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[PROPOSAL] Invention

Author
Lucs Interior
The Surfin Dead
#1 - 2012-08-25 17:55:40 UTC
I only recently started inventing T2 items and I've run into problems with being able to sell the BP copies I invented because of the -4/-4 issue.

Basically it would seem that large a penalty makes the ships I would produce lose money. With the very best decryptors, I would still have ships that can't build for even an unresearched original.

I don't begrudge BPO owners their better profit. Those darned things are expensive. What I do think is a problem is that having no original places one at such a disadvantage it's almost not worth inventing.

Currently using META items increases the chance of invention and not by much at that. I would propose the benefit of using a META 1+ item modify the penalty from -4/-4 by however much the META level is. This would mean a maximum of ME10/PE10 (before decryptors) which would still be rather low for a researched level (and how often would X-types be thrown away anyway?). It would only disadvantage a BPO holder if they didn't bother researching like the ought to have.

There is still a problem, though. Ships don't have a meta level that I can see in game. For this I would recommend assigning all ships a meta level of 2 and allow them to be used to invent -2/-2 BPCs which could be further affected by decryptors. The ships wouldn't be able to get more than a few positive ME but they would be worth building.

Like I said: I'm a noob at this, so it's possible I'm still thinking this through badly but it seemed like a way to make inventors lives easier without screwing BPO owners.

/dons flame retardant suit
Obsidiana
Atrament Inc.
#2 - 2012-08-25 19:27:40 UTC
Invention needs to make T2 BPOs obsolete. The current system was designed to preserve the investment of T2 BPO owners. It has done so. Now, half a decade later, that priority needs to be a faded out.

Current decryptor drop rates need to increase (increased supply will lower value)
New and better decryptors need to be added (viable competition with T2 BPOs)
Current efficiency needs to be raised (either tweak base ME or decryptor effects)
All decryptors should create at least 2 run BPCs; more runs need reasonable ME.

I see no reason why Invention, with a nice decryptor, shouldn't make T2 BPCs higher than most T2 BPOs have. Then you could leave T2 BPOs in the game forever. In fact, T2 BPOs would be pseudo taken out of the game temporarily as they would need to be researched to keep up with Invention.

Invention becomes a more efficient T2 production method.
T2 PBOs take a back seat, but owners get to keep them.
It’s a win-win.
Herping yourDerp
Tribal Liberation Force
Minmatar Republic
#3 - 2012-08-26 15:57:17 UTC
they need to replace anyones t2 bpo with ME and 50PE of t2 bpc, I would say enough to keep 1 in production for 2 years.
this would crash the respective markets, but at the same time, remove t2bpos and anyone who spent isk on it should be able to make it back.
Obsidiana
Atrament Inc.
#4 - 2012-08-27 16:49:13 UTC
I actually am strongly against removing T2 BPOs from the game.

While I don't care about those who won them, those who paid for them I do. Even now, those BPOs are changing hands. It should not be a case of hot-potato where you just are the unlucky one who bought them as they became worthless. I do not own a T2 BPO, and while I feel they are OP currently, if we could gradually make ME50 or ME100 BPCs from Invention, then T2 BPOs could be left in New Eden. The game would finally favor the new method of production.

As for making ISK back, for those who bought a T2 BPO at their peak, they did this under the calculation/estimation/assumption that the profits on T2 ships/items would be far higher. The Hulk used to sell for a billion ISK each; they went down to less than 100 million after the market crash. (Current prices are not based on profit, but materials.) If you predicted a RoI of 2 years back then, you got set back to 8 years or more. The profits of these BPOs are nowhere near what they used to be; this also does not factor in any loss in value of the T2 BPO asset.

I think that we should be the ones with high-ME, multi-run, T2 BPCs.

I want better Invention.

Oh, and while we are at it, make decryptors multiuse (good for maybe 5-10 runs). This has a similar effect to putting more in the system, yet it also makes them more valuable. It also makes production easier on industrialists. I just thought of that.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#5 - 2012-08-27 18:04:34 UTC  |  Edited by: Gizznitt Malikite
First: You already mentioned that much of the T2 BPO system was setup 5 years ago to preserve the value of T2 BPO's. Do you really think that most active t2 BPO's are still in the hands of players that won those lottery? I don't think so.... It is far, far more typical that active T2 BPO's are in the hands of investors that bought their BPO's using the isk they earned through years HARD WORK.... stripping players of their assets after they worked hard to achieve them seems like a horrible idea, and not at all necessary!!!! To elaborate: imagine if you spent several years of accruing isk and bought a titan..... And then CCP decided titans have had their time in the spot light, and nerfed their functionality to that of overpriced dread, or maybe they just removed the titans from the game and gave all titan owners 20 dreads as compensation. How would you react? Would you be ok with it? I would be pissed!!! Now, the titan example is actually a poor comparison because titans are player built, meaning they can proliferate and become so prevalent that the benefits of having a titan are available to all players. On the other hand, T2 BPO's have a static ingame quantity that does nothing but decrease. Additionally, they are NOT game-breakingly overpowered, even if they are profitable.

Second: What T2 Production are you exploring??? Sure, a t2 BPO has an advantage over a t2 BPC inventor (which I'll elaborate below), but so what. If you are producing items which are ubiquitously used (like a warp disruptor II, or a 150mm autocannon), the t2 BPO producer creates only a small, small percentage of the actual ingame production. In other words, the T2 BPO holder is not your competition!!! In truth, unless we're talking about rare and low-use t2 items, the majority of production is done using invented BPC's. The reason many beginner industrialists have a hard time competing is because many, many producers secure inexpensive materials to build their items.... Be it cheap sources of moongoo, cheap sources of minerals, and/or cheap sources of PI!! I've heard many small-time manufacturers claim the minerals they mine are "free".... and that is your true (& problematic) competition, not some scapegoat BPO holder!!!

Third: Not all invention is equal: I'll admit I haven't spent much time deeply exploring Ship production (mostly I've dabbled in AF & Inties), but I invent a lot of ammo and modules. These are my observations:

Inventing a BPC: A significant portion of all t2 manufacturing costs comes from creating the t2 BPC. Statistically speaking, the baseline cost to create a max-run BPC has an expected cost of 1-3m isk, and should be valued at twice that to cover your probability swings. For a standard 10 run t2 BPC (most modules and ammo), that means just gettng the BPC costs 100-600k isk per run. This cost is often minimized or belittled when groups acquire cheap datacores. Hell, many people consider their datacores "free", which they shouldn't. It's the cheap-supplied inventors that make your stiffest competition!!!

For Module Production: The difference between producing a T2 module with ME/PE at -4 vs a Perfect ME Levels is usually around a 2-5% difference.... On a 1 million isk item, this would be a 20-50k isk difference, which is NOT a significant amount. For module production, the cost of inventing your BPC is the majority of your markup when competing against a BPO holder (~100-600k isk / item) . Note, t2 modules very in use... and you really need to look at the market value and the movement of an item to see if producing it is worth your time.
In March 2012, the percentage of modules produce from invention:

  • 93.95% of T2 Gyrostabilizers,
  • 89.77% of 1400mm II,
  • 87.34% of 425mm Rail II,
  • 82.00% of Tachyon II,
  • 74.23% of Torpedo Launcher II.

For Ship & Ammo Invention: The difference between producing T2 ships/ammo with an ME/PE at -4 vs a Perfect ME is quite significant. The production costs off an invented BPC often run 150-250% of the perfect run BPO. For t2 ammo, which has a long production time and is used ubiquitously, T2 BPO's are very profitable, but only produce a small market share. The majority of your t2 Ammo production competition comes from inventors, not BPO holders!!!! T2 Ships, on the other hand, run the full gambit. If you're producing an Eagle or a Sin, ships which have the market viscosity of molasses, then you really need to research the profitability in manufacturing them or you're a idiot!!!! A T2 BPO holder can produce the major market share of these ships and much cheaper than an inventor... But SO WHAT.... you don't produce these items for profit because their movement is too little to be a good investment. These are items that are usually produced for direct use (meaning you already have a buyer on the line before you invent the BPC, and you only bother producing it when you can beat the market rate!!). For higher rate items, like a Vagabond or a Jaguar, then the market share of BPO holders is low enough that you are again primarily competing against other inventors.
In March 2012, the percentage of modules produce from invention:

  • 90.23% of Hulks,
  • 67.85% of Sabres
  • 65.01% of Wolves
  • 22.16% of Pilgrims
  • 6.00% of Eagles

Production Data Source

TL;DR;
Unless you are building slow moving ships and items, T2 BPO's have very little influence on an item's market value.
The ME level of your invented BPC has very little influence on the production cost of Modules, but significant influence in Ship and ammo production. Any new mechanic to alter ME levels will only truly help ship and ammo production...

Finally, I believe risk vs reward should be maintained... Any new mechanic that increases ME levels should require MANUFACTURING in low/nullsec, NOT HIGHSEC!
Kitt JT
True North.
#6 - 2012-08-29 05:22:56 UTC
If you have qualms about T2 BPO's, I suggest you go over to marketplace, and look at the prices for many of these items. Their cost is based on projected profits from said BPO usually over the timescale of 3 years +
Lucs Interior
The Surfin Dead
#7 - 2012-08-29 13:57:52 UTC  |  Edited by: Lucs Interior
Gizznitt Malikite wrote:

TL;DR;
Unless you are building slow moving ships and items, T2 BPO's have very little influence on an item's market value.
The ME level of your invented BPC has very little influence on the production cost of Modules, but significant influence in Ship and ammo production. Any new mechanic to alter ME levels will only truly help ship and ammo production...

Finally, I believe risk vs reward should be maintained... Any new mechanic that increases ME levels should require MANUFACTURING in low/nullsec, NOT HIGHSEC!


For me, the issue came up when I started inventing Ships, many of which would cost more to produce than the sale price on market.

Owning a BPO would seem to be the least risky way for someone to produce copies to use in production and BPC contracts. I don't really want to affect their reward but on a purely RvR the BPO owners have it easiest, even when you consideer the initial investment, as they hold their value or are actually good investments for resale later.

Mods may not be as bad but the successes are costly when you add the failures and then tack on an additional 40% waste mechanic. It makes invention suck.

I don't want to see the BPOs disappear, just make it so the inventors can compete. If I had a non decrypted gyro II bpc with an ME0/PE0 made with a META4 mod, I doubt the BPO owners would even notice, as any mod BPO they own is likely to be at least ME50. It would still cost more for me to produce, it just wouldn't suck quite as bad.

Since there are no META ships to use in invention, I'd suggest using UU chips for their invention. Make them use the appropriate chip and attach a +4/+4 to its use to provide an ME0 item.

E:

What I mean is that (with exceptions) you almost can't actually lose money on a BPO. You're likely to sell it for more than you paid and if you used it to build during the interim, you're getting pure profit.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#8 - 2012-08-29 16:12:50 UTC
Lucs Interior wrote:
Gizznitt Malikite wrote:

TL;DR;
Unless you are building slow moving ships and items, T2 BPO's have very little influence on an item's market value.
The ME level of your invented BPC has very little influence on the production cost of Modules, but significant influence in Ship and ammo production. Any new mechanic to alter ME levels will only truly help ship and ammo production...

Finally, I believe risk vs reward should be maintained... Any new mechanic that increases ME levels should require MANUFACTURING in low/nullsec, NOT HIGHSEC!


For me, the issue came up when I started inventing Ships, many of which would cost more to produce than the sale price on market.

Owning a BPO would seem to be the least risky way for someone to produce copies to use in production and BPC contracts. I don't really want to affect their reward but on a purely RvR the BPO owners have it easiest, even when you consideer the initial investment, as they hold their value or are actually good investments for resale later.

Mods may not be as bad but the successes are costly when you add the failures and then tack on an additional 40% waste mechanic. It makes invention suck.

I don't want to see the BPOs disappear, just make it so the inventors can compete. If I had a non decrypted gyro II bpc with an ME0/PE0 made with a META4 mod, I doubt the BPO owners would even notice, as any mod BPO they own is likely to be at least ME50. It would still cost more for me to produce, it just wouldn't suck quite as bad.

Since there are no META ships to use in invention, I'd suggest using UU chips for their invention. Make them use the appropriate chip and attach a +4/+4 to its use to provide an ME0 item.

E:

What I mean is that (with exceptions) you almost can't actually lose money on a BPO. You're likely to sell it for more than you paid and if you used it to build during the interim, you're getting pure profit.


1.) I understand you're desire to be competitive.... and with ships and ammo, increasing the ME is exactly what you need to do... I actually think the best method to alter this is to dramatically change decryptors to work on a percentage level. Rather than have them give a static ME increase, the resultant ME Level would be a small percentage of the ME Level of the BPC used to invent it.

For example.... Use a Gyro 1 BPC with an ME Level of 50 and a 10% decryptor, then the invented Gyro II BPC will have an ME of 5.

Now, for balance purposes, the decryptors should only give a smaaalllll % increase (like 1-5%, 10% is extreme). As long as the BPC's are different and unique, and remain moderately rare in supply, the market will still balance itself out and make t2 BPO holders the high-investment but most profitable.... With this method, I doubt the module production market will change much, as the cost of decryptors will easily be more than the savings earned by a higher ME level.... However, with ammo, and definitely with ships, these will blatantly level the playing field at the production end, but maintain the BPO's advantage of not having any invention costs (which will be significant!!)!! Finally, given the long ME Research time on ships, it will still require significant time before producers can take advantage of this!!)!!

2.) At this stage in the game, BPO's are an investment item, and they are very much subject to market swings. The Hulk used to cost twice as much as it does now.... The EOS used to be a popular ship to fly... The AF buff has dramatically increased the number of AF's flown.... EAF's might become the new hot item..... People buy and sell t2 BPO's based on multi-year market speculation of what is used and will continue to be used... but that's a lot of guess work, as CCP nerfs and buffs and changes things dramatically every 6-12 months...

3.) The biggest drawback with this, is it doesn't incentivize lowsec/nullsec over highsec...
Aineko Macx
#9 - 2012-09-01 17:32:22 UTC
Lucs Interior wrote:
I only recently started inventing T2 items and I've run into problems with being able to sell the BP copies I invented because of the -4/-4 issue.

Basically it would seem that large a penalty makes the ships I would produce lose money. With the very best decryptors, I would still have ships that can't build for even an unresearched original.

I'm not gonna repeat how for the very majority of T2 items the T2 BPOs have little impact on sell prices.

If you make the invented item more efficient to produce, it will benefit all inventors, prices will fall and margins will remain similar to before the change.

Many items produce at a loss because people invent blindly, not doing the math, oversupplying the market, driving price down, selling below cost.