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Thread Statistics | Show CCP posts - 5 post(s) |

Tau Cabalander
Retirement Retreat Working Stiffs
3959
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Posted - 2014.07.24 01:04:00 -
[31] - Quote
CCP Greyscale wrote:The Advanced Industry skill has been updated to give 3%/level reduction to all industry jobs (ie anything you can do in the industry window, not just building); this should be rolled out to TQ in the next week or so. Well, that's surprising. 
That's actually pretty good. 
Have you been into the Brenniv+¡n? 
CCP Greyscale wrote:So... discuss! What sorts of advanced industry skills would be good? * Team pay reduction. * NPC tax reduction. * X% chance per level of creating a BPC with extra runs, one per level.
I'm kind of on-the-fence about additional slots. It is currently a limiting factor, and I'm concerned what might happen if that limit is removed. Though I'd like to be an Industry Tycoon. |

Nevyn Auscent
Broke Sauce
1438
|
Posted - 2014.07.24 01:28:00 -
[32] - Quote
Good sounding advanced ideas Skills for job queue sounds a great idea. Recovery of cancelled jobs. Skills that allow starting a job with only part of the resources, i.e. partial escrow, but you can't deliver the job till you supply the remaining materials. Skills that allow remote manipulation of POS set ups, placing/removing mods, reloading guns etc.
Bad sounding advanced ideas. Additional TE or ME bonuses. Things that make teams better Things that reduce cost
Basically, things that add game play or new branches, good. Things that exist purely to increase profit in some way. Bad. |

Iris Bravemount
Eldar Army
343
|
Posted - 2014.07.24 01:30:00 -
[33] - Quote
I really like the idea of being able to queue jobs, so that the TE becomes more relevant (not saying it is irrelevant, far from it).
I also agree with people saying that any skill that directly reduces costs (as opposed to TE reducing the cost by shortening the job's duration) would be a step back to the old system. Please don't add any of those.
Skills to optimize team usage would be nice, but again, those would most likely end up being "must haves", so they would also be a step back.
The specializing skills are already in the games (frigate construction, etc). It would be nice if those gave a 2% per level time reduction to all relevant items (in this case, all frigates, not only t2 frigates). The same could be done to the datacore skills, but maybe they already are useful enough as they are. So skills like "Mining laser production", simply granting 2% time reduction per level to all mining lasers could be nice. The categories already exist, thanks to team specialisations.
Then there is a wild idea : a skill that reduces the volume of produced items by "some percentage that doesn't bring mineral compression back". Mostly thinking about capital parts here, as they are a pain to move anywhere but in highsec, where you can use freighters. Since this would interfere with the market needing all items of a type to be identical (packaged) this could come with a new state for an item ("sealed" ?) from which you could assemble or repackage it to use it or put it on the market. "I will not hesitate when the test of Faith finds me, for only the strongest conviction will open the gates of paradise. My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity." - Paladin's Creed |

Arthur Aihaken
Erebus Solia
3732
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Posted - 2014.07.24 02:13:00 -
[34] - Quote
Infiltration, espionage and sabotage. I am currently away, traveling through time and will be returning last week. |

Erutpar Ambient
The Flying Tigers Black Core Alliance
181
|
Posted - 2014.07.24 02:57:00 -
[35] - Quote
I guess the Idea here is to have something that's going to have some effect that isn't "mandatory" like Material Efficiency was right?
How about something this.
-Self Sufficient: Reduce the impact your jobs have on the system by 5%
This will be nice for Null Sec where you may be limited on building locations. It doesn't impact you directly, but it does impact the people you play with.
So with everyone at level 5 (make it high multiplier, 10x?) the system can utilize 1/3 more people than a system with everyone at level 0 for the same price.
It's not a mandatory skill like Material Efficiency 5 (don't need to wait for it to start building things) And it makes for a happy neighborhood. |

Antihrist Pripravnik
T-AFK and counting
533
|
Posted - 2014.07.24 03:53:00 -
[36] - Quote
Mackenzie Nolen wrote:A new skill that amplifies team bonus (e.g. "Team Management"). 10% per level seems reasonable, so a team that provides a 2% ME bonus for instance would provide a 3% ME bonus for someone who had this skill at level 5.
Of course I still think this is what the adv industry skill bonus *should* have been changed to :)
Not a very good idea. The whole point of Crius was that the industrial landscape should be organic and not concentrated in a few systems. Increasing benefits for Teams creates more difference between systems with and without teams, which forces players to swarm to high-quality team locations. Industrial activity must be based on player choices and not on FOTW systems. There is no freedom of choice in FOTW mechanics. o.0 |

Antihrist Pripravnik
T-AFK and counting
533
|
Posted - 2014.07.24 03:55:00 -
[37] - Quote
Erutpar Ambient wrote:I guess the Idea here is to have something that's going to have some effect that isn't "mandatory" like Material Efficiency was right?
How about something this.
-Self Sufficient: Reduce the impact your jobs have on the system by 5%
This will be nice for Null Sec where you may be limited on building locations. It doesn't impact you directly, but it does impact the people you play with.
So with everyone at level 5 (make it high multiplier, 10x?) the system can utilize 1/3 more people than a system with everyone at level 0 for the same price.
It's not a mandatory skill like Material Efficiency 5 (don't need to wait for it to start building things) And it makes for a happy neighborhood. Brilliant idea  o.0 |

Orvmus
ANZAC ALLIANCE Fidelas Constans
2
|
Posted - 2014.07.24 03:55:00 -
[38] - Quote
At least refund the SP to players and allow them the ability to choose whether to invest in this new, and in my case completely useless, skill. This change may benefit hardcore Industry players but has absolutely no value to the rest of us who previously had it trained. |

Erutpar Ambient
The Flying Tigers Black Core Alliance
182
|
Posted - 2014.07.24 04:03:00 -
[39] - Quote
Antihrist Pripravnik wrote:Erutpar Ambient wrote:I guess the Idea here is to have something that's going to have some effect that isn't "mandatory" like Material Efficiency was right?
How about something this.
-Self Sufficient: Reduce the impact your jobs have on the system by 5%
This will be nice for Null Sec where you may be limited on building locations. It doesn't impact you directly, but it does impact the people you play with.
So with everyone at level 5 (make it high multiplier, 10x?) the system can utilize 1/3 more people than a system with everyone at level 0 for the same price.
It's not a mandatory skill like Material Efficiency 5 (don't need to wait for it to start building things) And it makes for a happy neighborhood. Brilliant idea  Thank ya sir!
Maybe if they like this idea they'll take some of my other ideas more seriously. :)
I'm always thinking about how to benefit everyone the most with the least amount of over-impact on everything as a whole. I put a lot of pride in my ability to come up with these "everybody wins" type of ideas/scenarios. |

Antihrist Pripravnik
T-AFK and counting
533
|
Posted - 2014.07.24 04:07:00 -
[40] - Quote
Orvmus wrote: it's as though CCP has zero knowledge when it comes to how Industry works in their own game.
Oh, they know... The prices are pumped intentionally, but that's a subject for another thread.
o.0 |
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Roo Gryphon
Wildly Inappropriate Goonswarm Federation
2
|
Posted - 2014.07.24 05:19:00 -
[41] - Quote
Opertone wrote:hmmm, as an economist with factory experience
unfinished production, "work in progress"
ability to start a new production without some of the required materials???
when you get all the needed 'input' you can add it later to the job, which may sit at 80% completion, depending on how much stuff is missing, this way you may save time required for long jobs, while you wait for your components to arrive.
ability to control wastage over time efficiency??
"production efficiency?'
you can speed things up proportionally to increasing the wastage factor, spend more minerals but get your ammunition produced faster. Save some, but job takes a lot longer.
Fine refinement control,
Refining and reprocessing jobs will take time afaik . You may speed things up by 50% when you give up precious and hard to recover trace materials, such as megacyte, morphite, which usually make up 1-2% anyway.
Non stop production cycle
You can produce something without the hassle of manually resetting the jobs, example - ammuniton.
With this skill you can setup extra continuous jobs.
"Production espionage" You will be able to actually see what sort of things are produced by others, with more detail and station, system, region wide...
Some ideas which you may not like, do not blame me
This....
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Winthorp
2347
|
Posted - 2014.07.24 05:25:00 -
[42] - Quote
Wrecked Reverse engineering.
- Provides a buff to the % chance of returning a successful job when reverse engineering from a Wrecked item.
(No one in their right mind reverse engineers from a wrecked item when the success rate and yeild is so low compared to malfunctioning and intact. End result to make them useful) |

Antihrist Pripravnik
T-AFK and counting
534
|
Posted - 2014.07.24 05:49:00 -
[43] - Quote
Winthorp wrote:Wrecked Reverse engineering.
- Provides a buff to the % chance of returning a successful job when reverse engineering from a Wrecked item.
(No one in their right mind reverse engineers from a wrecked item when the success rate and yeild is so low compared to malfunctioning and intact. End result to make them useful) That would be a game balance issue, not something that should be included as a skill.
Anyway, I don't know if it's low, but I've been getting 33% success rate out of wrecked hulls for a while. o.0 |

Winthorp
2348
|
Posted - 2014.07.24 05:51:00 -
[44] - Quote
Antihrist Pripravnik wrote:Winthorp wrote:Wrecked Reverse engineering.
- Provides a buff to the % chance of returning a successful job when reverse engineering from a Wrecked item.
(No one in their right mind reverse engineers from a wrecked item when the success rate and yeild is so low compared to malfunctioning and intact. End result to make them useful) That would be a game balance issue, not something that should be included as a skill. Anyway, I don't know if it's low, but I've been getting 33% success rate out of wrecked hulls for a while.
Yes but the cost versus reward ratio for paying for data interface is not worth your time. |

Antihrist Pripravnik
T-AFK and counting
534
|
Posted - 2014.07.24 05:54:00 -
[45] - Quote
Winthorp wrote:Antihrist Pripravnik wrote:Winthorp wrote:Wrecked Reverse engineering.
- Provides a buff to the % chance of returning a successful job when reverse engineering from a Wrecked item.
(No one in their right mind reverse engineers from a wrecked item when the success rate and yeild is so low compared to malfunctioning and intact. End result to make them useful) That would be a game balance issue, not something that should be included as a skill. Anyway, I don't know if it's low, but I've been getting 33% success rate out of wrecked hulls for a while. Yes but the cost versus reward ratio for paying for data interface is not worth your time.
Could be... I was doing it more as a bonus and to try out T3 building. It brought some profit, but I was not dedicated to the task. o.0 |

Mhari Dson
Lazy Brothers Inc
112
|
Posted - 2014.07.24 07:02:00 -
[46] - Quote
Orvmus wrote:At least refund the SP to players and allow them the ability to choose whether to invest in this new, and in my case completely useless, skill. This change may benefit hardcore Industry players but has absolutely no value to the rest of us who previously had it trained.
I hope you took the removal of this skill in to account when you increased the material costs for everything, prices are going to rise through the roof once the current stocks are depleted - it's as though CCP has zero knowledge when it comes to how Industry works in their own game.
Actually the updated skill going live next week applies (at 5) a modifier to your effective jobs, making 11 slots as effective as 12.65 wich is an unprecedented concession in the industry side of eve. |

Eodp Ellecon
Northstar Cabal Tactical Narcotics Team
8
|
Posted - 2014.07.24 07:10:00 -
[47] - Quote
Vincent Athena wrote:"More jobs" is obvious. A somewhat different way of doing that is to have a skill that allows me to have more jobs in the queue, even though I am limited to 11 that are currently active. Think of the skill queue: I can have a dozen or more skills queued up, even though I can only train one at a time. How about having industry jobs the same way? A skill that lets me queue up more than I can have running. As soon as a job finishes, the next drops down out of the queue and begins.
This also makes the TE skill more useful.
This 'cascading' would be useful given our new interface shows needed materials to do a job. If you're short of components, then fire up components and ship build autostarts when component job (auto) completes. |

Bad Bobby
Bring Me Sunshine In Tea We Trust
547
|
Posted - 2014.07.24 07:14:00 -
[48] - Quote
CCP Greyscale wrote:The Advanced Industry skill has been updated to give 3%/level reduction to all industry jobs (ie anything you can do in the industry window, not just building); this should be rolled out to TQ in the next week or so. Nice. Much better than the previous bonus.
CCP Greyscale wrote:We are therefore planning on adding some more advanced industrial skills with AI at 5 as a prereq, so there's clear benefit to everyone in having it trained (plus it would be nice to have some more skills). We have to rule out anything that reduces costs, because that would just bring back the same problems the old Production Efficiency skill caused... but worse because it would be even less attainable.
You could add more per character industry slots, but I'm not sure that CCP is in a place where it can afford the resultant reduction in alt accounts. |

Awkward Pi Duolus
Pator Tech School Minmatar Republic
9
|
Posted - 2014.07.24 08:43:00 -
[49] - Quote
Thank you very much for the 3% per level for this skill - I think it's a good compromise.
For new skills, perhaps the theme can be "time". I support some ideas mentioned already, since some of the higher rank research times have gotten a little ridiculous:
Antillie Sa'Kan wrote: Advanced Science: 2% reduced copy time per level, requires Science V and Advanced Industry V, rank 5, int/mem.
Advanced Research: 2% reduced TE research time per level, requires Research V and Advanced Industry V, rank 5, int/mem.
Advanced Metallurgy: 2% reduced ME research time per level, requires Metallurgy V and Advanced Industry V, rank 5, int/mem.
Tinkering: 3% reduced invention job time per level, requires Science V, Jury Rigging V, and Advanced Industry V, rank 5, int/mem.
One more suggestion: Increase in the amount of time a team will be in system. 5% per level, giving a max of 25% additional time one has teams for. |

Amarisen Gream
Lone Wolf Union Yulai Federation
41
|
Posted - 2014.07.24 08:53:00 -
[50] - Quote
I like most of the ideas I've read. The one thing I wanna stress is specializing.
Give us say AI-Small Hull - +1 slot per level when producing frigates/destroyer sized hulls. Unable to train AI-Medium Hull or AI-Large hull until skill is V.
Any skill that adds slots needs to limit the player from grabbing other like skills right away.
Copy Right Infringment: +1 run per level when producing from factional BPCs. I.e. A 1 run SOE BPC is not a 6 run at mac level, but only if you max run the BPC. If only 1 run is done it consumes the print.
Most just wanna see things that allow us to niche are selves in to a spot. I see my corp mates doing T2 and know that I don't wanna compete with them b/c they have acess to resources that I don't at a greater discount than I can get.
Personally - would love more PI changes that maybe could tie Industrial work and PI together. (Some former post of mine minus the while Corp owning the colony) xoxo Amarisen Gream http://thegreameve.wordpress.com -Looking to improve the player experience-
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Sigras
Conglomo
823
|
Posted - 2014.07.24 09:02:00 -
[51] - Quote
I had an idea to introduce divisions of labor into the game a while ago... This would provide the same specialized training that is currently in the combat training to industry as well.
The Idea add a few dozen skills for industry to give a bonus to specific things.
Examples: T2 Construction - 2% reduction in T2 manufacturing time per level T2 Construction Specialization - 1% reduction per skill level to the material requirements needed for T2 production (requires T2 Construction level 5) Starship Construction - 2% reduction in manufacturing time of starships per skill level. Battleship Construction Specialization - 1% reduction per skill level to the material requirements needed for battleship production (requires starship construction level 5) Cruiser Construction Specialization - 1% reduction per skill level to the material requirements needed for cruiser production (requires starship construction level 5) Gallente Construction - 2% reduction in manufacturing time of Gallente products per skill level. Gallente Construction Specialization - 1% reduction per skill level to the material requirements needed for Gallente products (gallente ships, ammo, components, blasters, etc) per skill level. (requires Gallente Construction level 5) Module Construction - 1% reduction per skill level to the material requirements needed for module production Ammo Construction - 1% reduction per skill level to the material requirements needed for ammo production
You may notice that many of these skills overlap and that is intentional. That way, if you're building a Kronos, that build is effected by Starship Construction, Battleship Construction Specialization, Gallente Construction and its specialization, and T2 construction and its specialization.
All of these bonuses can stack to give you quite a huge savings if you specialize in producing one specific thing, but the days of having one character who can perfectly manufacture all the things would be over. (or at least > 5 years off)
Right now I can start a new alt and have him learn to perfectly manufacture 90% of the items in game in two weeks. I could give him mass production from range in less than two months, and then I would have an alt that "does manufacturing"
It seems ridiculous to me to train for a month or two and say "ok I've mastered that part of the game now what?"
The Effects The current manufacturers in the game will begin to train the new skills. Prices wont rise on anything as nobody suddenly got worse at manufacturing, but people would start training to manufacture specific things. They would be able to increase their margins in those items over unspecialized people.
Thoughts? |

Rivr Luzade
Coreli Corporation Ineluctable.
637
|
Posted - 2014.07.24 09:08:00 -
[52] - Quote
Quote:...its current form is a huge accessibility problem for industry... (#157) |

probag Bear
Center for Advanced Studies Gallente Federation
57
|
Posted - 2014.07.24 09:31:00 -
[53] - Quote
I think an extra of 15% time reduction is a good deal of oomf as it is.
As of right now, specialization between research and manufacturing is very possible. As in, there is little to no overlap between manufacturing skills, and invention/ME/TE skills. You can train up a perfect 10-slot inventor that can't even come close to manufacturing his products, and you can train up a perfect 10-slot manufacturer that can't even come close to inventing his blueprints. Reverse Engineering sits in its own little corner, but that's just how Reverse Engineering does things.
Long story short, I would hesitate to tack bonuses to invention/ME/TE onto a manufacturing skill. Same with anything that affects job install costs as a whole, since again, that makes Advanced Industry something you'd always be getting on both your invention/ME/TE alts and your manufacturing alts. Reprocessing and Teams bonuses I dislike for another reason: you only need to train them on one character, and bam, you've got 100% of the benefits across every single one of your characters. The scaling is a bit strong on that.
Which puts me on the spot to come up with something original, since I just called pretty much every idea in this bad. My creative juices aren't flowing this morning at all, but as a compromise, I do absolutely love this suggestion:
Bad Bobby wrote:Maybe you could add a skill that allows us to resize the S&I window by 10% per level too.  |

Amarisen Gream
Lone Wolf Union Yulai Federation
41
|
Posted - 2014.07.24 09:50:00 -
[54] - Quote
Also need Industrial Tycoon.
This skill does nothing but show how awesome you are at sitting and staring at a bulking and pretty industrial window.
SP Gained from having Industrial UI open.
--sorry needed a little fun--
On a more clear thought
Industrial hardiness +1% effectiveness to all industrial hulls per level. Needs some polish to the idea, and limits to say in space stuff, not roles or bonuses. xoxo Amarisen Gream |
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CCP Greyscale
C C P C C P Alliance
2505

|
Posted - 2014.07.24 10:31:00 -
[55] - Quote
Retar Aveymone wrote:When you are adding new industry skills, you should do something to make Battleship Construction V have a use (along with Industrial Construction V, which I believe is also useless).
Reasonable.
NEONOVUS 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).
Sentient Blade wrote:Specialist Recovery - 10% per level recovery of input materials when cancelling a job.
Erutpar Ambient wrote:-Self Sufficient: Reduce the impact your jobs have on the system by 5%
These are very cool. More stuff like this, to change variables you don't normally think of, are of great interest to us :) |
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Corraidhin Farsaidh
Hello-There
622
|
Posted - 2014.07.24 11:18:00 -
[56] - Quote
Mad Scientist - x% chance per level that an invention job produces a faction BPC |

Komi Toran
Paragon Trust The Bastion
145
|
Posted - 2014.07.24 12:16:00 -
[57] - Quote
Erutpar Ambient wrote: Thank ya sir!
Maybe if they like this idea they'll take some of my other ideas more seriously. :)
What do you mean "your idea?" :P
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Nina Smirnoff
Federal Defense Union Gallente Federation
0
|
Posted - 2014.07.24 12:30:00 -
[58] - Quote
First, 3%/level is a lot! Too much supply increase without any demand change..... 2% would be enough, imho.
Secobd, some random ideas:
I would love to see bonus to 3 kinds of 'specializations' or 3 kind of industrialists: -The nomad industrialist (people that like to do it cheap, always moving to the lowest index system) - The hermit (people that like to do it alone in a dark corner, they set home on a system and stay there). - Team Member (people that like to do it with others, like big manufacturing corporations)
"Nomad" skills: The general idea is: help it move and abuse the low install cost. - Improved Workforce: "X% ME/Level + Y% increase install cost/level" ME bonus but a heavy install penalty. My first idea was -0.5%ME and 20%install cost increase. - Improved Anchoring: "Decrease anchoring time by X%/level" Moving is boring and slow. People need support skill do to it faster. 10% per level sounds good. -Improved Structure Packing: "Reduce POS' and POS Modules' volume by X%/level" I thought about a cargohold bonus, but that would be too generic. A bonus just to transport pos and pos modules sounds inoffensive.
"Hermit" skills: The general idea is: improve his system or make it more dificult to other peoples to move in - "Self Suficient: Reduce the impact your jobs have on system by 5%" ( by Erutpar) I like this idea, but I think number should be greater. Its a tricky skill. If everyone trains it, it becomes useless. - Micro Management: "Increase team bonus by X% and reduce it's salary by Y% if noone is using it" Checked on install time only.
"Team Member" skills: The general idea: improve working with your corp and reduce the penalty to work in the same system. - Shared Workforce:"X% discount on install job for every other corp job on the system" Of course you need a cap on the maximum discount (30%?). X could be a small number like 0.1%... |

Celor Ma'fer
Jouhinen Inc
10
|
Posted - 2014.07.24 12:37:00 -
[59] - Quote
Komi Toran wrote:Erutpar Ambient wrote: Thank ya sir!
Maybe if they like this idea they'll take some of my other ideas more seriously. :)
What do you mean "your idea?" :P
Obviously someone who doesn't read, even small, threads before posting.
The only issue I can see arising from this is the fact that it does apply to everyone in the system. Which means that all the Industrialists that work in the same system as you do benefit from your skills, even if they don't train them themselves. If the skill could be somehow made to reduce the SCI just for your character, then that would be perfect. |

Omnathious Deninard
Novis Initiis
2434
|
Posted - 2014.07.24 12:52:00 -
[60] - Quote
CCP Greyscale wrote:Retar Aveymone wrote:When you are adding new industry skills, you should do something to make Battleship Construction V have a use (along with Industrial Construction V, which I believe is also useless). Reasonable. I think these skills would be well suited for a 2% reduction in production time. Exploration Loot T3 Balance Concept |
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