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New Skill to give (back?) interest in Industry Specialization

Author
Kei Thoras
Fundation For Logistics and Collection Operations
#1 - 2014-12-03 18:43:08 UTC  |  Edited by: Kei Thoras
Before this thread is interpreted as a "QQ Thread", let me clarify one thing:
What I totally agree: with the disappearance of the material waste system, it made sense to remove the "Material Efficiency" skill to maintain the average material cost for any production. However... This has generated a flaw needing correction, in my opinion: The time invested in specific skills is what makes your toon more fitted for a role than another without skills.

While all other specializations have "efficiency based" bonus when training skills that apply to both casual & hardcore gamers, industry specialization has no such skill anymore.

Let's take some very basic example:

A PvP/PvE pilot who likes to fight will have:
- A skill to improve it's efficiency in his favorite weapon (let's say small hybrid turret: +5% damage per skill level)
- An equipment to improve his favorite weapon (in that case, a magnetic field stabilizer II: +10% damage bonus, +10,5% rate of fire)

This simple model makes sense:
- Your efficiency is defined by the combination of being "well trained" and "well geared".
- Your efficiency is the same wether you are a casual or a hardcore gamer, once you have took the time to specialize in the weapon you wanted, and you will always an efficiency advantage over any player who chose not to specialize in it. That's exaclty what value the skill training.

Now going back to the industry case...

What you have is:
- Several skills to improve production over time: useful for the (very) tiny part of industry specialists who have the resources, the demand, and time to fill permanently their whole production queue. Totally useless for players who are industrialists who supply their corp, make a bit of ISK on their side, but haven't production to do on a daily basis.
- An item (the BPO) that can be improved in Material efficiency. Let's say this is the "gear" part.

Time efficiency is no real advantage against those who choose to not specialize in Industrial skills.
Obviously you can produce more in a given time, but that doesn't make you more efficient, more competitive than a player with no skills.

But there's another problem:
If all the efficiency improvement is on items you own, and for some reason you need to move it, and you're ambushed, that means you can potentially lose your only efficiency bonus and your agressor can stole it. Is it really right that all makes you more efficient can be stolen? I mean... sure, it might part of the game to lose BPOs. Sure, you have alternatives by producing BPCs and not moving BPOs. But that's still one more reason to have a skill improving efficiency about the amount of material needed for a production: After all, nobody can steal your "Small Hybrid Turret V" skill when someone pods you, even if you're not careful.

I don't suggest to restore the "Material Efficiency" Skill as it was.
The bonus would be unreasonnably powerful. But maybe having a -2% Material required per skill level, to a max of -10% from Skills would value those who took time to specialize in the Industry field... Even a -1% Material required per skill level would be worth it. Make it very long to train if necessary, but it's just common sense to give industrialists an edge against those who are not.

What do you think about this?
Zan Shiro
Doomheim
#2 - 2014-12-03 22:59:11 UTC
tbh I wished ccp gave the option to SP reimburse on this change. I know where you are coming from as I 5'd this skill for ME tweaking. Stuff coming off the line say 2 hours faster does me little to no good when that 2 hours hits when I am sleeping or at work.

Nevyn Auscent
Broke Sauce
#3 - 2014-12-04 00:09:26 UTC
Any advantage on material required becomes a compulsory skill to train before even entering the market.
CCP have pretty much said they will not give any material discount skills ever again for exactly that reason. As they dislike compulsory trains to V before entering an activity.

Realise a lot of Industry the margins are under 10%. So a 10% material advantage means you can remove all possible profit from someone without the skill trained.
I.E. That 2% you are proposing could be 20% of the profit involved. Not 2% like you are thinking.

So, No, No & Hell No.
Komi Toran
Perkone
Caldari State
#4 - 2014-12-04 00:35:15 UTC
Nevyn Auscent wrote:
Any advantage on material required becomes a compulsory skill to train before even entering the market.

^^^ This ^^^ is why the original ME skill was bad: if you wanted to build anything (with the exception of faction/pirate ships), you needed it trained to V. Otherwise, whatever profit you made wasn't from your industrial skills, but from market trading.
Nevyn Auscent wrote:
CCP have pretty much said they will not give any material discount skills ever again for exactly that reason. As they dislike compulsory trains to V before entering an activity.

But this, unfortunately, is taking it too far.

ME was bad because it wasn't a meaningful choice: every industrialist needed to have it. However, look at all the various science skills for T2. Not every industrialist needs Rocket Science or Plasma Physics. Heck, a lot of industrialist don't need any T2 construction skills at all. Here, the choice of training is meaningful. Unfortunately, you don't get a whole lot of benefit for training these as they stand now. Adding a 1% bonus to ME for each level wouldn't be a bad thing, as it would encourage specialization without closing off the entire profession to people who don't meet the requirements.
Nevyn Auscent
Broke Sauce
#5 - 2014-12-04 00:41:55 UTC
Except it would still be a compulsory to V train before taking part in that section of industry. Any ME skill will have that result because profit margins are far far slimmer than total cost.
Komi Toran
Perkone
Caldari State
#6 - 2014-12-04 00:46:41 UTC
Nevyn Auscent wrote:
Except it would still be a compulsory to V train before taking part in that section of industry. Any ME skill will have that result because profit margins are far far slimmer than total cost.

First: So what? It's compulsory to train Minmatar Cruiser to V to participate in flying Scimitars. Let's get rid of that.
Second: It's also not true. The T2 market has higher margins than T1 and more ways to game the system. I can get a 30% profit margin off of what I make, generated from industry alone (that is, everything is bought and sold at Jita prices). A 4% difference isn't going to shut anyone out who knows what they are doing.
Zan Shiro
Doomheim
#7 - 2014-12-04 03:46:41 UTC
Komi Toran wrote:
First: So what? It's compulsory to train Minmatar Cruiser to V to participate in flying Scimitars. Let's get rid of that.



This was the issue I had with ccp's line of reasoning here. If this the new thing at ccp....why are so many 5's out there for dedicated roles still around?

Astrometrics 5 to run covert portal on blops (among other 5's)
5's for a few areas of using caps
5's for t2 use


Lack of consistency here is what had me go a bit tinfoil and say sell that crap to the tourists....what's the real reason.
Kei Thoras
Fundation For Logistics and Collection Operations
#8 - 2014-12-04 16:07:04 UTC  |  Edited by: Kei Thoras
Nevyn Auscent wrote:
Any advantage on material required becomes a compulsory skill to train before even entering the market.
CCP have pretty much said they will not give any material discount skills ever again for exactly that reason. As they dislike compulsory trains to V before entering an activity.

Realise a lot of Industry the margins are under 10%. So a 10% material advantage means you can remove all possible profit from someone without the skill trained. I.E. That 2% you are proposing could be 20% of the profit involved. Not 2% like you are thinking.

So, No, No & Hell No.


This a completely invalid reason, imo.
As Zan Shiro said. If you want to back a decision with this reason, you have to be consistent.

What about this basic example:
You want to experience Covert Ops gameplay?
Having Electronics Upgrades V is not even compulsory: it's mandatory!
+ the examples of Zan & Komi...
So what? having some gameplay with mandatory skills is okay while having other types of gameplay with compulsory skills is not acceptable? I'm not sure to see the logic here... I could understand a solid reason for no ME skill, but not this one.

At least, having a ME skill as a possible way to give value to your Industrial Spec against those who make the choice of not taking the time of training. Right now, if you take the problem from the industrialist point of view, having a toon specialized in industry has basically no sense. Because everybody can do it with the same efficiency if you give the improved BPOs.

And even players who don't want to waste time in specializing in a ME skill still have interest to produce ships:
- for players who like to save their ISKs (or running low in ISK), mining directly the materials needed and building your own ships is a solution. True, it's a big investment at the start, but if you do a lot of PvP, it's quickly beneficial.
- for players who want to build ships for their corp, if the corp provides the materials, it always better to produce home-made ships for the corp than buying them on the market. Especially if you have very efficient miners in your corp.
- True, you wouldn't be able to compete with Industrial Specialists if you don't have the ME skill. But hey... you can't have your cake and eat it too.

I'm perfectly aware that if would make very difficult (almost impossible in certain cases) for a non-Specialist to compete with specialist with a ME skill. But keep in mind that doing industrial stuff is not only a matter of selling on the market. This is a very narrow vision of the Industry...
Komi Toran
Perkone
Caldari State
#9 - 2014-12-04 16:23:10 UTC
Kei Thoras wrote:
So what? having some gameplay with mandatory skills is okay while having other types of gameplay with compulsory skills is not acceptable?

It's worse, as there are other compulsory skills. Just try bringing a Guardian (or Basilisk... for some reason) to a fleet without Logi V. Try an Armageddon without Battleship V.
Frostys Virpio
State War Academy
Caldari State
#10 - 2014-12-04 16:31:08 UTC
Zan Shiro wrote:
tbh I wished ccp gave the option to SP reimburse on this change. I know where you are coming from as I 5'd this skill for ME tweaking. Stuff coming off the line say 2 hours faster does me little to no good when that 2 hours hits when I am sleeping or at work.



Larger batch enable you to get stuff done days ahead which mean you can start working on another product while the competition is still waiting for that job to complete. You can also see it as being able to produce X more items in every time frame. It works much better with BPOs than BPC because of the unlimited runs allowing you to stretch your production by making a larger batch so you get more done in your sleep time but you have to plan ahead.
Sam Spock
The Arnold Connection
#11 - 2014-12-04 16:44:14 UTC
I have been thinking that there has to be some way to improve your ME without making it mandatory. Perhaps tie it to Teams in some way. Like if you have a specific industry skill (ie advanced small ship construction) you get a bit more ME from a team that has that specialization. Not make it huge though. The most it would do at V would be to add 1% me to the team. So This would require you to bid harder on the better teams and/or move to match them and it would not be one skill to rule them all. You would only have that team for a short while so use it while you can. If you got a team with say 4% me for the specific area and your skills made it 5% you would not have an advantage over someone who was building with a 5% team and no skill bonus.

If every one who had the skill bonus rushed to the best team system the cost index would spike and may wipe out the improvement making it's use even more short lived.

But then again it may just end up settling to you must have this so I may be wrong here.






Giving you Inconsistent grammar, speilling and Punct-uation since 1974!

Kei Thoras
Fundation For Logistics and Collection Operations
#12 - 2014-12-04 16:47:25 UTC
Komi Toran wrote:

It's worse, as there are other compulsory skills. Just try bringing a Guardian (or Basilisk... for some reason) to a fleet without Logi V. Try an Armageddon without Battleship V.


Depends of the CEO and officer decisions. Some Corps are perfectly fine with Logi IV and Battleship IV (which are quickly reachable). But ok. Let's say having compulsory skills is worse than mandatory skills, even if I don't agree: Why would it be ok to have compulsory skills for piloting ships (because these cases don't seem to be a problem for devs) when it's not for Industry?
Anhenka
Native Freshfood
Minmatar Republic
#13 - 2014-12-04 16:57:12 UTC
Kei Thoras wrote:
Komi Toran wrote:

It's worse, as there are other compulsory skills. Just try bringing a Guardian (or Basilisk... for some reason) to a fleet without Logi V. Try an Armageddon without Battleship V.


Depends of the CEO and officer decisions. Some Corps are perfectly fine with Logi IV and Battleship IV (which are quickly reachable). But ok. Let's say having compulsory skills is worse than mandatory skills, even if I don't agree: Why would it be ok to have compulsory skills for piloting ships (because these cases don't seem to be a problem for devs) when it's not for Industry?


Because a noobie flying a t1 logi scythe is of benefit (far less than a logi V scimi, but they still help), but a manufacturer with less than perfect material efficiency skills can only be a liability in a market where the margin of profit on t1 is often less than the cost of materials saved by taking the ME skill from 4 to 5.

Since in order to compete you MUST have the ME skill to V, it had as much actual "choice" in if you should train it as the "choice" of choosing to not upgrade your medical clone.
Komi Toran
Perkone
Caldari State
#14 - 2014-12-04 17:07:31 UTC
Anhenka wrote:
Because a noobie flying a t1 logi scythe is of benefit (far less than a logi V scimi, but they still help), but a manufacturer with less than perfect material efficiency skills can only be a liability in a market where the margin of profit on t1 is often less than the cost of materials saved by taking the ME skill from 4 to 5.

Since in order to compete you MUST have the ME skill to V, it had as much actual "choice" in if you should train it as the "choice" of choosing to not upgrade your medical clone.

And again, we're back to "why not T2?" As none of the issues you've pointed to are true in the T2 market. There are plenty of spots where you can still make a profit at 1, let alone 3 or 4. And if you're building where a 5 is required, you're probably doing something very wrong.
Frostys Virpio
State War Academy
Caldari State
#15 - 2014-12-04 17:10:19 UTC
Kei Thoras wrote:
Komi Toran wrote:

It's worse, as there are other compulsory skills. Just try bringing a Guardian (or Basilisk... for some reason) to a fleet without Logi V. Try an Armageddon without Battleship V.


Depends of the CEO and officer decisions. Some Corps are perfectly fine with Logi IV and Battleship IV (which are quickly reachable). But ok. Let's say having compulsory skills is worse than mandatory skills, even if I don't agree: Why would it be ok to have compulsory skills for piloting ships (because these cases don't seem to be a problem for devs) when it's not for Industry?


It's probably because player saw the spreadsheets and arrived to the conclusion that there was no money in industry before the skill was at V because of the thin profit margins while a non all V pilot in space still give you more than no pilot in space. It's mostly a perception that CCP wanted to stop because they probably had feedback about people not even wanting to try because of it. S&I forum would tell new people there was no money in industry unless you were going deep with the skills so many people could not "just try" as they were told they would only lose money in the adventure.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#16 - 2014-12-04 17:12:49 UTC
Training this Production Efficiency skill to V was never a requirement to be profitable, that is something CCP made up in order to justify their decision. There are many T1 items, T1 frigates for instance, which even with PE IV or III still gave the producer a very nice profit. Not as much as with the Skill at V, but that is to be expected if you don't put some effort and training into the activity. Calling that compulsory, however, is exaggeration.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Anhenka
Native Freshfood
Minmatar Republic
#17 - 2014-12-04 17:26:50 UTC
Komi Toran wrote:
Anhenka wrote:
Because a noobie flying a t1 logi scythe is of benefit (far less than a logi V scimi, but they still help), but a manufacturer with less than perfect material efficiency skills can only be a liability in a market where the margin of profit on t1 is often less than the cost of materials saved by taking the ME skill from 4 to 5.

Since in order to compete you MUST have the ME skill to V, it had as much actual "choice" in if you should train it as the "choice" of choosing to not upgrade your medical clone.

And again, we're back to "why not T2?" As none of the issues you've pointed to are true in the T2 market. There are plenty of spots where you can still make a profit at 1, let alone 3 or 4. And if you're building where a 5 is required, you're probably doing something very wrong.


Because t1 has traditionally been the entryway into manufacturing for new players.

T2 manufacturing gets far more complicated, and far more difficult for a starting player to understand, comprehend, and obtain skills and starting capital for.

Telling new players "Oh just do t2 prod, with the skills you don't have, with the capital you don't posses, and here's a metric fuckton of information to read and understand, especially since you have no prior manufacturing experience" is a good way to get them to run in the opposite direction as fast as possible.
Gadget Helmsdottir
Gadget's Workshop
#18 - 2014-12-04 17:28:14 UTC
There's one thing that's not been mentioned so far.

Bulk manufacturing actually saves in materials.The more I make, the cheaper it is in materials per individual item. Having a shorter build time means that you can produce more items in the same amount of time, and therefore get a larger discount in materials used.

I'm travelling right now, so I don't have access to my game accounts. Because of this, I currently have no hard numbers, so someone will need to back me up. The bulk discount was mentioned with the rest of the major industry changes.

--Gadget

Work smarter, not harder. --Scrooge McDuck, an eminent old-Earth economist

Given an hour to save New Eden, how would respected scientist, Albertus Eisenstein compose his thoughts? "Fifty-five minutes to define the problem; save the galaxy in five."

Komi Toran
Perkone
Caldari State
#19 - 2014-12-04 17:32:20 UTC
Gadget Helmsdottir wrote:
Bulk manufacturing actually saves in materials.The more I make, the cheaper it is in materials per individual item.

To a point, and the opposite can also be true. You might get a nice discount producing 10 items, but then the cost per item goes back up when you try building 11 in a single run, and then decreases back down to optimal at 20. Then goes back up at 21.
Gadget Helmsdottir
Gadget's Workshop
#20 - 2014-12-04 17:36:24 UTC
Komi Toran wrote:
Gadget Helmsdottir wrote:
Bulk manufacturing actually saves in materials.The more I make, the cheaper it is in materials per individual item.

To a point, and the opposite can also be true. You might get a nice discount producing 10 items, but then the cost per item goes back up when you try building 11 in a single run, and then decreases back down to optimal at 20. Then goes back up at 21.


I haven't noticed that. I'll run some tests once I'm back to a computer Smile
--Gadget

Work smarter, not harder. --Scrooge McDuck, an eminent old-Earth economist

Given an hour to save New Eden, how would respected scientist, Albertus Eisenstein compose his thoughts? "Fifty-five minutes to define the problem; save the galaxy in five."

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