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The CSM minutes are out!

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Author
Mara Rinn
Cosmic Goo Convertor
#21 - 2012-08-04 00:25:38 UTC
As for the transcription experiment, I would label it as unsuccessful: there's just too much detail. The minutes could have been shortened to about 30% of this size. As they stand, they took far too long to edit, and far too long to read. A lot of the situational humour could have been left out — as much as they add flavour to the novel and help develop richer characters, I feel this book could have done with less character development (two pages of Two Step appearing to dodge secretarial responsibility was funny).

In this case, by the time the transcript came out a significant portion of the stuff that was foretold has already come to pass, thus all the portents may as well have been left out. Sure, we get to see who actually suggested making mining more interesting (a bunch of folks who have probably never touched a mining laser, and whose attitude to industry is “… if they don't build it I can't fly it,” showing just how in touch with their inner industrialist they are).

I don't want to deprecate the extraordinary effort that has gone into preparing the summit transcript: this was a spectacular logistical effort. It's great as a historical record, but due to the inexorable march of time the document has little value as a bearer of good tidings or seed for anticipation; but this reflects my own preference for communications from the CSM to be as much a part of the “messaging” to the community as any dev blog or press interview.

Thank you to CCP and the CSM for conducting this experiment.
Mara Rinn
Cosmic Goo Convertor
#22 - 2012-08-04 01:00:44 UTC
Industry

p58, “Trebor said that what you needed in the simple case was a good view into the materials requirement pipeline (for example, in 36 hours you will be blocked because you are out of some material) and suggested that then there could be prioritization applied if there are multiple jobs” — this would be good for a real life UI where you want the computer pointing out the optimisations for the humans. In the game, you want this kind of attention to detail to be the competitive advantage of the spreadsheet wrangler over the “just dump this stuff in the station and see what happens” style industrialist.

You don't want the UI stepping into the zone of explicit instruction (as pointed out by Elise on p83).

I like the idea of being able to use assembly lines in a station or POS the same way as processors in PI. Now you just need to have NPCs raise their prices as demand for their assembly lines increases: all lines full for two weeks? Double the per-hour costs. POS industry needs to be used more, and this can be achieved by reducing NPC supply, raising the cost of NPC supply, and lowering the click-intensive nature of POS assembly lines before altering the UI of NPC assembly lines. POS assembly lines already have their own "bins", so converting POS assembly lines to PI-style factories with links should be relatively simple. Just allow assembly to be set as a process rather than a project, and allow assembly lines to fetch/dump their output in a different POS structure such as another assembly array or a corporate hangar array. These changes would be most welcome if they can be squeezed into current POSes.

Fix POS refineries please? While you're at it, nerf NPC refineries please?

On p60, “Two Step suggested it should cost less to build farther from Jita by adjusting NPC build costs”. I heartily agree: but I would do this by having NPC assembly line costs rise with demand. Any economist or capitalist will tell you that this is the way things should work. You don't have to fiddle things manually this way.

Oh, and place a limit on the number of market orders that can be sustained by any one station. An Assembly Plant shouldn't have as many available market slots as a Logistics Support station, for example. An administration office shoudln't have anywhere near as much market support or hangar space as a Logistics Support station. Build NPC stations the same way as player stations. If I want to set up a POS in nullsec with a market hangar, that should allow me to compete for business with local NPC stations.

Starbases

Modular starbases FTW!

I would love CCP to start releasing modular starbases as soon as a minimum viable product is available: that is, the basic anchoring module, a power supply, a supercomputer, an ME research lab. Ideally this could be dynamically scalable: want more ME labs? Add another power supply and super computer to support a few more labs. Not using your labs? Turn them off and power down a couple of power supplies and computers.

This is enough to get hisec industrialists to use the star base. ME research can be done using blueprints that are stored in a NPC station in the same solar system. In incremental releases you can push out PE labs and offensive/defensive batteries, followed by storage & invention labs. Other modules that require storage can follow: assembly arrays, corporate hangars, silos, reactors.

The minimum viable product will mean you have something in use as quickly as possible: the minimal amount of art required to get this product into Tranquility would be some bland grey boxes to concretely illustrate the grid-based design principle. I'm sure industrialists will forgive you for boring grey boxes that work, if you promise some art time to revisit the boxes and make them interesting later. Sure, add some really basic texture to make the boring grey box look like a Gallente research lab versus an Amarr research lab (the difference being a trade off in CPU usage for research multiplier time), or a Caldari lab (which reduces research time to trade for shield capacity) or a Minmatar lab (which uses more CPU, less PG, has less EHP, but a faster research time), but don't let the perfect be the enemy of the good.

POSes and modular starbases run by appropriately skilled characters played by appropriately skilled players should be more efficient than NPC provided services.

Factional Warfare & Industry

I am dead set against giving FW specific bonuses in terms of faster jobs times in NPC stations (Two Step, bottom of p59).

A better option would be a job-time multiplier that is impacted by IHUB upgrades. This translates better for sov nullsec (and the FW occupation mechanic could also extend to NPC nullsec). This puts industry into destructible POSes. You want the gains from Faction Warfare? You have to face the personal risk.

i.e.: Farms & Fields. Do not allow "industry by shooting stuff"

High Meta Industry

p61: I thoroughly support the idea of allowing miners & explorers to discover "unicorn manure" and "space whale oil" (and perhaps PvPers could discover "carebear tears", and PVEers could discover "dutch courage") to contribute to the manufacture of high-meta items. I'll also note that there are no (or very few) high-meta variants of T1 ships. Imagine a meta-4 Merlin that gets a 6% bonus instead of a 5% bonus, for example. OR the ability for industrialists to invent a T1 meta-4 item such as 1400mm 'Scout' Artillery I.
Mara Rinn
Cosmic Goo Convertor
#23 - 2012-08-04 01:26:10 UTC  |  Edited by: Mara Rinn
Mining

p62 wrote:
CCP Arrow stated that the task to mine could stay the same but the visual elements could change to make the tasks more fun. For example when selecting an asteroid you could scan it to see more details about what was in it in terms of different types of ores in a single asteroid. The asteroid may even be displayed in a 3D manner showing the ore distribution.



CCP Soundwave indicated that ship of different sizes could be used but larger ships might be faster or better.


Note that in my suggestions on mining (anonymous mixed-ore asteroids with random composition), there is plenty of scope for people in mining frigates or lower-yield barges to extract ore from rocks not suited for the high-yield, long-cycle, crystal-using specialist miners. Thus the mining equivalent of "tackle frigate" would be the "cleaner fish*" who pick up the stuff that the big fish consider waste, because that's what they're most efficient at due to having low volume per cycle, indiscriminate mining lasers.

This will reward the clever thinkers, and provide incentives to include rookies/low-skilled miners in mining operations.

And all the while, none of this punishes people who like mining because it's a relaxing activity for individuals or corporations to participate in while chewing fat, shooting the breeze, or downing a celebratory vodka or three. The "zen miners" can continue hoovering up entire belts because that's the limit of their critical thinking after a long day at work. And there is no need to make the mechanic of mining more interesting to people who don't mine.

Ah … and these modifications require no alterations to existing art resources.

Planetary Interaction

Having a beanstalk on the planet would be a great way to allow players to trade things: rather than charging for export to the customs office, someone installs a beanstalk which has two customs offices: one in space, the other on the ground. The two offices would have different tax rates, with CONCORD owned ones having about half the tax rate on the surface. Other players would see the ground-based customs office as a facility that they can connect to, with some amount of room similar to a command centre/launchpad. Transfers between characters could happen by contract, but this would require contracts being modified to allow orbital and surface customs offices to be targets for pickup/dropoff.

DUST 514

Everyone who has access to a Playstation 3 should go try it out!

Fantasy Fitting

I would prefer to see CCP providing just enough functionality ingame to be useful, leaving scope for third party developers to provide niche products like EVEmon, EFT and the ilk.

User Interface

The guys who work with fleets all the time had some very good feedback to provide about fleet UI. Funny that :)

For role management: "Based at" is actually used, especially in corps with multiple POSes. The corp might have one POS for "juniors" who are based in one system: they get access to hangars there. There's another POS for "seniors" who are based in a different system, and a POS for "rich bastards" who are researching high-value BPOs, in a different system again.

The current system is most usable if administrators use roles to collect privileges, then assign roles to members. Assigning rights to individuals gets complicated very quickly. The difficulties are things like "factory manager" which is a role you need in order to manage your own jobs, but also allows you to manage other people's jobs. It's not enough to have "rent slot" since that doesn't allow you to cancel your own jobs. If "rent slot" allowed you to cancel your own jobs, the current system would be vastly improved.

Mac users would like a launcher that is as functional as the current Windows launcher: we don't have server status yet, much less up-to-date news and adverts.

A launcher that allows the user to define a bunch of "prepared clients" and launch a bunch of them simultaneously would be nice. Thus for example I could have "Full detail single client" along with "low detail 1" through "low detail N". Give me checkboxes a have the launcher launch all the checked clients when I click "Play". Along with detail levels, screen resolutions and fullscreen/window mode these configs could store which server that client will connect to. Then the launcher just needs to have two installations to launch from, combined with a swathe of configurations to launch that installation with.

Off Grid Boosters

OGB cannot be removed from the game fast enough.

* yes I know there are better analogies, but I love cleaner fish, okay?
Mara Rinn
Cosmic Goo Convertor
#24 - 2012-08-04 02:34:55 UTC
… and this is the S&I thread, not the official thread.

/facepalm
Mal Nina
Pator Tech School
Minmatar Republic
#25 - 2012-08-04 04:08:22 UTC  |  Edited by: Mal Nina
I wish the whole 0.0 is not good enough would end. Its simple, it never will be what jita and HS is.



Why? SImple: TRUST. Trust is required for any market place and any production. You must trust you can get your stuff to market and the materials you need to do the job can be gotten at that market. If you are not a member of an 0.0 alliance you will never venture into their space because you will die in a ball of gloriuos flame. People are in NS for PVP... they want to kill those not in their corperation (which is not bad, rather its fine with me, I want to kill all tihings I run across not in my corperation). There is no trade between alliances. So NS goods go to HS were there is a large customer base of other NS, LS and HS people to sell to and buy from. Then it all goes back out again.

I build in a WH... all my stuff goes to the market that will purchase it so I can buy things I do not have access to. It is no different for me.

In the RL countries have learned that free trade rules. In eve there will never be alliance in NS wanting free trade because it defeats the whole reason a majortiy of them are there. PVP. I just wish the everyone would come to terms with the idea that NS can not be like HS as far as markets and production. It never will. you can make production easier, faster, cheaper and yes goods will get made there but then all those goods will end up in HS to be sold to a larger market and the materials you are short of will be brought in from HS, materials well never flow cross alliance borders in neutral ships. This with NS already having all the materials but T3 stuff. HS is still the preferred point of markets and production and always will be.

As a nuetral third party I cannot trust you... I can trust concord and NPC nations to not shoot at me and let me move goods. I can still be ganked, but it comes at a price for the aggressor.
So focus on what a majority of NS guys want... combat, and stop worrying about all the trit coming from HS into NS space.


Bottom line is the arguement is moot till a single alliance controls all of NS and establishes a free market that all parties participate in. But then the carebears have wonShocked and the game is dead.




DIfferent thought:
As for local in NS... get rid of it. everyone scampers for the safety of their pos the moment you jump in to a system, beedy little eyes pearing out into the inky blackness as they tremble in fear. Yeap... make those raw material scavengers have to acutally have some real risk. I mine... I get material in a world of no local and have lost ships when not duely dilligent. If you want the best reward there should be risk... As I write this there is currenely an anom running carrier sitting in his pos with wrecks out in his anom because a cheetah jumped into his system from a WH. Yes us WH guys are a scary lot.
Celgar Thurn
Department 10
#26 - 2012-08-04 17:04:44 UTC
Modular POS etc: The Corporation & POS roles & permissions HAVE TO be fixed/amended to make them more user-friendly and better in terms of security of assets BEFORE modular eye-candy POS are introduced as a matter of extreme priority. I realise the years of coding in this part of the client is a complete mess and it's not a 'sexy' task but it is probably the number one aspect of EVE Online that needs fixing. Please don't introduce modular POS without doing the roles & permissions first.

Mining: To my mind mining was not broken and did not need fixing even before the mining ship balancing on August 8th. Anyone who finds mining 'boring' doesn't have to do it. There are plenty of other careers they can do within New Eden. But I guess we will have to see how it pans out.

PI & DUST 514: The additional tax that Dust mercs will be able to charge EVE pilots for doing PI on 'their' Dust planets worries me regarding high sec PI. PI tax in high sec is arguably high enough and I would not like to see this additional tax introduced there. If it was introduced in low & nul-sec that might be more economically manageable. Smile
Jack Miton
School of Applied Knowledge
Caldari State
#27 - 2012-08-06 01:34:01 UTC
Best part of the doc right here:

Quote:
CCP Greyscale said about the layout, "We want to have it yours, we want players to say, 'I want to make it look like the ISS', or 'I want to make it look like a spider', or whatever." Two step suggested many players might make p e n i s shapes instead.

There is no Bob.

Stuck In Here With Me:  http://sihwm.blogspot.com.au/

Down the Pipe:  http://feeds.feedburner.com/CloakyScout

Aud Actori
Ciomach Oibriche
#28 - 2012-08-10 08:30:34 UTC
Issler Dainze wrote:


When you can sift out the content from the noise, looks like some interesting changes coming up!

Love the modular POS ideas.
Ginger Barbarella
#29 - 2012-08-10 15:56:56 UTC
Issler Dainze wrote:
So now that the minutes have been released I'm excited to see what everyone thinks about some of the exciting changes planned for folks that build stuff and mine for a living?

For example, I'm totally excited about the ideas shared about making the whole building process "smarter" with automated multi-step building chains.

Also beyond excited about ring mining (although I wish it was sooner!) and composite rocks and "active" mining experiences!

Looking forward to some awesome discussions now that CCP has promised our segment of Eve some long overdue love!

What do you think Eve pilots!

Issler


Post the unedited, pre-CCP redacting and we'll talk. Until then, ifI want to read something heavily edited I'll read some DHS testimony before Congress.

"Blow it all on Quafe and strippers." --- Sorlac

Natsett Amuinn
Caldari Provisions
Caldari State
#30 - 2012-08-11 20:53:43 UTC
Haffsol wrote:

- Manufacturing direct and/or indirect costs should be related to the sec status of the system you build your stuff in while NPC lines should be just the same everywhere, meaning that there should be no advantage building stuff in an NPC station in 0.0 rather than in 1.0, while instead people producing in their POS or in their own stations should have some pretty huge bonus methinks! It makes no sense that I spend a huge pile of money and time from hundreds people to have just the same standard I'd have borrowing the first line available anywhere, also because all I built is very much destroyable!


I couldn't disagree with this more.
This is what contributes to what many people point out about manufacturing in null sec. It's cheaper to import some things from high sec than it is to make them yourself. As one CSM pointed out, CCP should make it cheaper to produce goods in null. Having cost scale based on sec status would help manufacturing in null a lot, and would encourage people to put up PoS's in low sec systems.

The first bonus of building in your own station or PoS should be that it's cheaper than an NPC station, the second bonus should come from sec status of were you're building in all stations, NPC and PC.

I really hope that the starbase feature they discussed would allow me to build in.
Ideally I'd like to see starbases also work as personal assembly stations that players could build and work out of, making it the cheapest way to build goods. With a limitted amount of room to store on the station, players can build there, but would have to ship the goods out to keep production running smoothly and prevent a bottleneck as an assembly line has nowhere to unload to. Even allow my assembly line to deliver to a freighter moored to the station, whether my own freighter or someone who has a contract with me to haul my goods to a specific market.

Haffsol wrote:

- ring mining and mining: do what you want but please stop that foolishness of aim&shoot at the **** roid or moon! C'mon are you trying to make an elephant look like a monkey? And who's the ridicule one here?
When I go out mining for _hours_ the last thing I need is to aim and shoot at any single rock or to be penalized if I don't want to do it!! If you're trying to attract every single moron in a belt because "it's cool" just let roids spam killmails and you'll see the masses flowing.
So here I declare I want mining to be a boring activity, thanks.



I kind of agree with this.

I know some people really like the idea of mini games, but I'm sorry, they suck. Very few games have "good" mini games in them for doing things, and I have yet to play any game that had a mini game that made it fun to do something for hours on end.

ACTIVE, does not mean mini game. The impression I got was they want mining to be more active, not really a game within a game. Sort of the way that mining seems to have gotten a little more active with the current ship balances. Selecting a new roid every few minutes is better than having players able to sit in a belt and mine for long periods of time without doing anything, and it's a long shot better then making us play a mini game in order to mine.

My hope is that ring mining will be kind of like exploration. You'll have to travel through the ring, scanning down rocks that contain the ore you're looking for; once that's accomplished it should just be like mining anything else, except that you would be using specialized lasers to extract the proper ore or mineral from the rock and leaving behind what you didn't want.

Hopefully it'll have a kind of overview similliar to scanning down a particular component on a planet. Instead of just rocks littered about that require you to scan each rock to find the proper mineral, you'll scan the ring to narrow down the concentration of rocks that have what you're looking for. Depending on your skill the better your scan, just like with PI. Once you find the concentration you can head to that area of the ring, and then scan down that area to get a better bead on the mineral, then each miner in the fleet can scanning individual rocks to determine their concentrations, and then mine away.
Haffsol
#31 - 2012-08-11 21:24:19 UTC
Quote:
I couldn't disagree with this more.

uhmm..... probably I worded it badly, because I guess we're just saying the same thing: to give bonuses to those building stuff in _lower_ sec status systems, particularly in 0.0 and below. When I was talking about NPC stations and sec status I wanted to say that building in nullsec NPC station should NOT have the same bonus of building in a nullsec POS or alliance-owned station, but only the bonus of the sec status of the system.

Quote:
The first bonus of building in your own station or PoS should be that it's cheaper than an NPC station, the second bonus should come from sec status of were you're building in all stations, NPC and PC.

pretty much as you said here ^

About ring mining, I think that every miner would really like the idea of coupling mining and exploration. Imho the Mara Rinn blog is just the nirvana for any serious miner and will have so many benefits for the game as a whole that I can just wish CCP is already working on how to implement it.
Kara Books
Deal with IT.
#32 - 2012-08-12 11:26:42 UTC
Abdiel Kavash wrote:
What I find alarming is the lack of mention of the elephant in the room that is 0.0 industry. Namely the fact that there is currently no rational reason to do industry in 0.0, aside from supercaps and specific edge cases (mineral compression), as opposed to just importing stuff from Jita. CCP previously hinted at trying to move TII production into lower security areas of space, this idea was not mentioned in the minutes at all.

I'm afraid that I am rather disappointed - as much as CSM6 was criticized for only focusing on 0.0, I find in many places in the minutes (not just regarding industry) that the 0.0 alliance life style is completely ignored.


On the contrary Mr Abdiel, Lowsec and Nulsec is where you get your minerals 20-50% under market price, hence the Capitals on the market are a right on Par with current mineral prices in Jita.

Another Note to the CSM, can you guys please make Capital ships, all of them refine to no more then 80% of what it costs to make them? highsec is at a loss with Freighter construction.
rafael Elarik
Brutor Tribe
Minmatar Republic
#33 - 2012-08-15 11:19:48 UTC
i read the minutes...I was kinda disappointed they spent the entire first 30 pages (%20) of the meeting discussing BS like disclosure of real names.This should have been taken care of with a contract or stipulation of being elected before the meeting in iceland.Really?? fly people all the way to iceland and then discuss this BS? ...dont waste our time.There was alot of good points brought up later on but seriously....less BS more talk about the game and issues at hand.
Lambert Simnel
PWLS Enterprises
#34 - 2012-09-03 03:44:14 UTC
Issler Dainze wrote:
Abdiel Kavash wrote:
What I find alarming is the lack of mention of the elephant in the room that is 0.0 industry. Namely the fact that there is currently no rational reason to do industry in 0.0, aside from supercaps and specific edge cases (mineral compression), as opposed to just importing stuff from Jita. CCP previously hinted at trying to move TII production into lower security areas of space, this idea was not mentioned in the minutes at all.

I'm afraid that I am rather disappointed - as much as CSM6 was criticized for only focusing on 0.0, I find in many places in the minutes (not just regarding industry) that the 0.0 alliance life style is completely ignored.



Actually, industry in 0.0 was discussed as part of the "next level of experience" in industry thing. No one has as much "concrete" ideas to suggest but the folks in Iceland did suggest to CCP that there needed to be some next level goal in industry and that null could be part of that. Sorry if that wasn't as clear as it should have been in the minutes. For an example dramatically increasing the number of manufacturing slots in null and making it cheaper to build out in a POS came up.

I think in general CSM 7 and CCP agreed that there needs to some attention given to industry and mining in null.

Issler





One solution would be to nerf the Jump Freighter. Then the road between Jita and null-sec becomes a very different proposition.
Obsidiana
Atrament Inc.
#35 - 2012-09-03 12:29:45 UTC  |  Edited by: Obsidiana
I was very pleased that the minutes were released in a longer format. I read through it and quoted sections of it, creating my own summary as needed. There is a lot of information in there, and the number of times I quoted it shows that issues addressed are relevant to EVE.

My concern was the "Throw ISK at lowsec" comments. Lowsec should be significantly better than highsec, but not nullsec. Yes, the Risk vs. Reward is off for lowsec, but just increasing the reward is not the answer. The risk of lowsec needs to be adjusted to lure larger numbers of less organized people in. The only advantage to lowsec is that there are no bubbles or bomb, however, you can never block cyno or build outposts. CCP has successfully caused players to organize in nullsec: it belongs there. Lowsec should not be modeled off of nullsec or highsec: it need to be in between.

Risk should be: highsec < lowsec < nullsec
Rewards then: highsec < lowsec < nullsec

This is not the situation, but the CSM wanted to throw it further off. What alarms me is the issue came up and the response was: highsec < nullsec < lowsec for ring mining. No. Wrong. Don't throw money at problems. Fix underlying issues. Lowsec does not need a "boost" (per CSM Minutes); it needs an overhaul. Ring mining sounds good to me, but that logic is too "ya, um, do something" to be effective.

I also do not like that the CSM had not discouraged CCP from simply removing systems that are inactive. Make them active; large investments are made in POSs to turn a profit. I am very glad to hear that mining will be active. Moon mining should be the same. All this talk about industry and no one thought about making datacores manufactured items and research as a way to make them faster? Research is a skill intensive field that has never work since I started EVE in 04. It needs to be fixed and made awesome, but in no way was it fixed or improved.

When CCP yanks something out of the game it just makes me not want to get involved with other things. Will it be there? Will it be profitable? Is it worth the time and SP? It takes effort and great ideas to make something bad into something good, I know that, but a lack of such ideas should be seen as the issue. The issue is in the problem solvers, not the problem, at that point.


Please do not misunderstand. I am very pleased, overall, with CCP and the CSM, but there were some huge gaps in issues. Bad systems need to revamped into awesome new things... not thrown money at or just taken out.
Celgar Thurn
Department 10
#36 - 2012-09-03 14:33:37 UTC
Just reading through this one again as it has risen to the top of the pile again.

'Fantasy Fitting' : I personally would like to see this officially in the actual game client. I haven't downloaded any of the third party programs and it would be nice have this ability within the client.
Having said that I would still like to see a full overhaul of the Corporation/POS Roles & Permissions BEFORE any new stuff is added to EVE such as ring mining,modular POS etc. If 'Roles & Permissions' were fixed to make them user friendly and to enable security and corporation member ease of use of POS modules it would put an enormous smile on many pilots faces I'm sure. Big smile
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