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Dev blog: Researching, the Future

First post First post First post
Author
Udonor
Doomheim
#401 - 2014-04-29 01:04:13 UTC
Great moves! About time CCP recognized where the money is in MMOs. FAST paced PVP without rules. So making progress toward that ideal shooter game but not there yet.

Really if EVE retains industry at all -- ALL BPC should come from PVE loot drops. Absolutely no need to retain any of that boring research crap out of misguided sense of tradition. No need for BPOs of any kind. The more juicy the item BPC the tougher and more rare the PVE rat carrying it. Also PVE rats should all be random incursion type rats with the best BPCs coming from ones that drop in as ambushers to ongoing PVP matches.

Also non-destructible stations where you build ships and modules and market extra junk is BORING. CCP should consider mobile ship factories and markets as well as making all stations destructible. If CCP wants to ensure that nobody can really win...I guess they can have the Empire rebuild a certain amount of mobile factory and market ships.
The point is no ones crap should EVER be safe (especially surplus stuff ) just because its on an NPC station.
It should be easy to lose everything and then build up again from the EMpire dole ships given out when you got nothing.


Keep in mind that in real life a lot of the "faithful" player base is getting so old in real life they are starting to die off - literally. Frankly supporting your traditional fan base just limits a game's growth. Kill off the elitist pseudo-intellectual complications and domination of spreadsheet geeks.

Chaos is GOOD.
Udonor
Doomheim
#402 - 2014-04-29 01:13:39 UTC
At least this move will greatly cut time wasted on industry rather than PVP.

It also goes a long way to equalize play and make EVE more fun. Previously too much advantage was given to players and corps who had no other life but EVE. Now players who simply keep their subscription alive can compete on nearly equal footing.

The only big thing really remaining undone is for CCP to smarten up and create a 30-365 day training queue.

Then just anyone can drop in to PVP at anytime without all the silly groundwork EVE has traditionally required.
Arsine Mayhem
Doomheim
#403 - 2014-04-29 01:14:33 UTC
Udonor wrote:

Keep in mind that in real life a lot of the "faithful" player base is getting so old in real life they are starting to die off - literally. Frankly supporting your traditional fan base just limits a game's growth. Kill off the elitist pseudo-intellectual complications and domination of spreadsheet geeks.

Chaos is GOOD.


I just press F1. Hey I could be goon.
nXus
School of Applied Knowledge
Caldari State
#404 - 2014-04-29 01:14:50 UTC
CCP Nullarbor wrote:
MailDeadDrop wrote:
CCP Nullarbor wrote:
MailDeadDrop wrote:
Since you're trying to move Eve away from "build from original (BPO)" and more towards "build from copy (BPC)", can we have an increase in station copy facilities to be closer to on-par with station manufacturing facilities? Now it seems like there's 10x or more manufacturing facilities for every copy facility.

MDD


As mentioned in this previous devblog:

http://community.eveonline.com/news/dev-blogs/building-better-worlds/

We are removing the slots and introducing a cost scaling system instead. The next devblog will cover that in more detail.

So many blogs because so many changes Bear

That doesn't help me when the station I'm in has manufacturing facilities but does not have laboratory facilities. Or are you saying that all stations will have all services now?

MDD


Ah no it doesn't, but the stations that do have copy facilities will no longer be capped. Yes you may need to do some flying around.


I understand that slots are now infinite, although there will be some cost scaling mechanism(can't comment on that until devblog).

What i'm trying to understand is the idea of moving to a BPC focused EVE, and needing to keep BPO's(especially expensive ones, BS and above) safe.

I'm sure there are quite a few pos's in empire and low sec systems with stations lacking those research facilities, but utilising the office space to spread it around. After the changes the office availability to achieve the same thing will be reduced.

Do you expect an issue with lack of Corp offices in these stations with research facilities, due to people "flying around". Or is the intention for those that cannot get offices, to be moving BPO's into personal hangers, not accessible to the entire corp?

Dramaticus
State War Academy
Caldari State
#405 - 2014-04-29 01:15:27 UTC
Arsine Mayhem wrote:
Udonor wrote:

Keep in mind that in real life a lot of the "faithful" player base is getting so old in real life they are starting to die off - literally. Frankly supporting your traditional fan base just limits a game's growth. Kill off the elitist pseudo-intellectual complications and domination of spreadsheet geeks.

Chaos is GOOD.


I just press F1. Hey I could be goon.


F1 is cloak

The 'do-nothing' member of the GoonSwarm Economic Warfare Cabal

The edge is REALLY hard to see at times but it DOES exist and in this case we were looking at a situation where a new feature created for all of our customers was being virtually curbstomped by five of them

Ming The Merciless
Orbital Reclamation Services
#406 - 2014-04-29 01:18:24 UTC
MailDeadDrop wrote:

Please have a look at the number of stations with laboratory facilities versus the number of stations with manufacturing facilities. They are severely imbalanced in some regions (perhaps all).

And dismissing the problem as "oh, you'll just have to fly around some more" doesn't give me confidence that you've thought the changes through. For example, copying corporate blueprints means you'll need to have an office in the station with the laboratory facilities. Possibly several new offices if you have to use a variety of laboratory services to react to congestion pricing. And corporate blueprints are frequently locked down. Do you begin to see how this is perhaps a problem?

The demand for copy facilities is going to increase, and that is intended. But if you don't look at increasing the number of copy facilities, the demand for offices in stations which have copy facilities is *also* going to increase. And you haven't said you're going to remove office slots, like you're removing copy slots. So I don't have confidence that this aspect has been noticed and examined by CCP. Please look at it.

MDD


Quoting to get a Dev response to MDD(Greyscale is likely sleeping, he sleeps right?). 24 Offices per station, somewhere between 2 and 32 NPC stations with lab type(copy/me/te) facilities in a region(low, high, NPC null). The ability to research as a corporation(regardless of what Querns/Weaselior say) is important to industrial corps. We need to have corp offices to share/lock down blueprints. These limited stations, even with unlimited slots, will very likely fill their office slots before corps that were previously researching remotely(spread out over all over New Eden with their POS's) are forced to relocate to these specific stations to protect their corp assets(BPO's) and time investments in research.


Separate from the above:

So besides the brief flare-up of gankers along routes looking for people moving BPO's to one of these stations until they are moved and the brief but ultimately fruitless increase in highsec wardec's from people who are not very swift who think Indy corps will be keeping BPO's at their POS's I'm not sure how this is creating content. You'll be making solo indy folks, and a few of the corps that can get offices pay a new highsec penalty(congestion) tax(more info in next blog) but you've made their remote research/copy POS's pointless so it is a wash cost-wise because why fuel a POS and risk that now if slots are going to be unlimited? Unless some crazy bonuses are applied to corp owned slots(who knows, maybe!). I don't see the point of running a 500m Isk/month tower(s).

So maybe new folks will start making things until they realize the profit margin sucks, but corps that put a lot of time and effort into BPO's and remote research/copy/production POS's(and don't live in an owned station in the blue donut) are being annoyed out of a playstyle.
Dramaticus
State War Academy
Caldari State
#407 - 2014-04-29 01:21:01 UTC
Given how it is possible to use a BPO in a POS with absolutely zero risk to the BPO I don't see the big deal out of this.

The 'do-nothing' member of the GoonSwarm Economic Warfare Cabal

The edge is REALLY hard to see at times but it DOES exist and in this case we were looking at a situation where a new feature created for all of our customers was being virtually curbstomped by five of them

Vendatia
VVV Enterprises
#408 - 2014-04-29 01:27:27 UTC
On the whole, these changes seem to simplify the whole process.

My question is what happens to research jobs in progress when the summer expansion takes effect?

Will these jobs complete as per existing conditions or will I have to take some action (for example, moving the BPO to the POS) to finish these jobs? I would assume that all pre-loaded jobs would simply complete as per the conditions that existed at the time the job was loaded, but confirmation would be helpful.
Loraine Gess
Confedeferate Union of Tax Legalists
#409 - 2014-04-29 01:31:26 UTC
Vendatia wrote:
On the whole, these changes seem to simplify the whole process.

My question is what happens to research jobs in progress when the summer expansion takes effect?

Will these jobs complete as per existing conditions or will I have to take some action (for example, moving the BPO to the POS) to finish these jobs? I would assume that all pre-loaded jobs would simply complete as per the conditions that existed at the time the job was loaded, but confirmation would be helpful.



Already answered...
Sabriz Adoudel
Move along there is nothing here
#410 - 2014-04-29 01:32:51 UTC
Dramaticus wrote:
Given how it is possible to use a BPO in a POS with absolutely zero risk to the BPO I don't see the big deal out of this.


It won't be after the change. The BPO will need to be physically present at the POS it is being used at. (Source: first blog).

So the BPO will be at risk from the time the POS is reinforced, until the time the BPO is secured in a station or the POS attackers are defeated. If you decide to keep the BPO in the POS and defend it, it is at risk there if you fail to defend the POS. If you decide to transport the BPO out of the POS and to the station, it is at risk while in transport.

I expect BPOs under a billion will regularly be located in POSes and BPOs over a billion will mostly never leave empire stations, the exception being those sovereign nullsec alliances that (rightly or wrongly) consider their stations 100% safe.

I support the New Order and CODE. alliance. www.minerbumping.com

gas guzzler
i'm from the government and i'm here to help
#411 - 2014-04-29 01:48:02 UTC
Medalyn Isis wrote:
Madfranco wrote:
Medalyn Isis wrote:
Madfranco wrote:


What i was asking for is if it would be possible to batch jobs from multiple BPCs, because actually some BPOs have too few max runs on their BPCs (see Capital parts BPOs), some invented T2 BPCs (E.G.: 8 runs T2 small rig job completion time is 20h at a POS array currently) have similar "tendencies" of forcing you to log multiple times a day to "click" if you want to manifacture from them.

That is the whole point of T2 invention. Suck it up and make a more efficient production chain that you can effectively manage. I don't think industry needs to be dumbed down even further to the lowest denominators.


My production chain is as efficient as it can be given my log times, the point is that the actual bottleneck are log times, due to how the current and the next ui handle things.

Should it be the UI and log times the real bottleneck? or should it be your ability to promplty get supplies to keep your lines fed?

Must i log every hour to reque my invention jobs or should i be able to say "Here's the materials needed for 24 hours of invention, just cycle it 24 times on your own"?

This should be true for the BPCs too, E.G.: Capital Parts BPCs: the problem with the 5 runs BPCs is that they force you to log each 8 hours or so only to submit the Jobs, this doesn't create content or interaction, is just you fighting vs the UI; one solution would be to raise the max number of copies on the Capital Parts BPCs, or you could get at the root of the problem and enable a batching sistem for manufacturing and Invention....

That is what i wanted to convey in the previous posts

Yes, it is intentional that T2 BPCs have inconvenient manufacture times. Which by the way can be modified by decryptors to provide a manufacture time which is more convenient for your production chain. Your production chain clearly is not efficient if you having to log in every couple of hours to update it. CCP have given you plenty of tools to modify that though without the need for dumbing down and homogenising everything.


t2 bpo holder spotted, no need to identify what is wrong with your post
Kossaw
Body Count Inc.
Mercenary Coalition
#412 - 2014-04-29 01:50:02 UTC  |  Edited by: Kossaw
Sabriz Adoudel wrote:
Dramaticus wrote:
Given how it is possible to use a BPO in a POS with absolutely zero risk to the BPO I don't see the big deal out of this.


It won't be after the change. The BPO will need to be physically present at the POS it is being used at. (Source: first blog).

So the BPO will be at risk from the time the POS is reinforced, until the time the BPO is secured in a station or the POS attackers are defeated. If you decide to keep the BPO in the POS and defend it, it is at risk there if you fail to defend the POS. If you decide to transport the BPO out of the POS and to the station, it is at risk while in transport.

I expect BPOs under a billion will regularly be located in POSes and BPOs over a billion will mostly never leave empire stations, the exception being those sovereign nullsec alliances that (rightly or wrongly) consider their stations 100% safe.


Obviously reading comprehension is not your strong point. No, you can choose to put a BPO in a POS, but there is no requirement now that copying time is being reduced. Copy BPO in station somewhere cheap -> Put Copy in POS -> Manufacture Item. Was that so hard to understand ?

WTB : An image in my signature

Cygnet Lythanea
World Welfare Works Association
#413 - 2014-04-29 01:53:17 UTC
Unless I'm missing something, with the elimination of 'Waste' there's no now reason to use a POS for industry at all outside WH, since the major draw there was the fact that doing so reduced waste.
Halia Thorak
Aliastra
Gallente Federation
#414 - 2014-04-29 02:01:27 UTC
First question then a rant.

With wastage being removed will an invented BPC's require more ore less minerals then before? I read through the blog 3 times but i couldn't find any specific reference to how they plan to solve the "extra materials" that don't currently have wastage values. If a -4 does get extra wastage this could be a considerable buff to some lower waste BPO's like modules that now have wastage through inventing where there was none before. Please clarify

Second, a request for clarification. Can CCP/Dev please give us specific levels that we need to obtain before the expansion to get "Perfect" again on low ME BPO's (if they don't intend to change them). I don't mind training an extra x levels to get my T2 component to translate to perfect after the patch while x levels doesn't take weeks. Reading the comments in this post there are a lot of people that are worried their perfect BPO's are now going to all of a sudden turn bad overnight. Just clarify what we will need to reach before the patch hits and everyone will be happy(or those that can be made happy) on that front.

./rant
With all the time and investment CCP is doing to make it easier for people to get into industry it strikes me odd that you would buff T2 BPO's by any % (lets face it 1% in eve is still a pretty sizable buff). Its a grandfathered mechanic that should of been worked out of the game shortly after its replacement was introduced. I have no hate for those who have T2 BPO's but in a sandbox game ownership of unobtainable item should not guarantee ones ability to compete in a market, or produce for your own corp.

The health of any mechanic in a sandbox game relies on being balanced to everyone with the corresponding skills and reasonably obtainable gates. The thing that sets people apart in a sandbox game are the personal skills out of the game that make them smarter/faster/craftier/etc then equally in game skilled people. Almost all of eves other systems are balanced in that such way, quite perfectly I might add. Someone in a rifter can stomp someone in a daredevil if he know how to pvp better, that's how a good sandbox mechanic works. It just a sad state of affairs that in a game where CCP puts so much work into balancing these such system, that they're still holding onto this one in fear of what ripples they might cause in their 2% player base that own these.

*PS* before someone chimes in that T2 BPO's are obtainable we have to do a reality check. Paying 10 years of an items profit in price over invention to get access to a single BPO is not obtainable. I can think of 10 things that would make a larger return on investment.
Dramaticus
State War Academy
Caldari State
#415 - 2014-04-29 02:05:24 UTC
Sabriz Adoudel wrote:
Dramaticus wrote:
Given how it is possible to use a BPO in a POS with absolutely zero risk to the BPO I don't see the big deal out of this.


It won't be after the change. The BPO will need to be physically present at the POS it is being used at. (Source: first blog).

So the BPO will be at risk from the time the POS is reinforced, until the time the BPO is secured in a station or the POS attackers are defeated. If you decide to keep the BPO in the POS and defend it, it is at risk there if you fail to defend the POS. If you decide to transport the BPO out of the POS and to the station, it is at risk while in transport.

I expect BPOs under a billion will regularly be located in POSes and BPOs over a billion will mostly never leave empire stations, the exception being those sovereign nullsec alliances that (rightly or wrongly) consider their stations 100% safe.


You can and will still be able to use a BPO in a POS with absolutely zero risk to the BPO.

The 'do-nothing' member of the GoonSwarm Economic Warfare Cabal

The edge is REALLY hard to see at times but it DOES exist and in this case we were looking at a situation where a new feature created for all of our customers was being virtually curbstomped by five of them

Gamer4liff
Deep Core Mining Inc.
Caldari State
#416 - 2014-04-29 02:05:31 UTC  |  Edited by: Gamer4liff
Changes look solid, very intuitive. Far and away better than the existing system.

I have a few T2 BPOS, one of them is the Damnation BPO, anecdotally I can confirm the market is almost entirely 100% BPO driven. I know this, because the market, historically speaking, is absolutely terrible. You have low volume, high build costs terrible (sometimes negative) margins even at the BPO ME level. There are scores of categories of items to invent in EVE, you're not missing much. I'm not trying to divert people away from inventing in the market, it really is that bad.

The people calling for the removal of T2 BPOs are being unrealistic, the fact of the matter is there is no good way to remove T2 BPOs from the game.

Frankly I think there should be a mechanic for people to get T2 BPOs, have it be an absolutely infinitesimal chance (scaled properly to prevent over saturating the market) per invention job. like a 1/(500K+x) chance or something for example. That way the people who continually invent items, arguably those who most deserve bpos, have a better chance of getting them.

But whatever the case, the chances as presented are a good step in the right direction for all of industry. Good work CCP, I honestly wasn't sure if I'd ever see the day of revamped industry, and it's looking good.

Might want to not buff the T2 BPO copy time too much though yeah, but do keep it reasonable.

A comprehensive proposal for balancing T2 Production: here

MailDeadDrop
Archon Industries
#417 - 2014-04-29 02:05:47 UTC
Kossaw wrote:
Sabriz Adoudel wrote:
Dramaticus wrote:
Given how it is possible to use a BPO in a POS with absolutely zero risk to the BPO I don't see the big deal out of this.


It won't be after the change. The BPO will need to be physically present at the POS it is being used at. (Source: first blog).

So the BPO will be at risk from the time the POS is reinforced, until the time the BPO is secured in a station or the POS attackers are defeated. If you decide to keep the BPO in the POS and defend it, it is at risk there if you fail to defend the POS. If you decide to transport the BPO out of the POS and to the station, it is at risk while in transport.

I expect BPOs under a billion will regularly be located in POSes and BPOs over a billion will mostly never leave empire stations, the exception being those sovereign nullsec alliances that (rightly or wrongly) consider their stations 100% safe.


Obviously reading comprehension is not your strong point. No, you can choose to put a BPO in a POS, but there is no requirement now that copying time is being reduced. Copy BPO in station somewhere cheap -> Put Copy in POS -> Manufacture Item. Was that so hard to understand ?

Sabriz was replying to Dramaticus. Dramaticus was claiming that using a BPO in a POS would be risk free (which it won't be). You (Kossaw) seem to be the one with a reading comprehension issue, as using a BPC in a POS doesn't satisfy Dramaticus' statement.

MDD
MailDeadDrop
Archon Industries
#418 - 2014-04-29 02:07:43 UTC
Dramaticus wrote:
Sabriz Adoudel wrote:
Dramaticus wrote:
Given how it is possible to use a BPO in a POS with absolutely zero risk to the BPO I don't see the big deal out of this.


It won't be after the change. The BPO will need to be physically present at the POS it is being used at. (Source: first blog).

So the BPO will be at risk from the time the POS is reinforced, until the time the BPO is secured in a station or the POS attackers are defeated. If you decide to keep the BPO in the POS and defend it, it is at risk there if you fail to defend the POS. If you decide to transport the BPO out of the POS and to the station, it is at risk while in transport.

I expect BPOs under a billion will regularly be located in POSes and BPOs over a billion will mostly never leave empire stations, the exception being those sovereign nullsec alliances that (rightly or wrongly) consider their stations 100% safe.


You can and will still be able to use a BPO in a POS with absolutely zero risk to the BPO.

Would you care to explain how you believe this is true? Because my & other people's understanding of the dev blogs do not support that statement.

MDD
ergherhdfgh
Imperial Academy
Amarr Empire
#419 - 2014-04-29 02:09:13 UTC
CCP Greyscale wrote:


ergherhdfgh wrote:
So you say it won't cost any more to produce from "Perfect" BPOs but somehow we add in 11% more build mats and then take them out again with the new ME. What happened to the old "waste" from unresearched BPOs? I find this confusing could you explain it better?

Currently BPOs have a 10% wastage factor on most items. If you add 11% on top of that and then remove 10% I fail to see how that is not going to get about 10% more expensive to build.


See, this is the reason we want to simplify the system! Let me try and explain how it is currently.

Right now on TQ, we have base build cost, which is "perfect ME" cost. This is the amount you get back when you reprocess something (pre-nerf).

Then you have ME waste. This is 10% added on top of the base build cost, which is then subtracted again by ME on the blueprint.

Then you have what I'll call "skill waste", which is another 25% (right? I'd go check but I have many tabs open already and it doesn't change the rest of the math) added on top of that. When you've trained the ME skill to 5 (which you've done if you're building competitively), this zeroes out and you can ignore it.

So, we have base amount, and then we add waste, and then we subtract it again with ME.


In the new system, we have a base build cost, and we reduce it with the ME %.

Because we're no longer adding the waste in on top of build cost and then subtracting it again, in order to stop everything just getting 10% cheaper, we need to increase the base build cost to compensate.

Because we want ME to go to 10%, and we want "perfect ME" blueprints in the new system to give the same build cost as a "perfect ME" blueprint in the current system, we need to have the new base cost * 0.9 to be equal to the old base build cost, and to get that we have to divide it by 0.9, which comes to 11.1111111111111111111111111111111111111111%.

Yes it's complicated, that's why we're trying to simplify it!




ergherhdfgh wrote:
Weaselior wrote:

1.11(repeating)*.9=1

so you wind up back at the "old base cost" (currently the zero-waste cost)


That does not explain what happened to the original 10%.

We had a 10% wasteage factor and every level of ME halved that so 50% of the 10% for ME 1 75% of the 10% for ME 2 etc...

We are removing the old ME values and adding in this new +11% - 10% thingy

I can make a lot of assumptions here but the wording they chose is very confusing. It sounds like they are removing that 10% so if something required 100 units of trit with 0 ME it would now require 90 and muliplying that 90 by 1.11 repeating to get back to 100 or 99.99... but it makes no sense why you would remove something just to add it in again just to remove it again. I mean why not just say you are converting how ME is figured instead of adding and removing stuff twice?

Please clarify.


So currently, something that requires 100 units of trit at 0 ME actually requires 90.90r units of trit, which we then multiply by 1.1 to get 100, and then divide by 1 + (ME efficiency gain) to get back down to 90.90r units at perfect ME.

Or, tl;dr, currently the math is centered around perfect build, we want to recenter it around ME 0 build.



I've got to be missing something here. It seems to me you have selected the most complicated way to "simplify" this system. The old way was less complex than what you are doing here.

This could have been a **** ton simpler if you would have just said that you are changing the way ME is figured and instead of getting half the distance closer to perfect with each ME now it will just reduce by a fixed percent with 10 ME being perfect and we are removing the term "wasteage factor" from the info tab.

It sounds to me like that is exactly what you are doing but just decided to take 20 steps to get there. I mean seriously you are taking **** out just so you can add it back in just so you can take it back out just to wind up back exactly where you were.

This dev blog could have been as simple as:
" hey guys we are changing the way ME is figured now ME 10 is perfect and here's the new scale:
ME1 = 1%
ME2 = 2%
ME3 = 3%
ME4 = 4%
ME5 = 5%
ME6 = 6%
ME7 = 7%
ME8 = 8%
ME9 = 9%
ME10 = 10 %
Thanks hand have a nice day. "


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TigerXtrm
KarmaFleet
Goonswarm Federation
#420 - 2014-04-29 02:10:46 UTC
Dramaticus wrote:
Sabriz Adoudel wrote:
Dramaticus wrote:
Given how it is possible to use a BPO in a POS with absolutely zero risk to the BPO I don't see the big deal out of this.


It won't be after the change. The BPO will need to be physically present at the POS it is being used at. (Source: first blog).

So the BPO will be at risk from the time the POS is reinforced, until the time the BPO is secured in a station or the POS attackers are defeated. If you decide to keep the BPO in the POS and defend it, it is at risk there if you fail to defend the POS. If you decide to transport the BPO out of the POS and to the station, it is at risk while in transport.

I expect BPOs under a billion will regularly be located in POSes and BPOs over a billion will mostly never leave empire stations, the exception being those sovereign nullsec alliances that (rightly or wrongly) consider their stations 100% safe.


You can and will still be able to use a BPO in a POS with absolutely zero risk to the BPO.


No, you won't.

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