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Blueprint data adjustments thread

First post First post
Author
Gilbaron
The Scope
Gallente Federation
#241 - 2014-06-02 15:02:31 UTC
what do you think is more important ?

Users that constantly have to deal with annyoing numbers every time they build a cap ?

or

CCP Developers that have to deal with annoying numbers once every few years ?

:P

As long as the max run number stays BIG enough everything is alright. Things get annyoing once they are too small.
RAW23
#242 - 2014-06-02 15:07:10 UTC
CCP Greyscale wrote:
Gilbaron wrote:
Quote:
Currently all the run numbers are based on 24 hours' production for T2 or 48 hours' production for T1. How much time seems reasonable to target for cap components?


roundup(MaxAmountNeededForCapProduction) or something like that. anything else would be very annoying. Cap Components are a pre-product and should be treated as such.

Edit: And while you are at it, please make sure that you can put the materials needed under the worst circumstances for any kind of max run BPC in the relevant assembly arrays.


I'm reluctant to base numbers on something so fungible without a really solid justification. If we change cap build costs in future (or add new ones), I'd prefer not to have to mess with component blueprint stats too.


Currently, with the 5 run copies, it is necessary to queue over 1300 separate BPC jobs for the components for a Titan build. That's an hour of pure queuing twice a day (using 10 characters or 100 slots) for a week or getting on for 15 hours of mindless repetitive clicking. 10 run BPCs will halve that but it will still leave a serious amount of incredibly boring 'gameplay'. However, if the target is 48 hour runs then that should be 20 run BPCs rather than 10 runs I believe, and that should reduce the tedium to a manageable level.

There are two types of EVE player:

those who believe there are two types of EVE player and those who do not.

CCP Greyscale
C C P
C C P Alliance
#243 - 2014-06-02 15:10:14 UTC
Jehan Athonille wrote:
Bump for answer on this. Hoping for answer from CCP Greyscale

Jehan Athonille wrote:
Feedback to Greyscale's blueprints_public_draft_3.csv

CCP Greyscale wrote:

My intuition is that an increase of 20-40% in build times is healthy, but above 50% is probably risky. I'm very open to discussion on these numbers though :)


I have compiled a list of how much production time is changing on T2 cruiser sized ships with the draft 3 rank 800. Most of the blueprints build time was increased far more than 50%. +100%, +200% and even +300%.

Google docs: Build Time Changes Cruiser Sized T2 Ships

I would argue that rank 400 would be a better choice. With rank 400 there are still some blueprints with +100% build times, but most of the blueprints have increased build times within 0 to 50%

I have started looking at the frigate sized T2 ships. They have the same trend with +200% and +300% of the original build times. Let me know if you want a similar file with the frigate sized ships.



I was going to answer but then mynnna said basically what I was going to say: the numbers we're trying to normalize around are end-to-end, not just the build time. If this exacerbates an existing trend towards undersupply of these ships, we would generally hope that the market will correct this rather than trying to manually manage them.

(I would be unsurprised to see that this is a particular issue with ships currently dominated by BPO builds, as the supply can't rationally expand until the price is driven high enough that inventers can finally make a profit on them.)

Gilbaron wrote:
what do you think is more important ?

Users that constantly have to deal with annyoing numbers every time they build a cap ?

or

CCP Developers that have to deal with annoying numbers once every few years ?

:P

As long as the max run number stays BIG enough everything is alright. Things get annyoing once they are too small.


It's less about us and more about the disruption to players :) What I'm angling for is a more detailed analysis of "too big" vs "too small". Your rubric of "largest current build job", for example, ends up putting most components at 556 max runs for a typical cap component due to Titan build costs, which is ~100 days of (base) build time, and we're unlikely to do that :)
CCP Greyscale
C C P
C C P Alliance
#244 - 2014-06-02 15:12:33 UTC
RAW23 wrote:
CCP Greyscale wrote:
Gilbaron wrote:
Quote:
Currently all the run numbers are based on 24 hours' production for T2 or 48 hours' production for T1. How much time seems reasonable to target for cap components?


roundup(MaxAmountNeededForCapProduction) or something like that. anything else would be very annoying. Cap Components are a pre-product and should be treated as such.

Edit: And while you are at it, please make sure that you can put the materials needed under the worst circumstances for any kind of max run BPC in the relevant assembly arrays.


I'm reluctant to base numbers on something so fungible without a really solid justification. If we change cap build costs in future (or add new ones), I'd prefer not to have to mess with component blueprint stats too.


Currently, with the 5 run copies, it is necessary to queue over 1300 separate BPC jobs for the components for a Titan build. That's an hour of pure queuing twice a day (using 10 characters or 100 slots) for a week or getting on for 15 hours of mindless repetitive clicking. 10 run BPCs will halve that but it will still leave a serious amount of incredibly boring 'gameplay'. However, if the target is 48 hour runs then that should be 20 run BPCs rather than 10 runs I believe, and that should reduce the tedium to a manageable level.


Currently I have all the cap components at 10, as I'm rounding to multiples of 10 and with base numbers it doesn't qualify for a 20. I could kick cap components up to say a week's build time base, given the volumes involved.
Gilbaron
The Scope
Gallente Federation
#245 - 2014-06-02 15:14:34 UTC
i was talking about capitals, not supercapitals. i could give you a "good" definite number for each component, but i'm sitting in class right now and listening to a talk about life expectancy in east and west germany :D
RAW23
#246 - 2014-06-02 15:16:03 UTC
CCP Greyscale wrote:
RAW23 wrote:
CCP Greyscale wrote:
Gilbaron wrote:
Quote:
Currently all the run numbers are based on 24 hours' production for T2 or 48 hours' production for T1. How much time seems reasonable to target for cap components?


roundup(MaxAmountNeededForCapProduction) or something like that. anything else would be very annoying. Cap Components are a pre-product and should be treated as such.

Edit: And while you are at it, please make sure that you can put the materials needed under the worst circumstances for any kind of max run BPC in the relevant assembly arrays.


I'm reluctant to base numbers on something so fungible without a really solid justification. If we change cap build costs in future (or add new ones), I'd prefer not to have to mess with component blueprint stats too.


Currently, with the 5 run copies, it is necessary to queue over 1300 separate BPC jobs for the components for a Titan build. That's an hour of pure queuing twice a day (using 10 characters or 100 slots) for a week or getting on for 15 hours of mindless repetitive clicking. 10 run BPCs will halve that but it will still leave a serious amount of incredibly boring 'gameplay'. However, if the target is 48 hour runs then that should be 20 run BPCs rather than 10 runs I believe, and that should reduce the tedium to a manageable level.


Currently I have all the cap components at 10, as I'm rounding to multiples of 10 and with base numbers it doesn't qualify for a 20. I could kick cap components up to say a week's build time base, given the volumes involved.


That would make life a lot more manageable for super-cap producers.

There are two types of EVE player:

those who believe there are two types of EVE player and those who do not.

CCP Greyscale
C C P
C C P Alliance
#247 - 2014-06-02 15:18:35 UTC
Gilbaron wrote:
i was talking about capitals, not supercapitals. i could give you a "good" definite number for each component, but i'm sitting in class right now and listening to a talk about life expectancy in east and west germany :D


And then we're getting into super-abstruse land :)

I've kicked *all* components (counting cap T1/T2, normal T2, T3, and RAMs) up to a week base build time because that seems like a pretty clean change, and the point about them intermediate components is a good one. T1 cap components are thus all sitting at 40 max runs right now.
Gilbaron
The Scope
Gallente Federation
#248 - 2014-06-02 15:31:56 UTC
alright, gotta trust you on this :)

40 seems okay-ish, a quick check (the talk is really boring) tells me there are a bunch of things that need slightly more than 40 or slightly more than 60 runs, but should get to a level of <40 and <60 with BP research and should be well manageable with some ME/PE research (At least for Dreads and Carriers)

Freighters are a different thing though. (and i totally forgot about T2 Cap components)

I also completely ignored any kind of play session optimisation (my pet peeve) because i really don't have access to the data i would need for that
CCP Greyscale
C C P
C C P Alliance
#249 - 2014-06-02 16:22:47 UTC
I'm gonna leave it there for now at least and see where it gets to. Play session optimization probably shoooould balance out, but I'm not 100% sure, and it does vary to some degree on skills etc. At least with a ~7-day window it should be reasonably unlossy if it doesn't quite line up.

(What *is* the life expectancy difference between East and West Germany?)
Theng Hofses
State War Academy
Caldari State
#250 - 2014-06-02 16:34:52 UTC
CCP Greyscale wrote:
Gilbaron wrote:
i was talking about capitals, not supercapitals. i could give you a "good" definite number for each component, but i'm sitting in class right now and listening to a talk about life expectancy in east and west germany :D


And then we're getting into super-abstruse land :)

I've kicked *all* components (counting cap T1/T2, normal T2, T3, and RAMs) up to a week base build time because that seems like a pretty clean change, and the point about them intermediate components is a good one. T1 cap components are thus all sitting at 40 max runs right now.


Thank you for listening. Forty is not ideal, but workable.
CCP Greyscale
C C P
C C P Alliance
#251 - 2014-06-02 16:38:15 UTC
Does anyone have a sense for the impact of the new mining crystal numbers, by the way?
Kazanir
GoonWaffe
Goonswarm Federation
#252 - 2014-06-02 17:05:16 UTC
CCP Greyscale wrote:

Given our relative unhappiness with the state of jump logistics, I'm pretty much on the fence on this issue right now :/


Can you explain more specifically what you're unhappy with about the state of jump logistics? Because it seems to be that CCP is sort of taking these sideways shots at nerfing JFs without either:

1. Being clear about what you don't like right now or
2. Establishing what you want to accomplish via a nerf

It seems like the logical pathway is "we are kind of unhappy with jump logistics right now" >>> "therefore, incidental nerfs are pretty much fine by us"

You can see where that isn't very compelling logic...

I ran Goonswarm's jump freighter service for 3 years. We're talking about literal billions of cubic meters moved. Your database guys can pull the contract stats -- one month of war we did around 400 million m3 last summer. I know of where I speak when I tell you that JF logistics exist out of necessity. What I am saying is that while JFs are powerful right now, their power is an effect and not a cause.

The reasons that JFs are powerful are twofold:

1. JFs are powerful because people want to live in nullsec and yet cannot produce the raw materials or finished good necessary to do so without constant importation from highsec. That drives incredible demand for transportation services -- despite the fact that providing these services is one of the most boring gameplay elements of EVE.

2. Because of the existence of jump drives in general and specifically the dominance of supercapitals in sov warfare, players are able to maintain vast, 15-region empires. Goonswarm's CFC is one of these and the PL and N3 renting empires are more examples. These coalitions have existed since well before Dominion but Dominion's mechanics have solidified them as the optimal way to achieve victory in nullsec. Because of the existence of these empires, JFs are in high demand to move goods all over the region -- but the demand for this is created by the existence of the empires in the first place, not the other way around. Again, effect, not cause.

The way to fix jump logistics is to fix #1 and #2. I'm aware that Kronos is making great strides in half of #1 by enabling much better local production in nullsec. That still doesn't solve the "raw materials" issue for T1 low-end minerals in particular, but it is a decent start. #2 obviously requires larger revamps to supercapitals, capitals, and/or jump drives in general which I won't comment on extensively.

Moving on, what this means is that even if you nerf JFs, it won't change the fundamental need for them. In economics terms, the demand for JF services is highly inelastic. No matter what you do the demand will stay pretty much constant. That means:

1. If you make JFs cost more, people will pay more.
2. If you make fuel cost more, people will pay more.
3. If you make JFs harder to operate, people will train the skills and spend the additional time.
4. If you make JFs riskier to operate, people will compensate as best they can or absorb the risk into the overall cost.

Market behavior gets weird when demand is inelastic.

If, in light of all of the above, you still want to nerf jump logistics, my recommendation is to increase the cost per m3 moved without touching either the up-front costs of JF logistics (such as cost of JF hulls or build time or training time for skills) or the time spent per unit moved. Obviously increasing the cost per m3 moved is primarily done through fuel costs. I think increasing the up-front costs is bad because it clearly favors the established logistics magnates and prevents easier entry into the market. Not newbee-friendly at all. Also, speaking from long experience, running jump freighters is really boring. The less time your player base spends doing un-fun ****, the better. This is why the proposed nerf to align time was so unpalatable. Cost is one thing -- time spent on boring things is something else.
Arronicus
State War Academy
Caldari State
#253 - 2014-06-02 17:10:18 UTC
CCP Greyscale wrote:
Gilbaron wrote:
i was talking about capitals, not supercapitals. i could give you a "good" definite number for each component, but i'm sitting in class right now and listening to a talk about life expectancy in east and west germany :D


And then we're getting into super-abstruse land :)

I've kicked *all* components (counting cap T1/T2, normal T2, T3, and RAMs) up to a week base build time because that seems like a pretty clean change, and the point about them intermediate components is a good one. T1 cap components are thus all sitting at 40 max runs right now.


Thankyou. Haven't been following this thread too well, but this has been a pain in the past (the short max build time on cap components) resulting in stupid amounts of mindless clicking when building multiple capital ships. Any word on if we'll actually be able to fit all the mats for 40 of each of the largest type of component in their respective arrays?
CCP Greyscale
C C P
C C P Alliance
#254 - 2014-06-02 17:14:14 UTC
Kazanir wrote:
CCP Greyscale wrote:

Given our relative unhappiness with the state of jump logistics, I'm pretty much on the fence on this issue right now :/


Can you explain more specifically what you're unhappy with about the state of jump logistics? Because it seems to be that CCP is sort of taking these sideways shots at nerfing JFs without either:

1. Being clear about what you don't like right now or
2. Establishing what you want to accomplish via a nerf

It seems like the logical pathway is "we are kind of unhappy with jump logistics right now" >>> "therefore, incidental nerfs are pretty much fine by us"

You can see where that isn't very compelling logic...

I ran Goonswarm's jump freighter service for 3 years. We're talking about literal billions of cubic meters moved. Your database guys can pull the contract stats -- one month of war we did around 400 million m3 last summer. I know of where I speak when I tell you that JF logistics exist out of necessity. What I am saying is that while JFs are powerful right now, their power is an effect and not a cause.

The reasons that JFs are powerful are twofold:

1. JFs are powerful because people want to live in nullsec and yet cannot produce the raw materials or finished good necessary to do so without constant importation from highsec. That drives incredible demand for transportation services -- despite the fact that providing these services is one of the most boring gameplay elements of EVE.

2. Because of the existence of jump drives in general and specifically the dominance of supercapitals in sov warfare, players are able to maintain vast, 15-region empires. Goonswarm's CFC is one of these and the PL and N3 renting empires are more examples. These coalitions have existed since well before Dominion but Dominion's mechanics have solidified them as the optimal way to achieve victory in nullsec. Because of the existence of these empires, JFs are in high demand to move goods all over the region -- but the demand for this is created by the existence of the empires in the first place, not the other way around. Again, effect, not cause.

The way to fix jump logistics is to fix #1 and #2. I'm aware that Kronos is making great strides in half of #1 by enabling much better local production in nullsec. That still doesn't solve the "raw materials" issue for T1 low-end minerals in particular, but it is a decent start. #2 obviously requires larger revamps to supercapitals, capitals, and/or jump drives in general which I won't comment on extensively.

Moving on, what this means is that even if you nerf JFs, it won't change the fundamental need for them. In economics terms, the demand for JF services is highly inelastic. No matter what you do the demand will stay pretty much constant. That means:

1. If you make JFs cost more, people will pay more.
2. If you make fuel cost more, people will pay more.
3. If you make JFs harder to operate, people will train the skills and spend the additional time.
4. If you make JFs riskier to operate, people will compensate as best they can or absorb the risk into the overall cost.

Market behavior gets weird when demand is inelastic.

If, in light of all of the above, you still want to nerf jump logistics, my recommendation is to increase the cost per m3 moved without touching either the up-front costs of JF logistics (such as cost of JF hulls or build time or training time for skills) or the time spent per unit moved. Obviously increasing the cost per m3 moved is primarily done through fuel costs. I think increasing the up-front costs is bad because it clearly favors the established logistics magnates and prevents easier entry into the market. Not newbee-friendly at all. Also, speaking from long experience, running jump freighters is really boring. The less time your player base spends doing un-fun ****, the better. This is why the proposed nerf to align time was so unpalatable. Cost is one thing -- time spent on boring things is something else.


This is a good argument. Generally we are just unhappy with the state of power projection, the ease of logistics, and the way those things feed into the size of coalitions. JFs themselves are probably a comparatively smaller contributor to this than other caps.

I'm going to wind down JFs to much closer to their current numbers, to avoid creating a lot of additional pain while we look at longer-term adjustments. Thanks for the feedback :)
Seith Kali
Caldari Provisions
Caldari State
#255 - 2014-06-02 17:25:30 UTC  |  Edited by: Seith Kali
CCP Greyscale wrote:

This is a good argument. Generally we are just unhappy with the state of power projection, the ease of logistics, and the way those things feed into the size of coalitions. JFs themselves are probably a comparatively smaller contributor to this than other caps.

I'm going to wind down JFs to much closer to their current numbers, to avoid creating a lot of additional pain while we look at longer-term adjustments. Thanks for the feedback :)


I'm really glad to see you say this. Right now, I'd argue JF are massively underpowered, given the size of coalitions and their logistic needs. We probably do 50 JF loads a day into deklein as a guesstimate (I don't have access to the numbers). We wouldn't be any bigger if we only had to do 10. We wouldn't be any smaller if it was 100. We would just lose a lot more JF operators to burnout.

Addressing the reasons we have gotten so large needs to come first, once coalitions no longer need to be massive, they should shrink. When a handful of jump freighters can service a null entity, then and only then, can you call them overpowered.

Apprentice Goonswarm Economic Warfare Consultant - Drowning in entitlement and privilege. 

blackpatch
Eighty Joule Brewery
Goonswarm Federation
#256 - 2014-06-02 18:16:55 UTC
Kazanir wrote:

I ran Goonswarm's jump freighter service for 3 years.


More like you ran it for one year, burnt out in a manner normally reserved for Type II supernovas, and subcontracted it to a handful of dimwitted peons thereafter
Kazanir
GoonWaffe
Goonswarm Federation
#257 - 2014-06-02 18:22:59 UTC
CCP Greyscale wrote:


This is a good argument. Generally we are just unhappy with the state of power projection, the ease of logistics, and the way those things feed into the size of coalitions. JFs themselves are probably a comparatively smaller contributor to this than other caps.

I'm going to wind down JFs to much closer to their current numbers, to avoid creating a lot of additional pain while we look at longer-term adjustments. Thanks for the feedback :)


Thanks Greyscale. I think in general we completely agree about the "state of EVE" but JFs are not your problem child. (At least not yet.)

blackpatch wrote:
Kazanir wrote:

I ran Goonswarm's jump freighter service for 3 years.


More like you ran it for one year, burnt out in a manner normally reserved for Type II supernovas, and subcontracted it to a handful of dimwitted peons thereafter


Hey buddy, I was jumping freighters back when all you knew how to do was lose Dominixes, back off!
Innominate
KarmaFleet
Goonswarm Federation
#258 - 2014-06-02 18:46:18 UTC  |  Edited by: Innominate
CCP Greyscale wrote:

This is a good argument. Generally we are just unhappy with the state of power projection, the ease of logistics, and the way those things feed into the size of coalitions.


You've got your cause and effect backwards.

The coalitions are the natural result of dominion sovereignty and the nullsec income model. Power projection and logistics don't create them, they are just a necessary feature of the coalitions. Neither are easy either, both require countless man hours doing painfully boring work. As long as the mechanics demanding the coalitions exist, the demands of power projection and logistics will also exist.

Making them harder doesn't stop people from doing them, it just reduces the number of groups able to compete. Years of increasing difficulty(both due to game mechanics, and to players getting better at their jobs) have reduced the number of groups who can operate at the top level to two. Further difficulty will eventually result in one of these groups cracking and the predicted blue doughnut will become a reality.

As long as number of systems owned translates directly into income, large sprawling coalitions must exist. The only effect difficulty has on things is how many disparate groups are able to exist.

The answer to the coalitions is to eliminate their necessity by fixing the sovereignty and income mechanics that demand their existence. They are already an enormous amount of work to maintain, all that is needed to break them up is to change the mechanics that require them to exist.
MailDeadDrop
Archon Industries
#259 - 2014-06-02 18:57:01 UTC
Would it be helpful to buff DSTs and BRs simultaneous to nerfing JFs when the time comes? Is it the jump capability of JFs that is the kernel of the problem?

MDD
Sugar Kyle
Middle Ground
#260 - 2014-06-02 18:57:05 UTC
Little groups in low sec also heavily rely on Jump freighters to get our hulls to our homes.

Member of CSM9 and CSM10.