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Dev blog: The Price of Change

First post First post
Author
Rekkr Nordgard
Steelforge Heavy Industries
#281 - 2014-04-29 17:11:38 UTC
What I got from the dev post:

1) We're going to make manufacturing 10 times more complicated.

2) Everything is going to cost more, in a much more complicated way.

3) If you own a POS, you can go **** yourself.
Weaselior
GoonWaffe
Goonswarm Federation
#282 - 2014-04-29 17:13:08 UTC
why are people calling for a release to be delayed when it doesn't even have a release date?

all this stuff is a Big Change so they're throwing it out there asap so you can do things like train refining skills, re-spreadsheet everything, get everything installed pre-patch that would get screwed up, that sort of thing

you should be happy as hell you're hearing it in the 90% done stage instead of the 100% it ships tomorrow stage

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

Gilbaron
The Scope
Gallente Federation
#283 - 2014-04-29 17:14:18 UTC
Quote:
I am VERY, VERY concerned about the ME bonus to amarr/minmatar outposts. A BPO that would take me years to research to perfect, can be produced in null outpost for 1/10,000th the research time because they only need to be at ME 5 for perfect?


you can't make titans in stations
Zurin Arctus
Trauma Ward
#284 - 2014-04-29 17:14:54 UTC
Hahaha. What a silly isk sink.

If the intent is to remove isk from the economy, this is a bad way of doing it. Why not look at some of the current NPC isk faucets instead?

But this is a classic example of CCP design philosophy: Don't fix things that are broken; just break everything else and hope it evens out.
Fal Dara
Vortex Command Corporation
#285 - 2014-04-29 17:16:47 UTC
CCP Greyscale wrote:
Weaselior wrote:
CCP Greyscale wrote:
Weaselior wrote:
I understand the pricing for manufacturing. However, I do not understand the pricing for research: what's the output price? Could you give us some examples of what it would cost to (a)add a level of ME to a bpo (b)Make copies of that bpo or (c) run an invention job?


The "output price" where the output is a blueprint is treated as being 2% of the value of whatever the blueprint produces. It's buried in a paragraph halfway down, that probably could've been clearer.


What about copies: is a 50-run copy equal to 100%? It seems like this makes regular research oddly cheap and copying oddly expensive in relation to one another. I'll have to poke at the formula and see what drops out for the usual sort of stuff though.

Related question: how is this formula resolving the market value of rarely sold (e.g. components) items and never sold (supercaps)? Is it using market prices or is it doing a sort of 'base cost' off the minerals?


It will likely be per-run, so a 50-run copy becomes 100%, yes. Research costs scale at higher levels though, so it probably swings back a bit there.

Market costs are all done using the system that is used for killmail pricing (and thus used for FW LP payouts), which should have reasonable values for most things already. Some newer items aren't being properly calculated on TQ right now, but we're fixing that.


I would like to point out, that, to make a copy--a single copy, of a covetor will cost 600k... and a max run (invention) will cost 6m. That's fine, i guess, but that's about 6 TIMES what they go for on contracts. We will adapt.

But, if it's 2% of the BPO cost, we're screwed. It's not, right? because then a covetor copy would cost 40m--more than the ship.

to make a single max-run copy of a modual (which is what we all do for inventing), we will be spending 600% of the production cost to do so? and with a ~50% success rate at inventon, that means about 12 moduals cost. for a thing like a 425mm rail, that's 24m isk, to make JUST the bpc for making 10 mods.

so a 425mm rail II would go from 3.5m to 5.9m ... a 170% price jump. This wouldnt even include the new production costs.

Looks to make a LOT of t2 mods 200% more expensive.

CCP, i hate to say it, but i think the modifier for the cost of making copies needs another zero. not 2% of mod cost, but .002.
CCP Greyscale
C C P
C C P Alliance
#286 - 2014-04-29 17:17:13 UTC
Weaselior wrote:
CCP Greyscale wrote:
As in, total global hours for each activity type?


Yeah, so we can model what sort of costs we can expect post-patch. Whatever it is at this moment is 'good enough' for that sort of modeling.


I've got the OK to release those numbers but the guy who has the data has gone home for the day (I only have percentages in my working sheet). I'll try and post them up tomorrow morning.
Calorn Marthor
Standard Fuel Company
#287 - 2014-04-29 17:17:39 UTC
CCP Greyscale wrote:

Tippia wrote:

Use the same method you're using to replace total system slot count with a system cost bonus, only when you use a POS, it counts the number of relevant arrays at that POS to determine the bonus (and completely ignores all system-based bonuses). The exact per-array bonus can be tweaked, or you can be all fancy and give different arrays different bonuses. A “relevant array” would be any array that can perform the kind of S&I job you're about to do.


Counting facilities at a starbase is somewhat computationally expensive right now, as we don't keep track of which structures are associated with each control tower in the DB. The "obvious solution" (ie what you've described, and what's in the original design) requires us to do some legwork to track that properly, which as I alluded to earlier is not particularly conceptually complex but requires a reasonable amount of work that we may or may not have time to do.



Then do it slightly different. Two suggestions:



A) Your database can tell in finite time how many arrays are there that are
- of a specific type
- in a specific system
- owned by your corp or alliance
- online

Then you just say: all these arrays/labs somehow provide accomodations/workspace for your work force and the job cost is reduced by a factor that is determined by the number of your available labs (read: ex-slots) and the number of job hours your corp/ally is currently running.

If you want a POS farm with 38 labs in a system, fine.



B) Your database cannot tell to whom these structures belong, but it does at least know how many structures of a given type are there online in a given system.

Then the formula uses the total number of online arrays for cost reduction. This implies that you could "use" even enemy structures. To compensate, EVERYONE pays a tax, also at POSes.
All taxes go to a tax pool and every once in a while the server distributes the tax pool among all array/lab owners.

With this you could also have a "lab farm" just to collect taxes even when you are not running any jobs yourself at all.
POSes with a large number of arrays would have a similar role as POCOs have - you provide infrastructure.

Lorewise, this would mean by setting up labs or arrays you rather support the systemwide NPC work forces instead of one specific project.
In return you get some "rent" for their accomodations which is deducted from the systemwide tax pool.
Kadl
Imperial Academy
Amarr Empire
#288 - 2014-04-29 17:17:48 UTC
Some thoughts:

Will Teams effect the costs of production (such as material efficiency)? - This could significantly change analysis in this area.

System facility costs provide some lumps but not huge lumps. A system with a system facility cost of 0.5 can only accommodate 4 times the number of producers as a system with a system facility cost of 1.0 (no station). When will we see the estimated system facility costs for all systems and regions?

Null sec's advantage is refining not production costs. A moderately trafficked high sec system has fractional production of 0.0025 (with a 0.05 square root). Assume no system facilities or starbase bonus and we have a cost of 5.5% (NPC tax is 0.5%). With similar production activity a null sec station system has a cost of 2.5%. That is a 3% bonus for null sec but requires transporting the goods out of null sec and a highly upgraded station. This is not the 20% refining bonus, or a feared 14% production bonus. There may be some select systems used for a bit of production but high sec still has a transportation bonus. The refining bonus may make some interesting options in some areas.

Faction war low sec in a good factory system could have quite low costs. It would still be faction war low sec.
Valterra Craven
#289 - 2014-04-29 17:18:47 UTC
Weaselior wrote:
why are people calling for a release to be delayed when it doesn't even have a release date?


Because CCP is saying repeatedly that important features that players care about will likely be broken when the change hits and this will be because they will not have the time to get them in to the release. Therefore the response is to wait until you don't break more than you fix.
CCP Greyscale
C C P
C C P Alliance
#290 - 2014-04-29 17:18:55 UTC
Fal Dara wrote:
CCP Greyscale wrote:
Weaselior wrote:
CCP Greyscale wrote:
Weaselior wrote:
I understand the pricing for manufacturing. However, I do not understand the pricing for research: what's the output price? Could you give us some examples of what it would cost to (a)add a level of ME to a bpo (b)Make copies of that bpo or (c) run an invention job?


The "output price" where the output is a blueprint is treated as being 2% of the value of whatever the blueprint produces. It's buried in a paragraph halfway down, that probably could've been clearer.


What about copies: is a 50-run copy equal to 100%? It seems like this makes regular research oddly cheap and copying oddly expensive in relation to one another. I'll have to poke at the formula and see what drops out for the usual sort of stuff though.

Related question: how is this formula resolving the market value of rarely sold (e.g. components) items and never sold (supercaps)? Is it using market prices or is it doing a sort of 'base cost' off the minerals?


It will likely be per-run, so a 50-run copy becomes 100%, yes. Research costs scale at higher levels though, so it probably swings back a bit there.

Market costs are all done using the system that is used for killmail pricing (and thus used for FW LP payouts), which should have reasonable values for most things already. Some newer items aren't being properly calculated on TQ right now, but we're fixing that.


I would like to point out, that, to make a copy--a single copy, of a covetor will cost 600k... and a max run (invention) will cost 6m. That's fine, i guess, but that's about 6 TIMES what they go for on contracts. We will adapt.

But, if it's 2% of the BPO cost, we're screwed. It's not, right? because then a covetor copy would cost 40m--more than the ship.

to make a single max-run copy of a modual (which is what we all do for inventing), we will be spending 600% of the production cost to do so? and with a ~50% success rate at inventon, that means about 12 moduals cost. for a thing like a 425mm rail, that's 24m isk, to make JUST the bpc for making 10 mods.

so a 425mm rail II would go from 3.5m to 5.9m ... a 170% price jump. This wouldnt even include the new production costs.

Looks to make a LOT of t2 mods 200% more expensive.

CCP, i hate to say it, but i think the modifier for the cost of making copies needs another zero. not 2% of mod cost, but .002.


2% of the value of whatever the blueprint produces, not of the blueprint itself.
Calorn Marthor
Standard Fuel Company
#291 - 2014-04-29 17:19:48 UTC
OK, maybe B) may start a war or another, because Nonni and Malkalen only have 2 moons each... Pirate
Proton Power
Imperial Academy
Amarr Empire
#292 - 2014-04-29 17:19:49 UTC
DEFANDER wrote:
If that tax is based on the prices ( % ) ...

I'm thinking:

1. Atm say it's 10% of 100k ISK = 10k

2. Well the moment the manufacturer pays that "INITIAL" 10k, he will add it up to the sell price = new sell price will be a minimum of 110k.

3. Let's run the first two poing again and again in the same order ... we will end up with price growing at a steady exponential rate.


{[(100000 + 10%)+10%]+10%}+ ~ = Eror.


I did not understand a lot of the numbers and came here to actaully see if I could get a better grasp. So far I have not... But one thing I did think about was this. They created a system where the number keeps going up, if I pay 10k more to produce item today due to tax, that means the price will go up 10k, meaning I now pay another 1k, so 11k, well now the price goes up 11k and so forth and so on.

I like some of the idea here, but I do think they need a stabalized price for each item, not a price that changes much, if any. Also want to show some numbers to see if I understand correct:

JF Build -

Produce BPC for Freighter, get charged 2% tax on a freighter (20mil?)
Produce BPC for Freighter, get charged 2% tax on freighter (20mil?)
Invent 2 jobs of Freighter to get 1 BPC if I am lucky today, 2% on 2 Invention Jobs on 5bil isk ship = 200mil, 100mil each
Produce T1 Capital Comps for T1 Freighter, say 3% system tax (30mil Extra)
Produce T1 Freighter, 10% tax minus some system bonus's so say 3% tax (30mil Extra)
Produce T2 Components for Jump Freighter (4bil * same 3% tax = 120mil Extra)
Produce JF (6bil * same 3% tax = 180mil extra)

JF now costs 600mil Isk more isk to produce? This is all basic numbers based on 3% tax (Not sure if 3% is reasoanble, don't understand how that works 100% yet)

Am I missing something?
Valterra Craven
#293 - 2014-04-29 17:21:21 UTC
Gilbaron wrote:
Quote:
I am VERY, VERY concerned about the ME bonus to amarr/minmatar outposts. A BPO that would take me years to research to perfect, can be produced in null outpost for 1/10,000th the research time because they only need to be at ME 5 for perfect?


you can't make titans in stations


But according to CCP bonuses from stations are system wide... so unless the station bonus for the build cost doesn't apply to the system then your point doesnt matter.
CCP Greyscale
C C P
C C P Alliance
#294 - 2014-04-29 17:22:35 UTC
Valterra Craven wrote:
Gilbaron wrote:
Quote:
I am VERY, VERY concerned about the ME bonus to amarr/minmatar outposts. A BPO that would take me years to research to perfect, can be produced in null outpost for 1/10,000th the research time because they only need to be at ME 5 for perfect?


you can't make titans in stations


But according to CCP bonuses from stations are system wide... so unless the station bonus for the build cost doesn't apply to the system then your point doesnt matter.


The ME bonus specifically is limited to the outpost itself.
Medalyn Isis
Doomheim
#295 - 2014-04-29 17:22:52 UTC
CCP Greyscale wrote:
gascanu wrote:

what about NPC 0.0 stations? will they be "taxed" like in empire or like in 0.0 outposts?


NPC 0.0 are probably taxed like hisec, for the time being, as it preserves the balance status quo. NPC nullsec needs some love, but we don't want to make major changes without having time to think them over properly.

This is sad to hear. I feel you should put in some change to NPC 0.0. Right now anyone who does industry in 0.0 NPC is going to get shafted unless you make the stations there get a much higher multiplier due to the fact that stations are much more sparse in 0.0 NPC space.

Would it be possible for a simply fix to at least ensure 0.0 NPC can compete with low sec by tweaking the multipliers on the stations until a proper overhaul is in the works?
CCP Greyscale
C C P
C C P Alliance
#296 - 2014-04-29 17:25:41 UTC
Medalyn Isis wrote:
CCP Greyscale wrote:
gascanu wrote:

what about NPC 0.0 stations? will they be "taxed" like in empire or like in 0.0 outposts?


NPC 0.0 are probably taxed like hisec, for the time being, as it preserves the balance status quo. NPC nullsec needs some love, but we don't want to make major changes without having time to think them over properly.

This is sad to hear. I feel you should put in some change to NPC 0.0. Right now anyone who does industry in 0.0 NPC is going to get shafted unless you make the stations there get a much higher multiplier due to the fact that stations are much more sparse in 0.0 NPC space.

Would it be possible for a simply fix to at least ensure 0.0 NPC can compete with low sec by tweaking the multipliers on the stations until a proper overhaul is in the works?


Yes, this is potentially reasonable. I'll look into it.
Fredric Wolf
Black Sheep Down
Tactical Narcotics Team
#297 - 2014-04-29 17:27:07 UTC
I know this dev blog is not about POS but this was an idea a few of us were talking about the other day when we learned that line numbers were being removed. Why couldn't the many types of assembly arrays be scrapped for a simpler and also more dynamic solution. Having only 3 types of assembly arrays a base, a TE one but use more resources , and a one that builds with a bonus to ME like 1%~5% not sure what would be a good number but at a much slower build time. This would make it so POS’s get a bonus for being at risk but also so there are down sides to using these processes.
Vaerah Vahrokha
Vahrokh Consulting
#298 - 2014-04-29 17:27:36 UTC
Sentient Blade wrote:
That's going to be a massive ISK sink.


Well Dr Ejyo is behind all of this. He knows ISK oversupply is very bad and EvE's economy needed a big overhaul to deal with that oversupply.

My vodoo senses tell me that he'll even talk at Fanfest about how he is one of the "drivers" behind the new ISK sinks.
Kun'ii Zenya
Hogyoku
Goonswarm Federation
#299 - 2014-04-29 17:28:58 UTC  |  Edited by: Kun'ii Zenya
Weaselior wrote:
I understand the pricing for manufacturing. However, I do not understand the pricing for research: what's the output price? Could you give us some examples of what it would cost to (a)add a level of ME to a bpo (b)Make copies of that bpo or (c) run an invention job?


From the link,

Quote:
The one deviation we're making is that, just for the purposes of pricing jobs, blueprints are assumed to be worth 2% of the value of whatever they build, so research jobs don't end up being outrageously expensive.


If I read that correctly and using their abaddon example, the price of of the blueprint would be 4 million isk. Using the0.15 multiplier it would be 600,000 isk. Then other multipliers would be factored in such as facility multipliers, etc.*

Also, based on this,

Quote:
For conquerables and outposts, we wanted to keep things pretty competitive despite being limited to one per system, so their multipliers range between 0.5 (manufacturing in an Amarr outpost or researching in a Caldari one) and 0.8 (all jobs in a Refining conquerable).


If you do the research at a Caldari outpost you'll get a 50% reduction on top of that too. So now the cost would be 50,000 isk. Again if I'm reading this correctly.
Zurin Arctus
Trauma Ward
#300 - 2014-04-29 17:31:53 UTC
Vaerah Vahrokha wrote:
Sentient Blade wrote:
That's going to be a massive ISK sink.


Well Dr Ejyo is behind all of this. He knows ISK oversupply is very bad and EvE's economy needed a big overhaul to deal with that oversupply.

My vodoo senses tell me that he'll even talk at Fanfest about how he is one of the "drivers" behind the new ISK sinks.


He doesn't seem to know what he's talking about. There are recently introduced mechanics by which isk is introduced to the economy at a practically limitless rate. Why not take a look at those? Implementing this change as it has been explained will make our economy as dysfunctional as Serenity's.