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Dev blog: Back Into the Structure

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Author
Melissa Redoran
#641 - 2015-04-15 19:13:14 UTC  |  Edited by: Melissa Redoran
As feedback is welcomed by CCP I´d like to add some personal questions
(forgive my ignorance - I´ve not read this entire thread... if mentioned before then add_counter +1)

- seems to me that some effort has been put into socialising players with each other, bringing them together to enjoy this game as a group. Introducing some sort of timezone system which allows attacks only within a specified timeframe for a few hours seems problematic here.
Does this bring players from different timezones together or does this seperate them from another, eliminating the need for cooperation?

- if there`s a mechanic implemented like mentioned above, combined with "only owner can defend - must show up on the battlefield, beeing active":
Imagine several alliances, Corporations working together - first one sets attack window from maybe 00:00 - 04:00 - second one from 05:00 - 09:00 a.s.o.
Couldn´t this leed to some sort of gameplay like: Lets defend the assets of Alliance One with all members in our coaliton (Stations from Alliance 2-10 are safe *muha* - regroup for an hour - defend assets of Alliance Two with all coalition members ... *muha* most of our space ist safe ... a.s.o. !?

- Also implementing "you can kill this station but looting is only allowed for the owner" seems ... not very immersive or good gameplay to me.
Attackers need logistic, time and much more to loot. They can be attacked and destroyed during this. And if not - well in this case they can already crush every attemp to save lost assets...
Whats with "risk vs reward"? If you cant protect it - if u cant rescue your assets - you should change your actions and not being protected for that!

Brutal, harsh and unforgiving universe?

(btw. Every time this risk vs reward gets mentioned I hear Concord saying: Oh hello experienced player with 100m SP, noticed your high reward in everything you do ... but just let me protect you the same way I would protect a Newbie so you won´t leave my glourious highsec. Cooperation with other players, seeking for a place in the universe where you can protect yourself and your income ... forget about this - btw. fitting is so much easier ... just put this bulkhead on, I need a moment to spawn")

Over the years some core philosophies have been pointed out over and over again... but someone is breaking them over and over again, not thinking about them when "designing" new features or looking at older, implemented ones that clearly stand against them. Why is this so? Maybe some behaviour in terms of gameplay you try to fix with feature redesigns a.s.o. are only appearing because of this and all the effort, money and time you could use to take EVE to the next level, so it can compete with next generation games and live through the next 10, 20 years ... well, enough of that.

All this years you dreamed of this playerdriven universe, reducing npc impact more and more, transfering more and more into players hands ... leading to a CCP featuresuggestion to introduce hauling with npcs (OFCOURSE only low volume ... ofcourse ... and you can shoot at them ... awsome...)

Greetings
Cade Windstalker
#642 - 2015-04-15 21:50:19 UTC
Answers or responses for some of these...

Melissa Redoran wrote:
- seems to me that some effort has been put into socialising players with each other, bringing them together to enjoy this game as a group. Introducing some sort of timezone system which allows attacks only within a specified timeframe for a few hours seems problematic here.
Does this bring players from different timezones together or does this seperate them from another, eliminating the need for cooperation?


This is just an extension of the current POS-fuel mechanics. It's impractical to have structures vulnerable at every hour since this makes it very easy for a group in a different country or simply one with a different play-schedule to move in and knock over your stuff when you aren't available to defend it.

Melissa Redoran wrote:
- if there`s a mechanic implemented like mentioned above, combined with "only owner can defend - must show up on the battlefield, beeing active":
Imagine several alliances, Corporations working together - first one sets attack window from maybe 00:00 - 04:00 - second one from 05:00 - 09:00 a.s.o.
Couldn´t this leed to some sort of gameplay like: Lets defend the assets of Alliance One with all members in our coaliton (Stations from Alliance 2-10 are safe *muha* - regroup for an hour - defend assets of Alliance Two with all coalition members ... *muha* most of our space ist safe ... a.s.o. !?


Yes, but it's unlikely that all members of both groups would be able to show up for a 9 hour defense block on a week night, especially since Eve's player-base has a significant portion mid-20's or older. Realistically there's nothing stopping you from simply moving everyone under one Alliance banner.

Melissa Redoran wrote:
- Also implementing "you can kill this station but looting is only allowed for the owner" seems ... not very immersive or good gameplay to me.
Attackers need logistic, time and much more to loot. They can be attacked and destroyed during this. And if not - well in this case they can already crush every attemp to save lost assets...
Whats with "risk vs reward"? If you cant protect it - if u cant rescue your assets - you should change your actions and not being protected for that!


You still have to recover the displaced/salvageable assets which provides a lot of risk as you yourself pointed out here. The alternative is people keeping the majority of their assets in High, Low, or NPC Null stations for greater safety. Even under current Outpost mechanics the worst that can happen to your stuff is you lose access to it due to station permissions, and most of the time you can put up a contract to courier it out after the dust has settled or sell it off to the new occupants.

Melissa Redoran wrote:
Brutal, harsh and unforgiving universe?

(btw. Every time this risk vs reward gets mentioned I hear Concord saying: Oh hello experienced player with 100m SP, noticed your high reward in everything you do ... but just let me protect you the same way I would protect a Newbie so you won´t leave my glourious highsec. Cooperation with other players, seeking for a place in the universe where you can protect yourself and your income ... forget about this - btw. fitting is so much easier ... just put this bulkhead on, I need a moment to spawn")

Over the years some core philosophies have been pointed out over and over again... but someone is breaking them over and over again, not thinking about them when "designing" new features or looking at older, implemented ones that clearly stand against them. Why is this so? Maybe some behaviour in terms of gameplay you try to fix with feature redesigns a.s.o. are only appearing because of this and all the effort, money and time you could use to take EVE to the next level, so it can compete with next generation games and live through the next 10, 20 years ... well, enough of that.

All this years you dreamed of this playerdriven universe, reducing npc impact more and more, transfering more and more into players hands ... leading to a CCP featuresuggestion to introduce hauling with npcs (OFCOURSE only low volume ... ofcourse ... and you can shoot at them ... awsome...)

Greetings


I feel like you're forgetting two of the other core tenets of the game here. That the game should be fun within the above constraints and that the game should encourage meaningful choices. Hence Low Slots on freighters, NPC hauling, ect.

Regarding NPC hauling specifically players have asked for more reason to play with the NPC convoys ever since the old incentive to gank them was removed (unique items). In this case this is combined with a unique trade-off for the player. They can either run over in a fast Frigate or maybe even a Shuttle to pick up their item or they can put out an order, risk that the item won't make it to them, and keep doing what they're doing.

I'd also like to posit that the vast majority of players who refuse to leave High Sec would, if forced to or if the risk/reward balance was tipped significantly far away from them, probably leave the game rather than leave High Sec, and this would likely kill the game.
Melissa Redoran
#643 - 2015-04-16 08:53:04 UTC  |  Edited by: Melissa Redoran
Cade Windstalker wrote:
Answers or responses for some of these...
This is just an extension of the current POS-fuel mechanics. It's impractical to have structures vulnerable at every hour since this makes it very easy for a group in a different country or simply one with a different play-schedule to move in and knock over your stuff when you aren't available to defend it.
[...]
Yes, but it's unlikely that all members of both groups would be able to show up for a 9 hour defense block on a week night, especially since Eve's player-base has a significant portion mid-20's or older. Realistically there's nothing stopping you from simply moving everyone under one Alliance banner.
[...]
You still have to recover the displaced/salvageable assets which provides a lot of risk as you yourself pointed out here. The alternative is people keeping the majority of their assets in High, Low, or NPC Null stations for greater safety. Even under current Outpost mechanics the worst that can happen to your stuff is you lose access to it due to station permissions, and most of the time you can put up a contract to courier it out after the dust has settled or sell it off to the new occupants.


I guess we will see which gameplay evolves around this new mechanics.
Hoping for the best here Lol

Quote:

I feel like you're forgetting two of the other core tenets of the game here. That the game should be fun within the above constraints and that the game should encourage meaningful choices. Hence Low Slots on freighters, NPC hauling, ect.

Regarding NPC hauling specifically players have asked for more reason to play with the NPC convoys ever since the old incentive to gank them was removed (unique items). In this case this is combined with a unique trade-off for the player. They can either run over in a fast Frigate or maybe even a Shuttle to pick up their item or they can put out an order, risk that the item won't make it to them, and keep doing what they're doing.

I'd also like to posit that the vast majority of players who refuse to leave High Sec would, if forced to or if the risk/reward balance was tipped significantly far away from them, probably leave the game rather than leave High Sec, and this would likely kill the game.


But - especially for NPC hauling:

- this will clearly cut a player profession reducing possible income and opportunities
- Making NPC haulers valuable for ganking can be achived in other ways - think of NPC tradegoods a.s.o.
- Creating meaningful choices? Let´s follow this path a little bit:
- Choose if you want to hire NPCs (more risk - more reward) or players (less risk - less reward)?
Shouldn´t this be the other way around to support player interactions?
- If this is possible for hauling, let´s extend all other professions with such a meaningful choice, too!
Theres no point in just cutting one profession:
- Choose how you get low volumes of minerals to produce your ship: hire NPC miners that are expecially vulnerable
(ofcourse)
- Choose who would produce just this one ship you would like to fly - hire NPC or player manufacturers
(ofcourse NPCs will be ... somehow ... very risky and rewarding, only manufacturing T1...)
- a.s.o.

So much choices everywhere Cool
So much NPCs you can shoot at and gain values Shocked

See the point im concerned off?

It´s already possible to set up courier contracts and do whatever you are doing while someone else hauls your stuff. You just have to pay for it. (Some thing most of the players I got to know in EVE wouldn´t like to do for haulingservices. "Better haul this **** ourselves instead of giving our isk to someone else, ignore the millions of losses we get because of this and complain that we don´t like it because of boredom and pain in the ass and such") What about newbies who would like to enjoy especially hauling and trading, only able to carry low volumes, low values, low collaterals with them?
Cade Windstalker
#644 - 2015-04-16 09:24:54 UTC
Melissa Redoran wrote:
But - especially for NPC hauling:

- this will clearly cut a player profession reducing possible income and opportunities
- Making NPC haulers valuable for ganking can be achived in other ways - think of NPC tradegoods a.s.o.
- Creating meaningful choices? Let´s follow this path a little bit:
- Choose if you want to hire NPCs (more risk - more reward) or players (less risk - less reward)?
Shouldn´t this be the other way around to support player interactions?
- If this is possible for hauling, let´s extend all other professions with such a meaningful choice, too!
Theres no point in just cutting one profession:
- Choose how you get low volumes of minerals to produce your ship: hire NPC miners that are expecially vulnerable
(ofcourse)
- Choose who would produce just this one ship you would like to fly - hire NPC or player manufacturers
(ofcourse NPCs will be ... somehow ... very risky and rewarding, only manufacturing T1...)
- a.s.o.

So much choices everywhere Cool

See the point im concerned off?

It´s already possible to set up courier contracts and do whatever you are doing while someone else hauls your stuff. You just have to pay for it. (Some thing most of the players I got to know in EVE wouldn´t like to do for haulingservices.) What about newbies who would like to enjoy especially hauling and trading, only able to carry low volumes, low values, low collaterals with them?


As far as I'm aware low-volume short-distance (sub 10 jumps) hauling isn't an active profession in Eve, and I suspect CCP's metrics support this. It should be fairly easy for them to take a survey of all Courier Contracts in the last six months which were actually fulfilled and check the distance traveled and the load in m3 and determine what a reasonable range for this new service is.

The main problem is that the cost per jump is generally prohibitively expensive for inexpensive small volume goods, and the newbies who might be interested in such contracts can't afford the collateral on even a set of T2 Medium Guns (around 8-9 Million) and if you want something in, say, the next hour then you're probably better off firing up a second client, making a brand new alt, and having him move your stuff since Courier Contracts not done through Red Frog or someone similar (who don't do low-volume/low-collateral for particularly cheap) can take days to fulfill and even Red Frog takes 24 hours most of the time.

I also wouldn't say hiring an NPC is more reward. It's small volume, probably slower than a player ship carrying a similar volume of goods, and more likely to be targeted (because no Concordoken) meaning you don't get the reward at all some percentage of the time.

Comparing this to Player Hauling, having a player haul your stuff is probably more expensive, but potentially faster if realistically much slower (due to the time for someone to actually accepting your contract, if they do at all), more reliable, and if your stuff blows up in transit you get a collateral payment.
McChicken Combo HalfMayo
The Happy Meal
#645 - 2015-04-16 17:26:51 UTC  |  Edited by: McChicken Combo HalfMayo
Are there any plans to expand these structures as larger conflict drivers for high security space? There is an idea I want to throw out that would help promote more conflict for space utilizing entities in highsec.

Structures should be providing bonuses to things like mission running and mining with the cost being the added logistics of maintaining them and the added risk of defending them. This is not a new idea and has been proposed in various threads by various people.

Instead of structures providing a set bonus for the deploying corp or alliance though, how about structures leech bonus from a collective pool for each system?

Imagine for a moment that each system offers a 30% bonus to mission profits or mining through the deployment of structures. If one corp deploys the structure they receive the 30% bonus for that activity. If a second corp deploys the structure, each corp receives only a 15% bonus for that activity. Three structures, 10% each.

This would promote either cooperation between the corps (forming one larger corp) or competition between them (kill the other corp's structures to get your full bonus). Systems like Osmon and ice systems would be a proper warzone.

To prevent abuse we would add an industrial index to the equation. There are two ways to prevent abuse using that.
1) You need to have a certain amount of industrial activity in the system before you can deploy the structure.
or
2) The structures start with leeching 0% bonus from the system pool and only gain bonus through industrial activity.

The numbers are arbitrary of course but you get the picture. The idea is to have the presence of structures affect not only the deploying corp, but also the other corps that utilize the system. This creates conflict.

There are all our dominion

Gate camps: "Its like the lowsec watercooler, just with explosions and boose" - Ralph King-Griffin

Terminator Cindy
Yesterday's Tomorrow
#646 - 2015-04-18 05:34:21 UTC
Cade Windstalker wrote:
I'd also like to posit that the vast majority of players who refuse to leave High Sec would, if forced to or if the risk/reward balance was tipped significantly far away from them, probably leave the game rather than leave High Sec, and this would likely kill the game.


Absolutely agree.

Also should note that most of the industry corporations are run by a small number of players ( usually with a large number of accounts ). Small, relatively easy defendable spaces are their territory ( hence the success of Apocrypha and the w-space ). Destroy this balance and most of them will rather leave than move to null.
Rumbaldi
Phoenix Connection
Lack of Judgement.
#647 - 2015-04-18 10:03:52 UTC
Will this make a lot of the current structure/POS related BPOs obsolete or will the items (like turrets etc) like be manufactured as they are now but the fitting of those items on a POS be different?
Cade Windstalker
#648 - 2015-04-18 15:31:50 UTC
Rumbaldi wrote:
Will this make a lot of the current structure/POS related BPOs obsolete or will the items (like turrets etc) like be manufactured as they are now but the fitting of those items on a POS be different?


They're going to eventually become obsolete. Old items and BPOs will be reimbursed in some as yet to be determined/disclosed way.

Per the Fanfest presentation the new modules will be Structure Only so they aren't tied to the balancing of ship weapons and modules in any way.

It's possible reimbursement will involve the conversion of some old stuff into new stuff but we don't know that for sure right now. We've actually been discussing reimbursement and what would be fair for the last ~4-5 pages.
Jon Hellguard
X-COM
#649 - 2015-04-20 16:35:04 UTC
CCP, if you read this far and took notes. I want to thank you for your efforts!

Okay, get back to work now. chop-chop!
Iris Bravemount
Golden Grinding Gears
#650 - 2015-04-20 21:48:17 UTC
I haven't seen any mention of structure tank modules. Will all structures have the same amount of hp?

Also, are entosis structures destructible at all?

"I will not hesitate when the test of Faith finds me, for only the strongest conviction will open the gates of paradise. My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity." - Paladin's Creed

Cade Windstalker
#651 - 2015-04-20 23:18:59 UTC
Iris Bravemount wrote:
I haven't seen any mention of structure tank modules. Will all structures have the same amount of hp?

Also, are entosis structures destructible at all?


The whole point of Entosis Sov is that there is no more structure HP. Fitting tank to one of these structures would be completely pointless.

As to structure destruction, read the Dev Blog it's all in there. Alternatively there's a Fanfest presentation on Youtube with mostly the same content. (short answer, yes, you can Entosis some things into blowing up)
Banko Mato
Republic University
Minmatar Republic
#652 - 2015-04-21 14:06:16 UTC
Cade Windstalker wrote:
Iris Bravemount wrote:
I haven't seen any mention of structure tank modules. Will all structures have the same amount of hp?

Also, are entosis structures destructible at all?


The whole point of Entosis Sov is that there is no more structure HP. Fitting tank to one of these structures would be completely pointless.

As to structure destruction, read the Dev Blog it's all in there. Alternatively there's a Fanfest presentation on Youtube with mostly the same content. (short answer, yes, you can Entosis some things into blowing up)


Well, there will still be structures (medium and below me thinks?) that are unaffected by the magic sov wand and will be destructible by means of hp grind. For those it would make perfect sense to have tanking modules. Introduces choices to be made about how to use which slot on the fitting screen and such, which is (almost) always good.
Teddy J Rogers
Society of Mechanics Engineers and Gearheads
#653 - 2015-04-22 02:55:54 UTC
Cade Windstalker wrote:
Fitting tank to one of these structures would be completely pointless.


Pun intended?
Cade Windstalker
#654 - 2015-04-22 03:10:28 UTC
Banko Mato wrote:
Well, there will still be structures (medium and below me thinks?) that are unaffected by the magic sov wand and will be destructible by means of hp grind. For those it would make perfect sense to have tanking modules. Introduces choices to be made about how to use which slot on the fitting screen and such, which is (almost) always good.


That assumes that those structures will even have fittings. Since the small Structures obviously won't and the only Medium analogue we have so far is the POCO it's questionable whether or not these structures will have module slots.

Teddy J Rogers wrote:
Cade Windstalker wrote:
Fitting tank to one of these structures would be completely pointless.


Pun intended?


Nope, really I'm still not sure what the pun is supposed to be... something about the structure not fitting a Warp Disruptor?
Nevyn Auscent
Broke Sauce
#655 - 2015-05-07 10:04:59 UTC
Cade Windstalker wrote:


The whole point of Entosis Sov is that there is no more structure HP. Fitting tank to one of these structures would be completely pointless.

As to structure destruction, read the Dev Blog it's all in there. Alternatively there's a Fanfest presentation on Youtube with mostly the same content. (short answer, yes, you can Entosis some things into blowing up)

No, the point of Entosis Sov is that you don't HAVE to structure grind to take undefended space.
If it removes the option of simply blowing the other guys **** up in the current manner, that's not so good.
Icikurbt
Multiplex Gaming
Tactical Narcotics Team
#656 - 2015-05-10 02:20:08 UTC
So for the players at of all this i love it and so does most everyone i talk too.

Issue is that your going to do it in phases. Offering us blueprints to buy, Then we have to mine, skill, build and then place these new structures. We already did all that with the soon to be old structures.

What kind of blueprint change over if any will we might see, ie: small tower for new small structure. So i do not have to buy a blueprint for a small structure again. i could keep going but hopefuly you get it..gun for gun

Cause the biggest game ending item that i hear is that something needs to happen so all the time i spent researching, mining, building, and then placing null sec stations, poses, upgrading them and systems. Does not just go to waste and not all of it just go to the current owning corp or alliance holding corp. As all alliance players will tell you that you don't own ****, the alliance does. And alot of poses out there are not owned by the corps that have them anchored they are owned by players that have gotten the roles to place them ....

So to re imburse anything how to do it so. Everyone benifits. Is going to be your issue
Amarisen Gream
The.Kin.of.Jupiter
#657 - 2015-05-10 08:20:51 UTC
I mentioned this in another thread.
Make Steath Bombers D-scan immune vs current cloak effects.

The d-scan immune is a new feature and probably not possible back in the day of SBs. But now it is a feature and should be put to use
-- side note-- would love to see a pirate faction line with all D-scan immune ships - maybe even a intra-system hauler like the specialized gallente hulls

"The Lord loosed upon them his fierce anger All of his fury and rage. He dispatched against them a band of Avenging Angels" - The Scriptures, Book II, Apocalypse 10:1

#NPCLivesMatter #Freetheboobs

Vasama
Nosferatu Security Foundation
#658 - 2015-05-11 18:13:30 UTC
Here is little brainstorming about the structures.

I was at the fanfest and heard the applauds when a graf was shown how the DPS for structure grind is supposed to drop after the new system. I thought it is nice, but then again is it really so? What is truly a great alternative?

There needs to be enough commitment from attacker and time from defender to react to initial assault. No matter what kind of method is used for that. Ex. I think current POCO system is pretty successful. If attacker commits heavily defender has a shorter time to react, if commitment is less there is plenty of time for defender to react for the initial attack - how ever the real contest is when the timer ends. Now if a single ship could make a structure invulnerable in relatively short time that would open up too big grief game play. Just to make the target vulnerable - just because you can. Other side has to react even the aggressor never meant to finish the job. Threat has to be committed in order to make defender to commit to defence. One mosquito bite should not result CTA.

New structures should be able to be given away, occupied or destroyed. Governing them is not easy. Should you turn your structures to 3rd party who would have right to do that? Dual or triple directors signing off? Should there be several options that could be selected when the structure would go active? How could that be changed as the game goes on and playing field changes, corps change folks go inactive etc. All those scenarios should be taken to account somehow.

How about the capture? What if there would be a new unit introduced to Eve - Space Marines, (produced as PI product) and having upkeep of food, weapons for training and fighting (more PI products) or just ISK. If you manage to siege structure you could send in the marines. Taking account the defending garrison some sort of of abstract fight would go on. Landing ships should be easy to blow off, yet the defender could reinforce the garrison by bringing in the troops in any kind of vessels and docking up.

After the successful capture structure would not be fully operational. An administrative period of several days could go on - pretty much depending how long the fight has been taken. Maybe there would be some repairs to be carried out again ISK or materials or maybe it would just burn more fuel for some time.

Should there be an option for the defender to self destruct the structure in order to deny asset from the attacker? Again who has the right to sign off the command?

Then again just killing a structure with ships should require firepower - pretty much like a current POS bash - expect the defences would be functional in all the time? Or should there be a way to shut down the defences of the new structures some how? If we would have marines would they be able to destroy the structure easier from inside?

Being able to run a structure as a service to other players and putting tax on it can be nice addition to Eve content. But in order to make it really work the tax set up has to have power. It cannot be just flat % by standing or alliance or corp. Eve has great industry it needs the tax system to match that. Goal should be that you can direct production by taxation even on individual character level, but you don’t have to. Needs can be so different on different set ups.

I don't think that structure should be fully operational immediately after launch. There should a time during the structure would be some what more vulnerable for attack and it would take longer time before it could accept ships or be able to produce any economic benefits for the user. Ex dropping a structure to act as a forward base. There should be a time before it can accept ships and give ex fitting service etc.

Ships leaving from structure: You need to be able to watch the structure from outside in order to see what kind of visible threats there are. Maybe the access to outside view could be restricted if needed? There could be several launch tubes to different direction from the hangar. The tube would act like micro jump drive or mobile micro jump unit. There could a possibility to dial in the distance from 50 km to 100 km or some other figures. Main question is should you be able to warp immediately back to the station? Actually this method could be already be introduced to the stations in New Eden right now. Ex Jita 4-4 could have several launch tubes toward all star gates and several other directions. That would make departing, especially with the big ships, a lot easier. Nor would there be anymore station docking games same way as now. It would lead to smoother game play all around. Anyhow end result is that if you want to bubble up the structure to prohibit departure you really need a lot of bubbles or bigger bubbles need to be created. It would not have a difference on bubbles for the ships trying to dock to structure. There could be some lateral segregation system on the launch tubes to prevent bowling effects from micro jump drives. Also the capacity could be limited so you should choose the one with shorter queue in order to get out faster. Reduced capacity would mean that hole fleet could not launch as one but if the full launch capacity would be used the ships would be shooting to all directions.

Vasama

I’d ruther see good system at 2018 then mediocre implementation 2016.
Aker Krane
OMEGADYNE LABS
Rising Darkness
#659 - 2015-05-14 18:06:31 UTC
Cade Windstalker wrote:
Rumbaldi wrote:
Will this make a lot of the current structure/POS related BPOs obsolete or will the items (like turrets etc) like be manufactured as they are now but the fitting of those items on a POS be different?


They're going to eventually become obsolete. Old items and BPOs will be reimbursed in some as yet to be determined/disclosed way.

Per the Fanfest presentation the new modules will be Structure Only so they aren't tied to the balancing of ship weapons and modules in any way.

It's possible reimbursement will involve the conversion of some old stuff into new stuff but we don't know that for sure right now. We've actually been discussing reimbursement and what would be fair for the last ~4-5 pages.

__________________________________________

Let’s just say, I am more than a little apprehensive on this one.

I and many others were severely shortchanged when it came to CCP fiats which deleted or combined components in the past.
Blueprints are especially concerning.

I and others have made SIGNIFICANT investments over the years in the existing structure BPOs.
Both in initial cost AND years of R&D to make these BPOs competitive.
After Crius, CCP introduced scaling research costs that some of us have undertaken on our BPOs in order to bring them up competitive margins. These costs, in both time and isk are non-trivial.

Being reimbursed for heavily researched BPOs solely for the NPC cost of these items is NOT acceptable or in any way equitable/reasonable.

These were not items that were gifted or part of a lottery. These were items which we bought from NPC entities, we paid NPC taxes and fees and invested large amounts of time to R&D them.

Furthermore, due to the current NPC copy costs, it is no longer acceptable to just delete the copies of these items. Again, the copy costs of many of these BPOs are non-trivial. As an example, it costs between 10 and 30 Million isk per run (dependent on the indices of the particular system) to make a copy of an outpost BPO.

I have a feeling a lot of folks are going to get stiffed again by CCP on this one.
Rumbaldi
Phoenix Connection
Lack of Judgement.
#660 - 2015-05-15 15:05:43 UTC
Aker Krane wrote:
Cade Windstalker wrote:
Rumbaldi wrote:
Will this make a lot of the current structure/POS related BPOs obsolete or will the items (like turrets etc) like be manufactured as they are now but the fitting of those items on a POS be different?


They're going to eventually become obsolete. Old items and BPOs will be reimbursed in some as yet to be determined/disclosed way.

Per the Fanfest presentation the new modules will be Structure Only so they aren't tied to the balancing of ship weapons and modules in any way.

It's possible reimbursement will involve the conversion of some old stuff into new stuff but we don't know that for sure right now. We've actually been discussing reimbursement and what would be fair for the last ~4-5 pages.

__________________________________________

Let’s just say, I am more than a little apprehensive on this one.

I and many others were severely shortchanged when it came to CCP fiats which deleted or combined components in the past.
Blueprints are especially concerning.

I and others have made SIGNIFICANT investments over the years in the existing structure BPOs.
Both in initial cost AND years of R&D to make these BPOs competitive.
After Crius, CCP introduced scaling research costs that some of us have undertaken on our BPOs in order to bring them up competitive margins. These costs, in both time and isk are non-trivial.

Being reimbursed for heavily researched BPOs solely for the NPC cost of these items is NOT acceptable or in any way equitable/reasonable.

These were not items that were gifted or part of a lottery. These were items which we bought from NPC entities, we paid NPC taxes and fees and invested large amounts of time to R&D them.

Furthermore, due to the current NPC copy costs, it is no longer acceptable to just delete the copies of these items. Again, the copy costs of many of these BPOs are non-trivial. As an example, it costs between 10 and 30 Million isk per run (dependent on the indices of the particular system) to make a copy of an outpost BPO.

I have a feeling a lot of folks are going to get stiffed again by CCP on this one.


I am not really familiar with the ins and outs of it, I was thinking of getting some BPOs hence my original question but think ill hold off. I cannot imagine CCP refunding the BPOs on a scale of research, just like I cannot see them refunding billions per BPO if they ever get rid of T2 BPOs. And how heavily researched BPOs were not reimbursed in any way when the ME/TE went to 10/20

I would assume their train of thinking is that as time move forward and they improve the game then older aspects and options need to be taken away to make room for the new. This is of course just an opinion but one that is more likely (I think) than anything else.