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Dev blog: Industry & Teams - The Removal of Teams

First post
Author
Querns
Science and Trade Institute
Caldari State
#21 - 2014-12-17 16:10:11 UTC
Still pretty disappointed about the removal of teams (not the least of the factors behind this disappointment being that I had a killer webdev project regarding teams that I had to mothball,) but I understand.

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

Neville Smit
The Scope
Gallente Federation
#22 - 2014-12-17 16:11:15 UTC
I wish that Teams were being preserved. I agree they need work, but they aren't really broken, per se, in their current state - they are simply not used very much. I make some specific suggestions for improvement in my blog post, here: http://nevillesmit.com/blog/2014/12/7/taking-one-for-the-team

I am an unapologetic fan of EVE Online. My blog: http://nevillesmit.com/ - My Twitter: https://twitter.com/NevilleSmit

Milton Middleson
Rifterlings
#23 - 2014-12-17 16:17:45 UTC
If teams had been a destroyable system upgrade/deployable where you could pick and choose to some extent instead of dependent on an awkward auction system with an erratic supply, they might've been a bit more popular and interesting.

Props for doing this now, though, rather than waiting until a bad feature got entrenched.

Damjan Fox wrote:
A good decision, in my opinion.

It's nice to see, you are not to proud or undiscerning, to question "features" you implemented in the past.

Now, please, get rid of the system cost index as well, because, with your words, "in its current state it is adding the wrong type of complexity" and it is "not positively impacting the overall gameplay experience in EVE."


So 95% of everything would be built in Jita/Amarr/Rens/Dodixie?
EMT Holding
EMT Holding Corporation
#24 - 2014-12-17 16:18:21 UTC
Removing them is still a terrible idea and I see no reason why they couldn't just be left alone until a better system was thought of. The other feedback thread had a few pages of similar replies; another thread like this isn't needed.
Rictor Thellere
Doomheim
#25 - 2014-12-17 16:20:25 UTC
Can't say I'll miss them TBH, never made much use of them...
Dark Drifter
Sons of Seyllin
Pirate Lords of War
#26 - 2014-12-17 16:28:49 UTC
is there possability of seeing them back in some other formant on the cards?

would not mind having a PI related structure that produces teams for used in R&D
make them a tier 5 PI product!

gives PI some more use and still retains the team functionality
make them one team per station/POS though
Summer Isle
Autumn Industrial Enterprises
#27 - 2014-12-17 16:33:48 UTC
Teams were an interesting idea, but they just weren't worth the effort and risk.

The consideration of Teams interested me, but the auction mechanic meant I was unlikely to ever be able to utilize them. I had put in a few bids on them, but the auctions (on most, if not all teams, not just the ones I bid on) all ended during times that I was unable to be online. No sense in wasting effort on something when last-minute-bids are the only real way to achieve it.

While the option to move to a system with a number of teams was indeed present, many teams would be either in nulsec, or they would be in a system whose industry index was so high that it negated a lot of the savings of the Team. Combined with the need to move everything to the new system, putting several billion to several tens-of-billions of ISK-value assets at risk in the move, and Teams just weren't worth the effort.

Moving to a quiet system and putting up a tower was not only more reliable in terms of long-term savings, but it allowed you to actually be able to set up long-term plans without having to potentially move your entire base of operations just because a set of Teams was lost / moved while a middle step was still being completed. As well, managing ISK, risk, and assets was simply easier by not moving.

While multiple industrialists could have banded together to try for a team, you run right back into the issue of the industry index. You might get a team that saves you 5% on materials cost, but with more industrialists in the same system, your industry index is going to be higher. On many items, the real savings may end up being closer to 1-2% after you factor in all of the other increased industry index costs that the Team is not affecting. Of course, that is only so long as you have that team. Just as soon as your system is unable to win that team, you'll be losing on that item due to the industry index.

I can absolutely see the value in teams for the production of larger things (battleships and capitals, for example), but smaller things? Rigs and many (most?) mods seemed to me to have better (and more stable) savings available to moving to a backwater system with a low industry index.

Anyway, that's why I never got into Teams.

 Talk is cheap, but Void S and Quake L are cheaper.

Kym Sorenson
Lone Wolf Union
The Rogue Consortium
#28 - 2014-12-17 16:37:23 UTC
Teams were great for those of us smart enough to use them. Every indy player in my alliance used them. Screw you, CCP.
Awkward Pi Duolus
Pator Tech School
Minmatar Republic
#29 - 2014-12-17 16:41:08 UTC  |  Edited by: Awkward Pi Duolus
I suspect teams are really being removed because some people have become too efficient in cornering the very good ones, and as a result, also cornering some high end (low volume, high margin or high volume, decent margin) markets, such as JF, marauders, freighters, some HACs etc.

I don't doubt that the use of teams overall is in the single digits, percentage-wise, and you know that's because most of the teams are not worth the trouble investing in. But that also tells you that a lot of teams are useful..

It is also disappointing to see that you made no attempt to improve the two biggest issues people have been griping about since teams were introduced: a) the less than user-friendly UI, and b) the murderously inconvenient auction system.

This move is like throwing away the baby with the entire pool, where all you had to do was maybe get a bath for it.

Not having teams will democratize the markets a bit more, so I don't entirely dislike it. But it reduces some of the complexity in industry and this game has been dumbed down enough already...
GreasyCarl Semah
A Game as Old as Empire
#30 - 2014-12-17 16:43:29 UTC
This is a good move on the part of CCP. If you will go back and read the various comment threads I had recommended repeatedly that the team idea not be implemented at all because it was just needless complexity. It became even more apparent to me once the feature was live.

Now, if you want to pull the rabbit out of the hat, make it so that players can somehow work with other players to get similar results to teams. That is, a decrease in production time or a slight decrease in materials required. The idea of Eve lately is to increase player interaction and you guys have implemented some good ideas. Figure out a way where an alliance of industrial players gets an advantage by working together and you will have another great feature on your hands.
Damjan Fox
Fox Industries and Exploration
#31 - 2014-12-17 16:43:55 UTC
Milton Middleson wrote:

Damjan Fox wrote:
A good decision, in my opinion.

It's nice to see, you are not to proud or undiscerning, to question "features" you implemented in the past.

Now, please, get rid of the system cost index as well, because, with your words, "in its current state it is adding the wrong type of complexity" and it is "not positively impacting the overall gameplay experience in EVE."


So 95% of everything would be built in Jita/Amarr/Rens/Dodixie?


They would, of course, need to replace the system cost index with a different mechanic to prevent that.
I understand the intention behind it, to spread out people all over the map and all that, but this is just poor gameplay design, in my opinion.

It prevents people from getting and working together, because too many people producing in one system would raise the index and reduce margins for all of them.

I could name more arguments against it, but this thread is not about the system cost index, so enough of that... Big smile



Regards,

Damjan
Dangeresque Too
Pistols for Pandas
#32 - 2014-12-17 16:45:22 UTC
As I tried to state over here: https://forums.eveonline.com/default.aspx?g=posts&t=386497

Dangeresque Too wrote:
Apparently people prefer to just snipe the team auctions instead of bidding on them, kinda defeats the purpose of having an auction system to begin with.

If you aren't going to change it at least tell me how much I oversniped the team by? I mean I get an email when I lose a team auction telling me how much the winning snipe was, but nothing about how much I oversniped an auction by.

I think I'm done referring to this awful system as an auction system anymore, cause all it has turned into 90% of the time is a game of chance for who snipes at the last second with the highest value. I stopped even bidding on teams I was not going to be present at my keyboard for the end time because it is going to get sniped unless I snipe it instead.

Darn shame really, the system had such potential.


The teams overall in their current state are mostly worthless, and in most cases the bonus wasn't very much or way to specific. Further if you really wanted to take advantage of teams usefulness you had to get half a dozen or more teams just to cover 1 manufacturing process. Since you had removed the variance to how well people could build (and instead just making them build faster, ooooo wow, real helpful there), we need something to help spread out the industry tasks.

Several ideas here that would probably see a greater use of teams:

1) An auction system that doesn't soley rely on sniping the bid at the last second. A max bid feature or even maybe a delay after the last bid to give others a chance to counter bid a snipe.

2) Since many auctions ended at very bad times for me, I was not going to alarm clock it just to take a chance I could snipe the bid, since actually putting up a bid really did nothing in the grand scheme. (would be an interesting metric on how many auctions were sniped as compared to those that held a low final bid through the end)

3) Make the teams more generic. Even the task of just finding a team that does something that helps what you are doing is probably a stopping point for people looking for teams to use. But most definitely make them far less specific in what they do.

4) Give them more meaningful boosts. Too many of the teams out there are at best 1 or 2%, and there are entirely too many .5% bonus teams that are very much useless. Heck I could spend a fraction of what it costs to snipe a team auction and buy a generic implant that does better than that. Yeah, occasionally there would be nice teams in the double digits, I've even seen a few upwards of 20% I think (though the sniping system in place discouraged me from even trying to bid).

5) Make the teams either last longer or have a wider range of influence, constellation maybe?

6) Or institute any number of requested changes to teams when they were first put out. This is what happens when feedback is ignored, features fail.
adriaans
Ankaa.
Nair Al-Zaurak
#33 - 2014-12-17 16:47:40 UTC
My problems with teams as they currently are;
-stupid bidding process
-i am not going to move my manufacturing base just for 1 team, forget it. 100k+ items and thousands of freighter loads is not worth it.
-in terms of invention i much more preferred meta items.
-not a chance at all for proper long term planning due to new production, which makes teams that might be worth bidding billion for not worth considering.

despite that, I would still not remove them. They do nothing negative to the game play experience for anyone not using them.

----True oldschool solo pvp'er---- My latest vid: Insanity IV

Zip Girl
#34 - 2014-12-17 16:49:59 UTC
Teams were/are a nice way to help offset the higher install costs that the new system cost index added at the same time. Building on the right scale and with the right team(s); someone could save billions on their material costs over the life of the team(s) being used

The problem with research teams IMHO is that the bonuses were too low for them to be used effectively unless it was to finish that last bit of ME/TE research needed to get to the BPO perfect. Saving 30 minutes on a copy job that normally takes 18 hours to finish; and would finishes when I won't be online to deliver the job for a few hours; just means that I won't be using a team.

Dangeresque Too
Pistols for Pandas
#35 - 2014-12-17 16:51:56 UTC
A few other things I forgot to mention:

7) My corp had actually stopped building when Crius hit. Stopped. Why? Because it was poorly implemented and needed refinement, some of which it got, so we almost got back into it but had realized our costs were now nearly double what they were before, so we mostly stopped again, save for new items from patches like Bowheads.

8) There was no way to tag a team auction you wanted to keep an eye on or to see what teams your system had already bid on. Your concept was that systems full of industrialists would work together to bid on teams for their system, except you gave them no means to do so. Even if your system had already bid on a team, you had no way to know who it was to coordinate more bids.

9) There was no notifications when you were out bid on an auction, not that it mattered anyways as whoever out bid you would usually get sniped at the end by someone else entirely.
Valterra Craven
#36 - 2014-12-17 17:14:08 UTC
I did want to give some more feedback.

I mentioned in the previous thread that the removal or working features that are barely used was a bad idea and a poor precedent to set.

Since you brought up the removal of clone grades and I loved that change, I want to voice some more on why I think that is a poor argument to bring to the table currently.

Clones were practically a requirement for all players and a no brainier defacto cost that you needed to always have in the back of your mind as a PVPer. It was a deterrent to older players with a lot of SP in their heads due to the amount of cost a clone has when podded. It offered no upsides to game play and was just a poor feature all the way around.

Teams on the other hand suffer none of this downsides. They are not required. They are not always a no brainer, and they added "good" complexity (not complexity for the sake of it) as opposed to clone grades.

Therefore in my opinion this is still the wrong move. I know you guys are hard headed, but you REALLY REALLY need to establish a policy and procedure and a guideline document on when and when not to remove features. In my opinion the removal of teams would meet none of those required thresholds that the removal of the clone grades did. Boldness is great, but boldness needs to be tempered with consistency of action.
Anna Marinada
Sanctum Within
#37 - 2014-12-17 17:27:28 UTC  |  Edited by: Anna Marinada
Personally, I haven't used teams at all in what little industry I actually do, so this change wouldn't have an effect on me. I'm confident you guys will do what's best for the game though.
Maenth
The Thirteen Provinces
#38 - 2014-12-17 17:32:15 UTC
I think I would like to agree somewhat with Valterra's points there, and others...

While I can appreciate not wanting to leave such a feature in there to 'rot' the system a bit, I think that bit more effort to fix/rebuild the idea of teams would be worthwhile.

Even if it's a lot of work, realistically we know it could end up being several years before industry gets revisited so to "leave industry in a good state" it's probably worth another pass of refinement and revision. It's a core aspect of the universe, as big as exploding spaceships and bigger than most other areas... but they all depend on industry!

So, if industry systems are going to be left behind as "finished, for now" it would be nice to have this nice added feature finished and polished, rather than sitting on our minds wondering "when will teams come back? what will they do?" and having that gripe sitting there for however-many-years until the idea climbs up the priority ladder.. which might never happen!

So... please consider! :3

Drones. Drones are a means to an end. An end to the ruthless Caldari 'progress' machines. An end to the barbaric 'redemption' proposed by the Amarr. What they see as chaos shall be my perfect order, merely beyond their comprehension.

Bearcastle
Bionesis Technologies
#39 - 2014-12-17 17:37:47 UTC  |  Edited by: Bearcastle
Why I do not use team.

- You cannot move them.
- Really uninsteresting the way its done at the moment.


Now what to do instead of scraping the idea.


Industrials should be able to trade team and use those team where they want.
They could be retired after a certain number of task, not related to time.


I like the idea to make a real industry of it and not only train and use.
So there's team university run by capsuleer.
Then where to train the team ?
- In low sec only few station have a university habitat (about 10% of all the low sec NPC station), equally distributed in low sec
- In null sec an habitat have to be added to a station.
Skills
- University campus allow to train a certain number of team per skill
- University training allow to train certain type of training related to the level (related to what the team is able to improve)

Then using team for an insdustrialist, could be done with two skills
- Team efficiency allow the team to work better with each level (lower production price)
- Team longevity or experience, allow more work per team (lower team cost efficiency and production cost).

A Team could be kill or not during transport in cargo bay, in case of attack.
And if captured, well they are back onto the market.


So team become a usefull workforce and way to make isk as well.


Edit : for the team in order to train them, I was looking at a container full of stuff that I never use, but we have them through mission.
A team need to eat so par of the product need to form a team could be "livetock", "dairy product", "frozen food" and maybe few other items like some teaching holoreeds.
They are seeded in all mission randomly in wreck and some structure.
Kenneth Feld
Habitual Euthanasia
Pandemic Legion
#40 - 2014-12-17 17:40:13 UTC
Excerpts from the Teams DEVBLOG:

A specialized team resides in a solar system and can be used by anyone doing a job in that system, including in POSes. The teams thus act as a counter-balance to the cost scaling – the presence of a good team can offset the increased cost in operating in an active system.


The dramatic changes to the cost of industry jobs, as outlined by CCP Greyscale in his dev blog, adds another layer to the landscape, one that will rival the distance to market and security level in shaping the industrial landscape. In fact, if we do nothing but the cost scaling changes, we’re encouraging players to spread industry activity out as much as they can, which is not ideal. That is where the team system comes in.


How can you remove this single important element of industry and not tweak the other parts to compensate??