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Dev Blog: Resource Shakeup in Odyssey: Just don’t call it a Cataclysm + Companion blog

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Author
Mara Rinn
Cosmic Goo Convertor
#61 - 2013-04-26 19:45:03 UTC
And I'll echo the sentiment expressed in these pages about POS refineries needing some love.

My type of LOVE for POS refineries would be converting all refineries (NPC station, outposts, and POS alike) into activity lines with throughput versus efficiency trade offs. Thus you can have a 30% efficient refinery that has a dozen lines each capable of processing a million cubic metres per hour (which you would find in, say, mining corporation refinery stations) or a 60% efficient refinery with a half-dozen lines capable of processing a hundred thousand cubic metres per hour which you would find in, say, Logistics Support stations. I'd remove refineries from NPC stations that are purely administrative. Then a POS manager could choose between an intensive mining refinery that can actually process more ore per hour than a single miner in a boosted Hulk can produce, which still takes vast CPU and PG resources, or a less intensive refinery that can't keep up with a single miner, but allows other stuff to be online at the same time (such as, say, a CHA).

But for the moment I'm going to have a private moment with the tail end of Andie's presentation about building and destroying stargates. I think I am in love.
Lord Haur
Star Frontiers
Brotherhood of Spacers
#62 - 2013-04-26 19:45:12 UTC
Tau Cabalander wrote:
Lord Haur wrote:
Also eagerly awaiting the Akita T thread detailing where CCP has ****** up the new T2 moon mineral requirements to move the bottleneck to (say) Mercury.

I was sure you were gonna say Thulium.

Thulium is still gonna be relatively cheap. There has been speculation about CCP increasing the usage of Thulium for years. It's relatively cheap to stick a small gallente tower (or a tower you need to put up anyway) on a Thulium and stockpile it.
James Amril-Kesh
Viziam
Amarr Empire
#63 - 2013-04-26 19:47:23 UTC
Lord Haur wrote:
Callic Veratar wrote:
James Amril-Kesh wrote:
Tippia wrote:
Secondly, those outpost slot increases are off by about one order of magnitude. The design goal should be that if you really max out an indy station, you should have 500–700 manufacturing slots… even these new numbers aren't nearly enough to get there.

This. I haven't done the analysis myself but I know that Tippia understands these things a lot better than I do.


I get 410 on an Amarr Factory Outpost (50 + 6*60).

I get 230 max manufacturing slots.

50 (base) + 2*20 (basics) + 2*40 (standard) + 1*60 (improved).

Maybe I'm reading this wrong, but don't you get one advanced, two intermediate, and three basic?
So 50 + 3*20 + 2*40 + 60 = 250?

Enjoying the rain today? ;)

Arduemont
Rotten Legion
#64 - 2013-04-26 19:47:51 UTC
Oh God, yes.... Just yes.

"In the age of information, ignorance is a choice." www.stateofwar.co.nf

Kethry Avenger
Ministry of War
Amarr Empire
#65 - 2013-04-26 19:48:15 UTC
T2 Salvage Alchemy please.

100 T1 salvage + 100 PI or other thing = some number of T2 salvage

or with changes to scan sites it T2 salvage going to become more common?
Lord Haur
Star Frontiers
Brotherhood of Spacers
#66 - 2013-04-26 19:48:41 UTC  |  Edited by: Lord Haur
James Amril-Kesh wrote:
Lord Haur wrote:
Callic Veratar wrote:
James Amril-Kesh wrote:
Tippia wrote:
Secondly, those outpost slot increases are off by about one order of magnitude. The design goal should be that if you really max out an indy station, you should have 500–700 manufacturing slots… even these new numbers aren't nearly enough to get there.

This. I haven't done the analysis myself but I know that Tippia understands these things a lot better than I do.


I get 410 on an Amarr Factory Outpost (50 + 6*60).

I get 230 max manufacturing slots.

50 (base) + 2*20 (basics) + 2*40 (standard) + 1*60 (improved).

Maybe I'm reading this wrong, but don't you get one advanced, two intermediate, and three basic?
So 50 + 3*20 + 2*40 + 60 = 250?

You can only install one of a particular upgrade. Which means you get one each of basic/standard Plant and Machinery, then choose the Improved based upon the build time bonus.
Tau Cabalander
Retirement Retreat
Working Stiffs
#67 - 2013-04-26 19:48:45 UTC
Lord Haur wrote:
Callic Veratar wrote:
James Amril-Kesh wrote:
Tippia wrote:
Secondly, those outpost slot increases are off by about one order of magnitude. The design goal should be that if you really max out an indy station, you should have 500–700 manufacturing slots… even these new numbers aren't nearly enough to get there.

This. I haven't done the analysis myself but I know that Tippia understands these things a lot better than I do.


I get 410 on an Amarr Factory Outpost (50 + 6*60).

I get 230 max manufacturing slots.

50 (base) + 2*20 (basics) + 2*40 (standard) + 1*60 (improved).

Yes but will a monument upgrade platform still cost as nearly as much as an outpost?
Vigilanta
S0utherN Comfort
#68 - 2013-04-26 19:49:30 UTC
who else sat on a coupel mil units of thulium jsut in case? i knwo i did lol
Jenn aSide
Soul Machines
The Initiative.
#69 - 2013-04-26 19:50:15 UTC
James Amril-Kesh wrote:
Jenn aSide wrote:
if you put frigs (scrambling or otherwise) in forsaken hubs, you will have nerfed the last little bit of good isk making in null sec anoms. The close range battlecruisers that a lot of people use to do them will become un-usable (unless you add drones bays to all the former tier 3s that do't have them, namely the naga).

The frigless forsaken hub is the only anomaly that sub caps can use to match some empire isk making pve techniques (liek incursions and empire DED farming). This seems a big huge mistake as it will only nerf individual pilot isk making. Not fatal, but defineately a serious wound.

A better idea would be scramming cruisers for hubs with like a 35 km scram range. The problem with forsaken hubs is lack of scramming things, not lack of frigs.

Sanctums are apparently being rebalanced though for higher isk/hr. We'll just have to wait and see what that means.
Hopefully it's a good rebalance and you can make more decent isk than you can now.


Sanctum isk/hr is fine, frigs have a serious unexpected effect on isk hour, it's why forsaken hubs are by far the most popular anomalies (most people use battleships, and even BS with webs and tracking bonuses and light drones can have a hard time)

Decreasing the number of frigs and adding more battlecrusiers to sanctums is nice, but any frigs in forskaen hubs will just kill Teir3 anom farming (nagas already have only just enough slots for tank, how do you add a web to that?).

The devblog doesn't actually say frigs it says pirates, so if it's not frigs being added to forsaken hubs, no harm no foul. But if it is frigs , that's a huge nerf to grunt player income which could have bad effects on null sec pvp. It's goingt o be iteresting to see what happens to null pvp with these changes in general.
Lord Haur
Star Frontiers
Brotherhood of Spacers
#70 - 2013-04-26 19:50:30 UTC  |  Edited by: Lord Haur
Tau Cabalander wrote:
Lord Haur wrote:
Callic Veratar wrote:
James Amril-Kesh wrote:
Tippia wrote:
Secondly, those outpost slot increases are off by about one order of magnitude. The design goal should be that if you really max out an indy station, you should have 500–700 manufacturing slots… even these new numbers aren't nearly enough to get there.

This. I haven't done the analysis myself but I know that Tippia understands these things a lot better than I do.


I get 410 on an Amarr Factory Outpost (50 + 6*60).

I get 230 max manufacturing slots.

50 (base) + 2*20 (basics) + 2*40 (standard) + 1*60 (improved).

Yes but will a monument upgrade platform still cost as nearly as much as an outpost?

Something to ask in tomorrow's roundtable-come-panel I guess. I'm pretty sure they won't change it though.
James Amril-Kesh
Viziam
Amarr Empire
#71 - 2013-04-26 19:51:52 UTC
Jenn aSide wrote:
Sanctum isk/hr is fine, frigs have a serious unexpected effect on isk hour, it's why forsaken hubs are by far the most popular anomalies (most people use battleships, and even BS with webs and tracking bonuses and light drones can have a hard time)

Decreasing the number of frigs and adding more battlecrusiers to sanctums is nice, but any frigs in forskaen hubs will just kill Teir3 anom farming (nagas already have only just enough slots for tank, how do you add a web to that?).

The devblog doesn't actually say frigs it says pirates, so if it's not frigs being added to forsaken hubs, no harm no foul. But if it is frigs , that's a huge nerf to grunt player income which could have bad effects on null sec pvp. It's goingt o be iteresting to see what happens to null pvp with these changes in general.



devblog wrote:
We are also making some small tweaks to the NPC composition of Hubs and Sanctums. Switching a few of the NPCs in Hubs to the tougher Elite Frigates and Cruisers, and switching a few of the Elites in Sanctums out for battlecruisers. The changes are still being tweaked and tuned, but the intended result is a better balance between the different anomalies, giving Sanctums the advantage in isk per hour over the easier to find Hubs.


So hubs will add some elite frigates and cruisers, sanctums will take some out and switch them for battlecruisers.
IMO that's a good change.

Enjoying the rain today? ;)

Tippia
Sunshine and Lollipops
#72 - 2013-04-26 19:52:30 UTC  |  Edited by: Tippia
Lord Haur wrote:
Callic Veratar wrote:
James Amril-Kesh wrote:
Tippia wrote:
Secondly, those outpost slot increases are off by about one order of magnitude. The design goal should be that if you really max out an indy station, you should have 500–700 manufacturing slots… even these new numbers aren't nearly enough to get there.

This. I haven't done the analysis myself but I know that Tippia understands these things a lot better than I do.


I get 410 on an Amarr Factory Outpost (50 + 6*60).

I get 230 max manufacturing slots.

50 (base) + 2*20 (basics) + 2*40 (standard) + 1*60 (improved).

Some such… and then you have to sacrifice one of those slots for an improved refinery, and another one to get a few more corp offices in there so all slots can be put to full use. So realistically, it's 150ish, when it should be three or four times that.

…oh, and the refinery and office upgrades need similar buffs to make them actually make sense.
Jenn aSide
Soul Machines
The Initiative.
#73 - 2013-04-26 19:53:03 UTC
Lord Haur wrote:
Jenn aSide wrote:
if you put frigs (scrambling or otherwise) in forsaken hubs, you will have nerfed the last little bit of good isk making in null sec anoms. The close range battlecruisers that a lot of people use to do them will become un-usable (unless you add drones bays to all the former tier 3s that do't have them, namely the naga).

The frigless forsaken hub is the only anomaly that sub caps can use to match some empire isk making pve techniques (liek incursions and empire DED farming). This seems a big huge mistake as it will only nerf individual pilot isk making. Not fatal, but defineately a serious wound.

A better idea would be scramming cruisers for hubs with like a 35 km scram range. The problem with forsaken hubs is lack of scramming things, not lack of frigs.

Please quote where it was said that frigates (specifically) were going to be added. All that was mentioned was that warp disruption will be added to anoms that lack it.


They also didn't say they were going to make new npc non-frig (and non-sleeper/incursion) ships that scram.

I'm really really hoping they don't take the lazy way and add frigs to forsaken hubs, forsaken hubs have been unique in having n frigs since they added them.
Junko Sideswipe
Love Squad
#74 - 2013-04-26 19:55:07 UTC
But are you making caldari outposts not the worst kickouts in the game?

PIZZA CEO

Dilbert HighSeed
Pirannha Corp
#75 - 2013-04-26 19:55:10 UTC
Jenn aSide wrote:
James Amril-Kesh wrote:
Jenn aSide wrote:
if you put frigs (scrambling or otherwise) in forsaken hubs, you will have nerfed the last little bit of good isk making in null sec anoms. The close range battlecruisers that a lot of people use to do them will become un-usable (unless you add drones bays to all the former tier 3s that do't have them, namely the naga).

The frigless forsaken hub is the only anomaly that sub caps can use to match some empire isk making pve techniques (liek incursions and empire DED farming). This seems a big huge mistake as it will only nerf individual pilot isk making. Not fatal, but defineately a serious wound.

A better idea would be scramming cruisers for hubs with like a 35 km scram range. The problem with forsaken hubs is lack of scramming things, not lack of frigs.

Sanctums are apparently being rebalanced though for higher isk/hr. We'll just have to wait and see what that means.
Hopefully it's a good rebalance and you can make more decent isk than you can now.


Sanctum isk/hr is fine, frigs have a serious unexpected effect on isk hour, it's why forsaken hubs are by far the most popular anomalies (most people use battleships, and even BS with webs and tracking bonuses and light drones can have a hard time)

Decreasing the number of frigs and adding more battlecrusiers to sanctums is nice, but any frigs in forskaen hubs will just kill Teir3 anom farming (nagas already have only just enough slots for tank, how do you add a web to that?).

The devblog doesn't actually say frigs it says pirates, so if it's not frigs being added to forsaken hubs, no harm no foul. But if it is frigs , that's a huge nerf to grunt player income which could have bad effects on null sec pvp. It's goingt o be iteresting to see what happens to null pvp with these changes in general.



LOL..just love reading the null bears "wah, wah...my null sec income might be affected". High sec just took another body slam, and you clowns laugh when high sec gets crushed. Now we have one ship class potentially affected by an NPC change, and people lose their minds.

Hypocrites all of you.
Kadean
Goosefleet
Gooseflock Featheration
#76 - 2013-04-26 19:55:13 UTC
CCP Fozzie wrote:
Hey guys, just checking in to say I'm gonna go party hard at the pub crawl tonight, so I'll be doing most of my responding to feedback early next week instead of right away. Don't worry, I will read every single post in this thread while nursing my hangover.

I hope you guys enjoy the spoils of the huge amount of work Team Five O has put into these changes, and have fun on the markets.



Hey, thanks for reading my post, i hope there wasn't too many to read before you got to mine.......so....sup?
Captain Tardbar
Deep Core Mining Inc.
Caldari State
#77 - 2013-04-26 19:56:23 UTC  |  Edited by: Captain Tardbar
Exscuse my ignorance of the POS sytems, but why does the Amarr have quite a bit more manufacturing capabilities than the other races?

Looking to talk on VOIP with other EVE players? Are you new and need help with EVE (welfare) or looking for advice? Looking for adversarial debate with angry people?

Captain Tardbar's Voice Discord Server

James Amril-Kesh
Viziam
Amarr Empire
#78 - 2013-04-26 19:58:08 UTC
Dilbert HighSeed wrote:
LOL..just love reading the null bears "wah, wah...my null sec income might be affected". High sec just took another body slam, and you clowns laugh when high sec gets crushed. Now we have one ship class potentially affected by an NPC change, and people lose their minds.

Hypocrites all of you.

Ice mining getting moved to anomalies is a "body slam"?
Seriously?
Check your privilege.

Enjoying the rain today? ;)

Jenn aSide
Soul Machines
The Initiative.
#79 - 2013-04-26 19:59:14 UTC
James Amril-Kesh wrote:
Jenn aSide wrote:
Sanctum isk/hr is fine, frigs have a serious unexpected effect on isk hour, it's why forsaken hubs are by far the most popular anomalies (most people use battleships, and even BS with webs and tracking bonuses and light drones can have a hard time)

Decreasing the number of frigs and adding more battlecrusiers to sanctums is nice, but any frigs in forskaen hubs will just kill Teir3 anom farming (nagas already have only just enough slots for tank, how do you add a web to that?).

The devblog doesn't actually say frigs it says pirates, so if it's not frigs being added to forsaken hubs, no harm no foul. But if it is frigs , that's a huge nerf to grunt player income which could have bad effects on null sec pvp. It's goingt o be iteresting to see what happens to null pvp with these changes in general.



devblog wrote:
We are also making some small tweaks to the NPC composition of Hubs and Sanctums. Switching a few of the NPCs in Hubs to the tougher Elite Frigates and Cruisers, and switching a few of the Elites in Sanctums out for battlecruisers. The changes are still being tweaked and tuned, but the intended result is a better balance between the different anomalies, giving Sanctums the advantage in isk per hour over the easier to find Hubs.


So hubs will add some elite frigates and cruisers, sanctums will take some out and switch them for battlecruisers.
IMO that's a good change.


You must not rat for your isk.

Forsaken hubs are the only reasons right now to not completely abbandon null sec for empire incursions and high sec 4/10 farming. The things you have to do to kill ANY frigs in a battleship in an anom means you can do other things , and you can do them at all in an Attack BC except for the Talos which sucks outside of Serp/Angel space.

This is a bad idea man, PVE is my main thing and I've been an Anom and exploration guy for years. The adaptations people are going to have to make (using long range ships like the Oracle as it is in Blood Raider space or adding webs that will be useless against anything BUT frigs etc etc) is totally going to cut isk per hour for grunt players beyond any amount of tweaking ccp is going to do to sanctums.
Tippia
Sunshine and Lollipops
#80 - 2013-04-26 20:00:37 UTC
Captain Tardbar wrote:
Exscuse my ignorance of the POS sytems, but why does the Ammar have quite a bit more manufacturing capabilities than the other races?

Because theirs is the “factory outpost”. The Gallente get an administrative outpost (mainly tons of offices), the Caldari get research outosts (science slots), and Minmatar can refine ore… Roll

They all need to be removed and redone.