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CCP Greyscale
C C P C C P Alliance
2558

|
Posted - 2014.09.01 15:48:00 -
[1] - Quote
Hi everyone,
How are the Crius industry changes working out for you?
This thread is for general feedback on the state of play, how the balance is settling down, and specific issues people still have. This is an experiment in follow-up feedback; please play nicely 
Things I fixed internally last week: - All faction starbase modules should now correctly not require T1 materials as part of their build requirements, and should return the correct materials when reprocessed - 100mm Reinforced Steel Plates II has had its materials corrected - Siphons should now have the correct build requirements (10% reduction compared to pre-Crius at ME10%) - The Panther now correctly requires 3x Capital Jump Drive components - Small Ancillary Current Router II now only requires one of each T2 salvage component (Plus some text bugs that aren't that interesting)
I've seen reports of outposts not giving the correct cost reductions but it *seems* to be working on my test server; it's possible I've misunderstood the reports though? More info here would be good!
-Greyscale |
|

Fonac
Imperial Academy Amarr Empire
45
|
Posted - 2014.09.01 15:54:00 -
[2] - Quote
Very well thank you. I like it so far. I have two things i wonder about.
1. When you get the cost of a tech 2 bpc, id like to see what the total cost would be, if i produced all the materials myself. right now it only shows the total cost, if you buy all the components.
2. Depending on how you click on a blueprint to "view in industry" you get different results. Some without research taken itn account, and some with. 2.a. Why not make me able to artificially set the reasearched lvl? - Example, if i know that i'll have a perfect blueprint by the end of the weekend, id like to see what that generates.
|

Retar Aveymone
GoonWaffe Goonswarm Federation
726
|
Posted - 2014.09.01 16:20:00 -
[3] - Quote
CCP Greyscale wrote: I've seen reports of outposts not giving the correct cost reductions but it *seems* to be working on my test server; it's possible I've misunderstood the reports though? More info here would be good!
-Greyscale
We are not receiving the cost reduction to install fees in amarr outposts (ME bonuses seem to be working). When this was reported, we were told that feature was axed. When it was pointed out that it was explicitly included in the final dev blog, there was some hemming and hawing and then "we'll work on it".
So is this actually going to be implemented?
Also, we badly need a better breakdown in-game of what's contributing to install costs. |

Querns
GBS Logistics and Fives Support Goonswarm Federation
776
|
Posted - 2014.09.01 16:24:00 -
[4] - Quote
Crius has been amazing, so far. The Industry UI is so much faster to use when installing multiple jobs; it's like a breath of fresh air.
I have some minor requests, of course:
* Can the maximum size of courier contracts be increased? Right now, you can only put a maximum of 980,000 m^3 of goods into one courier contract, while freighters are all easily capable of 1m+ m^3. * Here's one that is gonna require some significant UI work -- pagination on teams and blueprints in the industry UI is sorely needed. There are a LOT of teams currently active on TQ, and attempting to load the teams page is pretty rough on my computer, and surely others. People with truly insane numbers of blueprints are experiencing the same problem. Putting in some pagination would help that a lot.
Regarding the outpost bugs, here's the issue: The dev blog Eve Industry: All You Want To Know mentions in Appendix 2 that outposts are supposed to receive a cost reduction for jobs simply by the dint of their existence. These reductions are clearly not in play, however. The confusion was that we received mixed reports as to whether the cost reduction as detailed in that dev blog was actually meant to exist. If the cost reductions are not supposed to exist, then that's all well and good. However, if they are supposed to exist, then they are definitely not applying on TQ. This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Aryth
GoonWaffe Goonswarm Federation
1578
|
Posted - 2014.09.01 16:28:00 -
[5] - Quote
Retar Aveymone wrote:CCP Greyscale wrote: I've seen reports of outposts not giving the correct cost reductions but it *seems* to be working on my test server; it's possible I've misunderstood the reports though? More info here would be good!
-Greyscale
We are not receiving the cost reduction to install fees in amarr outposts (ME bonuses seem to be working). When this was reported, we were told that feature was axed. When it was pointed out that it was explicitly included in the final dev blog, there was some hemming and hawing and then "we'll work on it". So is this actually going to be implemented? Also, we badly need a better breakdown in-game of what's contributing to install costs.
Thirding this. We still don't have an official statement since the last one saying it would be discussed. Leader of the Goonswarm Economic Warfare Cabal. Vile Rat: You're the greatest sociopath that has ever played eve. |

Retar Aveymone
GoonWaffe Goonswarm Federation
727
|
Posted - 2014.09.01 16:29:00 -
[6] - Quote
I think that compressing ore in stations needs to be looked at. We're a month in, and compressed ore is still not available in any real volume at reasonable prices.
Also, about the outpost pricing bug, here is the 'intended behavior' thing: https://forums.eveonline.com/default.aspx?g=posts&m=4888288#post4888288
|

Querns
GBS Logistics and Fives Support Goonswarm Federation
776
|
Posted - 2014.09.01 16:32:00 -
[7] - Quote
Agreed -- station compression would be a huge shot in the arm for the sorry state of acquiring compressed minerals today.
Might I also suggest a UI hint in the Reprocessing dialog, pointing players towards compression if the price of the minerals they are receiving is significantly less than what the compressed ore value?
This all seems like overkill, but keep in mind -- changing the way mining works like this is fighting against 11 years of learned behavior. You cannot underestimate how strongly it is ingrained in the minds of the playerbase that reprocessing your ore is how you do business. Drastic measures are needed to decouple reprocessing from mining. This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Retar Aveymone
GoonWaffe Goonswarm Federation
727
|
Posted - 2014.09.01 16:34:00 -
[8] - Quote
However, to not be a negative nancy: the patch has been a huge success and people are bidding on teams routinely (though with the sniping problem), highseccers have dared to even grab some teams I wanted, local industry has gotten a shot in the arm in 0.0 and we've noticed that we're now selling significant amounts of T2 stuff in null instead of shipping to jita.
It's been a big success and all of the issues are more 'sand this rough edge a bit' instead of 'god this sucks'. |

Aryth
GoonWaffe Goonswarm Federation
1578
|
Posted - 2014.09.01 16:36:00 -
[9] - Quote
Retar Aveymone wrote:However, to not be a negative nancy: the patch has been a huge success and people are bidding on teams routinely (though with the sniping problem), highseccers have dared to even grab some teams I wanted, local industry has gotten a shot in the arm in 0.0 and we've noticed that we're now selling significant amounts of T2 stuff in null instead of shipping to jita.
It's been a big success and all of the issues are more 'sand this rough edge a bit' instead of 'god this sucks'.
Yeah, sniping is going to need attention. You are making teams inherently timezone locked when the bidding is ending. Leader of the Goonswarm Economic Warfare Cabal. Vile Rat: You're the greatest sociopath that has ever played eve. |

Thomas Hurt
The Scope Gallente Federation
310
|
Posted - 2014.09.01 16:57:00 -
[10] - Quote
Good patch, my only complaint is that it failed to add in a race of Cat-People with customizeable ears/tails/fur patterns/etc. |

Ari Ashimon
Ashimon Industries Goonswarm Federation
0
|
Posted - 2014.09.01 17:08:00 -
[11] - Quote
From what I can tell, Minmatar outpost factory upgrades that previously gave slot upgrades are still not giving ME reductions as per the original design.
Also reiterating what Retar and others posted about Amarr stations not getting the job cost reductions as planned. |

Alavaria Fera
GoonWaffe
6398
|
Posted - 2014.09.01 17:09:00 -
[12] - Quote
Aryth wrote:Retar Aveymone wrote:However, to not be a negative nancy: the patch has been a huge success and people are bidding on teams routinely (though with the sniping problem), highseccers have dared to even grab some teams I wanted, local industry has gotten a shot in the arm in 0.0 and we've noticed that we're now selling significant amounts of T2 stuff in null instead of shipping to jita.
It's been a big success and all of the issues are more 'sand this rough edge a bit' instead of 'god this sucks'. Yeah, sniping is going to need attention. You are making teams inherently timezone locked when the bidding is ending. It's always good to know that whatever the current price for the other days it is up, the price of a team is really determined in the last 2 seconds of it's auction. ^^ Delicious goon ((tech nerf, siphon, drone assist, supercap)) tears.
Taking a wrecking ball to the futile hopes and broken dreams of skillless blobbers. |

Drago Shouna
Royal Amarr Institute Amarr Empire
79
|
Posted - 2014.09.01 17:10:00 -
[13] - Quote
Querns wrote:Agreed -- station compression would be a huge shot in the arm for the sorry state of acquiring compressed minerals today. Might I also suggest a UI hint in the Reprocessing dialog, pointing players towards compression if the price of the minerals they are receiving is significantly less than what the compressed ore value? This all seems like overkill, but keep in mind -- changing the way mining works like this is fighting against 11 years of learned behavior. You cannot underestimate how strongly it is ingrained in the minds of the playerbase that reprocessing your ore is how you do business. Drastic measures are needed to decouple reprocessing from mining.
Sorry guys I disagree. Yes something needs doing (maybe). As a mainly one man corp I just cannot justify the cost of buying then running even a small POS for the small increase in mining income, and i'm sure that i'm by far from being the only one thinking the same.
Maybe if players in a system could share a POS without being in the same corp it would help, or at least be able to allow players to use a compression array by invite or something. Heck even corps in the same alliance can't use each others POS facilities atm.
Yes i'd sell some compressed, but it just isn't worth it as it stands. But I'm still not sure station facilities are the way forward to compress. |

Sydious
The Drunken Empire Fatal Ascension
19
|
Posted - 2014.09.01 17:12:00 -
[14] - Quote
I would love it if the industry window would remember my hangar selections between jobs, instead of constantly having to reselect corp hangars.
Despite adding it to arkonor, mexallon is still in short supply in null. I can't import any ore that has it in very high volumes.
Teams sniping is very much an issue. Unless I'm going to be online when the bidding ends I don't even bother anymore. This should be reworked to a system where i can place a max amount i want to pay and let the system auto-bid for me until that's exceeded. |

Querns
GBS Logistics and Fives Support Goonswarm Federation
776
|
Posted - 2014.09.01 17:19:00 -
[15] - Quote
Drago Shouna wrote:Querns wrote: Agreed -- station compression would be a huge shot in the arm for the sorry state of acquiring compressed minerals today.
Might I also suggest a UI hint in the Reprocessing dialog, pointing players towards compression if the price of the minerals they are receiving is significantly less than what the compressed ore value?
This all seems like overkill, but keep in mind -- changing the way mining works like this is fighting against 11 years of learned behavior. You cannot underestimate how strongly it is ingrained in the minds of the playerbase that reprocessing your ore is how you do business. Drastic measures are needed to decouple reprocessing from mining.
Sorry guys I disagree. Yes something needs doing (maybe). As a mainly one man corp I just cannot justify the cost of buying then running even a small POS for the small increase in mining income, and i'm sure that i'm by far from being the only one thinking the same. Maybe if players in a system could share a POS without being in the same corp it would help, or at least be able to allow players to use a compression array by invite or something. Heck even corps in the same alliance can't use each others POS facilities atm. Yes i'd sell some compressed, but it just isn't worth it as it stands. But I'm still not sure station facilities are the way forward to compress. That is the whole point -- adding station compression would make it so you can compress your ore without requiring a POS. I agree that the POS is both a significant barrier to entry and fiddly to make work with disparate groups of people. This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Drago Shouna
Royal Amarr Institute Amarr Empire
79
|
Posted - 2014.09.01 17:34:00 -
[16] - Quote
Querns wrote:Drago Shouna wrote:Querns wrote: Agreed -- station compression would be a huge shot in the arm for the sorry state of acquiring compressed minerals today.
Might I also suggest a UI hint in the Reprocessing dialog, pointing players towards compression if the price of the minerals they are receiving is significantly less than what the compressed ore value?
This all seems like overkill, but keep in mind -- changing the way mining works like this is fighting against 11 years of learned behavior. You cannot underestimate how strongly it is ingrained in the minds of the playerbase that reprocessing your ore is how you do business. Drastic measures are needed to decouple reprocessing from mining.
Sorry guys I disagree. Yes something needs doing (maybe). As a mainly one man corp I just cannot justify the cost of buying then running even a small POS for the small increase in mining income, and i'm sure that i'm by far from being the only one thinking the same. Maybe if players in a system could share a POS without being in the same corp it would help, or at least be able to allow players to use a compression array by invite or something. Heck even corps in the same alliance can't use each others POS facilities atm. Yes i'd sell some compressed, but it just isn't worth it as it stands. But I'm still not sure station facilities are the way forward to compress. That is the whole point -- adding station compression would make it so you can compress your ore without requiring a POS. I agree that the POS is both a significant barrier to entry and fiddly to make work with disparate groups of people.
I don't know what the answer is, but I do feel that if anyone could compress ore in any station it would quickly become worthless. Yes you'd get your minerals, but it would soon become pointless as selling raw ore or minerals would still be more viable due to the competition.
|

Owen Levanth
Sagittarius Unlimited Exploration
259
|
Posted - 2014.09.01 17:59:00 -
[17] - Quote
So far, the changes have been amazing! Especially the changes to T2-ship assembly arrays, since I finally went through with upgradin my old small POS to a medium one, just so I can finally build T2-ships in my own little space yard. The new UI reduced the necessary clickfest by enough, I can finally play my industry-alt without getting an aching wrist after a few busy hours.
The new costs overall have been much lower then I expected, but then again, maybe I overdid my contingency planning. 
The only little thing left is the invention changes. I'm eagerly awaiting them, since invention is kind of important if you want to invent your own BPCs. |

Retar Aveymone
GoonWaffe Goonswarm Federation
727
|
Posted - 2014.09.01 18:10:00 -
[18] - Quote
The invention job cost should not include the cost of the interfaces (as those are not used up). |

Querns
GBS Logistics and Fives Support Goonswarm Federation
776
|
Posted - 2014.09.01 18:13:00 -
[19] - Quote
Drago Shouna wrote:I don't know what the answer is, but I do feel that if anyone could compress ore in any station it would quickly become worthless. Yes you'd get your minerals, but it would soon become pointless as selling raw ore or minerals would still be more viable due to the competition.
It'd be worth at least 10-20% more than the minerals are worth, just because nullsec can afford to pay that much more for it. This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |
|

CCP Greyscale
C C P C C P Alliance
2559

|
Posted - 2014.09.01 18:27:00 -
[20] - Quote
Hi everyone,
I'm going to read this properly tomorrow, but in the meantime I'm just dropping in to suggest that if you want to have a longer discussion about particular things, it'd be super helpful if you created a spin-off thread and link it from here, mainly because it makes it much easier for me to follow separate conversations when they're not interleaved :) What's all here is great, I'm just wary of coming back in the morning and finding ten pages about compression ;)
Thanks! -Greyscale |
|

Drago Shouna
Royal Amarr Institute Amarr Empire
79
|
Posted - 2014.09.01 18:38:00 -
[21] - Quote
Sorry 
|

afkboss
Imperial Academy Amarr Empire
31
|
Posted - 2014.09.01 18:40:00 -
[22] - Quote
I would like to know why the Rorquals mining bonus is still linked with the industrial core. I would love to be able have my Rorqual in a belt now that it can compress on the fly but to boost it has to sit AFK at a POS. |

Max Kolonko
High Voltage Industries Ash Alliance
442
|
Posted - 2014.09.01 18:43:00 -
[23] - Quote
- T3's Hulls still require pre-crius number of RAM's even though stacks have been updated in our hangars/market orders/etc.. - T3 reverse enginering success rate is wrong OR the formula that's been available to public for ages is not acurate (i'l update the post with example once i get a chance to log into my indystry char) OR I'm bad at maths - when using "view in idnustry" on blueprint and checking how it would work in given station/pos i have access too i cant select corect tabs for corp hangars to check if i have right materials - when searching for teams i cant select what kind of bonus i'm looking for (for example try searching for material bonus to lets say hybrid components - you will get tones of material bonuses mixed with time bonuses teams. also cant sort by bonus level (best teams first for example) - its very unclear what is the cost level of system - the curent indicator with bars is very uninformative. Also a system with 5 and system with 15% is showing full bar which is very missleading when comparing systems. - for reverse enginering there is no info how many racial decryptors I have. when i select for example Gallente racial decryptor to make proteus hull i cant tell how many i have in that location and how many are needed. - not all systems are shown in FACILITIES tab. when I want to check how much it costs to run a job in a system where i know there is facility for it not all systems are available. Is there a limit on systems presented in that list? Regional? range? other?
Other than that its great. I love the new streamlined interface. Although for serious manufacturing the spreadsheets got more complicated :D
Waiting what You have in Your sleeve for new skills for industry.
For invention and reverse enginering I would love to have better breakdown screen of succeses and failures (when runing 11 identic jobs its easy to say what was success and what not, when running say 3/3/3/2 reverse of each race t3's and just seeing list of success/failure without info what is what is not good feedback for player. Havent tried the subsystems yet and i imagine having no info what was the random subsystem result is even worse)
For reverse enginering I would love to see REMOVAL of random subsystem result. Its annoying mechanic. Just increase reverse time / material needs / whatever but let us produce what we want to produce. I'm sure that my blueprints copies for uneeded subsystems (the ones that i dont bother to produce) takes a looooot of DB space in my hangar and server time when i accidentally click the container leaf on inventory screen to load them :D (and it kiils my PC too)
For manufacturing/science in general I would love to see the cost of running a job in a system without station service for it - just to see the cost index to check if i want to place a pos there without using API for that ( i know its on map, but come-on) Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |

Angie Chatter
15
|
Posted - 2014.09.01 19:25:00 -
[24] - Quote
Posted this already like 10 times now, to me the most annoying thing in crius i have to "endure" every day are the gray installed blueprints, that clutter up my selection list.
1) Add a filter option to hide all installed, "in use" blueprints from the selection list, please!
2) The UI still lags pretty bad after each "started" job, sometimes it takes 3-10 seconds before the UI is usable again.
3) Make the "Start" button the default selected field after u selected a new blueprint, so we can use "arrow down + enter" to directly install a new job. We can't batch install jobs, this would save some unneeded mouse moves+clicks.
4) The time it takes for the system cost index to lower again, seems of. What math does it use? It takes literally just 10 jobs to get from 0.01 to 0.2, but it will take weeks to get from 0.2 to 0.18? This is in a system without NPC station and any other pos at 3 weeks with ZERO manufacturing. I would have expected the index to gradually fall back to 0.01, given that it should get there in 28 days? What i see is a 10-15% reduction in 3 weeks, so why is the fallback not more linear?
5) Would be nice to be able to repackage containers on a POS corp hangar, so i can stop this juggling them around between POS and stations. |

Max Kolonko
High Voltage Industries Ash Alliance
442
|
Posted - 2014.09.01 19:40:00 -
[25] - Quote
Angie Chatter wrote:Posted this already like 10 times now, to me the most annoying thing in crius i have to "endure" every day are the gray installed blueprints, that clutter up my selection list.
1) Add a filter option to hide all installed, "in use" blueprints from the selection list, please!
2) The UI still lags pretty bad after each "started" job, sometimes it takes 3-10 seconds before the UI is usable again.
3) Make the "Start" button the default selected field after u selected a new blueprint, so we can use "arrow down + enter" to directly install a new job. We can't batch install jobs, this would save some unneeded mouse moves+clicks.
4) The time it takes for the system cost index to lower again, seems of. What math does it use? It takes literally just 10 jobs to get from 0.01 to 0.2, but it will take weeks to get from 0.2 to 0.18? This is in a system without NPC station and any other pos at 3 weeks with ZERO manufacturing. I would have expected the index to gradually fall back to 0.01, given that it should get there in 28 days? What i see is a 10-15% reduction in 3 weeks, so why is the fallback not more linear?
5) Would be nice to be able to repackage containers on a POS corp hangar, so i can stop this juggling them around between POS and stations.
Completely agree with 1 and 2, grey blueprints and lag is an issue. 3 would be nice addiditon. Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |

BooomBox
Federal Navy Academy Gallente Federation
0
|
Posted - 2014.09.01 20:25:00 -
[26] - Quote
Hello. In industry interface while choosing facility, input/output location, team for the blueprint you want use, there is a wonderful feature, that the next blueprint of the same type chosen in the interface uses the same options as previous. That is a real time saver and the best part of Crius for me. What i want to suggest is that any blueprint after the first one should select previous options until those options are changed. Cheers |

Gilbaron
Free-Space-Ranger Nulli Secunda
1506
|
Posted - 2014.09.01 20:29:00 -
[27] - Quote
do you remember when you wanted to discuss increasing the production time for fighters, fighter bombers and capital modules ?
you said you would talk about it with some people, but there has been silence since then :( Build your empire ! Start today ! Rent Space in Perrigen Falls and Feythabolis Contact me for details :)
|

Makari Aeron
The Shadow's Of Eve TSOE Consortium
106
|
Posted - 2014.09.01 21:26:00 -
[28] - Quote
CCP Greyscale:
--I would like to have the ability to apply POS bonuses to blueprints when viewing them in other locations. Ie: I buy it from the market and I can adjust the BPO to see different ME/TE values to know what I'll need with my current skills without having to resort to the wonders of google spreadsheets.
--There seems to be a bit of lag when installing blueprints after you click "Install" and then click on the next BPO/BPC. CCP RedDawn:Ugly people are just playing life on HARD mode. Personally, I'm playing on an INFERNO difficulty..||| CCP Goliath:I often believe that the best way to get something done is to shout at the person trying to help you. ||| CCP Goliath:http://goo.gl/PKGDPZ |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
107
|
Posted - 2014.09.01 21:28:00 -
[29] - Quote
Aryth wrote:Retar Aveymone wrote:However, to not be a negative nancy: the patch has been a huge success and people are bidding on teams routinely (though with the sniping problem), highseccers have dared to even grab some teams I wanted, local industry has gotten a shot in the arm in 0.0 and we've noticed that we're now selling significant amounts of T2 stuff in null instead of shipping to jita.
It's been a big success and all of the issues are more 'sand this rough edge a bit' instead of 'god this sucks'. Yeah, sniping is going to need attention. You are making teams inherently timezone locked when the bidding is ending.
Guilty
I have alarmed clocked for teams
didn't mind though, part of the game |

Elena Thiesant
Sun Micro Systems
1437
|
Posted - 2014.09.01 21:34:00 -
[30] - Quote
Please, please, please can there be an option added to specify a default corp hanger for jobs run at a POS?
Better sorting of the blueprint lists would also be great (allow sorting by multiple columns) |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
107
|
Posted - 2014.09.01 21:43:00 -
[31] - Quote
CCP Greyscale -
I chatted with you about this prior to your vacation- which I hope you enjoyed
Minnie outpost lab upgrade not providing invention
EBR-224582014/08/21Science - Minmatar outpost upgradeAttachedEdit | View Comments
That is the Bugreport
Just wondering what is happening and what kind of time frame are we dealing with? |

Angie Chatter
15
|
Posted - 2014.09.01 21:46:00 -
[32] - Quote
Some more issues i forgot to mention:
1) The tab to select what location/POS you want to select seem to sort by range? I would rather like a alphabetical order, so i can sort by the usual "string tricks" we also need to use for bookmarks, since we cant enforce a order ourself. So the good old "__#" prefix's.
2) The tooltip for the "requirement's" that is just below the field u enter the number of runs also gets in my way every day. I simply want to move my mouse to the input field and now i have to wait for this silly popup to fade away.
3) The bar that shows the system index has enough space to also display the actual numerical % number, so why do we get this unprecise bar in the upper part of the window, while there is enough screen space to display the actual number? |

Ekaterina 'Ghetto' Thurn
Department 10
178
|
Posted - 2014.09.01 21:53:00 -
[33] - Quote
Drago Shouna wrote:Querns wrote:Agreed -- station compression would be a huge shot in the arm for the sorry state of acquiring compressed minerals today. Might I also suggest a UI hint in the Reprocessing dialog, pointing players towards compression if the price of the minerals they are receiving is significantly less than what the compressed ore value? This all seems like overkill, but keep in mind -- changing the way mining works like this is fighting against 11 years of learned behavior. You cannot underestimate how strongly it is ingrained in the minds of the playerbase that reprocessing your ore is how you do business. Drastic measures are needed to decouple reprocessing from mining. Sorry guys I disagree. Yes something needs doing (maybe). As a mainly one man corp I just cannot justify the cost of buying then running even a small POS for the small increase in mining income, and i'm sure that i'm by far from being the only one thinking the same. Maybe if players in a system could share a POS without being in the same corp it would help, or at least be able to allow players to use a compression array by invite or something. Heck even corps in the same alliance can't use each others POS facilities atm. Yes i'd sell some compressed, but it just isn't worth it as it stands. But I'm still not sure station facilities are the way forward to compress.
I will make a small comment on the compression issue. 
We are a very small operation but obtaining, and running a POS for a short time, to compress ore is not an expensive task. You can buy a small tower & compression array BPC very cheaply, knock up some P4, & make the tower & array. Or as the array is easier to make you could buy a small tower ready made for less than 60 million ISK. Save up your ore and run the tower for just one hour every so often and cost will be infinitesimal.
I disagree with the proposal to introduce compression as a service at NPC stations for a number of reasons. It would go against the conflict driver/risk principle that CCP now follows. But more importantly it may feed the 'race to the bottom' in terms of pricing which is currently happening across the market.
Regarding ingrained behaviour you can lead a horse to water but you can't make it drink. A lot of people still don't see the problems with MIMAF but we have to keep plugging away at them. The whole economy is still in flux atm with summer still not over and the numbers playing EVE still way down possibly largely due to the nullsec stalemate and sovereignty related problems.
Finally regarding the industry changes as a whole I was one of those maybe preaching the doom & gloom but I don't think it has turned out as bad as many thought it might have done. I'm still working out which way the river is flowing but I suspect it will turn out alright in the end.  |

Mara Pahrdi
The Order of Anoyia
812
|
Posted - 2014.09.01 21:53:00 -
[34] - Quote
Querns wrote:Drago Shouna wrote:Querns wrote: Agreed -- station compression would be a huge shot in the arm for the sorry state of acquiring compressed minerals today.
Might I also suggest a UI hint in the Reprocessing dialog, pointing players towards compression if the price of the minerals they are receiving is significantly less than what the compressed ore value?
This all seems like overkill, but keep in mind -- changing the way mining works like this is fighting against 11 years of learned behavior. You cannot underestimate how strongly it is ingrained in the minds of the playerbase that reprocessing your ore is how you do business. Drastic measures are needed to decouple reprocessing from mining.
Sorry guys I disagree. Yes something needs doing (maybe). As a mainly one man corp I just cannot justify the cost of buying then running even a small POS for the small increase in mining income, and i'm sure that i'm by far from being the only one thinking the same. Maybe if players in a system could share a POS without being in the same corp it would help, or at least be able to allow players to use a compression array by invite or something. Heck even corps in the same alliance can't use each others POS facilities atm. Yes i'd sell some compressed, but it just isn't worth it as it stands. But I'm still not sure station facilities are the way forward to compress. That is the whole point -- adding station compression would make it so you can compress your ore without requiring a POS. I agree that the POS is both a significant barrier to entry and fiddly to make work with disparate groups of people. I disagree. What we need is a POS fix, not more convenience in stations. Remove insurance. |

Ekaterina 'Ghetto' Thurn
Department 10
178
|
Posted - 2014.09.01 21:59:00 -
[35] - Quote
I do agree for small operations there is no need or economic sense in running a research or manufacturing POS now in high sec. We alone have about two billion ISK worth of POS infrastructure sitting in the station hangar that might never get used under the current scenario. Whether that is a good result of the Crius changes I don't know. It certainly isn't as diverse. |

Hashi Lebwohl
Oberon Incorporated RAZOR Alliance
44
|
Posted - 2014.09.01 22:03:00 -
[36] - Quote
Feedback
General
I think you can make too few ships and too many modules off a bpo in a given period compared to before the patch. If you want to make ships you really want to be inventing them now - but if you are inventing modules you are probably being swamped by bpo owners. I assume this was your intention when you set the production times.
I also feel that the production times are a one size fits all - For instance, why do all types of frigates, from interceptors to assault frigates, have the same production time?
On a personal level, I cursed your name when you changed the material requirements one week after the patch. I really appreciated doing that process twice.
Specific UI
the pop-up skills requirement in the centre of the UI covers the box where you can change the numbers - its quite annoying each time you mouse over to change the numbers...
When viewing material requirements of a bpc (or any other screen) would be helpful see the specific ME associated with those results (even better if you could change the ME to see the effect)
Still wish to see the total cost of a single unit displayed on the UI, preferably compared to the average sales price even if was simply the background was something visual like a yellow - blue graded scale (and a popup of the profit or loss). Actually if you could do the reverse for the market that would be great - highlight those items listed at below production costs.
Module re-balancing
Can you ask Fozzie to get a move on with the module rebalancing - my tech II pet hates are:
Target painter II - why bother as Phased Weapon Navigation Array Generation Extron has the same states and lower CPU usage.
Signal Amplifier II - Type-D Attenuation Signal Augmentation has same range bonus and better cpu usage and does not require electronic upgrade V to fit (level 1 is fine).
|

GreenSeed
1157
|
Posted - 2014.09.01 22:14:00 -
[37] - Quote
Bugs:
- When starting a job and quickly switching to another BP sometimes causes the new BP to become unresponsive until a third BP gets chosen . (happens fairly often)
- Sometimes when starting a lot of corp jobs, jobs started by one character wont update to the rest of the corp members, showing the BPs used by that person to show as "available" to be installed. (can't reproduce, but happens often)
General nuisances:
- Cost reduction for bulk jobs kicks in after a certain number of runs, increasing the number of runs past that point does not result in any additional reduction in material. this effectively makes the minimum batch run to optimally be the cost reduction point. doing it otherwise is just unreasonable. so why have the cost reduction to begin with? just include it on the BP... (im talking mainly about components, modules, and the like here.)
- teams didn't work, cant be assed to see if any teams are up for contract and going for the second best is hardly worth the effort. why not adding a "recommended" list of teams based on whats been mostly built? this way they would see more movement.
- Public Index information is not good. not good at all. make it not available for lowsec/nullsec systems unless the player flies to the system/station in question.
- why are used BPs listed o the job starting list? we need a "also show used BPs" check box.
- there's been a mayor improvement of the BPC management, but it is still a nightmare. probably with better container control things could improve.
- multiple job starting is still due. if we still had the old UI and the only change Cirrus brought was the ability to start multiple similar jobs at the same time i would have been equally happy with the changes. (takes that little to keep us industrialists happy.)
- Data interfaces show as part of the total cost of an invention attempt, even when they are not consumed.
Hashi Lebwohl wrote:
Signal Amplifier II - Type-D Attenuation Signal Augmentation has same range bonus and better cpu usage and does not require electronic upgrade V to fit (level 1 is fine).
its +2 targets, if you care for it its definitely worth the training time. (i have it) |

Scaugh
Blue Republic RvB - BLUE Republic
64
|
Posted - 2014.09.01 22:43:00 -
[38] - Quote
Querns wrote:Drago Shouna wrote:I don't know what the answer is, but I do feel that if anyone could compress ore in any station it would quickly become worthless. Yes you'd get your minerals, but it would soon become pointless as selling raw ore or minerals would still be more viable due to the competition.
It'd be worth at least 10-20% more than the minerals are worth, just because nullsec can afford to pay that much more for it.
i did a basic spreadsheet and I can refine in a highsec station without the RX04 implant and the resulting minerals are worth more than the ore. Using the RX04 implant just about doubles the profits.
So i guess the big market guys are not paying enough for high sec ores and does not incentiveise me to compress. |

Scaugh
Blue Republic RvB - BLUE Republic
64
|
Posted - 2014.09.01 22:55:00 -
[39] - Quote
priority list (not in any order)
1. Make it so the industry UI can be resize. I'd like to be able to see more than it when i have it open. 2. Show me as a hint the actual system cost index not just a part filled red bar. 3. Allow me to be able to select high sec / low sec or null only station facilities from a drop down menu in the industry UI 4. Teams, teams, teams. there is not enough time in the day to explain how i feel trying to search through them. For starters. my screen only allows 4 of them displayed at a time. Try to type in "deep space transport" in the filter results in nothing yet it is a ship class than s displayed as effected by teams. and so on..........
|

Retar Aveymone
GoonWaffe Goonswarm Federation
727
|
Posted - 2014.09.01 23:29:00 -
[40] - Quote
Scaugh wrote:Querns wrote:Drago Shouna wrote:I don't know what the answer is, but I do feel that if anyone could compress ore in any station it would quickly become worthless. Yes you'd get your minerals, but it would soon become pointless as selling raw ore or minerals would still be more viable due to the competition.
It'd be worth at least 10-20% more than the minerals are worth, just because nullsec can afford to pay that much more for it. i did a basic spreadsheet and I can refine in a highsec station without the RX04 implant and the resulting minerals are worth more than the ore. Using the RX04 implant just about doubles the profits. So i guess the big market guys are not paying enough for high sec ores and does not incentiveise me to compress. You need to compress the ore. Go look at compressed ore prices. |

Querns
GBS Logistics and Fives Support Goonswarm Federation
776
|
Posted - 2014.09.01 23:35:00 -
[41] - Quote
CCP Greyscale wrote:Hi everyone,
I'm going to read this properly tomorrow, but in the meantime I'm just dropping in to suggest that if you want to have a longer discussion about particular things, it'd be super helpful if you created a spin-off thread and link it from here, mainly because it makes it much easier for me to follow separate conversations when they're not interleaved :) What's all here is great, I'm just wary of coming back in the morning and finding ten pages about compression ;)
Thanks! -Greyscale Ah, sorry about that.
I've taken the liberty of making the adjunct thread you requested.
This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

SJ Astralana
Syncore
63
|
Posted - 2014.09.01 23:39:00 -
[42] - Quote
On the topic of sniping, I'd like to see the bid changed to maximum bid, similar to ebay. In the UI, you would see the current winning bid, but you wouldn't see the winning bid's maximum bid. That way, a bidder can do a valuation, set the maximum, and have incremental bids dropped in until a winner is determined. Hyperdrive your production business: Eve Production Manager |

Retar Aveymone
GoonWaffe Goonswarm Federation
727
|
Posted - 2014.09.02 00:21:00 -
[43] - Quote
SJ Astralana wrote:On the topic of sniping, I'd like to see the bid changed to maximum bid, similar to ebay. In the UI, you would see the current winning bid, but you wouldn't see the winning bid's maximum bid. That way, a bidder can do a valuation, set the maximum, and have incremental bids dropped in until a winner is determined. This would be fantastic. |

GreenSeed
1157
|
Posted - 2014.09.02 03:40:00 -
[44] - Quote
i think on teams a priority is to have a proper shotgun rule first. or anything, really... its just seems thrown in there as a half realized idea. |

Bad Bobby
Bring Me Sunshine In Tea We Trust
573
|
Posted - 2014.09.02 05:02:00 -
[45] - Quote
- The industry window doesn't resize well making it difficult to use and difficult to multi-task with.
- The industry window doesn't pin, dock or go transparent like other windows do.
- The start job button turns into the cancel job button once pressed, making costly mistakes more likely than they need to be.
- The blueprints list is very slow for people with lots of blueprints and includes lots of greyed out blueprints. It needs to be faster, better filtered, better paged etc.
- Team bidding/sniping and general feedback on the progress of your bids needs improvement.
- The changes to production speed on some blueprints has enabled very small numbers of players to supply the entire market, which I didn't think was something you wanted to do.
- Many of us would like further information about the future of T2 BPOs or at least a timescale for the arrival of that information, because they are a significant part of many players gameplay and for some of us they are the chief appeal of the industry system, so we'd like to be able to make informed decisions on what to do next.
|

Tzar Sinak
Mythic Heights
117
|
Posted - 2014.09.02 05:43:00 -
[46] - Quote
Can the BPCs tooltip also include the remaining number of runs?
Of all the podcasts I listen to Hyrdostatic is the best! http://hydrostaticpodcast.blogspot.ca/ Nolen Cadmar spreadsheets: Excellent value, great customer service. Don't wait and check them out. https://forums.eveonline.com/default.aspx?g=posts&t=295315 |

Team Bidders
Center for Advanced Studies Gallente Federation
6
|
Posted - 2014.09.02 05:54:00 -
[47] - Quote
Overall, I like Crius.
I've been a manufacturer since I joined EVE Online 3 years ago. I spent 90% of my EVE time building or trading T2 ships. Although I have only 21 manufactring slots and 22 science slots, I managed to sell 40 Billions worth of ships and created profit of 10 Billions in August alone. I also actively participated in team biddings and won 8 teams so far.
What I LIKE most about Crius:
1. Reduction of clicks needed: Now the new UI remembers my last settings on the BPCs, which really made my life a lot easier. No more 5 clicks just to install a jobs!
2. Dynamic nature of industrial world: With the introduction of job cost index and teams, players no longer have the same universal cost. This has definitely driven some players away and opened up the space for professional manufacturers like me.
What I DISLIKE most about Crius:
1. The new industry window is too small: Before Crius, I can see 30+ jobs in the industry window. Now I can see about 8 jobs. Since I always have 43 jobs (including manufacuring & science) running at the same time, I have to scroll a lot just to find out what ships I am or am not buidling.
2. Team auction interface: Please, we need a list of teams we are bidding for. I hate having to scroll down the window and put mouse cursor on hundreds of teams just to find out what bids I have submitted.
3. Short production time on some items: In the past, a 10-run 1400MM Artillery II BPC needs roughly 3 days to manufacture, with the help of Rapid Assembly Array. Now the production time is only 8 hours in a regular Equipment Assembly Array, which made Rapid Assembly Array useless. In addition, I have a real life outside of EVE world and I can't log on every 8 hours to start a new job. In order to solve the problem, I suggest CCP add a new function : T2 BPC consolidation. If I can combine 3 10-run 1400MM Artillery II BPCs into one 30-run 1400MM artillery II BPC, I can start a 24-hour job, which is more reasonable. Longer runs will also allow us to make better use of the material savings.
|

Throwaway Sam Atild
Republic Military School Minmatar Republic
28
|
Posted - 2014.09.02 06:15:00 -
[48] - Quote
I made up a bit of a wish-list a while ago that's still valid here
As for my general impressions of Crius, they're a mixed bag. The UI is certainly much improved, and with a little more refinement will become excellent. I think it has the potential to completely replace an out of game tool, which would be very neat from an accessibility point of view.
I'm pretty non-plussed about the Teams and job cost system, sniping aside. It may have accomplished its goal of spreading people out, but from what I've seen the terrain still ends up being pretty flat. I do a pretty significant amount of cost-benefit analysis in planning the corps production, and my bottom line is that it doesn't actually matter very much where you build. You can bulid close to Jita and save on shipping and pay higher job cost, or you can build far away and pay more on shipping and pay less on job cost and have less access to 'free' teams. There's some wiggle room to be had, but nothing significant.
As far as build times go, as the economy begins to settle its pretty clear that T2 modules and small ships got hit pretty hard as expected. The decrease in end to end time closed up the margins and made the selling market crowded and nasty. Things aren't completely shut down, but they're tight enough to reduce the incentive to participate.
Overall I still think the big opportunities for conflict drivers were whiffed. No one's come trying to knock down my POS's or fight me for a moon. If threatened with war-dec it's simple to grab the bpo's out of the POS and turtle up at a station for a minor loss to productivity. This is actually a set-back in my opinion from pre-Crius, where a war-dec could conceivably halt your invention by shutting down your POS. There's practically nothing that you can build in high-sec that would create any risk for the builder.
More positively I can say that the Crius changes have peaked up some interest in my line members in learning more about production. I think the improved UI is the main reason for that.
If there's any steam left for more changes I hope that you direct them towards removing internal threats to production by making manufacturing more corp friendly. I hope you increase the external threats to production by making manufacturing more dangerous by providing large benefits to building in space, along with big rewards to blapping POS's to drive conflict. As it stands there isn't any external threat, and the corp permissions all suck so
|

Zakarumit CZ
Zakarum Industries Exiliar Syndicate
187
|
Posted - 2014.09.02 06:34:00 -
[49] - Quote
Please add some overview of my current industry team bids. |

Saisin
State War Academy Caldari State
134
|
Posted - 2014.09.02 06:49:00 -
[50] - Quote
I am not an industrialist, but Cryis has piqued my interest into starting to produce something. I like the new industry screen's design, so for my perspective it is all good. Also, it is a good thing to gather serious feedback from the community that way, long after the passions have cooled down. +1 for the initiative... "surrender your ego, be free". innuendo.
solo? There is a new hope http://turamarths-evelife.blogspot.com/2014/05/ok-now-im-betting-man.html |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3775
|
Posted - 2014.09.02 08:31:00 -
[51] - Quote
Retar Aveymone wrote:The invention job cost should not include the cost of the interfaces (as those are not used up).
If you're talking for the calculation for the cost to install the invention job, it doesn't.
It's based off the cost to build thing you're inventing to.
Source: the numbers match up with my calculator which does it that way. Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |

Carniflex
StarHunt Mordus Angels
290
|
Posted - 2014.09.02 08:47:00 -
[52] - Quote
I am relatively neutral about Crius. Some ME conversions were annoying (like rigs, prints that used to be perfect were not so anymore after the patch).
A - note. As far as I'm aware the standings one has towards the station owner do not affect the NPC tax in manufacturing/researching. This is inconsistent with market behavior where standings with the station owner do affect the NPC taxses. So it would be great if standings with a station owner would also affect NPC tax in industry or if this is undesirable the standings affecting the tax on markets (and refining if this is still the case) should be removed. So that standings either matter or do not, not the current mixed situation where they sometimes do and sometimes dont. Here, sanity... niiiice sanity, come to daddy... okay, that's a good sanity... *THWONK!* GOT the bastard. |

Samsara Toldya
Pator Tech School Minmatar Republic
16
|
Posted - 2014.09.02 09:15:00 -
[53] - Quote
Maybe I am too new to the game but for what I see:
Pre Crius I wasn't able to manufacture in Jita 4-4 because of slot limitation. I had to use Frog/Push contracts to get my stuff to my manufacturing facility and had to use Frog/Push to get my stuff back to a trading hub. That ended (and still ends) up to 8 days of waiting. A very long period of time considering the market. Of course I could use the fast delivery options by paying an extra fee.
Past Crius I started to manufacture my stuff in Jita 4-4, cutting off the logistic and beeing able to adapt to market fluctuations within a second. I even took out the risk of losing my goods to suicide gankers and wardecs wouldn't shut down my business. Because of higher installation costs in Jita 4-4 my margins got tighter, but still I would be able to make higher overall profit due to cutting of logistics (ISK and time) and risks.
For what I see the system cost index doesn't work the way it should work. Manufacturing in Jita 4-4 is WAY too cheap considering the benefits or facilities >10 jumps out are WAY too expensive. To me moving out 10 jumps won't lower the system cost index enough to justify the extra effort.
As for "new player experience" I still don't see an easy way to get into manufacturing. Yes, to find a blueprint worth looking at one only has to take the blueprint data out of a YAML file, mix it with some data in a MSSQL database, put in some imported prices and average sell volume out of a XML file delivered by eve-central, fetch some things like system cost index and base price out of CREST, use the charakter blueprint API, the charakter skill API, ... and he is good to go if he doesn't f*ck up formulas. Or he could take a week off ddosing Fuzzwork with every single blueprint available and each blueprint for different locations and...
I see why Production Efficiency was taken out of the game as it had been a "must have" skill for new players. Still I don't see the need to change it to a time reduction. We already are building stuff faster than those items are used. I'd love to see this skill reducing the installation taxes or installation costs as we are able to reduce taxes for reprocessing with standing, broker fees with standing and skills and planetary interaction taxes with skills. Now I can build a Rifter faster than before Crius and lose even more ISK per hour. I'd like to produce cheap, not fast. There are a lot of tech1items where one slot and 24 hours of production would be enough to cover the Jita tradevolume of one week or even a month (like... capital cargohold rigs, mining foreman links, ...). Reducing the production time allows me to offer MORE of them, but it doesn't allow me to lower my prices to attract more customers.
How many Strip Miner I were produced during august 2014 - and how many Strip Miner I were destroyed or used for T2 production? How many Damage Control Units II were produced during august 2014 - and how many DCU II were destroyed?
I think that if you would take a look at units produced vs units destroyed you would agree that the ability to produce stuff even faster isn't the option you should go for. Oversupply tighten the margins, tight margins take new players out of manufacturing.
And while you are looking at numbers I'd like to ask: How many production jobs were installed pre crius on an average per month and how has this figure changed? That would be my personal indicator of wheter those changes are good or bad.
I really like some of the changes made... yet I stopped with the industry part of the game. I don't find the motivation to update my spreadsheets each time a blueprint is changed and I fail to see an easy way to import my blueprints without using different sources like YAML, XML, SQL, CREST and whatever. If the charakter blueprint API would include the materials needed to build stuff with given ME/TE I'd take a look at it... |

Selaria Unbertable
POS Mortem Renegades Of Silence
42
|
Posted - 2014.09.02 09:53:00 -
[54] - Quote
In general, I'm quite pleased with the industry changes, especially the new UI. Starting jobs on multiple characters is no longer a pita, it goes much more smoothly. That being said, there is always room for improvements:
1) Facility sorting in the blueprints tab. No idea how it's currently done (by itemID maybe?), but an alphabetic sorting would be helpful, especially if you name your POS arrays after a certain schema.
2) The job tab is sometimes quite laggy, as some others have pointed out.
3) I think you guys overshot the production times on T2 modules. Before you could spend a day or two on each 10-run-bpc, now the times are down to several hours. With the slightly increased build times on ships, I think this was a little too much.
4) Invention... The UI changes made this part of industry far less annoying, but what I would like to see is some kind of bulk invention. Maybe with a limit of 24 or 48 hours maximum, but it should be possible with the new UI, shouldnt it? This would make it less annoying to start new invention jobs every few hours, most of us do have a real life you know? ;) Furthermore, you would no longer have to make so many low-run copies, but instead fewer with more runs. That would make the blueprints list a little clearer imho.
And some of the things said before, like an overview on your own team bids... But so far, quite satisfied with the changes. |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3775
|
Posted - 2014.09.02 10:06:00 -
[55] - Quote
Retar Aveymone wrote:SJ Astralana wrote:On the topic of sniping, I'd like to see the bid changed to maximum bid, similar to ebay. In the UI, you would see the current winning bid, but you wouldn't see the winning bid's maximum bid. That way, a bidder can do a valuation, set the maximum, and have incremental bids dropped in until a winner is determined. This would be fantastic.
How would you handle multiple bids?
The way the system works now is: multiple people can all put bids in, which count to the system level bid.
X puts 3 Y puts 7 Z puts 15
which leads to a total bid of 25 for the system.
If the next highest bid for a system is 20, what you're suggesting would go up to 21. But how does that break down into X Y and Z's bids, for ISK returned?
(not saying it's a bad idea. Just wondering how you'd suggest implementing it) Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3775
|
Posted - 2014.09.02 10:12:00 -
[56] - Quote
Samsara Toldya wrote: I really like some of the changes made... yet I stopped with the industry part of the game. I don't find the motivation to update my spreadsheets each time a blueprint is changed and I fail to see an easy way to import my blueprints without using different sources like YAML, XML, SQL, CREST and whatever. If the charakter blueprint API would include the materials needed to build stuff with given ME/TE I'd take a look at it...
pssst. I put together a few useful things. So has lockefox.
Spreadsheet with the materials to make things: https://www.fuzzwork.co.uk/dump/hyperion-1.0-101505/industryActivityMaterials.xls.bz2 (there are others in the same directory that you'll probably want. invTypes for lookups for the names. industryActivity* for other industry details)
If you want to load your list of blueprints into a google docs spreadsheet: https://github.com/fuzzysteve/eve-googledocs-script/blob/master/blueprints.gs
If you want a bunch of handy functions for getting indexes and so on: http://eve-prosper.blogspot.co.uk/2014/07/building-better-spreadsheets-crius.html
https://www.fuzzwork.co.uk/blueprint/costindex.php if you want to browse indexes out of game. The map if you want to look in game. Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |

Selaria Unbertable
POS Mortem Renegades Of Silence
42
|
Posted - 2014.09.02 12:20:00 -
[57] - Quote
And don't forget Qoi with her page: http://eve-industry.org/calc/
|

Retar Aveymone
GoonWaffe Goonswarm Federation
727
|
Posted - 2014.09.02 12:53:00 -
[58] - Quote
Steve Ronuken wrote:Retar Aveymone wrote:The invention job cost should not include the cost of the interfaces (as those are not used up). If you're talking for the calculation for the cost to install the invention job, it doesn't. It's based off the cost to build thing you're inventing to. Source: the numbers match up with my calculator which does it that way. I'm not, I'm talking about the tooltip that estimates how much the job costs. Hover over an invention job you're installing sometime and look at the costs. |

Bad Bobby
Bring Me Sunshine In Tea We Trust
573
|
Posted - 2014.09.02 13:36:00 -
[59] - Quote
Samsara Toldya wrote:Past Crius I started to manufacture my stuff in Jita 4-4, cutting off the logistic and beeing able to adapt to market fluctuations within a second. I even took out the risk of losing my goods to suicide gankers and wardecs wouldn't shut down my business. Because of higher installation costs in Jita 4-4 my margins got tighter, but still I would be able to make higher overall profit due to cutting of logistics (ISK and time) and risks.
For what I see the system cost index doesn't work the way it should work. Manufacturing in Jita 4-4 is WAY too cheap considering the benefits or facilities >10 jumps out are WAY too expensive. To me moving out 10 jumps won't lower the system cost index enough to justify the extra effort. You're not alone in this.
Prior to Crius my production was divided between:
A number of 0.0 locations One low-sec location One hi-sec location outside of Jita All of the stations in Jita
Now my production occurs in:
One station in Jita
...which isn't what the marketing blurb for Crius suggested would happen, but is absolutely what is right for my production operation post Crius.
I was fortunate/wise enough to avoid the Crius deployment horrorshow by ceasing almost all industry activities prior to the deployment, unlike many other supercapital producers who had a "fun" time dealing with the fallout! |

Jo TwoTimes
Just Like Home
1
|
Posted - 2014.09.02 13:39:00 -
[60] - Quote
a couple days ago i did post a crius feedback thread , focused on small changes to makes it easier for newbs to enter the : https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=369053
didnt generate a lot of comments, mybe because its newb related, but maybe worth a read anyway |

Qmamoto Kansuke
Killing with pink power
19
|
Posted - 2014.09.02 15:04:00 -
[61] - Quote
So far its good, I had some worries that the new build times would crush the eve market but this is not the case at the moment.Lots of items manage to tank the fast production speed well enough not to fall to dramatic levels.
I've noticed only few however that are selling below build t2 invention build cost and I guess they will become the "new mining crystals t2 bpo zone only".
Which is kinda sad as this should be game for all us not just the t2 bpo owners.
I hope that with the upcoming invention changes you will think about tweaking the invention times at the least because that would help a lot. |
|

CCP Greyscale
C C P C C P Alliance
2560

|
Posted - 2014.09.02 16:02:00 -
[62] - Quote
OK, thread read up to this point, I've got 24 bullet points in my to-look-at list. Some specific questions I have:
Fonac wrote:2. Depending on how you click on a blueprint to "view in industry" you get different results. Some without research taken itn account, and some with.
Can you give examples of this, so we can be sure we're looking at the right problem?
Retar Aveymone wrote:CCP Greyscale wrote: I've seen reports of outposts not giving the correct cost reductions but it *seems* to be working on my test server; it's possible I've misunderstood the reports though? More info here would be good!
-Greyscale
We are not receiving the cost reduction to install fees in amarr outposts (ME bonuses seem to be working). When this was reported, we were told that feature was axed. When it was pointed out that it was explicitly included in the final dev blog, there was some hemming and hawing and then "we'll work on it". So is this actually going to be implemented? Also, we badly need a better breakdown in-game of what's contributing to install costs.
Can someone show their working on this (ie the calculations you're doing that lead you to conclude that the numbers are wrong) so (again) we can be sure we're looking at the right problem :)
Thomas Hurt wrote:Good patch, my only complaint is that it failed to add in a race of Cat-People with customizeable ears/tails/fur patterns/etc.
Yes.
Ari Ashimon wrote:From what I can tell, Minmatar outpost factory upgrades that previously gave slot upgrades are still not giving ME reductions as per the original design.
Let me double-check this.
Gilbaron wrote:do you remember when you wanted to discuss increasing the production time for fighters, fighter bombers and capital modules ?
you said you would talk about it with some people, but there has been silence since then :(
...actually yeah, I do. I'll put that on the list.
Kenneth Feld wrote:CCP Greyscale -
I chatted with you about this prior to your vacation- which I hope you enjoyed
Minnie outpost lab upgrade not providing invention
EBR-224582014/08/21Science - Minmatar outpost upgradeAttachedEdit | View Comments
That is the Bugreport
Just wondering what is happening and what kind of time frame are we dealing with?
Vacation was lovely, thank you.
I looked at this last week, the upshot from our end is that the text was unnecessarily broad and misleading - it does "technically" give an invention time reduction, but it doesn't actually let you do invention so you can never use that bit of the bonus. This is obviously silly. Text is now fixed; if you're stuck with an unwanted upgrade, I'd suggest talking to CS and asking what their policy is on that as I really don't know, sorry!
Querns wrote:CCP Greyscale wrote:Hi everyone,
I'm going to read this properly tomorrow, but in the meantime I'm just dropping in to suggest that if you want to have a longer discussion about particular things, it'd be super helpful if you created a spin-off thread and link it from here, mainly because it makes it much easier for me to follow separate conversations when they're not interleaved :) What's all here is great, I'm just wary of coming back in the morning and finding ten pages about compression ;)
Thanks! -Greyscale Ah, sorry about that. I've taken the liberty of making the adjunct thread you requested.
Thanks :)
|
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CCP Greyscale
C C P C C P Alliance
2560

|
Posted - 2014.09.02 16:10:00 -
[63] - Quote
CCP Greyscale wrote:Ari Ashimon wrote:From what I can tell, Minmatar outpost factory upgrades that previously gave slot upgrades are still not giving ME reductions as per the original design. Let me double-check this.
It looks from a quick check like this was implemented... can you show your working? |
|

Retar Aveymone
GoonWaffe Goonswarm Federation
727
|
Posted - 2014.09.02 16:20:00 -
[64] - Quote
CCP Greyscale wrote: Can someone show their working on this (ie the calculations you're doing that lead you to conclude that the numbers are wrong) so (again) we can be sure we're looking at the right problem :)
I can't, really, because we don't have the information we need. We only have that the tooltip shows no reduction, we have the previous posts agreeing it's not working, and then we have our internal estimates not lining up with where 2R- is. But we never have the raw job data to run through the formula and tell us if it's giving us 2x the value it should.
If it is working correctly, I think you need to edit the tooltip to expose the underlying value, then the reduction: if we can't even figure out if this is implemented despite caring a great deal then the game's not exposing the data it should. |

Max Kolonko
High Voltage Industries Ash Alliance
442
|
Posted - 2014.09.02 16:32:00 -
[65] - Quote
Max Kolonko wrote:- T3's Hulls still require pre-crius number of RAM's even though stacks have been updated in our hangars/market orders/etc.. - T3 reverse enginering success rate is wrong OR the formula that's been available to public for ages is not acurate (i'l update the
EDIT: update with example: Intact Hull Section Base Probability (minus) -60% Skills 105% Total 82% This is from client. With all relevant skills at lvl 5.
Now lets look at formula as available in most online guides: Base 40% (interpretting -60% as 100%-60%=40% so this one is correct) 40% * (1+(0.01 * Reverse_Enginering))*(1+(0.1*(Plasma_Physics + Mech_Enginering))) 40% * 2.1 84% - so skill bonus is 110% not 105% (2.1-1)
So either that formula is wrong OR the ingame display is wrong
- when using "view in idnustry" on blueprint and checking how it would work in given station/pos i have access too i cant select corect tabs for corp hangars to check if i have right materials - when searching for teams i cant select what kind of bonus i'm looking for (for example try searching for material bonus to lets say hybrid components - you will get tones of material bonuses mixed with time bonuses teams. also cant sort by bonus level (best teams first for example) - its very unclear what is the cost level of system - the curent indicator with bars is very uninformative. Also a system with 5 and system with 15% is showing full bar which is very missleading when comparing systems. - for reverse enginering there is no info how many racial decryptors I have. when i select for example Gallente racial decryptor to make proteus hull i cant tell how many i have in that location and how many are needed. - not all systems are shown in FACILITIES tab. when I want to check how much it costs to run a job in a system where i know there is facility for it not all systems are available. Is there a limit on systems presented in that list? Regional? range? other?
Other than that its great. I love the new streamlined interface. Although for serious manufacturing the spreadsheets got more complicated :D
Waiting what You have in Your sleeve for new skills for industry.
For invention and reverse enginering I would love to have better breakdown screen of succeses and failures (when runing 11 identic jobs its easy to say what was success and what not, when running say 3/3/3/2 reverse of each race t3's and just seeing list of success/failure without info what is what is not good feedback for player. Havent tried the subsystems yet and i imagine having no info what was the random subsystem result is even worse)
For reverse enginering I would love to see REMOVAL of random subsystem result. Its annoying mechanic. Just increase reverse time / material needs / whatever but let us produce what we want to produce. I'm sure that my blueprints copies for uneeded subsystems (the ones that i dont bother to produce) takes a looooot of DB space in my hangar and server time when i accidentally click the container leaf on inventory screen to load them :D (and it kiils my PC too)
For manufacturing/science in general I would love to see the cost of running a job in a system without station service for it - just to see the cost index to check if i want to place a pos there without using API for that ( i know its on map, but come-on)
quoting for visibility Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |

Longinius Spear
Semper Ubi Sub Ubi
285
|
Posted - 2014.09.02 16:50:00 -
[66] - Quote
I love the UI enhancements. I think the team bonuss vs T3 manufacturing could be better. I bought a team for my wormhole that had a 1.5 ME bonus for 2 million ISK. Upon application of that team on construction mats the items reduced are always the lowest cost items.
This doesnGÇÖt benefit me at all because it not only raises the build cost beyond the materials it saves AND I may never get back my 2 million isk investment. I know this is small potatoes, but this was a test and the test says, donGÇÖt do it.
Thats my feedback .
Read more of my ramblings on my blog www.invadingyourhole.blogspot.com |

Retar Aveymone
GoonWaffe Goonswarm Federation
727
|
Posted - 2014.09.02 16:59:00 -
[67] - Quote
Attached is a screenshot showing YA0 not getting the ME bonus. It should be getting 1% off (our stations with 2% off are also not working): http://i.imgur.com/ccRRuiQ.jpg
Also, without the team just for good measure: http://i.imgur.com/w8rETlK.jpg |
|

CCP Ytterbium
C C P C C P Alliance
3690

|
Posted - 2014.09.02 17:12:00 -
[68] - Quote
Max Kolonko wrote:- T3's Hulls still require pre-crius number of RAM's even though stacks have been updated in our hangars/market orders/etc..
Hrrm interesting, we'll investigate.
Max Kolonko wrote:- T3 reverse enginering success rate is wrong OR the formula that's been available to public for ages is not acurate (i'l update the
EDIT: update with example: Intact Hull Section Base Probability (minus) -60% Skills 105% Total 82% This is from client. With all relevant skills at lvl 5.
Now lets look at formula as available in most online guides: Base 40% (interpretting -60% as 100%-60%=40% so this one is correct) 40% * (1+(0.01 * Reverse_Enginering))*(1+(0.1*(Plasma_Physics + Mech_Enginering))) 40% * 2.1 84% - so skill bonus is 110% not 105% (2.1-1)
So either that formula is wrong OR the ingame display is wrong
We slightly changed the Invention / Reverse Engineering formulas in Crius, not by a whole bunch but that accounts for the 2% difference you're facing.
Regarding your other comments, you'll be happy to know that we are working on Invention / Reverse Engineering next - we have a dev blog covering the changes in the pipelines in that regard (and it'll show the new Invention / Reverse Engineering formula as well). |
|

Gilbaron
Free-Space-Ranger Nulli Secunda
1506
|
Posted - 2014.09.02 17:12:00 -
[69] - Quote
Oh, and something else:
I don't really understand why the various me/te Boni multiply and not simply add up. Build your empire ! Start today ! Rent Space in Perrigen Falls and Feythabolis Contact me for details :)
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Hezekiah Winter
EVE University Ivy League
0
|
Posted - 2014.09.02 17:13:00 -
[70] - Quote
On the industry topic.
Is it possible to increase the max contact time.
When putting up bulk item exchange contracts for Corp reshipping it is really annoying having to renew them every two weeks if they dont sell.
Market order can be up for 3 months, why not do the same for Contracts.
|

Gilbaron
Free-Space-Ranger Nulli Secunda
1506
|
Posted - 2014.09.02 17:22:00 -
[71] - Quote
The Ui is still annoying on wide-screen laptop displays. Something something less visual fluff Build your empire ! Start today ! Rent Space in Perrigen Falls and Feythabolis Contact me for details :)
|

Summer Isle
Autumn Industrial Enterprises
56
|
Posted - 2014.09.02 17:22:00 -
[72] - Quote
The single greatest complaint I have is that the UI is not resizeable, so if I dare to play on a laptop instead of my desktop, the amount of space you have to work with your BP's is painfully small (and the scroll bar is a bugger). |

Tramun Clogg
The Majestic Duck
0
|
Posted - 2014.09.02 17:31:00 -
[73] - Quote
The UI seems really sluggish. I just want to click, start-job, click, start-job, click, start-job... Instead I need to wait about 5 seconds in between each click.
When I'm switching the input and output locations for my jobs, I keep accidentally clicking above or below the dropdown and the inventory window opens to that location instead of opening up the dropdown.
For invention, the "estimated costs" pop-up on hover over includes the cost of the data interface. The data interface isn't consumed so I don't think it should be included. |

Retar Aveymone
GoonWaffe Goonswarm Federation
727
|
Posted - 2014.09.02 17:34:00 -
[74] - Quote
This is not strictly related to crius, but zyd is currently 400, while nocx is close to 700. This needs to get implemented: https://forums.eveonline.com/default.aspx?g=posts&t=370404&find=unread
Ore anomolies in nullsec are breaking the ability of market forces to adjust mineral production and highend death is the end result. |

Looping Loui
Allegiant Enterprises
17
|
Posted - 2014.09.02 17:55:00 -
[75] - Quote
The compression of minerals is way to complicated now. In theory it should work very well, but when you look at the ore compression market its dead. You can barely build 1 super with the entire jita stock. |

Veinnail
FinFleet Northern Coalition.
102
|
Posted - 2014.09.02 18:03:00 -
[76] - Quote
the uniformity of the t2 ship material requirements is betrayed by the gallente battlecruisers.
https://forums.eveonline.com/default.aspx?g=posts&t=365451 |

KIller Wabbit
The Scope Gallente Federation
725
|
Posted - 2014.09.02 18:26:00 -
[77] - Quote
Industry GUI is too damn big If taxing rate changes while GUI is open the GUI will not accept another BP until it has been closed and reopened. Re-"using" BP will not override. Found BPO's that did not properly display impacts of skills on invention (looks like oversight in migration) After one of the recent post- release patches, started seeing miniature icon array of input hanger contents flashing in upper left of GUI after a "Use Blueprint". Doesn't break interface, but it sure looks Micky Mouse. GUI often lags significantly - almost to the point of breaking usability. Teams mechanics are ****. Lack of bidding record is just a start. GUI gets confused about state for a BP, have to close GUI, use a different BP before going back to trying to use original BP.
Made the game harder for new players in all ways.
Refine rates for minerals and modules are bullshit.'
Still have a totally unusable skill orphaned.
This is just right off the top. Give me a few minutes and I'll come up with the rest of the current list of problems and failures.
CCP .. always first with the wrong stuff CSM .. CCP Shills with a vacation plan
|

Kithran
112
|
Posted - 2014.09.02 18:28:00 -
[78] - Quote
One minor thing with the changes to reprocessing.
Metal Scraps (and Reinforced Metal Scraps) can only be reprocessed - they have no other use.
Prior to the change you could get 500 (or 2500) trit per one reprocessed but now you get a lot less.
The same change that was applied to alchemy (namely adjustment so amounts obtained post crius match those obtained before) as these explicity exist to be reprocessed. |

KIller Wabbit
The Scope Gallente Federation
725
|
Posted - 2014.09.02 18:36:00 -
[79] - Quote
Did you go back and read all the way through the official Crius feedback threads? The lack of Dev feedback always leads us to believe Dev's stop caring after about 10 pages of any release. Which of course makes us customers really want to help you out with even more threads like this. CCP .. always first with the wrong stuff CSM .. CCP Shills with a vacation plan
|

GoffyDude Davaham
Bareback Withdrawal and Deposit Inc.
3
|
Posted - 2014.09.02 18:42:00 -
[80] - Quote
The new taxes on all slots (manufacturing, research) are way more expensive now, even in an otherwise empty wormhole. It's a bit ridiculous. Also, how about showing the refining output of an intensive refining array like in station? Currently, all that happens is that the ore is straight refined without telling you what you're going to get first. |

Querns
GBS Logistics and Fives Support Goonswarm Federation
777
|
Posted - 2014.09.02 18:46:00 -
[81] - Quote
KIller Wabbit wrote: Still have a totally unusable skill orphaned.
What skill are you talking about, Advanced Industry (nee Material Efficiency?)
Advanced Industry is an awesome skill. I have a new industry character training it to 5 now. This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

KIller Wabbit
The Scope Gallente Federation
725
|
Posted - 2014.09.02 18:54:00 -
[82] - Quote
The more likely use of a BPC is for invention, not production. Since BPC's are not carrying last state of use (like the BPO's do) changing UI initial guess of BPC use to invention would be less clicky. CCP .. always first with the wrong stuff CSM .. CCP Shills with a vacation plan
|

Imodesky Kafelnikov
Tr0pa de elite. Pandemic Legion
26
|
Posted - 2014.09.02 18:57:00 -
[83] - Quote
Worst patch in 10/11 wtvr years.
o7
|

handige harrie
Hedion University Amarr Empire
257
|
Posted - 2014.09.02 18:59:00 -
[84] - Quote
I like the expansion, but being able to resize the industrial UI would be a nice 'feature'. Baddest poster ever |

General Nusense
Not Posting With My Main
253
|
Posted - 2014.09.02 19:17:00 -
[85] - Quote
If you are trying to get compressed ore to nullsec, I laugh at your inability to get it. you have enough space and enough people. instead of trying to get CCP to change something, get your 11k alliance mates to mine or buy ore from one of your many renters.
Made a signature so I am taken seriously on the forums, since thats the only thing they are good for. |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
111
|
Posted - 2014.09.02 19:24:00 -
[86] - Quote
CCP Greyscale wrote:OK, thread read up to this point, I've got 24 bullet points in my to-look-at list. Some specific questions I have: Fonac wrote:2. Depending on how you click on a blueprint to "view in industry" you get different results. Some without research taken itn account, and some with.
Can you give examples of this, so we can be sure we're looking at the right problem? Retar Aveymone wrote:CCP Greyscale wrote: I've seen reports of outposts not giving the correct cost reductions but it *seems* to be working on my test server; it's possible I've misunderstood the reports though? More info here would be good!
-Greyscale
We are not receiving the cost reduction to install fees in amarr outposts (ME bonuses seem to be working). When this was reported, we were told that feature was axed. When it was pointed out that it was explicitly included in the final dev blog, there was some hemming and hawing and then "we'll work on it". So is this actually going to be implemented? Also, we badly need a better breakdown in-game of what's contributing to install costs. Can someone show their working on this (ie the calculations you're doing that lead you to conclude that the numbers are wrong) so (again) we can be sure we're looking at the right problem :) Kenneth Feld wrote:CCP Greyscale -
I chatted with you about this prior to your vacation- which I hope you enjoyed
Minnie outpost lab upgrade not providing invention
EBR-224582014/08/21Science - Minmatar outpost upgradeAttachedEdit | View Comments
That is the Bugreport
Just wondering what is happening and what kind of time frame are we dealing with? Vacation was lovely, thank you. I looked at this last week, the upshot from our end is that the text was unnecessarily broad and misleading - it does "technically" give an invention time reduction, but it doesn't actually let you do invention so you can never use that bit of the bonus. This is obviously silly. Text is now fixed; if you're stuck with an unwanted upgrade, I'd suggest talking to CS and asking what their policy is on that as I really don't know, sorry!
First one, it is weird, I can prolly prove it, but can't put a finger on it
Second point - See alternate thread i made, complete with screenshots - https://forums.eveonline.com/default.aspx?g=posts&m=4978539#post4978539
Third - Uggh, maybe instead of fixing text there should be something added like an attributes tab or something to explain what these things do, right now it is a black science with typo's
Kenneth |

Rumtin
Imperium Technologies Evictus.
93
|
Posted - 2014.09.02 20:06:00 -
[87] - Quote
Bare with me for a second as I get this off my chest.
I can't stand the course if action taken towards Blueprints, in particular the T2 BPO's. I completely understand and agree that the way the T2 BPO's were handled before was the wrong way to go about it, but its not the players who owned the T2 BPO's fault that they played the game at an earlier time than all the rest and were able to take advantage of being able to acquire them. However, the fix CCP decided to take, in my honest opinion, was the wrong fix that was needed to balance them out.
Rather than scrapping/repurposing the entire purpose of the Material Efficiency skill to negate and further dumb-down the industry skill tree, I would have rather seen CCP fix the issue concerning the T2 BPO's by making a slight modification to the invention jobs that would have enabled a player (provided they met the proper criteria) to acquire a T2 BPO themselves from the T1 BPC they were inventing from provided there was a T2 variant available in game. Depending on the Indusrty related skills the player has, and how well researched the T1 BPC is, there would be a % chance the invention job would return a T2 original, and not a copy, ofcourse the BPC would still be consumed despite which was rewarded.
Had the change been done this way instead, the older player base wouldn't have felt like they were getting screwed to the degree they currently do now, and the newer players would still have the ability to level the playing field. It would also ensure that Industry was still something that was challenging and rewarding for those who invested the time, isk and other resources in to reap the maximum rewards, it would have been a win win for everyone, old and new.
However, that's not the change that occured unfortunately, and now here we are, stuck with a new industry that is less challenging with the older player base who feel like they were robbed out of yet another in game item that was rare.
I don't want to end this solely on a negative note, so i'll include some changes that I rather like. The new UI is very pretty and simple to use, and the tool tips (although I generally dispise tool tips) are pretty helpful at sharing useful info. Having no limits on station slots available for the various jobs is also a pretty well recieved change. Station slots were always a big issue with the more busier systems, but that is no longer the case. I haven't really dabbled with much else, so ill end this post here.
That's all I've got so far.
~Rumtin |

Ranamar
Valkyries of Night Of Sound Mind
67
|
Posted - 2014.09.02 20:38:00 -
[88] - Quote
Steve Ronuken wrote:Retar Aveymone wrote:SJ Astralana wrote:On the topic of sniping, I'd like to see the bid changed to maximum bid, similar to ebay. In the UI, you would see the current winning bid, but you wouldn't see the winning bid's maximum bid. That way, a bidder can do a valuation, set the maximum, and have incremental bids dropped in until a winner is determined. This would be fantastic. How would you handle multiple bids? The way the system works now is: multiple people can all put bids in, which count to the system level bid. X puts 3 Y puts 7 Z puts 15 which leads to a total bid of 25 for the system. If the next highest bid for a system is 20, what you're suggesting would go up to 21. But how does that break down into X Y and Z's bids, for ISK returned? (not saying it's a bad idea. Just wondering how you'd suggest implementing it)
I'm not the OP, but I think the most equitable way of handling it would be to return an equal percentage of each bidder's bid based on how much of the total bid was used. In your example, (25-21)/25 = 4/25 = 0.16, so each bidder would get 16% of their bid back. X would get 0.48, Y would get 1.12, and Z would get 2.4.
At least, that's the best thing I've come up with off the top of my head. This probably also deserves its own thread, come to think of it, because bid sniping is why I basically don't bother with teams anymore despite really wanting one in my backwater nullsec system where I manufacture stuff for the local market. |

Crazy HybridChick
Bearded BattleBears Brave Collective
9
|
Posted - 2014.09.02 20:47:00 -
[89] - Quote
I just ran into an issue the other day with copying capital drone bay blueprints in a Caldari outpost. The outpost 30% time reduction was not applied. I'm not sure if it was a one off bug and I will test as soon as I bring over more BPOs. I did test with a cheap t1 drone BPO I didn't mind shuttling over which did list the outpost bonus.
Other than that bug I've been rather happy with the update. I just wish there was more ore volume moving through Jita. I have trouble purchasing enough be they compressed or not. There's plenty of minerals though; wish I could still compress them without doubling my costs. https://forums.eveonline.com/default.aspx?g=posts&m=3587340&#post3587340 |

Saulvin
Merkabah Industries Invisible Exchequer
3
|
Posted - 2014.09.02 21:30:00 -
[90] - Quote
Hi,
1) please bring back alphabetical sort order of material requirements in blueprint info
2) Industry Interface - implement a table view of material requirements or provide exact numbers without the need to rely on a tool tip. By the time mouse is moved away from 23,953,234 tritanium in order to load them to the freighter tool tip is gone and the value eventually forgotten if not written down or typed in somewhere else.
- speed of switching between blueprints in the industry interface still has room for improvements.
- Blueprints tab "Inventory Location". hangars with their cans displayed as a hierarchy with cans in the respective hangars sorted underneath instead of mixing them into the can sort order. within hangars they should remain sorted in alphabetical order.
- being able to drag blueprints out of the blueprint tab into cans, cargo hold, hangars is an awesome side effect for those that prepare copy packs. the time it takes the UI to refresh after copies have been moved to another location from there could be a lot shorter. alternatively an additional tab just for the hangar division when in corp mode.
- make the top area of the industry interface with material details collapsable too, like the blueprint/facility/job/team section already is. since blueprints remember their run count, all I want from a bulk builders perspective is select next blueprint and and hit the blue or yellow button to start the job. only if its red one might be interested in details on whats going wrong.
- blueprint section it would be nice to be able to hide those blueprints that are currently
- reduce the minimum possible dialog size to fit the minimum possible client window size (1024x768). currently minimize and close button are not reachable unless one moves the window around to the left offscreen a bit. i think this has been mentioned before.
3) Refine Interface - its sometimes tricky to keep the yield tool tip alive.
regards
Saulvin |

Tau Cabalander
Retirement Retreat Working Stiffs
4098
|
Posted - 2014.09.02 21:34:00 -
[91] - Quote
CCP Greyscale wrote:Hi everyone,
How are the Crius industry changes working out for you?
- Number one PITA: The default input and output divisions. They cannot be relied upon, and always have to be set for every job = extra clicking.
- The markets are still in turmoil (overall crashing = deflation), so I have no idea what to build, so I stopped building.
- Research and manufacturing costs are "too damn high!" Remaining margin is slim to none.
- Unit costs should be shown in the UI.
|

jimbolina
TheDarkLegion Inc
11
|
Posted - 2014.09.02 21:48:00 -
[92] - Quote
Well, gotta be honest, i gave it try ( before cruis i was turning 100B worth of materials per month, and its shame what you have done to it.
You completaly lost touch with the game, and this patch shows it 100%.
Well let me make it short, now you are -4 accounts, simple you killed industry for me. You killed little guy with this patch, which is way of me playing this game.
I ll move onto something else, this is not first time you ruined something I was doing in EVE, but i m afraid i m out of ideas... |

Sales Alt negrodamus
SalesAltCorp
7
|
Posted - 2014.09.02 21:51:00 -
[93] - Quote
Crius in general - I like it a lot. I'm doing more industry than ever, and the process is easier on my goddamn hand due to a lot of clicking being removed from the process.
Some general crius nags:
* Team bidding kinda sucks. I regularly lose to 3x overbids at the last possible second and that's roughly the only way I can get teams. I don't mind paying otherwise I wouldn't, but the sniping really screws the process.
* All the minor UI complaints I agree with, especially with how start turns to cancel so quickly.
* Something mentioned to me was flexibility by CCP (I think you) earlier was a "preview" mode to set me/te on blueprints to tinker. Is that still something you want to do?
* System cost index is kinda opaque to me. I understand the calculation and I can see the number from the map and api, but it would be nice if the industry UI showed something quantitative for it because a red bar moving from left to right does not tell us anything of value in my estimation. At least replace the little red bar when you highlight cost with an actual number so we can see the base cost and the modifier and make decisions a bit better.
Some things I'd like to see:
* Invention teams * Not all of the 0/0 bpcs from before Crius got converted. Do another DB pass?
|

Tau Cabalander
Retirement Retreat Working Stiffs
4098
|
Posted - 2014.09.02 21:53:00 -
[94] - Quote
Sales Alt negrodamus wrote:* Something mentioned to me was flexibility by CCP (I think you) earlier was a "preview" mode to set me/te on blueprints to tinker. Is that still something you want to do? It is in-game, though how it works kind of clunky: I find you have to click on a facility after any change to get a sensible display. |

Kaija Asanari
Powder and Ball Alchemists Union The Predictables
4
|
Posted - 2014.09.02 21:54:00 -
[95] - Quote
- Still submitting bugs where the Industry UI refuses to submit a job indicating "The Job Price Has Changed" forcing you to close/reopen the UI to get it to work.
- Team Bidding needs a lot of work - there's no way to see all of the teams you've bid on, no way to "favorite" or track teams, and the UI doesn't update quick enough - leading to the team going to whoever snipes it in the last few seconds before the auction ends and the UI updates.
- Loading of blueprints is still very slow after opening the Industry UI. It shows as blank and then eventually loads. This is better than having the entire client freeze up while it loads, but needs improvement.
- Amarr Outposts are not getting the ME reductions indicated in the dev blogs prior to Crius
- No way to have the industrial index as a value instead of a bar for comparison
- Need a way to be able to copy the end cost values from the tooltip popup for comparisson when youre changing around facilities/teams. Right now I have to click 3 tabs, then hover over the tooltip to see what has changed material/cost wise, then hover over the start button to see the install cost breakdown. Rinse and repeat if I'm trying to see if a Team/Facility is worth using.
|

Oban Pappotte
Purple Rose Research
0
|
Posted - 2014.09.02 22:12:00 -
[96] - Quote
Loves:
- I am no longer going, gee, I have 657 T2 BPCs to manufacture, I guess I should stop inventing for a bit so I can use these up...
- With the current mechanics for invention I'll never have to copy another BPO until its 2050 (maybe even until 2250).
- I like the whole interface. Nice and easy to see everything, even when I have to go buy materials I can still see how many BPCs I have and the total requirements to manufacture the entire copy. The estimated cost to profit amount is nice too.
- No slots and no benefit per multiple industrial installations means I can do more on my towers now than before.
Hates:
- Not certain it is intended, but the lag between being able to start a job is kind of annoying... well not kind. Makes me think I'm using AOL or something...
- Not that I've tried recently to see if its changed, but everything having to be in the 1st division to produce is a bit annoying.
- Wish there was some way my other characters could compress ore while being in an NPC corp...
|

probag Bear
Center for Advanced Studies Gallente Federation
59
|
Posted - 2014.09.02 22:49:00 -
[97] - Quote
The one concern I most often run up against with post-Crius S&I:
Please increase the storage capacity of Design Laboratories, as you did with most Assembly Arrays. Due to Data Sheets, Datacores, and Small Standard Containers all being bulky in volume, 25,000 m^3 capacity is very inconveniently small. 250,000 m^3 would let me be as lazy as pre-Crius, though a mere 100,000 m^3 would already be enough to shut me up.
Yes it's a minor, non-urgent, issue that can easily be solved by just flying over to the POS once or twice a day. But it'd be a welcome quality-of-life improvement.
And since I actually have a bit more time, onto another concern:
Crius has not reduced the amount of T1 BPCs I need for invention at all. It has actually increased it in fact, though that's just because I try to run more accounts than I should. The reason is the phase at which the T1 BPC is spit back out. Currently invention works along the following lines: - Step 1: Swallow T1 BPC (and other invention goo) - Step 2: Repeat process ten times across all characters - Step 3: Wait - Step 4: Get T1 BPC back, decremented by one run.
This means that the inventor still requires a large stock of BPCs on hand to be able to actually start invention jobs across every character. If the BPC was not in use during the entire invention process, and was just decremented by 1 run and spit out right away, I for one would finally be able to go down from ~10^5 BPCs to ~10^2 BPCs. Which would also get rid of the issue of my client freezing when it tries to load the S&I interface.
This probably is something that's actually hard to code, and there's even gameplay reasons to not do it. But hey, if you have free time some day and are masochistic enough to dive into the industry code for fun, this would be a nice thing to address. |

Korsiri
Epilogue Enterprises
110
|
Posted - 2014.09.03 00:06:00 -
[98] - Quote
Overall I'm enjoying Crius, I do have some issues.
I disagree that POS owners should pay to manufacture in the POS, the same amount you'd pay in an NPC station. At least put it under a skill reduction or make it simply less due to already paying fuel/charters.
Also, I have to second (or third or fourth) that something needs to be done about the size of the industrial UI. While it's awesome, now that I've gotten more used to it... I'm tired of accidentally closing the damn window I play Eve in! Just because the buttons are close in my windowed mode. So, please a little more functionality there! |

Mr Omniblivion
GoonWaffe Goonswarm Federation
44
|
Posted - 2014.09.03 00:30:00 -
[99] - Quote
CCP Greyscale wrote: This thread is for general feedback on the state of play, how the balance is settling down, and specific issues people still have.
I'm sure this has already been forwarded to you, but please check out this thread on revisiting ore distribution in nullsec.
The changes to compression and refining bonuses in null are causing a huge surplus of high end minerals and leaving nullsec with some serious issues sourcing low end minerals.
Querns also made a thread regarding compression, although I personally believe the issue can be resolved on the mineral supply end.
(note to randoms: please save discussion for these items in their respective threads) |

Kusum Fawn
State Protectorate Caldari State
527
|
Posted - 2014.09.03 03:38:00 -
[100] - Quote
Mr Omniblivion wrote:CCP Greyscale wrote: This thread is for general feedback on the state of play, how the balance is settling down, and specific issues people still have.
I'm sure this has already been forwarded to you, but please check out this thread on revisiting ore distribution in nullsec. The changes to compression and refining bonuses in null are causing a huge surplus of high end minerals and leaving nullsec with some serious issues sourcing low end minerals. Querns also made a thread regarding compression, although I personally believe the issue can be resolved on the mineral supply end. (note to randoms: please save discussion for these items in their respective threads)
its almost like goons are known for killing miners, and attempting to get rid of mining as an industry and now are complaining about lack of miners. 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.
|

Kiere Padecain
Ceres Protectorate
3
|
Posted - 2014.09.03 08:04:00 -
[101] - Quote
Fonac wrote:Very well thank you. I like it so far. I have two things i wonder about.
1. When you get the cost of a tech 2 bpc, id like to see what the total cost would be, if i produced all the materials myself. right now it only shows the total cost, if you buy all the components.
2.a. Why not make me able to artificially set the reasearched lvl? - Example, if i know that i'll have a perfect blueprint by the end of the weekend, id like to see what that generates.
This!
and this:
Sydious wrote:I would love it if the industry window would remember my hangar selections between jobs, instead of constantly having to reselect corp hangars.
Also the industry UI is very cloggy in speeds when you have a lot of blueprints, this causes client slowdowns and even waiting times when sitting on a powerful pc. It just isnt responsive enough.
Pagination of blueprints would maybe help, as you'd use search or the filter to browse the BPs in the list anyways. |

Etara Silverblade
Multiverse Logistics
33
|
Posted - 2014.09.03 09:43:00 -
[102] - Quote
The release has put me off playing and I no longer play or even log in daily like I used to. The bad things outweigh the good and make it hard to be enthusiastic about doing what I loved, building stuff.
Let me start with what I like about the release: - No build slot limit. - The new UI for industry
Now for all the stuff I hate dealing with: - The new UI (it is too big, there's no way to close it, takes a long time to load up all the BPs) - Build cost ( any system with more then one station has the build index so high it's not cost effective to build large ships there ) - Years of grinding standings now doesn't have any benefits. - Useless skill that was completely changed. ( this one is minor for me ) - Heavily researched BPOs became the same as lightly researched ones
So no I don't log in to build, I took down my POS, and I don't log in.
If you can fix the UI so I can actually see more blueprints, make my standings worth something, and resolve the build cost issues then it might be worth playing again. |

Bad Bobby
Bring Me Sunshine In Tea We Trust
576
|
Posted - 2014.09.03 10:16:00 -
[103] - Quote
Etara Silverblade wrote:The release has put me off playing and I no longer play or even log in daily like I used to. The bad things outweigh the good and make it hard to be enthusiastic about doing what I loved, building stuff. I have a lot of sympathy with that. It does appear that the Crius release broke or devalued massive parts of the industry game.
We have a UI that looks, feels and functions like a prototype rather than a finished item.
We have industrial POS functionality that has been gutted and we have to wait for a POS revamp and Corp Roles revamp before that damage can be repaired.
We have blueprints that were perfect no longer being perfect, dispite promises made to the contrary, and require very expensive year long research jobs to be done to return them to their previous standard.
We have a number of odd changes to T2 BPOs, some of which actually made the situation worse for inventors.
The sum total of this is seriously diminished faith in the developers as we move towards future industrial releases.
The question I have to ask is: why?
On the plus side, some of the changes look like they could be good once the work on them is finished.
|
|

CCP Manifest
C C P C C P Alliance
1112

|
Posted - 2014.09.03 11:01:00 -
[104] - Quote
Thomas Hurt wrote:Good patch, my only complaint is that it failed to add in a race of Cat-People with customizeable ears/tails/fur patterns/etc.
This was much discussed in various post mortems as well.
======== o7 CCP Manifest | Public Relations and Social Media | @ccp_manifest |
|

dolus directus1
Perkone Caldari State
0
|
Posted - 2014.09.03 11:14:00 -
[105] - Quote
In one of the patches you "fixed" Industry jobs that way they don't accept assembeld ships. When building on a pos that can get quite anoying as you can't repack the ships there. Especialy if you try building big thigns like a jumpfreighter as you can't move a packed Freighter hull around in any ship. So allowing us to repackage ships at a POS or shrinking packed freighter hulls to like 1.000.000m-¦ of volume would be nice :) |

Max Kolonko
High Voltage Industries Ash Alliance
442
|
Posted - 2014.09.03 11:43:00 -
[106] - Quote
Etara Silverblade wrote:The release has put me off playing and I no longer play or even log in daily like I used to. The bad things outweigh the good and make it hard to be enthusiastic about doing what I loved, building stuff.
Let me start with what I like about the release: - No build slot limit. - The new UI for industry
Now for all the stuff I hate dealing with: - The new UI (it is too big, there's no way to close it, takes a long time to load up all the BPs) - Build cost ( any system with more then one station has the build index so high it's not cost effective to build large ships there ) - Years of grinding standings now doesn't have any benefits. - Useless skill that was completely changed. ( this one is minor for me ) - Heavily researched BPOs became the same as lightly researched ones
So no I don't log in to build, I took down my POS, and I don't log in.
If you can fix the UI so I can actually see more blueprints, make my standings worth something, and resolve the build cost issues then it might be worth playing again.
Obligatory joke with words like "your stuff" and "can i have" goes in here Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |

Max Kolonko
High Voltage Industries Ash Alliance
442
|
Posted - 2014.09.03 11:50:00 -
[107] - Quote
On a more serious note.
With the change in skills dealing with range of industry manipulation we are now able to operate industry beyond regional boundry. But at the same time we need to be able to keep up with our market orders for materials and products we produce.
While I know its not industry related is there a chance that one day we will be able to look beyond regional barrier when dealing with market? A skill or something similar that would affect range beyond market barrier of orders we can see.
I'm sure it would be a big change to market but it would make life for both: traders and industrialists that much easier (and even for mission runner that want to check how much is that faction stuff he got from burner mission worth) Read and support: Don't mess with OUR WH's What is Your stance on WH stuff? |

Velicitia
Arma Artificer
2622
|
Posted - 2014.09.03 12:03:00 -
[108] - Quote
dolus directus1 wrote:In one of the patches you "fixed" Industry jobs that way they don't accept assembeld ships. When building on a pos that can get quite anoying as you can't repack the ships there. Especialy if you try building big thigns like a jumpfreighter as you can't move a packed Freighter hull around in any ship. So allowing us to repackage ships at a POS or shrinking packed freighter hulls to like 1.000.000m-¦ of volume would be nice :)
build the freighter in the POS  One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia |
|

CCP Greyscale
C C P C C P Alliance
2561

|
Posted - 2014.09.03 12:11:00 -
[109] - Quote
OK, thanks, I'll look into this!
Yup, this is an intentional anomaly due to wanting to give the Eos the Myrm hull because it's the drone boat even though it was the field command not the fleet command (and therefore should by default use the Brutix hull). It's not obvious to us that the disruption of messing with the build costs of existing ships is worth making the mapping between ship model and build cost fully consistent.
Kenneth Feld wrote:First one, it is weird, I can prolly prove it, but can't put a finger on it Second point - See alternate thread i made, complete with screenshots - https://forums.eveonline.com/default.aspx?g=posts&m=4978539#post4978539Third - Uggh, maybe instead of fixing text there should be something added like an attributes tab or something to explain what these things do, right now it is a black science with typo's Kenneth
I don't totally follow your screenshots, you say one is 37m and one is 39m but the costs look the same to me?
Yeah that's not a bad idea about making upgrades more explicit. Added to list.
Sales Alt negrodamus wrote: * Not all of the 0/0 bpcs from before Crius got converted. Do another DB pass?
Do you have an example I could look up? This sounds like a wrong. |
|

Etara Silverblade
Multiverse Logistics
33
|
Posted - 2014.09.03 12:56:00 -
[110] - Quote
Max Kolonko wrote:Obligatory joke with words like "your stuff" and "can i have" goes in here
Maybe, it's bad enough that I am thinking of giving up on Eve forever. |

Veinnail
FinFleet Northern Coalition.
102
|
Posted - 2014.09.03 13:07:00 -
[111] - Quote
CCP Greyscale wrote:Yup, this is an intentional anomaly due to wanting to give the Eos the Myrm hull because it's the drone boat even though it was the field command not the fleet command (and therefore should by default use the Brutix hull). It's not obvious to us that the disruption of messing with the build costs of existing ships is worth making the mapping between ship model and build cost fully consistent.
thanks for the response. |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
114
|
Posted - 2014.09.03 13:40:00 -
[112] - Quote
CCP Greyscale wrote:I don't totally follow your screenshots, you say one is 37m and one is 39m but the costs look the same to me?
I am not sure what happened with screenshots, but even if they are the same - for sake of argument, they are:
Full pricing formula from dev blog
if the POS takes 25% less time, which is the price the same, when the hours the job takes is an input to the formula?
All that said, I may be mixing this and that from before Crius, there was SOOO much information and soooooo many changes, I tried to keep up with the threads, but damn, that was almost a full time job |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
114
|
Posted - 2014.09.03 13:44:00 -
[113] - Quote
To follow up, but I will make a new post:
If Starbase install costs are supposed to be the EXACT same as what it is for a station, but we have to pay for fuel. Just to bypass high sec taxes or something. I am not sure I follow.
I know the bonus for multiple arrays went away, but if all bonus went away totally, that isn't right either |

Bronson Hughes
Prophets of Fear
345
|
Posted - 2014.09.03 15:30:00 -
[114] - Quote
DISCLAIMER: I had never really tried industry before Crius, so I can only tell you what I've discovered since it went live.
Here are my general thoughts:
1. I anchored my first hisec POS and didn't have to pay someone for their standings in order to do it. I feel that the lifting of the standings requirements, along with opening up 0.8+ systems, was a huge boost for industry as it gave players more space to operate.
2. I think the change from a fixed number of slots to a sliding install cost based on job creation density is a fabulous idea. I very carefully selected my system to eventually minimize my install costs, and my research paid off. My POS is in a system with few moons and an NPC station with no facilities, so the number of jobs submitted will always remain relatively low.
3. The addition of the compression array, and the lifting of the losec restriction on the reprocessing array, have been great for my mining operations. It has also led to more than a few staggeringly expensive lossmails as people fill cheap haulers with compressed ore, but I'm okay with that.
4. Combining 1-3 means that POSes should not only be more common, but have more variety in fitting. With no need to fit multiple labs or factories of the same type, people can actually do more than one thing at a POS, even a small one. And given that spreading out makes all industry cheaper, having more POSes of different kinds in more systems fits with this perfectly.
5. I love the current industry UI. It took a bit for me to figure out, and there were some wrinkles to get fixed, but overall I think it's great. I do wish it was scalable though, as it does take up almost my entire screen, but you've got a lot of information crammed into one window, so I can understand it needing to be big.
I have a few complaints about reprocessing:
A. I think the old names of reprocessing and refining made far more sense than just lumping everything into reprocessing. WHy do we now "reprocess" ores into minerals? They hadn't ever been processed before, had they? In particular, why is it called a "reprocessing array" if you can only "reprocess" ores there? I know the change was made to clarify things, but in the end I think it just confused them. Can we please get separate refining and reprocessing names back? The only skill related to reprocessing that doesn't involve ores is Scrapmetal Processing; change everything else back to Refining/Refinery. (Just the names, the mechanics are fine IMHO).
B. I seriously dislike how the reprocessing array lacks any kind of UI like reprocessing in a station has. I know, the POS code is broken so it's hard to do. Fix it already. This excuse is getting old.
C. Not a complaint, but I do like how the new reprocessing skill bonuses work. It shouldn't be so easy to get a "perfect" refine. CCP Falcon's thoughts on suicide ganking. Reading Comprehension: a skill so important it deserves it's own skillbook. I want to create content, not become content. |

Retar Aveymone
GoonWaffe Goonswarm Federation
729
|
Posted - 2014.09.03 16:19:00 -
[115] - Quote
CCP Greyscale wrote: OK, thanks, I'll look into this!
3QE, which should have 3% ME, also gets none: http://i.imgur.com/Ui6YWxA.png
My guess is whatever fix you put in works only on Amarrs. |

Quentin Rush
State War Academy Caldari State
33
|
Posted - 2014.09.03 20:43:00 -
[116] - Quote
Short version
- Shut down 4 high sec Large Industy POS for costs outweighing profit - Stopped all T2 production, BPO and invention for declined margins and numbers - Fall back to T1 production until we figure out what to do - Moving production to Jita for obvius reasons
So... Hoping to see the market level out, cant make enough to fund all needed plex atm. Stetching till the end of the year.. Maybe quit for the time being |

Querns
GBS Logistics and Fives Support Goonswarm Federation
780
|
Posted - 2014.09.03 21:11:00 -
[117] - Quote
Quentin Rush wrote:Short version
- Shut down 4 high sec Large Industy POS for costs outweighing profit - Stopped all T2 production, BPO and invention for declined margins and numbers - Fall back to T1 production until we figure out what to do - Moving production to Jita for obvius reasons
So... Hoping to see the market level out, cant make enough to fund all needed plex atm. Stetching till the end of the year.. Maybe quit for the time being You complain of declined margins... and then move all your production to Jita, the system with the highest job costs? This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Ranamar
Valkyries of Night Of Sound Mind
67
|
Posted - 2014.09.03 22:13:00 -
[118] - Quote
Querns wrote:Quentin Rush wrote:Short version
- Shut down 4 high sec Large Industy POS for costs outweighing profit - Stopped all T2 production, BPO and invention for declined margins and numbers - Fall back to T1 production until we figure out what to do - Moving production to Jita for obvius reasons
So... Hoping to see the market level out, cant make enough to fund all needed plex atm. Stetching till the end of the year.. Maybe quit for the time being You complain of declined margins... and then move all your production to Jita, the system with the highest job costs? ... and the least shipping costs.
I moved my manufacturing character out to nullsec because I WANT TO BELIEVE, but, had the stuff I manufactured been bigger than a size that fit a day's production in a blockade runner, I'd have considered moving there too. I was manufacturing enough value of stuff before that I would have started getting nervous putting a day's production in a freighter. There is significant value in not needing to worry about that, although it's probably still cheaper to pay Red Frog to freight it for you than to pay the Jita manufacturing premium... but it's less convenient too.
I actually find it fairly impressive that Jita has upwards of a 10% manufacturing cost while essentially everywhere else is less than half of that. It just goes to show what lengths some people will go to in order to have JIT material availability and not have to pay for shipping things to market. |

Querns
GBS Logistics and Fives Support Goonswarm Federation
780
|
Posted - 2014.09.03 22:34:00 -
[119] - Quote
Ranamar wrote:[quote=Querns][quote=Quentin Rush] ... and the least shipping costs.
Shipping costs are a pittance in empire. Public couriers are your friend.
An example follows.
The install costs for my last batch of items produced in empire cost 1.5b isk. I'm building in a system with a job index of (rounded) 0.05, compared to Jita's 0.08. (I, too, am not immune to laziness.)
According to my spreadsheet, I needed 15 couriers to get my inputs to my build station, and 17 couriers to ship my finished products back to Jita. I pay 1.5m isk per jump, because I am a benevolent job creator. At this rate, my total public courier bill is 96m isk per jump from Jita. I could afford to ship 15 jumps from Jita before my shipping cost would outstrip my job install cost. If you were willing to pay less, this range increases considerably. This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Velicitia
Arma Artificer
2626
|
Posted - 2014.09.04 00:40:00 -
[120] - Quote
Bronson Hughes wrote: B. I seriously dislike how the reprocessing array lacks any kind of UI like reprocessing in a station has. I know, the POS code is broken so it's hard to do. Fix it already. This excuse is getting old.
Thing is, it's not simply an excuse -- the POS code is horrendous.
Seriously, POS are just as likely to nuke you as your enemies ... and the code around structure ownership, etc, is a nightmare too.
Good thing it's on the "short list" of things to do (along with corp roles, and SOV) -- note that this is still pretty much a "soon(tm)" list. One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia |

Sales Alt negrodamus
SalesAltCorp
7
|
Posted - 2014.09.04 01:00:00 -
[121] - Quote
CCP Greyscale wrote:Sales Alt negrodamus wrote: * Not all of the 0/0 bpcs from before Crius got converted. Do another DB pass?
Do you have an example I could look up? This sounds like a wrong.
Search through the capital rig bpc market. Stuff like t2 capital trimarks still have a fair amount of 0/0 bpcs for sale. It is prevalent enough that it annoys me when I search through the market for t2 capital rig bpcs and I have to ignore 0/0's.
Here's a specific example:
http://gyazo.com/a890aa3c2ed3a397b35f8f53ae94d1cf
Also, would it be possible to do a pass on the market so that everything actually shows up in it?
For example, elite drone AI (required for augmented drones) can't be sold via the market so it makes sourcing them very difficult.
In general it'd be really, really nice if every non-blueprint thing in contracts could be sold via the market. Mission loot, etc, would be fun to play with and it'd clear out contract clutter.
|

Tau Cabalander
Retirement Retreat Working Stiffs
4105
|
Posted - 2014.09.04 06:24:00 -
[122] - Quote
CCP Greyscale wrote:Yup, this is an intentional anomaly due to wanting to give the Eos the Myrm hull because it's the drone boat even though it was the field command not the fleet command (and therefore should by default use the Brutix hull). It's not obvious to us that the disruption of messing with the build costs of existing ships is worth making the mapping between ship model and build cost fully consistent. I didn't understand a word of that... it may just be time for me to go to bed... but BLOPS are similar: only one doesn't use jump drive components!
Are they using Jove technology in that one? |

Jo TwoTimes
Just Like Home
1
|
Posted - 2014.09.04 06:26:00 -
[123] - Quote
just made a thread on a proposal against team sniping:
https://forums.eveonline.com/default.aspx?g=posts&m=4985489#post4985489
i find it much clearer to a have a central thread with ilnked spin off threads rather than a threadnaught |

Jon Lucien
GoonWaffe Goonswarm Federation
68
|
Posted - 2014.09.04 10:15:00 -
[124] - Quote
CCP Greyscale wrote: Can someone show their working on this (ie the calculations you're doing that lead you to conclude that the numbers are wrong) so (again) we can be sure we're looking at the right problem :)
Sure. Here's the calculations as per the information provided in the 3rd party tools dev blog on cost calculations: http://community.eveonline.com/news/dev-blogs/industry-3rd-party-developers/ (Industry cost calculations section near bottom)
I'll be using a tengu right now since that's what I produce and can easily screenshot. I'm leaving teams out to simplify.
The formula should be [Base production cost] x [# of runs] x [System Index] x [Facility bonus] x [Tax]
For a tengu the base production cost at this moment is 145,637,495.34 I'm using 1 run for simplicity. System index for 2R-CRW right now is 0.047806290891008 as returned by the api 2R-CRW has an amarr outpost which should give a 0.5 multiplier according to http://community.eveonline.com/news/dev-blogs/eve-industry-all-you-want-to-know/?_ga=1.264323215.1609854296.1406338389 Appendix 2 Our Tax rate is 15% (1.15)
145637495.34 * 1 * 0.047806290891008 * 0.5 * 1.15 = 4003374 rounded up.
Current in-game job cost install fee: 8008163 isk
Here's the screenshot of this: http://i.imgur.com/kX3k6m6.png?1
4003374 / 8008163 = 0.49991165 close enough to 0.5
It seems really obvious to me that the facility bonus wasn't properly applied in game |

Medalyn Isis
Rosewood Productions Stain Confederation
302
|
Posted - 2014.09.04 10:48:00 -
[125] - Quote
So far I am overall very happy with the new changes, and it is a pleasure to manufacture now. Reading through this thread though it seems there are still quite a few bugs.
To be honest, I made a new spreadsheet to calculate install fees, although I didn't even bother to double check it as the fees are so small where I build. Although it sounds like things are not being applied properly from the post above. I suggested when this was on Singularity that it should show a full break down of everything affecting the system cost index, as that would be interesting and let manufacturers make more informed decisions.
Second thing, the BPO UI is great, although it doesn't allow me to see enough of my BPOs in one go. The top section is massive and there is no way to expand the bottom section which shows all my BPOs. I'd like many more options to be able to view all the BPOs much like a hangar.
Also, I don't think much needs to be done on invention, everything works very nicely. Perhaps rebalance the decryptors though as some are pretty useless. I'd be interested to know what your planning, as it all works very nicely right now.
Also the most important thing,,, what is happening with the Rorqual. |

Quentin Rush
State War Academy Caldari State
33
|
Posted - 2014.09.04 11:51:00 -
[126] - Quote
Ok, obvius is not obvius Selling 8 freighters and taking down 4 large POS, covers a whole lot of jobcosts And i was falling back to T1, suggesting that this is still intersting
More Constuctive version - UI is great, but not resizeable - No more que is nice, but supply is now vastly increased, outweighing demand - POS needs fix to become intresting again (Where is the stacking bonus?)
|

Medalyn Isis
Rosewood Productions Stain Confederation
302
|
Posted - 2014.09.04 12:05:00 -
[127] - Quote
Quentin Rush wrote:- POS needs fix to become intresting again (Where is the stacking bonus?) It has gone and will hopefully never come back. I really like being able to put different modules in my pos and for it to still be viable.
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CCP Greyscale
C C P C C P Alliance
2561

|
Posted - 2014.09.04 12:45:00 -
[128] - Quote
Sales Alt negrodamus wrote:CCP Greyscale wrote:Sales Alt negrodamus wrote: * Not all of the 0/0 bpcs from before Crius got converted. Do another DB pass?
Do you have an example I could look up? This sounds like a wrong. Search through the capital rig bpc market. Stuff like t2 capital trimarks still have a fair amount of 0/0 bpcs for sale. It is prevalent enough that it annoys me when I search through the market for t2 capital rig bpcs and I have to ignore 0/0's. Here's a specific example: http://gyazo.com/a890aa3c2ed3a397b35f8f53ae94d1cfAlso, would it be possible to do a pass on the market so that everything actually shows up in it? For example, elite drone AI (required for augmented drones) can't be sold via the market so it makes sourcing them very difficult. In general it'd be really, really nice if every non-blueprint thing in contracts could be sold via the market. Mission loot, etc, would be fun to play with and it'd clear out contract clutter.
Excellent, thank you :) I've made a note to look into this next week (this week is super busy).
Tau Cabalander wrote:CCP Greyscale wrote:Yup, this is an intentional anomaly due to wanting to give the Eos the Myrm hull because it's the drone boat even though it was the field command not the fleet command (and therefore should by default use the Brutix hull). It's not obvious to us that the disruption of messing with the build costs of existing ships is worth making the mapping between ship model and build cost fully consistent. I didn't understand a word of that... it may just be time for me to go to bed... but BLOPS are similar: only one doesn't use jump drive components! Are they using Jove technology in that one?
So originally we had Field Command (more pew-pew) and Fleet Command (more tanky/linky) and they had different build reqs and the same hulls (cyclone/brutix/prophecy/ferox). When we last rebalanced them, we got rid of the fleet/field distinction, and gave half of them newer hull graphics (myrm/harb/drake/hurricane). For the most part, the old "field command" ships (abso/sleip/astarte/nighthawk) got the new hull and became more DPS-focused IIRC, but in the case of the Gallente pair, the Eos was a fleet command drone boat and the Astarte was a field command blaster boat, and it made very little sense for the Eos to get the Brutix hull and the Astarte to get the Myrm hull given that both T1 equivalents focus on the opposite weapons system, so we broke the pattern and made the Eos a T2 Myrmidon. This means that it has different build requirements to the other "new hull" ships because it's the only one of the four that was previously field rather than fleet command.
The Panther was a bug, it's fixed internally :)
Jon Lucien wrote:CCP Greyscale wrote: Can someone show their working on this (ie the calculations you're doing that lead you to conclude that the numbers are wrong) so (again) we can be sure we're looking at the right problem :)
Sure. Here's the calculations as per the information provided in the 3rd party tools dev blog on cost calculations: http://community.eveonline.com/news/dev-blogs/industry-3rd-party-developers/ (Industry cost calculations section near bottom) I'll be using a tengu right now since that's what I produce and can easily screenshot. I'm leaving teams out to simplify. The formula should be [Base production cost] x [# of runs] x [System Index] x [Facility bonus] x [Tax] For a tengu the base production cost at this moment is 145,637,495.34I'm using 1 run for simplicity. System index for 2R-CRW right now is 0.047806290891008 as returned by the api 2R-CRW has an amarr outpost which should give a 0.5 multiplier according to http://community.eveonline.com/news/dev-blogs/eve-industry-all-you-want-to-know/?_ga=1.264323215.1609854296.1406338389 Appendix 2 Our Tax rate is 15% ( 1.15) 145637495.34 * 1 * 0.047806290891008 * 0.5 * 1.15 = 4003374 rounded up. Current in-game job cost install fee: 8008163 isk Here's the screenshot of this: http://i.imgur.com/kX3k6m6.png?14003374 / 8008163 = 0.49991165 close enough to 0.5 It seems really obvious to me that the facility bonus wasn't properly applied in game
Ditto on the looking-at-next-week, thanks for the numbers :) |
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Medalyn Isis
Rosewood Productions Stain Confederation
302
|
Posted - 2014.09.04 13:08:00 -
[129] - Quote
To confirm what the others have said.
On a copy job for one run, the price calculated using the formula ( SCI*Base Job Install Cost*0.02 ) should equal 1917.65 isk
SCI = 0.01133974 Base Job Install Cost = 8455426.366
This is for a Maller BPO.
The price I am getting quoted in game = 2110.00 isk
|

Thomas Hurt
Future Methods
311
|
Posted - 2014.09.04 13:30:00 -
[130] - Quote
There sure is a lot of nerd math in here. I don't need anything more than my gut to tell me that industry is fine as it is. |

Tinu Moorhsum
Random Events
313
|
Posted - 2014.09.04 13:50:00 -
[131] - Quote
The interface is a welcome improvement.
I would like to see functionality to "Deliver all" and "Queue maximum" (as in the maximum number of repetitions of the currently displayed job as resources/slots will allow).
T- |

Strawberries'n Carnage
Elessar Recruitment and Training Division
0
|
Posted - 2014.09.04 14:07:00 -
[132] - Quote
Will the information for compressed ores be fixed? Currently they still refer to the blueprint and it is very confusing as to what is required to actually compress ore now. |

Basil Vulpine
Blueprint Haus Get Off My Lawn
42
|
Posted - 2014.09.04 14:12:00 -
[133] - Quote
Currently the industry window displays at the top how many runs would potentially fit in to the maximum time frame. It is possible to also say how many runs are possible with the parts currently available? Or a button that sets the number of runs to maximum I have the parts for.
Additionally it would be nice to have a button I could press to copy the current input parts list for the displayed job and paste it in to an evemail. That used to be possible with the old industry UI and was handy for shopping lists. |

Medalyn Isis
Rosewood Productions Stain Confederation
302
|
Posted - 2014.09.04 14:14:00 -
[134] - Quote
Thomas Hurt wrote:There sure is a lot of nerd math in here. I don't need anything more than my gut to tell me that industry is fine as it is. ^ GD is that way, you'll find the poor grammar, and illogical arguments, and emotional village idiot gut replies perhaps more to your tastes.
Sorry if you don't understand simple maths, but greyscale asked for examples. And calculating install costs is pretty important to any half competent industrialist. |

Kirin Falense
Some names are just stupid
15
|
Posted - 2014.09.04 14:51:00 -
[135] - Quote
Apologize if this has been discussed already.
In anticipation of the patch I put a lot of research in the oven. This was done in the belief that pre-patch rules would apply. In other words that the research I did would be transfered to the new ME / PE system. I have been told that this is not going to happen and was never intended. I find this a bit odd since I read up on a lot of the information available before the patch detailing a conversion from old ME to new ME and likewise for PE. As far as I know none of that specified a distinction between blueprints in research as opposed to blueprints in a hangar.
My problem with this is not that this was the outcome, but how it was done. I believe I read more than your average player about the patch before the patch and I did not see this. If you wanted to distinguish between blueprints in research and blueprints in a hangar players should have been made aware of this well in advance. Once a player submits a research job he does so in the expectation of a certain return, when in conversion a distinction is made you upset that as the player no longer gets the product he / she invested isk/time/fuel in.
Example: Player puts a blueprint in for ME research pre-patch going from ME 0->1 (ME 5% in the new system), he pays X amount of isk for this. What the player actually gets is a direct conversion, different from that specified in patch notes and devblogs, where old ME 0->1 becomes new ME 0% -> 1%. This is significantly different that what the player was expecting based on the choices he made in the game. In most, if not all cases, going from new ME 0%-1% is also significantly cheaper and less time consuming that old ME 0->1.
Are there any plans to take a second look at this? |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
127
|
Posted - 2014.09.04 15:12:00 -
[136] - Quote
Kirin Falense wrote:Apologize if this has been discussed already.
In anticipation of the patch I put a lot of research in the oven. This was done in the belief that pre-patch rules would apply. In other words that the research I did would be transfered to the new ME / PE system. I have been told that this is not going to happen and was never intended. I find this a bit odd since I read up on a lot of the information available before the patch detailing a conversion from old ME to new ME and likewise for PE. As far as I know none of that specified a distinction between blueprints in research as opposed to blueprints in a hangar.
My problem with this is not that this was the outcome, but how it was done. I believe I read more than your average player about the patch before the patch and I did not see this. If you wanted to distinguish between blueprints in research and blueprints in a hangar players should have been made aware of this well in advance. Once a player submits a research job he does so in the expectation of a certain return, when in conversion a distinction is made you upset that as the player no longer gets the product he / she invested isk/time/fuel in.
Example: Player puts a blueprint in for ME research pre-patch going from ME 0->1 (ME 5% in the new system), he pays X amount of isk for this. What the player actually gets is a direct conversion, different from that specified in patch notes and devblogs, where old ME 0->1 becomes new ME 0% -> 1%. This is significantly different that what the player was expecting based on the choices he made in the game. In most, if not all cases, going from new ME 0%-1% is also significantly cheaper and less time consuming that old ME 0->1.
Are there any plans to take a second look at this?
they changed it about 3 weeks prior to patch
BPO converted on PATCH DAY
Research applied after it comes out
for example, i had a crap ton of ME5 capital BPO's that were going to come out ME9
a week prior to patch i put them in for ME1 and 4 weeks later they all came out ME10 (except 2 didn't convert properly, I have petitioned) |

Maratega
Sebiestor Tribe Minmatar Republic
41
|
Posted - 2014.09.04 15:55:00 -
[137] - Quote
I like the changes, but now there is much more space to improve.
I made some suggestions in features and ideas, with the title: [ Industry UI ] - Workflow Planner + Queue system for Corps
Here is the link for details: https://forums.eveonline.com/default.aspx?g=posts&t=363199 |

Kirin Falense
Some names are just stupid
15
|
Posted - 2014.09.04 16:01:00 -
[138] - Quote
Kenneth Feld wrote: they changed it about 3 weeks prior to patch
BPO converted on PATCH DAY
Research applied after it comes out
for example, i had a crap ton of ME5 capital BPO's that were going to come out ME9
a week prior to patch i put them in for ME1 and 4 weeks later they all came out ME10 (except 2 didn't convert properly, I have petitioned)
Where do you have this information from? Do you have a link?
|

Kenneth Feld
Habitual Euthanasia Pandemic Legion
127
|
Posted - 2014.09.04 16:04:00 -
[139] - Quote
Kirin Falense wrote:Kenneth Feld wrote: they changed it about 3 weeks prior to patch
BPO converted on PATCH DAY
Research applied after it comes out
for example, i had a crap ton of ME5 capital BPO's that were going to come out ME9
a week prior to patch i put them in for ME1 and 4 weeks later they all came out ME10 (except 2 didn't convert properly, I have petitioned)
Where do you have this information from? Do you have a link?
Go back thru the forums from one of about 10 pre crius threads that were 100+ pages each and keep clicking the little blue dev post thing until you see it.
You might be able to search for greyscale as I am almost certain it was his post, but no, I am not going to go back thru there for you, I lived that once and i don't care to go back |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
129
|
Posted - 2014.09.04 16:08:00 -
[140] - Quote
Kirin Falense wrote:Kenneth Feld wrote: they changed it about 3 weeks prior to patch
BPO converted on PATCH DAY
Research applied after it comes out
for example, i had a crap ton of ME5 capital BPO's that were going to come out ME9
a week prior to patch i put them in for ME1 and 4 weeks later they all came out ME10 (except 2 didn't convert properly, I have petitioned)
Where do you have this information from? Do you have a link?
nvmd above, had it bookmarked:
https://forums.eveonline.com/default.aspx?g=posts&m=4817233#post4817233
Notice the date, this is right before expansion |

Kirin Falense
Some names are just stupid
15
|
Posted - 2014.09.04 17:02:00 -
[141] - Quote
Thank you. As you pointed out, this information is not easily available, it should have been.
|

Retar Aveymone
GoonWaffe Goonswarm Federation
731
|
Posted - 2014.09.04 17:56:00 -
[142] - Quote
Kirin Falense wrote:Thank you. As you pointed out, this information is not easily available, it should have been. If you are trying to abuse patch changover mechanics to gain an advantage, it's on you to keep abreast of exactly what the mechanics are. |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
129
|
Posted - 2014.09.04 18:21:00 -
[143] - Quote
Retar Aveymone wrote:Kirin Falense wrote:Thank you. As you pointed out, this information is not easily available, it should have been. If you are trying to abuse patch changover mechanics to gain an advantage, it's on you to keep abreast of exactly what the mechanics are.
LOL
I think I had to unanchor, carry to station, repackage and then anchor and online 14-15 labs just to get the slots back after so many starting and cancelling of jobs to get the most benefit from the changeover mechanic.
Seemed like every day was a different message. In the end, was a fantastic success, at least personally |

Retar Aveymone
GoonWaffe Goonswarm Federation
731
|
Posted - 2014.09.04 18:25:00 -
[144] - Quote
Kenneth Feld wrote: LOL
I think I had to unanchor, carry to station, repackage and then anchor and online 14-15 labs just to get the slots back after so many starting and cancelling of jobs to get the most benefit from the changeover mechanic.
Seemed like every day was a different message. In the end, was a fantastic success, at least personally
yeah, my research jobs may have taken an additional three months because I had to cancel and redo once that was posted, but the ME10% supercarrier bpos and the ME9% titan bpo were worth it |

Czeris
Wildly Inappropriate Goonswarm Federation
119
|
Posted - 2014.09.04 19:25:00 -
[145] - Quote
Why are the bpcs found in data/relic sites still me 0/0?
This feels like an oversight.
The ones that were in my inventory from pre crius were updated with enhanced me/pe just like all the other invention bpcs, but any new ones i find are 0/0 making them significantly worse than any invented ones. These bpcs were a nice, random bonus (since the vast majority are useless) but now they have all become largely worthless.
|

Kirin Falense
Some names are just stupid
15
|
Posted - 2014.09.04 19:29:00 -
[146] - Quote
Retar Aveymone wrote: If you are trying to abuse patch changover mechanics to gain an advantage, it's on you to keep abreast of exactly what the mechanics are.
Actually this was just research I was doing on a regular basis. Not to say I was not expecting comments like this, keep trolling goon!  |

Ranamar
Valkyries of Night Of Sound Mind
67
|
Posted - 2014.09.04 22:44:00 -
[147] - Quote
The 0/0 T2 rig BPC thing reminds me of another thing I ran across recently... Exploration-sourced T2 rig BPCs are still being generated at 0/0. This used to be better than invention-produced ones, but now it's worse. (Although, to be fair, it only matters on big blueprints; many of them use less than 10 of any given material per run.)
Was this intentional? |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
136
|
Posted - 2014.09.04 22:58:00 -
[148] - Quote
Ranamar wrote:The 0/0 T2 rig BPC thing reminds me of another thing I ran across recently... Exploration-sourced T2 rig BPCs are still being generated at 0/0. This used to be better than invention-produced ones, but now it's worse. (Although, to be fair, it only matters on big blueprints; many of them use less than 10 of any given material per run.)
Was this intentional?
Greyscale said about 2 pages ago he would look into this...geez, at least read a little bit back before asking |

Ranamar
Valkyries of Night Of Sound Mind
67
|
Posted - 2014.09.04 23:16:00 -
[149] - Quote
Kenneth Feld wrote:Ranamar wrote:The 0/0 T2 rig BPC thing reminds me of another thing I ran across recently... Exploration-sourced T2 rig BPCs are still being generated at 0/0. This used to be better than invention-produced ones, but now it's worse. (Although, to be fair, it only matters on big blueprints; many of them use less than 10 of any given material per run.)
Was this intentional? Greyscale said about 2 pages ago he would look into this...geez, at least read a little bit back before asking
From what I saw, Greyscale said he would look into things that weren't converted right. These weren't converted at all: they were spawned *after* Crius was released.
Fakedit: On the other hand, it does look like I got scooped by someone two posts above me. I may have posted from page 12 instead of page 13 for some reason. |

Ssabat Thraxx
Dominion Tenebrarum Reverberation Project
403
|
Posted - 2014.09.05 03:32:00 -
[150] - Quote
Drago Shouna wrote: Sorry guys I disagree. Yes something needs doing (maybe). As a mainly one man corp I just cannot justify the cost of buying then running even a small POS for the small increase in mining income, and i'm sure that i'm by far from being the only one thinking the same.
Maybe if players in a system could share a POS without being in the same corp it would help, or at least be able to allow players to use a compression array by invite or something. Heck even corps in the same alliance can't use each others POS facilities atm.
Yes i'd sell some compressed, but it just isn't worth it as it stands. But I'm still not sure station facilities are the way forward to compress.
You do know that as long as it's all anchored you can leave your pos offline and only turn it on when you need it, like to use the compression array. Load that thing up with what would normally be a week's worth of fuel, and you'll see that it lasts, like, forever if you do this.
Either the rules apply to everyone, or they don't justly apply to anyone.
|

SlickReed
Dominion Tenebrarum Reverberation Project
2
|
Posted - 2014.09.05 03:43:00 -
[151] - Quote
Ssabat Thraxx wrote:Drago Shouna wrote: Sorry guys I disagree. Yes something needs doing (maybe). As a mainly one man corp I just cannot justify the cost of buying then running even a small POS for the small increase in mining income, and i'm sure that i'm by far from being the only one thinking the same.
Maybe if players in a system could share a POS without being in the same corp it would help, or at least be able to allow players to use a compression array by invite or something. Heck even corps in the same alliance can't use each others POS facilities atm.
Yes i'd sell some compressed, but it just isn't worth it as it stands. But I'm still not sure station facilities are the way forward to compress.
You do know that as long as it's all anchored you can leave your pos offline and only turn it on when you need it, like to use the compression array. Load that thing up with what would normally be a week's worth of fuel, and you'll see that it lasts, like, forever if you do this.
I don't agree with anything you say :-) |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
138
|
Posted - 2014.09.05 08:59:00 -
[152] - Quote
Ranamar wrote:Kenneth Feld wrote:Ranamar wrote:The 0/0 T2 rig BPC thing reminds me of another thing I ran across recently... Exploration-sourced T2 rig BPCs are still being generated at 0/0. This used to be better than invention-produced ones, but now it's worse. (Although, to be fair, it only matters on big blueprints; many of them use less than 10 of any given material per run.)
Was this intentional? Greyscale said about 2 pages ago he would look into this...geez, at least read a little bit back before asking From what I saw, Greyscale said he would look into things that weren't converted right. These weren't converted at all: they were spawned *after* Crius was released. Fakedit: On the other hand, it does look like I got scooped by someone two posts above me. I may have posted from page 12 instead of page 13 for some reason.
https://forums.eveonline.com/default.aspx?g=posts&m=4986311#post4986311
is this not what you mean?
It looks like the old 0/0 drops from anomolies not convented, whether it is a new drop or an older one, he is looking into it.
I am sorry if this isn't what you meant, but it sounds like what you mean. |

Juliette Asanari
Saeder-Krupp Trading Division
64
|
Posted - 2014.09.05 09:49:00 -
[153] - Quote
I hope I'm not to late to the thread, but for me, the Indusry UI doesn't behave as I expect.
If I want to find out, whether I can invent a T1-BPC into a T2-BPC, the UI is counterintuitively. I cannot check with a BPO inserted (invention is greyed out), if I switch to copy and try to 'use blueprint' on the result side of the copying-process (rclick the bpc, 'use blueprint') I expect to find the bpc in the middle of the ui (so i can then check invention). Except it doesn't end up there, it puts a bpo in the spot. To check invention, I have to look up the bpc on the contract market and 'use' it from there. I see two possible solutions: 1) allow invention to be viewed from the bpo (with a tooltip explaining that you need a bpc) 2) using the result of a copy-process places a bpc in the ui
Another thing: 'using' the result of an invention-process (the t2-bpc) puts the bpc with -1 runs in the ui. This is quite unhelpful, as that number cannot be changed ;-) |

Ranamar
Valkyries of Night Of Sound Mind
67
|
Posted - 2014.09.05 20:16:00 -
[154] - Quote
I suppose that could cover it.
I particularly wanted to emphasize that the exact same blueprints are spawning now as before. TBH, I suspect the odds are good that all the good T2 rig BPOs that might have gotten converted before got burned through by now.
By now we are in violent agreement, though, I'd say. :) |

Qinby
ImNo6
6
|
Posted - 2014.09.05 23:49:00 -
[155] - Quote
SJ Astralana wrote:On the topic of sniping, I'd like to see the bid changed to maximum bid, similar to ebay. In the UI, you would see the current winning bid, but you wouldn't see the winning bid's maximum bid. That way, a bidder can do a valuation, set the maximum, and have incremental bids dropped in until a winner is determined.
Hi
Might missunderstod what you mean with incremental bids up to your set maximum.
Wouldn't that just result in that the winning bid ends up with the bid with the highest maximum BUT with the "smallest" possible margin?
In other Words the only effect would be to let the Winner to get of cheaper.
If you with sniping mean raising with "0,1" over highest bid at the last second, that doesnt work/happen.
I bid 8-10 times higher than highest bid at the last second and nearly Always lose anyway.
The only thing to do at the moment is to bid as late as possible and bid what you are willing to pay maximum, there is no way of getting of cheap if the team is good.
If it saves you 6 bill a month bid 1-2 bill, if you loose at 1 bill bid 2 bill next time... you still save 4 bill. This means that smaller manufacturers can't get hold of good teams but have to move to where they are.
Then when you have your teams you just have to hope it doesnt attract to many other manufacturers that drives the manu index thru the roof.
I don't realy understand what the problem is except that it can be annoying to lose an auction on a team one wants and also if you get it be afraid you paid a lot of Money unneccessary since you dont know what the seccond largest bid was.
That's just Life as ussual...
The only practical thing one can do is to bid on many teams (its enough with the minimum amount) even if you dont want them and try to estimate what you Think they are Worth and try to keep track of what the highest bid is near the end of the bidding.
What they are Worth to you shouldn be a problem.
Then you get the mail when the auction ends "you lost" but you get to know what the winning bid was. That way you build up some kind of estimate of what "is going on" and as far as i know this is the only way to get intel on the auctions.
I Think it will become clearer how to act "when the dust settles".
The only problems i see is that there could be better filter/sorting/searching options AND AN EASY WAY TO SEE WHAT TEAMS YOU ARE BIDDING ON (i use pen and paper...)
This is how we do it.
Rgds Qinby
By the way nice tool.
|

Retar Aveymone
GoonWaffe Goonswarm Federation
731
|
Posted - 2014.09.06 00:01:00 -
[156] - Quote
Qinby wrote: Wouldn't that just result in that the winning bid ends up with the bid with the highest maximum BUT with the "smallest" possible margin?
In other Words the only effect would be to let the Winner to get of cheaper.
wrong, this is a well-known solution and the point is that it discourages doing anything but putting your actual max price you want to pay and then waiting for the auction to finish |

Qinby
ImNo6
6
|
Posted - 2014.09.06 00:37:00 -
[157] - Quote
CCP Greyscale wrote:Hi everyone,
I'm going to read this properly tomorrow, but in the meantime I'm just dropping in to suggest that if you want to have a longer discussion about particular things, it'd be super helpful if you created a spin-off thread and link it from here, mainly because it makes it much easier for me to follow separate conversations when they're not interleaved :) What's all here is great, I'm just wary of coming back in the morning and finding ten pages about compression ;)
Thanks! -Greyscale
Did as you said.
Started a thread about the problem with to many BPO/BPC in the new Industry UI "a realy good idea"
https://forums.eveonline.com/default.aspx?g=posts&t=371801&find=unread |

Qinby
ImNo6
37
|
Posted - 2014.09.06 02:56:00 -
[158] - Quote
Retar Aveymone wrote:Qinby wrote: Wouldn't that just result in that the winning bid ends up with the bid with the highest maximum BUT with the "smallest" possible margin?
In other Words the only effect would be to let the Winner to get of cheaper.
wrong, this is a well-known solution and the point is that it discourages doing anything but putting your actual max price you want to pay and then waiting for the auction to finish as far as i know you can do that now :)
|

War Porcika
Hamster Holding Corp
18
|
Posted - 2014.09.06 08:24:00 -
[159] - Quote
Came back form a 2 month pause. Tried the new industry, - the new UI looks good, but it's way to big. I'm sure the upper half could be done in smaller. - My old BPO-s which were "perfect" - NO WASTE during production - in the old system are now only lvl 8 or 9. CRAP... Ok, let's do some research.. - Job costs are a CIRCUS, I'm sure the Crius name for the patch is oblivious. I have no f*king clue how this cost are calculated. Wanted to do a ME research, on X station, all bpo needed 2 lvl research. For one BPO the cost was 60k, for the other 1.5mil. what the *****. This is like you dropped a random number generator in the whole process. What is cheep to research on X station, the next bpo is cheap on Y station, this is just a big mess, there is now easy way to find where to produce what, without clicking through 10-20 stations.. So comparing to the old system, you need 5x more click to achieve the same cost effective installation.
I have no problem if the costs are dynamically changing, but this is way to much randomness. Basically it just renders the whole industry incalculable.
As in the current looks I will leave the industry part of the game, and most likely not activate the industry account anymore. -1 acc, well done CCP. |

Angie Chatter
15
|
Posted - 2014.09.06 11:11:00 -
[160] - Quote
War Porcika wrote: I have no problem if the costs are dynamically changing, but this is way to much randomness. Basically it just renders the whole industry incalculable.
*chuckle* u are lucky right after Crius we only had the new "official" yaml Crest api, which had nearly no documentation and we had no easy way to check/import the needed values.
Now we have this nice 3d party xml api and all math is also checked and known now.
Formulas : IndustryFormulas.pdf XML API: api.eve-industry.org
Web API: www.fuzzwork.co.uk/blueprint/costindex.php
PS: Yeah the fact remains that u now need like 5 more steps to calculate precisely, so while the UI is a usability improvement, its also a step back and makes the math and underlaying systems even harder to calculate and understandable. Seems CCP always find way's to increase your out of game time and the "need" for third party tools and api's. |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
140
|
Posted - 2014.09.06 12:49:00 -
[161] - Quote
Qinby wrote:Retar Aveymone wrote:Qinby wrote: Wouldn't that just result in that the winning bid ends up with the bid with the highest maximum BUT with the "smallest" possible margin?
In other Words the only effect would be to let the Winner to get of cheaper.
wrong, this is a well-known solution and the point is that it discourages doing anything but putting your actual max price you want to pay and then waiting for the auction to finish as far as i know you can do that now :)
Winner Winner Chicken Dinner |

Retar Aveymone
GoonWaffe Goonswarm Federation
732
|
Posted - 2014.09.06 13:42:00 -
[162] - Quote
Qinby wrote:Retar Aveymone wrote:Qinby wrote: Wouldn't that just result in that the winning bid ends up with the bid with the highest maximum BUT with the "smallest" possible margin?
In other Words the only effect would be to let the Winner to get of cheaper.
wrong, this is a well-known solution and the point is that it discourages doing anything but putting your actual max price you want to pay and then waiting for the auction to finish as far as i know you can do that now :) right now it's a non-optimal strategy
like i said this is a well-known solution and you are basically sitting here saying "metal? float? don't be absurd a ship can only be made of wood" |

Retar Aveymone
GoonWaffe Goonswarm Federation
732
|
Posted - 2014.09.06 14:09:00 -
[163] - Quote
bidding your actual highest price in an auction like this means that you will derive no benefit whatsoever from your teams
accordingly it is an immensely dumb bidding strategy |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
140
|
Posted - 2014.09.06 15:11:00 -
[164] - Quote
I bid right at what i think it is worth to my competitors |

Matcha Mosburger
Manu Fortius
3
|
Posted - 2014.09.06 18:21:00 -
[165] - Quote
Not sure if it was this way before Crius - but in other T2 hull not matching each other topics. The Minmatar Black Ops is the only Black Ops hip that doesn't require 3 Capital Jump Drives. Or at least it doesn't on the BPC (haven't built one no not sure if it's UI only). |

Circumstantial Evidence
138
|
Posted - 2014.09.06 23:58:00 -
[166] - Quote
Matcha Mosburger wrote:Not sure if it was this way before Crius - but in other T2 hull not matching each other topics. The Minmatar Black Ops is the only Black Ops hip that doesn't require 3 Capital Jump Drives. Or at least it doesn't on the BPC (haven't built one no not sure if it's UI only). Read first post in thread by CCP Greyscale: known problem and will be fixed "soon."
|

Circumstantial Evidence
138
|
Posted - 2014.09.07 00:08:00 -
[167] - Quote
I have not delivered some invention jobs started just before Crius / completed after patch. All jobs included Decyrptors. I delivered ONE of them, and the UI showed consumed datacore materials in the job... but no "extra" items (Decryptor expected.) Should I expect this? Will those jobs get decryptor enhancements? I remember reading a player comment that decryptor use may have been lost in the transition to Crius. |

Malwadas Kadmos
Hostis Humani Generis.
3
|
Posted - 2014.09.07 09:37:00 -
[168] - Quote
positive: -awesome job with the new industry ui! -teams are a good concept
negative: -bidding on teams, everyone who cant be in game when an auction runs out is at a disatvantage compared to those who can(maybe use a automatic biding system like e-bay where you place your max bid?). there should also be a sniper rule, maybe 5 min ? if someone outbids you in the last second you cant react. -would be nice to have a new industry skill which reduces the install cost of jobs, since those are very high now. |

Nevyn Auscent
Broke Sauce
1522
|
Posted - 2014.09.07 10:59:00 -
[169] - Quote
Malwadas Kadmos wrote: -would be nice to have a new industry skill which reduces the install cost of jobs, since those are very high now.
This won't happen as it would become a mandatory train to V before starting industry like the old ME skill was and they have said they don't want to do that. Also for note, the install costs are actually very low. Real world manufacturing the costs are often 90% of your final price, materials only 10%, EVE it's still the materials being most of your cost. |

Angie Chatter
15
|
Posted - 2014.09.07 20:31:00 -
[170] - Quote
Just noticed some annoying filter problem regarding the "inventory Selection" filter tab for BPC. I have organized my BPC in containers, but since one container can only hold 1000 bpc i need multiple of those. I also tried organize the containers into separate devisions, but the filter tab won't show any divisions to filter anymore if all BPC are inside containers.
What i wanted was having all my containers of a certain type sitting in a separate devision and than select the devision so i all BPC inside this devision gets used. This is not possible atm and i need to manually juggle containers around so they don't show up.
So please add a way to filter by name on all BPC inside all containers inside a selected devision. |
|

CCP Greyscale
C C P C C P Alliance
2561

|
Posted - 2014.09.08 17:09:00 -
[171] - Quote
We're very much aware of the sniping issues, don't worry.
Czeris wrote:Why are the bpcs found in data/relic sites still me 0/0?
This feels like an oversight.
The ones that were in my inventory from pre crius were updated with enhanced me/pe just like all the other invention bpcs, but any new ones i find are 0/0 making them significantly worse than any invented ones. These bpcs were a nice, random bonus (since the vast majority are useless) but now they have all become largely worthless.
We discussed this and I think came to the conclusion that we should probably leave them as-is, as we'd prefer invented BPCs to be the primary source. We're aware that this devalues some sites somewhat, and it's something we will likely revisit after further invention changes are done. |
|
|

CCP Greyscale
C C P C C P Alliance
2561

|
Posted - 2014.09.08 17:35:00 -
[172] - Quote
Jon Lucien wrote:CCP Greyscale wrote: Can someone show their working on this (ie the calculations you're doing that lead you to conclude that the numbers are wrong) so (again) we can be sure we're looking at the right problem :)
Sure. Here's the calculations as per the information provided in the 3rd party tools dev blog on cost calculations: http://community.eveonline.com/news/dev-blogs/industry-3rd-party-developers/ (Industry cost calculations section near bottom) I'll be using a tengu right now since that's what I produce and can easily screenshot. I'm leaving teams out to simplify. The formula should be [Base production cost] x [# of runs] x [System Index] x [Facility bonus] x [Tax] For a tengu the base production cost at this moment is 145,637,495.34I'm using 1 run for simplicity. System index for 2R-CRW right now is 0.047806290891008 as returned by the api 2R-CRW has an amarr outpost which should give a 0.5 multiplier according to http://community.eveonline.com/news/dev-blogs/eve-industry-all-you-want-to-know/?_ga=1.264323215.1609854296.1406338389 Appendix 2 Our Tax rate is 15% ( 1.15) 145637495.34 * 1 * 0.047806290891008 * 0.5 * 1.15 = 4003374 rounded up. Current in-game job cost install fee: 8008163 isk Here's the screenshot of this: http://i.imgur.com/kX3k6m6.png?1
4003374 / 8008163 = 0.49991165 close enough to 0.5 It seems really obvious to me that the facility bonus wasn't properly applied in game
Oh. I see the problem. The system index listed by the API includes all the applicable station-type bonuses, so the 0.04 number you're getting has already been halved due to the outpost.
(You'll note in the 3rd party blog it does not at any point direct you to multiply in the station bonuses; this is because they're already included in the index as just described.) |
|

Retar Aveymone
GoonWaffe Goonswarm Federation
732
|
Posted - 2014.09.08 18:07:00 -
[173] - Quote
By the way, we recently upgraded a caldari outpost, here: http://evemaps.dotlan.net/system/3QE-9Q
This has three factory improvements (don't ask) and should get -3% materials, but does not. I think that they're not working on any non-amarr. |

Aryth
GoonWaffe Goonswarm Federation
1581
|
Posted - 2014.09.08 18:09:00 -
[174] - Quote
CCP Greyscale wrote:Jon Lucien wrote:CCP Greyscale wrote: Can someone show their working on this (ie the calculations you're doing that lead you to conclude that the numbers are wrong) so (again) we can be sure we're looking at the right problem :)
Sure. Here's the calculations as per the information provided in the 3rd party tools dev blog on cost calculations: http://community.eveonline.com/news/dev-blogs/industry-3rd-party-developers/ (Industry cost calculations section near bottom) I'll be using a tengu right now since that's what I produce and can easily screenshot. I'm leaving teams out to simplify. The formula should be [Base production cost] x [# of runs] x [System Index] x [Facility bonus] x [Tax] For a tengu the base production cost at this moment is 145,637,495.34I'm using 1 run for simplicity. System index for 2R-CRW right now is 0.047806290891008 as returned by the api 2R-CRW has an amarr outpost which should give a 0.5 multiplier according to http://community.eveonline.com/news/dev-blogs/eve-industry-all-you-want-to-know/?_ga=1.264323215.1609854296.1406338389 Appendix 2 Our Tax rate is 15% ( 1.15) 145637495.34 * 1 * 0.047806290891008 * 0.5 * 1.15 = 4003374 rounded up. Current in-game job cost install fee: 8008163 isk Here's the screenshot of this: http://i.imgur.com/kX3k6m6.png?14003374 / 8008163 = 0.49991165 close enough to 0.5 It seems really obvious to me that the facility bonus wasn't properly applied in game Oh. I see the problem. The system index listed by the API includes all the applicable station-type bonuses, so the 0.04 number you're getting has already been halved due to the outpost. (You'll note in the 3rd party blog it does not at any point direct you to multiply in the station bonuses; this is because they're already included in the index as just described.)
Oh dear. This will change quite abit of our collected data then.
PS. Hopefully this gets enough eyeballs and it dramatically changes peoples planning. Leader of the Goonswarm Economic Warfare Cabal. Vile Rat: You're the greatest sociopath that has ever played eve. |

Retar Aveymone
GoonWaffe Goonswarm Federation
732
|
Posted - 2014.09.08 18:19:00 -
[175] - Quote
I guess we are only a few weeks away from outproducing jita! |

Mr Omniblivion
GoonWaffe Goonswarm Federation
54
|
Posted - 2014.09.08 18:31:00 -
[176] - Quote
Retar Aveymone wrote:I guess we are only a few weeks away from outproducing jita!
Obligatory "CCP Greyscale, please fix local mineral supply in null" comment here  |

Retar Aveymone
GoonWaffe Goonswarm Federation
734
|
Posted - 2014.09.08 18:42:00 -
[177] - Quote
yeah man if we had decent minerals we could do great things (instead i think all of that is t2 ship production) |

Firvain
Wildly Inappropriate Goonswarm Federation
28
|
Posted - 2014.09.08 19:01:00 -
[178] - Quote
Mr Omniblivion wrote:Retar Aveymone wrote:I guess we are only a few weeks away from outproducing jita! Obligatory "CCP Greyscale, please fix local mineral supply in null" comment here 
Dont care about local mineral supply, that will never be enough anyway. Just want to be able to mass compress ores that doesn't involve 100 freighter trips to a pos every god damn day |

Mr Omniblivion
GoonWaffe Goonswarm Federation
54
|
Posted - 2014.09.08 19:32:00 -
[179] - Quote
Firvain wrote:Dont care about local mineral supply, that will never be enough anyway.
Local supply will never be enough for all supercap production, but at the moment it's not even enough for reasonable t1 production. (majorly short on mex/iso)
No one cares about titans anyways! (Death to all supercaps!) |

Mina Tors
Sniggerdly Pandemic Legion
0
|
Posted - 2014.09.08 19:45:00 -
[180] - Quote
CCP Greyscale wrote:Jon Lucien wrote:CCP Greyscale wrote: Can someone show their working on this (ie the calculations you're doing that lead you to conclude that the numbers are wrong) so (again) we can be sure we're looking at the right problem :)
Sure. Here's the calculations as per the information provided in the 3rd party tools dev blog on cost calculations: http://community.eveonline.com/news/dev-blogs/industry-3rd-party-developers/ (Industry cost calculations section near bottom) I'll be using a tengu right now since that's what I produce and can easily screenshot. I'm leaving teams out to simplify. The formula should be [Base production cost] x [# of runs] x [System Index] x [Facility bonus] x [Tax] For a tengu the base production cost at this moment is 145,637,495.34I'm using 1 run for simplicity. System index for 2R-CRW right now is 0.047806290891008 as returned by the api 2R-CRW has an amarr outpost which should give a 0.5 multiplier according to http://community.eveonline.com/news/dev-blogs/eve-industry-all-you-want-to-know/?_ga=1.264323215.1609854296.1406338389 Appendix 2 Our Tax rate is 15% ( 1.15) 145637495.34 * 1 * 0.047806290891008 * 0.5 * 1.15 = 4003374 rounded up. Current in-game job cost install fee: 8008163 isk Here's the screenshot of this: http://i.imgur.com/kX3k6m6.png?14003374 / 8008163 = 0.49991165 close enough to 0.5 It seems really obvious to me that the facility bonus wasn't properly applied in game Oh. I see the problem. The system index listed by the API includes all the applicable station-type bonuses, so the 0.04 number you're getting has already been halved due to the outpost. (You'll note in the 3rd party blog it does not at any point direct you to multiply in the station bonuses; this is because they're already included in the index as just described.)
CCP: what happens when a system (hs or ls) has different types of stations and there is only one system index? Is the system index returned by the api incorrect?
|

Shoogie
Serious Pixels
141
|
Posted - 2014.09.08 19:58:00 -
[181] - Quote
There is only one cost index per system, and it is applied whether you are in a factory station, or an administrative station, or a POS floating around that moon over there.
If two systems have the same fraction of global production, but one has a factory station and the other does not, the factory system will have a 5% lower cost index. However, those numbers are all hidden serverside and the API only outputs the final cost index for us to see. |

Aryth
GoonWaffe Goonswarm Federation
1581
|
Posted - 2014.09.08 22:16:00 -
[182] - Quote
Basically it means we are making almost as much as Jita in a single system oh dear. Leader of the Goonswarm Economic Warfare Cabal. Vile Rat: You're the greatest sociopath that has ever played eve. |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
140
|
Posted - 2014.09.08 22:35:00 -
[183] - Quote
CCP Greyscale wrote:Jon Lucien wrote:CCP Greyscale wrote: Can someone show their working on this (ie the calculations you're doing that lead you to conclude that the numbers are wrong) so (again) we can be sure we're looking at the right problem :)
Sure. Here's the calculations as per the information provided in the 3rd party tools dev blog on cost calculations: http://community.eveonline.com/news/dev-blogs/industry-3rd-party-developers/ (Industry cost calculations section near bottom) I'll be using a tengu right now since that's what I produce and can easily screenshot. I'm leaving teams out to simplify. The formula should be [Base production cost] x [# of runs] x [System Index] x [Facility bonus] x [Tax] For a tengu the base production cost at this moment is 145,637,495.34I'm using 1 run for simplicity. System index for 2R-CRW right now is 0.047806290891008 as returned by the api 2R-CRW has an amarr outpost which should give a 0.5 multiplier according to http://community.eveonline.com/news/dev-blogs/eve-industry-all-you-want-to-know/?_ga=1.264323215.1609854296.1406338389 Appendix 2 Our Tax rate is 15% ( 1.15) 145637495.34 * 1 * 0.047806290891008 * 0.5 * 1.15 = 4003374 rounded up. Current in-game job cost install fee: 8008163 isk Here's the screenshot of this: http://i.imgur.com/kX3k6m6.png?1
4003374 / 8008163 = 0.49991165 close enough to 0.5 It seems really obvious to me that the facility bonus wasn't properly applied in game Oh. I see the problem. The system index listed by the API includes all the applicable station-type bonuses, so the 0.04 number you're getting has already been halved due to the outpost. (You'll note in the 3rd party blog it does not at any point direct you to multiply in the station bonuses; this is because they're already included in the index as just described.)
So, that means any POS's in Amarr systems are also getting the bonus from the outpost as they use the same system index or does the system index change if you manufacture in a station or in a POS and if it changes how do we get the endpoint for each facility??? |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
140
|
Posted - 2014.09.08 23:26:00 -
[184] - Quote
http://cdn1.eveonline.com/www/newssystem/media/66057/1/full_pricing_formula.png
if that is no longer the formula, can you please advise as to the new formula - obviously we know starbase got removed |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3818
|
Posted - 2014.09.09 09:13:00 -
[185] - Quote
Kenneth Feld wrote:http://cdn1.eveonline.com/www/newssystem/media/66057/1/full_pricing_formula.png
if that is no longer the formula, can you please advise as to the new formula - obviously we know starbase got removed
The formula is accurate (other than the reduction due to hours run. That was removed), but not for us to use, as we don't get the raw figures.
We use:
cost of materials of the output using the adjusted cost from the api, at ME 0 multiplied by 0.02 if it's a research/invention/RE/copy job multiplied by the cost index for that activity, in that system. multiplied by 1.1 if it's in an NPC station, or by the tax multiplier set on PC facilities multiplied by the team cost multiplier (team cost of 4% = 1.04 multiplier) Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |

Jon Lucien
GoonWaffe Goonswarm Federation
68
|
Posted - 2014.09.09 10:02:00 -
[186] - Quote
CCP Greyscale wrote:Jon Lucien wrote:CCP Greyscale wrote: Can someone show their working on this (ie the calculations you're doing that lead you to conclude that the numbers are wrong) so (again) we can be sure we're looking at the right problem :)
Sure. Here's the calculations as per the information provided in the 3rd party tools dev blog on cost calculations: http://community.eveonline.com/news/dev-blogs/industry-3rd-party-developers/ (Industry cost calculations section near bottom) I'll be using a tengu right now since that's what I produce and can easily screenshot. I'm leaving teams out to simplify. The formula should be [Base production cost] x [# of runs] x [System Index] x [Facility bonus] x [Tax] For a tengu the base production cost at this moment is 145,637,495.34I'm using 1 run for simplicity. System index for 2R-CRW right now is 0.047806290891008 as returned by the api 2R-CRW has an amarr outpost which should give a 0.5 multiplier according to http://community.eveonline.com/news/dev-blogs/eve-industry-all-you-want-to-know/?_ga=1.264323215.1609854296.1406338389 Appendix 2 Our Tax rate is 15% ( 1.15) 145637495.34 * 1 * 0.047806290891008 * 0.5 * 1.15 = 4003374 rounded up. Current in-game job cost install fee: 8008163 isk Here's the screenshot of this: http://i.imgur.com/kX3k6m6.png?14003374 / 8008163 = 0.49991165 close enough to 0.5 It seems really obvious to me that the facility bonus wasn't properly applied in game Oh. I see the problem. The system index listed by the API includes all the applicable station-type bonuses, so the 0.04 number you're getting has already been halved due to the outpost. (You'll note in the 3rd party blog it does not at any point direct you to multiply in the station bonuses; this is because they're already included in the index as just described.)
Thank you for the clarification. I would like to point out however that the dev blog actually does tell me to multiply in the station bonus. Under the "Industry Cost Calculations" section step number 5:
"Multiply the cost by any facility bonuses as described in the ramAssemblyLineTypes"
Since this is not the case there needs to be an official word somewhere of how costs are now calculated since all of the published words are out-of-date. |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
140
|
Posted - 2014.09.09 10:12:00 -
[187] - Quote
Steve Ronuken wrote:Kenneth Feld wrote:http://cdn1.eveonline.com/www/newssystem/media/66057/1/full_pricing_formula.png
if that is no longer the formula, can you please advise as to the new formula - obviously we know starbase got removed The formula is accurate (other than the reduction due to hours run. That was removed), but not for us to use, as we don't get the raw figures. We use: cost of materials of the output using the adjusted cost from the api, at ME 0 multiplied by 0.02 if it's a research/invention/RE/copy job multiplied by the cost index for that activity, in that system. multiplied by 1.1 if it's in an NPC station, or by the tax multiplier set on PC facilities multiplied by the team cost multiplier (team cost of 4% = 1.04 multiplier)
So, then if you say build SC/Titans in a system with an Amarr station, there is no possible way to go over system index of 5
This gives a permanent 50% reduction to all SC/Titan jobs forever
Because initially it was only supposed to be jobs in the station, but by applying that bonus to the systen, it will now apply to all POS's
BTW: - this is a Y/N question..... |

Basil Vulpine
Blueprint Haus Get Off My Lawn
42
|
Posted - 2014.09.09 10:42:00 -
[188] - Quote
Kenneth Feld wrote:Steve Ronuken wrote:Kenneth Feld wrote:http://cdn1.eveonline.com/www/newssystem/media/66057/1/full_pricing_formula.png
if that is no longer the formula, can you please advise as to the new formula - obviously we know starbase got removed The formula is accurate (other than the reduction due to hours run. That was removed), but not for us to use, as we don't get the raw figures. We use: cost of materials of the output using the adjusted cost from the api, at ME 0 multiplied by 0.02 if it's a research/invention/RE/copy job multiplied by the cost index for that activity, in that system. multiplied by 1.1 if it's in an NPC station, or by the tax multiplier set on PC facilities multiplied by the team cost multiplier (team cost of 4% = 1.04 multiplier) So, then if you say build SC/Titans in a system with an Amarr station, there is no possible way to go over system index of 5 This gives a permanent 50% reduction to all SC/Titan jobs forever Because initially it was only supposed to be jobs in the station, but by applying that bonus to the systen, it will now apply to all POS's BTW: - this is a Y/N question.....
The station install cost modifier was originally listed as being a product of all stations in system and then applying to all jobs in that system. Hence the Liti example.
So Yes is the expected answer.
|

Kenneth Feld
Habitual Euthanasia Pandemic Legion
140
|
Posted - 2014.09.09 10:54:00 -
[189] - Quote
Maybe I missed something then. Thinking of the pre crius threadnaughts still give me headaches
I was under the impression the station bonus applied to jobs in station and the POS bonus for multiple arrays (I know it was removed) applied to jobs in POS's. I didn't think they were meant to stack based on the formula int he dev blog. basically you could remove the station component for POS jobs and remove the starbase part for station jobs
So, basically there is no reason to build anything at all from now until forever in anything other than an Amarr system and POS's get all of the cost bonus of the station.
/heads to jita and finish buying the stuff to upgrade Amarr to T3 |

Charlie Firpol
Noob Mercs Monkeys with Guns.
250
|
Posted - 2014.09.09 11:21:00 -
[190] - Quote
CCP Greyscale wrote:Czeris wrote:Why are the bpcs found in data/relic sites still me 0/0?
We discussed this and I think came to the conclusion that we should probably leave them as-is, as we'd prefer invented BPCs to be the primary source. We're aware that this devalues some sites somewhat, and it's something we will likely revisit after further invention changes are done.
Before Crius, you could get like a little gem from time to time, like a 3run BPC for a T2 large CCC with really nice ME level. You still had to invest a couple hundret million ISK and you had to babysit your order for days or weeks because the demand for those rigs is pretty low but in the end you could, potentially, make a really nice profit.
Now, if you find such a BPC, you are better of trashing it or trying to sell it to some idiot that doesnt know better on contracts. |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3818
|
Posted - 2014.09.09 11:25:00 -
[191] - Quote
Jon Lucien wrote:CCP Greyscale wrote:Jon Lucien wrote:CCP Greyscale wrote: Can someone show their working on this (ie the calculations you're doing that lead you to conclude that the numbers are wrong) so (again) we can be sure we're looking at the right problem :)
Sure. Here's the calculations as per the information provided in the 3rd party tools dev blog on cost calculations: http://community.eveonline.com/news/dev-blogs/industry-3rd-party-developers/ (Industry cost calculations section near bottom) I'll be using a tengu right now since that's what I produce and can easily screenshot. I'm leaving teams out to simplify. The formula should be [Base production cost] x [# of runs] x [System Index] x [Facility bonus] x [Tax] For a tengu the base production cost at this moment is 145,637,495.34I'm using 1 run for simplicity. System index for 2R-CRW right now is 0.047806290891008 as returned by the api 2R-CRW has an amarr outpost which should give a 0.5 multiplier according to http://community.eveonline.com/news/dev-blogs/eve-industry-all-you-want-to-know/?_ga=1.264323215.1609854296.1406338389 Appendix 2 Our Tax rate is 15% ( 1.15) 145637495.34 * 1 * 0.047806290891008 * 0.5 * 1.15 = 4003374 rounded up. Current in-game job cost install fee: 8008163 isk Here's the screenshot of this: http://i.imgur.com/kX3k6m6.png?14003374 / 8008163 = 0.49991165 close enough to 0.5 It seems really obvious to me that the facility bonus wasn't properly applied in game Oh. I see the problem. The system index listed by the API includes all the applicable station-type bonuses, so the 0.04 number you're getting has already been halved due to the outpost. (You'll note in the 3rd party blog it does not at any point direct you to multiply in the station bonuses; this is because they're already included in the index as just described.) Thank you for the clarification. I would like to point out however that the dev blog actually does tell me to multiply in the station bonus. Under the "Industry Cost Calculations" section step number 5: "Multiply the cost by any facility bonuses as described in the ramAssemblyLineTypes" Since this is not the case there needs to be an official word somewhere of how costs are now calculated since all of the published words are out-of-date.
baseCostMultiplier from ramAssemblyLineTypes is 1 for all rows.
 Woo! CSM 9! http://fuzzwork.enterprises/
Twitter: @fuzzysteve on Twitter |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3818
|
Posted - 2014.09.09 11:32:00 -
[192] - Quote
Charlie Firpol wrote:CCP Greyscale wrote:Czeris wrote:Why are the bpcs found in data/relic sites still me 0/0?
We discussed this and I think came to the conclusion that we should probably leave them as-is, as we'd prefer invented BPCs to be the primary source. We're aware that this devalues some sites somewhat, and it's something we will likely revisit after further invention changes are done. Before Crius, you could get like a little gem from time to time, like a 3run BPC for a T2 large CCC with really nice ME level. You still had to invest a couple hundret million ISK and you had to babysit your order for days or weeks because the demand for those rigs is pretty low but in the end you could, potentially, make a really nice profit. Now, if you find such a BPC, you are better of trashing it or trying to sell it to some idiot that doesnt know better on contracts.
Just having a quick poke at the numbers, the answer is: not so much.
The differences with ME are far far smaller now. Especially when you're dealing with limited runs.
(sure, right now the price doesn't make sense at pretty much any level (with decryptors) but that's probably due to stock. or people not paying attention.) Woo! CSM 9! http://fuzzwork.enterprises/
Twitter: @fuzzysteve on Twitter |

Charlie Firpol
Noob Mercs Monkeys with Guns.
250
|
Posted - 2014.09.09 12:23:00 -
[193] - Quote
Steve Ronuken wrote:Charlie Firpol wrote:CCP Greyscale wrote:Czeris wrote:Why are the bpcs found in data/relic sites still me 0/0?
We discussed this and I think came to the conclusion that we should probably leave them as-is, as we'd prefer invented BPCs to be the primary source. We're aware that this devalues some sites somewhat, and it's something we will likely revisit after further invention changes are done. Before Crius, you could get like a little gem from time to time, like a 3run BPC for a T2 large CCC with really nice ME level. You still had to invest a couple hundret million ISK and you had to babysit your order for days or weeks because the demand for those rigs is pretty low but in the end you could, potentially, make a really nice profit. Now, if you find such a BPC, you are better of trashing it or trying to sell it to some idiot that doesnt know better on contracts. Just having a quick poke at the numbers, the answer is: not so much. The differences with ME are far far smaller now. Especially when you're dealing with limited runs. (sure, right now the price doesn't make sense at pretty much any level (with decryptors) but that's probably due to stock. or people not paying attention.)
Well, the found BPCs should still not be plain worse than invented BPCs. Make them at least equal to give people any reason to use them. |
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CCP Greyscale
C C P C C P Alliance
2562

|
Posted - 2014.09.09 14:28:00 -
[194] - Quote
Retar Aveymone wrote:By the way, we recently upgraded a caldari outpost, here: http://evemaps.dotlan.net/system/3QE-9QThis has three factory improvements (don't ask) and should get -3% materials, but does not. I think that they're not working on any non-amarr.
ME bonuses I'm still investigating.
Retar Aveymone wrote:I guess we are only a few weeks away from outproducing jita!
If you keep your current rate of closure on Jita's weekly numbers, it'll be more like ~4 months.
Kenneth Feld wrote:CCP Greyscale wrote:Jon Lucien wrote:CCP Greyscale wrote: Can someone show their working on this (ie the calculations you're doing that lead you to conclude that the numbers are wrong) so (again) we can be sure we're looking at the right problem :)
Sure. Here's the calculations as per the information provided in the 3rd party tools dev blog on cost calculations: http://community.eveonline.com/news/dev-blogs/industry-3rd-party-developers/ (Industry cost calculations section near bottom) I'll be using a tengu right now since that's what I produce and can easily screenshot. I'm leaving teams out to simplify. The formula should be [Base production cost] x [# of runs] x [System Index] x [Facility bonus] x [Tax] For a tengu the base production cost at this moment is 145,637,495.34I'm using 1 run for simplicity. System index for 2R-CRW right now is 0.047806290891008 as returned by the api 2R-CRW has an amarr outpost which should give a 0.5 multiplier according to http://community.eveonline.com/news/dev-blogs/eve-industry-all-you-want-to-know/?_ga=1.264323215.1609854296.1406338389 Appendix 2 Our Tax rate is 15% ( 1.15) 145637495.34 * 1 * 0.047806290891008 * 0.5 * 1.15 = 4003374 rounded up. Current in-game job cost install fee: 8008163 isk Here's the screenshot of this: http://i.imgur.com/kX3k6m6.png?14003374 / 8008163 = 0.49991165 close enough to 0.5 It seems really obvious to me that the facility bonus wasn't properly applied in game Oh. I see the problem. The system index listed by the API includes all the applicable station-type bonuses, so the 0.04 number you're getting has already been halved due to the outpost. (You'll note in the 3rd party blog it does not at any point direct you to multiply in the station bonuses; this is because they're already included in the index as just described.) So, that means any POS's in Amarr systems are also getting the bonus from the outpost as they use the same system index or does the system index change if you manufacture in a station or in a POS and if it changes how do we get the endpoint for each facility??? Also, does that mean that system index in an Amarr station system, can essentially never go above 5?
System index is for all facilities in that system, and station types give bonuses to the system as described here: http://community.eveonline.com/news/dev-blogs/eve-industry-all-you-want-to-know/. So yes, starbases in Amarr outpost systems get a 0.5x cost multiplier.
Index isn't capped at 10 so no, it doesn't mean that Amarr caps it at 5 :)
Kenneth Feld wrote:http://cdn1.eveonline.com/www/newssystem/media/66057/1/full_pricing_formula.png
if that is no longer the formula, can you please advise as to the new formula - obviously we know starbase got removed
Starbase reduction and 0.99^ reduction are both gone, everything else is intact.
If you're trying to calculate job costs based on API data, then: - If you have access to FW or DUST bonuses, you will need to account for them manually - Otherwise, you should calculate costs exactly as described in the 3rd party blog here: http://community.eveonline.com/news/dev-blogs/industry-3rd-party-developers/
Jon Lucien wrote:CCP Greyscale wrote:Jon Lucien wrote:CCP Greyscale wrote: Can someone show their working on this (ie the calculations you're doing that lead you to conclude that the numbers are wrong) so (again) we can be sure we're looking at the right problem :)
Sure. Here's the calculations as per the information provided in the 3rd party tools dev blog on cost calculations: http://community.eveonline.com/news/dev-blogs/industry-3rd-party-developers/ (Industry cost calculations section near bottom) I'll be using a tengu right now since that's what I produce and can easily screenshot. I'm leaving teams out to simplify. The formula should be [Base production cost] x [# of runs] x [System Index] x [Facility bonus] x [Tax] For a tengu the base production cost at this moment is 145,637,495.34I'm using 1 ... |
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Medalyn Isis
Rosewood Productions Stain Confederation
311
|
Posted - 2014.09.09 16:19:00 -
[195] - Quote
Medalyn Isis wrote:To confirm what the others have said.
On a copy job for one run, the price calculated using the formula ( SCI*Base Job Install Cost*0.02 ) should equal 1917.65 isk
SCI = 0.01133974 Base Job Install Cost = 8455426.366
This is for a Maller BPO.
The price I am getting quoted in game = 2110.00 isk
It seems like I didn't apply the station tax here. Although that would make it 2106.115. Is there some kind of rounding taking place which is giving me the 2110.00 final figure
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BooomBox
Federal Navy Academy Gallente Federation
0
|
Posted - 2014.09.09 17:01:00 -
[196] - Quote
CCP Greyscale, There is one problem with the new industry interface, that doesn't make it any better than the old one in terms of comfort, at least for me:) The parameters (number of runs, team, facility, input/output hangar) for identical jobs are saved. When you change blueprint, you need to choose everything again. In the old interface there was an option, which allowed to make some job parameters (input/output hangar) identical for all blueprints. I want to suggest you to think about making such options in new interface. Cheers |
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CCP Greyscale
C C P C C P Alliance
2563

|
Posted - 2014.09.09 17:26:00 -
[197] - Quote
Minmatar outpost ME update: found the problem, working on a fix. (Upgrade mapping problem, everything else is set up correctly but it looks like you'll only get the plant upgrade bonus if you apply the factory upgrade first. No data lost, just needs some adjustments to the upgrade mapping and some DB massage for existing upgrades.) |
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Notorious Fellon
Republic University Minmatar Republic
331
|
Posted - 2014.09.09 20:03:00 -
[198] - Quote
Aside from the few quirks and oddities, I like the new interface and changes. It has made industry more enjoyable and eliminated the need of at least a couple of spreadsheets. |

Hobojoe Dimaloun
Shadow State Fatal Ascension
0
|
Posted - 2014.09.09 20:24:00 -
[199] - Quote
I do apologise, i havent read most of the posts in this so it might have already been said. Whenever i go to reprocess materials it will bring up the tab, if i just reproccess then everything is great and fine, however, if i hover over a picture to see how much is being wasted, my entire client crashes.
Just thought you might want to know |

Matthew
BloodStar Technologies
18
|
Posted - 2014.09.10 07:07:00 -
[200] - Quote
Medalyn Isis wrote:
It seems like I didn't apply the station tax here. Although that would make it 2106.115. Is there some kind of rounding taking place which is giving me the 2110.00 final figure
The job fee and the tax need to be calculated as two separate figures, individually rounded, then added together to get the total shown for the job. This is because the job fee and the tax go out of you wallet as two separate journal entries but the industry window is presenting a single total. They both also appear to be rounded to the nearest isk rather than the nearest 0.01isk. |
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CCP Greyscale
C C P C C P Alliance
2564

|
Posted - 2014.09.10 11:10:00 -
[201] - Quote
Matthew wrote:Medalyn Isis wrote:
It seems like I didn't apply the station tax here. Although that would make it 2106.115. Is there some kind of rounding taking place which is giving me the 2110.00 final figure
The job fee and the tax need to be calculated as two separate figures, individually rounded, then added together to get the total shown for the job. This is because the job fee and the tax go out of you wallet as two separate journal entries but the industry window is presenting a single total. They both also appear to be rounded to the nearest isk rather than the nearest 0.01isk.
Believe this to be the case, yes.
1917.65 rounds to 1918, 1918 * 1.1 = 2109.8, which rounds to 2110. |
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Bhock
Alea Iacta Est Universal Brave Collective
13
|
Posted - 2014.09.10 11:53:00 -
[202] - Quote
Crius was a great patch overall and the new UI really helps.
I would like to see a small tweak on the information displayed on that window, as the window becomes messy when you have Personnal and Corporation Jobs, on multiple characters.
Currently, you need to select a type of jobs to see the current number of jobs running and the maximum number of jobs of that type you can run for that character.
Step 1: displaying both types of industry jobs numbers, all the time - as soon as the window is opened, the Production and Science job numbers should be displayed - it increases readability without having to click in several places to see the same information - whenever a job is added or delivered, those numbers should change accordingly, of course
Step 2: displaying the number of jobs ready to be delivered - Adding a third information on the previous numbers would provide the number of personal jobs ready to be delivered - a proposed display of "XX [YY] / ZZ" with XX = number of jobs used, YY= ready to be delivered, ZZ= max - that display would be visible for both types of jobs (Production and Science), all the time
When you manage a lot of characters, doing both Personnal and Corporation jobs, you end up clicking away in that new UI at many locations to get that information. Such a minor cosmetic change would make a lot of differences for big time industrialists, without having to rely on out-of-game tools to provide the display (on a delayed refresh).
Thanks for the good work |

Medalyn Isis
Rosewood Productions Stain Confederation
312
|
Posted - 2014.09.10 14:03:00 -
[203] - Quote
CCP Greyscale wrote:Matthew wrote:Medalyn Isis wrote:
It seems like I didn't apply the station tax here. Although that would make it 2106.115. Is there some kind of rounding taking place which is giving me the 2110.00 final figure
The job fee and the tax need to be calculated as two separate figures, individually rounded, then added together to get the total shown for the job. This is because the job fee and the tax go out of you wallet as two separate journal entries but the industry window is presenting a single total. They both also appear to be rounded to the nearest isk rather than the nearest 0.01isk. Believe this to be the case, yes. 1917.65 rounds to 1918, 1918 * 1.1 = 2109.8, which rounds to 2110. Great, ok my numbers add up now. Thanks very much for the help on that one.
Also I second it would be nice to get a breakdown of which factors are attributing to the system cost. Ie would be nice to know the job activity in system without having to back calculate all the maths. It isn't very intuitive how it is displayed on the map, as it isn't actually a proper indicator of system activity if it is taking station facilities into account. |

Ekaterina 'Ghetto' Thurn
Department 10
184
|
Posted - 2014.09.10 14:11:00 -
[204] - Quote
I realise this idea wasn't in the Crius release but would it be possible to have base reprocessing rate for ore & ice listed or tabbed in the description for each NPC station Currently the only way to find out this data, other than a guesstimate based on the stations name, is to actually attempt to reprocess at each NPC station.
This would be easier and logical and would not I believe fall under the 'dumbing down' category of ideas or proposals. |

Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
3820
|
Posted - 2014.09.10 14:38:00 -
[205] - Quote
Medalyn Isis wrote:Also I second it would be nice to get a breakdown of which factors are attributing to the system cost. Ie would be nice to know the job activity in system without having to back calculate all the maths. It isn't very intuitive how it is displayed on the map, as it isn't actually a proper indicator of system activity if it is taking station facilities into account.
*inserting size 11 boot *
Probably best to think of it as 'contention for workforce, allowing them to negotiate better wages'
Lots of stations = more workers.
Amarr Outpost = slave workers. (so you pay them less)
Woo! CSM 9! http://fuzzwork.enterprises/ Twitter: @fuzzysteve on Twitter |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
146
|
Posted - 2014.09.10 17:02:00 -
[206] - Quote
Is there a way to see the total job hours for game or your system?
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TigerXtrm
Black Thorne Corporation Black Thorne Alliance
868
|
Posted - 2014.09.10 17:10:00 -
[207] - Quote
One small issue; Crius has been out for well over a month now and the reprocessing efficiency percentage in the reprocessing window is still BROKEN.
This chart says max reprocessing percentage with perfect skill and implant is 72,4%.
The in-game pop-up that lists the different bonuses adds up to 72,4% like it should.
So why on earth is the indicator in the reprocessing window still broken after it has been brought up god knows how many times? My YouTube Channel - EVE Tutorials & other game related things! |

Medalyn Isis
Rosewood Productions Stain Confederation
312
|
Posted - 2014.09.11 11:09:00 -
[208] - Quote
Steve Ronuken wrote:Medalyn Isis wrote:Also I second it would be nice to get a breakdown of which factors are attributing to the system cost. Ie would be nice to know the job activity in system without having to back calculate all the maths. It isn't very intuitive how it is displayed on the map, as it isn't actually a proper indicator of system activity if it is taking station facilities into account. *inserting size 11 boot  * Probably best to think of it as 'contention for workforce, allowing them to negotiate better wages' Lots of stations = more workers. Amarr Outpost = slave workers. (so you pay them less) I think you misunderstood my point Steve. I want the system cost index not to include station facilities, and then a separate tool tip which would be to indicate the station facilities. So I'm not saying get rid of station facility bonuses, actually the opposite, I want them to be more of a consideration, as right now you simply look at the SCI and don't even consider the facilities.
Either way, you can search job hours and what not on the map, I guess I haven't played around with it enough. But I think the system facilities should go into the decision more, so for a start a tooltip indicating what they are would help. |

Nalha Saldana
Coreli Corporation Ineluctable.
816
|
Posted - 2014.09.11 12:03:00 -
[209] - Quote
I like the changes but there is one thing bugging me, if you right click the outcome in copying and choose view in industry the ME and TE are always 0 and the runs remaining -1.
And if you do this with a BPO off the market it acts like a BPO, the copy, ME and TE tabs are available but not the invention, this means i cannot check any invention numbers on a BP i dont own! |

Qinby
ImNo6
43
|
Posted - 2014.09.11 18:25:00 -
[210] - Quote
Kenneth Feld wrote:Is there a way to see the total job hours for game or your system?
You should propably change to this thread.
https://forums.eveonline.com/default.aspx?g=posts&t=372818&find=unread
Rgds Qinby |

Kenneth Feld
Habitual Euthanasia Pandemic Legion
149
|
Posted - 2014.09.11 18:44:00 -
[211] - Quote
If you notice, I replied there early on, which is what made me ask it here. Everything there is speculation, there is no endpoint in crest to use to get the exact hours for your system or total
If so we could graph and it and watch the change over 28 days and see when a spike is going to drop off and maybe wait a day or 2 to put on a big job, but right now it is a shot int he dark. |

Sales Alt negrodamus
SalesAltCorp
7
|
Posted - 2014.09.12 05:37:00 -
[212] - Quote
Greyscale could you comment specifically on getting more stuff published into the market?
Elite drone AI is an essential component of certain drone bpcs, but we can't get the items except out of contracts.
Same thing with other stuff like reinforced metal scraps and any other number of items that exist only in the contracts market.
This is a really small thing but it'd be a nice quality of life improvement. |

Sheeana Harb
Bene Gesserit ChapterHouse Sanctuary Pact
32
|
Posted - 2014.09.12 11:24:00 -
[213] - Quote
CCP Greyscale wrote:Hi everyone,
How are the Crius industry changes working out for you? ... -Greyscale
Personally I'm very happy with the industry changes Crius has brought. Reduced number of clicks to start a job stands out most. I wanted to thank everyone who participated in the rework - Crius reignited my interest in manufacturing / inventions.
Regarding the new industry UI feedback:
- It lags a little with larger number of blueprints (200+), whenever I select a blueprint, start a job or change an activity, the UI freezes for about a second. While not game-breaking, it can get on my nerves from time to time. - Sometimes when I install a remote (manufacturing) job, it doesn't offer me any valid teams, even if they are present in the system. This often happens when installing from a different region. - When the UI calculates 'Total estimated price' of materials required to start an invention job, it treats Data Interfaces as if they were consumed by the job (even though it shouldn't). I understand this won't be an issue with the Invention update coming soon, but it's still noteworthy.
And I can't wait for the invention changes coming after Oceanus :).
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Khara Taredi
Hedion University Amarr Empire
4
|
Posted - 2014.09.15 01:33:00 -
[214] - Quote
Not sure if this has been mentioned yet but 1 thing I would love to see is that the BPC run amount is checked on the start job button instead of the text box.
For example, assume I have 10 1run BPCs and would like to see the total amount of materials that go into that. I select one of the BPCs and change the number to 10. Currently the UI will jump to 1 cause it's a 1run copy. The "start job" button goes red whenever material quantities or amount of isk in the wallet aren't sufficient to start the job. Would it be possible to make it also do this when the requested amount of runs exceeds the available amount instead of changing the number in the text box?
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Electrified Circuits
Lynx Inc Northern Associates.
19
|
Posted - 2014.09.15 01:44:00 -
[215] - Quote
What would be really cool if you had a filter in the UI that set any tech 2 bpc to run max copies too. I've countless times had to run 1,2,3 run copies of t2 bpcs because i accidently didnt set the max amount first time |
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