complaints Ive seen are alot of OMG it takes xxx long to research this bp to lv 10. This skill just lets them avoid that.
Would it be allowed to work with BPCs? |

Lady Rift
What Shall We Call It
160
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Posted - 2015.01.18 21:46:15 -
[10] - Quote
knowsitall wrote:Another skill I would like to see is a skill that increases the effectiveness of standing on corporation tax. The taxes I am talking about are broker fees and refining tax.
Note this is not changing which taxes having standing benefits, just allowing route to make those saving with less standing grind but at the expense of training time.
So at the moment there is a magic number of 6.67 (or thereabouts) for minimum tax in a NPC station. Could we have maybe 4 skills, one for each faction that means you can get that value to only needing 3 or something. You still need positive standing but as an industrial character you don't have to grind missions. You still can but you can also invest training to reduce that.
This has the benefit of allowing players to more easily move industrial bases. If they only need to a effective standing of 3 at a different station then that is less grind and after a while your faction standing may do it opening up entire empires as possible bases.
KIA
https://wiki.eveonline.com/en/wiki/Standings_mechanics
You train the skill connections to 5 and all you need is a 5.85(ish 5.9 gives 6.72 and 5.8 gives 6.64) standing instead of 6.67. So the skill already exists. The other skill is called social which increase how fast you gain standings. Also the way the skill work is that it gives a bigger bonus at lower standings lvls. |

Lady Rift
What Shall We Call It
160
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Posted - 2015.01.19 19:12:06 -
[11] - Quote
knowsitall wrote:Lady Rift wrote:knowsitall wrote:Another skill I would like to see is a skill that increases the effectiveness of standing on corporation tax. The taxes I am talking about are broker fees and refining tax.
Note this is not changing which taxes having standing benefits, just allowing route to make those saving with less standing grind but at the expense of training time.
So at the moment there is a magic number of 6.67 (or thereabouts) for minimum tax in a NPC station. Could we have maybe 4 skills, one for each faction that means you can get that value to only needing 3 or something. You still need positive standing but as an industrial character you don't have to grind missions. You still can but you can also invest training to reduce that.
This has the benefit of allowing players to more easily move industrial bases. If they only need to a effective standing of 3 at a different station then that is less grind and after a while your faction standing may do it opening up entire empires as possible bases.
KIA https://wiki.eveonline.com/en/wiki/Standings_mechanics You train the skill connections to 5 and all you need is a 5.85(ish 5.9 gives 6.72 and 5.8 gives 6.64) standing instead of 6.67. So the skill already exists. The other skill is called social which increase how fast you gain standings. Also the way the skill work is that it gives a bigger bonus at lower standings lvls. I knew all that, but for lots of training that is very small decrease, and still means trading toons have a standing grind. The idea was to have a skill that attacks the probelm from the other end. This is as with standing grinding it is very easy with lvl 4 missions, but most trading characters don't have the skills for lvl 4 missions. So getting to 5.8(ish) even with social lvl 5 is a massive grind.
grind lv3 has always been faster. and I would think any skill that makes it easier will be a a couple skill modifiers higher than connections skill is. |
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