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[Proposal] Update the POS Refinery Arrays

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Author
Revolution Rising
Last-Light Holdings
#21 - 2012-08-24 09:25:16 UTC
Alx Warlord wrote:
Two step wrote:
A couple of points:

1) You are asking for some fairly major changes here (having refining arrays take skills into account is hard, because they aren't really tied to a single person).
2) You are asking for changes in an area that CCP has said will be re-written, so any changes would probably be thrown out

If you an get a bunch more support in here, we can bring it up, but I suspect most people would rather CCP spend their time on the POS overhaul instead of changes to POS refineries that few people use (yes, partly because they suck).


For the new overhaul CCP could change the mechanism of the refinery, giving it Job Slots instead of the refine button... It would be easier to code and make skills relevant...

Also, if CCP wants to make things better for POS use, and encourage player to have individual POSes or join corporations, they can set a fix % of the "We Take" that can't be reduced with standing ... or rise the actual "We Take" on npc stations. These way people would use POS to refine...

Also take a look at this. and say what you think, it is about the new pos system.... I would really appreciate if someone from CSM could spend a couple of minutes in it...

https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=143764


Great minds, I was just bringing this up in the industry forum the other day. If they want destructible stations, more than 1 station per system, modular pos, pos planted anywhere - why not just have 1 structure instead of the 2. Get rid of stations and tie all the station services into the POS - awesome idea - because I had the same one Lol

It would allow people to run a POS as a profession also. Rent offices, try and build systems to accomodate office renters, fill a market for pirates who live there, or simply a refinery pos for your own use.

Really glad I wasn't the only one to come up with this idea, I was about to ****-can it ;)

.

Revolution Rising
Last-Light Holdings
#22 - 2012-08-24 09:29:02 UTC  |  Edited by: Revolution Rising
Two step wrote:
A couple of points:

1) You are asking for some fairly major changes here (having refining arrays take skills into account is hard, because they aren't really tied to a single person).
2) You are asking for changes in an area that CCP has said will be re-written, so any changes would probably be thrown out

If you an get a bunch more support in here, we can bring it up, but I suspect most people would rather CCP spend their time on the POS overhaul instead of changes to POS refineries that few people use (yes, partly because they suck).


I would like to point out at this time, that you guys aren't put into the CSM to bring up ideas that have the most support necessarily.

Many times ideas come up that the universally ignorant peanut gallery will not understand, don't get and don't appreciate.

You guys are voted in on your experience, as such I think with some of these things you should be making the most informed decisions available to you in the CSM as a whole - no matter what some small percentage of forum trolls might say.

This IS a good idea. It would open up gameplay that to date has been closed to people who don't hold sov, and even then sometimes alliances only allow stations to be run by the holding corp. It is a tiny percentage of people.

If you are going to redo POS, then don't do a half assed job of it. Think a little more deeply that just "what they look like".

Cosmetic changes and changes that are "popular" are nice and all, but not necessarily the best or most relevant changes that the game could use.

.

Frying Doom
#23 - 2012-08-24 11:18:31 UTC  |  Edited by: Frying Doom
Revolution Rising wrote:
Two step wrote:
A couple of points:

1) You are asking for some fairly major changes here (having refining arrays take skills into account is hard, because they aren't really tied to a single person).
2) You are asking for changes in an area that CCP has said will be re-written, so any changes would probably be thrown out

If you an get a bunch more support in here, we can bring it up, but I suspect most people would rather CCP spend their time on the POS overhaul instead of changes to POS refineries that few people use (yes, partly because they suck).


I would like to point out at this time, that you guys aren't put into the CSM to bring up ideas that have the most support necessarily.

Many times ideas come up that the universally ignorant peanut gallery will not understand, don't get and don't appreciate.

You guys are voted in on your experience, as such I think with some of these things you should be making the most informed decisions available to you in the CSM as a whole - no matter what some small percentage of forum trolls might say.

This IS a good idea. It would open up gameplay that to date has been closed to people who don't hold sov, and even then sometimes alliances only allow stations to be run by the holding corp. It is a tiny percentage of people.

If you are going to redo POS, then don't do a half assed job of it. Think a little more deeply that just "what they look like".

Cosmetic changes and changes that are "popular" are nice and all, but not necessarily the best or most relevant changes that the game could use.

Without being able to look at the code I cannot say exactly how hard the refining by person would be but if you just tied it to the current station refining algorithm and just set the rep to 10 or 5 depending on the persons standing to the POS owner and this would automatically tie in the persons skills like the current refine does, if the output is to be delayed just route it to a sub procedure.


Anyway I like the idea of Player owned Stations of modular design but instead of stuffing around and worrying about wether players will make huge space dongs why not just make a system where you can choose a slot on 1 of the 6 faces of the existing structure. This would also allow multiple stations to tie in the power and CPU available while increasing the costs.
Personally I don't care about pretty I want working. Hell if it looks like a borg cube at least it would be a borg cube that works.

Same goes for defense I would like to loose say CPU to add extra armor to the POS and be able to fit gun modules within the pos (this is actually harder as they would need to be part of the structure while able to be targeted individually, or for an easier fix just let them sit off the pos like station guns do atm)

Also I think the size you can build should be truly modular having no baring on whether you are a person, corp or alliance. You should be able to build as big as you want to pay for.

Edit: as to the mean time frankly not fussed.

Any spelling, grammatical and punctuation errors are because frankly, I don't care!!

Revolution Rising
Last-Light Holdings
#24 - 2012-08-24 11:25:17 UTC  |  Edited by: Revolution Rising
Frying Doom wrote:

Personally I don't care about pretty I want working.


You had me at hello.
Pirate

This is the same as many of the people who use POS for industry.

It's that age old issue of graphics vs. gameplay... EvE tries to say it has great gameplay, but still we're sitting in the dark ages of early eve gameplay when it comes to many of these systems.

Changing the graphics a bit, and perhaps no shields, or whatever the hell - and not changing the gameplay surrounding these structures is kind of looking at a deep subject but only dealing with it in a shallow way.

If CCP are going to make the time to redo these structures, god only knows when the NEXT iteration of POS will be - 10 more years ?

Can we get some reasonable in-depth gameplay changes before then ?

Corp level mineral taxation, would require it for one.

This is exactly why we need a full analysis by CCP/CSM on the various corporation managements for the various kinds of corps. They all need the proper tools.

Instead of that we debate pos shields and graphical changes.

In reply we get the whole "well if this entirely logical argument can get some support we might consider it".

Quote:

Also I think the size you can build should be truly modular having no baring on whether you are a person, corp or alliance. You should be able to build as big as you want to pay for.


This is a necessity so that smaller organisations can hold their ground against larger opponents in a defensive manner, it will create diversity in operations and enable small corps to grow easily.

.

Infinite Force
#25 - 2012-08-30 21:47:37 UTC
Keep the likes and responses .. Let's get this easy one updated!

HROLT CEO Live Free; Die Proud

http://tinyurl.com/95zmyzw - The only way to go!

Infinite Force
#26 - 2012-10-10 16:26:38 UTC
We keep looking for an easy update.....

HROLT CEO Live Free; Die Proud

http://tinyurl.com/95zmyzw - The only way to go!

LuckyQuarter
Eden Dominion Coalition
Scary Wormhole People
#27 - 2012-10-20 14:20:37 UTC
As a solo low-sec miner living out of a POS with a medium intensive refining array, I'd really like to see some major changes with the refineries and your proposal addresses many of them.

However:
- I think the revised capacity values for all 3 types is too large....especially for low sec, we're constantly having to return to the pos to avoid being ganked so we can't mine for more than 1hr at a time, and frequently no more than 15-30 minutes. I always drop off new ore at the refinery whenever I stop by. ...so I'd really appreciate it if there was a refinery with near 100% efficiency targeted at processing no more than 100K every 30 minutes. This help make me think the extra risks I'm taking operating in low-sec are being rewarded.
- Another major issue is that in order to keep safe in lowsec, I need a large tower, and to pay for the large tower, I have to moon mine and moon mining takes up a ton of cpu..the moon harvestors/silos/reactors are constantly competing for available cpu with the refinery. If we're updating the refineries, let's pay careful attention to how it might impact the 'industrial' player in lowsec and minimizing cpu is extremely helpful. I don't mind other tradeoffs to make that work...such as the reduced ore capacity to no more than 100K or 30 minute cycles rather than 15 minute.
- Lastly, there needs to be some way to reprocess in a pos....my system might get camped and I may need to tear down some existing things to manufacture new ships/etc. Or, while I'm mining I kill rats but have no way to reprocess the rat loot w/o trying to go through camps to the nearest station. I'm fine if the reprocessing isn't as efficient as a station, make 10-20% less...but I would hope that we could include scrapmetal reprocessing in with an update to the pos refineries. Even if it is only usable on the smallest one and has a small penalty.

Thanks.

Infinite Force
#28 - 2012-11-27 17:41:01 UTC
Keeping this on the radar.

HROLT CEO Live Free; Die Proud

http://tinyurl.com/95zmyzw - The only way to go!

Bugsy VanHalen
Society of lost Souls
#29 - 2012-11-27 20:20:50 UTC  |  Edited by: Bugsy VanHalen
Fully supported.
I think this would be great. The only reason POS refineries are not used is the 75% hard cap. Some wormhole corps still use them as shipping raw ore out and minerals in is more hassle than losing 25%.

Even if nothing was done but removing the hard cap it would make a huge difference. The excessively small batches would still make them a pain to use, but at least you would not be losing 25% of your minerals.

I have used POS refineries in the past for ICE as they do refine ICE at 100%. I can refine at a 35% refinery with zero waste on two of my characters. If I could refine at a POS even if hard capped at 95% I would. A slight loss is worth it on some remote ops. But 25% has made this module almost unusable.

You can say all you want that why should CCP spend time changing a module that is not used. But in fact the need for this change is the reason it is not used. I am sure it would not be a waste of time, I expect even with the new POS mechanics, if we ever see them, many existing POS modules will be incorporated with minimal changes. This could be one of those modules.
Infinite Force
#30 - 2012-12-10 23:53:17 UTC
More to keep this on the radar.

HROLT CEO Live Free; Die Proud

http://tinyurl.com/95zmyzw - The only way to go!

Infinite Force
#31 - 2012-12-27 16:55:49 UTC
Still looking to keep this easy one going!

HROLT CEO Live Free; Die Proud

http://tinyurl.com/95zmyzw - The only way to go!

Infinite Force
#32 - 2013-01-18 17:37:00 UTC
Since it seems the POS issue is the big issue .. Let's get intermediate changes going!

HROLT CEO Live Free; Die Proud

http://tinyurl.com/95zmyzw - The only way to go!

Mara Rinn
Cosmic Goo Convertor
#33 - 2013-01-19 07:37:33 UTC
Two step wrote:
A couple of points:

1) You are asking for some fairly major changes here (having refining arrays take skills into account is hard, because they aren't really tied to a single person).
2) You are asking for changes in an area that CCP has said will be re-written, so any changes would probably be thrown out

If you an get a bunch more support in here, we can bring it up, but I suspect most people would rather CCP spend their time on the POS overhaul instead of changes to POS refineries that few people use (yes, partly because they suck).


Solution to 1: use "brain in a box" to tie to "activity line in a box" so that each job in an activity line is calculated based on the skills of the person preparing the job.

Solution to 2: rather than change existing refinery modules, introduce two new modules: refinery and reprocessing plant. Add the new functionality to these two modules. Thus the only legacy code to interfere with is the "this thing requires CPU & PG from the anchored CT". Then when modular POSes come along, both the "line activity in a box" and the refinery/reprocessing code can be reused. Oh, and as a freebie you get to replace existing "refineries" with the new Refinery and Reprocessing activity lines.
Frying Doom
#34 - 2013-01-19 07:41:05 UTC
Alekseyev Karrde wrote:
sort of agree with Two Step here. Those are deceptively large changes to a feature which will begin a complete rewritte in less than a year. I don't see a pressing crisis caused by smaller mining arrays being underutilized compared to the largest model that would warrent CCP taking dev time out of existing projects, including said POS revamp.

Now that POS revamp has been effectively stomped.

Can we get refineries that work now?

Any spelling, grammatical and punctuation errors are because frankly, I don't care!!

Felsusguy
Panopticon Engineering
#35 - 2013-01-19 09:22:17 UTC
It's been said that even CCP is scared as **** of the current POS code and won't try messing with it unless it breaks, and I don't think CCP thinks that refining arrays are broken. Useless, quite likely, broken, no.

All we can hope for is a swift implementation of the new starbase system.

The Caldari put business before pleasure. The Gallente put business in pleasure.

Infinite Force
#36 - 2013-01-20 15:35:05 UTC
Well, regardless. Each proposal and each change should be pushed. This is what the player base needs.

HROLT CEO Live Free; Die Proud

http://tinyurl.com/95zmyzw - The only way to go!

Infinite Force
#37 - 2013-01-28 16:35:38 UTC
Keeping the POS industry alive!

HROLT CEO Live Free; Die Proud

http://tinyurl.com/95zmyzw - The only way to go!

Ya Huei
Imperial Collective
#38 - 2013-01-29 08:05:05 UTC
Agree with this.

With all the mentioned downsides that the current refineries already have (pos upkeep, batched processing,time consuming) there is really no reason why it should be as horribly inefficient as it currently is.

If u keep the current disadvantages it should at be alot more efficient.

Also.. Can't believe i just posted in an industry thread.. yuck.

Infinite Force
#39 - 2013-01-29 16:43:33 UTC
Ya Huei wrote:
Agree with this.

With all the mentioned downsides that the current refineries already have (pos upkeep, batched processing,time consuming) there is really no reason why it should be as horribly inefficient as it currently is.

If u keep the current disadvantages it should at be alot more efficient.

Also.. Can't believe i just posted in an industry thread.. yuck.


lol .. good comments .. and welcome to the "dark side." Twisted

HROLT CEO Live Free; Die Proud

http://tinyurl.com/95zmyzw - The only way to go!

Nathalie LaPorte
Native Freshfood
Minmatar Republic
#40 - 2013-01-31 20:54:11 UTC  |  Edited by: Nathalie LaPorte
This would be great. It would let small corporations temporarily move into unoccupied c1 and c2 wh's and mine all the unused gravimetric sites that build up there, without having to put up multiple large pos's to keep up with the refine volume, and lose 25% of the minerals off the top for no real reason. It would reward industry in null and deep wh's. It would be positive in every aspect. If minmatar outposts need a corresponding buff to keep them usable, then sure. I personally think increasing the refining amounts, and formulating the base yield so with 5 refining spec in that particular ore and with the 4% implant the yield would be somewhere around 95-99% would be fair, to maintain minmatar outposts as the best refining option--but 75% is insultingly low. I think lowering the fitting requirements as well might be overcompensating a bit too much, I wouldn't want to buff refineries so much that rorquals become useless--but neither should using a rorqual and refining in high sec be nearly mandatory.

This would be a simple and enormously important change. To say that CCP should leave the simple and important changes undone, because they have to focus on the changes that will take years first, is really quite nonsensical. This change should be done ASAP.