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Dev blog: The Price of Change

First post First post
Author
MailDeadDrop
Archon Industries
#541 - 2014-04-30 21:34:30 UTC
Alyxportur wrote:
Does this mean that if CCP permits nullsec to put more than one outpost in a system (capped at the number of planets in a system), the cost modifers for two+ outposts in the same system would be the same?


One, that's a big "if". One that would probably involve null sec sovereignty rule changes, which are surely a ways off.

Two, because of #1 (above), nobody knows the answer.

MDD
Alyxportur
From Our Cold Dead Hands
ORPHANS OF EVE
#542 - 2014-04-30 21:38:14 UTC
MailDeadDrop wrote:
Alyxportur wrote:
Does this mean that if CCP permits nullsec to put more than one outpost in a system (capped at the number of planets in a system), the cost modifers for two+ outposts in the same system would be the same?


One, that's a big "if". One that would probably involve null sec sovereignty rule changes, which are surely a ways off.

Two, because of #1 (above), nobody knows the answer.

MDD


It's not much bigger than being able to anchor POSes without standings in any highsec system. I've never read anything in the EVE lore explaining why nullsec capsuleers limit our empires to one station per system. It must be because we're poor.
Weaselior
GoonWaffe
Goonswarm Federation
#543 - 2014-04-30 21:40:21 UTC
Alyxportur wrote:
MailDeadDrop wrote:
Alyxportur wrote:
Does this mean that if CCP permits nullsec to put more than one outpost in a system (capped at the number of planets in a system), the cost modifers for two+ outposts in the same system would be the same?


One, that's a big "if". One that would probably involve null sec sovereignty rule changes, which are surely a ways off.

Two, because of #1 (above), nobody knows the answer.

MDD


It's not much bigger than being able to anchor POSes without standings in any highsec system. I've never read anything in the EVE lore explaining why nullsec capsuleers limit our empires to one station per system. It must be because we're poor.

it's because outposts were hacked in and presumably the code is atrocious, and it's just not technically possible without redoing the old code

Head of the Goonswarm Economic Warfare Cabal Pubbie Management and Exploitation Division.

Juin Tsukaya
Perkone
Caldari State
#544 - 2014-04-30 22:26:41 UTC  |  Edited by: Juin Tsukaya
if I am not mistaken. you were stating that hi pop areas such as nonni will be getting better prices for job starts then say a back water system with only 2 stations.

if this is the case. wont that kill some of the desire to go out to some of the farther hi sec systems? I go out there cause of the room on the lines for copy, manufacture and the like. with the way it sounds. it would be better to flood a place like nonni instead of spreading out.

TD in those areas will then get like jita as will gankers since they will know where the best place to get the goods will be.

I am not saying ganking is a bad thing. I am talking additional population.

1. manufacturers
2. suppliers people selling of ore and mats
3. since stuff is now made in these hi pop areas, why fly em to places like jita. sell here
4. hi amount of agents = butt load of missioners
5. gankers paradise now made

is the intent to also rearrange population?
ElectronHerd Askulf
Aridia Logistical Misdirection
#545 - 2014-04-30 22:38:17 UTC
Juin Tsukaya wrote:
if I am not mistaken. you were stating that hi pop areas such as nonni will be getting better prices for job starts then say a back water system with only 2 stations.

if this is the case. wont that kill some of the desire to go out to some of the farther hi sec systems? I go out there cause of the room on the lines for copy, manufacture and the like. with the way it sounds. it would be better to flood a place like nonni instead of spreading out.

TD in those areas will then get like jita as will gankers since they will know where the best place to get the goods will be.


Systems with a lot of industrial activity will be rather more expensive than systems with little activity. Systems with a lot of facilities will be somewhat cheaper. A system like Nonni will wind up finding a balance between the two - probably at the point where additional players basing there derive no benefit. That point will depend on the specialities of teams resident in that system compared to what that industrialist is interested in building, but there will come a point where the 'push' overwhelms the 'pull' for any given player.

And yeah, gankers and wardeccers might start camping those systems. They might even follow teams whose specialities are lucrative. That's Eve.
Juin Tsukaya
Perkone
Caldari State
#546 - 2014-04-30 23:00:46 UTC  |  Edited by: Juin Tsukaya
ElectronHerd Askulf wrote:


Systems with a lot of industrial activity will be rather more expensive than systems with little activity. Systems with a lot of facilities will be somewhat cheaper. A system like Nonni will wind up finding a balance between the two - probably at the point where additional players basing there derive no benefit. That point will depend on the specialities of teams resident in that system compared to what that industrialist is interested in building, but there will come a point where the 'push' overwhelms the 'pull' for any given player.

And yeah, gankers and wardeccers might start camping those systems. They might even follow teams whose specialities are lucrative. That's Eve.


I am not worried so much on those. my concern is population shift as an unintended consequences. I like to run missions. many people do. but those very same systems with many stations is exactly where many mission runners go.I personally don't know many people who run missions from trade hubs because of the over pop, possible td and lag from pop.

this is the potential problem I am wanting to address
Inspiration
#547 - 2014-04-30 23:26:43 UTC
Insane that the price of the output is taken as a factor in the cost of producing said output. There is no reason to pay more for an activity unless someone else is willing to pay more for the same workforce supply. What the end product is should have no impact at all. The employers are demand, and the workers are supply...and that is it basically.

What it is now, is more like a regulated profit margin, communist style.

I am serious!

Kun'ii Zenya
Hogyoku
Goonswarm Federation
#548 - 2014-04-30 23:39:05 UTC
Alyxportur wrote:
Does this mean that if CCP permits nullsec to put more than one outpost in a system (capped at the number of planets in a system), the cost modifers for two+ outposts in the same system would be the same?


System facility multipliers are multiplicative, that is if you had two facilities that are the same, the cost multiplier would be:

Multiplier^2.
LHA Tarawa
Pator Tech School
Minmatar Republic
#549 - 2014-04-30 23:44:59 UTC
Inspiration wrote:
Insane that the price of the output is taken as a factor in the cost of producing said output. There is no reason to pay more for an activity unless someone else is willing to pay more for the same workforce supply. What the end product is should have no impact at all. The employers are demand, and the workers are supply...and that is it basically.

What it is now, is more like a regulated profit margin, communist style.




They could not use a flat fee. Any cost sufficient to spread out battle ship producers would kill ammo production. The easy way to scale is by the price of the item being produced.
LHA Tarawa
Pator Tech School
Minmatar Republic
#550 - 2014-05-01 00:23:42 UTC
Kun'ii Zenya wrote:

So an out of the way system with no stations maybe a good place to set up a POS and do work in there. Yeah, you might do your building in a nearby station system (or not).

Note: Since this is a player owned facility, I'm ignoring taxes. At least that is how I read the Dev Blog.



I wonder how many systems in high sec have lab. If it is 100, then each could end up pulling almost a full 1% of all copy. That gives you a 10% base, to be cut, maybe by .75 average.

If there are only 50, each pulling 2% of global copy time 14% to be cut down some by factories.

Compare that to one person running a POS 1/10,0000 th of total hours? 1%? Unless the POS does end up getting some kind of facility discount.
Halia Thorak
Aliastra
Gallente Federation
#551 - 2014-05-01 02:09:08 UTC
I'm a bit confused how Invention will work with this system... will i have to pay 3 times to invent and produce something? one to copy one to invent one to produce? That sounds like as an inverter I'm going to get bent over and ***** sideways. Please someone correct me if I'm understanding this wrong.
codex09
Native Freshfood
Minmatar Republic
#552 - 2014-05-01 02:15:33 UTC  |  Edited by: codex09
I don't hold many hopes for how those changes are going to work as from previous experience anything Greyscale has had anything to do with has NEVER really been anything good.

In fact I THINK he makes changes that he himself would like to see not what the player base needs, so here is hoping this time round it's different.

Also Hailia {post above} yeah don't be surprised if what you think is correct as it wouldn't surprise me in the slightest...
Matthew
BloodStar Technologies
#553 - 2014-05-01 02:16:48 UTC
Weaselior wrote:
calculate once at downtime, use that value for the next day


As someone else already intimated, in that situation I'd just plan for 2-day duration jobs and alternate the "daily bonus".

Querns wrote:
In this regard, perhaps use the online timestamp to "debounce" the calculation. Any array that has been online for <30 minutes, or some other time limit, does not count towards the total number of modules.

There's a lot of room for scaling the calculations up and down depending on how players find ways to exploit the formula. I feel like it could be something that's fluid and reacts to player ingenuity. The stakes are pretty small here, so there's not a whole lot of room for a Faction-Warfare-Forex-style resonance cascade scenario.


I agree that this isn't FW levels of exploitable, but then very few things are.

The trouble with any sort of "debounce" timer is that if you set it too short, it's still easy to game with even a modicum of planning. I'm concerned that if you set it long enough to push out the exploitative scenarios, it will add a lot of ramp-up time for starbases, and restrict the legitimate uses of the flexibility a starbase offers.


CCP Greyscale wrote:

Sylvanium Orlenard wrote:

Suggestion.

Give Labs and Assembly arrays inherent workers. Example : Equipment Assembly Array have 6 Inherent workers. The first 6 jobs (one worker per job) running at the same time will use the basic price and any extra jobs (past number 6) that is running concurrently will use the standard price scalling mechanic as it would apply for any job in the system.

--snip--


This is very clever I like this idea.


I argued against this sort of solution in my original post, due to it embedding the lots-of-small-arrays model of starbases. But the more I think about it, the more I'm inclined to think that this is the most workable option.

Given the current limitations in the starbase code around associating different arrays within the same starbase, the only truly workable approach is to ensure the mechanics only rely on a job->array mapping, not a job->starbase mapping. That's the only way the current starbase code can ensure that the arrays that support a job stay online for the duration of the job. Anything else could be gamed to a greater or lesser extent.


Any future starbase re-write will presumably still need to support some sort of modular system for industry, so that people can build pure copy-houses, pure manufacturing houses, and hybrids in between, so it would still need to solve these problems. However, such a re-write would be able to build in the necessary inter-module associations from the start. The system above would be relatively easy to transition to such an arrangement, with a design something like:


  • The Core Module (control tower equivalent) would host all the jobs and storage (fixing the main annoyance of the multi-array model in the current system)
  • Individual modules are then added to enable particular types of jobs, of which only one would be needed (e.g. you would add a single "Copy Module" to enable copying with relevant bonuses and an expansion of the central storage space).
  • A "worker housing" module of which a number could be added to increase the number of inherent workers (replacing the multiple arrays in the current system).


This would allow fitting requirements to be balanced in a more fine-grain manner between enabling a type of activity in the first place, and expanding the number of workers available. Other modules could also be added to give additional storage space, improved bonuses to ME/TE/Team use etc, to provide more flexibility in tuning the starbase to your requirements (e.g. do I want to build something that can push through large volumes of anything and everything at normal cost, or do I want to build something that can manufacture one specific thing very fast or very efficiently).

The current system of occupying specific arrays would transition to utilisation of the specific worker crews granted by the worker housing modules. While this could just be a direct replication of the behaviour with the individual arrays, the re-write could offer more flexibility within the same principles. For example, the workers could be treated as a pool accessed by the Core Module, with restrictions on being able to deactivate the housing modules if that would take the Core Module below the number of workers currently in use. This would also allow flexibility to be able to choose on install whether to use one of your private worker crews, or pay the premium for a system-wide crew, allowing more intelligent decisions about which jobs are worth using your discounted workers on (you could do that to some extent in the proposal above for the current starbase system by choosing to overload one array and keeping the other one free, but the re-write would allow this to be a more formal choice).

If you then added the ability to see which of your jobs were utilising the inherent workers, and the ability to manually "offline" specific jobs to free up the inherent worker allowance if you needed to take some housing offline. You could then either restrict it so that you could only online the job again if an inherent worker allowance became free, or if you were willing to store the state of all the pricing variables at the start of the job, you could add an option to pay the difference in order to resume it using a system-wide crew.

Such a system might also be useful in Outposts, especially if usage of the inherent workers was tied into access permissions (e.g. only the supercap/strategic build division can use the inherent workers, everyone else gets to use the public crews).

Appreciate that this sort of thing would be well down the line, but wanted to demonstrate how the fairly basic fix within the current code could be extended into a fuller system later.
Loraine Gess
Confedeferate Union of Tax Legalists
#554 - 2014-05-01 02:19:12 UTC
Inspiration wrote:
Insane that the price of the output is taken as a factor in the cost of producing said output. There is no reason to pay more for an activity unless someone else is willing to pay more for the same workforce supply. What the end product is should have no impact at all. The employers are demand, and the workers are supply...and that is it basically.

What it is now, is more like a regulated profit margin, communist style.





Except you know, the myriad of systems of taxation in existence which do exactly that...



Apparently the West is "communist" though? Cute. Did you just learn that word?
Alyxportur
From Our Cold Dead Hands
ORPHANS OF EVE
#555 - 2014-05-01 02:23:41 UTC
Loraine Gess wrote:
Inspiration wrote:
Insane that the price of the output is taken as a factor in the cost of producing said output. There is no reason to pay more for an activity unless someone else is willing to pay more for the same workforce supply. What the end product is should have no impact at all. The employers are demand, and the workers are supply...and that is it basically.

What it is now, is more like a regulated profit margin, communist style.





Except you know, the myriad of systems of taxation in existence which do exactly that...



Apparently the West is "communist" though? Cute. Did you just learn that word?


Maybe he meant socialist. That's a 'thing' now in America, right?
Mal Nina
The Red Circle Inc.
Ministry of Inappropriate Footwork
#556 - 2014-05-01 04:21:55 UTC
Quote:
Have any analysis been made on how the T2 production will change after this, in respect of the extramat changes and cost changes? I mean, there are a couple of categories there, as had already been pointed out, something is dominated by BPOs, something is by BPCs. If tech2 production's cost will significantly increase by the removal of extra materials, then for many items i expect it won't worth manufacturing them compared to BPO manufacturing. When the demand is bigger than the supply possible from BPOs, then you're just giving more money to the tech2 BPO owners, who are already just printing money with their exclusive tech2 BPOs, seems unfair.


Actually I would hate to own a tech 2 eagle BPO as the only competition is the other BPO owners. Given that prices in a pure competitive environment would tend to push profit to zero.

Now give me a Hulk tech 2 BPO and I would be printing money. Demand is extremely high and all those clowns having to do invention can't touch my cost structure allowing me to sell at the inventors costs and rack up the ISK. I am not competing with anyone because I can undercut them all if the demand were to drop drastically.

Here is an example for a hulk using JIta max buy for raw materials and min sell for the hulk itself. and using this table BPO chart


The market price for a hulk is 210mil (rounded up)
The raw material cost for a no decryption invented hulk is 229mil with a 6 mil invention cost.
For the best hulk invention you can get a incognito decryptor and pay 20 mil invention and due to -1 me the raw cost is 206 mil giving you a profit of 3.5 mil or so.
Now the BPO owner with a 10 me has a cost of 174 mil and makes 48 mil with each hull. with the new changes they get a further buff against cost for being able to do multiple runs.


For those Tech 2 BPO holders that paid billions and have an ROI of 10 years I really feel no sympathy for a poor decision the same as many feel about those that took ME to ridiculous levels. Its the same sort of mad decision making. I don't care how much you paid for you tech 2 BPO, they simply make it impossible to compete at and level with invention and should be done away with. If CCP is serious about leveling the playing field then tech II BPOs need to go away.

If I has been around to win one of these in the lottery you bet I would be getting ready to set it up in Jita 4-4 and roll. As an indy I can set up my BPO in a nice safe station and with the new changes produce like crazy in a totally safe environment that takes none of my time in transporting goods to another station, (I typically spend about 2 hours of real game time doing this for everyone of my production runs) I do not have any risk at all with my manufacturing and I can make money even if the costs are 15-20% higher than everyone else that invents.

Now for those of you with an eagle BPO... sucks to be you P

As an indy I really want to see the rest of the numbers for Tech II BPOs so I know which tech 1 BPOs I do not want to buy and try to invent. What hurts the small industrialist is the hours we spend hauling materials around and then the final product back to a trade hub to sell it only to find someone has a 40 mil+ advantage on us.

I can and will deal with all the rest of the changes you are throwing out there but if giving my competition the ability to create a risk free high ISK ride is crap.




Lena Lazair
Ministry of War
Amarr Empire
#557 - 2014-05-01 06:12:05 UTC  |  Edited by: Lena Lazair
Juin Tsukaya wrote:
if this is the case. wont that kill some of the desire to go out to some of the farther hi sec systems? I go out there cause of the room on the lines for copy, manufacture and the like. with the way it sounds. it would be better to flood a place like nonni instead of spreading out.


As far as I can tell, yes, this is exactly what will happen. The backwater corners of EVE that had vertical/small/solo industrial corps are about to get even quieter than they were, because those corps are going to have to move. The new system promotes clusters and I've already started searching for places where I think a cluster might form that will be small enough for me to participate. I need affordable office rent because I'm a lousy industrialist who won't be able to compete in any cluster particularly close to Jita/Amarr.
Kun'ii Zenya
Hogyoku
Goonswarm Federation
#558 - 2014-05-01 06:56:01 UTC  |  Edited by: Kun'ii Zenya
Lena Lazair wrote:
Juin Tsukaya wrote:
if this is the case. wont that kill some of the desire to go out to some of the farther hi sec systems? I go out there cause of the room on the lines for copy, manufacture and the like. with the way it sounds. it would be better to flood a place like nonni instead of spreading out.


As far as I can tell, yes, this is exactly what will happen. The backwater corners of EVE that had vertical/small/solo industrial corps are about to get even quieter than they were, because those corps are going to have to move. The new system promotes clusters and I've already started searching for places where I think a cluster might form that will be small enough for me to participate. I need affordable office rent because I'm a lousy industrialist who won't be able to compete in any cluster particularly close to Jita/Amarr.



If Nonni becomes the place to build it will also likely have the largest multiplier in regards to fraction of global job hours.

Also, Nonni does not have that many research stations, its pretty good, but Nonni is better for manufacturing.

For example, if Nonni becomes that popular, then it will likely have a multiplier of 15% for manufacturing (assuming 15% is the upper bound on this). Then accounting for the system facilities bonus you are looking at about a 7.5% multiplier for manfacturing. Using the abaddon example, that means you'll pay 15 million isk or so to build that BS.

Using a POS in a dead system I might end up paying 1% or around 200,000 isk/BS. Granted I'd have fuel costs, but in the end I might come out ahead.

So no, it is not immediately clear everyone will simply flock to Nonni and produce there. In fact assuming no upper bound on the fraction of global job hours, if that were to happen--i.e. everyone started building in Nonni, why then the multiplier for fraction of total job hours would be 1. That is, your abaddon would cost you 310 million to manufacture.

200 million for the minerals and such, and since everyone is using Nonni and having a multiplier of 1 for fraction of global job hours and the tax and the system facilities multiplier (about 0.5), You'd multiply 200 by 0.55 for the cost of the manufacturing job or about 110 million.
gascanu
Bearing Srl.
#559 - 2014-05-01 07:51:57 UTC
i'm not an industrialist. i' build small amounts of stuff from time to time mostly ships and mods, but man, atl those new changes and extra calculations had sent my head spinning. like really i found this confusing: this is becoming a game into itself now, where you need to check the time of the year, the phase of the moon, the outside temperature, the lvl of the sea, and IF all that multiplied with 3 and divided by 9 give a round number, then yes, you can build in the system...

i understand, that some ppl like this, but really...

also, every single change that was posted will come with a price increase; every single one; add to this the nerfing to reprocessing and the isotopes price increase(jump drive nerf) and we are looking at an increase in prices all over the market.
not to mention that remembering CCP "united inventory" fiasco, i think we will a nasty concoction in the making here
Lena Lazair
Ministry of War
Amarr Empire
#560 - 2014-05-01 07:52:52 UTC
Kun'ii Zenya wrote:
So no, it is not immediately clear everyone will simply flock to Nonni and produce there. In fact assuming no upper bound on the fraction of global job hours, if that were to happen--i.e. everyone started building in Nonni, why then the multiplier for fraction of total job hours would be 1. That is, your abaddon would cost you 310 million to manufacture.


I didn't say Nonni; I said a small cluster/hub. A small cluster/hub is certainly going to be more busy and central than the back-water system I currently use with my POS. I already get random wardecs in the middle of nowhere as it is; I can't imagine it staying off the radar post-summer with labs making it an obvious target. And at that point I either forgo my own research or find a location with research facilities (which, I believe, there are ~300 of in hisec). And at THAT point, why wouldn't I just move everything there?

We know that the vast majority of POS's in hisec are for research, and the vast majority of those people are not going to put expensive BPOs in them post-launch. I certainly won't. That means finding station research facilities at a place I think is far enough out of the way that it won't be super busy, where office rent will stay reasonable, and where lower mfg usage will not drive prices up too high. But I know I won't be the only small scale industrialist looking for a place like that to replace my back-water research POS/mfg station setup.

Other industrialists will be congregating around the hisec research systems too, and how big your operation is will determine how close to a trade hub you can pick for your new home. But no matter which one I pick, I can guarantee it will be busier than the truly out-of-the-way system I use now. Those systems with nothing but a single mfg station and a solo/small industry corp running a POS for research will empty out completely.

Sure, the compression array looks promising, but even then, same story... I will have already moved my operations to a cluster/hub. There is no standing for anchoring a POS now, plus no security restriction, so a ton of new hisec systems just opened up. IF the compression array is worthwhile, I'm just going to anchor a new POS somewhere near my new-found research cluster to take advantage of it.