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Survey for Science & Industry - Your opinion matters!

First post
Author
Davion Falcon
Those Once Loyal
#41 - 2014-01-17 05:39:22 UTC
baltoxtdl wrote:
Gilbaron wrote:
reduce the clickfest
reduce the clickfest
reduce the clickfest

could you please also try and reduce the clickfest ?

oh, and less clicks please :)

the amount of essentially free production lines in highsec is too damn high



that would be same as giving turrets/missiles ability to work same as drones, automatic killing stuff around you.



There'd be an incredible shitstorm if turrets worked like installing S&I jobs.

There'd be no weapon grouping. You'd have to push F1, select a target through a nested window, type in the number of rounds you'd like to fire, hit enter twice and repeat that for each turret and launcher.

Ruthlessness is the kindness of the wise. Never forgotten, never forgiven.

Zoldarion Katelo
Caldari Provisions
Caldari State
#42 - 2014-01-17 07:48:56 UTC
less clicks please, that is all!
Altrue
Exploration Frontier inc
Tactical-Retreat
#43 - 2014-01-17 08:58:48 UTC  |  Edited by: Altrue
I'd like to thank CCP for this survey, and also report that the question a 3x3 table where every line can only contain one choice was very... disconcerting. (The one about "At the beggining" "In the middle" "At the end" of the S&I process)

Also, the question about the area of space where we make the most S&I was frustrating since you could only tick one element.

PS : Oh and yes, less clickfest. Also if you happen to touch the hacking minigame, less clickfest would also be a plus :D Don't know if it is directly related to S&I.

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Mira Taras
IonTek LLC
#44 - 2014-01-17 09:06:05 UTC
Just some ideas:

1) Let me create folders in the blueprint / corp blueprint overview.

2) Reduce the clickfest.

Would be nice to have at least something like the save option from the sales options menu.

Really nice would be a graphical overhaul of the job creation page. Let us create and bookmark jobs, based on our owned blueprints: like build 10 Damage Controls
Give us a graphical list of all available production lanes on the left, the list of our bookmarked jobs on the right so i can just drop the wished job into the lane and be done. Show me the jobs as long as i have an unused blueprint that the jobs needs.
So if i have 3 DC blueprints i could drop it 3 times in my lanes, then the job will be hidden in the list.
Copying and Invention could be similar.

S&I is a repetitive job, so cater the gui around it please.

Non repetive tasks, like ME&PE research can still use the drag and drop, just give all available blueprints in the right list.
Let me then set the wanted amount of research with mousewheel or something.

3) Improve blueprint informations. Let me see ME&PE in the symbol or something.
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#45 - 2014-01-17 10:07:06 UTC
Cloaky McWarpStab wrote:
Xurr wrote:
Hey CCP,

I'm not going to co-operate with others because I don't want 150bil in BPOs stolen.

I'm not going to co-operate with others because I don't want my jobs to be canceled for the lulz.

I'm not going to co-operate with others because I don't want them to be able to shoot my freighters for the lulz.

I'm not going to co-operate with others because I don't want the fuel dumped out of my POS for the lulz.


Isn't trust a key game play element?



The thing is:

What's the benefit of working in the same corp as another player, from an industrial stand point? (Rather than a looser association. Not an alliance, as that just makes you a more attractive target for war decs, but grouping you together for a single dec)

I can only think of one. Standings, for anchoring POS. If everyone is careful not to have standings which mess with the chosen faction.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Aineko Macx
#46 - 2014-01-17 10:42:42 UTC
Steve Ronuken wrote:
What's the benefit of working in the same corp as another player, from an industrial stand point?

I can only think of one. Standings, for anchoring POS. If everyone is careful not to have standings which mess with the chosen faction.

While it can be a benefit, the standings are an obstacle most of the time. I'd get rid of the standing requirements for anchoring POS altogether.

Other potential benefits of working in the same corps:
- Separation of duties (specialization)
- Sharing of underutilized BPOs and POS
- Timezone coverage
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#47 - 2014-01-17 11:18:49 UTC
Aineko Macx wrote:
Steve Ronuken wrote:
What's the benefit of working in the same corp as another player, from an industrial stand point?

I can only think of one. Standings, for anchoring POS. If everyone is careful not to have standings which mess with the chosen faction.

While it can be a benefit, the standings are an obstacle most of the time. I'd get rid of the standing requirements for anchoring POS altogether.

Other potential benefits of working in the same corps:
- Separation of duties (specialization)
- Sharing of underutilized BPOs and POS
- Timezone coverage



Separation of duties:
A corp doesn't help with this. a loose association does it as well, without the risk of losing your stuff.

Sharing:
True. Can't argue with this one.

Timezone Coverage:
Not a huge issue for an industrial corp, except for defence




I would like there to be more reasons to be in a corp, but it requires more safeguards on your stuff, to stop it from being nicked by someone. Personal production facilities would help here, rather than global POS ones.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Sable Moran
Moran Light Industries
#48 - 2014-01-17 11:22:53 UTC
mxzf wrote:
batch start production/research/invention jobs that are identical


This. And if the client would remember the last used values that would help a hell of a lot.

Sable's Ammo Shop at Alentene V - Moon 4 - Duvolle Labs Factory. Hybrid charges, Projectile ammo, Missiles, Drones, Ships, Need'em? We have'em, at affordable prices. Pop in at our Ammo Shop in sunny Alentene.

Rodrik Vikary
Deep Core Mining Inc.
Caldari State
#49 - 2014-01-17 11:40:40 UTC
I've answered this survey yesterday, even though my knowledge in the area of S&I is very low. I mainly do PI, which was hard in the beggining (lost some isk having to rebuild after noticing mistakes) but now it is really easy.

My main problem with S&I is that, it seems there are just too many skills for it. I can't begin to understand what all those Science skills are used for and I think the information should be more ingame than now. Right now there is too much info that I need to search elsewhere to understand how things work since I'm a new player here (6 months).

I understand the need for specialization with EVE but it seems like getting into S&I is practically impossible for people like me and I believe in a sandbox, all aspects of the game should be a little bit easier to understand and to begin. The most manufacturing I've done so far was getting a BPC and using it, like in the tutorials, because the rest is kind of a mystery to me.
probag Bear
Xiong Offices
#50 - 2014-01-17 12:03:59 UTC  |  Edited by: probag Bear
Ugh, completely forgot about this during the survey. Doing the daily S&I reminded me:

Something ought to be done about be 1000 item cap, such as making BPCs stackable. As it stands, organizing large numbers of BPCs is a nightmare of overflow containers, since each container can only hold 1000 copies.
Sable Moran
Moran Light Industries
#51 - 2014-01-17 12:13:08 UTC
Rodrik Vikary wrote:
My main problem with S&I is that, it seems there are just too many skills for it.


??

For T1 manufacturing there's only one mandatory skill and three optional (although one of the three really is really important and the other two are quite useful too). Four is not that many wouldn't you agree CoolBlink

Anyway, maybe these help:

https://wiki.eveonline.com/en/wiki/Manufacturing
https://wiki.eveonline.com/en/wiki/Blueprints
https://wiki.eveonline.com/en/wiki/Research_and_manufacturing
https://wiki.eveonline.com/en/wiki/Researching_blueprints
https://wiki.eveonline.com/en/wiki/Invention

A lot of reading but that really is unavoidable.

Sable's Ammo Shop at Alentene V - Moon 4 - Duvolle Labs Factory. Hybrid charges, Projectile ammo, Missiles, Drones, Ships, Need'em? We have'em, at affordable prices. Pop in at our Ammo Shop in sunny Alentene.

probag Bear
Xiong Offices
#52 - 2014-01-17 12:37:44 UTC  |  Edited by: probag Bear
Aineko Macx wrote:
While it can be a benefit, the standings are an obstacle most of the time.


Due to the way corporation standings update, as long as all your S&I alts have null standings as they should, you only need to hire a standings booster once. After corp standings update to the booster's standings, they will never change again.
Rodrik Vikary
Deep Core Mining Inc.
Caldari State
#53 - 2014-01-17 12:57:03 UTC
Sable Moran wrote:
Rodrik Vikary wrote:
My main problem with S&I is that, it seems there are just too many skills for it.


??

For T1 manufacturing there's only one mandatory skill and three optional (although one of the three really is really important and the other two are quite useful too). Four is not that many wouldn't you agree CoolBlink

Anyway, maybe these help:

https://wiki.eveonline.com/en/wiki/Manufacturing
https://wiki.eveonline.com/en/wiki/Blueprints
https://wiki.eveonline.com/en/wiki/Research_and_manufacturing
https://wiki.eveonline.com/en/wiki/Researching_blueprints
https://wiki.eveonline.com/en/wiki/Invention

A lot of reading but that really is unavoidable.


Then what are all those Science skills for?! Kidding, I know for T1 it is a little more basic stuff (I was able to manufacture my own Astero anyway) but it feels like there is so much more to it that I don't know and I need to check wikis to understand. I don't mind reading wikis, but more information should be available ingame I think (and newbie friendly too =] ).

Anyway, thanks for the links, I'll try to uncover those misteries as soon as I return from my little vacation!
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#54 - 2014-01-17 12:57:45 UTC  |  Edited by: Steve Ronuken
Rodrik Vikary wrote:
I've answered this survey yesterday, even though my knowledge in the area of S&I is very low. I mainly do PI, which was hard in the beggining (lost some isk having to rebuild after noticing mistakes) but now it is really easy.

My main problem with S&I is that, it seems there are just too many skills for it. I can't begin to understand what all those Science skills are used for and I think the information should be more ingame than now. Right now there is too much info that I need to search elsewhere to understand how things work since I'm a new player here (6 months).

I understand the need for specialization with EVE but it seems like getting into S&I is practically impossible for people like me and I believe in a sandbox, all aspects of the game should be a little bit easier to understand and to begin. The most manufacturing I've done so far was getting a BPC and using it, like in the tutorials, because the rest is kind of a mystery to me.


T1 manufacturing has 5 skills which affect it:
Industry: Time to make something (and as a requirement)
Production Efficiency: The additional waste due to low skill.
Supply Chain Networking: Start jobs remotely.
Mass Production and Advanced Mass Production: for additional lines.

T1 research (ME, PE, copying)
Lab operations, Advanced Lab operations: number of slots you have.
Metallurgy: reduces ME research time.
Research: reduces PL research time
Scientific Networking: remote jobs.


T2 manufacturing has additional skill requirements for actually making the thing. No 'modifier' skills.

T2 /invention/ requires a bunch of science skills. You can get started with just 2. More open up more blueprints to invent from. You also need at least one Encryption methods skill. Other than that, it's the regular skills for research.

T3 needs some more skills (I've not touched it yet).

Refining needs some skills too, to reduce the waste.

So, all in all, not really /that/ many skills needed. Compare it to PvP.



Edit (I posted late, due to work expecting me to actually do some work):
Getting the information /in/ game isn't that easy to do, when it's as wide ranging as it is.

Mostly, referring people to the wiki makes sense. As it's 'official' documentation for the game.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Maximus Aerelius
PROPHET OF ENIGMA
#55 - 2014-01-17 14:09:53 UTC
Survey completed. Now don't tease us with a survey and not do anything, I know what you lot are like you scallywags Blink
Markku Laaksonen
School of Applied Knowledge
Caldari State
#56 - 2014-01-17 14:28:34 UTC
Cloaky McWarpStab wrote:
Xurr wrote:
Hey CCP,

I'm not going to co-operate with others because I don't want 150bil in BPOs stolen.

I'm not going to co-operate with others because I don't want my jobs to be canceled for the lulz.

I'm not going to co-operate with others because I don't want them to be able to shoot my freighters for the lulz.

I'm not going to co-operate with others because I don't want the fuel dumped out of my POS for the lulz.


Isn't trust a key game play element?


I trust my alts. (I don't have alts. Cry )

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Xurr
Wasted Potential.
#57 - 2014-01-17 15:49:24 UTC
Steve Ronuken wrote:
Aineko Macx wrote:
Steve Ronuken wrote:
What's the benefit of working in the same corp as another player, from an industrial stand point?

I can only think of one. Standings, for anchoring POS. If everyone is careful not to have standings which mess with the chosen faction.

While it can be a benefit, the standings are an obstacle most of the time. I'd get rid of the standing requirements for anchoring POS altogether.

Other potential benefits of working in the same corps:
- Separation of duties (specialization)
- Sharing of underutilized BPOs and POS
- Timezone coverage



Separation of duties:
A corp doesn't help with this. a loose association does it as well, without the risk of losing your stuff.

Sharing:
True. Can't argue with this one.

Timezone Coverage:
Not a huge issue for an industrial corp, except for defence




I would like there to be more reasons to be in a corp, but it requires more safeguards on your stuff, to stop it from being nicked by someone. Personal production facilities would help here, rather than global POS ones.


You can argue with the sharing of underutilized BPOs.

Ok so you lock them down. If you don't have all the shares of the corp then they are still at risk. Ask bad bobby how sharing locked down BPOs works out.

If only one person in the corp owns BPOs to be locked down and they own all the shares and they set up the roles for a single division at a single station I think you still face the issue of them being able to cancel jobs. I'm not 100% on that as I don't feel like finding out the hard way.

If you wanted to have multiple people sharing multiple BPOs you'd face lock down issues, you'd face a lack of divisions, if you wanted to 5 or 10 people access to a group of BPOs in one division in one station they could still steal from each other.
Batolemaeus
Mahlstrom
Northern Associates.
#58 - 2014-01-17 16:40:57 UTC  |  Edited by: Batolemaeus
Cloaky McWarpStab wrote:

Isn't trust a key game play element?


No.

Handling trust is the single most important thing in Eve, not trust itself.

The problem is how the corp interface does not facilitate handing out trust in proper doses. It is all or nothing. Give someone the roles to fuel a POS, and he can bring down every single POS you have. Give someone some shares, and come back after a week's vacation to find your entire corp stripped and taken over.

The problems of S&I, beyond the clickfest, are a collision of S&I with corp roles, hangar management and unintuitive rights management combined with a lack of granular roles.

I'd love to be able to, say, rent out my unused BPO portfolio to others, but in doing so I am opening myself up to tremendous risks that I do not feel adequately equipped for, because managing rights is confusing and error prone.

Seriously, managing ACL in a Windows Active Directory environment, which is what I do at work, is LESS error prone and confusing than Eve's corp role management. MS is definitely not known for clear-cut designs, you know...


We are talking about a tremendous amount of money here. My pvp ships are entirely transitory, my 0.0 assets are already written off and replaced. My BPO portfolio, empire infrastructure, my altcorps, established processes...those are my guarantee for being able to live care-free. I don't have many corp roles in my 0.0 corp because everyone understands how dangerous role creep can be. I won't give out roles to others in my altcorps, because I could lose my pension fund if I miss some obscure mechanic.


As an aside, the fact that I make my money in empire so I can afford living in 0.0 is completely ass-backwards, but it is how it is...
Cygnet Lythanea
World Welfare Works Association
#59 - 2014-01-17 17:02:55 UTC
Survey filled out. From the sort of questions they're asking,looks like they're trying to kill off the single player S&I corps by forcing it to be a cooperative action. What next, one person to power the mining laser and another to aim it?
Batolemaeus
Mahlstrom
Northern Associates.
#60 - 2014-01-17 17:12:31 UTC
Cygnet Lythanea wrote:
Survey filled out. From the sort of questions they're asking,looks like they're trying to kill off the single player S&I corps by forcing it to be a cooperative action. What next, one person to power the mining laser and another to aim it?


Did you just try to out-bitter me? I thought that was impossible.