These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Science & Industry

 
  • Topic is locked indefinitely.
 

Reprocessing Changes Dev Blog

First post First post
Author
TigerXtrm
KarmaFleet
Goonswarm Federation
#101 - 2014-03-25 15:26:35 UTC
Emiko Rowna wrote:
On the Reprocessing Arrays can we get the reprocessing yield looked at again? Currently it looks like the numbers are at 52% and 54% which does not really create the incentive. If those numbers were 54% and 58% the incentive would be there and help to close the gap with Null.

Even 53% and 56% would help.


Wait, now I'm confused.

Until now I assumed that refinery quality went from High-Sec (50%) > POS (52/54%) > Outpost (60%).

But the POS figure is a fixed number, right? So the 54% is the max yield, regardless of skills? While High Sec gets a max of 72,4%. So that means the POS is still crap to reprocess at or am I understanding this wrong?

My YouTube Channel - EVE Tutorials & other game related things!

My Website - Blogs, Livestreams & Forums

Gilbaron
The Scope
Gallente Federation
#102 - 2014-03-25 15:31:11 UTC
Nevyn Auscent wrote:
penifSMASH wrote:
Snip.

snip



he has a few points

i completely ignored logistic costs, both for building the outpost and for transporting the ore. i also would never be able to actually make the investment on my own. plus i used MATERIAL worth 150b, not ore for 150b. the numbers i brought up are for ore that is already in the station and is made into end products that are sold there. if you want a complete calculation you need to add a lot more variables in the calculation.

there is going to be a margin of 14.4% between an NPC refinery and a perfect minmatar one. those 14.4% need to be split into logistic cost, paying for the upgrade itself (probably via tax), rent, and a bunch of other costs. in the end, there will be a margin, a small one yes, but a margin that is only there in null for the first time in 10 years. we will see if it's big enough, there is plenty of room to expand it if it's not.

Quote:
If anything, CCP hasn't gone far enough in boosting null industry.


i wonder what CCP has still not yet told us about. Big smile
Marcus Iunius Brutus
Hoborg Labs
#103 - 2014-03-25 15:52:29 UTC  |  Edited by: Marcus Iunius Brutus
TigerXtrm wrote:
[quote=Emiko Rowna]Until now I assumed that refinery quality went from High-Sec (50%) > POS (52/54%) > Outpost (60%).

But the POS figure is a fixed number, right? So the 54% is the max yield, regardless of skills? While High Sec gets a max of 72,4%. So that means the POS is still crap to reprocess at or am I understanding this wrong?


No, POS will reprocess like you had max skills + implant, so max possible reprocessing for ore and ice will be:
NPC station - 72.36%
HS POS - 75.25%
LS POS - 78.15%
upgraded outpost - 86.83%

(probably) due to old POS code, POS will always yield max results regardless of skills and will be an obvious choice for all HS and LS areas.
Emiko Rowna
Keys To The Stars
#104 - 2014-03-25 17:01:18 UTC
Marcus Iunius Brutus wrote:
TigerXtrm wrote:
[quote=Emiko Rowna]Until now I assumed that refinery quality went from High-Sec (50%) > POS (52/54%) > Outpost (60%).

But the POS figure is a fixed number, right? So the 54% is the max yield, regardless of skills? While High Sec gets a max of 72,4%. So that means the POS is still crap to reprocess at or am I understanding this wrong?


No, POS will reprocess like you had max skills + implant, so max possible reprocessing for ore and ice will be:
NPC station - 72.36%
HS POS - 75.25%
LS POS - 78.15%
upgraded outpost - 86.83%

(probably) due to old POS code, POS will always yield max results regardless of skills and will be an obvious choice for all HS and LS areas.


So you are saying a non skilled player will get max results from a POS? I did not know that and find it a bit odd.
Gilbaron
The Scope
Gallente Federation
#105 - 2014-03-25 18:05:52 UTC
Quote:
So you are saying a non skilled player will get max results from a POS? I did not know that and find it a bit odd.


that is true, and yes, it's a bit odd
Elena Thiesant
The Scope
Gallente Federation
#106 - 2014-03-25 18:53:15 UTC
Emiko Rowna wrote:
So you are saying a non skilled player will get max results from a POS? I did not know that and find it a bit odd.


I believe CCP Ytterbium's answer to that was "For now."

Probably due to the awful mess of POS code. I wonder which of the devs drew the short straw and gets to work on changing that.
Malcolm Lionel
Lionel War Industries
Gooseflock Featheration
#107 - 2014-03-25 20:12:24 UTC  |  Edited by: Malcolm Lionel
Vartan Sarkisian wrote:
I did note the increase in yield, all that will do is fill the hold of your mining ships faster wouldn't it?

At the moment my skills are

Refining V
Refining Efficiency IV
Most Ores IV

So currently in high sec, in my 50% station with 6.67 standings, I get 100% refine, lovely, love it. Fair enough it is unbalanced and they want me to train some more in order to “earn” the right to perfect refine, only ill never get it.

I undock a retriever and fill 27000m3 of ore, post nerf it will just take less time to fill (yield bonus), I take it back to that station and currently I get 0% waste, post nerf my wastage is 27.6% with those same skills all trained to V because they only give me 72.4 refine, and this is even if I have made that commitment and trained everything to V

So I’ve put in the effort, I’ve trained everything to V and am rewarded with a refine rate that is less than if I have everything trained to I currently. I shouldn't have to use an implant to bump that up a little further.

Ill admit I know nothing about compression, and I may have this wrong, but even if I have compressed ore, I still have to refine it don’t I, and id still be subject to getting only 72.4% out of it. It’s just the ore doesn’t take up as much space to take it to the place you want to refine it?

Actually you can just put up a PoS with a intensive refining array and get max skills. CCP can't code starbase code so the module like magic will just assume you have max skills. The player doesn't really mater. 1.5 billion a year starbase operation > 7.5 billion in plex worth of training. Infact you won't even break even from training all those skills compared to the time opertunity of just running a starbase in high sec for almost 5 YEARS.

Pretty messed up Imo.

Pro Tip: The best way to do it would just to use a trial account with your 21 day trial, make them your master refiner, they will do just as good at a PoS and you'll be set!!!
Emiko Rowna
Keys To The Stars
#108 - 2014-03-25 20:17:57 UTC
I think they are going to do an end run around the POS problem by simply creating a new POS system alongside the old one. They will use the new deployable system and just give us something new to replace the current POS system. Once that is in place the old POS system will start to go away. First from loot and the market and then they will make the new system so good the changeover will be a no brainer.

Why work so hard to fix it when you can just replace it with something new build from the ground up to work this time?
Zetaomega333
High Flyers
#109 - 2014-03-26 09:00:41 UTC
Can i ask what the point is of making the max refine 86%. A percent is based on 100% being the highest you can go so would that not make 86% 100%? Why change it from its current method, all its going to do is show people **** they arnt getting from refining and taunt them. I really dont understand this move.
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#110 - 2014-03-26 10:44:58 UTC
Zetaomega333 wrote:
Can i ask what the point is of making the max refine 86%. A percent is based on 100% being the highest you can go so would that not make 86% 100%? Why change it from its current method, all its going to do is show people **** they arnt getting from refining and taunt them. I really dont understand this move.



86% gives them wiggle room for future improvements without rebasing everything down.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Zetaomega333
High Flyers
#111 - 2014-03-26 11:18:21 UTC  |  Edited by: Zetaomega333
Steve Ronuken wrote:
Zetaomega333 wrote:
Can i ask what the point is of making the max refine 86%. A percent is based on 100% being the highest you can go so would that not make 86% 100%? Why change it from its current method, all its going to do is show people **** they arnt getting from refining and taunt them. I really dont understand this move.



86% gives them wiggle room for future improvements without rebasing everything down.



With the current pain in the ass it is to upgrade a station and the ammount of isk that is required i really see the reprocessing changes also leading to an update on the cost and way to upgrade stations. As it is in nullsec it takes 6 freighter loads just with the upgrades and the platforms to get to tier 3. And thats not covering the immense amount of pi and minerals required as well so bringing the total to around 80 billion isk. If the fact that we cant reach 100% refine leaves wiggle room for future updates and with ccp saying they know the rorq needs more love i can see possibly the rorq becoming a mobile refinery able to push to 100% refine while seiged if the seige mod gives a bonus to refine skills while active. That would leave all miners happy, nullsec, lowsec, and whers, while pushing miners out of the saftey of empire for better profit.
El 1974
Green Visstick High
#112 - 2014-03-26 14:45:23 UTC
Zetaomega333 wrote:
Can i ask what the point is of making the max refine 86%. A percent is based on 100% being the highest you can go so would that not make 86% 100%? Why change it from its current method, all its going to do is show people **** they arnt getting from refining and taunt them. I really dont understand this move.


CCP Ytterbium wrote:
There is one particular design problem with reprocessing: Currently you can reprocess at a perfect 100% rate uniformly across New Eden, regardless of system or station. As a result:

* It prevents us from giving low and null-security facilities some advantage: Player-built stations in null security space can only be, at their very best, equivalent with NPC stations that are spread all across New Eden.
* Perfect refine reduces the incentive to train most reprocessing skills, since it’s possible to get to the cap without maximizing them all. As an indirect consequence, it discourages players specializing in this particular activity.
* It limits a game designer’s ability to increase material composition on items when needed, as this would give players free stuff in the process. As an example, we were forced to add Extra Materials to most of the ships that have been through the Tiericide initiative (which by itself, added a lot of confusion for players engaged in Manufacturing).
*It devalues the Rorqual and its compression facilities as a whole, since modules exist with better compression ratios.


The third point seems to be the most relevant why there is a 86% cap. CCP could move upto 14% of the material requirement from Extra materials to the normal materials.
The fourth seems to indicate that CCP wants to make the Rorqual and its ability to compress ores more relevant by nerfing scrapping of modules which makes it inefficient to compress minerals by builiding Railguns.

Note that a lot of people are complaing about how skills do not affect refining in POSs and how the Rorqual is now less usefull as POSs can do the same thing, but we can expect CCP to be aware of this and adress these issues in a future update. Probably after we can finally open the door in our captains quarters (my great grandson might actually live to see that day happen).
Shiloh Templeton
Cheyenne HET Co
#113 - 2014-03-26 15:13:41 UTC
Do I understand these changes correctly?


1) High sec refining of ores will produce the equivalent current mineral yield "IF" all the refining skills have been trained to max or the refining is done in a properly configured POS.

2) Refining in a POS will have extra work/risk moving the ores & minerals compared to using a station because of capacity limitations.

3) This is primarily being done to encourage some industry to move from high-sec to null-sec where higher yields are possible.

4) Max yields will be less than 100% to give CCP flexibility to make future changes.

Kijyat
BTK Mercenary Group
Lucky Starbase Syndicate
#114 - 2014-03-26 15:27:47 UTC
If it isn't broke don't fix it...

The way I read the dev statement CCP there are three reasons why they want to change the refining percentages.

1. Low and Null sec need refining advantages over Hi sec. Why? Reprocessing is a click of a button. I dont see the risk versus factor.

2. The Roqual is not competitive. So instead of fixing the Roqual to make it more competitive, CCP has chosen to reduce all the refining in the entire EVE universe to in order to help push the Roqual.

3. Players can get perfect refine without maxing skills/faction. While I agree this needs to be fixed, making it impossible to ever get 100% is ridiculous and the jedi mind trick of increasing the amount of ore refined to make it seem like players are getting 100% isn't working. Besides the reduction of waste factor there isnt any other reason for players to spend the time to get skills to level V.

In fact many skills in the game dont provide anything at level V. In my opinion this is what you should be working on. Give players a reason to max out their skills.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#115 - 2014-03-26 15:49:11 UTC
Kijyat wrote:
If it isn't broke don't fix it...


Perfect Refine at all Highsec stations is broken from a game balance POV.


Kijyat wrote:

The way I read the dev statement CCP there are three reasons why they want to change the refining percentages.

1. Low and Null sec need refining advantages over Hi sec. Why? Reprocessing is a click of a button. I dont see the risk versus factor.


a.) To incentive moving your base of operations out of highsec.
b.) To offset the transportation costs when you have to move stuff from low/null to highsec to sell en mass.
c.) Nullsec Outposts have the chance of getting conquered, such that you lose access to all the materials within.

Kijyat wrote:

2. The Roqual is not competitive. So instead of fixing the Roqual to make it more competitive, CCP has chosen to reduce all the refining in the entire EVE universe to in order to help push the Roqual.


The refining changes are not made to boost the rorqual. Instead, boosting the rorqual is an intended side effect of the changes. They have blatantly stated they will rebalance the rorqual at some future date.

Ore compression makes more sense than mineral compression through module manufacturing. Since mineral compression is a very important component to capital, lowsec, and nullsec industry, it has major impacts on operations there. This change will also dramatically change the value of ore vs minerals, as we can no longer transform minerals back into an efficiently compressed form. This is a very interesting change.

Kijyat wrote:

3. Players can get perfect refine without maxing skills/faction. While I agree this needs to be fixed, making it impossible to ever get 100% is ridiculous and the jedi mind trick of increasing the amount of ore refined to make it seem like players are getting 100% isn't working. Besides the reduction of waste factor there isnt any other reason for players to spend the time to get skills to level V.


Why do we need 100% refine on items? This has hinder game design for quite some time. Have you noticed all the minerals in the "extra materials" section of just about ever de-tiered ship? They couldn't add it to the base materials (which are altered by ME levels) because of players abusing 100% refine to spawn minerals. Frankly, removing the 100% module refine is healthy for the game. It means meta modules will fall in price, be more available for invention, and create secondary market opportunities that are entirely there at the moment.

Ore's will effectively have the same (or better) refine rates they do today. Furthermore, they will become the stable for mineral compression. This is an excellent change.

Kijyat wrote:

In fact many skills in the game dont provide anything at level V. In my opinion this is what you should be working on. Give players a reason to max out their skills.


This does give players a reason to max out their refining skills.
Ginger Barbarella
#116 - 2014-03-26 15:52:49 UTC  |  Edited by: Ginger Barbarella
This is another bonus for nullies that I personally doubt they'll ever take advantage of (I'd love to see real, unwashed stats of whether nullies ever took advantage of the huge buff in industry they got a couple expansions ago).

And if CCP is so worried about the "balance" involving the Rorq, maybe they should make them available to be used in high sec. BALANCE it. But seriously, folks, how many Rorqs are REALLY being used actively in null/low, versus the popular ships being used in high?

Hey, CCP, how about focusing on fixing the plethora of bugs and long-time problem children (like POS), and no so much of Space Barbie crap and giving nullies even more benefits to their already serious advantages (risk running anoms in blue space? Like losing a ship to an NPC?)?

Just eliminate high sec. It's what you really want to do. Just do it.

"Blow it all on Quafe and strippers." --- Sorlac

Ginger Barbarella
#117 - 2014-03-26 15:58:39 UTC  |  Edited by: Ginger Barbarella
Gizznitt Malikite wrote:
Kijyat wrote:
If it isn't broke don't fix it...


Perfect Refine at all Highsec stations is broken from a game balance POV.


Logic would suggest that better industrial refinements and techniques (ie, real research and development into techniques and infrastructure) would be available in a high population, "safer" environment, versus always-at-war, high risk environments for any kind of sustained settlement. Why would high sec, being safer and more populous, NOT have higher-end industry and manufacturing techniques than those available in nearly-nomadic, unstable, dangerous environments like out on the edges of space?

The logic of giving higher refining advantages to remote, dangerous, unstable, and lowly populated regions without the advantage of the brightest minds of industry is just plain dumb.

"Blow it all on Quafe and strippers." --- Sorlac

Weaselior
GoonWaffe
Goonswarm Federation
#118 - 2014-03-26 16:06:53 UTC  |  Edited by: Weaselior
Ginger Barbarella wrote:
Gizznitt Malikite wrote:
Kijyat wrote:
If it isn't broke don't fix it...


Perfect Refine at all Highsec stations is broken from a game balance POV.


Logic would suggest that better industrial refinements and techniques (ie, real research and development into techniques and infrastructure) would be available in a high population, "safer" environment, versus always-at-war, high risk environments for any kind of sustained settlement. Why would high sec, being safer and more populous, NOT have higher-end industry and manufacturing techniques than those available in nearly-nomadic, unstable, dangerous environments like out on the edges of space?

The logic of giving higher refining advantages to remote, dangerous, unstable, and lowly populated regions without the advantage of the brightest minds of industry is just plain dumb.

logic would suggest this is a game and your 'logic' should always take a back seat to good game design

also as anyone who has ever compared the highsec peasant with the null player has discovered, the null players are clearly brighter by orders of magnitude

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

Ginger Barbarella
#119 - 2014-03-26 16:19:04 UTC
Weaselior wrote:

also as anyone who has ever compared the highsec peasant with the null player has discovered, the null players are clearly brighter by orders of magnitude


Goonswarm. Nuff said.

"Blow it all on Quafe and strippers." --- Sorlac

Weaselior
GoonWaffe
Goonswarm Federation
#120 - 2014-03-26 16:59:21 UTC
Ginger Barbarella wrote:
Weaselior wrote:

also as anyone who has ever compared the highsec peasant with the null player has discovered, the null players are clearly brighter by orders of magnitude


Goonswarm. Nuff said.

Indeed, you need only look at what we can accomplish vs what highsec can accomplish and my point is incontestable.

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