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New dev blog: Starbase happy fun time

First post First post
Author
Weaselior
GoonWaffe
Goonswarm Federation
#901 - 2011-11-08 23:54:52 UTC
Ugleb wrote:
sukee tsayah wrote:
Again, go ahead with all the changes you want. I just don't understand why you need to decrease the POS fuel need for small/medium POS. If it's just a matter of math, find another way to deal with it. Find ways around it. Anything is better than what you're planning on doing right now, which is to screw the little guy. The same little guys who are being screwed by the new COs changes and in the future by DUST. Why the heck would any of these new guys going into PI now? They'll just go back to high sec to run missions instead. Extremely disappointed and all in the name of saving us from a "gigantic production bottleneck"? Last time I checked the market adapts to bottlenecks. It's how it works. What you're doing is central planning of the economy, driving folks from one industry to another, for no apparent good reason.

I appreciate your response, but I'm still extremely disappointed and concerned for those new players who no one is listening to.


Creating a bottleneck would likely play into the hands of those big alliances that you are worried about. If Robotics become the 'ultimate prize' then the most powerful will seek to monopolise its production. Like we all saw with Tech moons. Tech is a bottleneck in T2 production, so certain groups set out to seize as many tech moons as they could across the map.

If Robotics became a key bottleneck, we'd likely see a greater effort being made to seize control over plasma planets. Distribute the value of resources more evenly however, and we should see fewer monopolies emerging.


pi isn't moonmats and nothing is comparable between the two

Head of the Goonswarm Economic Warfare Cabal Pubbie Management and Exploitation Division.

sukee tsayah
Southern Cross Silver Shields
Flying Dangerous
#902 - 2011-11-08 23:59:37 UTC
Weaselior wrote:
pi isn't moonmats and nothing is comparable between the two


+1
Sassums
Dark Venture Corporation
Kitchen Sinkhole
#903 - 2011-11-09 00:06:17 UTC
Now I am entirely confused. There are far too many numbers going around with fuel and consumption.

Can someone explain what that means? 40/80/20 or whatever that is.

Is it possible to update the main blog with all this information so anyone can come into the thread and know what is going on?

Also what is WRT or whatever abbreviation the dev was using?

What is going on with faction towers? First they are just getting a fuel bay increase, now the reduced fuel consumption is something that is going into effect rather than the larger fuel bays?

What about the issues with the faction towers, you know the fact that they don't drop anymore? Can we get this fixed?

Is it possible to upgrade the SMA's so they are organized like a CHA - allowing each player to have a safe spot to put his ships?

Also would it be possible to be able to assign each hanger tab to only 1 player? As it stands if I give someone the ability to access High Slot 1 - they have the ability to access High Slot 1 on all CHA's unless one of them requires higher access (fuel tech or the ability to anchor)
Jenn Makanen
Doomheim
#904 - 2011-11-09 00:17:07 UTC
Weaselior wrote:
Ugleb wrote:
sukee tsayah wrote:
Again, go ahead with all the changes you want. I just don't understand why you need to decrease the POS fuel need for small/medium POS. If it's just a matter of math, find another way to deal with it. Find ways around it. Anything is better than what you're planning on doing right now, which is to screw the little guy. The same little guys who are being screwed by the new COs changes and in the future by DUST. Why the heck would any of these new guys going into PI now? They'll just go back to high sec to run missions instead. Extremely disappointed and all in the name of saving us from a "gigantic production bottleneck"? Last time I checked the market adapts to bottlenecks. It's how it works. What you're doing is central planning of the economy, driving folks from one industry to another, for no apparent good reason.

I appreciate your response, but I'm still extremely disappointed and concerned for those new players who no one is listening to.


Creating a bottleneck would likely play into the hands of those big alliances that you are worried about. If Robotics become the 'ultimate prize' then the most powerful will seek to monopolise its production. Like we all saw with Tech moons. Tech is a bottleneck in T2 production, so certain groups set out to seize as many tech moons as they could across the map.

If Robotics became a key bottleneck, we'd likely see a greater effort being made to seize control over plasma planets. Distribute the value of resources more evenly however, and we should see fewer monopolies emerging.


pi isn't moonmats and nothing is comparable between the two



Regardless of the whole POCO issue, I have to agree. Anyone can get into PI, with minimal investment (a few million. Little reoccuring cost). Where as in moon mining, there's a far higher start up cost. And an on-going cost. And you can't do it in hi-sec. And it can be destroyed.



As for people siezing control of plasma planets, you're over estimating their usefulness. sure, you can manufacture robotics without import and export. But inefficiently. gather resources on 2 or 4 planets. Manufacture on one. More extractor heads per type. no advanced factories on the extractor worlds eating cpu/pg. and so on.
Scrapyard Bob
EVE University
Ivy League
#905 - 2011-11-09 00:24:06 UTC  |  Edited by: Scrapyard Bob
Sassums wrote:
Now I am entirely confused. There are far too many numbers going around with fuel and consumption.

Can someone explain what that means? 40/80/20 or whatever that is.

Is it possible to update the main blog with all this information so anyone can come into the thread and know what is going on?

Also what is WRT or whatever abbreviation the dev was using?

What is going on with faction towers? First they are just getting a fuel bay increase, now the reduced fuel consumption is something that is going into effect rather than the larger fuel bays?

What about the issues with the faction towers, you know the fact that they don't drop anymore? Can we get this fixed?

Is it possible to upgrade the SMA's so they are organized like a CHA - allowing each player to have a safe spot to put his ships?

Also would it be possible to be able to assign each hanger tab to only 1 player? As it stands if I give someone the ability to access High Slot 1 - they have the ability to access High Slot 1 on all CHA's unless one of them requires higher access (fuel tech or the ability to anchor)


WRT = "with regards to"

Large (non-faction, no-sovereignty) tower will consume 40 blocks per hour under the increased granularity (and the batch size for production gets moved from 4 to 40). Medium towers consume 20 blocks/hr, small towers consume 10/hr.

Faction towers keep their fuel savings bonus (and the sov bonus now works again).

Faction tower drop rates have not been answered - separate issue.

The questions about SMAs and corp hangars are outside the scope of this dev blog.
Burseg Sardaukar
Free State Project
#906 - 2011-11-09 00:30:15 UTC
So.... no word on Reinforcement timer change?

Can't wait to dual box my Dust toon and EVE toon on the same machine!

TorTorden
Tors shibari party
#907 - 2011-11-09 01:58:47 UTC
Burseg Sardaukar wrote:
So.... no word on Reinforcement timer change?


Since the stront bay is untouched Im guessing unchanged.

remember the "good ol days" when reinforced poses could run for a week?
Musashibou Benkei
State War Academy
Caldari State
#908 - 2011-11-09 02:21:18 UTC
has anyone actually noticed the massive price spike in heavy water and liquid ozone in the past, oh, 24 hours?

POS fuel cost is going up by the hour since integration of H.W. and L.O. into "fuel consumption". I'd love to see CCP reverse just that part, just to see the annoying market ****** get their manipulation isk destroyed

also a +1 for changing blocks of 400 being produced instead of 4 to accommodate for tower fuel bonus.
Dario Kaelenter
ACME HARDWARE
Exxitium
#909 - 2011-11-09 02:39:58 UTC
sukee tsayah wrote:


(stuff ...)

That's fallacy of misleading vividness. Your experience with tech moons is keeping you from thinking that the market can adapt to higher demand for robotics. Would love to argue further, but your logic is simply not sound.

CCP is artificially lowering the demand for robotics. I'm advocating for the opposite. It's not rocket science.


Also Robotics are used for more than just POS Fuel ... Like other POS fuel items they are also used in T2 productions (eg drones)
So instead of feeding all my supply to the POS fiends I may be able to increase the rate of T2 production to keep those NPC rats satiated instead.

Checking the market it seems that reduced use for POS fuel isn't necessarily going to have a big impact on the market as Robotics have still creeped up in price lately.
Scrapyard Bob
EVE University
Ivy League
#910 - 2011-11-09 02:54:51 UTC
Musashibou Benkei wrote:
has anyone actually noticed the massive price spike in heavy water and liquid ozone in the past, oh, 24 hours?

POS fuel cost is going up by the hour since integration of H.W. and L.O. into "fuel consumption". I'd love to see CCP reverse just that part, just to see the annoying market ****** get their manipulation isk destroyed


Pure market speculation - which happens every time that CCP publishes a dev blogs. Prices are already starting to fall back down to normal levels and will be back to normal within 2 weeks (188 ISK/u in Dodxie as of a few hours ago, which is down from 200-250).

Heavy Water is dirt-cheap, to the point that it was barely worth hauling to market. A large tower that consumed all of it's HW per month paid about 2.2M ISK. Even if HW prices go up 10x, the fuel costs for a large tower don't go up much more then +20M on top of 350-375M ISK.

Liquid Ozone, OTOH, might end up being slightly higher. But as the price of ice products go up, more people go out and ice mine (driving down isotope prices) - so it will eventually balance out.

Live off your strategic stockpiles for the next week or two (most of us have 2-6 months of fuel stockpiled), maybe even put up some of your stockpiled fuel at laugh-worthy prices to start a market war with the speculators. They then either have to buy you out in order to jack the price up, or you can start market PvP'ing them back down to a 50-60 ISK/unit range.
Vilgan Mazran
Outback Steakhouse of Pancakes
Deepwater Hooligans
#911 - 2011-11-09 02:55:52 UTC
I'm still a bit confused as to why the m3 on this fuel is so high. Why should it be so painful to fuel a pos for a month or two? Probably shouldn't go to 0, but making the m3/month drop to like 60% of the old amount seems like a no brainer.

Does anyone really enjoy the game more if they have to make more logistics runs?

Seems like CCP is making a concerted effort to hit a lot of the annoying aspects of eve, what reason for the high m3/month for fuel other than "because we are sticking with old values"?
Jenn Makanen
Doomheim
#912 - 2011-11-09 03:30:38 UTC
Vilgan Mazran wrote:
I'm still a bit confused as to why the m3 on this fuel is so high. Why should it be so painful to fuel a pos for a month or two? Probably shouldn't go to 0, but making the m3/month drop to like 60% of the old amount seems like a no brainer.

Does anyone really enjoy the game more if they have to make more logistics runs?

Seems like CCP is making a concerted effort to hit a lot of the annoying aspects of eve, what reason for the high m3/month for fuel other than "because we are sticking with old values"?



Compression is a more complex issue. Because with refining, you get the materials back. Allows for easier transport of materials, as a side effect of making life easier. Now, I'm not sure about where those materials are used, and if people would use the compression for that move, but it's always something to consider.
TorTorden
Tors shibari party
#913 - 2011-11-09 03:45:00 UTC
Vilgan Mazran wrote:
I'm still a bit confused as to why the m3 on this fuel is so high. Why should it be so painful to fuel a pos for a month or two? Probably shouldn't go to 0, but making the m3/month drop to like 60% of the old amount seems like a no brainer.

Does anyone really enjoy the game more if they have to make more logistics runs?

Seems like CCP is making a concerted effort to hit a lot of the annoying aspects of eve, what reason for the high m3/month for fuel other than "because we are sticking with old values"?



My two cents exactly.
Of course pellets should be non refineable in this case.

I also think people overestimate the impact of hw/lo consumption, the added isk cost to run a pos a pos at 100% is neglible.

Hw eapecialy as mentioned has been almost worthless for ice miners and need a boost in consumption, Im also going to bet that liquid ozone sees more use from cyno beacons than from pos consumption same with isotopes, a carrier can burn more doing logistical jumping than in a day than 10 large towers consume in isotopes.
I would seriously be very suprised if this has any real ompact on the market. As for the PI whiners.

1
Ever consider that if fueling becomes easier more people will start using towers thus increasing the total market
1b)
since many pos owners have been doing Pi solely to decrease hauling\cost for pos's
They are now most likely going to stop and just buy pellets ready made thusly increasing market demand on those who operate in a slightly larger scale.

2
This pi decrease is realy just a decrease for the smaller towers of whom there realy isn't that many of.

Bottom line deal with it. Do what the eve community has done for almost a decade which is adapting.
Fitz VonHeise
Deep Core Mining Inc.
Caldari State
#914 - 2011-11-09 03:57:49 UTC  |  Edited by: Fitz VonHeise
Entity wrote:
Again, a lot of people, including me, bought a faction tower to save fuel cost, which is not insignificant. Removing that makes the investment pointless if all it does is give more time between refuels, which with this change would be of questionable value since it will be much easier.


Exactly right. I feel like I have been robbed of 2b for each faction tower we own.
Please do figure out a way to make fuel work more efficiently in factional towers.

Edit: Seems CCP heard and is making them more efficient. Great.
Nose ElGrande
Swarm Of Locusts
#915 - 2011-11-09 04:06:57 UTC
Echo Mande wrote:
The changes look very workable and improve what was already a decent proposal. Having the component array being able to build fuel will allow largish fuel builds to be done at one POS for all of a system's POSses (hello wormholers). For instance a job of 4032 runs would be possible, even though it would take the array 10.5 days to finish (this is 24 weeks' fuel for a normal large tower outside sov space).

Hauling all that fuel is potentially still a problem though, with an iteron V (assumption 38K hold and 200 m3/hr fuel use for a large tower) needing 4 runs to move 4 weeks worth of fuel. Could it be possible for the Rorqual and Orca to be tweaked so that their ore holds can hold POS fuel in addition to ore and ice. As a further tweak, could the Orca also be tweaked so it can also hold compressed ore and ice? With these tweaks an orca can haul 4 weeks' worth of fuel for a large tower while a rorq would be able to move 3 times that. Jump freighters are very nice and all but they're hideously expensive and freighters are slugs.


This was lost back on page 42.

CCP/Greyscale, what about the changes to the Orca suggested here? Can you make this part of the fuel change proposal?
Being able to use the Ore Hold to haul Fuel Cubes *and* compressed ore/ice would add a welcome 50K m3 to the new hauling exercise here.

Put it right above the request for distinct color/designs for the fuel cubes.

Thanks for listening.
FAHQ2 A
Project Valhalla.
Mildy Unprofessional
#916 - 2011-11-09 05:06:01 UTC
My buds and I have been running a POS in empire for years. We use a Faction Tower due to the lower Fuel use and Offline what we dont need and online what we need to keep out fuel usage down to save ISK.

Now with this change (I do like the block idea) getting rid of the faction tower advantages isnt right. We paid extra for this tower for this reason, and that reason alone. The lower fuel usage, offline/online what we needed to save costs. This is being eliminated. I know times change but whats the point of a faction one, a bigger fuel bay?! We honestly dont care how big the bay is, it was fuel usage to maximize our profits against peeps with t2 bpo's.

Its a Great Idea so far, there needs to be some tweaks for faction towers if SOV towers still get their bonuses it should be the same math.

Bigger fuel bays for faction towers isnt why we use them. Please rethink this idea!
Protheroe
UMEC
#917 - 2011-11-09 05:20:19 UTC  |  Edited by: Protheroe
Grady Eltoren wrote:
Have you done a time analysis on building the blocks versus just doing the math? I bring this up because after having fueled many POS's for years I am just NOT seeing it. To me the math was never a problem; I just used one of the many free websites like chucker's out there. Now we have to build/wait/run an array/haul/move from array to array...etc This new process seems like it is saving time, and just curious as to who it is saving time for?

I think this is a good point. The purpose of these changes is to simplify the process of fuelling towers and to make it easier and less time consuming, so would they achieve that in their current form? It seems to me that in some cases they definitely would, but in other cases they might make things worse.

When the cost of fuel is a minor consideration (for example if the tower isn't being used for making money, or where the fuel cost is insignificant relative to the income the POS generates, such as mining high value moon materials), then fuelling will just involve buying some blocks from the market and hauling them to the tower. To compare the steps involved in the current and new processes:

Current process:

  1. Calculate fuel quantities neeeded, taking CPU and PG use into account.
  2. Purchase various quantities of eight different fuel types.
  3. Haul fuel to the tower.
  4. Transfer the fuel over to the fuel bay.

New process:

  1. Purchase a number of fuel blocks from the market based on the number of hours needed. No other calculations needed.
  2. Haul fuel to the tower.
  3. Transfer the fuel blocks over to the fuel bay.

In this case there are fewer steps involved, with the first and second steps in the current process either removed completely or greatly simplified.

However, the fuel blocks will obviously sell at a premium to the cost of the materials needed to make them, and so buying them will be a trade off between convenience and extra cost. When the fuel cost consumes a significant amount of the income generated by a tower, or when multiple towers are involved and the added percentage cost of buying fuel blocks becomes significant (e.g. if fuel blocks are sold at a profit of 10%, the additional cost to an operation running ten towers of buying fuel blocks relative to buying the individual fuels is equivalent to the expense of running an extra tower), a lot of people will turn to manufacturing the fuel blocks themselves to avoid the extra cost. In that case, the comparison between the current and new processes would look like this:

Current process:

  1. Calculate fuel quantities neeeded, taking CPU and PG use into account.
  2. Purchase various quantities of eight different fuel types.
  3. Haul fuel to the tower.
  4. Transfer the fuel over to the fuel bay.

New process:

  1. Calculate fuel quantities needed for manufacturing the required number of fuel blocks. CPU and PG use can now be ignored.
  2. Purchase various quantities of eight different fuel types.
  3. Haul fuels to a fuel block assembly line.
  4. Transfer fuels over to the hangar for manufacturing.
  5. Install fuel block manufacturing jobs.
  6. Wait for the fuel block manufacturing jobs to complete (at five minutes per block: sixty hours of manufacturing time for thirty days of fuel blocks for a single large tower, divided between however many manufacturing slots are available).
  7. Haul the completed fuel blocks from the assembly line to the tower, if an array at the tower was not be used.
  8. Transfer the fuel blocks over to the fuel bay.

It seems in this second case that although the calculation in the first step is slightly simplified, there are potentially more steps involved in the new process than the current process requires, and there is a delay between the time that any new fuel is purchased and the time it can be transferred to the tower that does not exist in the current system. The significance of this delay would vary depending on the circumstances; for example it could be relevant for a manufacturing operation, where the added time needed to make fuel for the tower would displace whatever other activity the required manufacturing slots were usually in use for. In circumstances where a POS was being used for very long manufacturing jobs, it might be necessary for a fueller to reschedule their manufacturing based on the need to intermittently use their factory slots to produce fuel blocks for the tower.

Some of the additional steps in this case could be avoided by, for example, allowing towers to consume both fuel blocks and the current differentiated fuels, or keeping the current differentiated fuels and introducing fuel blocks as a sort of marketable cargo parcel that could be unpackaged or refined inside a fuel bay. However, some of the replies to this thread have already indicated that those types of solutions might require impractical coding changes.

The only other solution I can think of to mitigate some of the extra hassle that people taking the second option of making their own fuel blocks might encounter relative to the current system would be to reduce the manufacturing time for fuel blocks down further from five minutes to seconds. Although there might still be a few extra steps involved in the entire proces, if the amount of time required for manufacturing were trivial it would not present any problems to people for whom losing manufacturing slots for extended periods would be a meaningful loss.
Scrapyard Bob
EVE University
Ivy League
#918 - 2011-11-09 05:30:02 UTC
Considering that the time needed to manufacture 1 hour of fuel for a Large Tower only takes 5 minutes (at PE 0 and in a station slot), making a day's worth of fuel takes 2 hours and a month's worth of fuel takes all of 2.54 days. Research the BPO a bit (PE 8) and use a POS array (25% faster production time) and you cut that down to about 184.5 seconds per batch of 40 pellets (1 hour), which means you can make a month's worth of fuel in 1.56 days.

So buy a month's worth of fuel, stuff it into the Component Array, come back in 1.56 days. Not that much of a time sink given that you can now centralize your fuel production.
Somatic Neuron
Masterwork Productions Inc
#919 - 2011-11-09 06:03:06 UTC
I keep looking at the posting date to make sure it isn't April 1st....
Miss Death
Brutor Tribe
Minmatar Republic
#920 - 2011-11-09 06:29:50 UTC  |  Edited by: Miss Death
Quote:
The one downside of this big-blocks approach is that it’s impossible to give faction towers a fuel consumption bonus any more (you can’t consume 2/3 of a block). We talked to some large-scale starbase operators about this, and they told us that the main bonus of faction towers for them is actually that they last longer between fuel cycles. To try and compensate for the increased running costs, we’ve taken the above bay size increases and added +25% bay size on top of that for the “tier 1″ faction towers, and +50% bay size for the “tier 2″ ones. We’re hoping people will find that a satisfactory tradeoff, but we’re listening for further feedback on this change.


In summary these changes are well overdue. Nice one CCP...

However; a Faction Towers main bonus in longer fuel cycles was due to it using LESS FUEL and therefore; COSTING LESS TO RUN. Adding a larger fuel bay doesn't make a faction pos that sexy anymore tbh (imo) as it will still cost the same amount to run as a normal pos.

OK, so you can't consume 2/3 of a block. This affects faction towers and sov fuel bonuses. Instead of changing fuel amounts, what about changing the fuel cycle time on faction towers or towers in sov space?

For example:
normal tower fuel cycle = 1 hour.
Tier 1 faction tower = 1 hour 6 mins (10% better than normal)
Tier 2 faction tower = 1 hour 12 mins (20% better than normal)
Sov Space bounus = 1 hour 15 mins (25% better and accumulitive with Tier pos bonus)

Just my mind shower... like a brain storm, just a little smaller.