These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE Information Portal

 
  • Topic is locked indefinitely.
123Next pageLast page
 

Dev blog: Invention updates in Phoebe

First post First post
Author
CCP Phantom
C C P
C C P Alliance
#1 - 2014-10-30 14:16:12 UTC  |  Edited by: CCP Phantom
With Phoebe (coming in a few days on November 4th) we will see brilliant change coming to the Invention system, for example:

  • Merging Tech-3 Reverse Engineering into the Invention system and selection of the subsystem you want to invent
  • Multiple invention runs per installed invention job
  • Removal of Interfaces
  • Generic decryptors instead of race specific decryptors
  • Update of build material requirements for Tech 3 component production

Discover what other exciting changes we will get and read CCP Ytterbium's latest blog Invention updates in Phoebe!

CCP Phantom - Senior Community Developer

Querns
Science and Trade Institute
Caldari State
#2 - 2014-10-30 14:25:47 UTC
The six week release cycle working as intended again! Glad to see you were willing to punt on some of this stuff rather than try to cobble it into the release in a less-than-polished manner. Looking forward to the results of the teams retooling.

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

EvilweaselFinance
GoonCorp
Goonswarm Federation
#3 - 2014-10-30 14:41:49 UTC
You've badly screwed up how to compensate for directed subsystem invention.

Before, you had to run 4 jobs to get the 1 you wanted: so for each subsystem you consumed (on average) four times one invention job. Now, you'll do one invention job, but the manufacturing will cost a lot more. Your goal, presumably, is to keep the end price of the subsystem constant. However, you've badly screwed up the balance of the components.

Post-patch, you will use 1/4th as many relics, decryptors, and datacores as you did pre-patch. Their price will fall through the floor. However, material use will go way up, bottlenecking melted nanoribbons even more. What you're basically doing is murdering the value of sleeper sites and transferring it to sleeper salvage. That sounds like a side effect that was not well considered.

The correct fix would be to require 4x the relics you required before for a single job, which will maintain the balance of value between reverse engineering materials and construction materials.
CCP Ytterbium
C C P
C C P Alliance
#4 - 2014-10-30 14:44:58 UTC
EvilweaselFinance wrote:
You've badly screwed up how to compensate for directed subsystem invention.

Before, you had to run 4 jobs to get the 1 you wanted: so for each subsystem you consumed (on average) four times one invention job. Now, you'll do one invention job, but the manufacturing will cost a lot more. Your goal, presumably, is to keep the end price of the subsystem constant. However, you've badly screwed up the balance of the components.

Post-patch, you will use 1/4th as many relics, decryptors, and datacores as you did pre-patch. Their price will fall through the floor. However, material use will go way up, bottlenecking melted nanoribbons even more. What you're basically doing is murdering the value of sleeper sites and transferring it to sleeper salvage. That sounds like a side effect that was not well considered.

The correct fix would be to require 4x the relics you required before for a single job, which will maintain the balance of value between reverse engineering materials and construction materials.


We have also stated in the blog this has been done to stimulate Tech III component market as a whole. So far Nanoribbons and few others where the most demanded components, we've changed things around to make the other components more needed as well.
Magic Crisp
Amarrian Micro Devices
#5 - 2014-10-30 14:47:30 UTC
So you say:
Quote:

To compensate for this change, all those skills will now give a 1% Time Efficiency bonus for the Tech II manufacturing job they are required for, which is still going to give an incentive for players to train those up, or give an edge for players that already trained them.
...
So after the change, the Arazu manufacturer would gain a 15% TE bonus if he / she had Advanced Medium Ship Construction, Gallente Starship Engineering and Electronic Engineering skills at 5.


That doesn't make sense, sorry. If it was to give 1% bonuses, then on lvl5 3 skills would give a total of 0.95^3=.857375 time factor, that is a 14.2% reduction.

If it was not percentages but percentage points then it would be 15%.

Could you please elaborate on this? :)
Lil' Brudder Too
Pistols for Pandas
#6 - 2014-10-30 14:51:31 UTC
How many times do we have to tell you....we did NOT train all these skills to level 5 for a mere 1% Build Time bonus. Trust us when we say, if we had an option to train other skills, or a single skill for 20+ days to get a mere 1% bonus....we would leave it at level 4.

Also, you do realize there SHOULD be atleast a small barrier to entry into building T2 items. Unless you want to delete all lvl 5 skills needed to use the same T2 ships/modules? Because that follows the same logic. Or please explain how i'm wrong.

Lastly (i'm just highly disappointed in the whole of that blog), why the smug attitude about how 'great for the game' your idea of multiple outcomes was...even after nearly the entire thread of responses from ppl who actually play the game told you it was bad on every level?
EvilweaselFinance
GoonCorp
Goonswarm Federation
#7 - 2014-10-30 14:56:23 UTC
CCP Ytterbium wrote:

We have also stated in the blog this has been done to stimulate Tech III component market as a whole. So far Nanoribbons and few others where the most demanded components, we've changed things around to make the other components more needed as well.

Whoops, missed that part. However, unless you did your math very carefully, that won't work (at least for salvage, might work for gasses). Sleeper salvage is a naturally bottlenecked system: the salvage is produced in one fixed ratio, and consumed in another. You can't seek out specific salvage (you get whatever your salvagers give you), and you can't shift what you build to avoid specific salvage (or if you do, someone else must build with it because at the end of the day you need a full set of subsystems and a hull).

In these sorts of systems, one item is used up completely and there is an excess of the others. The one used up item will gain all of the value attributable to the whole bottlenecked system, while the others become worthless. To the extent you boost their use, it doesn't matter, unless you get it to exactly the use of nanoribbons (in which case they'll both share the value) or boost it above nanoribbons (in which case they become bottlenecked and the nanoribbons become worthless).

I guess I'll poke around at the math some to see what the end results will be since I don't know what goes into particular T3 components off the top of my head, but if your goal is to boost the price of non-nanoribbon salvage (instead of the gasses) it won't work.

And you're still going to have the problem of relics becoming stupendously worthless.
Querns
Science and Trade Institute
Caldari State
#8 - 2014-10-30 15:02:40 UTC
Lil' Brudder Too wrote:
How many times do we have to tell you....we did NOT train all these skills to level 5 for a mere 1% Build Time bonus. Trust us when we say, if we had an option to train other skills, or a single skill for 20+ days to get a mere 1% bonus....we would leave it at level 4.

Also, you do realize there SHOULD be atleast a small barrier to entry into building T2 items. Unless you want to delete all lvl 5 skills needed to use the same T2 ships/modules? Because that follows the same logic. Or please explain how i'm wrong.

Lastly (i'm just highly disappointed in the whole of that blog), why the smug attitude about how 'great for the game' your idea of multiple outcomes was...even after nearly the entire thread of responses from ppl who actually play the game told you it was bad on every level?

Considering the only use for those skills prior to Phoebe was to enable you to build certain blueprints at all, I'm failing to see why adding a time bonus to the skill at all is a bad thing.

Hell — I know someone who trained Battleship Construction 5, despite the fact that it was useless. He's now moderately enthused about his useless skill training actually doing something.

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

Calorn Marthor
Standard Fuel Company
#9 - 2014-10-30 15:08:48 UTC
Quote:
Regarding invention teams, we are currently investigating the purpose and state of teams in the game as a whole.



I really like teams and the idea of "bending" the dynamic industrial spacescape a bit to fit your purposes.
Only the possibility to snipe the auction pretty much defeats its purpose.
Chribba
Otherworld Enterprises
Otherworld Empire
#10 - 2014-10-30 15:11:43 UTC
Less clickeh, we like!

★★★ Secure 3rd party service ★★★

Visit my in-game channel 'Holy Veldspar'

Twitter @ChribbaVeldspar

EvilweaselFinance
GoonCorp
Goonswarm Federation
#11 - 2014-10-30 15:12:27 UTC
Calorn Marthor wrote:
Quote:
Regarding invention teams, we are currently investigating the purpose and state of teams in the game as a whole.



I really like teams and the idea of "bending" the dynamic industrial spacescape a bit to fit your purposes.
Only the possibility to snipe the auction pretty much defeats its purpose.

Yeah, I have the money for a team, I have a setup that would do well with a team, and I want a team. But I sure as hell am not setting an alarm for when the team I need is about to finish auction so I can actually get it. If I could set an ebay-like bid and forget about it, I'd be using them constantly.
Lyta Jhonson
Science and Trade Institute
Caldari State
#12 - 2014-10-30 15:14:22 UTC
It's becoming a trend to drop most innovative changes: overheat rigs some time ago, manufacturing discounts for bulk production and now variable invention outcomes... While they don't look like big thing at a glance, they introduce new and interesting mechanics while most of other changes don't affect bigger picture.

And argument of player wish to accurately predict things just not make sense: if players were given right to choose, they'd like a "give me isk" and "blow-up enemy" buttons but a game developer should know that it's no fun to play a game where everything is that easy. And industry in EVE is already in a such state that the question "what to manufacture to get biggest profit?" could be automatically answered with all the data available.
H3llHound
Center for Advanced Studies
Gallente Federation
#13 - 2014-10-30 15:18:32 UTC  |  Edited by: H3llHound
In which category does the Venture/Prospect fall? Frigate or Mining Barge

also :grrCCP: for making me change my excel sheets every 6 weeks Big smile
Psyrelle
Perimeter Provisions
#14 - 2014-10-30 15:19:08 UTC
Few things I want to get out.

Why the heck are you including force projection in a invention blog. inventers don't give **** about it.
And no as an inventer i would not rather have forced projection fixed than the awesome thing called multi-invention outcome. any realy inveter or industrialist don't use the ingame system for calculation anyway. multi invention would have made my day for this mini expansion/patch.

Also your changes to invention chances. awesome we don't have to use meta items but don't you bullshit us that the invention chances is roughly the same.
Now due to lack of meta items which can be gotten really cheap I go from 71,4% chance of success to 45,05%
And on ammo which i also made a lot of I go from 46,0% to 45,05% Now the ammo is not that bad tbh but when the market is already pretty unstable due to the reprocessing changes its hard to make real iskies.

0,95% less isk means I can barely have above 5isk per unit profit
with the meta lvl decrease I basicly have no profit anymore.

So I urge you to try make it work cause with these changes industry is no longer worth it.
Abrazzar
Vardaugas Family
#15 - 2014-10-30 15:20:04 UTC
Variable invention outcomes as described was a nuisance and I am glad they're not shipping it with Phoebe.

They also didn't say it was dropped, but needed more work, which they decided to spend on power projection instead, so we may see a more elegant version of it at a later date.
H3llHound
Center for Advanced Studies
Gallente Federation
#16 - 2014-10-30 15:21:43 UTC
Psyrelle wrote:
Few things I want to get out.

Why the heck are you including force projection in a invention blog. inventers don't give **** about it.
And no as an inventer i would not rather have forced projection fixed than the awesome thing called multi-invention outcome. any realy inveter or industrialist don't use the ingame system for calculation anyway. multi invention would have made my day for this mini expansion/patch.

Also your changes to invention chances. awesome we don't have to use meta items but don't you bullshit us that the invention chances is roughly the same.
Now due to lack of meta items which can be gotten really cheap I go from 71,4% chance of success to 45,05%
And on ammo which i also made a lot of I go from 46,0% to 45,05% Now the ammo is not that bad tbh but when the market is already pretty unstable due to the reprocessing changes its hard to make real iskies.

0,95% less isk means I can barely have above 5isk per unit profit
with the meta lvl decrease I basicly have no profit anymore.

So I urge you to try make it work cause with these changes industry is no longer worth it.



Where do you see force projection comments? Shocked
Lil' Brudder Too
Pistols for Pandas
#17 - 2014-10-30 15:27:46 UTC
H3llHound wrote:
Psyrelle wrote:


Why the heck are you including force projection in a invention blog. inventers don't give **** about it.



Where do you see force projection comments? Shocked

I like how CCP is constantly stating how they have all their teams compartmentalized so that delaying one thing doesn't mean they can work on something else....then they come out with this...saying their invention team has decided to go and work on Null/Low force projection instead of the 'feature' that most of the feedback was negative for?
Psyrelle
Perimeter Provisions
#18 - 2014-10-30 15:27:58 UTC
H3llHound wrote:
Psyrelle wrote:
Few things I want to get out.

Why the heck are you including force projection in a invention blog. inventers don't give **** about it.
And no as an inventer i would not rather have forced projection fixed than the awesome thing called multi-invention outcome. any realy inveter or industrialist don't use the ingame system for calculation anyway. multi invention would have made my day for this mini expansion/patch.

Also your changes to invention chances. awesome we don't have to use meta items but don't you bullshit us that the invention chances is roughly the same.
Now due to lack of meta items which can be gotten really cheap I go from 71,4% chance of success to 45,05%
And on ammo which i also made a lot of I go from 46,0% to 45,05% Now the ammo is not that bad tbh but when the market is already pretty unstable due to the reprocessing changes its hard to make real iskies.

0,95% less isk means I can barely have above 5isk per unit profit
with the meta lvl decrease I basicly have no profit anymore.

So I urge you to try make it work cause with these changes industry is no longer worth it.



Where do you see force projection comments? Shocked


So we instead decided to spend our time working on force projection changes, which we’re sure you can agree was a much more pressing problem to address for this particular release.
EvilweaselFinance
GoonCorp
Goonswarm Federation
#19 - 2014-10-30 15:31:57 UTC
Lil' Brudder Too wrote:
H3llHound wrote:
Psyrelle wrote:


Why the heck are you including force projection in a invention blog. inventers don't give **** about it.



Where do you see force projection comments? Shocked

I like how CCP is constantly stating how they have all their teams compartmentalized so that delaying one thing doesn't mean they can work on something else....then they come out with this...saying their invention team has decided to go and work on Null/Low force projection instead of the 'feature' that most of the feedback was negative for?

Generally they're saying that when some idiot asks why they updated the model of a ship instead of [desired programming change], when they're pointing out that their artists are not programmers and if they weren't doing ship art they wouldn't be doing programming.
Bill Stork
Arax Solutions
#20 - 2014-10-30 15:43:00 UTC
What's the plan for decryptor market orders?
123Next pageLast page