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Thread Statistics | Show CCP posts - 4 post(s) |
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CCP Phantom
C C P C C P Alliance
4873
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Posted - 2014.10.30 14:16:12 -
[1] - Quote
With Phoebe (coming in a few days on November 4th) we will see brilliant change coming to the Invention system, for example:
- Merging Tech-3 Reverse Engineering into the Invention system and selection of the subsystem you want to invent
- Multiple invention runs per installed invention job
- Removal of Interfaces
- Generic decryptors instead of race specific decryptors
- Update of build material requirements for Tech 3 component production
Discover what other exciting changes we will get and read CCP Ytterbium's latest blog Invention updates in Phoebe!
CCP Phantom - Senior Community Representative - Volunteer Manager
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CCP Ytterbium
C C P C C P Alliance
3727
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Posted - 2014.10.30 14:44:58 -
[2] - Quote
EvilweaselFinance wrote:You've badly screwed up how to compensate for directed subsystem invention.
Before, you had to run 4 jobs to get the 1 you wanted: so for each subsystem you consumed (on average) four times one invention job. Now, you'll do one invention job, but the manufacturing will cost a lot more. Your goal, presumably, is to keep the end price of the subsystem constant. However, you've badly screwed up the balance of the components.
Post-patch, you will use 1/4th as many relics, decryptors, and datacores as you did pre-patch. Their price will fall through the floor. However, material use will go way up, bottlenecking melted nanoribbons even more. What you're basically doing is murdering the value of sleeper sites and transferring it to sleeper salvage. That sounds like a side effect that was not well considered.
The correct fix would be to require 4x the relics you required before for a single job, which will maintain the balance of value between reverse engineering materials and construction materials.
We have also stated in the blog this has been done to stimulate Tech III component market as a whole. So far Nanoribbons and few others where the most demanded components, we've changed things around to make the other components more needed as well. |
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CCP Ytterbium
C C P C C P Alliance
3729
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Posted - 2014.10.30 15:48:55 -
[3] - Quote
Psyrelle wrote:Few things I want to get out.
Why the heck are you including force projection in a invention blog. inventers don't give **** about it. And no as an inventer i would not rather have forced projection fixed than the awesome thing called multi-invention outcome. any realy inveter or industrialist don't use the ingame system for calculation anyway. multi invention would have made my day for this mini expansion/patch.
Also your changes to invention chances. awesome we don't have to use meta items but don't you bullshit us that the invention chances is roughly the same. Now due to lack of meta items which can be gotten really cheap I go from 71,4% chance of success to 45,05% And on ammo which i also made a lot of I go from 46,0% to 45,05% Now the ammo is not that bad tbh but when the market is already pretty unstable due to the reprocessing changes its hard to make real iskies.
0,95% less isk means I can barely have above 5isk per unit profit with the meta lvl decrease I basicly have no profit anymore.
So I urge you to try make it work cause with these changes industry is no longer worth it.
Regarding the invention chances, that was comparing the first blog on invention with that one. It's not comparing current invention chances on TQ with that blog, which are going to drop yes. |
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CCP Ytterbium
C C P C C P Alliance
3730
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Posted - 2014.10.30 16:18:42 -
[4] - Quote
Sarah Flynt wrote:Komi Toran wrote:Generally a positive change. However, I am concerned with industrial speed power creep, which started with the Advanced Industry change. Could you look at adjusting T2 build times back up to compensate for the ~14.3% reduction you're including here? +1
We'll keep an eye on build times to make sure this doesn't spin out of control yes. |
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