These forums have been archived and are now read-only.

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

EVE Information Portal

 
  • Topic is locked indefinitely.
 

Dev Blog: Reprocess all the things!

First post First post First post
Author
Eodp Ellecon
Center for Advanced Studies
Gallente Federation
#1961 - 2014-04-27 12:58:26 UTC
I was waiting for this thread to get a Q/A update to the first page like the Manufacture thread did but it hasn't happened. At 100 pages it's certainly TL:DR.

From DevBlog post - "We will alter the skill requirements a bit, and thus Refining Efficiency will now only require Refining at level 4 instead of 5 to train, to allow players to get better yields a bit more easily"

You are simply flattening the learning curve. Meh.

Given you are lowering bar into R.E, what will be the skill requirements for Scrap Metal? Will Metalurgy V still be required (why would it?).

ty
Jagoff Haverford
Royal Amarr Institute
Amarr Empire
#1962 - 2014-04-27 16:13:10 UTC  |  Edited by: Jagoff Haverford
I'm sorry if this has been asked somewhere in the last 100 pages or so, but I'm trying to run some calculations and I can't figure out how the refining implants affect things.

The base refining formula is given in the dev blog plus a bunch of other places on the web, and it's:

Station Equipment + 0.375 x (1 + Refining skill x 0.02) x (1 + Refining Efficiency skill x 0.04) x (1 + Ore Processing skill x 0.05)

The formula with the implant isn't given in the dev blog, but I had figured that the implant would just serve as another multiplier in this formula, so that the whole thing would become:

Station Equipment + 0.375 x (1 + Refining skill x 0.02) x (1 + Refining Efficiency skill x 0.04) x (1 + Ore Processing skill x 0.05) x (1 + Implant modifier)

If you look for the formula on various fan sites and earlier formula posts, this is the formula that is described, albeit without any official confirmation. It also matches all of the existing reprocessing calculators that I can find online (at least the ones that allow you to take implants into account).

The only thing is that this formula doesn't match the table that was provided in the dev blog, as posted here. The table shows the percentages that you would get (prior to the coming expansion) with perfect corporation standings, a 50% facility efficiency, and the 4% refining implant.

So let's say that a player has:
Refining to 5,
has not trained Refining Efficiency, and,
has the Ore Processing skill to 3.

Mathematically, that would be:

rate = 0.500 + [0.375 x 1.100 x 1.000 x 1.150 x 1.040]
rate = 0.500 + 0.493
rate = 0.993

So it comes out as 99.3%, and this value matches all of the online calculators that I've checked it against.

On the table posted in the dev blog, though, this condition is shown as 98.9%.

Basically, the dev blog table is accurate when all skills are 0, but has lower values than the formula for all other conditions, getting worse as the skills increase. When all skills are 5, the formula comes out to a refining rate of 114.4%, while the dev blog table shows 113.4%.

I'm thinking it may be some kind of progressive rounding error, much depends on which terms are rounded. It may also be a different kind of math to apply the implant's effects. The in game description of the 4% implant says that it causes a, "4% reduction in refinery waste". So maybe the math is applied to the waste percentage instead of the yield percentage?

If anyone has any ideas here, I'd love to know what I'm doing wrong.
Maldiro Selkurk
Radiation Sickness
#1963 - 2014-04-27 18:15:45 UTC  |  Edited by: Maldiro Selkurk
deleted

Yawn,  I'm right as usual. The predictability kinda gets boring really.

Maldiro Selkurk
Radiation Sickness
#1964 - 2014-04-27 18:58:45 UTC
Querns wrote:
Maldiro Selkurk wrote:
So I spend hundreds of thousands (millions?) of SP and billions of ISK, do to its direct relationship to SP' s to then ignore that investment and turn over my reprocessing to someone else?

Or I give up millions in lost missioning efficiency by using a jump clone?

I am what I call a no-lifer and play 10-13 hours a day. No thanks on both these weak ISK losing options, CCP just needs to make the implant option I asked for and "grandfather" existing players there is too much risk and SP' s at stake.

Oh yeah, I forgot to mention -- you don't even need the +4% implant to refine scrap metal. The implant no longer affects your efficiency.


Maldiro is also my ore refining pilot. I have a mining alt but he only has the skills to mine Pyro IV and Veld IV. The reason for this is Maldiro was my first pilot and was a miner when he started so since perfect refining was possible, I just keep putting SPs into ore refining to both be able to refine ore and scrap metal.

I restate that the only real solution is to grandfather in all existing players with a RE-90 refining plug that functions like the plug that makes your pod golden.

Yawn,  I'm right as usual. The predictability kinda gets boring really.

Nevyn Auscent
Broke Sauce
#1965 - 2014-04-27 19:20:07 UTC
Maldiro Selkurk wrote:

I restate that the only real solution is to grandfather in all existing players with a RE-90 refining plug that functions like the plug that makes your pod golden.

Grandfathering that would give old pilots an advantage a new player could never match.
That's a terrible plan. Just accept your skills are different.
Reaver Glitterstim
The Scope
Gallente Federation
#1966 - 2014-04-27 20:06:17 UTC
MailDeadDrop wrote:
Nullsec facilities will be able to yield roughly 20% more minerals relative to highsec facilities. This seems like a rather significant buff. Eve being all about risk/reward balancing, with this large increased reward for nullsec, where is the corresponding increased risk?

(And please don't say "hauling it to nullsec is the risk", as highsec ore haulers are just as possible to blow up, something demonstrated daily in Niarja.)

MDD
So let me get this straight: you believe that highsec has the greater risk already, so it should therefore have the greater reward? Or perhaps you at least believe that the risk between them is equal?

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Querns
Science and Trade Institute
Caldari State
#1967 - 2014-04-27 22:05:58 UTC
Maldiro Selkurk wrote:
Querns wrote:
Maldiro Selkurk wrote:
So I spend hundreds of thousands (millions?) of SP and billions of ISK, do to its direct relationship to SP' s to then ignore that investment and turn over my reprocessing to someone else?

Or I give up millions in lost missioning efficiency by using a jump clone?

I am what I call a no-lifer and play 10-13 hours a day. No thanks on both these weak ISK losing options, CCP just needs to make the implant option I asked for and "grandfather" existing players there is too much risk and SP' s at stake.

Oh yeah, I forgot to mention -- you don't even need the +4% implant to refine scrap metal. The implant no longer affects your efficiency.


Maldiro is also my ore refining pilot. I have a mining alt but he only has the skills to mine Pyro IV and Veld IV. The reason for this is Maldiro was my first pilot and was a miner when he started so since perfect refining was possible, I just keep putting SPs into ore refining to both be able to refine ore and scrap metal.

I restate that the only real solution is to grandfather in all existing players with a RE-90 refining plug that functions like the plug that makes your pod golden.

It's not going to happen, sorry. The whole point of these changes is to make refining its own profession that you have to train for separately. It is not considered a "right" to have perfect refines, and never was. It was just so easy to train for before that folks like you have come to view it as your entitlement.

You have two options:
1) Train the skills.
B) Accept sub-standard refines, and perhaps sell wares on the open market instead of needlessly vertically integrating your business. Really, no one is gonna know if you just sell refinables and buy minerals with them to build stuff. It's okay.

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

Jethrow Toralen
Science and Trade Institute
Caldari State
#1968 - 2014-04-28 09:28:06 UTC
With one of the benefits of the new 55% reproc max being that Extra Materials will be unnecessary in Bills of Materials, does this mean that all materials will be treated equally for skills that reduce wastage and for the effect of ME?
Nevyn Auscent
Broke Sauce
#1969 - 2014-04-28 10:23:13 UTC
Jethrow Toralen wrote:
With one of the benefits of the new 55% reproc max being that Extra Materials will be unnecessary in Bills of Materials, does this mean that all materials will be treated equally for skills that reduce wastage and for the effect of ME?

Short answer yes. Long answer wait for the blog on ME levels since they are doing some changes there also.
Nevyn Auscent
Broke Sauce
#1970 - 2014-04-28 10:29:16 UTC
Reaver Glitterstim wrote:
So let me get this straight: you believe that highsec has the greater risk already, so it should therefore have the greater reward? Or perhaps you at least believe that the risk between them is equal?

If we assume equal refining between the areas. Nullsec still has greater reward because it has better ore, high end ore, moon goo, better PI production by huge orders and infinite ore in a single system.
However what Equal refining means is that 1 unit of an identical ore has the same production value for null & high. While Null having better refining gives it yet another advantage on top of all the others it has to start with. And one that makes it able to produce ships significantly 'cheaper' than Highsec possibly can.

It's not about the 'one' advantage. It's about all the advantages accumulating into a massive tower. Because it's a cumulative effect it also won't show immediately and by the time it does show if Null has too much advantage it will have been running for a long time and be too late to fix easily. If Null need more low end minerals and importing compressed ore is too hard, then the correct fix is to increase low ends availability in Null by mixing in things like more dense Veld asteroids into the Industrial Anoms. (Or just mining the Veld in the belts)

In short, the refining difference is the wrong approach to rewards.
Capsuler Rhea
Imperial Academy
Amarr Empire
#1971 - 2014-04-28 12:37:16 UTC
CCP Eterne wrote:
There are big changes coming to EVE Online in the summer expansion. One of the biggest changes will be to the way refining and reprocessing works and is calculated. There will be new formulas, new incentives to reprocess in outposts and POSes, and large changes to the ways mineral compression works. We are also improving the functionality of the reprocessing window.

CCP Ytterbium details all these changes in this new dev blog!



Proposed changes in a NUTSHELL.

Oh, you don't mine? start mining!!
Oh, don't wanna go lowsec and highsec for your ores? buy it then!!
Oh, you want to do stuff on your own? leave NPC corp, build your own POS for manufacturing/reprocessing/refining!!
Oh, you don't want to be wardecced or put in a situation where you can be wardecced? QUIT EVE and play with Pandas!!!
Guru7
Templar Knights of EVE
#1972 - 2014-04-28 16:02:20 UTC  |  Edited by: Guru7
I do understand that the changes to the reprocessing skills are needed, to make some other skills/features of the game reasonable.
As stated arlier, it brings abig disadvantage to new players and vets who live on mission running: We lose around 50% on income from loot. (Some would not believe it, but on L4s I would lose like 5-15M per hour, depending on missions/luck)
To make up for the huge losses these changes will bring to mission runners which loot/reprocess I would like to propose some tweaks:

Increase metal scrap drop and increase the amount of minerals.
Or even its composition (give it some highsec minerals additional to the Trit?) its reprocessed into. AFAIK there is no way for players to produce metal scrap (except by killing), so this would not bypass the changes you are planning, but make up for the losses of mission runners, salvagers/looters.

The second option would be to increase trash loot as a whole. But that would have a huge impact on cargospace needed to transport and it would substancially impact on the price of some T1 modules on the market, which is not really the idea of my proposal.
the upside of this change would be, that because there are some lowsec/nullsec minerals in them, it would give a small -but still welcome- amount of diversity in minerals highsec dwellers have access to.
Maldiro Selkurk
Radiation Sickness
#1973 - 2014-04-28 18:06:08 UTC
Nevyn Auscent wrote:
Maldiro Selkurk wrote:

I restate that the only real solution is to grandfather in all existing players with a RE-90 refining plug that functions like the plug that makes your pod golden.

Grandfathering that would give old pilots an advantage a new player could never match.
That's a terrible plan. Just accept your skills are different.


You have it wrong; let me show you why:

Let A = the time and ISK required to make a mission pilot for L4's.

Let B = the time and ISK required to make a reprocessing pilot.

Maldiro has spent A and most of B (im willing to pay the extra to fully reach B, I have no problem with this).

A new player can spend A and B and have both a perfect L4 pilot and a perfect reprocessing alt.

I would be forced to spend A, (most of B), then spend B again to achieve the same thing.

Also, the new player understands the environment they are coming into and can make informed decisions about which choices to make in regards to this issue, I did the same when I started playing but now a MAJOR change is being made and I should not be a casualty of that change.

I dont like the change but understand why it is being done and Im not saying it shouldnt be done, just done in a way that is fair to those of us that spent months of time and billions of ISK creating a pilot under the conditions that existed before the proposed changes.

Yawn,  I'm right as usual. The predictability kinda gets boring really.

Maldiro Selkurk
Radiation Sickness
#1974 - 2014-04-28 18:12:59 UTC
Querns wrote:

It's not going to happen, sorry. The whole point of these changes is to make refining its own profession that you have to train for separately. It is not considered a "right" to have perfect refines, and never was. It was just so easy to train for before that folks like you have come to view it as your entitlement.

You have two options:
1) Train the skills.
B) Accept sub-standard refines, and perhaps sell wares on the open market instead of needlessly vertically integrating your business. Really, no one is gonna know if you just sell refinables and buy minerals with them to build stuff. It's okay.


Where in my post does it say i feel i have a right to perfect refines (you wont find it so dont put words into my mouth). Im willing to train any additional skills required to reach the new maximal refine result, it is just the implant issue that is the problem.

As to your point B, it has already been addressed by me in a previous post and i will not address it here a second time.

Yawn,  I'm right as usual. The predictability kinda gets boring really.

Capsuler Rhea
Imperial Academy
Amarr Empire
#1975 - 2014-04-28 18:38:11 UTC
Guru7 wrote:
I do understand that the changes to the reprocessing skills are needed, to make some other skills/features of the game reasonable.
As stated arlier, it brings abig disadvantage to new players and vets who live on mission running: We lose around 50% on income from loot. (Some would not believe it, but on L4s I would lose like 5-15M per hour, depending on missions/luck)
To make up for the huge losses these changes will bring to mission runners which loot/reprocess I would like to propose some tweaks:

Increase metal scrap drop and increase the amount of minerals.
Or even its composition (give it some highsec minerals additional to the Trit?) its reprocessed into. AFAIK there is no way for players to produce metal scrap (except by killing), so this would not bypass the changes you are planning, but make up for the losses of mission runners, salvagers/looters.

The second option would be to increase trash loot as a whole. But that would have a huge impact on cargospace needed to transport and it would substancially impact on the price of some T1 modules on the market, which is not really the idea of my proposal.
the upside of this change would be, that because there are some lowsec/nullsec minerals in them, it would give a small -but still welcome- amount of diversity in minerals highsec dwellers have access to.



Forget all that, the point of these proposed changes is to kill highsec mission runners, and that's about it. They thought, if highsec mission runners can't survive in highsec, they would go low or even nul... Nullbears have become greedy and CCP is siding with them, no voice for the PvE'rs...
Destitute Tehol Beddict
Binary Trading
#1976 - 2014-04-28 22:33:42 UTC  |  Edited by: Destitute Tehol Beddict
Ore/Ice

Effective Yield = Station Equipment x (1 + Refining skill x 0.03) x (1 + Refining Efficiency skill x 0.02) x (1 + Ore Processing skill x 0.02) ) x (1+ImpantMod x 0.01)

Scrap

Effective Yield = Station Equipment x (1 + Scrap Processing skill x 0.02) )

I'm not sure I understand the reasoning for why non-Ore/Ice is only being effected by Scrap-metal Reprocessing and none of the other skills?

In the dev blog you say you want to make refining more specialized yet between someone with 0 - Scrap Metal Reprocessing OR ANY other 0-Refining skills you get 50% yield and if you train ScrapMetal to 5 you get 55% ... Only 5% difference in effective yield from a 0 skill point character?

The Reasoning behind the Ore Skills being Marginally worse the more Specialized you get was sound. My complaint here is that Scrap Metal isn't really being treated as a specialized skill in the formula ... I suggest keep scrapmetal processing at 5% per level so that the *reprocessing yields are

http://i.imgur.com/6C9ycFi.png

This will allow people that refine Scap... to be MORE specialized then a 0 Sp character and still keeps the heavy nerf on module compression..

Someone who enjoys playing with the market in this area

Destitute Tehol Beddict

Summary

The skill ScapMetal processing is being treated as a specialized skill when its not in the formula. (sort of)?

Loot Buying service: https://forums.eveonline.com/default.aspx?g=posts&m=4529397#post4529397

Kanidatari
Bound And Determined
#1977 - 2014-04-29 00:32:29 UTC
CCP Ytterbium wrote:
Dersen Lowery wrote:
Omnathious Deninard wrote:
I'm not sure I like changing all instances of Refining to Reprocessing.

It doesn't make sense to reprocess un-processed ore and ice.


Yeah, I'd say that anything having to do with raw materials should be Refining, and anything having to do with Scrapmetal Processing should be Reprocessing.

Other than that nit (and my reflexive aversion to insta-refining)? These look like an excellent set of changes.


Yes, that is one discussion we internally had as well. We tried to find a term that would encompess both reprocessing and refining, but with no avail.

The point of merging those two terms however is to make it clear it is the same process and station facility / service ( you can't reprocess both ores and materials at the same time at the moment, and both "reprocess" and "refining" are appearing under the Star Map under the "service" tab).


As you'r goal is to have all handling of material in one window, why not call it Material Processing? Long names are nessisarily not bad, you already have skillbooks like "Capital Capacitor Emission Systems". The Pro for such a term would be easy for new players to understand that thoes skills have to do with some kind of process, rather in your new set up, ppl that are well infomed buy the mining indistry in our world, will be comfused as just the term "re" is to undo what was once done. And in that case alone, its better to just leav it as it is, rather then chaning the term.

If this have bene discoussed later then page 15 i havent read it. 100 pages is alot of text.

But I realy love that Outposts gets this love!
Galies
Deep Core Mining Inc.
Caldari State
#1978 - 2014-04-29 13:30:07 UTC
As a long time player, 5+ years in the game, I feel yet another kick in the teeth coming here. I have seen you reduce mission loot on lvl 4 missions, as you said we were getting way too much value from the loot. Ive seen the introduction of massive amounts of scrapmetal, that is worthless, unless you have a truly massive amount of it, to replace modules. Ive seen the bounties on NPC's go down in high sec mission sites. Ive also seen the payouts from the agents go down. I am a highly specialized mission runner, I fly 2 different marauders, as ive found they have the best balance of firepower and defense, and are able to run missions faster than just about any other ship. Yes, under the right circumstances, I am able to run 4 to 5 missions, and that includes salvaging, in an hour, but I have to be very focused and they have to be the right missions. All this goes to say that I have spent a TON of time doing my homework, training skills to ridiculously high levels, researching ships and builds, testing numerous hulls under a variety of situations. I have a staggering amount of time invested in my gunnery skills, they are high enough to make most low and null sec pukes jealous, and now, im going to loose even MORE money, if I want to continue doing what I enjoy. If you continue diminishing what mission runners are able to make, you might as well remove missions from the game entirely CCP. That's not to say that's a decision I want to see, and would lead me to quitting for good, but lvl 4's almost aren't worth doing anymore, and as lvl 5's aren't practical for a solo pilot to run. I feel more and more that you, CCP, don't want pilots to stay in high sec. I can agree that low and null need advantages in exchange for the relative security that high sec has, but they already have that in the ores and other things that are out there. To be quite frank, ive been in null before, and got my butt shot off for showing my face there, and have absolutely no desire to go back. Please CCP, reconsider some of what you are doing before you turn high sec into a rookie training ground, with crap missions and ores that forces players into null to make any real isk
Capsuler Rhea
Imperial Academy
Amarr Empire
#1979 - 2014-04-29 14:52:52 UTC
Galies wrote:
As a long time player, 5+ years in the game, I feel yet another kick in the teeth coming here. I have seen you reduce mission loot on lvl 4 missions, as you said we were getting way too much value from the loot. Ive seen the introduction of massive amounts of scrapmetal, that is worthless, unless you have a truly massive amount of it, to replace modules. Ive seen the bounties on NPC's go down in high sec mission sites. Ive also seen the payouts from the agents go down. I am a highly specialized mission runner, I fly 2 different marauders, as ive found they have the best balance of firepower and defense, and are able to run missions faster than just about any other ship. Yes, under the right circumstances, I am able to run 4 to 5 missions, and that includes salvaging, in an hour, but I have to be very focused and they have to be the right missions. All this goes to say that I have spent a TON of time doing my homework, training skills to ridiculously high levels, researching ships and builds, testing numerous hulls under a variety of situations. I have a staggering amount of time invested in my gunnery skills, they are high enough to make most low and null sec pukes jealous, and now, im going to loose even MORE money, if I want to continue doing what I enjoy. If you continue diminishing what mission runners are able to make, you might as well remove missions from the game entirely CCP. That's not to say that's a decision I want to see, and would lead me to quitting for good, but lvl 4's almost aren't worth doing anymore, and as lvl 5's aren't practical for a solo pilot to run. I feel more and more that you, CCP, don't want pilots to stay in high sec. I can agree that low and null need advantages in exchange for the relative security that high sec has, but they already have that in the ores and other things that are out there. To be quite frank, ive been in null before, and got my butt shot off for showing my face there, and have absolutely no desire to go back. Please CCP, reconsider some of what you are doing before you turn high sec into a rookie training ground, with crap missions and ores that forces players into null to make any real isk


THIS!!!

Nulsec is for people with something to prove, I personally don't want to be a part of that and I don't need to prove anything, I'm fine wasting my time on missions and NPC corp chat, I'm fine with the changes pertaining to refining, you need to max the training in order to maximize refining output, but giving reprocessing modules a huge nerf and giving, AGAIN, nulsec more advantages, my question is why? Isn't better moons, better asteroids, better PI, better DED sites, better signatures, higher bounty rats not enough? Almost 5 years of running missions and I'm still broke, and CCP is still going to nerf that. With the playstyle I've chosen, I can't even sustain PLEX'ing my toon thus I have a recurring subscription.
Weaselior
GoonWaffe
Goonswarm Federation
#1980 - 2014-04-29 15:53:56 UTC
Capsuler Rhea wrote:

Nulsec is for people with something to prove, I personally don't want to be a part of that and I don't need to prove anything, I'm fine wasting my time on missions and NPC corp chat, I'm fine with the changes pertaining to refining, you need to max the training in order to maximize refining output, but giving reprocessing modules a huge nerf and giving, AGAIN, nulsec more advantages, my question is why? Isn't better moons, better asteroids, better PI, better DED sites, better signatures, higher bounty rats not enough? Almost 5 years of running missions and I'm still broke, and CCP is still going to nerf that. With the playstyle I've chosen, I can't even sustain PLEX'ing my toon thus I have a recurring subscription.

have you considered that if you've been running missions for five years and you're broke you're probably doing a whole lot of things wrong

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