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FalconHawk
Amarr Falcon Advanced Industries
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Posted - 2007.02.01 08:05:00 -
[1]
what was the reason that ccp introduced invention into eve? I have thought it should be Tool to build T2 Modules at higher costs than T2-BPO owners, but cheap enough to get the way overprized market price down to a "normal" level.
Little example: For Invention you need a data interface, datacores, a t1 max run bpc, one t1 version of the mod (preferable the best named) and a decrypter. For Cap Recharger II you need 1 occult datainterface(when u have it no costs) + 2* Quantum Physics datacore (25mil pu) + 2* High energy datacore (15mil pu)+ mac run bpc (not worth talking about) + best t1 mod (eutectics 7mil) + decrypter (best in this case cost around 25-30mil) = 112mil
These are the basic costs for the invention for mods, sure some datacores are cheaper, but it¦s always around 80-110mil, turrets are even more expensive cause they need 6 datacores. Before the 1.3 Revelation Patch it was possible to create T2 BPCs with lots of runs (someone mentioned 300run cap recharger II ...never got it to work, but 90 runs was pretty easy).
This has been changed, before the invention costs were pretty low, still way more than T2-BPO manufacturing, but way under marketprice and so the price for cap recharger T2 went down. basicly the costs were around 110mil/90= 1.22 mil per unit(this is a basic price for nearly all invention jobs for "normal" T2 mods, turrets a bit higher cause they need more datacores) Some will say "wow profit how ccp can give out isk printing machines", but the truth is there was competition at the market and prices went down quick, CR II dropped from over 20mil to less than 10 in a week, so some guys earned alot of money in short time, but the market price went down for all of eve. CR II profit margin was way too high, but compared to the BPO still a joke , but for all other "amarr" mods(EANM II, RCU II, PDS II, Turrets) the base invention price of around 1.2 mil was ok. There even was room for an invention job to fail(which happens from time to time 100mil+ for the isk sink ). T2 prices would have come down even more ...but ccp again decided to change a little bit.
With revelation 1.3 it changed a "little" bit .... the runs of invention BPCs got striked with a major nerfbat, instead of 90runs you now get 19 runs. But the invention costs are still the same -> 110mil/90runs=1.22mil per run and now 110mil/19= 5.79mil but that is not all, ccp increased the drop rate of interface bpcs and building stuff -> there will be more interfaces in short time -> more players need way more datacores -> datacore price will skyrocket. some datacores reached already 30mil+, for cap rechargers II the invention costs reach around 7-8mil atm. For other mods the base costs of 5.79mil per unit atm are way too high. And there is no room anymore for failed jobs, for every failed invention job u need to have success at atleast the next 3 inventions just to cover the loss of the failed one.
This is no whining post btw, invention was fun (sure profit is always fun ) but i¦m no industry Toon anyway.
For some mods the profit was way too high (CR II invention is still 10 times more expensive than using the BPO), but for most of the other modules RCU II, PDU II, turrets etc it was still an option to build them, now invention is way too expensive for this "low life" mods). At the monent invention is only useful for mods that cost more than 10mil at the market, so it has no real impact at the market price of most of the T2 mods.
So now my Question: CCP for what you have introduced Invention? with the current changes CCP just bows down to T2-BPO owners (and i can totaly understand it, they invested alot of ISKies) but will Invention realy change a thing?
note: the 1.3 patch is 2 days old, posts about "look at the market, the price dropped are a bit" are useless cause the new circumstances havn¦t reached the market yet.
btw this is my point of view, not corp bla bla bla
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Smel Ly
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Posted - 2007.02.01 10:48:00 -
[2]
You are 100% right sir, I have been trying to convonce ppl on this forum of the same thing. But not everyone can see the problem. But I think your write-up makes it very clear what the problem is. Please CCP respond on this matter.
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El Yatta
Mercenary Forces Exquisite Malevolence
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Posted - 2007.02.01 11:02:00 -
[3]
Im convinced that there was an accidental change from a "x" operator to a "+" - modules seem to have a base of 10, ships of 1, and before the best decryptor (1.3x prob, 4x runs) gave 40 runs (10x4) and the max runs (0.4x prob, 9x runs) decryptor gave 90 (10x9) - they now give 14 and 19 respectively, suggesting plus 4 and plus 9. This means there is even LESS reason to use anything other than the best one, as getting 19 instead of 14 runs is much less of a jump compared to winning 90 over 40 - and so much less worth the massive success rate hit you take.
Of course, that does suggest there COULD be a marginal improvement in ship invention (5 runs instead of 4 for best decryptor?) but I have NOT tested that so dont know.
Either way it has killed off invention of all but the most profitable modules, and those that were still high priced but marginal on invention (e.g. 1400mm II, 425mm II, heavy launcher II) are now pointless. You can forget cloaks as well, as you might get the still-profitable covops, but you have a good chance of getting the now loss-making improved cloak II.
This change was no in the patch notes, not in TomB's dev blog, and not in any dev post that I have seen. I can only assume it was a bug and an accidental change of operator from X to +, and will be fixed. I have therefore bug reported it. One of your two rotating signatures exceeds the maximum allowed filesize of 24000 bytes - Devil ([email protected]) |
Nahia Senne
Fortunis Novum
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Posted - 2007.02.01 11:53:00 -
[4]
4 mil for a cruiser, +50mil to fit it with t2 mods. over one month after the initial release, invention still does not deliver.
silly, aint it?
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In Charge
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Posted - 2007.02.01 12:02:00 -
[5]
boo hoo, we can't invent things and ruin the market for the t2 bpo owners. Go cry somewhere else |
Shadowsword
COLSUP Tau Ceti Federation
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Posted - 2007.02.01 12:07:00 -
[6]
Edited by: Shadowsword on 01/02/2007 12:05:02
Originally by: In Charge boo hoo, we can't invent things and ruin the market for the t2 bpo owners. Go cry somewhere else
Say the Alt of a scared T2 producer?
CCP WILL force you to cut your margins with invention (as clearly said in TomB's dev blog), make no mistake about that. No more 20 millions margin on a module that takes 500k to build. ------------------------------------------ Every ship has a base 60-70% resist against the primary damage type of the race that is the least able to vary it's damage types. |
In Charge
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Posted - 2007.02.01 12:12:00 -
[7]
If i had a t2 bpo, which i don't then i would sell for whatever price i want. Not selling low just because ccp allowed noobs to invent things and ruin the market on everything making t2 bpo's a complete waste of time |
Shadowsword
COLSUP Tau Ceti Federation
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Posted - 2007.02.01 12:17:00 -
[8]
Originally by: In Charge If i had a t2 bpo, which i don't then i would sell for whatever price i want. Not selling low just because ccp allowed noobs to invent things and ruin the market on everything making t2 bpo's a complete waste of time
Ok, I believe you, you're too ignorant about T2 realities to be a BPO owner... ------------------------------------------ Every ship has a base 60-70% resist against the primary damage type of the race that is the least able to vary it's damage types. |
FalconHawk
Amarr Falcon Advanced Industries
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Posted - 2007.02.01 12:17:00 -
[9]
Edited by: FalconHawk on 01/02/2007 12:15:44 Edited by: FalconHawk on 01/02/2007 12:15:15
Originally by: In Charge boo hoo, we can't invent things and ruin the market for the t2 bpo owners. Go cry somewhere else
maybe you should start reading before u type something like that. It¦s not like we want to ruin the t2 market for BPO owners(and you are one of them or you wouldn¦t start crying), but invention is simply pointless at the moment.
all we want is to be a worthy competitor, but at current costs the invented mods need to have a market price of over 5-6mil and that is impossible. Invention was already 10-15 times more expensive than using a BPO before that patch and i think over 500% profit at cap rechargers was already enough. Invention couldn¦t and cannot compete with BPO production, but it¦s our choice how much margin we want to have and when we want only 5% the profit for BPO owners will drop to 50-200%. Sorry but some guys simply need to get real, that is more than enough.
with these changes invention is not even possible to make any profit for mods with a market price of under 5mil.
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Nahia Senne
Fortunis Novum
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Posted - 2007.02.01 12:21:00 -
[10]
Originally by: In Charge If i had a t2 bpo, which i don't then i would sell for whatever price i want. Not selling low just because ccp allowed noobs to invent things and ruin the market on everything making t2 bpo's a complete waste of time
i believe you. while we are at it, could you also sell me some t1 mods for 75mio each?
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Shadowsword
COLSUP Tau Ceti Federation
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Posted - 2007.02.01 12:24:00 -
[11]
Edited by: Shadowsword on 01/02/2007 12:21:12
Originally by: FalconHawk ...This has been changed, before the invention costs were pretty low, still way more than T2-BPO manufacturing, but way under marketprice and so the price for cap recharger T2 went down. basicly the costs were around 110mil/90= 1.22 mil per unit...
If you want the average production cost of a module, you also need to factor in the cost of failed attempts, which seems to be roughly about 75% of the cases. So it's about 110*4/90=4.9 millions. Add about 500-700k of production cost, to get the module.
Right now, with the bpc-runs reduction, this gives 110*4/19= 23.2 millions. ------------------------------------------ Every ship has a base 60-70% resist against the primary damage type of the race that is the least able to vary it's damage types. |
FalconHawk
Amarr Falcon Advanced Industries
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Posted - 2007.02.01 12:27:00 -
[12]
Originally by: Shadowsword
If you want the average production cost of a module, you also need to factor in the cost of failed attempts, which seems to be roughly about 75% of the cases. So it's about 110*4/90=4.9 millions. Add about 500-700k of production cost, to get the module. Right now, with the bpc-runs reduction, this gives 110*4/19= 23.2 millions.
nah don¦t get so high on it, tbh with both science skills at 4 it¦s more like 10% (or i¦m damnd lucky) but i have only wasted 2 tries for 90 run bpcs
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FalconHawk
Amarr Falcon Advanced Industries
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Posted - 2007.02.01 12:34:00 -
[13]
Edited by: FalconHawk on 01/02/2007 12:32:34
Originally by: In Charge If i had a t2 bpo, which i don't then i would sell for whatever price i want. Not selling low just because ccp allowed noobs to invent things and ruin the market on everything making t2 bpo's a complete waste of time
lol that¦s the prove that u have no clue about invention your so called "noob" needs to have damnd high science skills to get this working + alot of isk for the interface bpc and the skill (faction skillbooks), your so called "noob" needs the same stuff as a T2 bpo owner to build the stuff + datacores+ decrypters ....
your so called "noob" has alot more work from invention and just cause he wasn¦t so lucky with the BPO lottery he shouldn¦t be allowed to build T2 mods at a competitive price?
your arguments just ran a bit "out of charges" mr. in charge
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Devon Rotel
Solstice Systems Development Industries
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Posted - 2007.02.01 12:38:00 -
[14]
Just wanted to confirm my experience also. 3 jobs Invented post-patch,each giving 14 runs.
Even only looking at the previously profitable mods, if this stays the same there will be little point in inventing. However, as has been noted, we are currently using pre-patch 'Core prices. Once that filters through things will improve. It was barely worth inventing some mods previously so prices will have to drop to a few mil per core I would have thought.
However, we yet again have to rely on people Exploring and then selling. And what about the 'Cores/Resarch Points ratio? That is totally out of whack if people are getting a drop of 'x' number of cores in some site... no way are people going to trade in their slowly accumulating Research Points.
Is it me or does everything in this game suddenly seem to revolve around 'having' to be invovled in Exploration? It seems to be a must do activity and if you don't, you miss out. I was under the impression that the basis of Eve was that there are many paths to the same goal?
Dev
-If you have a fitting problem, if no skill can help, and if you can find the Contracts, maybe you can do business with... Dev's Cosmos shop- |
Devon Rotel
Solstice Systems Development Industries
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Posted - 2007.02.01 12:47:00 -
[15]
Originally by: FalconHawk Edited by: FalconHawk on 01/02/2007 12:32:34
Originally by: In Charge If i had a t2 bpo, which i don't then i would sell for whatever price i want. Not selling low just because ccp allowed noobs to invent things and ruin the market on everything making t2 bpo's a complete waste of time
lol that¦s the prove that u have no clue about invention your so called "noob" needs to have damnd high science skills to get this working + alot of isk for the interface bpc and the skill (faction skillbooks), your so called "noob" needs the same stuff as a T2 bpo owner to build the stuff + datacores+ decrypters ....
your so called "noob" has alot more work from invention and just cause he wasn¦t so lucky with the BPO lottery he shouldn¦t be allowed to build T2 mods at a competitive price?
your arguments just ran a bit "out of charges" mr. in charge
Precisely Falcon.. and pretty well put There are a lot of elements you need to get Invention to work smoothly. It's is simply not a case of cobbling together a few things here and there. There needs to be a sensible pay off for the work people have put into skills/infrastructure/standings/earning isk without being lucky in the T2 lottery previously.
I try and say the same thing about Cosmos mods and why that should get some love. It is very evident that it is not 'worthwhile' when you see how many people use their collected bpc's as wallpaper for the spare room (or sell them for a pitance) I only mention it as I hope Invention doesn't slide down that route - but I know it won't as it's too much of a hot topic/sensitive issue
Dev -If you have a fitting problem, if no skill can help, and if you can find the Contracts, maybe you can do business with... Dev's Cosmos shop- |
In Charge
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Posted - 2007.02.01 12:54:00 -
[16]
Jealous noobs |
hotgirl933
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Posted - 2007.02.01 13:06:00 -
[17]
its a attempt to spread supply but not wipe out t2 holders atm
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Nahia Senne
Fortunis Novum
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Posted - 2007.02.01 13:09:00 -
[18]
Originally by: In Charge Jealous noobs
the truth is out
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Ozzie Asrail
FATAL REVELATIONS FATAL Alliance
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Posted - 2007.02.01 13:31:00 -
[19]
It jsut seems CCP when too far on both sides?
Interfaces were very hard to come by pre-1.3 now are very common, too common now?
Invention runs on mods were slightly too high, 90+ runs easy but now 14 runs is way too low... -----
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FalconHawk
Amarr Falcon Advanced Industries
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Posted - 2007.02.01 13:43:00 -
[20]
Edited by: FalconHawk on 01/02/2007 13:40:47
Originally by: Ozzie Asrail It jsut seems CCP when too far on both sides?
Interfaces were very hard to come by pre-1.3 now are very common, too common now?
Invention runs on mods were slightly too high, 90+ runs easy but now 14 runs is way too low...
90 runs was ok for mods like large laser beams, under 90 runs the inventions costs would be getting too high again, 90 runs for cap rechargers II is rediculous :p way too easy but still invention costs are far more expensive then building with bpo, so why not? is there realy a reason why cap rechargers t2 should remain at 10mil per unit?
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Ruffio Sepico
Minmatar Hidden Agenda Deep Space Engineering
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Posted - 2007.02.01 13:58:00 -
[21]
Originally by: FalconHawk Edited by: FalconHawk on 01/02/2007 13:40:47
Originally by: Ozzie Asrail It jsut seems CCP when too far on both sides?
Interfaces were very hard to come by pre-1.3 now are very common, too common now?
Invention runs on mods were slightly too high, 90+ runs easy but now 14 runs is way too low...
90 runs was ok for mods like large laser beams, under 90 runs the inventions costs would be getting too high again, 90 runs for cap rechargers II is rediculous :p way too easy but still invention costs are far more expensive then building with bpo, so why not? is there realy a reason why cap rechargers t2 should remain at 10mil per unit?
Imho result of invention jobs should be more skill related too. Not only related to success rate of the job to fail or not, but how well the job is done in terms of success as well.
Anyone know what happend to Assembly Instructions decryptor btw? We probably dug out 300+ various decryptors from Traun/Tvink, and not a single one, where before invention was introduced they did drop.
Home: http://www.hidden-agenda.co.uk
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FalconHawk
Amarr Falcon Advanced Industries
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Posted - 2007.02.01 22:33:00 -
[22]
Skill based success would be realy nice, finaly the science skills would be good for another thing than the borked R&D system
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Sgt Napalm
Synergy Evolved Serenity Fallen
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Posted - 2007.02.01 23:02:00 -
[23]
FalconHawk:
Is it still a waste of time in your opinion?
Retired [ISSN]
[Video] Skool of Harpy - Da Blarpy |
FalconHawk
Amarr Falcon Advanced Industries
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Posted - 2007.02.01 23:22:00 -
[24]
Originally by: Sgt Napalm FalconHawk:
Is it still a waste of time in your opinion?
atm with the reduced runs on the bpcs simple answer :Yes
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Shadow Mancer
Interstellar eXodus R0ADKILL
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Posted - 2007.02.02 02:12:00 -
[25]
I partly agree with the OP. Invention is somewhat weird and not very profitable. My wife is running 3 R&D Caldari agents and is getting nice RPs which means she can buy nice rare datacores like "Mechanical Engineering, Quantum Physics ect ect." of her agents and resell them. Last night we both had a real good look at Invention and the current market situation. (I won't go into too much details and calculations that we made but conclusion was, it's much better to use RPs to buy datacores to resell than to bother with the invention for following reasons: 1) No hassles, no chances of losing them due to unsuccessful inventions jobs; 2) No hassles with unstability falling and skyrocketing in tech 2 prices.
Always smacking in local near you |
Mantalari Altis
Caldari Mercatoris Technologies
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Posted - 2007.02.02 02:45:00 -
[26]
All of this is about supply vs. demand, at vitrually every level. For CCP to be so proud of Eve's economy, I'm shocked at how they've managed to screw up something as fundamental as this basic economic principle.
Start with T2 BPOs. Grant a monopoly to a handful of people based purely on chance. OK.. not fair some say, but who cares? Random chance still gets your means of production distributed out into the game, creating the potential for a limited supply.
T2 gear gives the people with the skills to use it an edge. And the people that have been around long enough to have those skills have been around long enough to have isk in thier wallets to pay well for that edge. The ammount of skill needed to use T2 though is not so unatainable as to keep there being a big enough market to support sales in volume. Demand!
But you want people with BPOs to work a bit at it. They did get a R&D Agent, sure, and they waited around and got damned lucky. Some might have been foolish enough to run R&D missions, befoure they figured out just how little effect doubling a really tiny chance has if it means you have to do 5 or 6 R&D missions a day over all your agents and need to visit each in person to run the mission in question, which is likely to cost you isk in addition to time. But hey... that's just ancient history. *cough* *datacores* *cough*
So to make them work a bit more than T1 producers, you require components and R.A.M. and make them get certain skills up. Now back in the day, you got those components and R.A.M. as rewards from agent missions. That created a secondary demand for the components and R.A.M. The people with the skills to use T2 wanted the gear, and the people with the BPOs and the skills to build them wanted the components and the R.A.M. Neatly enough, it was often the people that created the T2 demand that were the one's running the missions that gave as rewards the very components that the builders needed... it was almost poetic...
Except of course that it wasn't. The demand for the components was high, and they weren't very well balanced as rewards, and they could take quite a bit of mission running to get them. So the supply was foten too low or two high for the demand, depending on which component your were looking at. But that's ok, CCP can fix it.
Stop giving components and R.A.M. as mission rewards.
Oh wait...
I guess we need to create the supply somehow...
OK, lets sell BPOs for the components and the R.A.M., but let's try to at least keep the supply down and create some more demand for our economy... we'll add moon mining for materials that need tbe combined, and combined again just to make the materials you need to buid components... with that many layers of supply and demand we'll have such a rich and varied economy that we've surely proven that we have a deep and penetrating knowledge of the forces of our economy.
Of course, we still have a fundamental problem that spans all the way back to the beginning with those T2 BPOs...
There's a built in scarcity that is entirely in the hands of the BPO holders... If the prices get low enough to make it too much of a bother, just stop building and let the prices climb. Make pals with your fellow BPO holders and fix prices, or better yet, just buy up a few copies and sit on them so you can double or triple the prices.
So let's make invention... we'll limit the hell out of the interfaces. and have them built from COSMOS components that can only be had in litterally a single place. How's that for limiting supply? The BPCs will sell for as much as some T2 BPOs, and the component costs will make them very expesnive...
Wait. Why aren't many of them being built?
OK, let's screw supply and demand and cut the materials to build the things and at the same time increase the supply of the materials and the BPCs!
Hey, won't that mean we need more datacores since we just increased demand by at least a factor of 4 to 10?
Shh! There's always next patch.
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Magnum III
Journey On Squad
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Posted - 2007.02.02 02:56:00 -
[27]
I just want to say that if this is supposed to be a fun thing to put on a ship and people came into this game and not able to get to the fun content then why and when are the new players, Alts and not so much isk making players gonna get some other fun content to make their ship unique or what ever?
And these rigs are not so great anyways as far as stats so they do not compare with Tech or above anyways, they are an addition but only for the top 30% of players at most but it is probably more like 5% of all players Alt and main.
I think for all to have the fun of riggs about 10 times as many parts should drop from all blown up ships.
Even if I was rich I would never put a rig on anything less then a 100 mil isk ship. So why are there slots on frigs and cruisers or Tech I ships?
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Magnum III
Journey On Squad
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Posted - 2007.02.02 03:00:00 -
[28]
Originally by: Nahia Senne 4 mil for a cruiser, +50mil to fit it with t2 mods. over one month after the initial release, invention still does not deliver.
silly, aint it?
Yes of corse it is.
Or how about the RIG BPO's using .10% of the parts needed right now?
It took me a while to get one part and then when I say I needed 299 more? I was like what? That is not worth it to have and extra 5% of something that sacrifices something else anyways.
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Mantalari Altis
Caldari Mercatoris Technologies
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Posted - 2007.02.02 03:26:00 -
[29]
Ok, now that I got the venom out of my system...
Invention is borked, but not because there needed to be more interfaces in play.
But if the goal is to bring the T2 economy more in line with the T1 economy then increasing the number of interfaces doesn't do a damned thing for that. It is the wrong lever. The number of interfaces available does not alter the number of units of T2 items being produced unless you get to absolutley tiny numbers of the things. After you get past a few dozen of them, the ability to produce massive numbers of T2 units is covered.
Increasing the number of interfaces just increases the number of people competing to build the same number of T2 units. Congratulations, you just made it inherently less profitable to invent T2 BPCs. Let's look at why:
The limiting factor in invention is not the interfaces, it is the datacores. The interfaces don't get used up, so after you finish a job, you can use them again. Better still, they don't actually get pulled into the job, so you can run more than one job that requires a given interface at the same time. If you're willing to let more than one character have access to the hangar that the interfaces is in, there is essentially no limit to the number of jobs you can run until you get to the limit of the number of available jobs at the station it is in.
But the datacores and decryptors do get used up, as does the sample item you feed into the process. Well the sample item is pretty cheap most of the time. Best named items tend to be worth about the same as a single T2 item, give or take, and you stand to be able to make lots of T2 BPC runs with invention... er... well... more on that in a minute.
OK... more interface BPC drops means more demand for the components to build them, but that gets balanced by the increased drop rate of the components, so it all adds up to more interfaces.
More interfaces means more people that can potentially invent, but the same number of people are still running R&D agents and cashing in the RP for datacores.
Some people happened to already have some RP built up, but they're limited to 4 per day IF they visit the agent in person each day. Everybody else, if they have good standing and a level 4 agent manages to earn the RP for _about_ one datacore per WEEK. And once the supply of excess RP is expended even the old hands at R&D will be limited to ~1 core per week per agent.
So the supply of datacores remained the same, but the number of people with interfaces just went up, increasing demand. Congratulations, you just made interfaces more expensive.
Now, accidental or not, the decrease in resulting runs from the invention process just made it so that even on the most outrageously overpriced T2 items are barely profitable to build.
T1 production for most stuff probably manages to let folks make as much as 10% profit in some cases if they work at it but for many items, as little as 2 or 3%. Get into stuff that has a small but steady market and little competition due to high BPO cost and you might make 20% for a while I guess.
If T2 production is going to get in line, then the goal is probably to get it down to the point where it allows 5 to 10 times the profit of T1... so call it 15-200% depending on which sort of item we're talking about. Radical to think about if you're a T2 BPO owner.
The actual material costs for a Cap Recharger II are what? Something like 85K per unit? And they used to sell for what? ~25M isk? Ok, shop around lately and you can see them selling for about 10M, mostly due to the increased supply from invnetion. Buy orders are around 8.5M in Jita last I looked. That's STILL 85000 to make 8500000 that's a sale price 100 times the build cost for a BPO owner, who can make an infinite number.
An inventor spends about 125M on datacores, decryptor and sample item to have a fair CHANCE at a a 90-140 run BPC. Let's call it 1M per run. If CRII's sold for 3.3M, they'd be in line.
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Mantalari Altis
Caldari Mercatoris Technologies
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Posted - 2007.02.02 03:46:00 -
[30]
Of course the new patch also borked the number of runs you got out of an invention job... So now instead of 90-140 runs, you can look forward to something like 19 if you're lucky.
Let me see... 125M to get 19 runs is that's about 6.5M per run... if you're successful, which you're probably not going to be at 19 runs... so 14 runs for an almost reliable chance... just shy of 9M per run... to sell at maybe 10M if you are lucky...
Congratulations... T2 Invention just got demoted to the same level of profitability as T1 production.
So...
Fixing this mess.
For starters, bring the number of runs back up and you'll make the profitiability good enough to get down to that 3.3M Cap Recharger II I mentioned previously.
That is, as long as you also increase the supply of datacores...
The way I figure it, you'll need to start by doubling the supply, cutting the RP cost per datacore to about 250 RP forgetting the now useless multiplier for different fields of research. If you want to get fancy, you could even base the RP costs on something shocking, like the trailing average of the sale price for that specific core in the region over the past week or two. Of course lmiting the average to the region might be a problem since some agents might be in regions where they don't get sold as much since people may well cart them to hubs like Jita in homes of a better price.
You don't need to increase the max number available in a day. That will just reduce the time it takes for the RP stores to be depleted and a drastic drop in the demand. Better to leave it there and just let it drain slowly away.
If you don't put in something that causes the RP cost of datacores to adjust over time, then you're going to end up with a need to do it periodically anyway...
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