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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Arcos Vandymion
White Beast Inc.
74
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Posted - 2014.10.30 20:19:05 -
[91] - Quote
Not like it's hard to get the standing required to get to an L4 agent and train one or two science skills to IV. Doesn't pay out quite as much as V but takes no time at all.
Random question (might've been posted allready but I haven't seen it). "Sleeper Encryption Methods" sounds a lot like "Amarr Encryption Methods" but it's confusingly similar in name to "Sleeper Technology". In fact I'm completely confused as to what all those indy skills I trained because I could afford the skillbooks even do. Like ... Amarr Encryption Methods, Sleeper Encrytion Methods, Amarrian Spaceship Engineering and Sleeper Technology ... what? You sure this is gonna be less confusing after than it was before? I'm not convinced yet. |
Lady Rift
What Shall We Call It
93
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Posted - 2014.10.30 20:25:29 -
[92] - Quote
Ransu Asanari wrote:Rivr Luzade wrote:And FW farming is not passive gameplay? I know there have been a lot of changes to reduce afk plexing - from increasing the npc damage amounts, and removing cloaking withing beacon range. And doesn't a lot of the LP come from missions, rather than the plexes themselves? And you get more LP if you offensively plex vs defensive? I might be wrong on all that - I don't do FW, I just like to shoot at them :)
it takes one run of missions to get 1 mil lp when the faction is at a high lv. it is done in an almost untouchable bomber with only t2 fittings it only takes 3-4 hours. run with multiple accounts for more success. it might as well be afk as most of the time is just travel time with 3-5 mins in a mission where you kill one then then warp off. also less grind to get lv4 FW mission access then R&D missions lv4 access. so its about a wash |
Damjan Fox
Fox Industries and Exploration
47
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Posted - 2014.10.30 21:05:57 -
[93] - Quote
Quote:Not to mention the average value of data sites will plummet, decrypters were where the biggest value for data sites came from and now there is effectively 3x more of them on the market. Are you serious? Yes, there will be "3x more of them on the market", but you do realise, that there also will be 3x more the demand for them?
Of course the prices of the expensive/cheap decryptors will compensate and settle somewhere in the middle. If just someone had bought a lot of cheap decryptors, in hope that the expensive counterparts will drive the pirce up after they are getting merged when phoebe hits.... (*looks at his decryptor stack ) |
Soldarius
Deadman W0nderland The 99 Percent
858
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Posted - 2014.10.30 21:42:53 -
[94] - Quote
I wasn't aware of there being any bonus to mfg for having high T2 construction skills. So not sure why people are upset over CCP adding a time bonus to skills that previously didn't have them. My alt will be happy to get those T2 rigs done faster, even if she doesn't have those skills to 5.
As for their effect on invention success, they still count for less than 1% per level. So I still won't be training them up to 5. Just not worth the training time.
Merging of Invention and RE, ok. Cool.
Renaming of skills: Excellent.
The reduction of skill requirements for advanced ship production: how long to make a minimum skill alt now? 3 hours for T1 frigates? Same for T3s isn't it? Well, more fodder for the markets, heh heh.
Removal of interfaces... le sigh. Just pick what you want to make now. "Well, I think I'll make 100 Accelerated Ejection Bays and crash the market today. Tomorrow, Rifled Launchers! Mwa-ha-ha!"
Honestly, there was a lot of potential in those items. If they were consumable they would be of value. Sad to see them go away and never come back. And once they are gone, you will never be able to bring them back without a lot of people getting really angry. So you better make sure.
Merging the decryptors seems... well... ok. I guess that means I can go exploring and always have what I want, rather than having to go to market and trade for them. Wondering if this change is geared more towards removing some of the regionalization of items.
Actually I wonder if all the consolidation and removal of items is geared towards removing a lot of stuff from the database... Hamsters getting a little too fat to spin the wheels?
Saved the best for last: Batch jobs. http://tshirtvila.com/products/square/12455.png
Overall I approve of this set of changes. I don't agree with everything. And I think a lot of potential is being left on the cutting room floor. But this will simplify invention and RE, as well as lowering the barrier of entry.
"Remember remember the 4th of November!"
Phoebe. Coming soon to Eve Online.
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Querns
GBS Logistics and Fives Support Goonswarm Federation
956
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Posted - 2014.10.30 22:40:21 -
[95] - Quote
Soldarius wrote: Removal of interfaces... le sigh. Just pick what you want to make now. "Well, I think I'll make 100 Accelerated Ejection Bays and crash the market today. Tomorrow, Rifled Launchers! Mwa-ha-ha!"
Um, in case you forgot, interfaces were buy-once, use-always. Anyone who was inventing just has one of each type. They don't cost that much.
This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.
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JamesT KirkJr
Asylum Institution Care Factor
23
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Posted - 2014.10.30 22:40:53 -
[96] - Quote
I have issue with your plans for the following two changes:
Quote:In addition, we are going to decrease level requirements to 1 for Tech II item manufacturing on the following skills:
(snip)
To compensate for this change, all those skills will now give a 1% Time Efficiency bonus for the Tech II manufacturing job they are required for, which is still going to give an incentive for players to train those up, or give an edge for players that already trained them.
I want the skill points for training those skills over L1 back please. I paid you for the time to train the higher levels because you required them to manufacture higher level items. Since we all will be able to manufacture those items without that training, I want the choice on what the subscription time I expended accomplishes for my character.
Quote:Decryptor merging: As part of our effort to remove needless complexity from EVE, racial decryptors are now going to be merged into one set of generic decryptors which affect all races in the same way. Decryptors will also now affect Ancient Relics.
So, for example, if you had an Occult Accelerant and Esoteric Accelerant Decryptor in your hangar, you will now receive 2x Accelerant Decryptors when Phoebe goes live.
I'd rather be recompensed for the ones I own in ISK please, at their original purchase price, so that I'm not forced to take a loss on their value because of this change. Post-Phoebe I will purchase as many generic ones as I need at market prices.
Thank you for taking these small measures to prevent the changes from unfairly impacting players who have committed subscription time and in-game resources into T2 invention and production. |
Quadima
Steam Powered Spaceships
0
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Posted - 2014.10.30 23:05:52 -
[97] - Quote
Totally agree with what most people here said:
1% TE for a 5x skill ? It's not a joke, it's a total insult to manufacturers!
1% ME - MAYBE, it would mean the people who invested a lot of points in training would actually have a MARGIN versus people who are just "Trying something" with those skills at I or II
Even slooowly training them at 5 would mean something, as you would have 12% theoretical profit above someone who didn't train them at all (just lvl 1)
--- p.s. "1%" is an insult when applied to ANY skill, not just industry.
"Hey, train this awesome 50-day skill for 1% more damage ! You'll feel so pro after it ..." |
Auric Megastryke
Iron Sun Explorations
10
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Posted - 2014.10.30 23:20:41 -
[98] - Quote
OK - so you are making invention so easy a monkey can do it, and if you have dedicated an alt and a lot of training towards being able to invent at a decent percentage chance and produce at a decent profit you are just S.O.L on all that training. Here's a "1% time bonus" - you might as well say "here's a cookie kid, now go away and shut up".
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Aluka 7th
177
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Posted - 2014.10.30 23:41:11 -
[99] - Quote
Was wondering regarding batch job. If i do 5 run batch job, will all 5 ether fail or all 5 succeed; Or is it possible to get some of them succeed and some of them fail? |
PerrinBash
All The Rage
0
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Posted - 2014.10.31 00:20:26 -
[100] - Quote
Right, so with dumbing down of eve your now allowing any active account to unlimited (basically) training, changed all the reprocessing, allow all of hi sec harassment and bumping as fair play, revamp of all manufacturing and research, making most skills to level 5 a thing of past, and don't allow freighters mid slots or rigs, or any capacity to defend themselves. Your moving toward the end game, lets just make it happen. Select the top 15% of SP players to get jovian technology and let us wreck eve, or....just keep chipping away at it bit by bit. |
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PerrinBash
All The Rage
0
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Posted - 2014.10.31 00:40:22 -
[101] - Quote
with my 7 alts and dc abilities I've massed a fortune from dc research, the root of it is they used to supply t2 BPO's as well. Stop the kiting around and get down to root CCP Right, so with dumbing down of eve your now allowing any active account to unlimited (basically) training, changed all the reprocessing, allow all of hi sec harassment and bumping as fair play, revamp of all manufacturing and research, making most skills to level 5 a thing of past, and don't allow freighters mid slots or rigs, or any capacity to defend themselves. Your moving toward the end game, lets just make it happen. Select the top 15% of SP players to get jovian technology and let us wreck eve, or....just keep chipping away at it bit by bit. |
Zifrian
Licentia Ex Vereor Northern Associates.
1580
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Posted - 2014.10.31 00:42:25 -
[102] - Quote
Good stuff. Thank you for the update.
GÇ£Any fool can criticize, condemn, and complain - and most fools do. GÇ¥ - Dale Carnegie
Maximze your Industry Potential! - Download EVE Isk per Hour!
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Medalyn Isis
Rosewood Productions
418
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Posted - 2014.10.31 00:57:14 -
[103] - Quote
I just wanted to echo the sentiment that given the rank of the skills involved a 1% per level TE bonus isn't that great. Can't we be more inventive and come up with something a little more interesting? |
Milla Goodpussy
Federal Navy Academy
73
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Posted - 2014.10.31 02:32:32 -
[104] - Quote
Medalyn Isis wrote:I just wanted to echo the sentiment that given the rank of the skills involved a 1% per level TE bonus isn't that great. Can't we be more inventive and come up with something a little more interesting?
Also why exactly did you do away with using the level of them as a requirement to build each ship? Granted they needed sorting out to make a little more sense, but there was nothing wrong with them idea in principle as far as I can see. It is not like a couple of hour old newbie has any business or desire to be building a black ops or strategic cruiser anyway. And also it does take away from the scale of realism of the game when you think a low skilled newbie can now after pheobe build a highly advanced ship with little to no training.
My suggestion would be to re sort the skills in a way such as this or something similar.
Adv Small Ship I - Interceptor Adv Small Ship II - Assault Frigate Adv Small Ship III - Covert Ops / Ewar Adv Small Ship IV - Interdictor Adv Small Ship V - Tactical Destroyer
Adv Med Ship I - HAC Adv Med Ship II - Logistics Adv Med Ship III - Heavy Interdictor / Force Recon Adv Med Ship IV - Command Ship Adv Med Ship V - Strategic Cruiser
Adv Large Ship I - Marauder Adv Large Ship II - Black Ops Adv Large Ship III - Jump Freighter
it boggles my mind how they believe a low skilled newbie would jump into ADVANCED T2 building in the 1st place.. unless ccp is planning on a MAJOR moon goo nerf.. just due to the cost that goes into acquiring the materials to even build T2 ships alone.
since everyone now will just dive into T2 ship building.. what is the purpose for T1? a newbie should be focused on building that..instead of a advanced ship ....oh yeah.. that's right the advanced ship no longer takes a grind of time to build it..priceless thinking ccp.
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Lors Dornick
Kallisti Industries Solar Assault Fleet
1133
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Posted - 2014.10.31 05:45:48 -
[105] - Quote
Milla Goodpussy wrote:seriously.. you are aware that folks do play the R & D agents missions.. grind up standings to use a better agent to spend their RP"s on datacores for specific sciences. right? right??
Which might have been a good plan for a while, until it was shot down dead by CCP.
I know this very well after grinding 4+ toons up to the standings needed.
Now the datacores they provide is almost worth collecting them ...
CCP Greyscale: As to starbases, we agree it's pretty terrible, but we don't want to delay the entire release just for this one factor.
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szaiboT Or
Enoria Foundation
1
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Posted - 2014.10.31 10:43:27 -
[106] - Quote
Increasing the C3-FTM Acid use in Emergent Neurovisual Interface to 310 (+32)
I don't get this and next changes , they seems to be wrong. Isn't ENI using only 5 C3-FTM Acid and not 278 now ? |
Packe
Higher Than Everest Black Legion.
2
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Posted - 2014.10.31 11:06:21 -
[107] - Quote
szaiboT Or wrote:Increasing the C3-FTM Acid use in Emergent Neurovisual Interface to 310 (+32)
I don't get this and next changes , they seems to be wrong. Isn't ENI using only 5 C3-FTM Acid and not 278 now ?
That changed a while ago. |
probag Bear
Xiong Offices
62
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Posted - 2014.10.31 13:13:43 -
[108] - Quote
Could the players get an updated SDE with these changes in it, or at least just the blueprints.yaml file? I really want to start playing with these new numbers ASAP. Could we please get it before the weekend is done, since free time is sparce mid-week? |
probag Bear
Xiong Offices
62
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Posted - 2014.10.31 15:09:18 -
[109] - Quote
Kaydar ArX wrote:tldr: We removed the need of decent levels in science skills to invent T2 and gave a useless TE bonus to them.
Status of the 15 pages of feedbacks following the "lighting the invention bulb": [X] Ignored.
Well huh. That's weird. My tl;dr was "We made it actually beneficial to level up science skills past I instead of just making another invention alt." I really wish I was in your boat, able to complain about how much "unnecessary" sp I've invested into the Science skills, instead of my boat, where I have to go buy 24 PLEXes and go restart a bunch of dual-training queues, just so I can stay competitive. Thank god Phoebe is going to mean I don't have to log in 24 times every 3 days and update every single one of them. |
Banko Mato
Republic University Minmatar Republic
17
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Posted - 2014.10.31 16:18:48 -
[110] - Quote
probag Bear wrote: Well huh. That's weird. My tl;dr was "We made it actually beneficial to level up science skills past I instead of just making another invention alt." I really wish I was in your boat, able to complain about how much "unnecessary" sp I've invested into the Science skills, instead of my boat, where I have to go buy 24 PLEXes and go restart a bunch of dual-training queues, just so I can stay competitive. Thank god Phoebe is going to mean I don't have to log in 24 times every 3 days and update every single one of them.
It's more like "Nice to have a beneficial side effect of training those skills up, but why on earth had it to be TE?". I'd personally like to see those construction skills give a small ME bonus (link in my last post) instead of just being a stripped down version on top of the original (Advanced) Industry TE bonus. |
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Querns
GBS Logistics and Fives Support Goonswarm Federation
959
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Posted - 2014.10.31 18:04:13 -
[111] - Quote
Banko Mato wrote:probag Bear wrote: Well huh. That's weird. My tl;dr was "We made it actually beneficial to level up science skills past I instead of just making another invention alt." I really wish I was in your boat, able to complain about how much "unnecessary" sp I've invested into the Science skills, instead of my boat, where I have to go buy 24 PLEXes and go restart a bunch of dual-training queues, just so I can stay competitive. Thank god Phoebe is going to mean I don't have to log in 24 times every 3 days and update every single one of them.
It's more like "Nice to have a beneficial side effect of training those skills up, but why on earth had it to be TE?". I'd personally like to see those construction skills give a small ME bonus (link in my last post) instead of just being a stripped down version on top of the original (Advanced) Industry TE bonus. Skills will never give ME bonuses now. Ever. Live in the now!
This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.
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Banko Mato
Republic University Minmatar Republic
17
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Posted - 2014.10.31 18:26:10 -
[112] - Quote
Querns wrote: Skills will never give ME bonuses now. Ever. Live in the now!
And treating that as an absolute and unchangeable fact is imho just a stupid reduction in creativity, born from fear of creating another debacle like the old "lvl 5 or gtfo" Material Efficiency skill scenario. With the changes of how ME is applied and the wide spread ways of getting more or less small ME boni (research, teams, POS arrays, outposts) the entire ME structure is currently in a healthy enough state to allow a minor ME bonus from skills in the effective (meaning all skills affecting a single job calculated together) of 1 or 2. Remember, this only affects T2 and T3 production, both of which do not suffer from margin killing stocks and hundreds of "minerals are free so I can produce at a theoretical loss" baseline sellers.
Defaulting all boni to TE and speeding up production all the time might probably not be the best idea...
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Querns
GBS Logistics and Fives Support Goonswarm Federation
959
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Posted - 2014.10.31 18:47:16 -
[113] - Quote
Banko Mato wrote:Querns wrote: Skills will never give ME bonuses now. Ever. Live in the now!
And treating that as an absolute and unchangeable fact is imho just a stupid reduction in creativity, born from fear of creating another debacle like the old "lvl 5 or gtfo" Material Efficiency skill scenario. It's not so much a "fear" as it is "reality." Adding ME bonuses to skills means that you have to get the skill to 5 to be able to compete. Period.
This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.
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Komi Toran
Paragon Trust The Bastion
347
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Posted - 2014.10.31 19:19:07 -
[114] - Quote
Querns wrote:Banko Mato wrote:Querns wrote: Skills will never give ME bonuses now. Ever. Live in the now!
And treating that as an absolute and unchangeable fact is imho just a stupid reduction in creativity, born from fear of creating another debacle like the old "lvl 5 or gtfo" Material Efficiency skill scenario. It's not so much a "fear" as it is "reality." Adding ME bonuses to skills means that you have to get the skill to 5 to be able to compete. Period. I'm starting to think that may not actually be a bad thing when it comes to invention.
Now, the old Production Efficiency skill was bad in that you needed it to 5 to build anything. Missles? V. Cruisers? V. Cargo Expanders? V. Jump Freighter? V. The skill itself was no meaningful; it was just something that you had to train if you wanted to participate in what is a huge part of the game.
But when it comes to these skills, that's not true. You don't need any of them at V to be a successful industrialist: you can still build cap ships, or ammunition, or any T1 mod without them. But if you do train them, you are now expanding your options, and you need to choose which options you open up first. There is meaning in choosing to train Graviton Physics over Mechanical Engineering; everyone is not looking to train the same skills out of the gate, and they can live with holes in their capabilities until they decide there are no more interesting skills to train.
So yeah, maybe CCP should reconsider the blanket No ME ban. |
Banko Mato
Republic University Minmatar Republic
17
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Posted - 2014.10.31 19:32:03 -
[115] - Quote
Querns wrote: It's not so much a "fear" as it is "reality." Adding ME bonuses to skills means that you have to get the skill to 5 to be able to compete. Period.
I honestly call that BS in the context of teams and the entirety that is advanced industry (i.e. T2) right now. I can easily compete in all my ship productions (T2 small + medium) without always having the best teams for everything ( meaning I miss a few ME points here and there). Maybe read my proposal I linked a few posts back... Having e.g. 0.1 ME per science skill and 0.2 ME per construction skill will in no way make them mandatory at lvl5. Lvl 3 or 4 would be more than enough for everybody in the T2 business to properly compete, and only the most serious producers might train them to 5 in order to squeeze the last few fractions of a percent point out of their efficiency.
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Nevyn Auscent
Broke Sauce
1641
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Posted - 2014.10.31 20:03:41 -
[116] - Quote
Banko Mato wrote: I honestly call that BS in the context of teams and the entirety that is advanced industry (i.e. T2) right now. I can easily compete in all my ship productions (T2 small + medium) without always having the best teams for everything ( meaning I miss a few ME points here and there). Maybe read my proposal I linked a few posts back... Having e.g. 0.1 ME per science skill and 0.2 ME per construction skill will in no way make them mandatory at lvl5. Lvl 3 or 4 would be more than enough for everybody in the T2 business to properly compete, and only the most serious producers might train them to 5 in order to squeeze the last few fractions of a percent point out of their efficiency.
Except teams are not baseline production. Which is why they aren't compulsory to compete for profit. If a skill gives any ME bonus, it will be taken to V, and it will become a V or bust skill because those margins are so tight. 0.5 ME + 0.5 ME + 1 ME = 2%. That's 50% of some items profit margin ignoring travel costs. And the skills will become baseline and influence the market enough to cut everyone else out.
So no, he's not wrong, any ME bonus = V or bust returns. |
Drabbin Mishi
Excognative Ignorance Northern Associates.
2
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Posted - 2014.10.31 20:19:28 -
[117] - Quote
How are the static reimbursement prices for Interface BPC's being set? |
Banko Mato
Republic University Minmatar Republic
17
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Posted - 2014.10.31 20:35:29 -
[118] - Quote
Nevyn Auscent wrote: Except teams are not baseline production. Which is why they aren't compulsory to compete for profit. If a skill gives any ME bonus, it will be taken to V, and it will become a V or bust skill because those margins are so tight. 0.5 ME + 0.5 ME + 1 ME = 2%. That's 50% of some items profit margin ignoring travel costs. And the skills will become baseline and influence the market enough to cut everyone else out.
So no, he's not wrong, any ME bonus = V or bust returns.
What items are you referring to? All the skills in question still only affect T2 and T3 production...
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Eodp Ellecon
Northstar Cabal Tactical Narcotics Team
12
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Posted - 2014.10.31 23:58:42 -
[119] - Quote
From GÇ£lighting inventionGÇ¥ Sept. 11, 2014 http://community.eveonline.com/news/dev-blogs/lighting-the-invention-bulb
Tweak to base success chances We would like to tweak base success chance on various item types so they are a bit more consistent with ship sizes. Base invention chances currently are: Modules and Ammo have a base probability of 40% Frigates, Destroyers, Freighters and Skiff have a base probability of 30% Cruisers, Industrials and Mackinaw have a base probability of 25% Battlecruisers, Battleships and Hulk have a base probability of 20% We would like to tweak those numbers to: All modules, rigs and ammo have 40% All Frigates and Destroyers have 35% Cruisers, Battlecruisers, Mining Barges, Industrials, ORE industrial have 30% All Battleships, Industrial Command Ship have 25% Capitals and Capital Industrial Ships have 20%
So basically it results into a 5% base chance increase for all ships, except Freighters that drop down from 30% to 20% and Exhumers, which get a 0 to 10% boost depending on the exact hull.
From GÇ£invention updates in PhoebeGÇ¥ Oct. 31, 2014 https://community.eveonline.com/news/dev-blogs/invention-updates/
GÇ£In addition, base invention chance for all items is going to be modified to compensate for the formula tweaks above: GÇó All modules, rigs , ammo and all intact Ancient Relics: from 40% to 34% GÇó All Frigates, Destroyers and all malfunctioning Ancient Relics: from 35% to 30% GÇó Cruisers, Battlecruisers, Mining Barges, Industrials: from 30% to 26% GÇó All Battleships and all wrecked Ancient Relics: from 25% to 22% GÇó Freighters: from 20% to 18%
Taken in conjunction with the changes to the Invention formula above, that means the basic Invention chance will pretty much stay identical to its previous iteration.GÇ¥
This may be simply a translation thing, but the word GÇÿfromGÇÖ in the October update infers a reduction (from false numbers), while the September indicated a desire to improve base rate. TL:DR you may be GÇÿmaking it upGÇÖ in terms of skills calculations but itGÇÖs a marketing / language / translation problem of understanding.
Everything else is just is what it is.
Ty, Eo |
Lil' Brudder Too
Pistols for Pandas
40
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Posted - 2014.11.01 15:10:33 -
[120] - Quote
^this. And the fact it is actually going to be lower for everything that we've seen so far....more CCP doublespeak and ignoring the majority of the feedback because it doesn't fit into their thought bubble. |
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